Base Class: Monk
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Additionally you are given the choice to take 1 elemental cantrip from Mold Earth, Shape Water, Gust, or Create Bonfire.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice from the wizard or sorcerer spell list.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Way of the Four Elements
|
Monk LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Harness the Elements
At 3rd level, you gain ways to harness the elements around you. Immediately after casting a spell that deals damage you choose to manifest the natural elements around you. The manifestation of the elements is based upon the damage of the spell, and lasts for a minute. You can end your manifestation early as a bonus action, or change your elemental form by spending 1 ki point as a bonus action.
- Fire/Radiant damage = Fire Manifestation
- Immediately after dealing damage with a spell of the above damage type, your fists are engulfed in fire. Any unarmed strikes you make for the duration of the manifestation deal fire damage instead of the normal bludgeoning damage, and deal additional damage equal to your wisdom modifier.
- Cold/Necrotic/Psychic/Piercing = Water Manifestation
- Immediately after dealing damage with a spell of the above damage type, your arms are covered in watery whips. Your unarmed attacks gain the reach property and deal cold damage instead of the normal bludgeoning damage.
- Lightning/Thunder/Slashing = Air Manifestation
- Immediately after dealing damage with a spell of the above damage type, you begin to flow like the wind. Your unarmed strikes become ranged weapon attacks with a range of 20/60 ft.
- Bludgeoning/Force/Acid/Poison = Earth Manifestation
- Immediately after dealing damage with a spell of the above damage type, you begin to get encased by the earth itself. Your AC increases by 2, and you can ignore difficult terrain. Additionally, you have advantage on any saving throw to reduce your movement or force you to move in any way.
Elemental Weave
At 6th level, after you gain the ability to weave melee combat with your spells. Immediately after using your action to cast a spell while in an elemental manifestation form, you can make 1 monk weapon attack as part of the same action, granted there is a creature within the range of your attack.
Elemental Aptitude
At 11th level, after activating an elemental manifestation you can spend ki points to empower your spells. When you cast a spell of 1st level or higher that deals damage, you can spend 1 ki point to change the damage to a damage type associated with your manifestation. Additionally, if you do cast a spell of a type associated to your elemental manifestation the damage increases by 1 roll of your monk weapon die.
Elemental Master
At 17th level, you gain the ability to summon the elements like a true master. After you activate your elemental manifestation, you gain the ability to cast a certain spell once per day, in which the spell granted is the one associated with your manifestation. Additionally, you no longer have to spend a ki point to activate a manifestation after casting a spell.
- Fire Manifestation: Delayed Blast Fireball
- Water Manifestation: Cone of Cold
- Earth Manifestation: Earthquake
- Wind Manifestation: Whirlwind
Previous Versions
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7/4/2022 4:54:45 PM
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7/4/2022 4:57:33 PM
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