Base Class: Monk
This update to Way of the Four Elements approaches the subclass as a 1/3 caster with access to fewer spell slots that refresh on short rest to compliment the monk's base abilities. To accomplish this, the Elemental Disciplines list was expanded to provide more compelling choices at each level, ki point costs for elemental disciplines were reduced to be equal to spell level instead of spell level +1, the number of disciplines selected at 3, 6, 11, and 17 was doubled, and class features were added at those levels to improve the hybrid casting playstyle.
The Ki-Fueled Attack optional rule added in Tasha's is required to make full use of the new features.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know two elemental disciplines of your choice, which are detailed in the “Elemental Disciplines” section below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.
Whenever you gain a level in this class, you can replace one elemental discipline that you know with a different discipline.
Casting Elemental Spells
Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. You use your Wisdom modifier when setting the saving throw DC for elemental spells 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
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 2 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 1 ki point plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Spells and Ki Points
|
Monk Levels |
Maximum Ki Points for a Spell |
|---|---|
|
5th–8th |
2 |
|
9th–12th |
3 |
|
13th–16th |
4 |
|
17th–20th |
5 |
Bending
When you choose this tradition at 3rd level, you can use your action to briefly control elemental forces within 30 feet of you. You can mimic the effects of:
Elemental Attunement
When you choose this tradition at 3rd level, you gain the ability to spend 1 ki point to duplicate the effects of casting Absorb Elements as a 1st-level spell. The additional 1d6 damage dealt by the first melee attack on your next turn instead equals your Martial Arts die and applies to all melee attacks on your next turn.
Channel the Elements
At 6th level, when you make an attack using the Ki-Fueled Attack feature after spending ki on an Elemental Discipline, you may use Wisdom instead of Dexterity or Strength for the attack and damage rolls and deal an additional 1d6 cold, fire, lightning, or thunder damage per ki point spent on the Elemental Discipline. This damage bypasses damage resistance.
Elemental Barrier
At 11th level, you are able to form shields of elemental energy to protect nearby allies. You can use your reaction to deflect a missile when anyone you can see within 30 feet is hit by a ranged weapon or spell attack. When you do so, the damage dealt by the attack is reduced by 1d10 + your Wisdom modifier + your Monk level.
Additionally, when you take the Dodge action, allies within 5 feet of you also gain the benefits of the Dodge action until the start of your next turn.
One with the Elements
Your connection to the elements is complete, allowing you to briefly cloak yourself in an element gaining a variety of benefits. As an action, you can spend 5 ki points to cast one of the following spells:
While you are One with the Elements, any turn that you use the action granted by your Investiture, you may use your bonus action on the Ki-Fueled Attack feature as though you spent 5 ki points on an Elemental Discipline.
Once you use this feature, you can't use it again until you finish a long rest.
Elemental Disciplines
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
Breath of Winter
You can spend 5 ki points to cast Cone of Cold. (17th Level Required)
Cleansing Water's Touch
You can spend 3 ki points to cast Dispel Magic, targeting a creature. (11th Level Required)
Clench of the North Wind
You can spend 2 ki points to cast Hold Person. (6th Level Required)
Cresting River Strike
You can spend 5 ki points to cast Maelstrom. (17th Level Required)
Crushing Weight of the Sea
You can spend 3 ki points to cast Tidal Wave. (11th Level Required)
Dance of the Mountain Spirit
You can spend 2 ki points to cast Spider Climb, targeting yourself. (6th Level Required)
Dance of the Whirling Tempest
You can spend 2 ki points to cast Blur. (6th Level Required)
Dancing Wind Strike
You can spend 1 ki point to cast Zephyr Strike.
Dragon's Burning Scales
You can spend 4 ki points to cast Fire Shield. (17th Level Required)
Echoing Strike
You can spend 3 ki points to cast Thunder Step. (11th Level Required)
Embrace of the North Wind
You can spend 1 ki point to cast Armor of Agathys.
Eternal Mountain Defense
You can spend 4 ki points to cast Stoneskin, targeting yourself. (17th Level Required)
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet until the end of your next turn. Additionally, your unarmed strikes deal fire damage instead of bludgeoning damage, and deal an extra 1d10 fire damage.
Firebird's Brilliant Plume
You can spend 1 ki point to cast Hellish Rebuke.
Fist of Four Thunders
You can spend 1 ki point to cast Thunderwave.
Fist of Quaking Earth
You can spend 2 ki points to cast Maximilian's Earthen Grasp. (6th Level Required)
Fist of Spiraling Storms
You can spend 4 ki points to cast Storm Sphere. (17th Level Required)
Fist of the Battering Ram
You can spend 1 ki point to cast Catapult.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Flames of the Phoenix
You can spend 3 ki points to cast Fireball. (11th Level Required)
Gentle Mountain Rain
You can spend 4 ki points to cast Aura of Purity. (17th Level Required)
Gong of the Summit
You can spend 2 ki points to cast Shatter. (6th Level Required)
Hungry Earth Swallows All
You can spend 3 ki points to cast Slow. (11th Level Required)
Mist of the Hidden Falls
You can spend 2 ki points to cast Misty Step. (6th Level Required)
Mist Stance
You can spend 3 ki points to cast Gaseous Form, targeting yourself. (11th Level Required)
Mountain Breaking Strike
You can spend 1 ki point to cast Earth Tremor.
Ride the Wind
You can spend 3 ki points to cast Fly, targeting yourself. (11th Level Required)
River of Hungry Flame
You can spend 4 ki points to cast Wall of Fire. (17th Level Required)
Rolling Dragon's Crest
You can spend 2 ki points to cast Aganazzar's Scorcher. (6th Level Required)
Rush of the Gale Spirits
You can spend 2 ki points to cast Gust of Wind.
Salamander's Caress
You can spend 2 ki points to cast Heat Metal. (6th Level Required)
Shape the Flowing River
When you take the Dash action, you can change water to ice and vice versa within 5 feet of you as you move, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed 15 feet. For example, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.
Silence the Roaring Winds
You can spend 5 ki points to cast Steel Wind Strike. (17th Level Required)
Spark of the First Flame
You can spend 3 ki points to cast Lightning Bolt. (11th Level Required)
Sweeping Cinder Strike
You can spend 1 ki point to cast Burning Hands.
The Dawn's Rising Sun
You can spend 2 ki points to cast Pyrotechnics. (6th Level Required)
The Moon's Reflected Light
You can spend 2 ki points to cast Lesser Restoration. (6th Level Required)
The Mountain's Embrace
You can spend 1 ki point to cast Shield of Faith, targeting yourself.
Upend the Mountain
You can spend 3 ki points to cast Erupting Earth. (11th Level Required)
Water Whip
You can spend 1 ki point as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Wave of Rolling Earth
You can spend 5 ki points to cast Wall of Stone. (17th Level Required)
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