Base Class: Monk
Quick Look
- Change between Stances in order to wield the elements;
- Gain mastery over every element while leveling up;
- Features that level up with monk levels;
- Unlock passives, new abilities and spells for each stance;
- 41 spells at level 17 (including cantrips);
- Wisdom and ki focused subclass;
- Wisdom determines power and duration of effects;
- Tactical combat;
- Designed with balancing in mind.
- Avatar themed power fantasy; That's why we're all here.
Patch Notes: More Basic Bending
I have decided to do some changes that I have been avoiding, changes to the base class. I use these changes in my games and they fix some problems that monks have and they work really well for this subclass.
- Grapples and Shoves are unarmed strikes. This is something that One DnD is trying to fix and it greatly benefits monks. I tried implementing these changes before One DnD, as seen in the previous versions. You can use the standard rules for grappling or you can use the One DnD ones where it takes AC into account.
- Extra Ki points equal to your Wisdom modifier. Fixes early game resource management.
-
Step of the Wind and Patient Defense don’t cost ki points. Why do rogues have the good life? This will make you consider passing out on Flurry of Blows.
- Replaced Stunning Fist with another custom feature: Lightning Strikes (gives more opportunity attack triggers). This subclass has a lot of crowd control options, so might as well try something new.
These changes freed up a slot to introduce more non-spell bending from the beginning. Each stance has an attack that uses your Wisdom and has increased reach, plus some specifics to each stance.
- Air: Reach 10 feet; slashing damage; enhanced shoves.
- Earth: Reach 10 feet; bludgeoning damage; enhanced grapples.
- Water: Reach 5-15 feet; changing damage type; does all the things; unlocks at level 6;
- Fire: Reach 15 feet; fire damage; it does damage.
General Thoughts
This subclass is inspired by Avatar - The last Airbender / Legend of Kora, the series. The original monk subclass, Way of the Four Elements, hinted at such a fantasy, but it never lived up to the expectations. Besides that, it is a terribly underpowered and underdeveloped subclass altogether.
If you are a fan of Avatar, the series, you will know that each of the 4 element benders use a certain style of martial arts in order to manipulate the respective element. Water bending may have more fluid motions, while earth bending may have shorter movements and a lower posture. These styles are translated to "Stances". In order to manipulate one of the four elements, you need to enter a stance and use certain patterns of movement.
Unlike avatar Aang, who could intertwine the elements, this subclass is a little bit slower with using multiple elements. It's more in the lines of avatar Wan, the first avatar (from Legend of Kora), who had to get used to switching between elements.
Each stance focuses on certain combat techniques and offer passives, abilities and spells, while in that stance. They all have their own flavor, they have synergies between abilities and they all feel unique. In order to use spells from a different element you must first change your stance.
Balancing
I mean... You came here because you think the monk (and this subclass in particular more so) is underpowered, right?
That being said. The subclass is not unhinged and will not steal the fun of other players at the table. You gain a lot of power, but you need to know how to use it.
The extra features eat your actions and your ki points. And the spells you gain have certain conditions or are limited. You need to be quick on your feet and decide what works best for each situation. It is a very adaptable class.
The duration and power of some effects are heavily dependent on your Wisdom score. This means that you have to split your stats or syphon more points from Dexterity or Constitution to make this subclass effective, leaving you with certain weaknesses.
Recommendations
This subclass satisfies the Avatar - The Last Airbender power fantasy for me, while keeping things fair at my table. But it might not be the case for you. Talk to your DM and see if it goes.
Each Stance could be a subclass on its own. If you want, you could just pick one stance and have that active at all times. You won't have to bother with spending resources on changing stances. But your arsenal will be limited. Another option would be to do away with the passives and the extra features and only use the spells.
Be creative and do what feels right at your table. Do take into consideration the opinion of your teammates.
DnD Beyond Integration
All spells and abilities have been integrated in your DnD Beyond character sheet. You may even cast spells at higher levels. There is one exception though. The platform will not allow me to add Ashardalon's Stride, because it is licensed content. Even though I own a copy of said content. So you need to add it manually or just add the values during gameplay.
Because the platform doesn't handle temporary effects, you will have to be aware of what features are available at a time and for how long. Be sure to make it easy on your DM and personally keep track of all the stats and effects. It may get messy at times.
This project required a bit of time and effort to balance and to integrate with the platform, so if it's of good use to you… Cheers! See you in the Forgotten Realms!
This subclass has been inspired by Way of the Four Elements Monk Reborn.
Ki-Fueled Attack
I recommend playing with the optional Ki-Fueled Attack feature.
Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
The Four Stances
Base Monk changes
- You can replace any of your unarmed strikes with a Shove, Grapple or Disarm.
They still count as being an unarmed strike for the purpose of monk abilities.
- Your Ki points are equal to your monk level + your Wisdom modifier.
It helps with early levels.
- Step of the Wind and Patient Defense don’t cost ki points.
Free skills + extra ki?! Crazy? I don't think so. Rogues have it, but you replace Hide with Dodge. This way it’s justified to have a d8 Hit die and still be a front liner. Considering the action economy, you are more probably going to use your bonus action for attack anyway.
Optional change
Since this subclass has a lot of crowd control options I would replace the level 5 feature, Stunning Strike, with a different custom feat:
Lightning Strikes
The monk trains in observing his opponents and in speed of reaction, allowing him to find openings in an opponent's guard. Creatures in your reach additionally provoke an attack of opportunity from you when:
- (Level 5) they get up from a prone position; they escape from a grapple, from being immobilized or restrained; they draw a weapon or when they pick up an item;
- (Level 8) they cast a spell;
- (Level 12) they miss an attack against you;
- (Level 16) they attack a creature other than you.
Whole body casting
Your features will allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast these spells you only require to do the somatic component. Ignore the material and verbal components the spell might have. You channel the elements through your whole body and direct it through your martial arts movement. In order to cast a spell you need to be unarmed or be wielding only monk weapons and not be wearing armor or be wielding a shield.
Most spells require you to be in a specific stance in order to cast them. Any ongoing effect from such spells will end when exiting the respective stance. Falling prone, being incapacitated or being restrained will end the stance and any ongoing spell effects.
All spells that you can cast, except for cantrips, cost ki points. You must spend the points mentioned next to each spell, be in the specific stance and execute the movements in order to cast the spell. The base ki cost of a spell is equal to the spell's level.
A spell can be upcast above its base level. Besides its normal cost, you may pay one additional ki point for each extra spell level. The maximum number of ki points you can invest in a single cast is equal to half your monk level - 1.
Some features will allow you to cast spells as a bonus action or as part as another action. If you do so, you cannot cast another spell that turn other than a cantrip.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Stances
To enter a stance and to be able to use stance features you need to be unarmed or be wielding only monk weapons and not be wearing armor or be wielding a shield.
Entering a stance requires a bonus action. You may end a stance at will. The stance lasts a number of turns equal to your wisdom modifier (minimum 1). Spending ki on any feature while in a stance will reset the stance's duration. A stance will end prematurely if you are prone, incapacitated or restrained. Using a bonus action to enter a stance will end your active stance.
Any passive bonuses or ongoing effects provided by stance features and spells will end when ending or changing a stance.
If you want to prolong the effect of a spell without interrupting it, you must spend ki points while in a stance.
Stances will allow you to "bend" its specific element and increase your reach with certain abilities. This will give you two simultaneous reach radiuses. One for element bending and one for your normal weapons.
Starting at the 3rd level, you may choose 2 of the 4 stances. You may choose an additional stance at level 6 and add the final one at level 11. You unlock bonus features for each stance at level 6, 11 and 17.
Elemental Attunement
When you learn one of the 4 stances you also gain access to one of their respective cantrips: Gust, Mold Earth, Control Flames and Shape Water. You cast these cantrips at any time you can perform an action, even while not being in the specific stance. However being in a stance will allow you to cast its respective cantrip as a bonus action.
Air Stance
The Air Stance focuses on freedom of movement and finding the perfect angle to strike from. Keep your opponents at the distance you want them to be and dance between them, striking with fury.
Air Stance features and spells:
|
Level |
Type |
Feature |
|
03
|
passive |
Walk like a breeze, hit like a gust Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls. You can use your Wisdom modifier to calculate jumping values or Acrobatics checks, instead of Strength or Dexterity. For every 15 feet you move in a turn, on places you haven't previously been on this turn, you gain a +1 bonus to AC and to Hit. This bonus lasts until the start of your next turn. For every attack roll you do and for every attack roll made against you, you lose 1 bonus AC and 1 bonus Hit. |
|
attack action |
Hurricane Strikes You can tap into the ki in the air around you and bend it to strike your foes or push them around. Your reach with unarmed and shove attacks is increased to 10 feet and you can strike with air. Your air bending attacks use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls. The damage type is slashing. Your Shove can both push and knock a creature prone. You can also push it sideways, not just in front of you. |
|
|
spell |
(bonus action): cast Gust |
|
|
06
|
reaction |
Wind Cushion If you or a medium or smaller sized creature within 15 feet of you roll for a save to determine if you would fall prone, use your reaction to add your Martial Arts die to the roll. If the save succeeds, a gust of air is created around the target. All medium or smaller creatures in a 5-foot radius around you must perform a strength save. If they fail, they are pushed back 5 feet and are knocked prone. |
|
spell |
1ki: Feather Fall |
|
|
spell |
2ki: cast Warding Wind |
|
|
11
|
attack action |
Updraft While using Flurry of Blows, if both attacks hit the same creature, as part of the same action, you can cast Levitate on the creature. The spell effect lasts until the start of your next turn. |
|
bonus action |
Storm Step
|
|
|
spell |
3ki: cast Wind Wall with a range of 10 feet. |
|
|
17 |
spell |
4ki: cast Storm Sphere with a range of 30 feet. |
Earth Stance
The Earth Stance focuses on keeping an unwavering position and locking your opponents in place. Plant your feet on the ground and become sturdy as a rock.
Earth Stance features and spells:
|
Level |
Type |
Feature |
|
03
|
passive / attack action |
Solid Approach For each 20 feet of unspent movement points, you receive +1 AC until the start of your next turn. You can use your Wisdom modifier in place of your Strength modifier when making Strength saving throws. |
|
attack action |
Grounding Strikes If you are standing on earth or stone, you can tap into the ki within the earth and bend it to your will. This will increase the reach of your unarmed, grapple and shove attacks to 10 feet. These earth bending attacks use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls. The damage type is bludgeoning. (1ki): Grappling a creature with earth will lock you in place. If you move form that spot, the grapple ends. But you can spend 1 ki point to strengthen the earth and immobilize the creature, allowing yourself to leave your spot. The hold lasts until the creature escapes or the stance ends. The creature's speed will be reduces to 0 and will have disadvantage on dexterity saves, but it suffers no other penalties. The creature can attempt to escape the grapple by passing a strength save against your spell DC at the end of their turns. You are able to move without interrupting the grapple, but forcefully moving the immobilized creature will end the condition. |
|
|
bonus action |
cast Mold Earth or Magic Stone |
|
|
06
|
dodge action |
Quaking Defense 1ki: When you take the Dodge action, as part of the same action, you can cast spend 1 ki to cast Earth Tremor with a range of 5 feet. |
|
spell |
2ki: cast Earthbind with a range of 60 feet. |
|
|
2ki: cast Maximilian's Earthen Grasp |
||
|
11
|
movement action |
Strength of the Mountain Spend 30 feet of speed to plant your feet on the ground. Until you move your feet from their position, you gain Tremorsense in a 30-feet radius and you have advantage on strength checks and strength saving throws. In addition, you have advantage on Insight checks against creatures touching the ground in the same radius. |
|
spell |
3ki: cast Erupting Earth with a range of 30 feet. |
|
|
spell |
4ki: cast Stone Shape |
|
|
17 |
spell |
5ki: cast Wall of Stone with a range of 10 feet. |
Fire Stance
The Fire Stance focuses on offensive ability. Channel your inner fire and blaze through your opponents.
Fire Stance features and spells:
|
Level |
Type |
Feature |
|
03
|
passive / attack action |
Flame Flourish You tap into your inner fire to enhance your melee attacks. Doing so will allow you to use your Wisdom modifier instead of your Strength or Dexterity modifier when making melee attacks. 1ki: When taking the attack action in a turn, you can enhance the fire in your hands further empowering your melee attacks. To do so you must spend 1 ki point to obtain a Flame Flourish die. This die is equal in power with your Martial Arts die. While having a Flame Flourish die, roll the die whenever you make a melee attack and add the value to the damage. The extra damage is fire. Additionally, you can attack with a range of 15 feet using the Flame Flourish die. These are considered unarmed attacks, but they can only be used for damage. You lose the Flame Flourish die at the start of your next turn or if you roll a 3 or lower with it. |
|
spell |
cast Produce Flame |
|
|
bonus action |
cast Control Flames |
|
|
06
|
attack action |
Cinder Strikes While using Flurry of Blows, if both attacks hit the same creature, the target is ignited. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes fire damage equal to your Martial Arts die. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. |
|
spell |
1ki: cast Hellish Rebuke with a range of 20 feet. |
|
|
spell |
1ki: cast Burning Hands |
|
|
11
|
reaction |
Bend Fire (1ki): When a creature within 15 feet of you rolls for a save to avoid fire damage, you can spend 1 ki point to obtain a Flame Flourish die, if you don't already have one. You can use your reaction to roll your Flame Flourish die and add the result to the roll or to the DC, potentially changing the outcome. |
|
bonus action |
Blazing Step (1ki): When using Step of the Wind:
|
|
|
spell |
3ki: cast Lightning Bolt with a range of 30 feet. |
|
|
17 |
spell |
4ki: cast Wall of Fire with a range of 10 feet. |
Water Stance
The Water Stance relies in versatility. Push and pull between offense and defense to either hurt your opponents or help your allies.
Water Stance features and spells:
|
Level |
Type |
Feature |
|
03
|
passive |
Become the Teapot: You can tap into the ki within water and bend it to your will. You can bend a waterskin's worth of water and wrap it around your weapon or your hands. Doing so will let you change the damage type of your weapon or your unarmed strikes when you take the attack action to: slashing, piercing or bludgeoning. For each creature you hit with a melee attack, you receive a +1 bonus to AC until the start of your next turn. For each attack that misses you, you gain a +1 bonus to Hit against targets that have attacked you in your previous turn. The bonus to Hit lasts until the end of your next turn. You can use your Wisdom modifier in place of your Constitution modifier when determining how long you can hold your breath or instead of your Dexterity modifier when you are making Dexterity saving throws. You can walk on slippery surfaces (like ice) as if it would be normal terrain. |
|
attack action |
Mending Flow 1ki: Once per turn, you can replace one of your unarmed attacks with a healing touch. Spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die (+ its Hit die + its Constitution modifier, if the creature has unexpended Hit dice). The creature must expend a Hit die to receive the bonus healing. The healing touch still counts as an unarmed attack and you receive +1 bonus AC from Become the Teapot. |
|
|
bonus action |
cast Shape Water |
|
|
06
|
reaction |
Water Tendrils For 1 ki and an action or a bonus action, you can create water tendrils out of 10 liters of water (5 waterskins) that extend the reach of your arms to 10 feet or to 15 feet, if you use 20 liters of water. This effect lasts until the start of your next turn, but you can extend it by spending an additional ki point the next turn. The water tendrils are considered monk weapons and use your Wisdom modifier instead of your strength modifier for skill checks, attack and damage rolls. You can choose the damage type of these weapons between piercing, slashing or bludgeoning and you can do so when you take the attack action in a turn. While you have the tendrils, you cannot do unarmed strikes with your hands, but you can still attack with your feet. You have disadvantage when attacking with the tendrils if a target is within 5 feet of you or if you do not have a clear path to it, but is still within reach. You can use the tendrils to attack within reach, attack with a thrown weapon*, shove, grapple or disarm. You can also pull a creature towards you or pull yourself to something you can grab and can hold your weight, including another creature. You require an Athletics check to do so.** You can also pick up or manipulate an item with the tendrils using an action or a bonus action. You must pass a Sleight of hand check to do so.*** |
|
spell |
1ki: cast Ice Knife |
|
|
spell |
2ki: cast Lesser Restoration |
|
|
11
|
spell |
3ki: cast Water Breathing. When you cast this spell on yourself, you gain a swim speed equal to your move speed and aquatic Tremorsense in a 30-foot radius for the spell's duration. |
|
spell |
3ki: cast Wall of Water with a range of 10 feet. |
|
|
spell |
3ki: cast Tidal Wave with a range of 30 feet. |
|
|
17 |
spell |
4ki: cast Control Water with a range of 60 feet. |
Water tendril details
*To pull a creature towards you, it must fail a strength save against your spell DC. It has disadvantage on the save, if it is a smaller size than you. It cannot however be heavier than you. To pull yourself towards something you must pass an Athletics check versus a DC of 10, for a distance of 5 feet, or 15 for a distance of 10 feet. Having proficiency in Athletics lowers the DC to 0 and 10. All of the previous actions take one of your attack actions.
**The DC to pick up a sword or similar size objects is 10 and 15 for fist sized object. Heavier objects, like heavy weapons, require 2 tendril arms to pick up. Any object heavier than this cannot be picked up. Having proficiency in Sleight of hand reduces the DC to 0 and 10.
The DC for manipulating an object depends on the complexity: pulling a lever (10), opening a door (12), picking something from a bag (15), uncorking a bottle (15), drinking tea from a cup (20). The DC is lowered by 1 level (0, 10 ,12, 15) if you are proficient in Sleight of Hand.
Extra Stance
At level 6, you may learn an additional Stance.
Extra Stance
At level 11, You learn the final Stance.
Elemental Mastery
Absorb Ki
At level 17, if you would receive acid, cold, fire, lightning, or thunder damage you can use your reaction to absorb the energy from that attack in your body. You absorb damage of the chosen type equal to your monk level and you regain 1 ki point.
You can use this ability for a maximum number of times equal to your Wisdom modifier (minimum 1) and can regain these uses when you finish a long rest.
Become the Element
At level 17, you gain access to the following spells: Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind.
Once per long rest, you can cast one of these four spells. They may be used regardless of the stance you may or not be in. Casting one of these spells will lock you into their respective stance for its duration and will expend the ability until a long rest.
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Posted Jul 13, 2023I'm glad that you like it and hope that it fits well in your game. Cheers!
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Posted Jul 12, 2023This is great! I love the Stances and potential RP with this.