Base Class: Monk
Four Elements
The coolness of water
Flowing through my fingers
The gurgling of a brook
With its healing touch
The serene peace
That a lake brings
Is part of me
The strength of the earth
Protecting all life
The sturdiness of a mountain
Standing tall and proud
The solid, unmovable feel
Beneath my feet
Is part of me
The heat of a blazing fire
Lighting up the night
The tin heartbeat
Of a candle flame
The sizzling pride
Of a bright orange bonfire
Is part of me
The freedom of the open air
Breezing through the sky
The wild west wind
That bends trees to the ground
The detachment from the world
When soaring through the sky
Is part of me.
The four elements-
So different,
Yet all the same
They connect us
I connect them
And they are a part of me.
— Chief Dan George
Elemental Harmony
At the 3rd level, you learn four cantrips: Gust, Mold Earth, Shape Water, and Control Flames.
These cantrips can also be used as a bonus action.
Ki-Empowered Elements
Starting at 6th level, your cantrips from Elemental Harmony can be used on magical elements or you can imbue your ki on nonmagical elements to count as magical for the purpose of overcoming resistance and immunity to nonmagical.
Fury of the Four Elements
At 6th level, you have mastered the four elements and are able to manipulate them with more power. Whenever you affect a creature with any cantrip from Elemental Harmony, you can choose to cause damage equal to your Martial Arts dice + your Wisdom modifier.
- Gust: Causes Bludgeoning damage if the target fails a Strength saving throw.
- Shape Water: Causes Cold damage if the target fails a Constitution saving throw.
- Control Flames: Causes Fire damage if the target fails a Dexterity saving throw.
- Mold Earth: Can be shaped in different forms to cause, Bludgeoning, Piercing, or Slashing damage if the target fails a Dexterity saving throw.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Additionally, Fury of the Four Elements can critically strike if the target rolls 1 on the saving throw.
Martial Elemental Bending
Beginning at 11th level, whenever you can use an unarmed strike, you can replace it with any cantrip from Elemental Harmony.
Mastery of the Elements
At 17th level, you are able to manipulate the elements at an absolute level, you learn four spells, each has a different ki cost.
- Produce Flame: Cantrip.
- Control Water: Costs 1 ki point.
- Control Winds: Costs 2 ki points.
- Move Earth: Costs 3 ki points.
One With Everything
At 18th level, you don't gain the feat Empty Body instead, you gain the feat One With Everything.
You can use your action to spend 4 ki points to gain all effects from Investiture of Flame, Investiture of Stone, Investiture of Ice, and Investiture of Wind for 1 minute and during that time creatures have a disadvantage when doing a saving throw against Fury of the Four Elements.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Awesome subclass with pretty balanced skills however my only suggestion is making it so that at level eleven add on that if you use your action to cast a cantrip you can also make an unarmed strike and maybe make it correlate somehow with Flurry Of Blows considering how used that skill is.
cool
For those interested, the latest version of this subclass is on page 9: https://homebrewery.naturalcrit.com/share/PeRo62HoE58J
This is fantastic I was thinking of homebrewing something similar to this but specifically tying it to ADD and making a rule that you can't master all of them
Storm dragon is probably one of the coolest!
This poem fits well with the subclass, unfortunately it was hard to be sure who the author is.
i love that skin sadly i dont have it. storm dragon and fpx are the 2 i have. Awesome poem btw.
Yes, it is. :D
I know this is unrelated to dnd but is that godfist lee sin fan art?
I'm really glad you liked it!
About the concept of taking a different skill at the 18th level, I'm not sure but I also believe that this is against the basic rules of D&D, but just to explain the concept a little more:
The Empty Body skill that all monks acquire at level 18, I believe it comes from the concept of "Empty your mind, be formless. Shapeless", probably the concept of "Mind and Body", like, Empty your mind and body, become "nothing". (maybe a little bit of the ‘Emptiness’ or ‘voidness’ concept?)
On the other hand, the monks on this subclass, that embrace the four elements, would be so connected to reality and the matter of the world, that being empty/invisible, is practically impossible for them, so much so that they just go in the opposite direction, becoming one with the whole, connecting to all the elements at the same time. (you know... "The Avatar State")
"The four elements-
So different,
Yet all the same
They connect us
I connect them
And they are a part of me.
"The astral projection spell still makes sense because it also means connecting to the world but in another layer. That is why that part of the talent has remained intact. This is the conceptual process behind these changes, but I understand that it may not go in the direction of what is in the rules of the game, it could be an optional feature.
:D
This is a very unique subclass that seems to be a better version of the Way of the Four Elements monastic tradition. The balance is very well-thoughtout, and the combination of four different types of power provides a special diversity for monk characters who might choose to wield a particular element instead of implementing all four of them, which gives the player a personal flare as to how they use their powers, which of course I love.
I also like the concept of the 18th level feature One With Everything. I feel like little extra things like that could be used in other subclasses as well. However, I do NOT LIKE the fact that that feature replaces the Empty Body feature originally granted to you in the class. I know that the creator is just trying to make things fair, and I also know that they kept some of the feature's features in the replacement feature. Still, I think this is against normal D&D rules, and I also like the invisibility ability that the original feature grants you.
Nonetheless, D&D is all about experiment, tweaks, and of course fun. I see no need to change or edit this creation. Overall, amazing job with balance and concept!
No problem, thanks for the reply!
I will try to sane all the questions.
Yeah, the original idea is that when you affect a creature using any of those described effects listed in these four cantrips, you can choose to cause damage equal to your Martial Arts dice + your Wisdom modifier only at the moment that the cantrip is being used.
For example. If you make earth spikes using Mold Earth to create an area of difficult terrain, it can only cause damage once at the moment of its creation, it will not keep causing damage after that.
You can't create elements (unless you have another magic that allows you to do that first), so it must depend on certain conditions.
For example, you can't use Shape Water or Control Flames if there is no 'natural/magic' water or fire nearby.
Control flame has a 60ft range but can only expand the flame 5 feet in one direction, at the moment that this expansion occurs, the fire will cause your Martial Arts dice + your Wisdom modifier. Further damage after that will be decided by the DM discretion.
You can push the creature and choose if this will apply the damage or not.
Thanks for the questions about the class! :D
Love this version of 4 elements. While I know this would ultimately be up to DM discretion, I do have a question about your original interpretations.
Fury of the four elements states you can do damage whenever you effect a creature with a cantrip. Does this mean you must first use the cantrips original effect (ie. Push, create difficult terrain, expand flame within 5 ft., or move water with 5 ft. of a creature), or is it simply a new effect the cantrip can have. Have you combine the two?
I ask because I wonder if it's intended to be used freely (creating the elements yourself then controlling them) or only under certain conditions.
Does control flame require there to be a flame within 5 ft.? If so, would the target take regular fire damage as well as the fury of the four element damage?
By using gust, would you have to choose between pushing a creature back and damaging them, or can you combine them in 1 attack?
Thanks S2!
This poem was great as well as the creativity of thought that was used to create such a marvelous subclass.
That poem is DEEP. *clap* *clap*
GREAT job.
This is AMAZING
S2
Who the heck downvoted this?