Way of the Four Elements

by SolomonSinclair

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Way of the Four Elements

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.

Acolyte of the Elements

Beginning when you choose this tradition at 3rd level, you begin your journey down the way of elemental mastery and learn one of four elemental disciplines, as detailed below. You can spend 1 hour in meditation at the end of a long rest to change your discipline choice.

Additionally, you learn the following cantrips: cinder missile, cyclone blast, stone bullet, and tidal surge. Wisdom is your spellcasting ability for these cantrips.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Dance of the Flowing River

Swift and coursing as a river, you internalize the torrential current of the world's rivers. When you you choose this discipline, you gain resistance to cold damage and don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide.

























Moreover, when you make an attack with an unarmed strike or monk weapon, you can spend 1 ki point to lash out with a frigid tentacle of water against one creature you can see within 30 feet of you as a bonus action. That creature must make a Dexterity saving throw.

On a failed save, it takes 3d8 cold damage and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, it takes half as much damage and is not knocked prone or pulled closer. You can increase the damage by 1d8 for each additional ki point you spend.

Fangs of the Fire Serpent

Dancing and coiling like a twisting serpent, you internalize the raw energy of the world's fires. When you choose this discipline, you gain resistance to fire damage and don't suffer the effects of extreme heat, as described in the Dungeon master's Guide.

Moreover, you can spend 1 ki point to cause attacks you make with unarmed strikes or monk weapons to deal additional fire damage equal to your martial arts die for 1 minute.

Leaf on the Wind

Transient and immutable as the wind, you internalize the ever-changing freedom of the world's winds. When you choose this discipline, you gain resistance to lightning or thunder damage and you have advantage on Dexterity saving throws against effects that allow you to make a saving throw to take half damage.

Moreover, when you use your Step of the Wind feature, you can spend 1 ki point to gain a flying speed equal to your movement speed until the end of your next turn.

Might of the Mountain

Patient and immovable as the jagged peaks, you internalize the stability of the world's mountains. When you choose this discipline, you gain termorsense out to a range of 30 feet and you have advantage on Strength or Constitution saving throws against being moved, knocked prone, or restrained.

Moreover, when you take damage from any source, you can spent 1 ki point as a reaction to reduce the damage by an amount equal to your Wisdom modifier + half your monk level, rounded down.

Disciple of the Elements

At 6th level, you have traversed that much further along the way of elemental mastery and have gained the ability to fully blend the elements with your martial arts. Your studies have gifted you with a deeper understanding of your elemental discipline. You can choose the same discipline you chose at 3rd level or a different one. You can spend 1 hour in meditation at the end of a long rest to change your discipline choice.

Additionally, when you take the attack action, you can spend 1 ki point to cast a cantrip in place of one of your attacks. If you do so, it counts as a monk weapon for you and you do not suffer disadvantage if there is a hostile creature within 5 feet of you.

Dance of the Flowing River

Like the waves lapping unceasingly against the shore, you embody the inevitability of erosion. When you make an attack with an unarmed strike, monk weapon, or use your 3rd level Dance of the Flowing River feature, you can leach the vitality from the creature you hit. You can spend 1 ki point to deal additional necrotic damage equal to your Constitution modifier + your Wisdom modifier and gain temporary hit points equal to the damage dealt.

Fangs of the Fire Serpent

Like the uncontrollable wildfire that consumes all, you embody the unquenchable thirst of fire. When you make an attack with an unarmed strike, monk weapon, or use your 3rd level Dance of the Flowing River feature, you can spend 1 ki point to launch a burst of fire in a line 15 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much on a successful one.

Leaf on the Wind

Like the incorporeal breeze that refuses to be contained, you embody the etherealness of wind. When you you make an attack with an unarmed strike, monk weapon, or use your 3rd level Dance of the Flowing River feature, you can spend 1 ki point to move up to 10 feet in any direction as a bonus action. This movement does not provoke opportunity attacks. As part of the same bonus action, you can spend 1 ki point to make a melee attack against a creature within 5 feet of you, making an additional melee attack for each extra ki point you spend.

Might of the Mountain

Like the sturdy boulder, you embody the fortitude of stone. When you choose this discipline, you gain resistance to non-magical bludgeoning, piercing, and slashing damage and, as a reaction when you take damage from any source, you can spend 2 ki points to halve the damage.

Master of the Elements

At 11th level, you have reached one of the innumerable peaks on the way of elemental mastery, attaining true expertise and fusing the elements with your martial arts to such a degree that there is little difference between the two. You can choose the same discipline you chose at 3rd level or a different one. You can spend 1 hour in meditation at the end of a long rest to change your discipline choice.

Additionally, when you take the attack action, you can spend 2 ki points to cast a cantrip in place of each of your attacks. If you do so, it counts as a monk weapon for you and you do not suffer disadvantage if there is a hostile creature within 5 feet of you.

Dance of the Flowing River

You have fully encapsulated the dance of the flowing river, internalizing its flexibility and allowing you to become one with it. When you choose this discipline, you gain a swimming speed equal to your movement speed and you can breathe underwater.

As a bonus action on your turn, you can spend 2 ki points to create a pair of icy tendrils on your back that last for 1 minute or until you dismiss them (no action required). When you take the Attack action or use your Flurry of Blows feature, you can instead use one of these tendrils to make a melee attack against a creature within 15 feet of you.

The tendril deals cold damage equal to your Martial Arts die and, on a hit, you can attempt to grapple the creature as part of the same action. You can create 1 additional tendril for each additional ki point you spend.

Additionally, if a creature is grappled by one of your tendrils, you can use a bonus action to spend 2 ki points and drain it of its vitality. It must succeed on a Constitution saving throw or take 4d8 necrotic damage and you regain hit points equal to half the amount of damage dealt by this feature.

Fangs of the Fire Serpent

You have fully encapsulated the fangs of the fire serpent, internalizing its ferocity and allowing you to meld with the flames. As an action, you can spend 2 ki points to cocoon yourself in flames and summon a flaming brand that lasts for 1 minute or until you dismiss them (no action required). The brand is a simple melee weapon with which you are proficient that deals 3d10 fire damage on a hit and has the light, finesse, and thrown properties (range 20/60). If you drop the brand or throw it, it dissipates at the end of the turn, but you can evoke it again as a bonus action.

Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or take 2d10 fire damage. In addition, when you take damage from a melee attack, you can use your reaction to spend 1 ki point to deal 2d10 fire damage to that creature.

Leaf on the Wind

You have fully encapsulated the leaf on the wind, internalizing its fleeting nature and allowing you to strike like a furious tempest. When you choose this discipline, your melee weapon attacks deal additional lightning or thunder damage equal to your Wisdom modifier.

Additionally, as an action, you can spend 2 ki points to become as ephemeral as a breath of wind for 1 minute or until you end the effect (no action required). You gain a flying speed equal to half your movement speed and you are immune to spells and other effects that would reduce your speed, nor can you be paralyzed or restrained.

Might of the Mountain

You have fully encapsulated the might of the mountain, internalizing its strength and allowing you to mold it as though it were clay. You can spend 2 ki points to encase yourself in flexible stone plating for 1 minute or until you dismiss the plates (no action required). You gain a +2 bonus to AC and your melee weapon attacks deal an additional 1d6 bludgeoning damage.

Additionally, as an action, you can spend 1 ki point to raise a bulwark in front of you that acts as three-quarters cover. You can then spend 1 ki point as a bonus action to launch the bulwark forward in a 60 foot line. If the bulwark would strike a creature, it must make a Dexterity saving throw. On a failed save, it takes 4d12 bludgeoning damage and the bulwark crumbles. On a successful save, it takes half as much damage and the bulwark continues until it has traveled 60 feet or strikes a creature.

Apotheosis of the Elements

At 17th level, you have achieved such dizzying heights along the winding way of elemental mastery that you begin to embody them and granting you gain access to all elemental discipline options.

As an action, you can envelop yourself in a swirling aura of raw elemental energy with a 10 foot radius for 1 minute. While surrounded by this aura, you gain a magical flying speed equal to your movement speed.

When a creature enters the area of your aura for the first time on a turn or starts its turn there, it must make on a Dexterity saving throw; choose bludgeoning, cold, fire, lightning, or thunder. It takes 4d10 damage of the chosen type on a failed save or half as much damage on a successful one. Moreover, the damage ignores resistances.

While the aura is active, you can spend 3 ki points to launch forth a flurry of elemental energy in a 60 foot cone, the effects of which are detailed below.

  • Air: Each creature in the cone must succeed a Strength saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed up to 30 feet away from you in a straight line. On a successful save, a creature takes half as much damage and isn't pushed.
  • Earth: Each creature in the cone must make a Dexterity saving throw. A creature takes 6d8 bludgeoning damage on a failed save or half as much on a successful one.
  • Fire: Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage on a failed save and is ignited in flames for 1 minute. On a successful save, a creature takes half as much damage and isn't ignited. If a creature is ignited at the start of each of its turns for the duration, it must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. The flames are doused on a successful save, if a creature within 5 feet of an ignited creature uses its action put them out, or if the ignited creature is submerged in water.
  • Water: Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save or half as much on a successful one. A creature that fails its save has its speed halved until the start of your next turn. The ground in the cone also becomes difficult terrain for 1 minute.

Once you use this feature, you can't use it again until you finish a long rest.

Cinder Missile

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You fire a seething ball of translucent blue flame towards a creature in range. Make a ranged spell attack against the target. On a hit, it takes 2d6 fire damage.

At Higher Levels. This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Cylcone Blast

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You launch a swirling vortex of wind at a creature in range. Make a ranged spell attack against the target. On a hit, it takes 2d4 thunder damage and must succeed on a Constitution saving throw or it has disadvantage on the next attack roll or saving throw it makes before the end of its next turn.

At Higher Levels. This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).





























Stone Bullet

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You launch a jagged clump of condensed stone towards a creature in range. Make a ranged spell attack against the target. On a hit, it takes 1d12 bludgeoning damage.

At Higher Levels. This spell creates additional bullets when you reach higher levels: two bullets at 5th level, three bullets at 11th level, and four bullets at 11th level. You can direct the bullets at the same target or at different ones. Make a separate attack roll for each bullet.

Tidal Surge

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You hurl a great jet of icy water at a creature in range. Make a ranged spell attack against the target. On a hit, it takes 1d10 cold damage and the area around it in a 15-foot radius becomes difficult terrain for 1 minute.

At Higher Levels. This spell's damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

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