Way of the Four Elements Redux

by Enaluxeme

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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.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. To use a discipline, you must meet its level requirement and spend the specified amount of ki points.

Choose an elemental path between air, avatar, earth, fire, or water. This choice determines which disciplines are available to you.

Air. You learn the disciplines in the Air List.

Avatar. You learn the disciplines in the Avatar List, as well as two disciplines of your choice from the Earth, Fire, Water or Wind Lists. You pick two more disciplines when you reach 5th, 9th and 13th level in this class. You can't pick more than two disciplines from the same list.

Earth. You learn the disciplines in the Earth List.

Fire. You learn the disciplines in the Fire List.

Water. You learn the disciplines in the Water List.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See chapter 10 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, and must spend an amount of ki points equal to its level instead of spending any spell slots.

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 Disciplines and Ki Points table.

Disciplines and Ki Points
Monk Levels Maximum Ki Points
5th - 8th 2
9th - 12th 3
13th - 16th 4
17th - 20th 5

Sudden Bending

Starting at 6th level, you learn to unleash your elemental powers more quickly, though doing so drains more of your energies.

You can use an elemental discipline that would normally require an action as a bonus action, but you must spend an additional ki point to do so. This additional ki point counts toward the maximum amount of ki points you can spend to cast an elemental spell, as determined by the Disciplines and Ki Points table.

Deepened Tuning

Your attunement to your chosen element deepens when you reach 11th level. The benefits you gain are based on your chosen elemental path.

Air. You gain resistance to thunder damage. If another feature would give you resistance to this damage type, you instead become immune to it. Once on each of your turns, you can deal extra thunder damage to one target when you deal damage to it with an unarmed strike or an elemental discipline. The extra damage is equal to your wisdom modifier.

Avatar. After you use an elemental discipline, the next elemental discipline you use costs one fewer ki point (minimum of one) if it is from the list of a different elemental path than the one before. You lose this benefit after one minute.

Earth. You gain resistance to nonmagical bludgeoning, piercing and slashing damage. If another feature would give you resistance to these damage types, you instead reduce any bludgeoning, piercing and slashing damage you take by 3 points after resistance is applied. Once on each of your turns, you can deal extra bludgeoning damage to one target when you deal damage to it with an unarmed strike or an elemental discipline. The extra damage is equal to your wisdom modifier.

Fire. You gain resistance to fire damage. If another feature would give you resistance to this damage type, you instead become immune to it. Once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an unarmed strike or an elemental discipline. The extra damage is equal to your wisdom modifier.

Water. You gain resistance to cold damage. If another feature would give you resistance to this damage type, you instead become immune to it. Once on each of your turns, you can deal extra cold damage to one target when you deal damage to it with an unarmed strike or an elemental discipline. The extra damage is equal to your wisdom modifier.

One With the Element

At 17th level, you reach the apotheosis of your element. When the need is great, you can enter into an elemental form, the effects of which are based on your chosen elemental path. While you're in your elemental form, your creature type is considered as elemental, rather than your normal creature type (such as humanoid). Once you use this feature, you can't use it again until you finish a long rest.

Air. You can replicate the effects of the Investiture of Wind spell as a bonus action. You don't need to keep concentration on this effect, which lasts for 10 minutes or until you dismiss it as a bonus action.

Avatar. As a bonus action, you enter an enlightened state which lasts for 10 minutes or until you dismiss this effect as a bonus action. For the duration, you gain flying, swimming and burrowing speed of 60 feet, resistance to all damage and a special attack option that you can use in place of an unarmed strike. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. It deals your choice of bludgeoning, cold, fire, lightning, or thunder damage and its damage die is 2d6.

Earth. You can replicate the effects of the Investiture of Stone spell as a bonus action. You don't need to keep concentration on this effect, which lasts for 10 minutes or until you dismiss it as a bonus action.

Fire. You can replicate the effects of the Investiture of Flame spell as a bonus action. You don't need to keep concentration on this effect, which lasts for 10 minutes or until you dismiss it as a bonus action.

Water. You can replicate the effects of the Investiture of Ice spell as a bonus action. You don't need to keep concentration on this effect, which lasts for 10 minutes or until you dismiss it as a bonus action.

Elemental Disciplines

Air
Level Prerequisite Discipline Name Effect
3rd Bend Air Gust
3rd Fist of Four Thunders Thunderwave
3rd Fist of Unbroken Air As detailed below
3rd Shielding Gust As detailed below
5th Gong of the Summit Shatter
5th Rush of the Gale Spirits Gust of Wind
5th Fury of Living Dust Dust Devil
9th Ride the Wind Fly
9th Parting Currents Wind Wall
9th Gift of the Four Winds Haste
13th Heart of the Storm Storm Sphere
13th Allcrushing Typhoon Gravity Sinkhole
13th Snatch of the Forceful Gale As detailed below
17th Drop the Carrion Veil Cloudkill

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 or more ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point spent, and you can push the creature up to 40 feet away from you, plus 20 more feet for each additional ki point spent, 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.

Shielding Gust. When a creature within 30 feet of you is hit by a ranged weapon attack, you can use your reaction and spend 1 ki point to shield that creature with a strong wind current, deflecting the missile. When you do so, the damage that creature takes from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce that damage to 0, you can expend 1 or more additional ki points to make a ranged spell attack with a range of 30 feet (from the shielded creature) using the weapon or piece of ammunition you deflected as part of the same reaction. If this attack hits, it deals 2d10 damage of the appropriate type, plus an extra 1d10 damage for each additional ki point you spent.

Snatch of the Forceful Gale. Choose one large or smaller creature or an object that weighs up to 500 pounds. As an action, you can spend 4 or more ki points to make the target fly in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the target would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes the creature and stops moving. When the target strikes something, it and what it strikes each take 6d8 bludgeoning damage.

If you spend 5 ki points, the distance is increased to 100 feet and the damage is increased to 8d8 bludgeoning damage.

If the target is a creature, it must make a Strength saving throw. On a success, the target flies half the distance and takes half the damage if it strikes something.

If the target is an item that is being worn or carried, the creature that is wearing or carrying it can make a Strength saving throw to hold on to the item, which isn't sent flying on a success.

Avatar
Level Prerequisite Discipline Name Effect
3rd Elemental Attunement As detailed below
3rd Primordial Reflection Absorb Elements
5th Breath of the Four Winds Dragon's Breath
9th Four Shields' Embrace Protection from Energy
13th Scourge of the Elements Elemental Bane
17th Summon Primal Spirits Conjure Elemental

Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Earth
Level Prerequisite Discipline Name Effect
3rd Bend Earth Mold Earth
3rd Fortitude of the Boulder As detailed below
3rd Erupting Earth Earth Tremor
3rd Sprout the Treacherous Path Entangle
5th Clenching Ground Maximillian's Earthen Grasp
5th Body of Moving Earth As detailed below
5th Aid of the Soil Pass Without Trace
9th Slumbering Rock Meld Into Stone
9th Life From the Dirt Plant Growth
9th Skyfell Meteorite As detailed below
13th Eternal Mountain Defense Stoneskin
13th Unbreakable Glass Prison Otiluke's Resilient Sphere
13th Aspects of Stone As detailed below
17th Wave of Rolling Earth Wall of Stone

Fortitude of the Boulder. While you are wearing no armor and not wielding a shield, you can choose to have your AC equal to 12 + your Constitution modifier + your Wisdom modifier. Moreover, when you take bludgeoning, piercing or slashing damage, you can use your reaction and spend 1 ki point to harden your body, increasing your defenses. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier, plus an extra 1d10 damage for each additional ki point you spend.

Body of Moving Earth. You absorb the dirt and stone under your feet to shape it into a large exoskeleton. As an action, you can expend 2 ki points to gain an amount of temporary hit points equal to 2d10 plus your Wisdom modifier, plus an extra 1d10 damage for each additional ki point you spend. While you have these temporary hit points, you gain the following benefits:

  • Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example.
  • You have advantage on Strength checks and Strength saving throws.
  • When you hit with a melee weapon attack, it deals an extra 1d4 damage.

Skyfell Meteorite. You accumulate a sphere of earth to hurl it at your enemies. You can either release it immediately or hold on to the sphere to accumulate more earth:

  • As an action, you can spend 3 ki points to make a ranged spell attack against a creature within 40 feet of you. On a hit, the creature takes bludgeoning damage equal to 4d8 plus your Wisdom modifier.

  • As an action you can spend 2 ki points to create a sphere of earth. Until you lose your concentration (as if you were concentrating on a spell) on this discipline, you can use your action on subsequent turns and spend 1 additional ki point to increase the size of the sphere. You can use your bonus action to launch and crash the sphere towards a point you can see within 200 feet of you. Each creature and object in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 6d8 bludgeoning damage, or half as much damage on a success. For each additional ki point and action you spent, the radius of the impact increases by 10 feet and the damage dealt to each target increases by 2d8. The sphere deals double damage to objects and structures.

Aspects of Stone. You shape the soil to your image and likeness, and animate it to follow your will. You can make a 10 minutes ritual and spend 4 ki points to create 3 Clay Warriors. They obey any verbal commands that you issue to them (no action required by you). The Clay Warriors become normal statues after 8 hours.


Clay Warrior

Medium construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 25 (3d8 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 10 (+0) 13 (+1) 10 (+0)

  • Saving Throws proficient in the same saving throws as its creator
  • Skills proficient in the same skills as its creator
  • Senses Passive Perception 11
  • Languages understands every language but can't speak
  • Challenge 2 (450 XP)

Immutable Form. The clay warrior is immune to any spell or effect that would alter its form.

Slow Fall. The clay warrior reduces any fall damage it takes by 10.

Actions

Multiattack. The clay warrior makes two stone fists attacks.

Stone Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.

Fire
Level Prerequisite Discipline Name Effect
3rd Bend Fire Control Flames
3rd Smouldering Wave Burning Hands
3rd Fangs of the Fire Snake As detailed below
3rd Retribution of Flames Hellish Rebuke
5th Rekindling Embers As detailed below
5th Beam of Burning Passion Aganazzar's Scorcher
5th Projection of Flame Spirits Flaming Sphere
9th Flames of the Phoenix Fireball
9th Rain of Fiery Stars Melf's Minute Meteors
9th Dash of the Red Dragon Ashardalon's Stride
13th River of Hungry Flames Wall of Fire
13th Balance Energy Fire Shield
13th Unleash the Scorching Sun As detailed below
17th Everlasting Flames Immolation

Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 or more ki points to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals 1d10 fire damage instead of the normal damage of your unarmed strike, plus an extra 1d10 fire damage for each additional ki point spent.

Rekindling Embers. When you're reduced to 0 hit points, you can spend 2 or more ki points to invigorate your body for a swift recovery. If you do, you become immune to critical hits, your death saving throws are made with advantage, and on a roll of 19 or 20 you regain hit points equal to your martial arts die + your Wisdom modifier.

If you spent 3 or more ki points, you also regain hit points on a roll of 18. If you spent 4 or more ki points, you also regain hit points on a roll of 17. If you spent 5 ki points, you also regain hit points on a roll of 16.

Unleash the Scorching Sun. You can use your action and spend 4 or more ki points to unleash a wave of scorching heat. When you do, each creature within 20 feet of you must make a Strength saving throw. On a failed save, a creature takes 6d6 fire damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. The wave also ignites flammable objects in the area that aren't being worn or carried.

Until you lose your concentration (as if you were concentrating on a spell) on this discipline, at the end of each of your turns, you and each creature within 20 feet of you take fire damage equal to half your monk level (rounded up), and must make a Constitution saving throw against the effects of extreme heat as if you passed an hour in such climate with no access to drinkable water.

If you spent 5 ki points, the initial damage increases to 8d6 fire damage, and the area of both effects increases to 30 feet around you.

Water
Level Prerequisite Discipline Name Effect
3rd Bend Water Shape Water
3rd Shape the Flowing River As detailed below
3rd Water Whip As detailed below
3rd Veil of Mist Fog Cloud
5th Grasp of Frozen Vessels Hold Person
5th Image of Echoing Droplets Mirror Image
5th Purity of Fresh Spring As detailed below
9th Mist Stance Gaseous Form
9th Rising Cascade Wall of Water
9th Assault of Briny Deeps Tidal Wave
13th Control the Stream Control Water
13th Liquid Cage Watery Sphere
13th Theft of the Great Leech Blight
17th Breath of Winter Cone of Cold

Shape the Flowing River. As an action, you can spend 1 or more ki points to choose an area of ice or water no larger than 30 feet on a side for each ki point spent within 150 feet of you. You can change water to ice within the area and vice versa, 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 half the area's largest dimension. For example, if you affect a 30-foot square, 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 injure a creature in the area.

Water Whip. You can spend 1 or more ki points 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 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spent, 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.

Purity of Fresh Spring. The water you control washes away all impurities from you and your companions. You can spend 2 or more ki points as part of a 10 minutes ritual to cure up to 4 creatures you touch from the blinded, deafened, paralyzed, and poisoned conditions, as well as any ill effect that could be removed with a lesser restoration spell. The creatures also regain hit points equal to 1d8 + your Wisdom modifier and are considered fully hydrated for the day.

You can target one more creature for each additional ki point spent.

This discipline has no effect on undead or constructs.

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