Monk
Monks are often spiritual ascetics and practitioners of a mystical energy known as Ki, the magical essence which flows through all living things. Monks utilized this energy to augment their own physical abilities, granting them extraordinary speed and power.
Monks who chose to become adventurers did so for various reasons. Some monks have a desire to test their own capabilities or find greater spiritual development. A few may be sent into the world with a particular purpose. Whatever the reason, the transition from a communal life to one of solitary traveling are rarely easy on monks.~
Project
The goal was to bring this subclass into an improved version of itself. One that is equal to other subclasses within the same class and similar types of subclasses in other classes. Also, to keep the subclass theme and balance within the design team’s intent and to the creator’s original concept. Some disciplines were added, removed, or changed based on many factors. The removed disciplines are in the Optional Disciplines section.
Way of the Four Elements Spellcasting
Monk Level | Disciplines Known |
|||
---|---|---|---|---|
- | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
3rd | 2 | - | - | - |
4th | 2 | - | - | - |
5th | 2 | - | - | - |
6th | 3 | 2 | - | - |
7th | 3 | 2 | - | - |
8th | 3 | 2 | - | - |
9th | 3 | 2 | - | - |
10th | 3 | 2 | - | - |
11th | 3 | 3 | 2 | - |
12th | 3 | 3 | 2 | - |
13th | 3 | 3 | 2 | - |
14th | 3 | 3 | 2 | - |
15th | 3 | 3 | 2 | - |
16th | 3 | 3 | 2 | - |
17th | 3 | 3 | 3 | 2 |
18th | 3 | 3 | 3 | 2 |
19th | 3 | 3 | 3 | 3 |
20th | 3 | 3 | 3 | 3 |
Spell Slots per Spell Level
Monk Level |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|
- | - | - | - | - |
3rd | 2 | - | - | - |
4th | 2 | - | - | - |
5th | 2 | - | - | - |
6th | 3 | 2 | - | - |
7th | 3 | 2 | - | - |
8th | 3 | 2 | - | - |
9th | 3 | 2 | - | - |
10th | 3 | 3 | - | - |
11th | 3 | 3 | 2 | - |
12th | 3 | 3 | 2 | - |
13th | 3 | 3 | 2 | - |
14th | 3 | 3 | 2 | - |
15th | 3 | 3 | 2 | - |
16th | 3 | 3 | 2 | - |
17th | 3 | 3 | 2 | 2 |
18th | 3 | 3 | 2 | 2 |
19th | 3 | 3 | 2 | 2 |
20th | 3 | 3 | 2 | 2 |
Comment on Way of
the Four Elements
The FAQ on this subclass was removed. It mostly was focused on why certain changes were done, or why we ruled something out. Some of it covered the many approaches we did, which helped define what changes were needed. The untested Optional features for this revision of the Way of the Four Elements was moved into a separate file.
After using many approaches, we decided to create a version with spell slots. This subclass has often been compared to the Eldritch Knight Fighter and the Arcane Trickster Rogue; however, to maintain balance we ended with a deviant third caster type. A rank system was later included to assist choosing disciplines while leveling.
Way of the Four Elements
From Player's Handbook
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.
Spellcasting
Disciple of the Elements. When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. The elemental disciplines are divided into four ranks, which coincides with their spell slot levels.
As shown on the Way of the Four Elements chart, you gain more disciplines as you level until you have three disciplines per rank. Whenever you take a long rest, you can meditate to realign your ki to another element; this allows you to replace one elemental discipline that you already know with a different discipline of the same rank.
Beware. Antimagic, counterspell, and dispel magic can stop your cast disciples. Incapacitated, paralyzed, petrified, stunned, and unconscious can stop your abilites.
Spellcasting Ability. Wisdom is your spellcasting ability for your elemental spells since you learn your spells through dedicated discipline and focus. You use your Wisdom whenever a disciple refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elemental spell you cast and when making an attack roll with one.
your Wisdom Modifier
Spell Attack Modifier = your proficiency bonus +
your Wisdom Modifier
Spell Slots. The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your spells at 1st level and higher. To cast one of these spells, you must expend a spell slot equal to the spell's rank or higher. You regain all expended spell slots when you finish a long rest.
Casting Elemental Spells. Some elemental disciplines are spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting.
Note:
Elemental Attunement, Fangs of the Fire Snake, Fist of the Unbroken Air, Shape the Flowing River, Water Whip, and Gauntlets of the Earth Tiger are abilities, not spells. Also, they cannot use spell slots.
Elemental Shodan
Starting when you choose this tradition at 3rd level, you know the “Elemental Attunement” discipline and can pick two other elemental disciplines of your choice from Rank 1 Disciplines.
Elemental Attunement is a practice ability to help both students and masters of the Way of the Four Elements to channel their ki in a certain way. Elemental Attunement uses a scarce amount of ki, so has no rank and is often viewed being equal to a cantrip by magic-users.
Upcasting
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. 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, you can spend 3 ki points to cast it with the effects of a 2nd-level spell slot. The discipline's base cost of 2 ki points 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 to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. If you cast using a spell slot, you can only use 1 ki point with the spell. (This limit of ki points applies to Discipline Abilities, too.)
Spells and Ki Points Table
Monk Levels |
Maximum Ki Points for a Spell |
Max Ki Pts using a Spell Slot |
---|---|---|
5th-8th | 3 | 1 |
9th-12th | 4 | 1 |
13th-16th | 5 | 1 |
17th-20th | 6 | 1 |
Four Elements Disciplines
Elemental Attunement
(Transmutation)
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 wind that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
If you use this ability multiple times, you can have as many non-instantaneous effects active at a time that is equal to your Wisdom Modifier. You can discontinue the effects at will, either separately or all at once.
Fangs of the Fire Snake
Rank 1 (Evocation)
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 for that action and the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage. You may spend an additional 1 ki point when the attack hits and deal an extra 1d10 fire damage.
Sweeping Cinder Strike
Rank 1 (1st-level Evocation)
Casting Time: 1 Action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You can use a 1st level spell slot or spend 2 ki points to cast. As an Action, you hold out your hands cupped and fingers spread in a direction, as a cone of flames shoot out from between your palms. Each creature in the 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Fist of Unbroken Air
Rank 1 (Transmutation)
You can create a blast of compressed air that strikes like a mighty fist. As an Action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, you can push the creature up to 20 feet away from you and knock it prone, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend. On a successful save, the creature takes half as much damage, but you cannot push it or knock it prone.
Fist of Four Thunders
Rank 1 (1st-level Evocation)
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
You can use a 1st level spell slot or spend 2 ki points to cast. You create a wave of thunderous force that sweeps out from you. Any unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you, and the spell emits a thunderous boom audible out to 200 feet. Each creature in the 15-foot cube originating from you must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed.
At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8 for each level above 1st.
Shape the Flowing River
Rank 1 (Transmutation)
As an Action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet from side to side and within 20 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 a trench, or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes cannot 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 cannot shape the ice to trap or injure a creature in the area.
Water Whip
Rank 1 (Evocation)
You can spend 2 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 spend. You can either knock it prone or pull it up to 15 feet closer to you. On a successful save, the creature takes half as much damage, but you cannot pull it or knock it prone.
Seismic Shift
Rank 1 (1st-level Evocation)
Casting Time: 1 Action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You can use a 1st level spell slot or spend 2 ki points to cast. You cause the ground to tremor within a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage, is knocked prone, and is unable to take a reaction until its next turn. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 2d6 for each level above 1st
Gauntlets of the Earth Tiger
Rank 1 (Transmutation)
During your Action or Attack action, you can spend 1 ki point to cause fragments of dirt, wood, and stone to encase your hands and arms for 1 minute. The gauntlets have 3 charge points (max 3); which are parts of the gauntlet.
While you have a charge:
- Unarmed Strikes using the Attack action deals an extra d6 in damage, and if you spend a charge point when the attack hits, it deals an extra 1d10 bludgeoning damage.
- As an Attack action, you may spend a charge point to shoot a section of the gauntlet with the range of 20/60 feet. This attack still has all benefits and damage of your Unarmed Strikes.
- As a Reaction to defend, you may spend a charge point, lowering the damage taken by one Martial Die.
Jet of Flames
Rank 2 (1st-level Evocation)
Casting Time: 1 Action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You can use a 2nd level spell slot or spend 3 ki points to cast. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d8 for each level above 2nd.
Gale of the West Wind
Rank 2 (1st-level Evocation)
Casting Time: 1 Action
Range: Self (60-foot line/10-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You can use a 2nd level spell slot or spend 3 ki points to cast. The wind is moving with such force, it deafens you and other creatures in the wind. It extinguishes unprotected flames in its area that are torch-sized or smaller. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. It disperses vapor, gas, and fog. Ranged weapon attacks that pass in, out, or through the wind have disadvantage. The area in the wind is difficult terrain for creatures other than you. Any creature trying to move closer to you must spend double the feet of movement in addition to being affected by difficult terrain.
You choose how the wind is shaped when casted:
- A strong wind (20 mph) circles around you in a 10-foot radius. It moves with you and remains centered on you.
- A 60 feet long and 10 feet wide line of strong wind blasts from you in a direction you choose. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction of the line. As a bonus action, you can change the direction in which the line blasts from you.
Intuition of the Uchi-deshi
Rank 2 (1st-level Transmutation)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You can use a 2nd level spell slot or spend 3 ki points to cast. You channel energy through your body to bestow yourself with a magical enhancement. Choose an Ability Score; you have advantage on all checks done with that Ability Score until the spell ends. You gain 2d6 temporary hit points, which are lost when the spell ends. You are resistant against damage taken from falling.
At Higher Levels. For every 2 additional levels casted with this spell, you can add an extra 2d6 temporary hit points and pick an additional Ability Score.
Firebird Flames
Rank 3 (1st-level Evocation)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You can use a 3rd level spell slot or spend 4 ki points to cast. You create six orbs of flames that orbit in the air around you for the spell’s duration.
As part of casting the spell and then as a bonus action on your turn, you can expend 1 or 2 orbs by sending them toward a point or points you choose within 120 feet of you. Once the orb reaches its destination or impacts against a solid surface, it will explode. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw per orb. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell at 4th level or higher, the number of orbs created is increased by two for each level above 3rd.
Trampling Fist of Lightning
Rank 3 (1st-level Evocation)
Casting Time: 1 Action
Range: Self (100-foot line)
Components: V, S
Duration: Instantaneous
You can use a 3rd level spell slot or spend 4 ki points to cast. A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d6 for each level above 3rd.
Wave of a Tidal Bore
Rank 3 (1st-level Conjuration)
Casting Time: 1 Action
Range: Self (30-foot wave)
Components: V, S
Duration: Instantaneous
You can use a 3rd level spell slot or spend 4 ki points to cast. You conjure up a wave of water before you that crashes down in the direction of your choice. The wave can be up to 10 feet wide, up to 10 feet tall, and travel to up to 30 feet. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 5d10 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions. Extinguishing unprotected flames in the area and an additional 30 feet in all directions from the wave area.
At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each level above the 3rd.
Kaio of the North
Rank 3 (3rd-level Transmutation)
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You can use a 3rd level spell slot or spend 4 ki points to cast. You connect to the earth, roots, and the power around you; pulling that energy within yourself. You can channel that energy outward into the ground or inward into your aura. Choose one:
-
A fountain of churned earth and stone erupts in a 30-foot radius centered on you. Each creature other than you in that area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: The damage increases by 1d12 for each level above the 3rd.
-
Healing energy radiates from you as you expand your aura in a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
At Higher Levels: The healing increases by 1d6 for each level above the 3rd.
River of Hungry Flame
Rank 4 (4th-level Transmutation)
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You can use a 4th level spell slot or spend 5 ki points to cast. Starting within 30 feet of where you are standing, you create a wall of fire in the direction of your choice. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, or half as much damage on a successful save.
When you cast this spell, pick one side of the wall, that side deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 1d8 for each level above 4th.
Wind of the Frigid Mountain
Rank 4 (4th-level Conjuration)
Casting Time: 1 Action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
You can use a 4th level spell slot or spend 5 ki points to cast. A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. A creature in the cone and within 10 feet of you is pushed back 5 feet. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Hail Squall Stance
Rank 4 (4th-level Conjuration)
Casting Time: 1 Action
Range: Self (20-foot radius)
Components: V, S
Duration: Instantaneous
You can use a 4th level spell slot or spend 5 ki points to cast. You channel your ki into the air and a hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on you. Each creature other than you in the cylinder must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and 4d6 cold damage, or half as much damage on a successful one. Hailstones turn the area of effect into difficult terrain and gives each creature in the area resistance against fire until the end of your next turn.
If you have not moved since casting the spell at full cost, you may spend 2 ki points to continue the cast at 4th level damage and you cannot move until your next turn.
At Higher Levels. When you cast this spell at 5th level or higher, the bludgeoning damage increases by 2d8 for each level above 4th.
Wave of Rolling Earth
Rank 4 (4th-level Conjuration)
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You can use a 4th level spell slot or spend 5 ki points to cast. A nonmagical wall of solid stone springs into existence within 30 feet of you and expands from that point. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it cannot occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length without support, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Origion File Location
Files copied from Revision on Homebrewery.