Way of the Four Elements, Revisited
A Quick Fix
If you aren't interested in a long, more complicated fix, I recommend a simple fix that only adds one sentence to the vanilla Way of the Four Elements Subclass.
Simply add the sentence "Spells cast in this way do not require concentration, but end if you cast a concentration spell using another feature."
While anyone who has read the DM's Guide knows that removing concentration, or allowing players to maintain concentration on multiple spells is strongly discouraged, the limited number of spells available to the vanilla Way of the Four Elements Monk balances this out.
The full list of concentrations spells available through Elemental Disciplines is:
- Hold Person
- Stoneskin
- Gaseous Form
- Fly
- Wall of Fire
- Gust of Wind
- Wall of Stone
While there are a few concerning combinations here, such as Wall of Fire + Gaseous Form, or Wall of Stone + Wall of Fire, these combinations cost up to 11 ki points. Aside from this, these combinations also take multiple rounds to pull off.
Simply put, a little bit of flexibility from the DM can work around any of the potential issues from this fix, and in return, it gives the Way of the Four Elements a unique ability, and a reason for it to have that inflated spell cost. This is not a perfect fix, but it is probably one of the quickest fixes out there, and isn't as unbalanced as one might think.
The Elemental Disciples, as well as some of the rules regarding learning and using these Disciplines have been adjusted, some have been removed, and some have been added, so I would not recommend applying this change to the reworked subclass.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and two other elemental disciplines of your choice, which are detailed in the "Elemental Disciplines" section below. You learn one additional elemental discipline of your choice at 6th, and 17th level, and two additional disciplines at 11th level. At 6th level, you also gain the Elemental Stances Discipline.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline (aside from Elemental Attunement or Elemental Stances) that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. 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.
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 5-th 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 the 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 Spells and Ki Points table.
Spells and Ki Points
Monk Levels | Maximum Ki Points for a Spell |
---|---|
5th - 8th | 3 |
9th - 12th | 4 |
13th - 16th | 5 |
17th - 20th | 6 |
Elemental Disciplines
The elemental disciplines are presented in order by level required. If a discipline requires a level, you must be that level in this class to learn the discipline.
Elemental Atunement. You know the following cantrips: gust, shape water, mould earth, and control flames.
Fangs of the Fire Snake. 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, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fist of Unbroken Air. 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, the creature takes 3d10 bludgeoning damage, plus 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you or knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Grasp of Stone. When you use the Attack action on your turn, you can spend 1 ki point to cause nits of earth to cover your arms and legs, coating them and those you strike. Whenever you attack a creature and hit this turn, that creature cannot take reactions until the start of their next turn. If you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage, and their speed is reduced by 10 feet until the start of your next turn.
Water Whip. 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, 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 do not pull it or knock it prone.
Rush of the Gale Spirits. You can spend 1 ki point to cast gust of wind.
Sweeping Cinder Strike. You can spend 1 ki point to cast burning hands.
Roar of the Earth. You can spend 1 ki point to cast earth tremor.
Winter's Cold Fury You can spend 1 ki point to cast ice knife.
Call the Four Winds (Level 6 Required). As an action, you can spend 1 ki point and take control of the wind within a radius of within 15 feet of you, and up to 50 feet high. Choose Up, Down, Towards, or Away. You cause the wind to move in that direction relative to you, and centered on you. You can use an action of your turn to maintain control of the wind, as if concentrating on a spell, and change the direction of the wind.
If you choose Up, the high jump distance of every creature in the area is doubled, fall damage is halved, and flying creatures are moved vertically by 15 feet. If you choose Down, all ranged weapon attacks that pass through the area are made with disadvantage, and flying creatures must make a strength save against your Ki save DC, or move down 10 feet. If you choose Towards, creatures in the area must spend 2 feet of movement for every 1 foot it moves if it moves away from you. If you choose Away, creatures in the area must spend 2 feet of movement for every 1 foot it moves if it moves towards you.
Regardless of the direction of the wind, it extinguishes exposed flames in the area, and disperses clouds and vapors, such as from the stinking cloud spell.
Elemental Stances (Level 6 Required). You can spend 1 ki point as a bonus action to enter a stance based off of one of the four elements, as long as you are not restrained or incapacitated. This stance lasts for 1 minute, and grants you the benefits associated with it. You can only have one stance at a time, and can end the stance as a free action. You can use any one of the following stances:
- Flowing Feet. Mimicking the flow of water, you are not slowed by the environment, moving through it like it was even ground. You ignore difficult terrain, and whenever you are subjected to an effect or terrain that increases the amount of movement spent per foot, such as the plant growth spell, you can reduce the amount of extra movement spent per foot by 2 feet (So, plant growth, which increases the movement cost to 4 feet of movement for every 1 foot traveled, is reduced to 2 feet of movement for every 1 foot traveled).
- Leaping Fire. You mimic the movements of fire, leaping from one point to another. Your jumps now count as having a running start, even if you have not moved this turn. Furthermore, you can use your Dexterity, rather than Strength to calculate your jump distance.
- Move Like Wind. You move around enemy and ally alike with the ease of the wind itself. You can move through the spaces of other creatures, and can do so without spending additional movement. You cannot end your turn in another creature's space, however. Furthermore, when you use Step of the Wind to disengage, you can move up to half your speed as part of the bonus action.
- Steadfast Stance. By invoking the resilience of the earth, you manage to keep your footing in any scenario. You are immune to the prone condition, and cannot be moved except by your choice.
Pierce the Crust of the Earth (Level 6 Required). As an action, you can spend 1 ki point to gain some control over the earth within 20 feet of you. You can make earth fall away, creating a pit, up to a 10 foot cube, cause it to rise up like a pillar, up to four pillars, 5 feet by 5 feet by 10 feet, or cause it to span a gap, up to 25 feet long. Whatever you choose they and cannot engulf or harm creatures within the area. On your turn, you can use an action to maintain control over the earth, as if concentrating on a spell, and can make new changes to the earth around you. Before you make new changes, your old changes revert, so it is not possible to trap a creature using multiple actions to catch and trap them. If you choose to end your concentration (no action required), changes made to the earth remain.
If you create a pit underneath a creature it must make a Dexterity saving throw against your Ki save DC, or fall into the pit. On a save, they move to a space of their choice adjacent to the pit. Every 5 foot cube of earth has an AC of 14, and 40 hit points. destroying the bottom of a pillar causes the whole pillar to collapse.
Shape the Flowing River (Level 6 Required). As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape the water or ice in the area in any manner you choose. You can raise or lower its 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 of the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, a trench up to 15 feet deep, and so on. You can't shape ice so that it totally encases or injures a creature in the area.
If you transform ice into water, or while you are manipulating water, you can maintain control over it. You can maintain control up to 1 minute, as if concentrating on a spell. As an action on your turn, while you are still concentrating on controlling the water, you can move the water up to 15 feet, and reshape it as per the rules for shaping ice. The water can be removed from the source, and shaped as you please. The water cannot harm creatures, creature use 3 feet of movement for every one foot of moved while wading through the water, and ranged attacks are at disadvantage if they pass through the water. Once the water is turned to ice, you lose control of it.
If you create a wall of ice, each 5 foot square of the wall has an AC of 8, and 20 hit points, and is vulnerable to fire damage.
Wear the Mantle of Fire (Level 6 Required). As an action, you can spend 1 ki point and cause all flames within 120 feet of you to fly towards you and encircle you like a cloak of living flame. All nonliving exposed flames within 120 feet of you are extinguished, and you give off bright light for 10 feet, and dim light for an additional 10 feet. Flammable objects you touch burst into flame if they are not worn or carried. Creatures that end their turn within 5 feet of you take 1d6 fire damage. You have resistance to cold damage, and can send a bolt of fire up to 120 feet away as a special attack. If you make this attack, make a ranged attack using Dexterity. You are considered proficient with this attack. On a hit, the target takes 1d10 fire damage.
You can use an action of your turn to maintain control of the flames, as if concentrating on a spell. Whenever you use your action to maintain control of the flames, you can make another attack with the bolt of flame. When you end concentration (no action required), the flames are extinguished.
If there was an area of fire 10 feet or more on a side consumed by this ability, the light you give off is bright light for 20 feet, dim light for and additional 20 feet, creatures that end their turn within 5 feet of you take 2d6 fire damage, and your special attack deals 2d10 fire damage on a hit.
Chains of the Land (Level 6 Required). You can spend 2 ki points to cast Maximilian's earthen grasp.
Clench of the North Wind (Level 6 Required). You can spend 2 ki points to cast hold person.
Endless Cycle of Fire (Level 6 Required). You can spend 2 ki points to cast flaming sphere.
Extract Moisture (Level 6 Required). You can spend 2 ki points to cast create or destroy water at 3rd-level. This water is not magical, and can be affected by the Shape the Flowing River Discipline. It takes 40 gallons of water to completely fill a 5 foot cube.
Flames of the Pheonix (Level 11 Required). You can spend 3 ki points to cast fireball.
Icefall's Call (Level 11 Required). You can spend 3 ki points to cast sleet storm.
Ride the Wind (Level 11 Required). You can spend 3 ki points to cast fly targeting yourself.
The Dust Awakened (Level 11 Required). You can spend 3 ki points to cast wall of sand.
Breath of the Free Wind (Level 17 Required). You can spend 4 ki points to cast freedom of movement on yourself, without needing any of the components.
Chariot of the Seas (Level 17 Required). You can spend 4 ki points to cast watery sphere.
Life from the Earth (Level 17 Required). You can spend 4 ki points to cast conjure minor elementals, but can only conjure earth elementals in this way, such as Gargoyles and Mephits. You can also spend 6 ki points to summon a Flail Snail with this spell, even though you would normally be unable to.
River of Hungry Flame (Level 17 Required). You can spend 4 ki points to cast wall of fire.