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'''Way of the Four Elements''' is one of the [[Paladin#Level%201|Subclasses]] of [[Monk]]. It can be chosen at level 3.
{{PageSeo
| description = Way of the Four Elements is a subclass of Monk.
| image = Class Monk Four Elements Badge Icon.png
}}
'''Way of the Four Elements''' is one of the [[Monk#Level%203|subclasses]] of [[Monk|monk]]. These monks are more specialized in using their {{SmallIcon|Monk_Ki_Icon.png}} Ki to channel the elements to influence the battlefield. Rather than focusing on physical techniques that the other Monk subclasses focus on, Way of the Four Elements focuses on abilities that mimic [[Wizard]] spells, turning monks into a hybrid spellcaster.


===Subclass Features===
{{Quote class|{{PAGENAME}}}}
===Level 3===


*Learn 3 spells that use [[Ki]]. These spells also trigger [[Unarmed Strike]]. Select any 3 from:
==Subclass features==
**[[Blade of Rime]]
[[File:Default Monk Armor.png|240px|right|Monk's default armour]]{{SubclassNote|Monk}}
**[[Chill of the Mountain]]
{{Level header|3}}
**[[Fangs of the Fire Snake]]
**[[Fist of Four Thunders]]
**[[Fist of Unbroken Air]]
**[[Rush of the Gale Spirits]]
**[[Shaping of the Ice]]
**[[Sphere of Elemental Balance]]
**[[Sweeping Cinder Strike]]
**[[Touch of the Storm]]
**[[Water Whip]]


(1 spell can be replaced upon leveling)
==== Disciple of the Elements ====
* You can use ki to power magical spells that harness the elements.
* The DC for any of these spells is equal to '''8 + your proficiency bonus + your Wisdom modifier'''. Equipment that increases your Spell Save DC also boosts your Saving Throw DC.
* These spells also trigger {{SAI|Martial Arts: Bonus Unarmed Strike}}.
* While called spells, these Disciple of the Elements abilities are not classified as true [[Spells]] and will not interact with features or equipment that only work with proper spells.
** They cannot be {{SAI|Counterspell|Counterspelled}}.
** They can be used while {{Cond|Silenced}}.
** They can be used while {{Cond|Rage|Raging}}.
** They do not benefit from features that apply only to spells. Examples include:
*** {{SAI|Spell Sniper}}
*** {{SAI|Tempestuous Magic}}
*** Any form of [[Metamagic]]
** They do not benefit from items that apply only to spells. Examples include:
*** {{RarityItem|Necklace of Elemental Augmentation}}
*** {{RarityItem|Ring of Elemental Infusion}}
*** {{RarityItem|Boots of Elemental Momentum}}
*** {{RarityItem|Vivacious Cloak}}
*** {{RarityItem|Hat of the Sharp Caster}}


*'''Harmony of Fire and Water:''' Class action. While not in combat, regain half your Ki points (rounded down). Restores on long rest.
'''Choose 3''':
*{{SAI|Blade of Rime}}
*{{SAI|Chill of the Mountain}}
*{{SAI|Fangs of the Fire Snake}}
*{{SAI|Fist of Four Thunders}}
*{{SAI|Fist of Unbroken Air}}
*{{SAI|Rush of the Gale Spirits}}
*{{SAI|Shaping of the Ice}}
*{{SAI|Sphere of Elemental Balance}}
*{{SAI|Sweeping Cinder Strike}}
*{{SAI|Touch of the Storm}}
*{{SAI|Water Whip}}
{{div col end}}


===Level 6===
{{HorizontalRuleImage}}
*Gain an additional spell. Can be chosen from the level 3 spells or from:
 
**[[Clench of the North Wind]]
==== {{SAI|Harmony of Fire and Water|w=40}} ====
**[[Embrace of the Inferno]]
* While not in combat, regain half your {{R|ki}} (rounded down). Restores on long rest.
**[[Gong of the Summit]]
 
===Level 9===
{{Level header|6}}
*'''Improved Elemental Casting''': Several of your Four Elemental Spells deal an additional dice of damage. [[Clench of the North Wind]] can hold an additional creature. [[Embrace of the Inferno]] fires an additional ray.
 
*Gain an additional spell.
*Select 1 spell from the [[Way of the Four Elements#Spell list|spell list]].
===Level 11===
 
*Gain an additional spell. Can be chosen from the level 3 or 6 spells or from:
{{HorizontalRuleImage}}
**[[Flames of the Phoenix]]
 
**[[Mist Stance]]
'''New Spells''':
**[[Ride the Wind]]
*{{SAI|Clench of the North Wind|c=16}}
*{{SAI|Embrace of the Inferno}}
*{{SAI|Gong of the Summit}}
 
{{Level header|9}}
 
* Select 1 spell from the [[Way of the Four Elements#Spell list|spell list]].
 
{{HorizontalRuleImage}}
 
==== {{Pass|Improved Elemental Casting|w=40}} ====
* {{SAI|Fist of Four Thunders}} damage increases to {{DamageText|3d8|Thunder}} ''(from 2d8)''
* {{SAI|Fist of Unbroken Air}} damage increases to {{DamageText|4d10|Bludgeoning}} ''(from 3d10)''
* {{SAI|Sweeping Cinder Strike}} damage increases to {{DamageText|4d6|Fire}} ''(from 3d6)''
* {{SAI|Touch of the Storm}} damage increases to {{DamageText|2d10|Lightning}} ''(from 1d10)''
* {{SAI|Water Whip}} damage increases to {{DamageText|4d10|Bludgeoning}} ''(from 3d10)''
* {{SAI|Clench of the North Wind}} can hold an additional creature.
* {{SAI|Embrace of the Inferno}} fires an additional ray.
* {{SAI|Gong of the Summit}} damage increases to {{DamageText|4d8|Thunder}} ''(from 3d8)''
 
{{Level header|11}}
 
*Select 1 spell from the [[Way of the Four Elements#Spell list|spell list]].
 
{{HorizontalRuleImage}}
 
'''New Spells''':
* {{SAI|Flames of the Phoenix}}
* {{SAI|Mist Stance|c=16}}
* {{SAI|Ride the Wind|c=16}}
 
==Spell list==
{| class=wikitable
! style="width: 240px;" scope="col" | Name
! scope="col" | Level
! scope="col" | Cost
! scope="col" | Ki Points
! scope="col" | Damage
! scope="col" | Effect
|-
! scope="row" | {{SAI|Blade of Rime|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| {{DamageInfo|1d10|Piercing}}
:+ {{DamageInfo|2d6|Cold}}
| Creates an ice surface on impact
|-
! scope="row" | {{SAI|Chill of the Mountain|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|1|icononly=yes}}
| {{DamageInfo|1d10|Cold}}
| Reduces the target's movement speed by {{Distance|m=3|ft=10}}.
|-
! scope="row" | {{SAI|Fangs of the Fire Snake|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|1|icononly=yes}}
| {{InfoBlob|{{DamageText|Normal Unarmed Damage|Bludgeoning}}}}
:+ {{DamageInfo|1d10|Fire}}
| Your next melee attacks this turn deal an additional {{DamageText|1d4|Fire}} damage.
|-
! scope="row" | {{SAI|Fist of Four Thunders|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| {{DamageInfo|2d8|Thunder}}
| Pushes away all creatures and objects on a failed {{SavingThrow|STR}}
|-
! scope="row" | {{SAI|Fist of Unbroken Air|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| {{DamageInfo|3d10|Bludgeoning}}
| Push the target back {{Distance|m=6|ft=20}} and knock it {{Cond|Prone}}.
|-
! scope="row" | {{SAI|Rush of the Gale Spirits|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| -
| Summon a strong wind that clears all clouds and pushes creatures back {{Distance|m=5|ft=17}}, forcing them {{Cond|Off Balance}}.
|-
! scope="row" | {{SAI|Shaping of the Ice|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|1|icononly=yes}}
| -
| Create a climbable ice cube.
|-
! scope="row" | {{SAI|Sphere of Elemental Balance|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| {{DamageText|3d8|Thunder}} or '''2d8''' {{DamageType|Acid}}, {{DamageType|Cold}}, {{DamageType|Fire}}, {{DamageType|Lightning}} or {{DamageType|Poison}}
| -
|-
! scope="row" | {{SAI|Sweeping Cinder Strike|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| {{DamageInfo|3d6|Fire}}
| -
|-
! scope="row" | {{SAI|Touch of the Storm|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|1|icononly=yes}}
| {{DamageInfo|1d10|Lightning}}
| The target cannot use reactions.
|-
! scope="row" | {{SAI|Water Whip|w=40}}
| style="text-align: center" | 3
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|2|icononly=yes}}
| {{DamageInfo|3d10|Bludgeoning}}
| Possibly pulls a target {{range|m=9|ft=30}} toward you or knocks it {{Cond|Prone}}.
|-
! scope="row" | {{SAI|Clench of the North Wind|w=40|c=16}}
| style="text-align: center" | 6
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|3|icononly=yes}}
| -
| Hold a humanoid enemy still. They can't move, act or react. Attacks from within {{radius|m=3|ft=10}} are always [[critical hit]]s.
|-
! scope="row" | {{SAI|Embrace of the Inferno|w=40}}
| style="text-align: center" | 6
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|3|icononly=yes}}
| {{DamageInfo|2d6|Fire|per=ray}}
| -
|-
! scope="row" | {{SAI|Gong of the Summit|w=40}}
| style="text-align: center" | 6
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|3|icononly=yes}}
| {{DamageInfo|3d8|Thunder}}
| -
|-
! scope="row" | {{SAI|Flames of the Phoenix|w=40}}
| style="text-align: center" | 11
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|4|icononly=yes}}
| {{DamageInfo|8d6|Fire}}
| -
|-
! scope="row" | {{SAI|Mist Stance|w=40|c=16}}
| style="text-align: center" | 11
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|4|icononly=yes}}
| -
| Transform into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
 
The cloud has {{Advantage}} on [[Constitution]], [[Dexterity]], and [[Strength]] {{SavingThrow}}s.
|-
! scope="row" | {{SAI|Ride the Wind|w=40|c=16}}
| style="text-align: center" | 11
| style="text-align: center" | {{R|action|icononly=yes}}
| style="text-align: center" | {{R|ki|4|icononly=yes}}
| -
| Gain the ability to {{Cond|Flight|Fly}}.
|}
 
==External links==
*{{FRWiki|Way of the Four Elements|long}}
 
[[Category:Subclasses]]
{{MonkNavbox}}

Latest revision as of 11:37, 8 October 2024

Way of the Four Elements is one of the subclasses of monk. These monks are more specialized in using their Ki to channel the elements to influence the battlefield. Rather than focusing on physical techniques that the other Monk subclasses focus on, Way of the Four Elements focuses on abilities that mimic Wizard spells, turning monks into a hybrid spellcaster.

Subclass features[edit | edit source]

Monk's default armour
This subclass obtains all the features from its base class, Monk, in addition to its unique features outlined below.

Level 3

Disciple of the Elements[edit | edit source]

Choose 3:

Bg3 content hr.png

Harmony of Fire and Water Harmony of Fire and Water[edit | edit source]

  • While not in combat, regain half your Ki Point (rounded down). Restores on long rest.

Level 6

Bg3 content hr.png

New Spells:

Level 9

Bg3 content hr.png

Improved Elemental Casting Improved Elemental Casting[edit | edit source]

Level 11

Bg3 content hr.png

New Spells:

Spell list[edit | edit source]

Name Level Cost Ki Points Damage Effect
Blade of Rime Blade of Rime 3 2
D10 Piercing.png 1d10 (1~10) Damage TypesPiercing
+
D6 Cold.png 2d6 (2~12) Damage TypesCold
Creates an ice surface on impact
Chill of the Mountain Chill of the Mountain 3
D10 Cold.png 1d10 (1~10) Damage TypesCold
Reduces the target's movement speed by 3 m / 10 ft.
Fangs of the Fire Snake Fangs of the Fire Snake 3 Normal Unarmed DamageDamage TypesBludgeoning
+
D10 Fire.png 1d10 (1~10) Damage TypesFire
Your next melee attacks this turn deal an additional 1d4Damage TypesFire damage.
Fist of Four Thunders Fist of Four Thunders 3 2
D8 Thunder.png 2d8 (2~16) Damage TypesThunder
Pushes away all creatures and objects on a failed Strength saving throw
Fist of Unbroken Air Fist of Unbroken Air 3 2
D10 Bludgeoning.png 3d10 (3~30) Damage TypesBludgeoning
Push the target back 6 m / 20 ft and knock it Prone Prone.
Rush of the Gale Spirits Rush of the Gale Spirits 3 2 - Summon a strong wind that clears all clouds and pushes creatures back 5 m / 17 ft, forcing them Off Balance Off Balance.
Shaping of the Ice Shaping of the Ice 3 - Create a climbable ice cube.
Sphere of Elemental Balance Sphere of Elemental Balance 3 2 3d8Damage TypesThunder or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison -
Sweeping Cinder Strike Sweeping Cinder Strike 3 2
D6 Fire.png 3d6 (3~18) Damage TypesFire
-
Touch of the Storm Touch of the Storm 3
D10 Lightning.png 1d10 (1~10) Damage TypesLightning
The target cannot use reactions.
Water Whip Water Whip 3 2
D10 Bludgeoning.png 3d10 (3~30) Damage TypesBludgeoning
Possibly pulls a target  Range: 9 m / 30 ft toward you or knocks it Prone Prone.
Clench of the North Wind Clench of the North Wind 6 3 - Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m / 10 ft are always critical hits.
Embrace of the Inferno Embrace of the Inferno 6 3
D6 Fire.png 2d6 (2~12) Damage TypesFire per ray
-
Gong of the Summit Gong of the Summit 6 3
D8 Thunder.png 3d8 (3~24) Damage TypesThunder
-
Flames of the Phoenix Flames of the Phoenix 11 4
D6 Fire.png 8d6 (8~48) Damage TypesFire
-
Mist Stance Mist Stance 11 4 - Transform into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.

The cloud has Advantage Icon.png Advantage on Constitution, Dexterity, and Strength Saving throws.

Ride the Wind Ride the Wind 11 4 - Gain the ability to Fly Fly.

External links[edit | edit source]