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Way of the Four Elements

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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. Way of the Four Elements "spells" are not true Spells, though they are called that in-game. They trigger Unarmed Strike, can be cast while Silenced Silenced or while in Rage, do not consume spell slots, and cannot be Counterspelled Counterspelled. They also do not trigger Mage Slayer: Attack Caster Mage Slayer: Attack Caster[Needs Verification].

Subclass features

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

  • You can use ki to power magical spells that harnesses 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 Unarmed Strike.

Choose 3:

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Harmony of Fire and Water Harmony of Fire and Water

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

Level 6

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New Spells:

Level 9

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Improved Elemental Casting Improved Elemental Casting

Level 11

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New Spells:

Spell list

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