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Way of the Four Elements
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 or while in Rage, do not consume spell slots, and cannot be . They also do not trigger [Needs Verification].
Subclass features
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:
- While not in combat, regain half your Ki Point (rounded down). Restores on long rest.
Level 6
- Select 1 spell from the spell list.
New Spells:
Level 9
- Select 1 spell from the spell list.
- 3d8Thunder (from 2d8) damage increases to
- 4d10Bludgeoning (from 3d10) damage increases to
- 4d6Fire (from 3d6) damage increases to
- 2d10Lightning (from 1d10) damage increases to
- 4d10Bludgeoning (from 3d10) damage increases to
- can hold an additional creature.
- fires an additional ray.
- 4d8Thunder (from 3d8) damage increases to
Level 11
- Select 1 spell from the spell list.
New Spells:
Spell list
Name | Level | Cost | Ki Points | Damage | Effect |
---|---|---|---|---|---|
3 | 2 | 1d10 (1~10) Piercing
|
Creates an ice surface on impact | ||
3 | 1d10 (1~10) Cold
|
Reduces the target's movement speed by 3 m / 10 ft. | |||
3 | Normal Unarmed DamageBludgeoning
|
Your next melee attacks this turn deal an additional 1d4Fire damage. | |||
3 | 2 | 2d8 (2~16) Thunder
|
Pushes away all creatures and objects on a failed Strength saving throw | ||
3 | 2 | 3d10 (3~30) Bludgeoning
|
Push the target back 6 m / 20 ft and knock it . | ||
3 | 2 | - | Summon a strong wind that clears all clouds and pushes creatures back 5 m / 17 ft, forcing them . | ||
3 | - | Create a climbable ice cube. | |||
3 | 2 | 3d8Thunder or 2d8 Acid, Cold, Fire, Lightning or Poison | - | ||
3 | 2 | 3d6 (3~18) Fire
|
- | ||
3 | 1d10 (1~10) Lightning
|
The target cannot use reactions. | |||
3 | 2 | 3d10 (3~30) Bludgeoning
|
Possibly pulls a target Range: 9 m / 30 ft toward you or knocks it . | ||
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. | ||
6 | 3 | 2d6 (2~12) Fire per ray
|
- | ||
6 | 3 | 3d8 (3~24) Thunder
|
- | ||
11 | 4 | 8d6 (8~48) Fire
|
- | ||
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 on Constitution, Dexterity, and Strength Saving throws. | ||
11 | 4 | - | Gain the ability to . |