Four Elements v1.5.0 #


Disciple of the Elements (1) #

Spell Slots per Spell Level #

Monk Level 1st 2nd 3rd 4th 5th
1st 1
2nd 2
3rd 3
4th 3
5th 4 2
6th 4 2
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 3
12th 4 3 3
13th 4 3 3 1
14th 4 3 3 1
15th 4 3 3 2
16th 4 3 3 2
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Elemental Discipline table #

Discipline Name Monk Level Spell Level Discipline Effect
Elemental Attunement 1 N/A 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 mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Fangs of the Fire Snake 1 1 When you use the Attack Action on your turn, you can spend a 1st Level Spell Slot to cause tendrils of flame to stretch out from your fists and feet. Your reach with your Unarmed Strikes increases by 15 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 a 1st Level Spell Slot when the attack hits, it also deals an extra 2d10 fire damage.
Fist of Four Thunders 1 1 You can cast Thunderwave.
Shape the Flowing River 1 1 As an action, you can spend a 1st Level Spell Slot 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 ice in the area in any manner you choose. You can raise or lower the ice’s 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 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 can’t shape the ice to trap or injure a creature in the area.
Sweeping Cinder Strike 1 1 You can cast Burning Hands.
Unbroken Air 1 1 You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend a 1st Level Spell Slot 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 Lightning Damage, plus an extra 1d10 Bludgeoning Damage for each Ki Point you spend, and you can push the creature up to 20 feet away from you and knock it Prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it Prone.
Water Whip 1 1 You can spend a 1st Level Spell Slot 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 Cold Damage, plus an extra 1d10 Bludgeoning Damage for each 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 don’t pull it or knock it Prone.
Rush of the Gale Spirits 1 2 You can cast Gust of Wind.
Clench of the North Wind 6 2 You can cast Hold Person.
Gong of the Summit 6 2 You can cast Shatter.
Flames of the Phoenix 11 3 You can cast Fireball.
Mist Stance 11 3 You can cast Gaseous Form.
Ride the Wind 11 3 You can cast Fly.
Eternal Mountain Defense 17 4 You can cast Stoneskin.
River of Hungry Flame 17 4 You can cast Wall of Fire.
Breath of Winter 17 5 You can cast Cone of Cold.
Wave of Rolling Earth 17 5 You can cast Wall of Stone.

Elemental Surge (6) #

Elemental Awakening (11) #

Elemental State #

Element Effect
Air When you hit with three Attacks in a turn Creatures of your choice within 15 feet of you are either pushed away 15 feet, or pulled towards you 15 feet. Regardless of your choice there must be unoccupied spaces for those Creatures to move to or they resist being moved.
Earth When you hit with three Attacks in a turn you gain 2 AC until the start of your next turn, and the ground within 30 feet of you becomes difficult terrain for Creatures other than you and your chosen allies.
Fire When you hit with three Attacks in a turn you can give a number of allies equal to your Proficiency Bonus within 30 feet of you Temporary Hit Points equal to half your Monk Level.
Water When you hit with three Attacks in a turn Creatures of your choice within 15 feet of you take your choice of Cold or Slashing Damage equal to half your Monk Level, Slashing Damage you deal with this feature ignores Resistance.

Elemental Apotheosis (17) #

Elemental State #

Element Effect
Air When you hit with three Attacks in a turn Creatures of your choice within 30 feet of you are either pushed away 15 feet, or pulled towards you 15 feet. Regardless of your choice there must be unoccupied spaces for those Creatures to move to or they resist being moved.
Earth When you hit with three Attacks in a turn you gain 4 AC until the start of your next turn, and the ground within 30 feet of you becomes difficult terrain for Creatures other than you and your chosen allies.
Fire When you hit with three Attacks in a turn you can give a number of allies equal to your Proficiency Bonus within 30 feet of you Temporary Hit Points equal to your Monk Level.
Water When you hit with three Attacks in a turn Creatures of your choice within 15 feet of you take your choice of Cold or Slashing Damage equal to your Monk Level, Slashing Damage you deal with this feature ignores Resistance.