Four Elements v1.5.1 #
Disciple of the Elements (1) #
- You learn to harness the power of the Four Elements. A discipline requires you to expend spell slots each time you use it.
- You know the Elemental Attunement discipline (or alternatively the Elementalism Cantrip) and two other elemental disciplines of your choice. You learn two additional elemental discipline of your choice at 6th, 11th, and 17th level.
- You can replace an Elemental Discipline you know upon finishing a Long Rest.
- Spell Slots. The Elemental Discipline table shows how many spell slots you have to cast your Elemental Disciplines of 1st Level and higher. To cast one of these Disciplines, you must expend a slot of the Discipline’s Spell’s Level or higher. You regain all expended spell slots when you finish a long rest. 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.
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 |
- Ki Points. If you do not posses an applicable Spell Slot with which to cast your Elemental Discipline then you can use a number of Ki Points equal to the Spells Level with which to cast it instead.
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) #
- Starting at 6th Level you can spend Ki Points to surge additional strength into your Elemental Disciplines. When you cast one of your Elemental Discipline Spells using the Spell Slot of that Spell’s Level, you can use 1 to 4 Ki Points to increase that Spell’s Effective Level by the number of Ki Points spent (for the purposes of upcasting).
- Additionally once per turn you can replace one of your Unarmed Strikes with an explosion of elemental energy. Choose a point you can see within 120 feet and creatures within a 20 foot radius sphere around that point must succeed on a Dexterity Saving Throw taking damage equal to two rolls of your Martial Arts Die on a failed save, or half as much Damage on a successful one.
Elemental Awakening (11) #
- Once per turn when you take the Attack Action you can replace one of your Attacks with the usage of one of your Elemental Discipline with a Casting Time of 1 Action.
- Additionally, as a Bonus Action you can enter one Elemental State of your choice, gaining its listed benefits which last 1 minute. You can enter this state a number of times equal to your Wisdom Modifier per Long Rest, and if you have no usages remaining you can expend 1 Ki Point to enter it. Whenever you enter your Elemental State you can spend 1 Ki Point to gain a Fly and Swim Speed equal to your speed for the duration of your Elemental State.
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) #
- When you use your Elemental Surge feature to upcast one of your Elemental Discipline, each Ki Point raises the Spell’s Effective Level by two (maximum of 9th Level).
- Additionally, as a Bonus Action you can convert a Spell Slot into a number of Ki Points equivalent to its level and vice versa.
- When you are in your Elemental State from your Elemental Awakening feature your bonus from that state increase.
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 30 feet, or pulled towards you up to 30 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 60 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 60 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 30 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. |