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# Way of the Four Elements ## In tune with nature The Way of the Four Elements teaches monks how to achieve a deep connection with nature that no other studies can emulate. While Druids, Clerics, and Rangers are able to pull magical effects from the natural world, Monks form a personal connection with the raw elements around them. Through deep meditation they can channel their ki to create remarkable effects. ### Elemental Attunement At level 3 you become attuned to the elements. You learn two techniques through your ki. Your Wisdom is your spellcasting stat for any spells that you learn. When you gain a level in this class you may replace one of the techniques that you learned through Elemental Attunement with another technique offered through Elemental Attunement. You learn two of the following techniques: * ***Aquatic Adaptations.*** You learn the *shape water* cantrip. Additionally, you gain breath underwater. * ***Body of Stone.*** You learn the *mold earth* cantrip. Additionally, whenever you complete a short or long rest you gain temporary hitpoints equal to your Wisdom modifier. * ***Fangs of the Fire Snake.*** When you use Flurry of Blows you deal extra fire damage on each hit equal to your Wisdom modifier. * ***Fist of the Wind.*** You learn the *gust* cantrip. Additionally, when you take the Attack action on your turn you may make one unarmed strike with a reach of 30 feet in place of an attack. * ***Fluid Motion.*** When you use Step of the Wind you gain the benefits of both the Dash and the Disengage actions. * ***Leaf on the Wind.*** When you use Step of the Wind you gain a flight speed equal to half of your walking speed until the end of your turn. * ***One with the Flame.*** You learn the *produce flame* cantrip, and when you deal fire damage you ignore resistance to fire damage. * ***Wide Mountain Stance.*** When you use Patient Defense choose one creature within 30 feet of you to gain the benefits of half-cover until the start of your next turn. ### Discipline of the Elements At level 6 you become accustomed to thinking of the elemental forces as extensions of yourself, including your senses. Your Wisdom is your spellcasting stat for any spells that you learn. When you gain a level in this class you may replace one of the techniques that you learned through Discipline of the Elements with another technique offered through Discipline of the Elements. Choose two of the following techniques to learn: * ***Boulder's Stance.*** When you make a Strength check or Strength saving throw you can spend 1 ki point to gain advantage on the check or saving throw, and add your Wisdom modifier to the result. * ***Clouds Below.*** As an action, spend 1 ki point to cast *fog cloud* at 1st level. If you cast *fog cloud* by spending ki points, you can see through the cloud created by the spell. * ***Fists of Crackling Thunder.*** When you hit a target with an unarmed strike, you can spend 1 ki point to deal extra thunder damage to the target equal to your Martial Arts die. * ***Secrets of the Deep.*** While you are in contact with a body of liquid you may use your action to detect the locations of any creatures or objects within 100 feet of you. Additionally, when you come into physical contact with someone you can sense if they have blood flowing in their body. * ***Visions from Fire.*** You can cast the spell *augury* and may replace the normal material component with any open flame. Once you use this ability you must complete a short or long rest before using it again. * ***Walk through Flames.*** You gain resistance to fire damage. * ***Water Whip.*** You can spend 2 ki points as a bonus action to create a whip of water. 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 bludgeoning damage and you can either knock it prone or pull it up to 25 feet close to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. * ***Whispers of the Earth.*** You gain tremorsense with a range of 30 feet. \pagebreak # Way of the Four Elements ## In tune with nature The Way of the Four Elements teaches monks how to achieve a deep connection with nature that no other studies can emulate. While Druids, Clerics, and Rangers are able to pull magical effects from the natural world, Monks form a personal connection with the raw elements around them. Through deep meditation they can channel their ki to create remarkable effects. ### Elemental Attunement At level 3 you become attuned to the elements. You learn two of the following cantrips: Shape Water, Mold Earth, Control Flames, and Gust. You learn another one at level 6, and the final cantrip at level 11. You also learn a new technique through your ki. Choose one of the following technniques: * ***Fangs of the Fire Snake.*** When you use the attack action you can spend 2 ki points to extend the reach of your unarmed strikes by 10 feet for that action, as well as the rest of the turn. Your unarmed strikes deal an additional 1d10 damage, and all your unarmed strikes deal fire damage instead of bludgeoning. * ***Fist of Unbroken Air.*** As an action you can spend 2 ki points and choose a creature within 30 feet of you. The creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can push the creature 20 feet away 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. * ***Grip of the Mountain.*** When you use the attack action you can spend 2 ki points to command the earth to also attack your opponents. Any creature you hit with an unarmed strike this turn is grappled by the earth and cannot take reactions until the end of your next turn. A creature grappled in this way can spend their action to end the condition by making a Strength (Athletics) check against your save DC. * ***Water Whip.*** As a bonus action you can spend 2 ki points to create and use a water whip. A creature you can see within 30 feet must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can either knock it prone or pull it 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. ### Discipline of the Elements At level 6 you become accustomed to thinking of the elemental forces as extensions of yourself, allowing you to quickly react through air, earth, fire, or water. You learn an additional cantrip from the Elemental Attunement list (Shape Water, Mold Earth, Control Flames, and Gust). You learn the *Absorb Elements* spell, which you can cast at first level by spending 1 ki point. Additionally, choose one of the following techniques to learn: * ***A Leaf on the Wind.*** As a reaction you can grant yourself or any creature you can see within 60 feet of you advantage on any saving throw or ability check that would knock it prone. Additionally, you gain proficiency in the acrobatics skill. If you already have proficiency in this skill, then your proficiency bonus is now doubled for all checks involving it. * ***Bursting Flames.*** Other creatures provoke an opportunity attack from you when they enter a 10-foot reach. This is an unarmed strike attack that deals fire damage. Additionally, you gain proficiency in the intimidation skill. If you already have proficiency in this skill, then your proficiency bonus is now doubled for all checks involving it. * ***Earthen Bulwark.*** As a reaction you can kick up a cloud of rocks and dirt. This grants you half-cover against the next ranged attack against you, or effect forcing you to make a Dexterity saving throw. Additionally, you gain proficiency in the athletics skill. If you already have proficiency in this skill, then your proficiency bonus is now doubled for all checks involving it. * ***Receding Wave.*** When an opportunity attack is made against you or a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll. Additionally, you gain proficiency in the medicine skill. If you already have proficiency in this skill, then your proficiency bonus is now doubled for all checks involving it. ### Superior Attunement At level 11 you learn the final cantrip from the Elemental Attunement list (Shape Water, Mold Earth, Control Flames, and Gust). Additionally, you gain one of the following benefits: * ***Flight.*** As an action you can deeply focus your control of the wind around you. For 10 minutes you gain a flying speed equal to your walking speed, and the ability to hover. Once you use this ability you cannot do so again until you complete a long rest. * ***Lightning Redirection.*** You gain immunity to lightning damage. When you get hit by an attack that deals lightning damage you can spend your reaction to cause the attack to hit a creature that you can see within 30 feet. You can use this ability a number of times up to your Wisdom modifier. You regain all expended uses when you finish a long rest. * ***Seismic Sense.*** As an action you can deeply focus your senses through the ground around you. For 10 minutes you have tremorsense out to 60 feet. You also gain advantage on Wisdom (Perception) and Wisdom (Survival) checks to notice and track non-flying creatures. Once you use this ability you cannot do so again until you complete a long rest. \pagebreakNum * ***Soothing Waters.*** You can control waters to help heal and relax those submerged in them. If you are near a natural body of water large enough to submerge yourself in, you can help heal up to 10 submerged creatures of your choice. These creatures can gain the benefits of a short rest within 1 minute. You do not benefit from the short rest, as you are doing strenuous activity. Once you use this ability you cannot do so again until you complete a long rest. ### Avatar State At level 17 you have mastered all 4 elements. As an action you can enter the Avatar State, which lasts for 1 minute. While in the avatar state you can use any of the techniques outlined in this class. You get a special reaction on every creature's turn. You can use this special reaction only on one of the 4 techniques in Disciple of the Elements (A Leaf on the Wind, Bursting Flames, Earthen Bulwark, and Receding Wave). Additionally, each of the 4 techniques in Elemental Attunement (Fangs of the fire snake, Fist of unbroken air, Grip of the mountain, and Water Whip) only cost 1 ki point to use while in this state. When this state ends you can reselect each of the techniques you have acquired in this subclass. Once you use this ability you cannot do so again until you complete a long rest.