Way of the Four Elements (Revised) - Monk

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Way of the Four Elements (Revised)

Way of the Four Elements Spell Casting
Monk Level Cantrips Known Spells Known Ki Limit
3rd 1 2 1
4th 1 2 1
5th 2 3 2
6th 2 3 2
7th 2 4 2
8th 2 4 2
9th 2 5 3
10th 2 5 3
11th 3 6 3
12th 3 6 3
13th 3 7 4
14th 3 7 4
15th 3 8 4
16th 3 8 4
17th 4 9 5
18th 4 9 5
19th 4 10 5
20th 4 10 5
Disciple of the Elements
At 3rd level, you learn to use magical disciplines that harness the power of the four elements in the form of elemental spells. A spell requires you to spend ki points each time you use it.

You know two 1st-level spells of your choice from the Four Elements spell list.

The Spells Known column of the Four Elements Monk table shows when you learn more Four Elements spells of your choice. Each of these spells must be of a level equal to or less than your Ki Limit. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Four Elements spells you know and replace it with another spell from the Four Elements spell list, which also must be of a level equal to or less than your Ki Limit.

You start with the Thaumaturgy cantrip and one other cantrip from the Four Elements spell list. You gain additional cantrips as shown in the Four Elements Monk table.

Spellcasting Ability

To cast a spell you spend ki equal to the spell level, you use its casting time and other rules, but you don't need to provide material components for it. You can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Four Elements Monk table.

Wisdom is your spellcasting ability for your Four Elements spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Four Elements spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Energy Conduit
Beginning at 6th level, after casting a level 1 or higher Four Elements spell you may extend energy whips of that element type from your hands that you may use as unarmed strikes. This effect lasts for a number of rounds equal to two times the spell's level (including the round the spell was cast) and can be dismissed as a bonus action.

The damage type of your unarmed strikes changes to the damage type indicated in the table above, and your unarmed strikes gain a 10 foot reach. In addition to your normal proficiency, attacks made with these whips give you a bonus to your attack and damage rolls equal to half your proficiency bonus rounded down (for example at level 6 with a +3 proficiency bonus your attacks with the whips count as +1 weapons).

Spell Element Damage Type
Water Cold
Earth Bludgeoning
Fire Fire
Air Lighting
Ever Burning Soul
Beginning at 11th level, after casting a level 1 or higher Four Elements spell you gain some environmental effect based on the Element of the Spell you casted. This effect lasts for a number of rounds equal to two times the spell's level (including the round the spell was cast) and can be dismissed as a bonus action.
Spell Element Effect
Water You gain resistance to Cold damage. You gain a swimming speed equal to your movement speed, and you can breath underwater.
Earth You gain resistance to Lighting damage. You have advantage on all Strength (Athletics) checks, and you have advantage on spell concentration checks.
Fire You gain resistance to Fire damage. You shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of your turn, any creature in the bright light takes fire damage equal to your wisdom modifier
Air You gain resistance to Thunder damage. You have advantage on Dexterity (Acrobatics) checks, and you are not slowed by difficult terrain
Elementally Awakened
At 17th level, you can enter a state of heightened, mixed elemental energy. When you do so all of the auras from the Ever Burning Soul ability are active at the same time. In addition you may manifest any elemental whips of your choice from the Energy Conduit ability, changing between them as you wish. This transformation lasts for a minute, after which you gain one level of exhaustion. Once you use this ability you may not use it again until after you have completed a short or long rest.

Elemental Monk spell list

Spells are organized in each group by element: Water, Earth, Fire, and Air. The spells are classified for the purpose of the above class features.
Cantrips (0 Level)
  • Ray of Frost, Shape Water (Water)
  • Mold Earth, Magic Stone (Earth)
  • Produce Flame, Control Flames (Fire)
  • Lightning Lure, Gust (Air)
1st Level
  • Ice Knife, Puppet (Water)
  • Earth Tremor, Tenser's Floating Disk (Earth)
  • Burning Hands, Hellish Rebuke (Fire)
  • Thunderwave, Fog Cloud (Air)
2nd Level
  • Snilloc's Snowball Swarm, Misty Step (Water)
  • Hold Person, Earthbind (Earth)
  • Scorching Ray, Heat Metal (Fire)
  • Gust of Wind, Silence (Air)
3rd Level
  • Sleet Storm, Tidal Wave (Water)
  • Erupting Earth, Meld Into Stone (Earth)
  • Fireball, Melf's Minute Meteors (Fire)
  • Fly, Thunder Step (Air)
4th Level
  • Ice Storm, Control Water (Water)
  • Stone Skin, Stone Shape (Earth)
  • Wall of Fire, Fire Shield (Fire)
  • Storm Sphere, Freedom of Movement (Air)
5th Level
  • Cone of Cold, Maelstrom (Water)
  • Wall of Stone, Passwall (Earth)
  • Flame Strike, Immolation (Fire)
  • Wall of Force, Control Winds (Air)


Optional Rule: If you are killed while using Elementally Awakened (in the Avatar State) you may not be Resurrected or Reincarnated in any way except through the Wish spell. (Avatar the Last Airbender)