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### Way of the Four Elements ___ You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with druidic magic to bend the natural elements of the land to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their elemental powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. #### Spellcasting When you choose this tradition at 3rd level, you learn druidic magic, allowing you to harnesses the power of the four elements. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. ***Cantrips.*** You learn one of the following cantrips: *Control Flame*, *Gust*, *Mold Earth* or *Shape Water*, and two other cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. ***Spell Slots.*** The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast Thunderwave using either slot. ***Spells Known of 1st-Level and Higher.*** You know three 1st-level druid spells of your choice, two of which you must choose from the transmutation, conjuration or evocation spells on the druid spell list. The Spells Known column of the Way of The Four Elements Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a transmutation, conjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the druid spell list. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation, conjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your druid spells since you learn your spells through meditation and discipline. 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 druid 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
##### Way of the Four Elements Spellcasting
| Monk Level | Cantrips | Spells | 1st | 2nd | 3rd | 4th | |:---:|:-----------:|:---:|:---:|:---:|:---:|:---:| | 3 | 3 | 3 |2|—|—|—| | 4 | 3 | 4 |3|—|—|—| | 5 | 3 | 4 |3|—|—|—| | 6 | 3 | 4 |3|—|—|—| | 7 | 3 | 5 |4|2|—|—| | 8 | 3 | 6 |4|2|—|—| | 9 | 3 | 6 |4|2|—|—| | 10 | 4 | 7 |4|3|—|—| | 11 | 4 | 8 |4|3|—|—| | 12 | 4 | 8 |4|3|—|—| | 13 | 4 | 9 |4|3|2|—| | 14 | 4 | 10 |4|3|2|—| | 15 | 4 | 10 |4|3|2|—| | 16 | 4 | 11 |4|3|3|—| | 17 | 4 | 11 |4|3|3|—| | 18 | 4 | 11 |4|3|3|—| | 19 | 4 | 12 |4|3|3|1| | 20 | 4 | 13 |4|3|3|1|
#### Elemental Attunement At 3rd level, you know how to speak, read and write primordial. In addition, you gain resistance to one of the following damage types: bludgeoning, cold, fire or thunder. You can change this damage type to a different one from among those damage types whenever you finish a long rest. #### Natural Talent Starting at 6th level, you can use your ki to strengthen your will over the elements. Whenever you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 ki to impose disadvantage on the first saving throw it makes against the spell. You may spend ki this way for each creature affected by this spell when you cast it. #### Ride The Wind Starting at 11th level, you can summon a mighty wind that envelopes your body, sweeping you to where you want to go. As an action, you can spend 3 ki to gain a flying speed equal to your walking speed for the next 10 minutes. If you are still in the air at the end of the duration, and nothing else is keeping you aloft, you fall. #### Spellfist Stance Beginning at 17th level, you effortlessly flow between martial and elemental assault. Whenever you use your action to cast a spell, you can make one unarmed strike as a bonus action, or you may spend ki to use your Flurry of Blows as though you took the Attack action.