Way of the four elements Revised
This is a complete overall of this subclass in the hope it will be more mechanically viable while retaining flavor.
Way of the Four Elements
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | ─ | ─ | — |
| 6th | 2 | 5 | 3 | - | ─ | ─ |
| 7th | 2 | 6 | 4 | 2 | ─ | ─ |
| 8th | 2 | 6 | 4 | 2 | ─ | ─ |
| 9th | 2 | 7 | 4 | 2 | ─ | ─ |
| 10th | 2 | 8 | 4 | 3 | ─ | ─ |
| 11th | 3 | 8 | 4 | 3 | ─ | ─ |
| 12th | 3 | 9 | 4 | 3 | ─ | ─ |
| 13th | 3 | 10 | 4 | 3 | 2 | ─ |
| 14th | 3 | 10 | 4 | 3 | 2 | ─ |
| 15th | 3 | 11 | 4 | 3 | 2 | ─ |
| 16th | 3 | 11 | 4 | 3 | 3 | ─ |
| 17th | 4 | 12 | 4 | 3 | 3 | ─ |
| 18th | 4 | 12 | 4 | 3 | 3 | 1 |
| 19th | 4 | 13 | 4 | 3 | 3 | 1 |
| 20th | 4 | 14 | 4 | 3 | 3 | 2 |
Disciple of the Elements
3rd-level Way of the four Elements Feature
When you choose this tradition at 3rd level, You learn to harness the four elements granting you the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the spell list below and learn another at 11th level and 17th level
Spellslots
The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your 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 Burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning hands using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the following spell list, The Spells Known column of the The Way of the Four Elements Spellcasting table shows when you will learn new spells of 1st or higher. All of these spells must only come from the spell list below. Whenever you gain a level in this class you can replace one of the spells you know with another one from the list below. The spell must be a level which you have spell slots for.
Spellcasting ability
Wisdom is your spellcasting ability for your spells, since you learn your spells come from your chi. 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 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
Cantrips (0 Level)
- Create Bonfire
- produce flame
- Fire Bolt
- Ray of Frost
- Frostbite
- Green-Flame Blade
- Light
1st Level
- Absorb Elements
- Burning hands
- Earth Trimor
- Fog cloud
- Frost fingers
- Ice knife
- Thunderwave
- Create or Destroy Water
2nd Level
- Aganazzar's Scorcher
- Flaming Sphere
- Gust of Wind
- Continual Flame
- Levitate
- Scorching Rays
- Maximillian's Earthen Grasp
- Rime's Binding Ice
- Snilloc's Snowball Storm
- Warding Wind
- Heat metal
3rd Level
- Erupting Earth
- Fireball
- Fly
- Gaseous form
- Melf's Minute Meteors
- Wall of Sand
- Wall of Water
- Tidal wave
- Water Breathing
- Sleet Storm
- Water Walk
- Meld into stone
- Wind Wall
Way of the Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements 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.
4th Level
- Control Water
- Fire Shield
- Ice Storm
- Stone Shape
- Stone Skin
- Storm Sphere
- Wall of fire
- Watery Sphere
- Control water
elemental attunement
3rd-level Way of the four Elements Feature
Starting at 3rd level You know and can cast either control flames, mold earth, shape water, and gust as an action, these do not count against your cantrips known. Also whenever you make an attack you can change the damage type to either Fire or Cold. You can also regain spell slots at the expense of ki points with the costs being listed below.
| Spell slot level | ki point cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
Elemental Harmony
6th-level Way of the four Elements Feature
Starting at 6th level whenever you make an attack with either the attack action or flurry of blows you can replace one of the attacks with a cantrip .You can also at the expense of a Ki point can change the damage type of a spell to either fire, cold, or bludgeoning. Whenever you cast a spell you can make an attack as a bonus action.
Body of the Elements
11th-level Way of the four Elements Feature
Starting at 11th level you can expend 2 Ki points to activate your elemental form. For 5 minutes, you gain the following benefits:
- You have resistance to Fire, Cold, and bludgeoning damage.
- Also the reach of your unarmed strikes is 10 feet.
Elemental Perfection
17th-level Way of the four Elements Feature
Starting at 17th level your elemental form reaches perfection. Your elemental form now lasts for 10 minutes and you gain a flying speed equal to your walking speed.
Way of The Ascendant dragon Revised
This subclass revision takes the original version of this subclasses ability and tweaks wording and numbers to make these abilities more usable
As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.
_____________ Ascendant Dragon Origin _____________
| d6 | Origin |
|---|---|
| 1 | You honed your abilities by observing a dragon and aligning your ki with their world altering power. |
| 2 | A dragon personally took an active role in shaping your inner energy. |
| 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction. |
| 4 | You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic. |
| 5 | You found a scroll written in Draconic that contained inspiring new techniques. |
| 6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons. |
Draconic Disciple
3rd-level Way of the Ascendant Dragon Feature
At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a short or long rest.
Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
3rd-level Way of the Ascendant Dragon Feature
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate.
When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
You can use this feature once, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
At 11th level, the damage of this feature increases to Five rolls of your Martial Arts die.
Wings Unfurled
6th-level Way of the Ascendant Dragon Feature
At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish after five minutes. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Way of the Dragon
The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
Aspect of the Wyrm
11th-level Way of the Ascendant Dragon Feature
At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies.
As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. For the duration, you gain the following effects of your choice:
Frightful Presence. When you create this aura and on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies that were within the aura when you created it have resistance to that damage.(If they leave it they still have the resistance until the Aura ends)
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
17th-level Way of the Ascendant Dragon Feature
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to six rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC taking 8d10 acid, cold, fire, lightning, or poison damage (your choice) on a failure or half as much on a success.
Thoughts
The original problem with this subclass was that quite a few of these features were either underwhelming or half baked. For example, originally with Wings Unfurled you got one turn of flight with the feature. That is incredibly limiting while Warlock genies at the same level can fly for 10 minutes Concentration free!!!!
Way of the Sun Soul revised
This Subclass Revision took the previous abilities and did some minor reworking of some and a decent amount to others to make this subclass feel more meaningful
Radiant Sun Bolt
3rd-level Way of the Sun Soul Feature
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
Sun Bolt. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of (50/100) feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it you can make an attack as a bonus action with this special attack. When you use flurry of blows you can replace either or both of the blows with this special attack
Extra attack. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. At 11th level you can add your wisdom modifier to the damage of the special attack
Searing Arc Strike
6th-level Way of the Sun Soul Feature
Searing Arc Strike. At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to send out a wave of searing energy in either a 20 ft. Cone or 30 ft. line that is 5 ft. wide. Each creature in that area must make a Dexterity saving throw against your ki save DC taking 4d6 Radiant damage on a failed save or half as much on a successful save.
You can spend additional ki points to Increase the damage. You can do this after whether or not it is determined they failed the save. Each additional ki point you spend increases the damage by 1d6. The maximum number of ki you can spend on this (not including the ki to activate this ability) is equal to half your monk level.
Searing Sunburst
11th-level Way of the Sun Soul Feature
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, magically create an orb and hurl it at a point you choose within 500 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw against your ki save DC taking 5d6 radiant damage on a failure or half as much on a success. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6. You can do this a number of times equal to your proficiency bonus and it recharges on a long rest. If you have no more uses remaining you can spend 3 ki points to activate it again.
Sun Shield
17th-level Way of the Sun Soul Feature
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 2d8 + your Wisdom modifier.
Way of the Sun
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Way of the Drunken Master Revised
This revision was the intent of making the Drunken Master's abilities less blocky and synergize both with the monk abilities and with each feature of the subclass.
Drunken Technique
3rd-level Way of the Drunken Master Feature
At 3rd level, you learn how to twist and turn combining both your defense and offense with unpredictable movements.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Defensive Offense. Once per turn you can make an unarmed strike as part of the Dodge or disengage action.
Bonus Proficiencies
3rd-level Way of the Drunken Master Feature
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
You also gain proficiency with brewer's supplies if you don't already have it. You are also proficient with improvised weapons such as cups, bottles, jars, kegs, and barrels and these are considered as monk weapons for you
Tipsy Sway
6th-level Way of the Drunken Master Feature
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Whenever a creature misses you with a melee attack, you can spend a ki-point to perform one of the following moves as a reaction:
Redirect attack. cause that attack to hit one creature, object, or surface(other than the floor) of your choice, other than the attacker, that you can see within 5 feet of you. If the attack hits a surface or object then the attacker also receives damage equal to your martial arts dice plus your Performance modifier(this can possibly break fragile materials such as glass).
Clumsy drinking. Take one potion or beverage from your inventory or within 5 ft. of you. You can either drink it, spit or throw it, or attack with it. If you spit a mundane drink the attacker must make a Constitution saving throw against your ki save DC or become blind until the beginning of their next turn.
Drunk Mockery. You strike back at the attacker with an attack. If you hit you then point your finger at them mocking them. They must make a Wisdom saving throw and if they fail they have disadvantage on any attacks that are not made against you until the end of their next turn.
Good ol’ trip. Make an Unarmed strike against the attacker, If it hits they must succeed a Dexterity saving throw or fall prone.
Drunkard's Luck
11th-level Way of the Drunken Master Feature
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll and you may add half of your proficiency bonus to the roll on top of any modifiers.
Intoxicated Frenzy
17th-level Way of the Drunken Master Feature
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies while remaining untouched, you gain the following benefits.
Flurry of many Blows. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks).
A little too tipsy. Every round the first time you use one of your tipsy sway moves after a missed attack from a creature, you can do it without costing a reaction, Unless the creature has succeed an Insight check contested by your performance within the last 24 hours. The number of reactions you can use in a round can not exceed your Dexterity modifier.
A Drunk Monk
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.