The Monk
| Level | Proficiency Bonus |
Features | Martial Arts | Ki | Unarmored Movement |
|---|---|---|---|---|---|
| 1st | +2 | Ideal Self, Unarmored Defense, Martial Arts | 1d4 | — | — |
| 2nd | +2 | Ki, Unarmored Movement | 1d4 | 2 | +10 ft. |
| 3rd | +2 | Ki-Fueled Attack, Monastic Tradition | 1d4 | 3 | +10 ft. |
| 4th | +2 | Ability Score Improvement, Slow Fall | 1d4 | 4 | +10 ft. |
| 5th | +3 | Flurry of Blows, Staggering Strike | 2d4 | 5 | +10 ft. |
| 6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 2d4 | 6 | +15 ft. |
| 7th | +3 | Ideal Self improvement | 2d4 | 7 | +15 ft. |
| 8th | +3 | Ability Score Improvement | 2d4 | 8 | +15 ft. |
| 9th | +4 | Purity of Body, Unarmored Movement improvement | 2d4 | 9 | +15 ft. |
| 10th | +4 | Monastic Tradition feature | 2d4 | 10 | +20 ft. |
| 11th | +4 | Ki Mastery | 3d4 | 11 | +20 ft. |
| 12th | +4 | Ability Score Improvement | 3d4 | 12 | +20 ft. |
| 13th | +5 | Mystic Comprehension | 3d4 | 13 | +20 ft. |
| 14th | +5 | Ideal Self improvement | 3d4 | 14 | +25 ft. |
| 15th | +5 | Asceticism | 3d4 | 15 | +25 ft. |
| 16th | +5 | Ability Score Improvement | 3d4 | 16 | +25 ft. |
| 17th | +6 | Monastic Tradition feature | 4d4 | 17 | +25 ft. |
| 18th | +6 | Universal Clarity | 4d4 | 18 | +30 ft. |
| 19th | +6 | Ability Score Improvement | 4d4 | 19 | +30 ft. |
| 20th | +6 | Transcendence | 4d4 | 20 | +30 ft. |
Optional Rule: Multiclassing
To multiclass as a monk, you must have a Strength or Dexterity of 13 or higher and a Wisdom of 13 or higher. If your first level was in a different class, you can gain the Ideal Self feature only by replacing the saving throw proficiencies granted by that class. You gain the following proficiencies when multiclassing as a monk:
Armor: None
Weapons: Simple and martial weapons
Class Features
As a monk, you gain the following class features
Hit Points
- Hit Dice: 1d10 per monk level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
Proficiencies
- Armor: None
- Weapons: Simple and martial weapons
- Tools: Any one type of artisan's tools or musical instrument
- Saving Throws: two chosen from Ideal Self
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple or martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.
Ideal Self
You have taken the first steps on a journey to realize your ideal self. Choose one of the following features: Idealized Body, Idealized Mind, or Idealized Soul.
At 7th level, you choose an additional one of these three features. At 14th level, you gain the remaining feature.
- Idealized Body. You gain proficiency with Strength and Dexterity saving throws.
- Idealized Mind. You gain proficiency with Intelligence and Wisdom saving throws.
- Idealized Soul. You gain proficiency with Constitution and Charisma saving throws.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength or Dexterity modifier (your choice) + your Wisdom modifier.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing heavy armor or wielding a shield.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strikes or monk weapons. The number of d4s increases as you gain monk levels, as shown in the Martial Arts column of the Monk class table. If you choose not to replace the damage dice of a simple monk weapon, you can increase its damage die size by 1 step - for example, 1d8 to 1d10 for a quarterstaff held in two hands.
- If you take the Attack action on your turn, you can make one unarmed strike as a bonus action on the same turn.
Ki
Starting at 2nd level, your training allows you to harness the energy of your body, mind, and soul, known as ki. Your access to this energy is represented by a number of ki points. Your disciple level determines the number of points you have, as shown in the Ki Points column of the Disciple table.
You can spend these points to fuel various ki features. You start knowing three such features: Deflect Blows, Diamond Soul, and Patient Defense. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 10 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus +
Deflect Blows. When you are hit by an attack, you can spend 1 ki point as a reaction to reduce the damage you take by 1d10 + your monk level.
Diamond Soul. When you fail a saving throw, you can spend 1 ki point to reroll and use the better of the two rolls.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Unarmored Movement
Starting at 2nd level, you can move more quickly while you are not wearing heavy armor or wielding a shield. Your speed increases by 10 feet, your jump distance is tripled, and you can take the Disengage action as a bonus action. The speed bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki-Fueled Attack
Starting at 3rd level, if you spend at least 1 ki point as part of your action, you can make one unarmed strike as a bonus action on the same turn. You can spend 1 ki point as a bonus action on your turn to make one unarmed strike, regardless of your action on that turn.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 10th, and 17th level.
Other Traditions
Monastic traditions from other sources typically grant features at 11th level, not 10th. If you use such a tradition, you gain any features it provides at 11th level when you reach 10th level instead.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Flurry of Blows
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you make an unarmed strike as a bonus action with your Martial Arts or Ki-Fueled Attack, you can make two unarmed strikes instead of one.
Staggering Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit a creature with a weapon attack or unarmed strike, you can spend 1 ki point to stagger the target until the start of your next turn. A staggered creature can't take reactions and must choose whether it gets a move, action, or bonus action on its turns; it gets only one of the three. A creature with legendary actions can choose to spend a legendary action to avoid becoming staggered.
Ki-Empowered Strikes
Starting at 6th level, your monk weapons and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Purity of Body
Beginning at 9th level, your control of your body appears almost supernatural. When you begin your turn blinded, charmed, deafened, frightened, paralyzed, poisoned, or suffering from a disease, you can choose to end that condition or disease on yourself. If you do so, you can't take an action on this turn.
Ki Mastery
At 11th level, you have mastered your basic ki features, which grant you additional benefits when you use them.
Deflect Blows. When you use Deflect Blows, your block or parry flows gracefully into a strike. You can make an unarmed strike as part of the same reaction. Alternatively, you can catch your enemy's blade, missile, or spell and make an attack with it. This attack uses the same attack bonus and damage as one of your unarmed strikes, but uses the triggering attack's range and damage type.
Diamond Soul. When you use Diamond Soul, you can effortlessly preserve your health and spirit. If the saving throw you make is against an effect that deals damage and deals half damage on a successful save, you take no damage on a successful save and only half damage on a failure.
Patient Defense. When you use Patient Defense, you ready yourself to strike at the slightest opening. When a creature misses an attack against you before the start of your next turn, you can make one attack against it as a reaction.
Mystic Comprehension
Starting at 13th level, you gain an awareness of the energies inherent to minds and magic. You can understand all spoken languages, and any creature that can understand a language can understand what you say. In addition, you can use your action to cast detect magic or see invisibility at will, without expending a spell slot. When cast in this way, these spells last only until the end of your next turn.
Asceticism
Starting at 15th level, your detachment from material considerations allows you to transcend your body's needs. You can go ten times as long without food, water, or air, you suffer no ill effects from environments of extreme heat, cold, and altitude, and you suffer none of the frailty of old age and can't be aged magically. You can still die of old age, however.
In addition, you gain proficiency with death saving throws, and when you take damage that would reduce you to 0 hit points but not kill you outright, you can spend 1 ki point to drop to 1 hit point instead.
Universal Clarity
By 18th level, you are aware of the world in all its fullness. You can cast astral projection without spending a spell slot or material components by spending 8 ki points, plus an additional 1 ki point for each target besides yourself. In addition, you can spend 4 ki points to cast foresight on yourself as an action, without spending a spell slot. When cast in this way, the spell lasts for only 10 minutes.
Transcendence
At 20th level, you have achieved a mastery of yourself beyond mortal limits. Choose two of your ability scores from Strength, Dexterity, Constitution, and Wisdom. These scores increase by 4, and your maximum for these scores is now 24.
Changelog
- Monk hit dice increased to d10s.
- Ideal Self feature added at 1st level.
- Unarmored Defense can use Strength in place of Dexterity.
- Martial Arts works better with weapons and some armor, and scales higher.
- Flurry of Blows and Step of the Wind replaced as ki abilities by reworked Diamond Soul and Deflect Missiles (now Deflect Blows).
- Unarmored Movement includes some benefits from Step of the Wind at no ki cost.
- Ki-Fueled Attack added at 3rd level.
- Flurry of Blows replaces Extra Attack; it includes Extra Attack and improved Flurry of Blows functionality at no ki cost.
- Staggering Strike replaces Stunning Strike as a much weaker but more reliable option.
- Ki-Empowered Strikes now applies to all weapon attacks.
- Ideal Self improvement replaces Evasion, and later Diamond Soul.
- Stillness of Mind rolled into reworked Purity of Body, now at 9th level.
- Monastic Tradition feature moved from 11th level to 10th level.
- Ki improvements added at 11th level.
- Mystic Comprehension replaces Tongue of Sun and Moon.
- Asceticism replaces Timeless Body and remaining bit of Diamond Soul.
- Universal Clarity replaces Empty Body.
- Transcendence replaces Perfect Self.
Monastic Traditions
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Once on each of your turns when you hit a creature with an unarmed strike, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Starting at 10th level, you can use this feature twice on each of your turns.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a short or long rest before you can use this feature again.
Tranquility
Beginning at 10th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a short or long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Way of the Drunken Master
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.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Bonus Proficiencies
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. Finally, you gain proficiency with improvised weapons, which are monk weapons for you.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of combat. Your movement doesn't provoke opportunity attacks from creatures you have attacked since the start of your last turn, whether you hit or missed.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Alternatively, you can spend 1 ki point as a reaction to grant advantage on the next attack made against the attacker before the end of your next turn.
Drunkard's Luck
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 on the roll, you can spend 2 ki points to roll with advantage instead.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you make two unarmed strikes as a bonus action with your Flurry of Blows, you can make up to three additional unarmed strikes as part of the same bonus action, each of which must target a creature you have not attacked yet as part of this bonus action.
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 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.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn an elemental discipline that harnesses one of the four elements: air, water, earth, or fire. Choose one of the following.
Air. You learn the gust and thunderclap cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast gust of wind or thunderwave.
Water. You learn the shape water and water sprayMF cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast ice knife or water whipMF.
Earth. You learn the mold earth and stone dartMF cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast earth tremor or earthen bulwarkMF.
Fire. You learn the control flames and produce flame cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast burning hands or hellish rebuke.
Whichever discipline you choose, you can also spend 1 ki point to cast absorb elements. Wisdom is your spellcasting ability for spells you learn from your elemental disciplines, and you don't need to supply material components for them.
Once you reach 5th level in this class, 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, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. The maximum level at which you can cast a spell in this way is determined by your monk level: 2nd at 5th level or higher, 3rd at 9th level or higher, 4th at 13th level or higher, and 5th at 17th level or higher.
Elemental Strike
Also at 3rd level, when you would make an unarmed strike, you can make an elemental strike instead. An elemental strike is a ranged spell attack with a range of 60 feet that uses your Wisdom modifier for its attack rolls and deals damage equal to your Martial Arts dice + your Wisdom modifier on a hit. You choose the type of damage it deals from options depending on the Elemental Disciplines you know: slashing or thunder for Air, bludgeoning or cold for Water, fire or lightning for Fire, and acid or piercing for Earth.
Adept of the Elements
At 6th level, you can choose to either learn an additional elemental discipline (choosing one of the remaining
elements) or become adept in your current discipline, choosing the appropriate option from the following.
Air. You can spend 3 ki points to cast hold person or levitate. At 9th level, you can spend 4 ki points to cast fly or wind wall, and at 13th level you can spend 5 ki points to cast freedom of movement or storm sphere.
Water. You can spend 3 ki points to cast binding ice or riptideMF. At 9th level, you can spend 4 ki points to cast tidal wave or wall of water, and at 13th level, you can spend 5 ki points to cast control water or watery sphere.
Earth. You can spend 3 ki points to cast earthen grasp or spike growth. At 9th level, you can spend 4 ki points to cast erupting earth or wall of sand, and at 13th level, you can spend 5 ki points to cast stoneskin or stone shape.
Fire. You can spend 3 ki points to cast scorching ray or flaming sphere. At 9th level, you can spend 4 ki points to cast fireball or lightning bolt, and at 13th level you can spend 5 ki points to cast fire shield or wall of fire.
Elemental Warrior
At 10th level, you can choose to either learn two additional elemental disciplines (choosing two of the remaining elements), or learn an additional elemental discipline and become adept in one of your basic disciplines.
In addition, you can spend 3 ki points to cast elemental weapon. Your unarmed strikes and elemental strikes count as weapons for the purposes of this spell.
Master of the Elements
At 17th level, you learn any elemental disciplines you have not already learned. In addition, you can choose to become adept in all elemental disciplines, or to become adept in one additional elemental discipline and master one of the elemental disciplines you are already adept in, choosing the appropriate mastery option from the following.
Air. You can spend 6 ki points to cast control winds or investiture of wind. When cast in this way, investiture of wind doesn't require concentration, and you can cast it and use the action it grants as a bonus action.
Water. You can spend 6 ki points to cast maelstrom or investiture of ice. When cast in this way, investiture of ice doesn't require concentration, and you can cast it and use the action it grants as a bonus action.
Earth. You can spend 6 ki points to cast wall of stone or investiture of stone. When cast in this way, investiture of stone doesn't require concentration, and you can cast it and use the action it grants as a bonus action.
Fire. You can spend 6 ki points to cast immolation or investiture of flame. When cast in this way, investiture of flame doesn't require concentration, and you can cast it and use the action it grants as a bonus action.
Credits
This revision of the Four Elements subclass owes much of its existence to /u/agenderarcee, who created many of these features as they appear here. I have made minor edits to most features and completely reworked Master of the Elements.
Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Path of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Kensei Weapons. All simple and martial weapons count as monk weapons for you.
Agile Parry. You can use a bonus action on your turn to ready your melee weapons to parry blows. When you do so, your AC increases by 2 until the start of your next turn as long as you are wielding a melee weapon and are not incapacitated.
Kensei's Shot. You can use a bonus action on your turn to make your ranged weapon attacks more deadly. When you do so, any target you hit with a ranged weapon attack takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your weapons to strike with incredible force and precision. When you hit a target with a weapon, you can spend a number of ki points up to your proficiency bonus to deal extra damage to the target equal to 1d8 for each ki point you spend. You can use this feature only once on each of your turns.
Sharpen the Blade
At 10th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. If used on a magic weapon that already has a bonus to attack and damage rolls, this feature can't increase the total bonus above +3.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their 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.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
Whenever you would make an unarmed strike, you can make a sun bolt attack instead. A sun bolt attack is a ranged spell attack with a range of 60 feet that uses your Wisdom modifier for its attack rolls and deals fire or radiant damage (your choice) equal to your Martial Arts dice + your Wisdom modifier on a hit.
Solar Power
Also at 3rd level, you learn the light and sacred flame cantrips, and can spend 1 ki point to cast one of these cantrips a a bonus action. Additionally, you can spend 2 ki points to cast burning hands or divine favor at 1st level. Wisdom is your spellcasting ability for these spells, and they can deal either fire or radiant damage (your choice when you cast them).
Searing Arc Strike
At 6th level, when you spend ki points to cast burning hands, you can cast it as a bonus action, rather than an action. In addition, you can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1, to a maximum of half your monk level. In addition, when you cast burning hands at a higher level, the size of the cone you create increases by 15 feet for every two levels of the spell above 1st.
Blinding Light Strike
Also at 6th level, when you spend ki points to cast divine favor, the extra damage applies to your sun bolt attacks. You can also spend a number of ki points up to your proficiency bonus when you cast it, rather than only 2. If you do so, the extra damage you deal with weapon or sun bolt attacks increases to 1d6 for 3 ki points, 1d8 for 4, 1d10 for 5, or 1d12 for 6.
Searing Sunburst
At 10th level, you can emit light that erupts into a devastating explosion. When you deal damage to a creature with a weapon or sun bolt attack, creatures of your choice within 5 feet of your target take half the damage you dealt as fire or radiant damage (your choice).
Sun Shield
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.
When a creature within the area of bright light deals damage to you or starts its turn, you can cause it to take fire or radiant damage (your choice) equal to your Wisdom modifier.
Spells
The following spells are referenced in the Way of the Four Elements subclass.
Earthen Bulwark
1st-level transmutation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Classes: Druid, Sorcerer, Wizard
A rough outcropping of stone and earth rises from the ground at a point you choose within range. This outcropping can be up to five feet wide, three feet tall, and one foot thick in its largest dimensions, and it provides cover to any creatures directly behind it: total cover for Tiny creatures, three-quarters cover for Small or Medium creatures, half cover for Large creatures, and no cover for Huge or larger creatures.
The outcropping is an object that can be damaged and thus breached. It has an AC of 15, 10 hit points, resistance to piercing damage, and immunity to poison and psychic damage. It is destroyed if it falls to 0 hit points. Otherwise, it lasts for the duration of the spell and crumbles away when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional outcropping at a different point within range for each slot level above 1st, and these outcroppings have 5 additional hit points for each slot level above 1st.
Riptide
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You launch yourself forward with a surging wave of water. You can move up to 30 feet in a straight line to an unoccupied space you can see. This doesn't provoke opportunity attacks or cost any movement, and you can move through other creatures' spaces in this way. Each creature whose space you move through must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet in a direction of your choice. On a successful save, a creature takes half as much bludgeoning damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the distance you can move increases by 10 feet for each level of the slot above 2nd.
Stone Dart
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You conjure a dart of stone that shoots toward a creature, object, or structure you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 bludgeoning damage. Objects and structures take twice as much damage from this spell.
The spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Water Spray
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You spray a jet of water and mist at a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage, and its surroundings are considered lightly obscured for it until the end of your next turn, as mist blocks its vision.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Water Whip
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard
You create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see within range 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 closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.