D&D 5E Improving the Four Elements Monk for an Airbender type PC?

Quickleaf

Legend
Been away from ENWorld for a while! Good to be posting again B-)

I have a detailed question for anyone familiar with the Way of the Four Elements monk... My players and I have been watching the Aarakocra Four Elements Monk PC for about seven months now, spanning 5th to 9th levels, and he seems consistently underwhelming and often gets his ass handed to him in fights. At first it seemed like it was the player adjusting from DMing to playing, getting familiar with managing ki points, and his monk having lower stats than the other PCs.

However, after chatting with some of the players (including the monk player), it's pretty clear we all see the four elements monk as being underpowered & showcasing unique "Airbender" powers less than other other PCs in the party showcase subclass powers. I'm sure some of this is play style – I am running a homebrewed Tomb of Annihilation, sometimes with intense sequences where there's no chance for rest – but some of it seems to be related to the design itself.

The problem seems to be the basic design of the Way of the Four Elements – it gives more ways to spend ki points, so in order to do special elemental stuff you need to expend ki points, rather than have some "always on" options. But ki points compete with the core identity of the monk (i.e. Flurry of Blows, Patient Defense, Step of the Wind, Deflect Missiles, Stunning Strike). In many instances, I've seen this monk PC depleted of ki points or holding back on spending ki points for fear of running out.

I took a close look at the Remastered Way of the Four Elements, and while it's pointing in the right direction, it doesn't address the core issue we've noticed. The subclass needs "always on" options, so the PC consistently feels like a Four Elements Monk rather than just a Monk, in the same way that the Swashbuckler Rogue consistently feels like a mobile tumbling warrior.

So I took a stab at writing something up that, once I get some feedback and proof it, I'll pass along to the monk player. I appreciate your comments and critique!

Air Elemental Disciplines
Begin with Elemental Attunement and two elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th level, 11th level, and 17th level. This is double what the PHB gives you.

In addition to the PHB options (which are modified so that the ki points required = the spell's level), you may also select from these homebrew elemental disciplines...

Become the Teapot. You roll with incoming energy, becoming one with it. You can spend 1 ki point to cast absorb elements (see Xanathar’s Guide to Everything).

A Leaf on the Wind (6th level required). A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.

Breath of the Divine. Mastering breathing techniques, you withstand extreme heat and extreme cold, and you are always considered to be holding your breath, even when caught unawares.

Effortless Step. The air around you works in unison with your movements, lifting you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.

Feel the Subtle Breeze. Add your Wisdom modifier to initiative checks. Additionally, you can sense subtle body movements allowing you to make Wisdom (Perception) checks with disadvantage to detect creatures with False Appearance.

Harmony of Opposing Forces. You can make Shove attempts at up to 15 feet away using waves of air, and you may opt to pull the target 5 feet instead of pushing or knocking it prone. Additionally, you may use your Wisdom modifier (instead of Strength) on the Athletics check to Shove.

Hovering Current (6th level required). Your feet no longer need touch the floor when walking; instead you can hover an inch above the ground on a current of air. You still fall as normal, but your weight won’t trigger pressure plates, pits, and similar traps. While hovering, you cannot Dash. Initiating this current of air requires a bonus action.

Steel Wind Strike (11th level required). You can spend 5 ki points to cast steel wind strike (see Xanathar’s Guide to Everything).

Tower of Airy Defense. When taking the Dodge action, gain advantage on Dexterity and Strength saves (not just Dexterity). If you are hit by a melee attack while dodging, you may use your reaction to make an air riposte against the attacking creature; if it fails a Strength saving throw and is Large or smaller it is pushed 10 feet.

Vortex Punch (11th level required). When you score a critical hit with a melee attack, you may emit a 50-foot line of air extending through and beyond the target. Each creature in the line (including the target) must make a Strength saving throw or take force damage equal to your Martial Arts damage die plus your Dexterity modifier and be knocked prone if it is Large or smaller.

Warding Wind. You can spend 2 ki points to cast warding wind (see Xanathar’s Guide to Everything).
 
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Hey, just found this post, hope I'm not too late.
For this I'm just going to be blunt and to the point.

  • I looked at your link to the remastered 4E monk. I love its format and would highly advocate for its use.
  • For Steel Wind Strike, I would move the "unlock level" (or just unlock) up to level 17. This is because most of the disciplines that emulate spells arranged to make the 4E monk something akin to a quarter-caster, as well as the fact that it can deal 6d10 damage to each of up to 5 creatures (which feel like a lot).
  • For Feel the Subtle Breeze, I would have it work like the Barbarian's Danger Sense and Feral Instinct without the whole acting normally when surprised part. I liked where you were going with the detecting creatures with False Appearance, and I have no comment for it. In any case, I would have it unlock at level 6—as I know the Barbarian gets their Feral Instinct at level 7, so having it unlock at 3 makes it unbalanced.
  • Breath of the Divine— I don't have a clear understanding on how this would work mechanically. My first instinct is to say to put a listed duration for how long one could hold their breath. By this I refer to the racial features of Air Genasi (Unending Breath) and Lizardfolk (Hold Breath) which specify that the character can hold their breath either indefinitely or for 15 minutes, respectively. For the extreme heat and cold, I think it's fine and its mechanics can be "homebrewed" along the way if need be.
  • Vortex Punch— Tbh, for the likely hood of rolling a crit on an attack, I think you could honestly move it's unlock down to 6 instead of 11.
  • Hovering Current and A Leaf on the Wind—I'm a bit iffy on these. On the one hand, if the character chooses both, then they never take fall damage, they never trigger pressure traps, never touch the ground, and can glide. From a DM's pov that sounds like a pain. On the other hand, if the character chooses both, then they don't get other of the 6th level disciplines. I just know that the both of these make me a bit uneasy.

Other than these it seems fine.
 

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