Hawk Diesel
Adventurer
I have always had a problem with the Way of Four Elements monk. I didn’t like that the abilities were such a hodge podge of existing spells and new abilities. I didn’t like the weird way that you choose each technique, or the way some of them were level gated, and I especially did not like how all of them required ki points. Many archetypes of the monk exist with abilities that did not require ki use. I also felt like it was weird that a monk could pull from each element, and absolutely hated that each element was not given an equal spotlight with power and range.
I’ve seen the various ways that people have attempted to rework the Way of the Four Elements, but to me it was still a monk trying to be a spellcaster. It didn’t have the right feel. And being such a fan of Avatar: The Last Airbender (the cartoon, not the movie), I wanted something that could at least partially live up to what it might look like to be a bender.
So I figured rather than having a monk that was able to master all four elements, it would be more in line with both Avatar, as well as more true to all other monk subtypes, to create a subclass for each individual element (Air, Fire, Earth, Water). So that’s what I attempted.
Now let me preface this by saying I know these are not really balanced. They need polish both in the mechanics and in the way the abilities are written. But I would really appreciate feedback. Many of these abilities are kind of starting points or concepts, and the mechanics may not reflect them so well or may not be balanced compared other Monk archetypes. So here they are:
Way of Air
Disciple of Air
When you initiate the Way of Air, you learn the most basic and foundational abilities of this discipline. You gain the Gust cantrip. Wisdom is your spellcasting ability for this cantrip.
When you reach level 11, your control over the wind improves. When you use the Gust cantrip to move an unattended object, the object can be up to 10 lbs, and you can choose any direction to push the object rather than just pushing it away from you.
Sweeping Wind
When you take this subclass, you learn to use the winds to give you more control over the field of battle. Using the attack action, you can push your foes around with powerful gusts of wind. When you use this ability, choose an opponent up to 15 feet away. They must make a Strength saving throw or be either knocked prone or pushed it 5’ in a direction of your choice, including launching them into the air. If you choose to launch the opponent into the air, they gain advantage on their saving throw. Once you know the outcome of the save, you can choose to increase the distance you push your opponent, spending 1 ki point per additional 10 feet. You cannot spend more than 3 ki points on any single push.
Swift Step
When you reach 6th level, you become quick and airy. You gain the following benefits:
· You gain an additional 10 feet movement speed.
· You are unaffected by difficult terrain.
· You add your Wisdom modifier to initiative checks.
Light as Air
When you reach 11th level, you are forever freed from the constraints of the earth. You gain a fly speed equal to your movement speed.
In addition, when someone you see within 100 feet of you begins falling, you can use your reaction to slow their fall as if they were affected by the feather fall spell.
Focused Cyclone
By 17th level you have developed such fine control over wind and air that you can create a violent and focused whirlwind that can literally steal the breath from your enemies. As an action you may spend 2 ki points and choose a target that you can see within 15 feet. The target must make a Constitution saving throw. On a failure, the target takes 4d8 thunder damage and suffers one level of exhaustion. On a success, the target only takes 4d8 thunder damage, but does not suffer the exhaustion. Those immune to exhaustion may still take the thunder damage.
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Way of Fire
Disciple of Fire
When you initiate the Way of Fire, you learn the most basic and foundational abilities of this discipline. You gain the Control Flames and Produce Flames cantrips. Wisdom is your spellcasting ability for these cantrips.
When you reach level 11, your control over fire improves. When you use the Control Flames cantrip, the amount of nonmagical flame that you can manipulate increases to a 15-foot cube.
The Heat of Combat
When you take this subclass, you learn to wreath your unarmed strikes with savage flames to burn your enemies, and the flames you create from nothing burn with an intensity to match the passion within your heart. You add fire damage to your unarmed strikes equal to your Wisdom modifier. Additionally, whenever you use the Produce Flames cantrip, you add your Wisdom modifier to the damage dealt.
Unrelenting Flames
At 6th level any fire damage that you deal ignores resistance. Any creature that is immune to fire is instead considered to be resistant against your attacks that deal fire damage.
The Dancing Dragon
At 11th level you have learned to produce jets of flame that move as if alive, taking the vague shape of a hungry dragon that wants to devour your enemies. As an action you choose a number of enemies that you can see up to your Wisdom bonus. These enemies must all be within 30 feet of you. Each enemy must make Dexterity saving throw or take 3d6 fire damage.
You can increase the fire damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Fires of Hell
Beginning at 17th level, the fires you produce can burn through even the pillars that Hell was built upon. Creatures always take full fire damage from your attacks, regardless of their resistance or immunity.
Additionally, whenever you deal fire damage with your unarmed strike or Produce Flame attacks, you can spend a ki point to deal double your Wisdom bonus to fire damage for that attack.
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Way of Earth
Disciple of Earth
When you initiate the Way of Earth, you learn the most basic and foundational abilities of this discipline. You gain the Mold Earth cantrip. Wisdom is your spellcasting ability for this cantrip.
When you reach level 11, your power to manipulate earth and stone increases. You can now manipulate a portion of dirt or stone that you can see within range and that fits within a 15-foot cube.
Boulder Stance
As a bonus action, you enter a stance that allows you to create and fling boulders at your enemies. Until the start of your next turn, your unarmed attacks deal double their normal damage dice and can strike foes up to 60 feet away. On a successful strike, you can spend a ki point to add an additional damage dice to that attack. These attacks deal maximum damage to objects and structures. Any boulders created are destroyed as part of the attack.
Mountain Sight
At level 6 you learn to feel vibrations from the ground through your feet, giving you the ability to sense everything in contact with the ground around you. You gain tremorsense out to 15ft.
One with the Earth
Upon reaching 11th level, you gain a burrow speed equal to movement speed, allowing you to move through the ground. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. If any part of you remains submerged in earth or stone by the end of your turn, you are shunted to the nearest open space and take 4d10 force damage.
Body of Steel
When you reach 17th level, you have learned to easily endure attacks that would utterly destroy lesser mortals. When you are struck by an attacker you can see or sense through your tremorsense, you can use a reaction to spend 1 ki point and gain immunity to that attack. Once used, you will have resistance to all damage until the end of your next turn.
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Way of Water
Disciple of Water
When you initiate the Way of Water, you learn the most basic and foundational abilities of this discipline. You gain a swim speed equal to your movement, as well as the Shape Water cantrip. Wisdom is your spellcasting ability for this cantrip.
When you reach level 11, your control over water improves. When you use the Shape Water cantrip, the amount of water that you can manipulate increases to a 15-foot cube.
Water Whip
Upon taking this subclass at 3rd level, your unarmed strikes gain a reach of 20 feet. For each unarmed strike you make, you can choose whether it deals bludgeoning or cold.
After you successfully strike an opponent with an unarmed strike, you can spend 1 ki point to grapple your opponent. You do not require your hands to grapple, and you can simultaneously grapple a total number of opponents equal to your Wisdom bonus. Escaping a grapple requires your target to use their action to make a Strength saving throw.
Water of Life
When you reach 6th level, you learn to infuse water with your ki to heal even grievous injuries. As an action you can spend ki points to heal yourself or others with your touch. For each ki point spent, you can heal 5 hit points.
Octopus Style
Upon reaching level 11, you learn to use your water tendrils to defend yourself and your allies, and can even flow with the attack to redirect it back upon the enemy. When an enemy you can see targets yourself or an ally within 20 feet or you, you can use your reaction to force the attack to be made with disadvantage. If this attack misses and the attacker is within 20 feet of you, you can spend 1 ki point to attempt an unarmed strike against the attacker.
Ice Prison
At 17th level, you have developed the ability to incase your opponents in ice, making it difficult for them to fight back. As action, you can attempt to use this ability against any creature you currently have grappled with your water whip ability. Each target must make a Strength saving throw or become restrained. A creature restrained by this ability may use their action to repeat their Strength saving throw. On a success, the creature is no longer restrained or grappled.
I’ve seen the various ways that people have attempted to rework the Way of the Four Elements, but to me it was still a monk trying to be a spellcaster. It didn’t have the right feel. And being such a fan of Avatar: The Last Airbender (the cartoon, not the movie), I wanted something that could at least partially live up to what it might look like to be a bender.
So I figured rather than having a monk that was able to master all four elements, it would be more in line with both Avatar, as well as more true to all other monk subtypes, to create a subclass for each individual element (Air, Fire, Earth, Water). So that’s what I attempted.
Now let me preface this by saying I know these are not really balanced. They need polish both in the mechanics and in the way the abilities are written. But I would really appreciate feedback. Many of these abilities are kind of starting points or concepts, and the mechanics may not reflect them so well or may not be balanced compared other Monk archetypes. So here they are:
Way of Air
Disciple of Air
When you initiate the Way of Air, you learn the most basic and foundational abilities of this discipline. You gain the Gust cantrip. Wisdom is your spellcasting ability for this cantrip.
When you reach level 11, your control over the wind improves. When you use the Gust cantrip to move an unattended object, the object can be up to 10 lbs, and you can choose any direction to push the object rather than just pushing it away from you.
Sweeping Wind
When you take this subclass, you learn to use the winds to give you more control over the field of battle. Using the attack action, you can push your foes around with powerful gusts of wind. When you use this ability, choose an opponent up to 15 feet away. They must make a Strength saving throw or be either knocked prone or pushed it 5’ in a direction of your choice, including launching them into the air. If you choose to launch the opponent into the air, they gain advantage on their saving throw. Once you know the outcome of the save, you can choose to increase the distance you push your opponent, spending 1 ki point per additional 10 feet. You cannot spend more than 3 ki points on any single push.
Swift Step
When you reach 6th level, you become quick and airy. You gain the following benefits:
· You gain an additional 10 feet movement speed.
· You are unaffected by difficult terrain.
· You add your Wisdom modifier to initiative checks.
Light as Air
When you reach 11th level, you are forever freed from the constraints of the earth. You gain a fly speed equal to your movement speed.
In addition, when someone you see within 100 feet of you begins falling, you can use your reaction to slow their fall as if they were affected by the feather fall spell.
Focused Cyclone
By 17th level you have developed such fine control over wind and air that you can create a violent and focused whirlwind that can literally steal the breath from your enemies. As an action you may spend 2 ki points and choose a target that you can see within 15 feet. The target must make a Constitution saving throw. On a failure, the target takes 4d8 thunder damage and suffers one level of exhaustion. On a success, the target only takes 4d8 thunder damage, but does not suffer the exhaustion. Those immune to exhaustion may still take the thunder damage.
**************************
Way of Fire
Disciple of Fire
When you initiate the Way of Fire, you learn the most basic and foundational abilities of this discipline. You gain the Control Flames and Produce Flames cantrips. Wisdom is your spellcasting ability for these cantrips.
When you reach level 11, your control over fire improves. When you use the Control Flames cantrip, the amount of nonmagical flame that you can manipulate increases to a 15-foot cube.
The Heat of Combat
When you take this subclass, you learn to wreath your unarmed strikes with savage flames to burn your enemies, and the flames you create from nothing burn with an intensity to match the passion within your heart. You add fire damage to your unarmed strikes equal to your Wisdom modifier. Additionally, whenever you use the Produce Flames cantrip, you add your Wisdom modifier to the damage dealt.
Unrelenting Flames
At 6th level any fire damage that you deal ignores resistance. Any creature that is immune to fire is instead considered to be resistant against your attacks that deal fire damage.
The Dancing Dragon
At 11th level you have learned to produce jets of flame that move as if alive, taking the vague shape of a hungry dragon that wants to devour your enemies. As an action you choose a number of enemies that you can see up to your Wisdom bonus. These enemies must all be within 30 feet of you. Each enemy must make Dexterity saving throw or take 3d6 fire damage.
You can increase the fire damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Fires of Hell
Beginning at 17th level, the fires you produce can burn through even the pillars that Hell was built upon. Creatures always take full fire damage from your attacks, regardless of their resistance or immunity.
Additionally, whenever you deal fire damage with your unarmed strike or Produce Flame attacks, you can spend a ki point to deal double your Wisdom bonus to fire damage for that attack.
**************************
Way of Earth
Disciple of Earth
When you initiate the Way of Earth, you learn the most basic and foundational abilities of this discipline. You gain the Mold Earth cantrip. Wisdom is your spellcasting ability for this cantrip.
When you reach level 11, your power to manipulate earth and stone increases. You can now manipulate a portion of dirt or stone that you can see within range and that fits within a 15-foot cube.
Boulder Stance
As a bonus action, you enter a stance that allows you to create and fling boulders at your enemies. Until the start of your next turn, your unarmed attacks deal double their normal damage dice and can strike foes up to 60 feet away. On a successful strike, you can spend a ki point to add an additional damage dice to that attack. These attacks deal maximum damage to objects and structures. Any boulders created are destroyed as part of the attack.
Mountain Sight
At level 6 you learn to feel vibrations from the ground through your feet, giving you the ability to sense everything in contact with the ground around you. You gain tremorsense out to 15ft.
One with the Earth
Upon reaching 11th level, you gain a burrow speed equal to movement speed, allowing you to move through the ground. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. If any part of you remains submerged in earth or stone by the end of your turn, you are shunted to the nearest open space and take 4d10 force damage.
Body of Steel
When you reach 17th level, you have learned to easily endure attacks that would utterly destroy lesser mortals. When you are struck by an attacker you can see or sense through your tremorsense, you can use a reaction to spend 1 ki point and gain immunity to that attack. Once used, you will have resistance to all damage until the end of your next turn.
**************************
Way of Water
Disciple of Water
When you initiate the Way of Water, you learn the most basic and foundational abilities of this discipline. You gain a swim speed equal to your movement, as well as the Shape Water cantrip. Wisdom is your spellcasting ability for this cantrip.
When you reach level 11, your control over water improves. When you use the Shape Water cantrip, the amount of water that you can manipulate increases to a 15-foot cube.
Water Whip
Upon taking this subclass at 3rd level, your unarmed strikes gain a reach of 20 feet. For each unarmed strike you make, you can choose whether it deals bludgeoning or cold.
After you successfully strike an opponent with an unarmed strike, you can spend 1 ki point to grapple your opponent. You do not require your hands to grapple, and you can simultaneously grapple a total number of opponents equal to your Wisdom bonus. Escaping a grapple requires your target to use their action to make a Strength saving throw.
Water of Life
When you reach 6th level, you learn to infuse water with your ki to heal even grievous injuries. As an action you can spend ki points to heal yourself or others with your touch. For each ki point spent, you can heal 5 hit points.
Octopus Style
Upon reaching level 11, you learn to use your water tendrils to defend yourself and your allies, and can even flow with the attack to redirect it back upon the enemy. When an enemy you can see targets yourself or an ally within 20 feet or you, you can use your reaction to force the attack to be made with disadvantage. If this attack misses and the attacker is within 20 feet of you, you can spend 1 ki point to attempt an unarmed strike against the attacker.
Ice Prison
At 17th level, you have developed the ability to incase your opponents in ice, making it difficult for them to fight back. As action, you can attempt to use this ability against any creature you currently have grappled with your water whip ability. Each target must make a Strength saving throw or become restrained. A creature restrained by this ability may use their action to repeat their Strength saving throw. On a success, the creature is no longer restrained or grappled.
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