Monk: Way of the Four Elements in Vallasea | World Anvil
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Monk: 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.
Four Elements Spellcasting Table Spell Slots per Spell Level
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 2 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Spellcasting

When you choose this tradition at 3rd level, you learn to produce and manipulate elemental energy from your body.  
Cantrips
You learn your choice of two of the following cantrips: Gust, Mold Earth, Produce Flame, or Shape Water. You learn the other two cantrips when you reach 11th level.
Spell Slots
The Four Elements Spellcasting table shows how many spell slots you have to cast your monk 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 monk spells of your choice, which you must choose from the monk spell list.
The Spells Known column of the Four Elements Spellcasting table shows when you learn more monk spells of 1st level or higher. Each of these spells 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.   Whenever you gain a level in this class, you can replace one of the monk spells you know with another spell of your choice from the monk spell list. The new spell must be of a level for which you have spell slots.  
Spellcasting Ability
Wisdom is your spellcasting ability for your monk spells, since you learn your spells through your learning of ancient monk techniques and traditions. 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 wizard 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  
Spellcasting Focus
You can use your monk weapon as a spellcasting focus for your monk spells.
 

Spells of the Four Elements

Certain spells granted to the monk are triggered by or allow you to choose certain damage types when you cast the spell. A monk's spells align with the four elements, so these spells can only be used with damage types determined by the elements: bludgeoning (earth), thunder (air), fire (fire), or cold (water).  

Elemental Stances

At 6th level, your training and studies of elemental forces allow you to channel the elements in your movements. You learn one of the following stances. As a bonus action, you enter an elemental stance and gain its benefits. The stance lasts for 1 minute, or until you end it early as a bonus action.
Cloud Stance
Air is fast and free. When you take the cloud stance, cool winds and a light mist trail from your movements. You gain the following benefits:
  • Your melee and monk weapon attacks deal thunder damage.
  • You have advantage on all Dexterity checks and saving throws. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • You have advantage on checks to resist being grappled or restrained, as well as checks to escape being grappled or restrained.
  • Your movement doesn’t provoke opportunity attacks.
Wildfire Stance
Fire is fierce and volatile. When you take the inferno stance, burning embers and flames engulf your body. You gain the following benefits:
  • Your melee and monk weapon attacks deal fire damage, and they deal additional damage equal to your Wisdom modifier.
  • You have advantage on all Charisma checks and saving throws.
  • Attacks of opportunity you make against other creatures are made with advantage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes fire damage equal to your Martial Arts die.
Mountain Stance
Earth is strong and immovable. When you take the mountain stance, shards of rock and stone encase your body. You gain the following benefits:
  • Your melee and monk weapons attack deal bludgeoning damaging, and they deal additional damage equal to your Wisdom modifier.
  • You have advantage on all Strength checks and saving throws.
  • You have advantage on saving throws to resist being shoved, knocked prone, or otherwise moved against your will.
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
River Stance
Water is flowing and adaptable. When you take the river stance, swirling streams of water and shards of ice coat your body. You gain the following benefits:
  • Your melee and monk weapon attacks deal cold damage, and your reach is extended by 10 feet.
  • You have advantage on all Wisdom checks and saving throws
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • As a reaction, whenever a creature makes an attack against you, you can add your Wisdom modifier to your AC. If this causes the attack to miss, you can redirect it against another creature within 5 feet of the attacking creature.
You can enter a stance a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. At 11th level, you learn an additional elemental stance of your choice.  

Explosive Ki

At 11th level, while your elemental stance is active, you can use an action to expend 3 ki points and create a burst of elemental energy. All creatures within 20 feet of you must make a Strength saving throw against your ki save DC. On a failed save, a creature takes 6d8 damage and is knocked prone. The damage type is determined by your elemental stance. On a successful save, a creature takes half damage and isn’t knocked prone.  

Wielder of Four, Master of One

At 17th level, you have mastered control of the four elements. As a master, you now choose to embody one of the four above the others and wield it with unrivalled skill. You gain one of the following abilities:
Master of Air
Once a day, you can cast your choice of the Control Winds or Telekinesis spells.
Master of Earth
Once a day, you can cast your choice of the Transmute Rock or Wall of Stone spells.
Master of Fire
Once a day, you can cast your choice of the Flame Strike or Immolation spells.
Master of Water
Once a day, you can cast your choice of the Cone of Cold or Maelstrom spells.

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