Way of Four Elements Profession in Zoetrope | World Anvil

Way of Four Elements

Monk Subclass (Source: Player's Handbook)
This is a variant of the Way of the Four Elements. It is as follows:
You follow a very old but secretive and remote monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the primoridal forces and bend the four elements to your will, using them as an extension of your body.
Monks of this tradition have a dark eye-like symbol they call the Primordial Eye tattooed upon their chest as part of their initiation, which they believe opens their souls to mystic wisdom and primordial power. In a way, this is not wrong; but it is really the influence of the Elder Elemental Eye that they have opened their souls to. Though the less accomplished monks are kept ignorant of the true nature of their monastic order, the higher up in the hierarchy one rises the more clear it becomes that the order has a nefarious agenda. At the very top lies the Circle of Four (a master representing each of the four elements) and the deadly Grandmaster of the Four Elements.
Pliable Spirit
This monastic tradition publically professes to follow an ancient philosophy of spiritualism, in which they claim to believe that elemental spirits inhabit all things. This seems harmless enough on the surface, and a facile enough body of lore is taught to lend credence. It is actually a lie, but a member of this order will only be indoctrinated into the "inner mysteries" if they progress quite far. The senior monks who control acceptance of new candidates wont admit any hopefuls who seem too pure or virtuous, and instead look for those who are more pliable. You may not enter this Way if you are good or if you profess to follow any particular religion or to worship any particular god.
If the next level you would take is the 6th level of monk and you are either good or are currently out of favor with the leadership of this Way, you cannot take that level. As you rise up within the ranks of the tradition and are taught more of its actual beliefs, it becomes increasingly obvious that the orders' true nature is nefarious. You are also being tested with each revelation; if you are resistant or insufficiently pliable you will cease being given further revelations and will not be taught further disciplines and techniques of the tradition. If the next level you would take is the 11th or 17th level of monk and you are not evil or are currently out of favor with the leadership of this Way, you cannot take that level.
Disciple of the Elements
The gaining of elemental disciplines is the core feature of the Way of Four Elements and remains so in the version used in this setting, but with several modifications. First, each of the elemental disciplines is explicitly categorized as corresponding to a specific element. Next, significantly more elemental diciplines are granted by this variant, but with the mild restriction that a monk of this subclass must always know at least one discipline from each element. Finally, some of the original elemental disciplines have different level restrictions than in the official version of the subclass, some of them are not allowed at all, and some new elemental disciplines are offered instead.
Discipline Selection
When you choose this tradition at 3rd level, you learn disciplines that allow you to spend ki points to harness the power of the four elements of air, earth, fire, and water. You know the Elemental Attunement discipline and must choose four additional 3rd level disciplines; however you may not choose two disciplines from the same element. In other words, you must choose one air discipline, one earth discipline, one fire discipline, and one water discipline from those available to you at 3rd level.
At 6th level you must choose two more disciplines from those available at 3rd or 6th level.
At 11th level you must choose two more disciplines from those available at 3rd, 6th, or 11th level.
At 17th level you must choose two more disciplines from those available at 3rd, 6th, 11th, or 17th level.
When you gain an Ability Score Improvement, you may also replace one elemental discipline that you already know with a different discipline from those available to you based upon your monk class level (not your total character level). You must retain at least one discipline from each element, however. For instance, if a multiclassed 10th level monk with only one air discipline gained an Ability Score Improvement from a different class, in addition to gaining the Ability Score Improvement that monk could also swap out one of their disciplines for a different discipline from those available at 3rd or 6th level; however if they wanted to replace their only air discipline it would have to be for another available air discipline.
Disciplines
The available disciplines, what elements they belong to, and what class level they are available at are provided below. Any disciplines from the official subclass that are not included are not available. Descriptions are provided for new or modified disciplines; the remainder are described in the Players Handbook.
Air
Monk Level
Discipline
3
Meditation of Inner Storm As a bonus action, you may spend 1 ki point to gain resistance to lightning and thunder damage for a number of minutes equal to your class level. If you already have resistance to either type of damage, you gain immunity to that type of damage instead.
3
Fist of Unbroken Air
6
Clench of the North Wind
11
Ride the Wind
17
Mist Stance
Earth
Monk Level
Discipline
3
Meditation of Inner Stone As a bonus action, you may spend 1 ki point to gain resistance to bludgeoning and slashing damage for a number of minutes equal to your class level. If you already have resistance to either type of damage, you gain immunity to that type of damage instead.
3
Unstoppable Fist: As an action, you can spend 1 or more ki points to sheathe your fist and arm in stone and make an unarmed martial arts attack with advantage against a creature or object within reach. On a successful hit the target takes damage from the strike as normal plus an additional 1d8 bludgeoning damage for each ki point you spent, and if the target is not immobile or prone they must make a Strength saving throw. On a failed saving throw the target is knocked prone; if you spent at least 2 ki points to activate this ability and there are no obstructions that would prevent it you may cause the target to first be pushed 5 feet away from you and then be knocked prone. Finally, if you would normally take damage from striking the target you do not take damage.
6
Eternal Mountain Defense
11
Wave of Rolling Earth
17
Heart of Eternal Stone: As an action, you may spend 1 ki point to gain the ability to meld with the earth for a number of minutes equal to your class level. While this ability is active you can move through nonmagical, unworked earth and stone at your walking speed. While doing so, you do not disturb the material you are moving through, you can breathe normally, and you may stop moving and stand in place without harm. If you remain in earth or stone when the duration expires, you may immediately spend 1 ki point to activate another use of this feature if able, otherwise you involuntarily hibernate for 1 hour and take a short rest. At the end of your rest you may immediately activate this ability again, or choose to remain in hibernation and take another short rest, repeating this process indefinitely.
Fire
Monk Level
Discipline
3
Meditation of Inner Fire As a bonus action, you may spend 1 ki point to gain resistance to cold and fire damage for a number of minutes equal to your class level. If you already have resistance to either type of damage, you gain immunity to that type of damage instead.
3
Fangs of the Fire Snake
6
Flames of the Phoenix
11
River of Hungry Flame
17
Eruption of Inner Fire: As an action, you may spend 1 or more ki points to blast a salvo of flaming energies against a target within 60 feet, which inflicts 2d8 fire damage for each ki point spent plus the total ki points spent; for instance if you spent 10 ki points the target would take 20d8 + 10 fire damage. On a successful Dexterity saving throw, the target takes half damage.
Water
Monk Level
Discipline
3
Meditation of Inner Deep As a bonus action, you may spend 1 ki point to gain resistance to bludgeoning and cold damage for a number of minutes equal to your class level. If you already have resistance to either type of damage, you gain immunity to that type of damage instead.
3
Shape the Flowing River
6
Heart of Shifting Tide: As an action, bonus action, or reaction you may spend 1 ki point to gain a swimming speed equal to your walking speed, and the ability to breathe underwater for up to 10 minutes per class level.
11
Water Whip
17
Breath of Winter
 
Malevolent Madness
When you reach 11th level in this class, either choose or roll a d4 as you prefer to select an Indefinite Madness from the following list. You gain the selected Indefinite Madness (a new character flaw), and gain the associated benefit while you have that Indefinite Madness.
d4
Indefinite Madness (flaw)
Benefit
1
"The more lives I take in life the more I'll be rewarded in death"
At the end of each encounter, you may regain 1d4 ki points if you killed at least one dragon, giant, humanoid, or monstrosity during that encounter.
2
I must take every opportunity to unleash my elemental powers
At the end of each encounter, you may regain 1d4 ki points if you spent at least 3 ki points to use one or more elemental disciplines during that encounter.
3
"Destruction is an art unto itself and I seek to master it"
At the end of each encounter, you may regain 1d4 ki points if you dealt at least 10 damage to a creature or object with a single use of an elemental discipline during that encounter.
4
"I need to take ever bigger risks to prove my superiority"
At the end of each encounter, you may regain 1d4 ki points if you made a successful attack against a non-incapacitated creature with a CR equal to or greater than your character level during that encounter.
 
You also gain the following additional Indefinite Madness and the associated benefit:
Indefinite Madness (flaw)
Benefit
I must do whatever is necessary to open the way for the
Elder Elemental Eye
When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Removal Of These Indefinite Madnesses
A Greater Restoration spell or more powerful magic can rid you of an Indefinite Madness, but if you are rid of an Indefinite Madness gained via this feature, you also lose the benefit associated with it.

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