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Way of the Four Elements

A Monk Archetype Variant

by Alexander Lindsay

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Monastic Traditions
Way of the Four Elements Additionally, if you fall unconscious, the effects of
your current discipline that requires focus ends.
The Way of the Four Elements teaches a monk You can also end your discipline that requires
how to focus their ki and produce and manipulate focus on your turn as a bonus action.
the four elemental forces. Some within this
tradition choose to specialize and practice with a
single element that is meaningful or expressive of Disciplines and Ki Points
their inner self, while others may garner strength in Monk Levels Maximum Ki Points to Spend
versatility, and utilize numerous elemental powers 5th-8th 2
to suit their needs and goals. Whichever path you 9th-12th 3
tread, the fundamental forces of creation will aid 13th-16th 4
your every step. 17th-20th 5

Disciple of the Elements


When you choose this tradition at 3rd level, you Elemental Disciplines
learn magical disciplines that harness the power of The elemental disciplines are presented in
the four elements. A discipline requires you to alphabetical order.
spend ki points each time you use it. You know the
Elemental Attunement discipline and one other Breath of Winter. As an action, you can spend 1 ki
elemental discipline of your choice, which are point and release a 30 feet long and 5 feet wide
detailed in the Elemental Disciplines section torrent of chilling wind from you. Each creature in
below. You learn one additional elemental the line must make a Constitution saving throw. A
discipline of your choice at 6th, 11th, and 17th creature takes 1d6 cold damage on a failed save,
level. Whenever you learn a new elemental and it is restrained until the end of its next turn, or
discipline, you can also replace one elemental half as much damage on a successful one and it is
discipline that you already know with a different not restrained.
discipline.
Some elemental disciplines allow you to Additional Ki
spend additional ki points to improve their effects. When you use Breath of Winter using 2 ki points
Once you reach 5th level in this class, you can or more, the cold damage increases by 1d6 for
spend additional ki points. The maximum number each ki point beyond the first.
of ki points you can spend to activate a discipline
in this way (including its base ki point cost and Clench of the North Wind. (Requires Focus) As
any additional ki points you spend to increase its an action, you can spend 1 ki point and freeze the
effect) is determined by your monk level, as shown water around a large or smaller sized creature that
in the Disciplines and Ki Points table. Some of the you can see within 60 feet. The creature must
Elemental Disciplines require targets to make a succeed on a Strength or Dexterity saving throw
saving throw to resist the disciplines effects. The (its choice) or be paralyzed for 1 minute. While
saving throw DC is calculated as follows: paralyzed by the ice, the creature repeats the
saving throw at the end of each of its turns. On a
Discipline Save DC = 8 + your proficiency bonus success, it frees itself and ice breaks apart.
+ your Wisdom modifier.
Additional Ki
In addition, some of the Elemental Disciplines
After the creature has failed its first saving throw,
require focus to be maintained and you can only
you can spend 1 ki point and the creature will take
have one of these disciplines active at any given
cold damage equal to your Wisdom modifier at the
time. Disciplines that require focus will be labeled
beginning of its turn while it is paralyzed in this
as such: (Requires Focus). As soon as you begin
manner.
another discipline that requires focus, the effects of
the previous discipline that requires focus ends.

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Elemental Attunement. You can use your action unarmed strike damage. If the target is Large or
to briefly control elemental forces nearby, causing smaller sized, it must make a Strength saving
one of the following effects of your choice: throw. On a failed save, you push the target up to
Create a harmless, instantaneous sensory 10 feet away from you.
effect related to air, earth, fire, or water,
such as a shower of sparks, a puff of wind, Additional Ki
a spray of light mist, or a gentle rumbling When you use Fist of Four Thunders using 2 ki
of stone. points or more, the thunder damage increases by
Instantaneously light or snuff out a candle, 1d6 for each ki point beyond the first.
a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving Fist of Unbroken Air. As an action, you can spend
material for up to 1 hour. 1 ki point and create a blast of compressed air that
Cause earth, fire, water, or mist that can fit strikes like a mighty fist. Choose a creature within
within a 1-foot cube to shape itself into a 30 feet of you, that creature must make a Strength
crude form you designate for 1 minute. saving throw. On a failed save, the creature takes
1d10 bludgeoning damage, and you can push the
Eternal Mountain Defense. (Requires Focus) As creature up to 20 feet away from you and knock it
an action, you spend 1 ki point and a protective prone. On a successful save, the creature takes half
layer of stone and earth encases you and your gear. as much damage, and you dont push it or knock it
You gain 5 temporary hit points for 1 hour. While prone.
you have these hit points, you have resistance to
bludgeoning, piercing, and slashing damage, and Additional Ki
you have advantage on saving throws against
When you use Fist of Unbroken Air using 2 ki
effects that would knock you prone.
points or more, the bludgeoning damage increases
Additional Ki by 1d10 for each ki point beyond the first.
When you use Eternal Mountain Defense using 2 Flames of the Phoenix. (Requires Focus) As an
ki points or more, the temporary hit points increase action, you can spend 1 ki point and wreathe your
by 5 for each ki point beyond the first. body in flames. The flames dont harm you. For 1
minute, you gain the following benefits:
Fangs of the Fire Snake. When you use the attack You shed bright light in a 30-foot radius
action on your turn using your unarmed strike, you and dim light for an additional 30 feet.
can spend 1 ki point and flaming tendrils erupt The damage type for your unarmed strikes
from your striking limbs. Your reach with your are considered bludgeoning and fire.
unarmed strikes increases by 10 feet for this action If a creature hits you with a melee attack
and the rest of the turn. A hit with such an attack from within 5 feet of you while you are
deals fire damage instead of bludgeoning damage, wreathed in flames, the creature takes 5
and if the attack hits, it also deals extra fire fire damage.
damage equal to your Wisdom modifier.
Additional Ki
Additional Ki
When you use Flames of the Phoenix using 2 ki
When you use Fangs of the Fire Snake using 2 ki points or more, the fire damage creatures take
points or more, the extra fire damage increases by when they hit you increases by 5 for each ki point
1 for each ki point beyond the first. beyond the first.
Fist of Four Thunders. Whenever you hit a Gong of the Summit. As an action, you can spend
creature with one of the attacks granted by your 1 ki point and create a burst of thunderous sound,
Flurry of Blows, you can spend 1 ki point to deal which can be heard 100 feet away. Each creature
1d6 thunder damage to the target, in addition to the other than you within 10 feet of you must make a

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Constitution saving throw. On a failed save, the
creature takes 1d8 thunder damage and is knocked Rush of the Gale Spirits. (Requires Focus) As an
prone or half as much damage on a successful one action, you can spend 1 ki point and your speed
and the creature is not knocked prone. increases by 10 feet for 1 hour. During that time,
when you use your action to Dash, you can use a
Additional Ki bonus action to make one unarmed attack or to
When you use Gong of the Summit using 2 ki shove a large or smaller sized creature. If you
points or more, the thunder damage increases by move at least 10 feet in a straight line immediately
1d8 and the radius increases by 5 feet for each ki before taking this bonus action, you either gain a
point beyond the first. bonus to the attacks damage roll equal to your
monk level (if you chose to make an unarmed
Mist Stance. (Requires Focus) As an action, you attack and hit) or push the target up to 10 feet
can spend 1 ki point and create a 10-foot-radius away from you (if you chose to shove and you
sphere of fog centered on you. The sphere moves succeed).
with you, spreads around corners, and its area is
heavily obscured. While in the Mist Stance you Additional Ki
have blindsight equal to the radius of the sphere. It When you use Rush of the Gale Spirits using 2 ki
lasts for 1 minute or until a wind of moderate or points or more, the push distance increases by 10
greater speed (at least 10 miles per hour) disperses feet for each ki point beyond the first.
it.
Shape the Flowing River. (Requires Focus) As an
Additional Ki action, you can spend 5 ki points and each creature
When you use Mist Stance using 2 ki points or you choose within 30 feet of you must succeed on
more, the radius increases by 5 feet for each ki a Constitution saving throw or take 5d6 necrotic
point beyond the first. damage, and be given 1 level of exhaustion as
water is violently leached from their bodies. A
Ride the Wind. (Requires Focus) As an action, creature that succeeds on its saving throw takes
you can spend 5 ki points and can run on air, half as much damage and doesnt take 1 level of
effectively gaining a flying speed equal to your exhaustion.
walking speed for 10 minutes. When the effect From that leached water, you create a
ends, you will fall if you are still aloft. large sized mass of water in an unoccupied space
that you can see within 30 ft. You can control the
River of Hungry Flame. As an action, you can water for 1 minute, and it moves at your command.
spend 5 ki points and jet forth a stream of wicked The mass of water is an object that has AC 20 and
flames that cling greedily to whatever falls in its hit points equal to the sum of the necrotic damage
path. The area of the flame consists of up to five you dealt with this ability. If it drops to 0 hit
10-foot cubes, which you can arrange as you wish. points, the effect ends.
Each cube must have at least one face adjacent to As a bonus action, you can move the mass
the face of another cube and one of the cubes must of water up to 30 feet and then cause one of the
have an adjacent face to you. Each creature in the following effects with it.
area must make a Dexterity saving throw. It takes
5d10 fire damage on a failed save, or half as much Barrier Current. The water moves into
damage on a successful one. On a failed save, the yours or another creature's space and
target also burns for 1 minute. The burning target wraps about them, moving with them and
sheds bright light in a 30-foot radius and dim light protecting them from harm. While using
for an additional 30 feet. At the end of each of its Barrier Currents effect, they have
turns, the target repeats the saving throw. It takes resistance against bludgeoning, fire,
3d10 fire damage on a failed save, and the effect piercing, and slashing damage. Whatever
ends on a successful one. damage they take while under the effect of

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Barrier Current, is also dealt to the mass of shoves and pulls a creature to unbalance it. The
water as it absorbs the blows dealt against water whip is similar in size and shape to a whip,
the protected creature. and it lasts for 10 minutes. If you release your
water whip, it disappears in a puff of vapor, but
Crushing Wave. The water rears up and you can recall the water whip again as a bonus
strikes one creature or object within 5 feet action. You can use your bonus action to make an
of it. Make a melee attack for the water. attack with the water whip against a creature that
You make this attack with proficiency, you can see that is within 30 feet of you. You
regardless of your weapon proficiencies, make this attack with proficiency, regardless of
and your Wisdom modifier. On a hit, the your weapon proficiencies, and your Wisdom
target takes 3d8 bludgeoning damage and modifier, instead of your Dexterity of Strength
is knocked prone. modifier. The water whip counts as a monk
weapon for the damage, with your Wisdom
Grip Tide. Moving into a creatures space, modifier added to the damage die roll, instead of
the water attempts to engulf a Large or Dexterity or Strength. When you hit a creature
smaller sized creature within 5 feet of it. with the water whip, and if the target is Large or
The creature must make a Strength saving smaller sized, you pull the creature up to 10 feet
throw. On a successful save, a creature is closer to you or knock it prone.
ejected from that space to the nearest
unoccupied space outside it. A Huge or Additional Ki
larger creature succeeds on the saving When you use Water Whip using 2 ki points or
throw automatically. On a failed save, a more, the Water Whip deals 1 extra bludgeoning
creature is restrained and is engulfed by damage for each ki point beyond the first.
the water. Only one large sized or smaller
creature can be engulfed at a time. At the Wave of Rolling Earth. As an action, you can
end of each of its turns, a restrained target spend 5 ki points and command the very earth to
can repeat the saving throw. Any creature rupture in a haphazard wave of broken ground and
restrained by the water moves with it. If stalagmites. The area of the ruptured earth consists
you use any of the other effects of Shape of up to five 10-foot-by-10-foot squares on the
the Flowing River, any engulfed creature ground, which you can arrange as you wish. Each
within is immediately ejected from that square must have at least one side adjacent to the
space to the nearest unoccupied space side of another square and one of the squares must
outside it. have an adjacent side to you. Each creature in the
area must make a Dexterity saving throw. It takes
Sweeping Cinder Strike. As an action, you can 5d8 bludgeoning and piercing damage on a failed
spend 1 ki point and an explosion of flames erupts save and is knocked prone, or takes half as much
from you in a fiery wave. Each creature in a 10- damage on a successful one and they are not
foot cone must make a Dexterity saving throw. On knocked prone. The area of ruptured earth
a failed save, the creature takes 1d10 fire damage becomes difficult terrain. When a creature moves
or half as much damage on a successful one. into or within the area, it takes 2d4 piercing
damage per five feet it travels.
Additional Ki
When you use Sweeping Cinder Strike using 2 ki
points or more, the fire damage increases by 1d10
and the radius increases by 5 feet for each ki point
beyond the first.

Water Whip. (Requires Focus) As an action, you


can spend 1 ki points to create a whip of water that

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