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Monastic Tradition

WAY OF THE FOUR ELEMENTS


REBORN
Earth, Fire, Air, Water Beginning at 5th level in this class, you can spend
The Way of the Four Elements Reborn teaches initiates additional ki points to increase the spellcasting level of
how to extend their ki into the world around them. your spells that can be upcast. For each additional level
Through rigorous training and keen awareness, you upcast a spell, you must spend 1 additional ki point.
practitioners of this monastic tradition harness the power The maximum level at which you can cast a spell through
of the elements to devastating effect. this class equals your monk level, divided by 3 (rounded
down).
Separation is an Illusion
Everything is connected; all life, all magic, all four SUBCLASS FEATURES
elements. The Way of the Four Elements teaches initiates The Way of the Four Elements Reborn grants features at
that all is one and one is all. Separation–even that of the each level, as your character’s spiritual attunement to the
elements–is an illusion, as each merely extends into the world around them grows.
others. The intuitive find that shifting stances among the
elements is as effortless as breathing.
ELEMENTAL ATTUNEMENT
Balance in All Things Beginning when you choose this path at 3rd level, you
gain the ability to manipulate the elements around you.
Life is about balance. The four elements exist in a cycle As a bonus action on your turn, you can create one of the
of push and pull, ebb and flow, yin and yang. By weaving following effects:
the elements in balance, initiates of this monastic
tradition understand the necessity of balance in all areas • You create a harmless sensory effect
of life. Without balance, there is no peace, and any ideal using the elements around you, such as
taken to the extreme results in imbalance, which a puff of air, a shower of sparks, a
inevitably leads to void. As an initiate of the Way of the spray of mist, or a rumbling of stone.
Four Elements, you master the concept of balance and • You instantaneously light or snuff a
achieve inner and outer peace in equal measure. candle, torch, or other small fire (such
as a campfire).
• Chill or warm up to one pound of
SPELLCASTING nonliving material for up to one hour.
Some features of The Way of the Four Elements Reborn • Cause earth, fire, air, or water within a
allow you to cast spells. When you cast a spell using a 1-foot cube to move and/or shape itself
feature from this class, you ignore any material or verbal into a crude form you designate for up
component requirements for spells, and if a spell from to one minute.
these features has only material or verbal components, You can have up to five such effects active at a
you substitute those components for somatic single time, as long as you maintain your concentration
components. as though you were concentrating on a spell.
Wisdom is your spellcasting ability for all spells
and abilities granted by this subclass. Your spell save DC
equals 8 + your proficiency bonus + your Wisdom
ELEMENTAL STANCE
modifier, and your spell attack bonus equals your Also at 3rd level, you can use a bonus action to enter an
proficiency bonus + your Wisdom modifier. Elemental Stance, synchronizing your ki with one of the
The ki point cost for casting spells through this four elements. Each Elemental Stance grants you specific
subclass equals 1 + the level of the spell. benefits, as listed under each element’s Elemental Stance
below. Each Elemental Stance lasts until you dismiss it • Car ve the Path. You gain a burrowing
(no action required), until you are incapacitated, or until speed of 20 feet.
you switch to a new Elemental Stance as a bonus action • Stone’s Throw. You can attack by
on your turn. throwing rocks. When you do, you
You unlock new features of each Elemental Stance make a ranged weapon attack with a
when you reach 6th, 11th, and 17th level in this class. short range of 60 feet and a long range
of 90 feet. These rocks are monk
ELEMENTAL REDIRECTION weapons for you, and count as magical
for the purpose of overcoming
Beginning at 6th level, you can spend 2 ki points to resistance and immunity to nonmagical
cast absorb elements. damage.

ELEMENTAL MASTERY At 11th level, you gain the following additional benefits
while you are in Stance of Earth:
Starting at 11th level, you can cast mold earth,
control flames, gust, and shape water at-will, even when • Gr asping Tomb. As an action, you
you are not in the associated Elemental Stance, and you spend 3 ki points to choose 1 creature
can cast any of these cantrips as a bonus action. within 60 feet of you. The creature
must make a Dexterity saving throw.
ELEMENTAL AVATAR On a failure, the creature is grappled
and restrained, as the earth itself rises
Beginning at 17th level, you can cast each of the to grasp it. A creature that is restrained
following spells once: in this way can use its action to attempt
• Stance of Earth: investiture of stone to break free of this effect. The DC for
• Stance of Fire: investiture of flame breaking free is your ki save DC.
• Stance of Air: investiture of air Creatures that are more than 10 feet
• Stance of Water: investiture of ice above the ground automatically
succeed on the initial saving throw
Once you cast one of these spells using this ability, against this ability.
you become unable to enter the associated Elemental • Knock, and It Shall Open. You can
Stance listed alongside it. You regain the ability to re- spend 5 ki points to cast stone shape.
enter that Elemental Stance after you finish a short or
long rest. At 17th level, you gain the following benefits while you
You regain use of all of these spells through this are in Stance of Earth:
feature after you finish a long rest. • Sculpter ’s Touch. You can spend 6 ki
points to cast transmute rock.
• Mason’s Hedge. You can spend 6 ki
ELEMENTAL STANCES points to cast wall of stone.

STANCE OF EARTH STANCE OF FIRE


Beginning at 3rd level, you gain the following benefits Beginning at 3rd level, you gain the following benefits
while you are in Stance of Earth: while you are in Stance of Fire:
• Ear th’s Embr ace. You can cast the • Fire’s Embr ace. You can cast the control
mold earth cantrip. flames cantrip.
• Rooted Defense. When you move 15 • Ener gy Bur n. Your unarmed strikes’ reach
feet or less on your turn, your armor increases by 15 feet, and you can cause their
class increases by 2. This bonus damage type to be fire. If your unarmed strike
remains until you move for more than extends into your expanded reach, the damage
15 feet in one turn. must be fire.
• Stone Anchor. While you are standing
on nonmagical earth or stone and have At 6th level, you gain the following additional benefits
moved 15 feet or less on your turn, you while you are in Stance of Fire:
cannot be forcibly pushed or pulled • Scathing Will. You add your Wisdom modifier
until the beginning of your next turn. to all fire damage you deal.
At 6th level, you gain the following additional benefits • Inner Flame. You can cast produce flame, and
while you are in Stance of Earth: you can cast it as a bonus action on your turn.
• Dr agon’s Breath. You can spend 2 ki points to • Tendr il For m. You can cast the thorn whip
cast burning hands. cantrip, ignoring the material component
requirement. It manifests as a tendril of water,
At 11th level, you gain the following additional benefit instead of a thorny vine. You can cast this
while you are in Stance of Fire: cantrip as a bonus action on your turn.
• Phoenix Screech. You can spend 4 ki points to • Biting Cold. You can cast the primal savagery
cast fireball. cantrip, as claws of frozen, acrid water form on
your fingertips. You can cast this cantrip as a
At 17th level, you gain the following benefit while you bonus action on your turn.
are in Stance of Fire: • Ebb and Flow. As an action, you can spend 1 ki
point to choose an area of water within 210 feet
• Hedge of Passion. You can spend 5 ki points to
of you that is no larger than 30 feet on a side.
cast wall of fire.
You can change water to ice in the area, and
vice versa. You can reshape ice in the area in
STANCE OF AIR any way you wish. You can raise or lower the
Beginning at 3rd level, you gain the following benefits elevation of water, ice, or steam, and you can
while you are in Stance of Air: cause steam, fog, or mist in the area to appear or
disperse entirely. You can also dig a trench with
• Air ’s Embr ace. You can cast the gust cantrip. the ice or water, but you cannot use the ice or
• Flying Leap. When you make an water to cause damage a creature.
attack, you can spend 1 ki point to fly
up to 15 feet. This movement does not At 11th level, you gain the following additional benefits
provoke opportunity attacks. while you are in Stance of Water:

At 6th level, you gain the following additional benefits • One with the Water. You gain a swimming
while you are in Stance of Air: speed equal to your current speed, and you can
breathe underwater.
• Windy Str ike. You can cast the • Healing Flow. As an action, you can touch a
shillelagh cantrip, as the wind itself creature’s flowing life energy and spend a
fuels your strikes. number of ki points up to your monk level,
• Leaf on the Wind. You do not take divided by four (rounded down), to augment the
damage as a result of falling while you creature’s natural recovery. For each ki point
are not incapacitated. you spend, a creature spends one hit die and
• Whistling Gale. You can spend 2 ki adds its Constitution modifier and your Wisdom
points to cast gust of wind. modifier to the amount recovered.
• Resur gent Ki. You can spend 3 ki points to cast
At 11th level, you gain the following additional benefit lesser restoration.
while you are in Stance of Air:
At 17th level, you gain the following benefits while you
• Sentinel’s Breath. You can spend 3 ki are in Stance of Water:
points to cast warding wind.
• Liquid Command. You can spend 5 ki points to
At 17th level, you gain the following benefit while you cast control water.
are in Stance of Air: • Ever flowing Globe. You can spend 5 ki points
to cast watery sphere.
• Guide the Four Zephyr s. You can
spend 6 ki points to cast control winds.
AUTHOR’S NOTE
STANCE OF WATER The Way of the Four Elements has always been
Beginning at 3rd level, you gain the following benefits something I’ve really wanted to like in D&D
while you are in Stance of Water: 5E, but the more I examined the subclass, the
• Water ’s Embr ace. You can cast the shape
more problematic it became. Common
water cantrip. complaints about the official Way of the Four
• Sur ge Assault. Your unarmed strikes’ reach Elements from players that I’ve seen include:
increases by 15 feet, and you can cause their -heavy ki point expenditure
damage type to be bludgeoning or cold. -lack of potency (ki point cost vs. return)
At 6th level, you gain the following additional benefits -lack of versatility
while you are in Stance of Water: -poor balance
I love the theming of the subclass, but I’ve
found that the features it develops just fall short
of those gained by other monk subclasses. Way
of the Four Elements monks as written in
official materials often feel less potent than
other monks. Even if one simply says, you
unlock all of the disciplines at each level, it still
feels… less potent and special.
Now, bear in mind that developing any subclass
is extremely difficult, both in terms of flavor
and balance, and I applaud the designers for
developing what they did. Thematically, it’s one
of the strongest monk subclasses, in my
opinion, but its mechanics made it hard to
swallow. I am so grateful for the official
material for the Way of the Four Elements, and
I spent many hours trying to think of small
adjustments and tweaks to make it more
playable. As I delved further and further, I
realized the scope of necessary mechanical
repair and ultimately decided to work from the
ground up. This subclass is meant to replace the
Way of the Four Elements at your game table,
and I hope you find it as enjoyable as I have.
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