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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.
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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