Way of the Four Elements (Revised)

The way of the Four Elements is a Monastic Tradition that teaches a Monk to harness the various powers of the elemental plane. Harnessing this power through Ki, the Monk is able to alter their own body, and enhance their abilities with magic.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical stances that harness the power of the four elements. A stance requires you to spend ki points each time you enter it.

You also gain the ability to control minor elemental forces nearby outside of battle, depending on what stances you know. Starting at 3rd level, when you choose this tradition, you choose one elemental stance which are detailed in the "Elemental Stances" section below. You learn one additional stance at 6th, 11th and 17th level.

Elemental Stances

As a bonus action on your turn, you can enter an Elemental Stance you know. Entering a stance costs 2 ki points and you remain in that stance for 1 minute. You choose to end the stance early as a free action, at which point the stance immedietely ends. Your stance also immedietelyt ends if you run out of ki points, or are knocked unconcious.

You can only be in one stance at one time.

Air Stance

Air represents grace, mobility and the passing nature of the wind. Whilst you are in air stance, you gain the following benefits.

  • When you use the monk feature, "Step of the Wind", you gain a fly speed of 60ft until the end of your turn.
  • You are unaffected by difficult terrain and cannot be restrained. You have advantage on Acrobatics checks.
  • When you use the monk feature, "Patient Defense" you also gain a +2 bonus to armour class and Dexterity saving throws until the start of your next turn.
  • When a creature misses you with a melee attack, you may move 5ft away from that creature without provoking attacks of opportunity from the triggering creature.

As an action on your turn, you may end this stance early and move 30ft as if you were flying. You do not provoke attacks of opportunity from any creatures during this movement and may make an attack with an unarmed strike or monk weapon against any creatures you pass. You may only attack each creature once with this ability. You cannot use this feature again until you have completed a short or long rest

Fire Stance

Fire represents courage, aggression and the Destructive nature of fire. Whilst you are in fire stance, you gain the following benefits.

  • When you use the "Flurry of Blows" monk feature, your bonus unarmed attacks gain a reach of 10ft and deal additional fire damage equal to your martial arts die.
  • Your attacks with unarmed strikes and monk weapons score a critical hit on a 19 or 20.
  • When a creature misses you with a melee attack, you may choose to deal fire damage equal to your wisdom modifier to that creature.

As an action on your turn, you may end this stance early and make a single unarmed strike against a creature within 5ft. If you hit, you deal +4d10 additional fire damage to the target and each creature within 10ft excluding yourself, must make a Dexterity saving throw or take fire damage equal to your martials arts die. You cannot use this feature again until you have completed a short or long rest.

Water Stance

Water represents the constant push and pull of the tide and the ever fluid nature of the waves. Whilst you are in water stance, you gain the following benefits.

  • Once per round, in place of a regular attack, you can make a special ranged spell attack against a creature you can see within 30ft. You are proficient with this attack and use your Dexterity modifier for the attack and damage rolls. It's damage type is bludgeoning and uses your martials arts damage die. If that attack hits, the creature struck must make a Strength saving throw, on a failed save you can push the creaturee 25ft away from you, or pull it 25ft towards you. You can make additional attacks with the Extra Attack feature as normal, as well as use your bonus action to make additional unarmed strikes with martial arts or Flurry of Blows.
  • If you are grappled whilst in this stance, you can use your reaction to automatically break free of the grapple. Any attempts from the same creature to grapple you automatically fail until the start of your next turn.
  • Your movement and attacks are not hampered by being underwater.
  • When you use the "Step of the Wind" monk feature, your body and any equipment you are carrying, become fluid and move through a space as narrow as 1 inch without squeezing. You can also move through the space of any creature that is your size or larger.

As an action on your turn, you may end this stance early to conjure a 20ft cube of ice originating from you. Any creatures in the area must make Dexterity saving throws, on a failed save they are restrained. A creature restrained in this way may attempt to break free by making a Strength saving throw. You cannot use this feature again until you have completed a short or long rest.

Earth Stance

Earth represents vitality, strength and the enduring nature of the Stone. Whilst you are in earth stance, you gain the following benefits.

  • As long as you are standing on a solid surface you gain resistance to slashing, piercing and bludgeoning damage from non-magical weapons, but you gain vulnerability to thunder damage and lose the benefits of the Unarmoured Speed monk feature.
  • You have advantage on saving throws against any effect that push you, pull you or knock you prone.
  • You can pinpoint a creature's location as long as it is touching the same solid surface as you within 15ft and the creature moved or took any action except standing perfectly still, in it's previous turn.

As an action on your turn, you may end this stance early to convey elemental earth magic into your body. You gain your monk level plus wisdom modifer in temporary hitpoints. You cannot use this feature again until you have completed a short or long rest.