Four Elements Monk Rewrite

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Elemental Assault

At 3rd level you gain a new attack option that you can use with the Attack action. This special attack is can be used either as a melee strike or a ranged spell attack with a range equal to your base movement speed. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is determined by your current Elemental Stance, and its damage die is a equal to your Martial Arts die.

When you take the Attack action on your turn and use this special attack as part of it, you can use your bonus action to make another attack, or spend 1 ki point to make two.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the attack action.

Stance of the Elements

At 3rd level you gain access to the Stances of Air, Earth, Fire and Water. These stances are used to determine which element's abilities you have access to that turn along with the damage of your Elemental Assault ability. You can enter a stance freely so long as your movement speed is not 0, and lose your benefits if your speed drops to 0. You may only change stance once per turn.


  • Stance of Air: While in this stance you gain +5' to your base movement speed and advantage on Acrobatics checks. At 13th level the movement speed increase changes to 10' and you gain the ability to Levitate, as the spell, at will while in this stance. Your Elemental Assault damage type is Thunder.

  • Stance of Earth: While in this stance, your base movement speed is lowered by 10', you gain +1 AC, and advantage on Athletics checks. At 13th level the AC bonus increases to +2. Your Elemental Assault damage type is Magical Bludgeoning.

  • Stance of Fire: While in this stance, any creature that hits you in melee range instantly takes fire damage equal to your Wisdom modifier (minimum 1). At 13th level, the fire damage is doubled. Your Elemental Assault damage type is Fire.

  • Stance of Water: While in this stance, once per turn when you deal damage to a creature you can heal a friendly creature within 30' for hit points equal to your Wisdom modifier (minimum 1). At 13th level, you can heal twice per turn. Your Elemental Assault damage type is Cold.

Elemental Attunement

Your attunement to the elements at 3rd level grants you the use of the Gust, Mold Earth, Control Flames and Shape Water cantrips.

Elemental Disciplines

At 6th level you learn one Discipline of each element from the list included below, with an additional four (one of each element) learned at 8th, 11th, and 17th levels. Whenever you take a long rest you can replace one elemental discipline with another of the same element that you can learn. You must be in the appropriate stance to use or benefit from the relevant elemental discipline, unless specified otherwise.

Flowing Momentum

By reaching 11th level your mastery over stances has increased, and you are now able to retain the benefits of a stance for two turns instead of one. You can only have the benefits of two stances in this way. This includes both the passive stance benefits, and the availability of Elemental Disciplines. You also choose which damage type your Elemental Assault uses from the two stances.

Elemental Mastery

The pinnacle of the four elements is reached at 17th level, granting yu the ability to enter a perfectly attuned state of the elements. Once per long rest you can enter this state as a bonus action. You gain a fly speed equal to your double your base movement speed, and all of the benefits of your elemental stances (without the negative from Stance of Earth).

In addition, you can cast the following spells once each while this state lasts without providing any components: Storm of Vengeance, Earthquake, Whirlwind, Control Weather, Fire Storm, Tsunami. Your control of these spells is so perfect you can exclude any terrain, objects or creatures from the damage/effects at will. The state lasts for one minute before returning you to normal.

Elemental Disciplines

The disciplines are listed separated by Element and Level.

6th Level

Air


  • Leaf on the Wind: As a bonus action you can spend 1 ki to doubleyour jump height on distance, gain advantage on Strength (Athletics) checks related to jumping, and gain advantage of Stealth checks. This lasts for one minute. In addition, you are always under the effect of Slow Fall while conscious (regardless of Stance).

  • Gong of the Summit: As an action you can spend 1 ki point to designate a point within 60 feet. All creatures in a 10' radius sphere of the point must succeed on a constitution saving throw or take 2d8 thunder damage. On a successful save they take half damage. In addition, the resounding clash of sound causes spells to go awry - anyone stood within the area of effect is Silenced and Deafened for one round.

  • Winds Be At Your Back: As a bonus action you can spend 1 ki to summon favourable winds to aid your party for one minute. Any creatures you designate that start their turn within 10' of you gain +10' to their movement speed and any opportunity attacks against them have disadvantage.

  • Erratic Wind: - As a bonus action you can spend 1 ki to lift your body on chaotic wind currents. For one minute whenever you are damaged by an attack, you are picked up by winds and moved to an unoccupied square in a random horizontal direction a random distance (up to 30'). This movement does not provoke opportunity attacks.

Fire


  • Fangs of the Fire Snake: When you hit with an Elemental Assault, you can spend 1 ki to enhance the damage by 1d10. The enemies are Burned by this damage, and take an additional 1d10 fire damage at the start of their next 2 turns.

  • Burn the Blood: As an action you can spend 1 ki to ignite your foes. Choose a number of creatures up to your Wisdom Modifier within 15' of you. They must succeed on a Constitution save or be Burned, taking 1d10 fire damage at the start of their next 2 turns.

  • Lingering Flame Bursts Forth: As a bonus action you can spend 1 ki to mark a target with flame for 1 minute. When the target is reduced to 0hp their body detonates, exploding in a burst of flame against all creatures within a 10' radius. Creatures suffer 3d8 fire damage, or half as much on a successful dexterity save.

  • Blazing Breath: As an action you can spend 1 ki to breathe fire in a 20' long cone. Any creatures struck must succeed on a dexterity save or take 3d6 fire damage, or half as much on a successful save. In addition, on your next turn you can breathe again as a bonus action with the remnants of your flames, dealing 1d6 fire damage in a 20' cone, or half as much on a successful dexterity save.

Earth


  • Earth Steps: As a bonus action, you can spend 1 ki to gain Tremorsense 60' and a burrow speed equal to your base walking speed for one minute.

  • Shield of the Earth: As a reaction you can use your Deflect Missiles ability to protect an ally within 30' of you. Any damage not prevented is taken by the original target of the attack, and if the damage is reduced to 0, you can't make an attack with the weapon/ammunition.

  • Bubbling Oil: As an action you can spend 1 ki to summon oil within the depths of the earth that appears in a 15' radius circle around you that lasts for 1 minute. Any creature in the area, excepting yourself, must make a dexterity save or fall prone. Any that fall prone in the oil then have disadvantage on dexterity and strength saving throws and checks until an action is taken to clean the oil from them. The area is also difficult terrain.

  • Stalwart Stone: As a bonus action you can spend 1 ki to imbue the defences of a number of creatures you can see equal to your Wisdom Modifier. For one minute, you prevent them being attacked with Advantage.

Water


  • Water Whip: As an action, you can spend 1 ki to use Water Whip. Choose a number of creatures equal to your Wisdom Modifier (minimum 1) within 30' of you. Each must make a Dexterity Save or take 2d8 cold damage and fall prone. On a successful save they take half damage and do not fall prone.

  • Among the Tides: As an action you can grant yourself and up to 10 friendly creatures within 30' the effects of the Water Breathing spell for 30 seconds. At 11th level, the duration increases to 30 minutes.

  • When it Rains, it Pours: As an action you can spend 1 ki to summon a dark cloud of rain to pour heavily down upon an area you can see in a 60' radius circle. All creatures in the area gain resistance to fire damage, and take an additional two damage dice from any cold or lightning damage sources. It also creates light obscurity. This lasts for one minute.

  • Boreal Blast: As an action you can spend 1 ki to unleash a burst of cold on a target point within 60'. Creatures within a 10' radius sphere of the point must make a constitution saving throw or take 2d6 cold damage and have their movement speed halved for one turn. A successful save halves the damage and has no change to movement speed.

8th Level

Air


  • Ride the Wind: As an action you can spend 2 ki points to imbue yourself with the power of flight. You gain a fly speed equal to your movement speed or 60', whichever is higher. This lasts for one hour and does not require concentration or remaining in the Stance of Air.

  • Currents of the Heart: You become adept at reading the flow of battle. As a reaction you can predict the attack of an enemy within 30' of you, giving it disadvantage. In addition, you gain advantage on all Insight checks.


  • Blinding Squall: As an action you can spend 2 ki to summon whipping winds in an area. A 20' radius, 60' tall cyclinder appears at a point you designate within 120' for 1 minute. Any creatures in the area must succeed on a strength save or take 2d8 thunder damage. On a successful save, they take half damage. The area is heavily obscured, effectively blinding all creatures while they remain in the area.

  • Masking Clouds: As a bonus action you can spend 2 ki to create a clinging cloud in an unoccupied square within 60'. The cloud lasts for one minute, and any creatures that pass through it are invisible for their next two turns.

Fire


  • Flames of the Phoenix: As an action you can spend 2 ki choose an unoccupied square within 60'. Flaming wings spring from your back and you leap through the air, landing in the square of your choice. Flames spring up around you when you land, damaging any creatures within 5' for 4d8 fire damage or half as much on a dexterity save. Creatures who fail the save are also Burned, taking 1d10 fire damage at the start of their next 2 turns.

  • Burning Heart: You gain resistance to fire and cold damage. If you already have resistance to either from another source, they become Immunity.

  • Unending Consumption: As a bonus action you can accelerate the damage of anyone affected by the Burned condition. Any creatures currently Burned by you take the remaining damage instantly, along with an extra 1d10 fire damage as the fire ravages their body.

  • Focused Fire: As an action you can spend 2 ki to create a focused beam of flame, damaging all creatures in a 5' wide 100' long line. This beam of flame deals 4d8 fire damage, or half as much on a successful dexterity save. It also leaves behind a cloud of smoke that creates heavy obscurity in its wake. The cloud lasts for 2 turns before dissipainting.

Earth


  • Ferrous Force: As part of the attack action you can spend 2 ki points to make an unarmed strike in melee. If it hits, in addition to normal damage the creature must make a strength saving throw or have any metallic armour, shield and weapons instantly removed and forcibly moved 30' in any direction you choose.

  • Shift the Plates: As a reaction, you can shift the ground around you. When an enemy whose feet are touching the ground enters melee range with a friendly creature who is within 30' of you, you can move the friendly or hostile creature (but not both) 15' in any horizontal direction.

  • Erupting Surge: As an action you can spend 2 ki points to strike the earth and cause erupting spikes of stone to surge forth in front of you. These spikes occupy a 10' wide 45' long line and deal 3d12 magical bludgeoning damage to any creatures in the area, or half as much on a successful save. Any creatures affected are also shoved to the side of the line, as the 5' tall spikes remain in place. They are tall enough and numerous enough to require climbing over and block line of sight.

  • Cloying Mud: As a bonus action you can spend 2 ki points to wrap defensive mud around a 6 creatures within 30' (including yourself) for one minute. They gain temporary hit points equal to 3x your Wisdom Modifier. As long as they still have these temporary hit points, their movement speed is slowed by 5', but they also gain resistance to Lightning and Fire damage.

Water


  • Bubble Barrage: As a bonus action you can spend 2 ki to cover a 15' radius sphere within 60' with bubbles. The bubbles interfere with aiming and give minor cover against hostile effects. Any ranged attack that passes through the bubbled area has disadvantage, and any creatures inside the bubbles have advantage on dexterity saves.

  • One with the Water: You gain a swim speed equal to your base movement speed.

  • Cleansing Rain: As an action you can spend 2 ki to call forth cleansing rain on a square you can see within 30' for one minute. Any creature that ends its turn there is washed by the cleansing waters and cured of one disease or condition (blinded, deafened, paralyzed, or poisoned). Those standing in the rain also have advantage on saves against diseases and poison.

  • Healing Spheres: As an action you can spend 2 ki to surround yourself with four spheres of water. Once per round an allied creature who is within 5' of you (due to your movement or their movement) automatically uses a healing sphere, regaining 1d8 + your wisdom modifier in hitpoints. The spheres last for one minute before dissipating.

11th Level

Air


  • Sweeping Winds: As an action you can spend 3 ki points to create a sphere of wind around you. This can have a radius of any size between 15' to 30'. Any creature attempting to pass through the sphere edge, either in or out, must make a successful strength save or take 3d8 thunder damage and be forced back to make a second attempt with a new save. They take half damage and pass through on a successful save. The winds push back fogs, smokes and gases, and prevent any arrows, bolts or bullets from passing through. The sphere lasts for one minute and requires concentration.

  • Pressure Spike: As an action you can spend 3 ki points to summon a powerful wind blast targetting one creature within 60'. The target must succeed on a strength saving throw or take 6d6 thunder damage and be blown 30' in any direction (including vertical upwards). If the creature strikes a wall or another creature, both the initial target and the extra target (be it object or creature) take 2d6 bludgeoning damage. On a successful save, they are not moved and take half damage.

  • Crosswinds: As a bonus action you can spend 3 ki to summon a vast area of wind that interferes with flying. Any creature within a 60' radius, 120' tall cylinder, except yourself, must succeed on a strength save or have their fly speed reduced to zero. Those who fail their strength save and are currently in flight fall to the earth at a rate of 100' per round, and take any appropriate fall damage. Affected creatures can make a new strength save to overcome the winds at the end of each of their turns, with future failed saves still being possible. The crosswinds last for one minute before dissipating.

  • Soul of Air: As a bonus action you can spend 3 ki to summon a copy of yourself made of wind in an unoccupied square within 60'. Whenever you use an elemental discipline or elemental assault you may choose for it to originate from either yourself or your copy. You can move your copy by spending your own movement speed on your turn if you so choose. The copy has the same statistics as yourself, but has a maximum of 1 hit point and immunity to all conditions.

Fire


  • Redirecting Flow: As a reaction whenever you take fire, lightning or cold damage you can spend 3 ki to reduce the damage to zero and redirect it to deal half as much as the reduced amount to another target creature or square within 30'.

  • Living Fire: As an action you can sense any living creatures within 1 mile of yourself. You are unable to determine their type, size, power or any other details, only their location and that they are alive. This can only be used once per short rest. In addition, you can sense any ignited flames within 1 mile of yourself, and choose to either snuff them out or make them grow in intensity without needing to have line of sight on them.

  • Patient Embers: As an action you can spend 3 ki to designate a number of unoccupied squares equal to your Wisdom modifier within 100'. Each square is primed with a flame trap that activates when stepped on by a creature, excepting those you designate as being excluded from the effect. When activated the trap detonates the creature must succeed on a dexterity save or sufffer 5d8 fire damage and be afflicted by the Burned condition. On a successful save they take half damage and are not Burned. A Burned creature takes 1d10 fire damage at the start of its next 2 turns. The traps last for 10 minutes, but can be dismissed harmlessly as a bonus action. The trap is Invisible, but can be detected with Detect Magic or any method of seeing through invisibility.

  • Firebrand: As a bonus action you can spend 3 ki points to choose a number of creatures within 30', including yourself, equal to your Wisdom Modifier, granting them a fiery enchantment. For one minute whenever they hit an enemy with a weapon attack, they can choose to deal 1d8 extra fire damage to another creature within 15' of their target at no extra cost. In addition, whenever they are struck by a melee weapon or melee spell attack the attacker takes 2d8 fire damage.

Earth


  • Eternal Mountain Defense: You can spend 3 ki points as a bonus action to encase yourself in armour of stone or metal for one minute. Metal can only be used if there is a source of metal nearby to utilise such as unattended armour/weapons, silverware, or the like. When encased in stone you gain resistance to nonmagical bludgeoning, slashing and piercing damage along with lightning and fire damage. When encased in metal, you gain resistance to nonmagical bludgeoning, slashing and piercing damage along with thunder and acid damage. As a bonus action while you are still encased you can burst the armour against all creatures within 5' of you, dealing 3d8 magical bludgeoning damage for stone armour or 3d8 magical slashing damage for metal, or half as much on a succesful dexterity save. You then lose all effects of Eternal Mountain Defense.

  • Shape the World: You can spend 3 ki points as an action to cast Wall of Stone. Its effects are permanent instantly and it does not require concentration.

  • Igneous Crush: As an action can spend 3 ki points to summon three enormous fists of earth and stone which crash down in three, separate, 10' squares. Any creatures in the area take 4d12 magic bludgeoning damage or half as much on a successful dexterity save. A creature that fails they save is also forced prone. The area becomes difficult terrain due to the fists then breaking apart.


  • Sandblast: As a reaction when targetted by an enemy melee attack you can spend 3 ki to blast them in the face with jets of sand. They must succeed on a dexterity save or be blinded and lose their action and bonus action for their turn, and take 2d6 magical bludgeoning damage. On a succesful save they take half damage, are not blinded and retain their action and bonus action.

Water


  • Shape of the Flowing River: You can spend 3 ki points to cast Control Water.

  • Ice Prison: As an action you can spend 3 ki points to wrap an enemy within 30' in frozen ice, covering them entirely. They must immediately make a strength saving throw to break free. On a failed save, they are deafened, blinded and restrained, and take 6d10 Cold damage. On a successful save, take half damage and escape the prison. This effect requires Concentration to maintain, and ends immediately if disrupted. The target can make a new saving throw at the end of each of their turns to escape.

  • Cryostasis: As an action you can spend 3 ki to wrap a willing creature in healing ice. The target regains hit points equal to your wisdom modifier at the start of each of their turns. They become immune to all damage and untargettable by spells, but are also unconscious and unable to act. Cryostasis lasts for 7 days, but can be ended early by you as another action. The ice has an AC of 19 and 200 hit points. If the ice is reduced to 0HP the spell instantly ends and the targetted creature is freed and wakes up. If they remain inside the ice for 24 hours they are also cured of all diseases and poisons and emerge from the ice as if they had taken a long rest.

  • Breath of Winter: As an action you can spend 3 ki points to blast a cone of freezing air out in a 60' cone. Eache creature in the area must succeed on a constitution save or take 6d8 cold damage and have their movement speed reduced to 0 for one turn. On a successful save they take half damage and their movement speed is halved instead.

17th Level

Air


  • Take their Breath Away: As an action you can spend 4 ki points to suffocate an enemy within 30'. They are unable to hold their breath and immediately begin choking per the Suffocation rules. This effect requires Concentration to maintain, and ends immediately if disrupted.

  • Meditative Flow: When you hit with your Elemental Assault you can expand your understanding of the wind to your allies. Designate 5 friendly creatures other than yourself and give them Advantage on all attacks on their next turn. This can only be used once per short rest.

  • Faster than Time: Your mastery over air flows has stretched beyond what people thought possible, using it to boost your own speed while slowing your foes. As an action you can spend 4 ki to immediately give yourself another turn. This can only be used once per long rest.

Fire


  • Ride the Lightning: You can spend 4 ki points to cast Chain Lightning. In addition when you do so you can choose to become one with the lightning and disappear from your current position, reappearing adjacent to any enemy of your choice that was hit. If you do so, you can use your Bonus Action to attack with Elemental Assault. You may choose to have this spell deal fire damage instead of lightning.

  • Piercing Flame: Any fire damage you deal bypasses Resistance/Immunity. In addition, any of your fire damage also imparts the Burned condition, dealing an additional 1d10 damage at the start of the victim's next turns for two turns. Abilities that already imparted the Burned condition now inflicts Severe Burns, dealing 2d10 instead of 1d10.

  • Burn Fast, Burn Bright: As an action you can spend 4 ki points to explode with fire, which spreads out in a 75' radius sphere from you. Any creatures within the sphere must succeed on a dexterity save or take 7d10 fire damage and be Burned, taking an extra 1d10 fire damage at the start of their next two turns. On a successful save they take half damage, and are not Burned. You can choose to suffer the damage yourself (with an automatic successful save) in order to be affected by the Haste spell for one minute. This works even if you have Immunity to fire damage.

Earth


  • Magma Rager: As an action, you can spend 4 ki points to ignite the fury of the earth. You summon a Magma Elemental. These operate under the same rules as the Conjure Elemental spell, except that when Concentration is broken the Elementals vanish instead of turning hostile.

  • Immovable Mountain: As a reaction you can temporarily reduce your movement speed to 0 for your next turn. When you do so you become resistant to all damage, immune to piercing/slashing/bludgeoning damage, and your AC is increased by 5. You also cannot be moved or knocked prone by any means, including magical. This can only be used once per long rest. You are still able to change stances with this movement speed reduction on your next turn.

  • Collapse their World: As an action you can spend 4 ki to create a massive sinkhole at a point you can see within 1000 feet. The ground beneath a 40' radius, 60' deep cylinder instantly pulls away, with any buildings, creatures or other objects falling to the bottom and taking appropriate damage. The edges of the hole are sheer and without handholds, requiring a climb speed or appropriate skill check to navigate.

Water


  • Puppet of Water: You can spend 4 ki to harness the water inside another creature's body. On a failed strength save the target's actions become subject entirely to your will, becoming unable to act outside of your direction. You can use your bonus action on each turn to determine what they will do, which they will then carry out on their turn with full control over their attacks and spells. You do need to know what their abilities are in order to use them however.

If you choose not to command them, they simply take no action on their turn. At the end of each of their turns, the target can make a new saving throw to escape. On a successful save the target takes 8d8 cold damage and the effect ends. Under the light of a full moon, the target automatically fails their saves. This effect requires Concentration to maintain, and ends immediately if disrupted.


  • Octopus Form: You can spend 4 ki points as an action to create a ring of water with a 15' radius around you, which cannot be moved once generated. While in this circle, ranged attacks have disadvantage against you and any allies you choose. You also gain +5 AC. In order to enter the ring an enemy must make a dexterity saving throw. On a success they enter, on a failed throw they take 2d8 cold/bludgeoning damage and are pushed back 15'.

As an action you can attack all creatures who are within 10' of the outside of the ring, or anywhere inside it, provoking dexterity saves. On a failed save they take 4d8 cold/bludgeoning damage and are pushed 15' outside of the ring. On a successful save, they take half damage and are not moved.


  • Water of Life: You can spend 4 ki points as an action to designate up to 5 creatures excepting yourself. For the next minute they cannot be reduced below 1 hit point as long as you are conscious. Any below 1 hit point are healed to the minimum. This can only be used once per long rest and requires Concentration.

Magma Elemental

Large elemental, Neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 126 (12d10+60)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Vulnerabilities Cold
  • Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 10
  • Languages Terran
  • Challenge 5 (1800 XP)

Fire Form A creature that touches the magma elemental or hits it with a melee attack while within 5 feet takes 5 (1d10) fire damage.

Illumination. The Magma Elemental sheds bright light in a 30-foot radius and dim light for an additiona 30 feet.

Water Weakness Submerging the Magma Elemental in water causes it to harden and become incapacitated even if the water is then removed. This lasts until struck by fire damage.

Siege Monster The Magma Elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 2d8+5 bludgeoning or fire damage.