Way of The Four Elements: Reinterpreted Credit: Konstantinas Žardalevičius Foreword Obviously, I am not the first one to come up with the idea of elemental monks. /u/SpiketailDrake did an excellent job with his revision of the PHB version of the subclass. This is absolutely not an attempt to do what the PHB or SpiketailDrake did with the concept, I just wanted to address things differently. Maybe it's just me, but I'd rather be a badass wind monk than a water monk who, for some reason, sometimes throws fire stuff. By splitting Four Elements into four distinct subclasses I feel as though it gives each element a chance to shine in its own way and lends itself to more clearly defined character building concepts. If something feels wrong about all this, let me know, and likewise, if something feels right I would love to hear about it. This is a living document created with the intention of providing people with ways in which to have fun and I am open to any and all feedback about the items contained within pertaining to that purpose. Also balance, always balance. Thank you for your time and may your adventures be fruitful.

Way of The Floating Wind

Warrior of Gales Monks who follow the Way of The Floating Wind believe that the essence of all things float in the air around us, constantly swapping particles with one another. By channeling their own energy into that which surrounds them, they project their will upon the air itself, aiding their movement and wreaking havoc upon their foes. Breeze At Your Back At level 3, you learn the Gust cantrip and you may cast it at will. Additionally, you learn the 1st-level spells Jump and Zephyr Strike which you may cast for 1 ki point. Cyclone Scythe Attack Starting at level 6, immediately after taking the attack action, as a bonus action you can spend 2 ki points to make a Cyclone Scythe Attack. Creatures in a 15ft cone directly in front of you must make a Dexterity save against your spell DC. If they fail, they take force damage equal to four times your martial arts dice, or half on a success. Swirling Coriolis Strike Beginning at level 11, you can spend 3 ki points to make a Swirling Coriolis Strike as an action. Creatures within 10 ft of you must make a Strength saving throw against your spell save DC. If they fail, they take force damage equal to six times your martial arts dice and are pushed back 10 feet from you, or on a success take half as much damage and are not pushed back. Cloudwalk Step At level 17, you gain a flying speed equal to your walking speed and the ability to hover at will. Credits Version 1.1b

Class design: /u/sinelinguist

Editing/Feedback: /u/polyether

Artwork: Master of The Osservanza

Way of The Perpetual Flame Burning Bright Monks who follow the Way of The Perpetual Flame are students of war who believe that change is impossible without conflict. To them, conflict is not always a thing that should be avoided. Rather, because the world is ever changing and always growing it will always need those who have the stength and wisdom to act as lights in times of darkness and turmoil. Eternal Embers At level 3, as a reault of your training you may cast the cantrip Produce Flame at will. Additionally, you learn the 1st level spell Hellish Rebuke which you may cast at its base level for 1 ki point and upcast at a rate of 1 ki point per level up to a maximum of 5th level. Protective Pyre Starting at level 6, you have learned to channel your pain in to an aura of embers that dance across your body in battle. As an action, you may spend 2 ki points to activate your Protective Pyre which lasts for one minute. While active, creatures who end their turn within 5 feet of you or enter into a space within 5 feet of you for the first time take fire damage equal to twice your martial arts dice. Tongues of Flame Beginning at level 11, your words have become as firey as your fists, granting you expertise in the Intimidation skill as a result. You are also now considered a knowledgeable scholar in the art of war and may add your proficiency bonus to History, Arcana, and Religion checks pertaining to warfare or legendary battles. Infernal Mark At level 17, your study of warfare has provided you with a keen aptitude for spotting and subduing the biggest threat on the battlefield. As an action, you may spend 3 ki points to place an Infernal Mark on a creature you can see within 100 feet. While inert, the marked creature is distinguised by a faint red aura around it's body, giving you advantage on attacks against it. As a bonus action, you may detonate the mark, creating an erupting column of flames in it's vicinity, causing the marked creature and all creatures within 20 feet to make Dexterity saving throws against your spell DC. If they fail, creatures take 4d12 fire damage, or half on a success. Credits Version 1.1a

Class Design: /u/sinelinguist

Artwork - Kali Levitov

Way of The Flowing Stream Ebb and Flow Those who embrace the Way of The Flowing Stream believe that all life comes from the oceans and rivers, and revere them above all else. Expanding and contracting, bringing life and taking it just as swiftly, flowing, ever flowing and constantly shifting. A direct approach is rare for one who walks this path, just as a flood's wake rarely runs in a straight line. Though a pond may freeze on its surface, out of sight below the ice, life still carries on, waiting for the innevitable thaw that comes with the spring. Shaper of Waves At level 3, your meditations have provided you with the ability to cast the Shape Water cantrip at will. Additionally, you may cast the 1st-level spells Create/Destroy Water and Fog Cloud for 1 ki point. Fist of Five Rivers At level 6, you have gained a greater degree of control over the elemental forces of water and may now use it directly to strike at foes. If a creature is within 10 feet of a source of water, you may spend a bonus action and 1 ki point to execute the Fist of Five Rivers attack. Make two melee spell attacks. The damage for each attack is equal to your martial arts dice plus your Wisdom modifier. Additionally, you learn the 2nd-level spell Wall of Water and may cast it for 2 ki points. Cold Snap Beginning at level 11, your meditations have yielded you a deep understanding of the elemental forces of ice. You gain access to the following abilities: Hail of Knives: As an action you may spend 2 ki points to transform any active precipitation into a cloud of icy daggers in a sphere up to 20 feet in diameter. A creature takes 6d4 cold damage when it enters the area for the first time on a turn or starts its turn there.

Frostbind: As an action you may spend 1 ki point to target any creature who is standing in or submerged in a body of water and attempt to freeze the water around them. The target must make a Dexterity save against your spell DC and takes the save at disadvantage if they are submerged in water up to their waist or higher. On a fail, the creature takes 5d6 cold damage and are unable to take actions that require the usage of their frozen apendages, or on a success they take half damage and are unimpeded. A creature who is in some way frozen may make a Strength saving throw at the beginning of their turn to attempt to break out.

Snowblind: As an action you may spend 1 ki point to attempt to momentarily freeze an enemy's eyes shut. A targeted creature within 80 feet that you can see must make a Constitution saving throw against your spell DC. On a fail, the creature is blinded, or is unaffected on a success. The blinded creature repeats the save at the beginning of each of their turns until they succeed the saving throw, ending their blindness.





Winter's Grasp Starting at level 17, your hands have become cold to the touch at all times. Your unarmed strikes gain an extra 1d4 of cold damage and you may use your Wisdom modifier instead of your Strength modifer when you roll to grapple a creature if they are wet.



























Credits Version 1.0

Class Design: /u/sinelinguist

Artwork - Michael Komarck