Monastic Tradition: Way of the Four Elements

Disciple of the Elements

When you choose this tradition at the 3rd level, you learn magical techniques that harness the power of a chosen element. Choose one elemental discipline (Air, Earth, Fire or Water) and attune yourself to it. You gain features associated with that element as detailed in the "Elemental Attunement" Section below.

Casting Elemental Spells. Your mastery of the elements allows you to focus your Ki to cast elemental spells. Wisdom is your spellcasting ability when casting Elemental Spells this way. See chapter 10 of the PHB for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Spells Known. When you choose this tradition at the 3rd level, you know two spells of your choice from the spells provided in the Elemental Spells tables. You learn two additional spells of your choice at the 6th, 11th, and 17th levels. Whenever you learn new elemental spells, you can also replace one elemental spell that you already know with a different one. You must have the appropriate level and/or attunement to learn an elemental spell.

Elemental Spells at Higher Levels. Once you reach 5th level in this class, you can spend additional Ki points to increase the level of an elemental spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional Ki point you spend.

The maximum number of Ki points you can spend to cast a spell in this way (including its base Ki point cost and any additional Ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points

Monk Levels Maximum Ki Points for a Spell 5th-8th 3 9th-12th 4 13th-16th 5 17th-20th 6

Elemental Attunement

Air:

Attunement to Air. Your Ki aligned with elemental forces allows you to briefly control the air nearby. You can use your action to cast gust.

Fist of Unbroken Air. When you make an unarmed strike on your turn, you can cause your hands and feet to create sharp blasts of highly compressed air. Your reach increases by 10 feet and you deal thunder damage for that attack. If the attack hits you can spend 1 Ki point to force the target creature to make a Strength saving throw. On a failed save, you can push the creature up to 10 feet away and knock it prone.

Earth:

Attunement to Earth. Your Ki aligned with elemental forces allows you to briefly control earth nearby. You can use your action to cast mold earth.

Fist of Falling Stone. When you make an unarmed strike on your turn, you can cause your blow to land like a heavy boulder. If the attack hits you deal an extra 1d4 bludgeoning damage and can spend 1 Ki point to force the creature to make a Strength saving throw. On a failed save, you knock the creature prone.

Fire:

Attunement to Fire. Your Ki aligned with elemental forces allows you to briefly control flames nearby. You can use your action to cast control flames.

Fangs of the Fire Snake. When you make an unarmed strike on your turn, you can cause tendrils of flame to stretch out from your hands and feet. Your reach increases by 5 feet and you deal fire damage for that attack. If the attack hits you can spend 1 Ki point to deal an extra 1d10 fire damage.

Water:

Attunement to Water. Your Ki aligned with elemental forces allows you to briefly control water nearby. You can use your action to cast shape water.

Whip of the Winding River. When you make an unarmed strike on your turn, you can cause whips of water to lash out from your hands and feet. Your reach increases by 10 feet and you deal slashing damage for that attack. If the attack hits you can spend 1 Ki point to force the target creature to make a Dexterity saving throw. On a failed save, you can pull the creature up to 10 feet closer to you or knock it prone.