Way of the Four Elements Monk

We all know it and some of us want to love it dearly, the weakest of the Monk subclasses and the one that should be much better than it is. The purpose of this rework is to bring its elements into a more cohesive design and theme.

The biggest issue with the subclass to me is its lack of features, instead opting for a short list of psuedo spells. So I've taken some idea from other spellcasting classes and tried to work it into a Monk format. In short they are 1/3rd using the Druid spell list and choose one of four elements to be proficient in and gain bonuses for.

The theme is less "Just some spells on a Monk" but rather full embracing the elemental aspect.

Casting Spells as a Monk

The Way of the Four Elements gives Monks access to multiple spells and Cantrips which use Wisdom as the spellcasting stat and the Ki Save DC as spell save DC.

A Way of the Four Elements Monk uses the Druid spell list and does not prepare spells. When they level they can replace a spell with another spell that they can learn.

A Monk of Four Elements can use ritual casting and spell focuses, such as prayer beads or even a small bonsai tree.

Elemental Discipline

When you choose this Way at 3rd level you choose one of the Four Elements to embody your soul too. Fire, Air, Water and Earth.

Element Bonuses Fire Fire Resistance and learn Control Flames and Produce Flame Cantrips Air Force Resistance and the Gust and Sword Burst Cantrips Water Cold Resistance and can breathe underwater Earth Bludgeoning Resistance and +1 AC

Fist of the Four

At 6th level when you make an unarmed attack you channel your chosen Elements essence through your fist dealing additional damage. Additonally each element has an extra Adept ability that can be used as many times as your Wisdom Modifier, uses are regained after a long rest.

Element Unarmed Bonus Adept Ability Fire 1d4 Fire Damage As a bonus action you apply fire to your weapon for one minute, dealing an addiitonal 1d4 Fire damage. Air 1d4 Force Damage After landing an attack on a Large or Smaller creature you can push it 5 feet in any direction. Water 1d4 Cold Damage When an attack is declared upon you you can use your reaction to gain +2 AC to that attack only, you can use this after the roll has been made but before damage. Earth 1d4 Additional Bludgeoning Damage You can use your reaction to gain resistance to Slashing or Piercing damage until the end of your next turn when you would take damage.

Ki to Magic

At 11th level you have come to learn the nuances between Ki and Magic and can convert them vice versa.

As an action you can consume any number of spell slots available to you to convert their levels into Ki Points.

During a short rest you can spend Ki Points equal to three times the amount of a spell slot level to gain one back. You do not regain Ki Points during the short rest that you use this feature.

Elemental Avatar

At 17th level you and your chosen Element are one and you can now assume the incarnation of each Element.

As a bonus action you can spend 10 Ki Points to turn into a Fire, Air, Water or Earth Elemental depending on your Discipline Element, this transformation lasts up to ten minutes.

You assume their stats but can still use any Monk Features and cast Spells in this form. You cannot use this feature again until after a short or long rest.

Elemental Emergency

Additionally if your health were to drop to 0 you can use your reaction to use this feature, regardless if you have enough Ki Points and when you return to your normal form you have 1 HP. You can only use this feature once until after a long rest.