Way of the

Four Elements: Overhaul

Monks of the Four Elements use their

ki to harness the power of the four elements:

fire, earth, air and water. Monks of this tradition

master the elements one at the time. Few master all four of the elements, but those that do are incredibly powerful.

You can pick one discipline at level 3. You can pick one additional discipline at 6th, 11th, 17th level. If a discipline allows you to cast a spell , it does not need material components. You can spend one ki point to increase the level of the spell by one, with a maximum shown in the chart below.

Spells and Ki Points

Level Maximum Ki Points 5th 3 9th 4 13th 5 17th 6

Water Discipline

Starting at 3rd level you can cast the cantrip Shape Water at will. You can spend 2 ki points to cast Create and Destroy Water.

Water Whip: You can create a water whip as a bonus action and make unarmed attacks with an additon 5 feet of reach. Hitting with this attack does cold damage instead of bludgeoning. The whip lasts until you dismiss it or you fall unconsious.

On a hit you can spent 1 ki point to attempt to use your whip to knock your opponent prone. The target must make a dexterity saving throw. If it fails it is either knocked prone or pulled 5 ft. closer. It also takes an additional attack worth of damage. If it succeeds it takes half as much damage and is not moved. You can do this once per turn.

Fire Discipline

Starting at 3rd level you can cast the cantrip Produce Flame at will. You can spend 2 ki points to cast Burning Hands.

Flaming Fist: As a bonus action you can imbue your unarmed attacks with fire. You do additional fire damage equal to your wisdom modifier. Any flammable items in your hands light on fire.

On a hit you can spend 1 ki point to light your opponent on fire. Your opponent takes a martial arts die of damage at the start of its turn until they use an action to put themselves out.

Air Discipline

Starting at 3rd level you can cast the cantrip Gust at will. You can spend 2 ki points to cast Thunderwave.

Wind Walk: You can dash as a bonus action without having to spend ki points and your jump distance is doubled and uses dexterity instead of strength.

You can spend 1 ki point to channel your wind abilities, for the next ten minutes you gain a flying speed equal to half your movement. You can do this once per long rest.

Earth Discipline

Starting at 3rd level you can cast the cantrip

Mold Earth at will. You can spend 2 ki points to cast Earth Tremor.

Rock Solid: You can use the earth at your feet to protect yourself. As a bonus action you can increase your AC by your wisdom modifer. You gain this effect as long as you remain in the spot this effect started in. You have disadvantage on dexterity saving throws and advantage on strength saves.

You can spend 1 ki point to form the earth into a protective shell that absorbs some damage. You gain temporary hitpoints equal to 2 x Martial Arts die + Wisdom Modifier. You lose this protection if you leave the spot where this is activated.

Master of the Elements

At 17th level you become a master of all four elements. Once per long rest you can enter a powerful state which demonstrates your total mastery of the elements. In this state you are immune to fire, cold, bludgeoning, and thunder damage. You gain a flying, burrowing, and swimming speed equal to your movement. Any ability in this tradition that normally costs ki points does not for the duration. Any additional movement you gain does not stack. This state lasts for 1 minute. It ends early if you fall unconsious.