Way of 4 Elements Revised

The Way of 4 Elements is an evocative, but unfortunately weak archetype for the Monk class. It is both not weak enough to demand a complete rewrite, but not powerful enough to draw many players in, especially when compared to the well-made alternatives, the Way of the Open Palm and the Way of Shadows. Because Wizards has more important things to work on than an OK subclass rework, I decided to do the job of revising it myself.

Revision V1.0 By AshArkon

Way of 4 Elements

Elemental Attunement

When you take this subclass at 3rd level, you become naturally attuned to the 4 elements around you, allowing you a semblance of control over the elements within 30 feet of you. As an action, you can do one of the following things:

Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

Instantaneously light or snuff out a candle, a torch, or a small campfire

Chill or warm up 1 pound of nonliving material for up to 1 hour

Cause earth, fire, water, or mist that can fit within a one foot cute to shape itself into a crude form you designate for one minute.

Elemental Disciplines

Starting at 3rd level, you can channel the power of the elements through your body, allowing you to empower your strikes and cast certain elemental spells. You choose and learn 2 of the disciplines listed below.

If a discipline lets you cast a spell, you can do so by spending Ki points equal to the spell's level. You must follow all of the rules for spellcasting, but you do not have to provide material components. Any cantrips can be cast normally, but still require no material components.

Whenever you gain a level in this class, you may replace one or more disciplines you know with an equal amount of other disciplines. You must meet all of the prerequesites for new disciplines.

At 6th, 11th, and 17 level, you learn a new discipline of your choice.

Disciplines

The disciplines are sorted first by the minimum level in this class you must be to learn them, then alphabetically. If one discipline lists another as a prerequesite, you must know the prerequesite before learning that discipline.

Breath of the Sky King. As an action, you may spend a Ki point to release a blast of shredding air. Choose a creature within 30 feet of you. That creature must make a Strength saving throw. It takes 2d10 magical slashing damage plus another 1d10 for each Ki point spent beyond the first and is knocked prone or pushed up to 20 feet away from you on a failed save. It takes half as much damage and isn't knocked prone or pushed on a successful save. You can cast the mage hand and message cantrips.

Fangs of the Fire Snake. When you take the attack action on your turn, you may spend a Ki point. Flaming tendrils extend from your arms and legs, increasing the range of your unarmed strikes by 10 feet and causing them to deal fire damage for the rest of your turn. When you hit a creature with an unarmed strike this turn, you may spend Ki points to deal an extra 1d10 fire damage for each Ki point spent. You can cast the fire bolt and light cantrips.

Mountain Skin Defense.

As a bonus action on your turn, you may spend a Ki point to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you do this, you may spend Ki points to increase your AC by half the number of Ki points spent this way. You can cast the druidcraft and mending cantrips.

Ocean's Grasp. As an action, you may spend a Ki point to summon a surge of water towards an enemy within 30 feet of you. A creature within range must make a Constitution saving throw. On a failed save, a creature takes 2d10 bludgeoning damage plus another 1d10 for each Ki point spent beyond the first and is restrained until the end of your next turn or is pulled up to 20 feet towards you. It takes half as much damage and isn't restrained on a successful save. You can cast the ray of frost and shape water cantrips.

Bittering Blade (Requires 6th level). Prerequesite: Breath of the Sky King and Ocean's Grasp disciplines.

When you make an attack with a monk weapon, you may spend 2 Ki points to deal an extra 2d12 magic cold damage on hit. Additionally, as an action, you can spend 1 Ki point to create a magic shortsword made of compacted ice. This sword deals 2d6 cold damage on hit, and melts after 1 hour. You can cast the ice knife and Snilloc's snowball swarm spells.

Cinder Storm (Requires 6th level). Prerequesite: Breath of the Sky King and Fangs of the Fire Snake disciplines.

When you take the dodge action, you can spend 2 Ki points to wreathe yourself with blazing ash. While wreathed, any creature within 10 feet of you that makes an attack against you takes 2d8 fire damage. Additionally, as a bonus action, you can spend 1 Ki point to cause a vortex of cinders to envelope a creature within 15 feet of you. That creature must succeed a Dexterity saving throw or it is blinded until the end of your next turn. You can cast the burning hands and gust of wind spells.