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This is a modified version of /u/SpiketailDrakes Way Disciple of the Elements

of the Four Elements Remastered. The formatting At 3rd level, you learn magical disciplines that harness
was improved, multiple odd and niche disciplines were the power of the four elements. Some disciplines
removed, the flavor text across most disciplines was require you to spend ki points when you use them.
cleaned up, the maximum Ki scaling was reverted back You learn two elemental disciplines of your choice,
to be inline with Half Casters, the number of disciplines which are detailed in the elemental disciplines sections
known was increased through the Elemental Mastery below. You learn two additional elemental disciplines of
feature, and the disciplines have recieved general your choice at 6th, 11th, and 17th level.
balance and mechanical improvement. Whenever you learn a new elemental discipline, you
can also replace one elemental discipline that you
already know with a different discipline.
Monastic Tradition Casting Elemental Spells. Some elemental
Way of the Four Elements disciplines allow you to cast spells. See chapter 10
of the Players Handbook for the general rules of
You follow a monastic tradition that teaches you to spellcasting. To cast one of these spells, you use its
harness the elements. When you focus your ki, you can casting time and other rules, but you dont need to
align yourself with the forces of creation and bend the provide material components for it. When you cast a
four elements to your will, using them as an extension spell with a discipline, it is cast at the spells lowest
of your body. Some members of this tradition dedicate level unless otherwise specified.
themselves to a single element, but others weave the Once you reach 5th level in this class, you can spend
elements together. additional ki points to increase the level of an elemental
Many monks of this tradition tattoo their bodies with discipline spell that you cast, provided that the spell has
representations of their ki powers, commonly imagined an enhanced effect at a higher level, as burning hands
as coiling dragons, but also as phoenixes, fish, plants, does. The spells level increases by 1 for each additional
mountains, and cresting waves. ki point you spend. For example, if you are a 5th-level
monk and use Sweeping Cinder Strike to cast burning
Initiate of the Way hands, you can spend 2 ki points to cast it as a 2nd-level
When you choose this tradition at 3rd level, you spell (the disciplines base cost of 1 ki point plus 1).
learn how to manipulate the four elements in subtle The maximum number of ki points (its base ki point
ways. You learn one of the following cantrips: control cost plus any additional points) that you can spend on
flames, gust, mold earth, or shape water. You learn one the spell is 2, unless a discipline specifies otherwise.
additional cantrip from this list at 6th, 11th, and 17th This maximum increases to 3 at 9th level, 4 at 13th
levels. level, and 5 at 17th level.

Elemental Mastery to your will. You can spend 1 ki point to cast create or
Starting at 6th level, lesser disciplines become second destroy water.
nature to you. You learn one additional 3rd level Sweeping Cinder Strike. With a wide sweeping
elemental discipline. This discipline can be only be gesture, you summon forth a barrage of hot cinders.
replaced by another discipline of the same level. You can spend 1 ki point to cast burning hands.
At 11th level, you learn an additional 6th level Water Whip. You summon a long, rubbery whip of
discipline. At 17th level, you learn an additional 11th pure water that you grip by one end. You can spend
level discipline. 1 ki point as a bonus action to create a whip of water
that shoves and pulls a creature to unbalance it. A
3rd Level Elemental Disciplines creature that you can see that is within 30 feet of you
Starting at 3rd level, you can learn the following must make a Dexterity saving throw. On a failed save,
disciplines: the creature takes bludgeoning damage equal to your
Become the Teapot. You roll with the incoming Martial Arts die + your Wisdom modifier, plus an extra
energy, attuning to element, becoming it. You can spend 1d10 bludgeoning damage for each additional ki point
1 ki point to cast absorb elements. you spend, and you can either knock it prone or pull it
Effortless Step. The air around you works in unison up to 25 feet closer to you. On a successful save, the
with your movements, rising you up as you jump. Your creature takes half as much damage, and you dont pull
jump height and distance are doubled (quadrupled with it or knock it prone. You cant use Water Whip and cast
Step of the Wind) and you gain advantage on Strength a spell during the same turn.
(Athletics) checks related to jumping.
Enduring Mountain Stance. As you center yourself, 6th Level Elemental Disciplines
your body and mind becomes as rigid and unyielding as Starting at 6th level, you can learn the following
the ground below you. Your ki roots your feet into the disciplines:
ground and you become immovable. When you use the A Leaf on the Wind. A powerful wind rises up to
Dodge action, you cannot be moved, pushed, grappled, catch you as you fall, carrying you safely to the ground.
frightened, or knocked prone against your will until the Your Slow Fall ability no longer requires a reaction to
start of your next turn, even if magically compelled to use, and instead you may use it automatically whenever
do so. You must be standing on the ground to use this you are conscious and not incapacitated, and it negates
ability. all falling damage regardless of distance. When you use
Fangs of the Fire Snake. Your arms and legs become the Slow Fall ability, you may also glide along the air to
enveloped in roaring gouts of flame. When you make an move 5 feet in any horizontal direction for every 5 feet
unarmed attack on your turn, you can choose to strike that you fall.
out tendrils of flames which stretch out beyond your Burning Ember Flourish. You reach out with your
normal reach. Your reach increases by 5 feet for that ki to snuff out a source of fire, causing it to go out with
attack, and it deals fire damage instead of bludgeoning a bang or to sputter black smoke. You can spend 2 ki
damage. If the attack hits you can spend 1 ki point to points to cast pyrotechnics.
deal an extra 1d10 fire damage. Crushing Hand of the Mountain. You focus your
Fang of the Frost Wolf. You summon a shard of razor- strength into your outstretched fist, summoning a hand
sharp ice and fling it at your foe. You can spend 1 ki of earth from the ground. You can spend 2 ki points to
point to cast ice knife. cast maximilians earthen grasp.
Fist of Four Thunders. You slam your fists together Curtain of Unyielding Wind. You let out a fierce howl
in front of you, causing a thunderous boom that blows as a mighty wind begins swirling around you. You can
away everything around you. You can spend 1 ki point spend 2 ki points to cast warding wind.
to cast thunderwave. Gong of the Summit. You strike the air as if it were a
Fist of Unbroken Air. You summon a swirling wind gong. You can spend 2 ki points to cast shatter.
and concentrate it around your fist. When you make an Hatchlings Flame. You focus your ki into a torrent
unarmed attack on your turn, you can choose to strike of fire that streaks away from you. You can spend 2 ki
out condensed bursts of air which stretch out beyond points to cast aganazzars scorcher.
your normal reach. Your reach increases by 10 feet for Impenetrable Iron Tortoise Shell. You summon
that attack. If the attack hits you can spend 1 ki point to an earthen barrier to defend yourself or an ally. As a
force the target to make a Strength saving throw or be reaction, you may spend 2 ki points to use your Deflect
pushed back 10 feet and be knocked prone. Missiles ability against an attack you can see within 30
Golden Snakes Icy Path. Whenever you take feet of you. Any damage not prevented by this ability is
the Dash action, until the end of your turn for any taken by the original target of the attack. If you reduce
movement you make along a surface you can leave a the damage to 0, you cant make an attack with it.
trail of slippery ice. This ice counts as difficult terrain Mote of the Sun. Your ki manifests as a roaring orb
and lasts until the start of your next turn. of fire. You can spend 2 ki points to cast flaming sphere.
Rumbling Badger. You shake the ground, causing a Patient Badger Listens. You reach out with your ki to
tremor that knocks over your foes. You can spend 1 ki the ground beneath you. You can spend 2 ki points as
point to cast earth tremor. a bonus action to gain tremorsense with a range of 30
Rush of the Gale Spirits. You send a blast of air feet and a burrow speed equal to half of your walking
outward with a thrust of your open palm. You can spend speed for up to 1 minute. Your movement leaves behind
2 ki points to cast gust of wind. a tunnel that remains for as long as this ability is active,
Shape the Raincloud. Water seen and unseen bends and then collapses.

Red Dragons Claws. Rays of fire spring from your of fire.
outstretched hand to sear your foes. You can spend 2 ki Shape of the Flowing River. You touch the body of
points to cast scorching ray. water with your ki, coaxing it to change its form. You
Swarming Ice Rabbit. A flurry of magic snowballs can spend 4 ki points to cast control water.
erupts from a point you choose within range. You can Sweeping Crosswind. A wall of strong wind rises
spend 2 ki points to cast snillocs snowball swarm. from the ground, batting away anything in its path. You
can spend 3 ki points to cast wind wall.
11th Level Elemental Disciplines Tears of the North Wind. Your ki chills the skies
Starting at 11th level, you can learn the following above, stirring the condensing water droplets into large
disciplines: chunks of solid ice that plummet to the ground near
Dance of Three Ways. You summon six spheres of you. You can spend 3 ki points to cast ice storm.
earth from the ground, suspend them in the air around Tsunami. You conjure up a mighty wave of water that
you, and ignite them with your fiery ki. With but a crashes down on your foes. You can spend 3 ki to cast
thought, you launch these blazing meteors at your foe. tidal wave.
You can spend 3 ki points to cast melfs minute meteors.
Earth Reaches for Sky. Focusing your strength with 17th Level Elemental Disciplines
a deep, rumbling shout, you swing your arms up high, Starting at 17th level, you can learn the following
causing an eruption of churned earth and stone that disciplines:
engulfs your foes. You can spend 3 ki points to cast Avatar of the Elements. As an ultimate display of
erupting earth. your mastery of the elements, you merge your ki with
Eternal Mountain Defense. Your body hardens to your chosen primordial power. The element envelopes
stone, nearly impervious to weapons. You can spend 4 your body, becoming an extension of yourself. When
ki points to cast stoneskin, targeting yourself. you learn this elemental discipline, choose one of the
Flames of the Phoenix. With a hand motion, you following spells: investiture of flame, investiture of ice,
conjure a tiny bead of burning energy. You spend 3 ki investiture of stone, or investiture of wind. You can
points to cast fireball. spend 6 ki points to cast the chosen spell. You can learn
Fist of the Elements. The elements swirl around your this elemental discipline a second time. If you do, you
weapon. You can spend 3 ki points to cast elemental learn all four spells.
weapon, choosing from only the damage types cold, fire, Breath of Winter. You inhale deeply and then exhale,
or thunder. Your unarmed strikes count as a weapon for blasting a cone of frigid air out in front of you that
the purposes of this discipline. freezes everything in its path. You can spend 5 ki points
Huas Water Prison. You conjure up a sphere of to cast cone of cold.
water that engulfs and imprisons foes that touch its Eye of the Hurricane. You stretch out your ki to
surface. You can spend 4 ki to cast watery sphere. embrace the winds. You can spend 5 ki points to cast
Mist Stance. A swirling mist envelopes your body control winds.
and you merge with it, turning into a misty cloud. You Mold the Mountain. You master the many forms that
can spend 3 ki points to cast gaseous form, targeting earth may take. You can spend 5 ki to cast transmute
yourself. rock.
One with the Tides. You reach out with your ki and Moths Demise. You mentally reach out and ignite
touch the surrounding water, merging with it on a your foes ki. The creatures body briefly glows with
spiritual level. You spend 2 ki points as an action to a brilliant internal fire before the flames erupt and
gain underwater adaptations for 8 hours. While this envelope its body. You can spend 5 ki points to cast
ability is active, you can breath normally underwater, immolation.
you gain a swim speed equal to your walking speed, Swirling Crabs Revenge. Your ki manifests as a
and you gain blindsight with a radius of 60 feet while swirling pool of water, smashing and pulling your foes
underwater. towards its center. You can spend 5 ki points to cast
Rain of the Frigid Glacier. You cool the air in the maelstrom.
skies above you, condensing the water droplets into Wave of Rolling Earth. You pull forth ki deep within
freezing rain and sleet. You can spend 3 ki points to your center and thrust it upward. The ground shakes
cast sleet storm. and emits a low rumble as a wall of stone erupts up
Raise the Troubled Earth. You stir the earth around into being. You can spend 5 ki points to cast wall of
you into action, summoning a wall of sand to serve as stone.
your barricade. You can spend 3 ki to cast wall of sand.
Raise the Still Waters. Though water can give way Version 2.0 24/2/2017
easily, it can just as easily offer great resistance. You Original Homebrew by /u/SpiketailDrake
can spend 3 ki to cast wall of water. Formatting and Modifications By IrishBandit
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from the ground. You can spend 4 ki points to cast wall