Way of the Four Elements

You follow a monastic tradition that teaches you to
harness the elements. When you focus your ki, you can
align yourself with the forces of creation and bend the
four elements to your will, using them as an extension
of your body. Some members of this tradition dedicate
themselves to a single element, but others weave the
elements together.
Many monks of this tradition tattoo their bodies with
representations of their ki powers, commonly imagined
as coiling dragons, but also as phoenixes, fish, plants,
mountains, and cresting waves.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn
magical disciplines that harness the power of the four
elements. A discipline requires you to spend ki points
each time you use it.
You know the Elemental Attunement discipline and
one other elemental discipline of your choice, which are
detailed in the “Elemental Disciplines” section below.
You learn one additional elemental discipline of your
choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline,
you can also replace one elemental discipline that you
already know with a different discipline.

Casting Elemental Spells. Some elemental
disciplines allow you to cast spells. See chapter 10 for
the general rules of spellcasting. To cast one o f these
spells, you use its casting time and other rules, but you
don’t need to provide material components for it.
Once you reach 5th level in this class, you can spend
additional ki points to increase the level o f an elemental
discipline spell that you cast, provided that the spell has
an enhanced effect at a higher level, as burning hands
does. The spell’s level increases by 1 for each additional
ki point you spend. For example, if you are a 5th-level
monk and use Sweeping Cinder Strike to cast burning
hands
, you can spend 3 ki points to cast it as a 2nd-level
spell (the discipline’s base cost o f 2 ki points plus 1).
The maximum number o f 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 Disciplines

The elemental disciplines are presented in alphabetical
order. If a discipline requires a level, you must be that
level in this class to learn the discipline.

Breath of Winter (17th Level Required). You can
spend 6 ki points to cast cone of cold.

Clench of the North Wind (6th Level Required). You
can spend 3 ki points to cast hold person.

Elemental Attunement. You can use your action to
briefly control elemental forces nearby, causing one of
the following effects of your choice:
• 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 to 1 pound o f nonliving material for
up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a
1-foot cube to shape itself into a crude form you designate
for 1 minute.

Eternal Mountain Defense (11th Level Required).
You can spend 5 ki points to cast stoneskin,
targeting yourself.

Fangs of the Fire Snake. When you use the Attack
action on your turn, you can spend 1 ki point to cause
tendrils of flame to stretch out from your fists and feet.
Your reach with your unarmed strikes increases by
10 feet for that action, as well as the rest o f the turn.
A hit with such an attack deals fire damage instead of
bludgeoning damage, and if you spend 1 ki point when
the attack hits, it also deals an extra 1d 10 fire damage.

Fist of Four Thunders. You can spend 2 ki points to
cast thunderwave.

Fist of Unbroken Air. You can create a blast of
compressed air that strikes like a mighty fist. As an
action, you can spend 2 ki points and choose a creature
within 30 feet o f you. That creature must make a
Strength saving throw. On a failed save, the creature
takes 3d10 bludgeoning damage, plus an extra 1d10
bludgeoning damage for each additional ki point you
spend, and you can push the creature up to 20 feet away
from you and knock it prone. On a successful save, the
creature takes half as much damage, and you don’t push
it or knock it prone.

Flames of the Phoenix (11th Level Required). You
can spend 4 ki points to cast fireball.

Gong o f the Summit (6th Level Required). You can
spend 3 ki points to cast shatter.

Mist Stance (11th Level Required). You can spend 4
ki points to cast gaseous form, targeting yourself.

Ride the Wind (11th Level Required). You can spend
4 ki points to cast fly, targeting yourself.

River of Hungry Flame (17th Level Required). You
can spend 5 ki points to cast wall of fire.

Rush of the Gale Spirits. You can spend 2 ki points
to cast gust o f wind.

Shape the Flowing River. As an action, you can
spend 1 ki point to choose an area of ice or water no
larger than 30 feet on a side within 120 feet o f you. You
can change water to ice within the area and vice versa,
and you can reshape ice in the area in any manner you
choose. You can raise or lower the ice’s elevation, create
or fill in a trench, erect or flatten a wall, or form a pillar.
The extent of any such changes can’t exceed half the
area’s largest dimension. For example, if you affect a
30-foot square, you can create a pillar up to 15 feet high,
raise or lower the square’s elevation by up to 15 feet, dig
a trench up to 15 feet deep, and so on. You can’t shape
the ice to trap or injure a creature in the area.

Sweeping Cinder Strike. You can spend 2 ki points to
cast burning hands.

Water Whip. You can spend 2 ki points as a bonus
action to create a whip of water that shoves and pulls
a creature to unbalance it. A creature that you can see
that is within 30 feet of you must make a Dexterity
saving throw. On a failed save, the creature takes 3d10
bludgeoning damage, plus an extra 1d10 bludgeoning
damage for each additional ki point you spend, and you
can either knock it prone or pull it up to 25 feet closer
to you. On a successful save, the creature takes half as
much damage, and you don’t pull it or knock it prone.

Wave of Rolling Earth (17th Level Required). You
can spend 6 ki points to cast wall of stone.

Way of the Four Elements

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