HPisBS
2020-07-14, 12:13 AM
Most people understand the shortcomings of the Way of the 4 Elements Monk. As one commenter put it (https://forums.giantitp.com/showthread.php?611924-4-elements-Monk/page11&p=24530934#post24530934), it feels "limited, underpowered, overpriced, and disconnected from its theme." I'd say the fact that it doesn't have any useful resource-free things to do is the biggest problem, but I think I've done a decent job at remedying the others, too.
The basic idea is to keep the core of the subclass intact, but add on some relatively minor buffs based on which kinds of disciplines you know. You can learn a discipline for each element and gain a bunch of cool and useful things to do for free, or you can specialize in one particular element until you truly master it.
With this fix, the first two disciplines of each element grant unique features:
Air 1) If you know at least one discipline that is specifically related to air, you gain the following additional benefits:
You know the Gust cantrip.
When you use Step of the Wind to Dash, you can do so at double speed. Dashing never cause you exhaustion.
Air 2) If you know at least two disciplines that are specifically related to air, you gain the following additional benefits:
The distance and height you can jump increases by an amount equal to your speed increase from Unarmored Movement, and the distance you can fall without taking damage increases by the same amount. Additionally, when you use your Slow Fall reaction, you may apply its damage reduction to another creature you're holding onto.
As a bonus action, you can use ki to wrap strong, rapidly oscillating winds around all daggers and darts you wield for 1 minute. When you do so, they act as magical monk weapons with a bonus to attack and damage rolls of +1 per 2 ki points spent whenever you attack with them. You may also activate this ability as part of your Deflect Missiles reaction, and it applies to any such missiles you throw.
Water 1) If you know at least one discipline that is specifically related to water, you gain the following additional benefits:
You know the Shape Water cantrip.
When you Disengage, you can shape nearby water into fog which heavily obscures your space until the start of your next turn. You may then choose to return it to its previous location.
Water 2) If you know at least two disciplines that are specifically related to water, you gain the following additional benefits:
When you Disengage, you can use nearby water to create an area of icy, difficult terrain along any 15 ft you travel after Disengaging. Other creatures must succeed on a Dexterity saving throw upon entering this area or else fall prone. This effect ends at the start of your next turn, at which time, you may choose to return the water to its previous location.
You can make nearby water form a tendril that wraps around your free hand, which you can use to make magical unarmed attacks with a range of 10 ft.
Earth 1) If you know at least one discipline that is specifically related to earth, you gain the following additional benefits:
You know the Mold Earth cantrip.
As an unarmed attack, you can stomp on earthen or stony ground, causing it to reach up and grab a creature standing on the same surface within 15' feet of you. The creature must make a Dexterity save or be grappled until the start of your next turn. The effect ends early if the creature succeeds on a Strength (Athletics) check against your ki save DC. A Huge or larger creature has advantage on both the save and Athletics check.
Earth 2) If you know at least two disciplines that are specifically related to earth, you gain the following additional benefits:
Pebbles become magical ranged monk weapons for you with a range of 30/90 ft. You may throw a pebble within 5 ft of you without touching it.
When you Dodge, you can spend ki to cover parts of your body with nearby rocks, increasing your AC by 1 per 2 ki points spent for 1 minute.
Fire 1) If you know at least one discipline that is specifically related to fire, you gain the following additional benefits:
You know the Control Flames cantrip.
As a bonus action, you can breathe fire and cause flames to brightly flare up from your hands or weapon(s). When you do so, one creature of your choice within your melee range must succeed on a Wisdom save or be frightened of you until the end of your next turn. A creature has advantage on this save if you use it again without dealing fire damage to it. Any creature with resistance or immunity to fire damage is immune to this effect.
You can use this feature a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.
Fire 2) If you know at least two disciplines that are specifically related to fire, you gain the following additional benefits:
You know the Produce Flame cantrip.
As a reaction when you take fire or lightning damage, you may roll your martial arts die to reduce that damage by the number you roll + your Wisdom modifier. When you do so, you may redirect that same damage at a different creature within 5 ft of you by making a melee spell attack. Alternatively, you may spend 1 ki point to redirect the damage using a ranged spell attack with a range of 15/30 ft. Wisdom is your attack modifier for this feature.
F1)
- Control Flames cantrip
- Reaction to taking fire or lightning damage to reduce that damage by your Wis mod, to a minimum of 1/2 the damage you would've taken.
F2)
- Produce Flame cantrip
- Reaction when using Evasion to reduce fire or lightning damage: spend 2 ki pts to make 1 target within 30 ft make a Dex save against your ki save DC. If it fails, it takes 1/2 of the damage you Evaded.
Further specialization into a single element functions the same way for each element.
Once per turn, if you know 3 disciplines related to the same element, you may add 1d6 to one associated damage roll.
If you know 4 disciplines related to the same element, then choose one of those disciplines; you now use that discipline as a bonus action instead of an action. You may change this choice whenever you finish a long rest.
If you know 5 disciplines related to the same element, you may spend 6 ki points to cast the associated Investiture spell.
- If you know a discipline that has an ambiguous relation to two or more of these elements, then you decide which one to count it as.
Lastly, there obviously aren't enough RAW disciplines to specialize in each element, so here's a list to fill in the holes. Plus enhancements to a couple of the old ones.
Air:
Aegis of the Whirlwind - 2 ki pts to cast Warding Wind
Waves of Rising Air (6th Level Required) - 3 ki pts to cast Wind Wall
Leap of Rushing Winds (11th Level Required) - 4 ki pts to cast Thunder Step
Water:
Freezing Wake - 2 ki pts to create an area of icy difficult terrain, as per the Grease spell.
Talon of the Snowy Owl - 2 ki pts to cast Ice Knife
Thirst of the Whales - 2 ki pts to cast Create or Destroy Water
Wave of Rising Waters (6th Level Required) - 3 ki pts to cast Water Wall
Wrath of the Raging Tide (11th Level Required) - 4 ki pts to cast Tidal Wave
Grasp of the Merciless Seas (17th Level Required) - 5 ki pts to cast Watery Sphere
Earth:
Step of Roiling Ground - 2 ki pts to cast Earth Tremor
Swift Stone Guard - 2 ki pts to cast Shield
Arm of the Hills (6th Level Required) - 3 ki pts to cast Maximillian’s Earthen Grasp
Quills of the Earth (6th Level Required) - 3 ki pts to cast Spike Growth
Bursting Mountain (11th Level Required) - 4 ki pts to cast Erupting Earth
Stone as Clay (11th Level Required) - 4 ki pts to cast Stone Shape
Fire:
Fangs of the Fire Snake - Enhancement -- Same as RAW, +
Alternatively, you may activate this discipline without spending any ki points as a bonus action. When you use it in this way, the discipline ends at the end of your turn, unless you use your concentration to maintain it as if concentrating on a spell.
Vengeance of the Fire Ant - 2 ki pts to cast Hellish Rebuke
Flame Darts (6th Level Required) - 3 ki pts to cast Scorching Ray
Sneeze of the Dragon (6th Level Required) - 3 ki pts to cast Pyrotechnics
Also, for Elemental Attunement:
Elemental Attunement - Enhancement -- Same as Raw, +
You may choose not to learn this discipline. However, if you do know it, then you may treat it the same as knowing 1 discipline related to any element you choose. Also, you may replace that choice with a different element whenever you finish a long rest.
At level 6: You may treat this discipline the same as knowing a discipline related to any two different elements of your choice. You may replace one of these elements whenever you finish a long rest.
At level 11: You may treat this discipline the same as knowing a discipline related to any three different elements of your choice. You may replace one of these elements whenever you finish a long rest.
At level 17: This discipline counts as knowing one discipline of all four elements.
So, is this version of the Ele-Monk something you'd enjoy playing? How's the balance? Is it cool / fun / useful without being overpowered? Especially the ki-free abilities?
Is it just too much, regardless of technical balance?
The basic idea is to keep the core of the subclass intact, but add on some relatively minor buffs based on which kinds of disciplines you know. You can learn a discipline for each element and gain a bunch of cool and useful things to do for free, or you can specialize in one particular element until you truly master it.
With this fix, the first two disciplines of each element grant unique features:
Air 1) If you know at least one discipline that is specifically related to air, you gain the following additional benefits:
You know the Gust cantrip.
When you use Step of the Wind to Dash, you can do so at double speed. Dashing never cause you exhaustion.
Air 2) If you know at least two disciplines that are specifically related to air, you gain the following additional benefits:
The distance and height you can jump increases by an amount equal to your speed increase from Unarmored Movement, and the distance you can fall without taking damage increases by the same amount. Additionally, when you use your Slow Fall reaction, you may apply its damage reduction to another creature you're holding onto.
As a bonus action, you can use ki to wrap strong, rapidly oscillating winds around all daggers and darts you wield for 1 minute. When you do so, they act as magical monk weapons with a bonus to attack and damage rolls of +1 per 2 ki points spent whenever you attack with them. You may also activate this ability as part of your Deflect Missiles reaction, and it applies to any such missiles you throw.
Water 1) If you know at least one discipline that is specifically related to water, you gain the following additional benefits:
You know the Shape Water cantrip.
When you Disengage, you can shape nearby water into fog which heavily obscures your space until the start of your next turn. You may then choose to return it to its previous location.
Water 2) If you know at least two disciplines that are specifically related to water, you gain the following additional benefits:
When you Disengage, you can use nearby water to create an area of icy, difficult terrain along any 15 ft you travel after Disengaging. Other creatures must succeed on a Dexterity saving throw upon entering this area or else fall prone. This effect ends at the start of your next turn, at which time, you may choose to return the water to its previous location.
You can make nearby water form a tendril that wraps around your free hand, which you can use to make magical unarmed attacks with a range of 10 ft.
Earth 1) If you know at least one discipline that is specifically related to earth, you gain the following additional benefits:
You know the Mold Earth cantrip.
As an unarmed attack, you can stomp on earthen or stony ground, causing it to reach up and grab a creature standing on the same surface within 15' feet of you. The creature must make a Dexterity save or be grappled until the start of your next turn. The effect ends early if the creature succeeds on a Strength (Athletics) check against your ki save DC. A Huge or larger creature has advantage on both the save and Athletics check.
Earth 2) If you know at least two disciplines that are specifically related to earth, you gain the following additional benefits:
Pebbles become magical ranged monk weapons for you with a range of 30/90 ft. You may throw a pebble within 5 ft of you without touching it.
When you Dodge, you can spend ki to cover parts of your body with nearby rocks, increasing your AC by 1 per 2 ki points spent for 1 minute.
Fire 1) If you know at least one discipline that is specifically related to fire, you gain the following additional benefits:
You know the Control Flames cantrip.
As a bonus action, you can breathe fire and cause flames to brightly flare up from your hands or weapon(s). When you do so, one creature of your choice within your melee range must succeed on a Wisdom save or be frightened of you until the end of your next turn. A creature has advantage on this save if you use it again without dealing fire damage to it. Any creature with resistance or immunity to fire damage is immune to this effect.
You can use this feature a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.
Fire 2) If you know at least two disciplines that are specifically related to fire, you gain the following additional benefits:
You know the Produce Flame cantrip.
As a reaction when you take fire or lightning damage, you may roll your martial arts die to reduce that damage by the number you roll + your Wisdom modifier. When you do so, you may redirect that same damage at a different creature within 5 ft of you by making a melee spell attack. Alternatively, you may spend 1 ki point to redirect the damage using a ranged spell attack with a range of 15/30 ft. Wisdom is your attack modifier for this feature.
F1)
- Control Flames cantrip
- Reaction to taking fire or lightning damage to reduce that damage by your Wis mod, to a minimum of 1/2 the damage you would've taken.
F2)
- Produce Flame cantrip
- Reaction when using Evasion to reduce fire or lightning damage: spend 2 ki pts to make 1 target within 30 ft make a Dex save against your ki save DC. If it fails, it takes 1/2 of the damage you Evaded.
Further specialization into a single element functions the same way for each element.
Once per turn, if you know 3 disciplines related to the same element, you may add 1d6 to one associated damage roll.
If you know 4 disciplines related to the same element, then choose one of those disciplines; you now use that discipline as a bonus action instead of an action. You may change this choice whenever you finish a long rest.
If you know 5 disciplines related to the same element, you may spend 6 ki points to cast the associated Investiture spell.
- If you know a discipline that has an ambiguous relation to two or more of these elements, then you decide which one to count it as.
Lastly, there obviously aren't enough RAW disciplines to specialize in each element, so here's a list to fill in the holes. Plus enhancements to a couple of the old ones.
Air:
Aegis of the Whirlwind - 2 ki pts to cast Warding Wind
Waves of Rising Air (6th Level Required) - 3 ki pts to cast Wind Wall
Leap of Rushing Winds (11th Level Required) - 4 ki pts to cast Thunder Step
Water:
Freezing Wake - 2 ki pts to create an area of icy difficult terrain, as per the Grease spell.
Talon of the Snowy Owl - 2 ki pts to cast Ice Knife
Thirst of the Whales - 2 ki pts to cast Create or Destroy Water
Wave of Rising Waters (6th Level Required) - 3 ki pts to cast Water Wall
Wrath of the Raging Tide (11th Level Required) - 4 ki pts to cast Tidal Wave
Grasp of the Merciless Seas (17th Level Required) - 5 ki pts to cast Watery Sphere
Earth:
Step of Roiling Ground - 2 ki pts to cast Earth Tremor
Swift Stone Guard - 2 ki pts to cast Shield
Arm of the Hills (6th Level Required) - 3 ki pts to cast Maximillian’s Earthen Grasp
Quills of the Earth (6th Level Required) - 3 ki pts to cast Spike Growth
Bursting Mountain (11th Level Required) - 4 ki pts to cast Erupting Earth
Stone as Clay (11th Level Required) - 4 ki pts to cast Stone Shape
Fire:
Fangs of the Fire Snake - Enhancement -- Same as RAW, +
Alternatively, you may activate this discipline without spending any ki points as a bonus action. When you use it in this way, the discipline ends at the end of your turn, unless you use your concentration to maintain it as if concentrating on a spell.
Vengeance of the Fire Ant - 2 ki pts to cast Hellish Rebuke
Flame Darts (6th Level Required) - 3 ki pts to cast Scorching Ray
Sneeze of the Dragon (6th Level Required) - 3 ki pts to cast Pyrotechnics
Also, for Elemental Attunement:
Elemental Attunement - Enhancement -- Same as Raw, +
You may choose not to learn this discipline. However, if you do know it, then you may treat it the same as knowing 1 discipline related to any element you choose. Also, you may replace that choice with a different element whenever you finish a long rest.
At level 6: You may treat this discipline the same as knowing a discipline related to any two different elements of your choice. You may replace one of these elements whenever you finish a long rest.
At level 11: You may treat this discipline the same as knowing a discipline related to any three different elements of your choice. You may replace one of these elements whenever you finish a long rest.
At level 17: This discipline counts as knowing one discipline of all four elements.
So, is this version of the Ele-Monk something you'd enjoy playing? How's the balance? Is it cool / fun / useful without being overpowered? Especially the ki-free abilities?
Is it just too much, regardless of technical balance?