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Way of the Elements

The world is built from four great forces: air, earth, fire, and water. Monks of the Way of the Elements learn to channel their ki through each of these forces in turn, bending the natural world to their will. Their training is vast and difficult — less a single style than a deep study of how ki and the elements interpenetrate — and the most accomplished among them can reshape battlefields, conjure walls of stone and flame, and ride the wind itself.

These monks are scholars as much as warriors. They accumulate elemental disciplines the way other monks accumulate technique, always learning, always expanding the repertoire of ways they can impose their will on the world. At the apex of this path, the monk and the elements become inseparable.

Way of the Elements Table:

Level Subclass Features Gained
3rd Disciple of the Elements
6th Extra Elemental Discipline, Elemental Strikes
11th Extra Elemental Discipline, Stride of the Elements
17th Extra Elemental Discipline, Elemental Epitome

Subclass Features

Disciple of the Elements

3rd-level Way of the Elements feature

You learn to channel elemental energy through your ki. You learn the Elemental Attunement discipline and one additional elemental discipline of your choice (see the Elemental Disciplines list below). You learn one additional discipline at 6th, 11th, and 17th level. Whenever you gain a level in this class, you can replace one elemental discipline you know with another from the list.

Some disciplines require you to spend ki points; you use your ki save DC for any saving throws they call for.

Elemental Attunement

You can use your action to create minor elemental effects — a brief gust, a flicker of flame, a ripple across still water, or a tremor in loose earth. These effects are sensory only and cause no damage.

Elemental Disciplines

The following disciplines are available to you. Disciplines marked with a spell name function as casting that spell using your ki points in place of a spell slot. Your Wisdom is your spellcasting ability for these effects.

Discipline Effect
Fist of Unbroken Air As an action, spend 2 ki points. One creature within 30 feet must make a Strength saving throw or take \(3d10\) bludgeoning damage, be pushed 20 feet away, and be knocked prone (half damage, no push or prone on a success).
Flames of the Phoenix Spend 2 ki points to cast burning hands; spend 3 ki points to cast fireball.
Gong of the Summit Spend 3 ki points to cast shatter.
Mist Stance Spend 4 ki points to cast gaseous form (self only).
Ride the Wind Spend 4 ki points to cast fly (self only).
River of Hungry Flame Spend 5 ki points to cast wall of fire.
Rush of the Gale Spirits Spend 2 ki points to cast gust of wind.
Shape the Flowing River As an action (no ki cost), shape or move water within 30 feet of you. You can raise or lower the water level, part it, or freeze it (up to a 5-foot cube). The effect lasts until you use this discipline again or 1 minute passes.
Sweeping Cinder Strike Spend 2 ki points to cast burning hands.
Water Whip As a bonus action, spend 2 ki points. A spectral water whip lashes out at one creature within 30 feet. It takes \(3d10\) bludgeoning damage and must succeed on a Strength saving throw or be pulled up to 25 feet toward you or pushed up to 25 feet away (your choice).
Wave of Rolling Earth Spend 6 ki points to cast wall of stone.

Elemental Strikes

6th-level Way of the Elements feature

When you spend ki points, choose one damage type: acid, cold, fire, lightning, or thunder. Your unarmed strikes deal damage of that type instead of bludgeoning until the start of your next turn.

Stride of the Elements

11th-level Way of the Elements feature

As a bonus action, you can spend 2 ki points to grant yourself a swimming speed and a climbing speed each equal to your walking speed. This benefit lasts for 10 minutes.

Elemental Epitome

17th-level Way of the Elements feature

When you spend ki points, you can choose to enter a state of elemental unity for 1 minute. While in this state:

  • You gain resistance to the damage type associated with one element of your choice (acid, cold, fire, lightning, or thunder).
  • Your unarmed strikes deal an additional \(1d6\) damage of that same type.

Once you use this feature, you can't use it again until you finish a long rest.