Four ways elemental monk 5e| Best guide for attunement
A monastic tradition teaches you how to harness the elements. You can focus your ki and align yourself with the forces that create. The elements will bend to your will. While some members of this tradition are dedicated to one element, others work together. Let us begin our journey to Elemental Monk 5e dnd. This tradition has many monks tattooing their bodies with representations of their ki powers. These include phoenixes and fish, plants, mountains, and phoenixes. Source: Player’s Handbook
The Disciple of Elemental Monk 5e
- You can choose the Elemental monk 5e at the 3rd level. It teaches you magical disciplines that harness the power and potential of the four elements. You must spend ki points every time you use discipline.
- You know the Elemental Attunement discipline and one other elemental discipline of your choice. At the 6th, 11th, and 17th levels, you will learn a different elemental Monk 5e discipline.
- You can replace an elemental discipline you know with a new one by learning new elementary science.
What shall you do when you are casting Elemental Spells for Monk 5e?
Some elemental disciplines can make cast spells. For more information on spellcasting, see chapter 10. Casting one of these spells requires that you follow the casting time and other rules. However, you don’t need any material components.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. Each additional ki point you spend will increase the spell’s level by 1. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend three ki points to release it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).
Your monk level determines the maximum number of Ki points you can spend on a spell to cast it. That includes its base ki cost and any additional Ki points you pay to raise its level.
The Four Elements: A Way of Life for Monks
Monks’ monastic traditions often give them additional ways to use ki points to create magical effects. The Way of the Four Elements, one of the most magical monk subclasses, is the Way of the Four Elements. It uses ki to create air, earth, and fire from their energy. The Way of the Four Elements grants only one feature, Disciple of the Elements. Unlike most monk subclasses that contribute different components at the 3rd, 6th, and 11th levels. This feature presents increasing levels of elemental power at the five, six, eleventh, and seventeen levels.
All of the Way of the Four Elements features can be found in the Player’s Handbook. The Disciple of the Elements “meta class feature” gives you access to Elemental Disciplines of increasing strength, which you can activate with growing amounts of ki.
The Four Elements Way of the Benefits
The Way of Four Elements monk class has many exciting elements. Its elemental disciplines don’t duplicate existing spells, which is one of its most striking features. Elemental Attunement and Fangs of the Fire Snake and Fist of Unbroken Air are exciting and flavorful features that distinguish this subclass from other “one third caster” subclasses like Eldritch Knight or Arcane Trickster.
Drawbacks to the Four Elements Monk Way 5e
Unfortunately, the Way of the Four Elements is one of the weakest monk subclasses and one of the lowest subclasses in the Player’s Handbook. Although the Way of the Four Elements flavor is solid and memorable, it has limited and inflexible combat options. It also lacks features that can be used while exploring or interacting with other creatures. This subclass gain spells at a “one-third” caster rate, which is equivalent to an Eldritch Knight fighter and an Arcane Trickster Rogue. This progression is satisfactory for Eldritch Knights or Arcane Tricksters. However, the Way of the Four Elements monk has two significant problems. It has a minimal spell selection and must split its limited ki points among its primary class features and its elemental subclass features.
Comparing the flexibility of a Way of Four Elements monk 5e to that of an Eldritch Knight fighter, you can see how similar they are. A 17th-level Eldritch Knight can learn 13 spells from any evocation of abjuration spells listed on the wizard spell lists from 1st through 4th levels. That is a total of 34 spells in Player’s Handbook. On the other hand, the Way of Four Elements can learn elemental disciplines that replicate the effects of one spell, though some have their unique products. From a group of seventeen, a 17th-level monk could learn four disciplines. Less than one-third of the spells available from a spellbook is half as large as the Eldritch Knight’s.
Combined with the Way of Four Elements 5e, the Monk must choose between casting spells or using iconic monk features. Such as Flurry of Blows, Patient Defense, and Flurry of Blows makes it a disappointing option compared to other subclasses that combine martial prowess with magical skill.
These house rules can be used to buff the Way of the Four Elements subclass by your Dungeon Master if they are willing to follow house rules.
All Elemental Disciplines have a 2 to 1 reduction in the ki cost. After spending additional ki on increasing the spell’s level, this cost reduction will be applied. The Fist of Four Thunders is a discipline that allows you to cast thunderwave for two ki. This cost is now reduced to 1. This spell costs only one ki points after the cost reduction of 2 points.
At the 3rd level, you will learn the Elemental Attunement discipline and two additional disciplines instead of one.
Two new disciplines are learned at the 6th, 11th, and 17th levels (instead of one). You can replace any discipline you already know with another one if you reach the required level when you earn a level in this class.
Two cantrips can be learned from the following: acid splash (firebolt), mold earth, produce fire, the ray of frost 5e, and shocking grasp. You can swap one of these cantrips for another when you reach a certain level. That is in addition to replacing an elemental discipline with another. You can return an elemental sentence with another cantrip if you have access to other sources (e.g., Xanathar’s guide to everything or Elemental Evil Player’s companion).
Elemental Monk 5e Feats
You can gain an Ability Score Increase or feat at the 4th level. You can choose an Ability Score increase to increase one of your ability scores by +2 (such as increasing your Wisdom score to 16-18) or to increase two ability scores by+1 (such as increasing both your Wisdom score to 16 and increasing your Constitution score to 13-14). You can improve your ability scores in many ways. For example, increasing your Wisdom score makes enemies more likely to resist your spells. It also makes it easier to use your magic and makes it easier to make Wisdom checks.
On the other hand, Feats give you a unique ability that can be more useful in a particular situation than an Ability Score Increase. Your Wisdom score is the most critical ability score. It governs your spellcasting capabilities. After increasing your Wisdom score from 18 to 20, or 20 at the maximum, you can choose a feat. While you can pick any feat that supports your character idea, certain feats will be more beneficial to your character.
A monk will do better if they can maximize their Wisdom and Dexterity scores than taking feats. If you want to gain some more special abilities, the following accomplishments might be of interest:
Elemental Adept (Fire). Although this feat isn’t possible if you follow the rules strictly, a permissive DM might allow you to apply it to Elemental Disciplines like Fangs of the Fire-Snake. It can be compelling if you have the right DM. Avoid it if you don’t.
Mage Slayer. Your high mobility and multitude of attacks make you a formidable mage slayer if you face many magic users in a campaign.
Mobile. The Unarmored Movement feature makes monks extremely mobile. However, it is difficult to resist the opportunity to attack and avoid potential attacks while rushing through the battlefield.
Resilient (Wisdom). This feat is impressive if you are playing a low-level game. It’s incredible to become proficient in Wisdom saving throws and increase your Wisdom score by one. This feat is only worth it if your campaign reaches 14th or higher. You gain proficiency in all saving throws after you have attained the Diamond Soul feature at the fourteenth level.
Skulker. Although you may not be as stealthy or as skilled as a Way of Shadows monk, this feat will allow you to launch stunning surprise attacks.
Make a classic monk, and then choose monk weapons that correspond to your element.
First, we must build a basic monk. This character will be set up using a cool: Monk weapons staff, a short sword, or my personal favorite, the nunchaku. I also have the option of choosing an artisan’s tool or a musical instrument. I am a little artistic. I’ll pick one of my two skills. Insight And Acrobatics To intensify the monk taste
At my first level, I can learn Martial Arts and Unarmored Defense 5e, which allows me to create my combat system. Martial Arts: This will enable me to roll 1d4 unarmed strikes. I use my Dexterity modifier to increase the damage and attack rolls. That allows me to move an unarmed bonus strike when I attack with monk weapons. Unarmored Defense; Allows me to use my Wisdom Modifier + Dexterity Modifier instead of my armor.
It must be level 2. I can acquire abilities that will allow me to use my monk moves and fundamental techniques with power. I can gain ki points equaling my monk level and use them at level 2 to learn three techniques.
- A flurry of Blows 5e: Adds unarmed attack to a landed blow
- Step into the wind 5e: allows me to disengage/dash as a bonus action
- Patient Defense 5e: Allows me to use dodge as a bonus action
These are all cool capabilities, but we can open these abilities up for spell attacks.
These abilities are of higher level Unarmored Movement (move 10 feet faster),5e Feather Fall, Deflect Missiles: I have several physical enhancements. It is essential to keep track of all monk abilities and combine them. It is easy to be discouraged and compare a wizard to a spell caster, but wizards cannot throw punches like a monk.
The wise sage trope: Lean in
Role-playing is a good option for this character, more than just a brawler with magical abilities. That character can perform skill checks such as Survival, Animal Handling, and Perception with a high Wisdom score.
The Monk is one in nature, similar to druids or rangers. The Monk adds an Eastern flavour to the Western philosophies these tropes are built on.
The Monk is self-improving and speaks slowly but thoughtfully. This character could be a source of Wisdom and calm thought. I love Grand Master Oogway.
Kung Fu Panda; As a Tortle monk. This character could have a Taoist view of the universe through the movement of elements.
We could also twist our Wisdom to make it seem unusual. This character could be a hardcore martial arts artist who adheres to a nihilist philosophy. These elements can be unforgiving and brutal, so a monk of earth or a monk of fire might fit the description. They believe in balancing all their actions, but they also think that balance can work both ways.
Concentrate on one element, and then use spell attacks at just the right time
I will use certain moves with my ki points to complete the Way of the Four Elements (level 3). These moves are called disciplines, and I will learn two of them straight away. Elemental Monk 5e Attunement: And another one of my choices.
Elemental Attunement: This is the primary discipline that encompasses all four elements. It allows me to:
- You can create a harmless and instantaneous effect by using elements, such as a ground rumble or spark shower.
- Instantly light candles, torches, and fireplaces.
- For up to one hour, excellent or heat 1 pound nonliving material
- You can create a 1 x 1-foot shape using any of the four elements.
My next choice should be a strong fighter in combat. My Aang is from avatar – The Last Airbender. For example, I will choose windily. First of Unbroken Air; Sounds like the right choice. It costs two ki points to create a blasting of air that hits hard. An enemy takes 3d10 bludgeoning damage for every ki points spent more than once they make a successful Strength saving throw. The creature is also knocked back 20 feet and is now prone. That’s a huge boom.
As I increase in my level, I will be able to learn more techniques. This one is my favorite as a starting technique. In truth, I would not worry about spending ki point for other moves. We could start with three ki points and then counter with this move the next turn. Turbocharge the movement to do 4d10 damage.
The four-element Monk’s Way still has one major weakness, which few people point out: its class features are just new ways for them to spend their points.
Subclasses often get additional spells as part of their subclass. They also get other features. However, the Four Elements Monk only gets eight spells as a feature. These spells cost ki, and they must spend it on other monks using their flurry or other components. While some features cost ki for monks, they are usually very affordable for their purpose (e.g., sun soul Monk receives a bonus action burning hands and shadow monks get 5e spells that cost less than the equivalent spell point of ki).
Some class features are required for the Way of Four Elements monk. Variable energy resistance Elemental damage when they flurry. Bonus action attacks when they use Cantrips (give them some cantrips to have basic ranged attacks). So what is your opinion about the four ways of elemental Monk 5e?