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Way of the Four Elements

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Way of the Four Elements is one of the subclasses of monk. These monks are more specialized in using their Ki to channel the elements to influence the battlefield. Rather than focusing on physical techniques that the other Monk subclasses focus on, Way of the Four Elements focuses on abilities that mimic Wizard spells, turning monks into a hybrid spellcaster.

Subclass features[edit | edit source]

Monk's default armour
Monk's default armour
This subclass obtains all the features from its base class, Monk, in addition to its unique features outlined below.

Level 3

Disciple of the Elements[edit | edit source]

Choose 3:

Harmony of Fire and Water Harmony of Fire and Water[edit | edit source]

  • While not in combat, regain half your Ki Point (rounded down). Restores on long rest.

Level 6

New Spells:

Level 9

Improved Elemental Casting Improved Elemental Casting[edit | edit source]

Level 11

New Spells:

Spell list[edit | edit source]

Name Level Cost Ki Points Damage Effect
Blade of Rime Blade of Rime 3 2
1d10 (1~10) Damage TypesPiercing
+
2d6 (2~12) Damage TypesCold
Creates an ice surface on impact
Chill of the Mountain Chill of the Mountain 3
1d10 (1~10) Damage TypesCold
Reduces the target's movement speed by 3 m / 10 ft.
Fangs of the Fire Snake Fangs of the Fire Snake 3 Normal Unarmed DamageDamage TypesBludgeoning
+
1d10 (1~10) Damage TypesFire
Your next melee attacks this turn deal an additional 1d4Damage TypesFire damage.
Fist of Four Thunders Fist of Four Thunders 3 2
2d8 (2~16) Damage TypesThunder
Pushes away all creatures and objects on a failed Strength saving throw
Fist of Unbroken Air Fist of Unbroken Air 3 2
3d10 (3~30) Damage TypesBludgeoning
Push the target back 6 m / 20 ft and knock it Prone Prone.
Rush of the Gale Spirits Rush of the Gale Spirits 3 2 - Summon a strong wind that clears all clouds and pushes creatures back 5 m / 17 ft, forcing them Off Balance Off Balance.
Shaping of the Ice Shaping of the Ice 3 - Create a climbable ice cube.
Sphere of Elemental Balance Sphere of Elemental Balance 3 2 3d8Damage TypesThunder or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison -
Sweeping Cinder Strike Sweeping Cinder Strike 3 2
3d6 (3~18) Damage TypesFire
-
Touch of the Storm Touch of the Storm 3
1d10 (1~10) Damage TypesLightning
The target cannot use reactions.
Water Whip Water Whip 3 2
3d10 (3~30) Damage TypesBludgeoning
Possibly pulls a target  Range: 9 m / 30 ft toward you or knocks it Prone Prone.
Clench of the North Wind Clench of the North Wind 6 3 - Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m / 10 ft are always critical hits.
Embrace of the Inferno Embrace of the Inferno 6 3
2d6 (2~12) Damage TypesFire per ray
-
Gong of the Summit Gong of the Summit 6 3
3d8 (3~24) Damage TypesThunder
-
Flames of the Phoenix Flames of the Phoenix 11 4
8d6 (8~48) Damage TypesFire
-
Mist Stance Mist Stance 11 4 - Transform into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.

The cloud has Advantage Icon.png Advantage on Constitution, Dexterity, and Strength Saving throws.

Ride the Wind Ride the Wind 11 4 - Gain the ability to Fly Fly.

External links[edit | edit source]