Way of The Four Elements (Variant)
Way of The Four Elements (Variant)
Water can flow or it can crash. Be water, friend. Someone form each time you assume it. A terrifying hybrid of
much wiser than me said that. humanoid and ancient beast that time forgot is the
TASHA most common. You might choose to take the form of
a six-legged beast with savage claws and bloodshot
eyes, a shaggy-furred minotaur with great piercing
Patient Defense. You grow a hard shell, resilient horns, a scaled serpentine body with eerily muscular
scales, or another natural defense feature. You have arms extending from below its head, or any other beast
resistance to the damage of the first attack that hits you form hybrid you can imagine. Once you have used this
before the start of your next turn. feature, you may not do so again until you finish a long
Step of the Wind. You grow small wings, gliding rest.
flaps, or some other feature that helps you travel
through the air. Until the end of your turn, your jumping
distance triples instead of doubles and you are immune
NEW ELEMENTAL
to damage from falling.
DISCIPLINES
FLUID FORM At 3rd level, a Way of the Four Elements Remastered
6th-level Way of the Warshaper feature monk learns and can prepare elemental disciplines.
The following Elemental Discipline options are made
You are capable of rapidly and easily reshaping your
available to these monks, in addition to those offered in
form. When you are knocked prone, you can stand up
Tasha’s Crucible of Everything Else Volume 1.
as a reaction.
If an Elemental Discipline has prerequisites, you
As an action, you can spend 2 ki points to cast alter
must meet them to prepare it. A level prerequisite
self or darkvision on yourself, or 1 ki point to cast
refers to your monk level. Each spell is in the Player’s
enlarge/reduce or spider climb on yourself.
Handbook, unless it has an asterisk (a spell in both
Xanathar’s Guide to Everything and the Elemental Evil
REBUILDING OF BODY Player’s Companion, available for free on the Wizards
11th-level Way of the Warshaper feature of the Coast, DNDBeyond, and DMs Guild websites)
You know how to rebuild your damaged body, and how or two asterisks (a spell in Xanathar’s Guide to Every-
to reshape yourself to avoid and recover from damage. thing).
As a reaction, you can reshuffle your organs to turn
any critical hit against you into a normal hit instead. FLOATING DODGE RETREAT
Whenever you spend ki points to use your Flurry of As a reaction when a creature first comes within 5
Blows, Patient Defense, or Step of the Wind features in feet of you or starts its turn within 5 feet of you, you
combat, you can spend one Hit Die to heal yourself. Roll can spend 2 ki points to jump a distance equal to your
the die, add your Constitution modifier, and regain a walking speed. This movement does not provoke oppor-
number of hit points equal to the total (minimum of 1). tunity attacks.
ANCIENT WARBEAST
17th-level Way of the Warshaper feature
You have mastered the techniques required to remold
your form and gain the powers of an ancient warbeast.
You can assume this new form as a bonus action. This
form lasts for 1 hour, until you are reduced to zero hit
points, or until you dismiss the effect as an action.
While you are in this form, you gain the following
benefits.
• Your size is Large.
• If your Strength score is lower than your Dexterity
score, it increases to match your Dexterity score.
• Your Martial Arts die is 1d12.
• Your unarmed attacks deal your choice of blud-
geoning, slashing, or piercing damage.
• You gain darkvision for a radius of 120 feet, tremors-
ense for a radius of 60 feet, or blindsight for a radius of
30 feet (your choice when you transform).
24 CHAPTER 1 | SUBCLASSES
PRISON OF ICE WAVE OF SLOWING WATERS
As an action, you can spend 2 ki points to attempt to Prerequisite: 9th level
restrain a creature in ice. You target a creature you can You can spend 3 ki points to cast wall of water.
see that is within 30 feet of you, which must succeed
on a Strength saving throw or else be restrained. A MASTERY OF WATER
creature restrained in this way can use its action to Prerequisite: 14th level
repeat this saving throw, ending the effect on a success.
You can spend 4 ki points to cast control water.
A creature that starts its turn encased in this ice takes
1d6 cold damage. For every additional ki point you SPHERE OF STORM
spend, you can target an additional creature. Prerequisite: 14th level
SHROUD OF THE CLOUDS You can spend 4 ki points to cast storm sphere*.
You can spend 1 ki point to cast fog cloud.
SPHERE OF WATER
STANCE OF SHAKING WORLDS Prerequisite: 14th level
You can spend 1 ki points to cast earth tremor*. You can spend 4 ki points to cast watery sphere*.
CYCLONE OF THE SEVEN WINDS VESTMENT OF THE NORTHERN LIGHTS
Prerequisite: 6th level Prerequisite: 14th level
You can spend 3 ki points to cast dust devil*. You can spend 4 ki points to cast fire shield.
FIST OF THE EARTH CYCLONE OF THE SEVEN SEAS
Prerequisite: 6th level Prerequisite: 17th level
You can spend 3 ki points to cast Maximilian’s earthen You can spend 4 ki points to cast maelstrom*.
grasp*.
DANCE OF THE FOUR WINDS
GLORY OF THE MORNING SUN Prerequisite: 17th level
Prerequisite: 6th level
You can spend 4 ki points to cast steel wind strike**.
You can spend 3 ki points to cast scorching ray.
GRASP OF HUNGRY FIRE
SIGHT OF THE CLOUDS Prerequisite: 17th level
Prerequisite: 6th level
You can spend 4 ki points to cast immolation*.
Fog, mist, rain, snow, and similar substances do not
obscure your vision. MASTERY OF AIR
Prerequisite: 17th level
SIGHT OF THE METAL MASTER
Prerequisite: 6th level You can spend 4 ki points to cast control winds*.
You can spend 1 ki point to gain tremorsense for a range MASTERY OF EARTH
of 30 feet for 1 minute. For every additional ki point you Prerequisite: 17th level
spend, the radius increases by 30 feet.
You can spend 4 ki points to cast move earth.
VESTMENT OF THE SOUTHERN WIND PRISON OF EARTH
Prerequisite: 6th level
Prerequisite: 17th level
You can spend 3 ki points to cast warding wind*.
You can spend 5 ki points to cast flesh to stone.
SWELL OF RISING WATERS SPHERE OF ICE
Prerequisite: 9th level
Prerequisites: 17th level
You can spend 3 ki points to cast tidal wave*.
You can spend 4 ki points to cast Otiluke’s freezing
WAVE OF ANGERED WIND SPIRITS sphere.
Prerequisite: 9th level
VESTMENTS OF THE ELEMENTS
You can spend 3 ki points to cast wind wall. Prerequisites: 17th level
WAVE OF BLINDING SANDS You can spend 4 ki points to cast primordial ward*.
Prerequisite: 9th level
WAVE OF FROZEN TEARS
You can spend 3 ki points to cast wall of sand*. Prerequisite: 17th level
You can spend 4 ki points to cast wall of ice.
CHAPTER 1 | SUBCLASSES 25