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    • Acid. Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent d4s. Generally features Dexterity saving throws.
    • Cold. Cold spells deal less than other types of spells, often using d8 damage dice they tend to debuff the target, slowing them, restraining them, or leaving difficult terrain.
    • Earth. In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.
    • Fire. Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage.
  1. 90 ft. Components. V, S, M * Duration. Concentration 1 Hour. School. Conjuration. Attack/Save. None. Damage/Effect. Summoning. You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range.

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    • Abi-Dalzim’s Horrid Wilting. Necromancy • V, S, M. 1 Action. Instantaneous. 150 ft (30 ft ) CON Save. Necrotic.
    • Absorb Elements. Abjuration • S. 1 Reaction * 1 Round. Self. Acid (...)
    • Acid Arrow. Evocation • V, S, M. 1 Action. Instantaneous. 90 ft. Ranged. Acid (...)
    • Acid Splash. Conjuration • V, S. 1 Action. Instantaneous. 60 ft. DEX Save. Acid.
    • Story of The Way of The Four Elements
    • Way of The Four Elements Features
    • Benefits of The Way of The Four Elements
    • Drawbacks of The Way of The Four Elements
    • Suggested Build
    • Elemental Disciplines
    • Feats

    “To think of the elements as separate forces is a blindfold. You must unlearn this partial truth to see the world for what it is.” A wizened sage sat cross-legged atop a raised platform, before a room filled with eager pupils. All were dressed in colorful robes of red, white, blue, and green that declared to the all that they were united as monks o...

    A monk’s monastic tradition typically grants them additional ways to use their ki points to create mystical effects. The Way of the Four Elements is one of the most magical of all the monk subclasses, using ki to produce air, earth, fire, and water from their body’s own energy. While most other monk subclasses grant distinct features at 3rd, 6th, 1...

    Some of the most interesting features of the Way of Four Elements monk subclass are its elemental disciplines which don’t replicate existing spells. Elemental Attunement, Fangs of the Fire Snake, Fist of Unbroken Air, Shape of the Flowing River, and Water Whip are all exciting, flavorful, and unique features that make this subclass stand out from o...

    Regrettably, the Way of the Four Elements is not only one of the weakest monk subclasses, it’s one of the weakest subclasses in the Player’s Handbook. While its flavor is strong and evocative, the Way of the Four Elements offers limiting and inflexible combat options, and next to no features that can be used effectively while exploring or while int...

    If you’re playing a monk from 1st level, you should choose a race that improves either Dexterity, Constitution, or Wisdom—ideally two of the three. Dexterity will make your attacks stronger and more accurate, Constitution will grant you more hit points, which will help you last longer on the front lines, and Wisdom will increase your Armor Class an...

    With your options so limited, choosing your preferred elemental disciplines can be challenging. Starting at 3rd level, you only know two disciplines: the cantrip-like Elemental Attunement, and one other of your choice. Your choices at 3rd level are: 1. Fangs of the Fire Snake (unique) 2. Fist of Unbroken Air (unique) 3. Rush of the Gale Spirits (re...

    At 4th level, you get to gain either an Ability Score Increase or a feat. Choosing an Ability Score Increase lets you increase one ability score by +2 (such as increasing your Wisdom score from 16 to 18) or increase two ability scores by +1 (like increasing your Wisdom from 15 to 16 and your Constitution score from 13 to 14). Increasing your abilit...

    • James Haeck
  3. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spells level appears in the stat block. Spell Lists. Druid (Optional), Ranger (Optional), Wizard (Optional) Amorphous Form (Air, Fire, and Water Only).

  4. You begin by knowing spells equal to your spellcasting modifier + your proficiency modifier, chosen from the Elementalist spell list of your respective Elemental Path. Additionally, when you gain a level in this class, you can choose one of the elementalist spells you know and replace it with another spell from the elementalist spell list ...

  5. May 18, 2021 · The book is intended to provide an enhanced spell list that enables players to live out their elemental wizarding fantasies, and build new element-focused archetypes that go beyond the scope of official D&D content.

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