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About this mod

This mod is designed to rebalance and increase the power of one of the weakest subclasses in the game: The Way of the Four Elements Monk.

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Hello Everyone! This mod is designed to rebalance and increase the power of one of the weakest subclasses in the game: The Way of the Four Elements Monk. 
 
Backstory (Skip this paragraph to see changes, dependencies, and credits):
I was inspired to make this mod by another mod creator named Syrchalis. They have created multiple mods that overhaul one of the least played classes (Druid) to make them stronger and even more fun to play. I had just finished playing my last campaign a month ago and had so much playing as a reworked druid. A month later and I recently started a new campaign as a Four Elements Monk and was so excited to play them, until I realized how weak they were. Some of their attacks were decent but not enough to justify the expensive ki cost of each attack and for how squishy the monk is. I wanted to feel as powerful as I did in my last campaign and have the same amount of fun, hence the creation of this mod.
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* Immediate Things to Know *
  • This mod contains new features present all the way up to level 20 but will require a mod like UnlockLevelCurve or Expansion to receive them. However, this mod can still be used on a standard playthrough going up to level 12.


  • In order for the new Ki Upcasting feature to function properly, the monk will receive a level 5 spell slot at level 7. I apologize for the tackiness of this and will continue searching for a solution that does not require this spell slot.

  • This mod can be uninstalled mid-playthrough! (See below for instructions)


EXISTING SPELL CHANGES

Temporary Note: Please check 2.2.0.32 Changelogs for Balanced versions of spells.


BLADE OF RIME
(Available at level 3)
Cost: Action, 3 Ki Points
Damage: 3d6 Piercing + 3d6 Cold
Spell Type: Ranged Spell Attack (Attack Roll)
Range: 18m (60 ft); AOE: 3m (10 ft) Radius
Effect: The shard of ice explodes in a 3m radius, hitting those caught in the radius for 3d6 Cold damage.
Upcast: +1d6 Cold damage per upcast level.



CHILL OF THE MOUNTAIN (Available at level 3)
Cost: Action, 1 Ki Point
Damage: Unarmed Bludgeoning + 2d6 Cold
Spell Type: Unarmed Attack (Attack Roll)
Range: 6m (20 ft)
Effect: Decreases target's movement speed by 3m (10 ft) and inflicts 1 turn of Encrusted with Frost.
Upcast: +1d6 Cold damage per upcast level.



CLENCH OF THE NORTH WIND (Available at level 6)
Cost: Action, 2 Ki Points on hit, Concentration
Damage: None
Spell Type: Wisdom Saving Throw (Spell Save DC)
Range: 18 m (60 ft)
Effect: Hold a humanoid creature still. They can't move, act or react. Attacks from within 3m (10 ft) are always critical hits.
Upcast: Hold an additional humanoid enemy per upcast level.



EMBRACE OF THE INFERNO (Available at level 3)
Cost: Action, 2 Ki Points
Damage: 6d6 Fire
Spell Type: Ranged Spell Attack (Attack Roll)
Range: 18m (60 ft)
Effect: Fire 3 Scorching Rays that each deal 2d6 Fire to its target.
Upcast: Fire an additional ray per upcast level.



FANGS OF THE FIRE SNAKE (Available at level 3)
Cost: Action, 1 Ki Point
Damage: Unarmed Bludgeoning + 2d6 Fire
Spell Type: Unarmed Attack (Attack Roll)
Range: 6m (20 ft)
Effect: The caster's next melee/unarmed attacks do an extra 1d6 Fire damage for 1 turn.
Upcast: +1d6 Fire damage per upcast level.



FIST OF FOUR THUNDERS (Available at level 3)
Cost: Action, 1 Ki Point
Damage: 2d8 Thunder
Spell Type: Constitution Saving Throw (Spell Save DC)
Range: AOE: 6m (20 ft) Cube
Effect: Pushes away all creatures and objects on a failed Strength saving throw.
Upcast: +1d8 Thunder damage per upcast level.



FIST OF UNBROKEN AIR (Available at level 3)
Cost: Action, 2 Ki Point
Damage: 2d8 Bludgeoning + 2d8 Thunder
Spell Type: Strength Saving Throw (Spell Save DC)
Range: 9m (30 ft)
Effect: Pushes the target back 6m (20 ft) and knocks it prone.
Upcast: +1d8 Thunder damage per upcast level.



FLAMES OF THE PHOENIX (Available at level 9)
Cost: Action, 5 Ki Points
Damage: 8d6 Fire
Spell Type: Ranged Spell Attack (Attack Roll)
Range: 18m (60 ft); AOE: 4m (13 ft) radius
Effect: None
Upcast: +1d6 Fire damage per upcast level.



GONG OF THE SUMMIT (Available at level 6)
Cost: Action, 3 Ki Points
Damage: 4d8 Thunder
Spell Type: Constitution Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 3m (10 ft) Radius
Effect: None
Upcast: +1d8 Thunder damage per upcast level.



MIST STANCE (Available at level 6)
Cost: Action, 3 Ki Points
Damage: None
Spell Type: Utility
Range: Self
Effect: 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 on Constitution, Dexterity, and Strength Saving throws.
Upcast: None



RIDE THE WIND (Available at level 9)
Cost: Action, 4 Ki Points, Concentration
Damage: None
Spell Type: Utility
Range: Self
Effect: Gain the ability to fly.
Upcast: None



RUSH OF THE GALE SPIRITS (Available at level 3)
Cost: Bonus Action
Damage: 1d4 Thunder + 1d4 Force
Spell Type: Strength Saving Throw (Spell Save DC)
Range: 12m (40 ft); AOE: 12m (40 ft) Line
Effect: Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them Off Balance.
Upcast: +1d4 Thunder, +1d4 Force per upcast level. (Does not receive 1st upcast level until level 10)



SHAPING OF THE ICE (Available at level 3)
Cost: Bonus Action
Damage: None
Spell Type: Utility
Range: 18m (60 ft)
Effect: Creates Ice Blocks that last for 100 turns.
Upcast: None



SPHERE OF ELEMENTAL BALANCE (Available at level 3)
Cost: Action, 2 Ki Points
Damage: 2d8 Acid or Cold or Fire or Lightning, or 3d8 Thunder
Spell Type: Ranged Spell Attack (Attack Roll)
Range: 18m (60 ft)
Effect: Creates a 2m surface of the sphere's element around the target.
Upcast: +1d8 Acid or Cold or Fire or Lightning or Thunder damage per upcast level.



SWEEPING CINDER STRIKE (Available at level 6)
Cost: Action, 3 Ki Points
Damage: 6d6 Fire
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: AOE: 6m (20 ft) Cone
Effect: None
Upcast: +1d6 Fire damage per upcast level.



TOUCH OF THE STORM (Available at level 3)
Cost: Action, 2 Ki Points
Damage: 4d8 Lightning
Spell Type: Melee Spell Attack (Attack Roll)
Range: Melee
Effect: Target cannot use reactions and you gain an electric charge for 1 turn.
Upcast +1d8 Lightning damage and +1 lightning charge per upcast level.



WATER WHIP (Available at level 3)
Cost: Action, 2 Ki Points
Damage: 2d8 Bludgeoning + 2d8 Cold
Spell Type: Dexterity or Strength Saving Throw (Spell Save DC)
Range: 9m (30 ft)
Effect: Wet the target and other creatures within a 2m radius or pull the target 9m (30 ft) towards you.
Upcast: +1d8 Cold damage per upcast level.


NEW SPELLS ADDED
ABSORB ELEMENTS (Available Upon Subclass Selection)
Cost: Reaction, 1 Ki Point
Damage: None
Spell Type: Damage Reduction
Range: Self
Effect: Resist an elemental damage type and potentially do 1d6 of the resisted elemental damage type on your next melee/unarmed attack.
Upcast: +1d6 damage of the resisted element per upcast level.



BLAZING STRIKE OF THE RED DRAGON (Available at level 3)
Cost: Bonus Action
Damage: 1d8 Fire
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: AOE: 9m (30 ft) Line
Effect: None
Upcast: +1d8 Fire per upcast level. (Does not receive 1st upcast level until level 10)



BREATH OF WINTER (Available at level 15)
Cost: Action, Bonus Action, 6 Ki Points, Concentration
Damage: 10d6 Cold
Spell Type: Constitution Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 6m (20 ft) Radius
Effect: Form an ice cloud that deals 10d6 Cold to those in the area, and 5d6 to those who enter the cloud. This cloud can also be repositioned for 2 ki points.
Upcast: +1d6 Cold damage per upcast level.



CATACLYSM (Available at level 15)
Cost: Action, Bonus Action, 6 Ki Points
Damage: 6d10 Bludgeoning
Spell Type: Constitution Saving Throw (Spell Save DC)
Range: AOE: 9m (30 ft) Radius
Effect: Knocks all enemies prone and inflicts Hamstrung on a failed Constitution Saving Throw.
Upcast: +1d10 Bludgeoning damage per upcast level.



CONSTRICTING EARTH (Available at level 3)
Cost: Action, 1 Ki Points or Bonus Action, 1 Ki Point
Damage: 4d6 Bludgeoning
Spell Type: Strength Saving Throw (Spell Save DC)
Range: 12m (40 ft)
Effect: Restrain a creature or crush a restrained target.
Upcast: +1d6 Bludgeoning damage per upcast level. Restrain an additional creature or Crush an additional creature per upcast level



EARTH TREMOR (Available at level 3)
Cost: Bonus Action
Damage: 1d10 Bludgeoning
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 5m (17 ft) Radius
Effect: Turns the area into muddy difficult terrain for 10 turns and knocks enemies prone.
Upcast: +1d10 Bludgeoning per upcast level (Does not receive 1st upcast level until level 10)



EARTHEN GUARD (Available at level 3)
Cost: Reaction, 2 Ki Points
Damage: None
Spell Type: Damage Reduction
Range: Self
Effect: Reduces the damage received by a melee attack by 1d6 + Wisdom Modifier. This spell can also reduce the damage received for an ally within 18m (60 ft).
Upcast: Reduce damage by 1d6 + Wisdom Modifier per upcast level



ELEMENTAL WEAPON (Available at level 3)
Cost: Action, 4 Ki Points, Concentration
Damage: None
Spell Type: Buff
Range: Melee
Effect: Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 elemental damage of your choice.
Upcast: None



ETERNAL MOUNTAIN DEFENSE (Available at level 9)
Cost: Action, 5 Ki Points, Concentration
Damage: None
Spell Type: Buff
Range: Melee
Effect: Grants the caster or an allied creature resistance to all non-magical Bludgeoning, Piercing, and Slashing damage.
Upcast: None



EYE OF THE HURRICANE (Available at level 15)
Cost: Action, Bonus Action, 6 Ki Points, Concentration
Damage: 5d6 Lightning + 5d6 Thunder
Spell Type: Strength Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 9m (30 ft) Radius
Effect: A violent storm forms, turning the area into Difficult Terrain.
Upcast: +1d6 Lightning damage then +1d6 Thunder damage per upcast level.



FANGS OF THE FROST WOLF (Available at level 3)
Cost: Bonus Action
Damage: 1d8 Cold
Spell Type: Constitution Saving Throw (Spell Save DC)
Range: AOE: 6m (20 ft) Cone
Effect: Possibly cause Disadvantage on the targets’ next Attack Roll.
Upcast: +1d8 Cold damage per upcast level. (Does not receive 1st upcast level until level 10)



GLACIAL FROST (Available at level 3)
Cost: Action, 1 Ki Point
Damage: 3d6 Cold
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 2m (7 ft) Radius
Effect: None
Upcast: +1d6 Cold damage per upcast level.



MOONDROP TEARS (Available at level 9)
Cost: Action, 5 Ki Points
Damage: 2d8 Bludgeoning + 4d6 Cold
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 6m (20 ft) Radius
Effect: Covers the area in ice for 2 turns.
Upcast: +1d6 Cold damage per upcast level



QUAKE OF THE VALLEY (Available at level 9)
Cost: Action, 5 Ki Points
Damage: 3d12 Bludgeoning
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: 18m (60 ft); AOE: 6m (20 ft) Radius
Effect: Turns the area into muddy difficult terrain for 10 turns.
Upcast: +1d12 Bludgeoning damage per upcast level.



RIVER OF HUNGRY FLAME (Available at level 15)
Cost: Action, 5 Ki Points, Concentration
Damage: 6d8 Fire
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: 18m (60 ft); Wall: 36m (120 ft) Line; AOE: 3m (10 ft) Radius
Effect: Creates a blazing wall of fire that burns those who enter it.
Upcast: +1d8 Fire damage per upcast level



SHAPE THE RAINCLOUD (Available at level 6)
Cost: Bonus Action, 1 Ki Point
Damage: None
Spell Type: Utility
Range: 18m (60 ft); AOE: 6m (20 ft) Radius
Effect: Wet all creatures and objects in the area
Upcast: None



STING OF THE ELECTRIC EEL (Available at level 9)
Cost: Action, 4 Ki Points
Damage: 8d6 Lightning
Spell Type: Dexterity Saving Throw (Spell Save DC)
Range: AOE: 30m (100 ft) Line
Effect: None
Upcast: +1d6 Lightning damage per upcast level



STRONMAUS’ GUIDANCE (Available at level 3)
Cost: Action, 1 Ki Point
Damage: Unarmed Bludgeoning + 2d4 Lightning
Spell Type: Unarmed Attack (Attack Roll)
Range: 6m (20 ft)
Effect: Deal an electrifying blow, causing three electric bolts to leap from the target, electrifying as many as three other enemies within 9m (30 ft).
Upcast: +1d4 Lightning damage per upcast level.



TECTONIC SHIFT (Available at level 6)
Cost: Action, 3 Ki Points
Damage: 6d6 Bludgeoning
Spell Type: Strength Saving Throw (Spell Save DC)
Range: 12m (40 ft)
Effect: Shift the earth beneath you and launch forward, Dazing enemies in the way.
Upcast: +1d6 Bludgeoning damage per upcast level



WAVE OF ROLLING EARTH (Available at level 6)
Cost: Action, 4 Ki Points
Damage: None
Spell Type: Utility
Range: 18m (60 ft); Wall: 36m (120 ft)
Effect: Raise a wall of non-magical, solid stone that lasts for 10 turns. The wall does not require concentration like it's spellcaster counterpart.
Upcast: None

NEW FEATURES ADDED

ELEMENTAL EXPERTISE

This feature lets the monk attune to one of the four elements and enhance their abilities with the attuned element. This feature unlocks at levels 3, 6, and 9. The attuned element gains the following:

  • +2 bonus to Attack Rolls and Spell Save DC. (+1 bonus in Balanced version)
  • 1d4 + Wisdom Modifier bonus elemental damage. (+1 bonus in Balanced version)
  • Restoration of a ki point on a successful 15 DC Nature Skill Check. (Credit to CreativeExcuses for this idea, make sure to go check out their mod: Master of All Four Elements Monk - Rework)


KI UPCASTING

This feature replaces Improved Elemental Spellcasting and unlocks a new tier at levels 7, 10, 13, and 17. Ki Upcasting enhances ki-based spells at the expense of more ki. For each ki point added, the spell will have a greater effect. Cantrip-like spells (Blazing Strike of the Red Dragon, Earth Tremor, Fangs of the Frost Wolf, and Rush of the Gale Spirits) only have 3 levels of upcast and receive their 1st tier of Upcasting at level 10. Upcasting only goes up a max of 4 levels. 
* Standard example: Fangs of the Fire Snake - Unarmed Bludgeoning + 2d6 Fire damage for 1 Ki Point.
* Max Upcast Example: Fangs of the Fire Snake - Unarmed Bludgeoning + 6d6 Fire damage for 5 Ki Points.


DISCIPLE OF THE ELEMENTS (Reworked)

This feature unlocks at level 8, granting the monk their Proficiency Bonus to all nature skill checks.


THE AVATAR STATE

This feature unlocks at level 11 and activates when the monk is in a dire situation. The monk instinctively calls upon Ancient Masters of the Elements to protect and empower them, granting them:

  • Advantage on all Attack Rolls. (Proficiency Bonus added to Attack Rolls in Balanced version)
  • Advantage on all Saving Throws.
  • Disadvantage on all Attack Rolls made against them.
  • 2d10 damage bonus on all attacks. (Proficiency Bonus damage in Balanced version)
  • +2 boost to Armor Class.
  • +2 boost Spell Save DC.
  • +6m (20 ft) boost to movement speed. (+3 in Balanced version)
    *  Lasts for 3 turns



ELEMENTAL MASTERY

This feature works similar to Elemental Expertise and unlocks at level 12, 15, and 18. This feature lets the monk harmonize their ki with an element, channeling its power as an extension of their will. The harmonized element receives the following:

  • Add Proficiency Bonus to Attack Rolls and Spell Save DC. (+2 bonus in Balanced version)
  • 1d4 + Wisdom Modifier + Proficiency Bonus elemental damage. (+2 bonus in Balanced version)
  • Restoration of 2 ki points on a successful 15 DC Nature Skill Check. (Credit again to CreativeExcuses for this idea. Their mod: Master of All Four Elements Monk - Rework)


ELEMENTAL EPITOME
Temporary Note: Please check 2.2.0.32 Changelogs for Balanced version of Elemental Epitome.

This feature unlocks at level 16 and grants the monk 4 toggleable passives for each corresponding element. The monk being a model example of the best attributes of each element grants them and their allies within 6m (20 ft) special benefits akin to each element.

Embodiment of Change (Water) – The monk and nearby allies become resistant to Cold damage. The monk and allies heal for the monk’s wisdom modifier + Proficiency Bonus per turn. Additionally allies redirect damage taken, towards their attacker as force damage.

Embodiment of Energy (Fire) – The monk and nearby allies become resistant to Fire damage. The monk and nearby allies receive bless for 2 turns. Additionally, allies of the monk also gain a 1d4 damage bonus on all attacks.

Embodiment of Freedom (Air) – The monk and nearby allies become resistant to Lightning and Thunder damage. The monk and their allies gain a +3m (+10 ft) boost to movement speed. Additionally, allies receive 2 turns of flight.

Embodiment of Endurance (Earth) – The monk and nearby allies reduce Bludgeoning, Piercing and Slashing damage taken by the monk’s constitution modifier. Additionally, Allies receive 5 Temporary Hit Points at the start of each turn.


THE ENHANCED STATE

Unlocking at level 20, this feature serves as the capstone ability of the Four Elements Monk. Showcasing true mastery and a profound connection to all of the elements, the monk’s powers surpass even those of the Ancient Masters, granting:

  • An additional Action (Bonus Action in Balanced version)
  • Advantage on all Attack Rolls (Proficiency Bonus in Balanced version)
  • Advantage on all Saving Throws
  • Disadvantage on all Attack Rolls made against them
  • 4d10 damage bonus on all attacks (Proficiency Bonus in Balanced version)
  • Resistance to Fire, Cold, Thunder, Lightning and Physical damage
  • +3 boost to Armor Class
  • +3 boost Spell Save DC
  • +12m (40 ft) boost to movement speed (6m in Balanced version)
    *  Lasts for 5 turns


MISCELLANEOUS CHANGES MADE

  • Harmony of Fire and Water can now be used in combat.
  • Switched Base Monk Strength Saving Throw Proficiency to Wisdom Saving Throw Proficiency.

*Please check changelogs for any recent changes not mentioned above!
(Description changelogs last added: April 25, 2025; v1.2.0.29)
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DEPENDENCIES AND UNINSTALLATION

*This mod also progresses all the way to level 20 and is meant to work in combination with UnlockLevelCurve, 5e Spells, VFX Library and VFX Vault. This mod can work without dependencies and the other mods are OPTIONAL, but they should be used to prevent missing icons, missing VFX, etc.

Load Order should look like:
-VFX Library
-VFX Vault
-5e Spells
-UnlockLevelCurve (or another mod that increases the level cap to 20)
-Way of the Four Elements Monk Overhaul

//////////////////////////////////////////////////////////////////////////////////////

       *  New features to expect from each level
  • Level 3: Elemental Expertise Selection, Select 6 Spells
  • Level 6: Elemental Expertise Selection, Select 3 Spells
  • Level 7: 1st Tier of Ki Upcasting
  • Level 8: Disciple of Elements - gives proficiency to nature skill checks
  • Level 9: Elemental Expertise Selection, Select 3 Spells
  • Level 10: 2nd Tier of Ki Upcasting
  • Level 11: Avatar State Activation when low on health (HP < 25%; Once per long rest)
  • Level 12: All Elemental Expertise Unlocked, Elemental Mastery Selection, Select 2 Spells
  • Level 13: 3rd Tier of Ki Upcasting
  • Level 14: Avatar State Unlocked
  • Level 15: Elemental Mastery Selection, Select 3 Spells
  • Level 16: Elemental Epitome Passives
  • Level 17: 4th Tier of Ki Upcasting
  • Level 18: Elemental Mastery Selection, Select 2 Spells
  • Level 20: Enhanced State Unlocked (Advanced Avatar State)

* THIS MOD CAN BE UNINSTALLED MID-GAME! *

Uninstallation - To uninstall this mod, change all Four Elements monk(s) to a different class or subclass. Save the game, then unsubscribe/delete this mod from your load order. Enter the game, save and you can now play again as the original Four Elements monk.
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*Please report any bugs or issues that you are experiencing because of this mod and I will try to fix it ASAP.
*I may have made this subclass too strong, so please let me know if something is too powerful and needs a nerf or if something is too weak and needs a buff.


Known Issues:
  • Getting all spells to upcast was difficult and required a workaround. This workaround was to add a level 5 spell slot to enable the upcasting of all spells. I apologize since this is a bit tacky, but it is necessary for full upcasting.
  • Due to limitations of the Bg3 Toolkit, I, unfortunately, was unable to put the rush spell "Tectonic Shift" in an orderly spell container. The spell will still work properly, but you will see upcasted versions of it splayed out in your inventory. 
  • For CONTROLLER players: All upcasts are working properly, but they will only display the base version of the spells, when you are about to attack, due to the aforementioned spell slot workaround.
  • Wanted to allow spells to be changed out and prepared anytime like a cleric or druid, but I'm unsure of how to do that. Spells can still be changed out by respeccing.
  • Haven't tested throwing damage and haven't tried limiting it, so you may receive bonuses for throwing an object dealing bludgeoning damage.


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Credits:
  • CreativeExcuses for Ki Restoration passive. Based the Ki Restoration passive off their "Nature's Plenty" passive. Go check out their mod: Master of All Four Elements Monk - Rework
  • Syrchalis for inspiration of this mod, based off his druid overhaul mods. (You should definitely go check them out, as their mods make druid so fun to play!): Their Nexus Mod Page
  • Shivero for making 2 amazing VFX libraries: VFX Library and VFX Vault
  • DiZ91891 for the following spells from their mod "5e Spells": "Aganazzar's Scorcher", "Earth Tremor", "Erupting Earth", "Frost Fingers", "Frostbite", "Maximilian's Earthen Grasp", and "Snilloc's Snowball Storm".
  • The Larian Studios Discord Modding Community for helping me a LOT with the BG3 Toolkit, could not have created this mod without them.
  • Wallpaperflare.com for the thumbnail picture.
  • WorldAnvil for names of spells "Eye of the Hurricane", "Fangs of the Frost Wolf", and "Shape the Raincloud".
  • StorybittenSoul/Horatius for their guide on creating custom surfaces that helped me create the spell "Breath of Winter".