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4 elements iii
4 elements iii











4 elements iii

Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Spell attack modifier = your proficiency bonus + your Wisdom modifier Spell save DC = 8 + your proficiency bonus + your Wisdom modifier In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. You use your Wisdom whenever a spell refers to your spellcasting ability. Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Each of these spells must deal one of the previously mentioned damage types, and must be of a level for which you have spell slots. The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell's level or higher. The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. These cantrips must conform to the above listed nature attributes. You learn an additional cantrip of your choice at 10th level. You learn two cantrips of your choice from any spell list. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. Grants a flying speed | Controls, moves, or shapes windįor roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. Imposes the restrained, grappled, or paralyzed condition | Controls, moves, or shapes loose earth or stone

4 elements iii

Ice Knife, Lesser Restoration, Shape Waterīurning Hands, Lightning Bolt, Control Flames Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog) To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell. The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements. Spellcasting, Ki-Empowered Casting, Redirect Energy Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. You follow a monastic tradition that teaches you to harness the elements. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse













4 elements iii