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Reimagining the Four Elements Monk Subclass in Dungeons and Dragons 5E Inspired by Avatar The Last Airbender

  • Jul 30, 2025
  • 4 min read
Master the elements and embrace the Avatar’s power with this revised 4 Elements Monk subclass for D&D 5e!
Master the elements and embrace the Avatar’s power with this revised 4 Elements Monk subclass for D&D 5e!

I have always been fascinated by the amazing world of Avatar, delving into the elemental bending and complex storytelling of both "The Last Airbender" and "Legend of Korra." These remarkable shows have left a lasting impression on my imagination, inspiring me to bring the spirit of the Avatar into the world of Dungeons and Dragons. However, I must confess that the current 4 elements monk subclass in DnD 5e doesn't quite capture the true essence of bending. But don't worry, I have set out to create a homebrew Avatar subclass that integrates perfectly with the monk class.



Avatar 4 Elements Monk Subclass Description

monks that follow the way of the avatar are in tune with their previous lives and knowledge of the elements, which goes beyond any magical effect.


List of 4 Elements:

  • Fire

    • Unarmed attacks does extra damage equal to half proficiency modifier

    • You know the control flames cantrip

  • Earth

    • You gain + half proficiency modifier to your AC

    • You know mold earth cantrip

  • Water

    • Your reach increases by 5 * half proficiency modifier Feet

    • You know shape water cantrip

  • Air

    • Unarmed attacks push the creature back 5 (10 at level 17) feet if they are size large or smaller

    • You know the gust cantrip


3rd Level Feature:


Beginner Elemental Bender

When you select this subclass at level 3 you choose either Fire, Earth, Wind, Or Water as your designated bending element.


Bending the Elements

You are a natural bender of elements. All cantrips can be cast using a bonus action


6th level Feature:


Your Past Selves

You are now in tune with your past lives and can now learn from their mistakes. When you make a skill check and fail. You can spend a chi point to add half your proficiency bonus and make a reroll you must take the roll.


Intermediate Elemental Bender

Upon discovering that you are the Avatar, you must seek to learn and master all four elements. You choose a second element to begin training.


11th level Feature:


Advanced Elemental Bender

You are getting closer to being the avatar there is just 1 more element you need to learn. You get to choose a 3rd element that you are trying to master


Elemental Infusion

When you hit with an unarmed strike, you can channel elemental energy into the attack. You may replace the attack’s normal damage type with fire, cold, force, or lightning damage, allowing you to bypass resistances or exploit vulnerabilities.


17th level Feature:


Master of the 4 Elements

You are the master of the 4 elements and can now merge and combine elemental abilities. You can now use the final Elemental that was not selected from the List.


Ultimate Elemental Master

You have acquired knowledge beyond the simple basics, enabling you to perform advanced and powerful techniques such as lightning, blood bending, and even flying. By spending 5 CHI points, you can cast one of the spells from the list below as if it were an 8th-level spell.


Avatar Mastery List of 4 Elements:

  • Mass damage:

    • Fireball

    • Chain Lightning

  • Earth

    • Wall of Stone

    • Earthquake

  • Water

    • Dominate monster

    • Tsunami

  • Air

    • Whirlwind



4 Elements Subclass in Campaign Setting


Features Reasoning

This design highlights three main features. The first feature involves elements that are straightforward: you either gain reach, damage, AC, or control. I appreciate how these elements scale with level progression, ensuring that you don't become overwhelmingly powerful.


The second feature is the Past Selves, which enhance skill checks. Monks rely on two ability scores, leading to lower skill checks since neither score is dominant. This feature provides a boost, allowing any skill to become a potential expertise, similar to a rogue's capabilities.


The final feature is Mastery, which offers increased damage or control by granting access to level 8 spells. Although this might seem slightly overpowered, as it only requires 5 chi points, I believe it suits the design well, allowing monks to do more than just attack.


Build Ideas:

When creating this subclass, remember that the monk relies on two key ability scores: Wisdom (for Saving DC) and Dexterity (for Damage/Attack). Initially, I suggest prioritizing Dexterity as the highest score. However, as you level up, shift your focus to Wisdom since it will determine the spell DC at level 17. Ultimately, these should be your highest scores.


For feats, I recommend considering Mobility or Resilience to enhance Constitution saving throws and improve your Constitution. This will help with concentration checks, and Constitution is a common saving throw against high-damage monsters.


Regarding multiclassing, I suggest keeping the monk class up to level 17, which leaves you with three additional levels to explore. Consider taking levels in Fighter for Action Surge to enhance your attacks. Alternatively, Bard is a good option for its Jack of All Trades feature. For Wisdom-focused options, Cleric, Ranger, or Druid are suitable choices. I would advise against Barbarian, as it primarily relies on Strength.


How to Play the Subclass:

  • Social Interactions

This subclass may not be perfect for social situations due to its focus on wisdom, but the past selves enhance skill checks.

  • Combat Encounters

This one excels in combat, offering both battlefield control and damage, with the level 17 ability delivering significant damage.

  • Exploration Interactions

This doesn't enhance exploration, as the monk is already proficient in that area.

  • Environmental Interactions

This subclass is excellent as it allows users to control cantrips that manipulate all the elements, making it ideal for environmental features like lava pits, water ponds, and fogs.

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