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## Monk Her fists a blur as they deflect an incoming hail of arrows, an orc springs over a barricade and throws herself into the massed ranks of quilboar on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Taking one more swig of his ale, a tipsy pandaren settles into a swaying battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the grace of a jade serpent, a goblin dashing into battle. Striking her enemies and channeling soothing mists from her strikes, she is able to mend the wounds of her allies. Whatever their discipline, monks are united in their ability to magically harness the energy that flows through their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. ### The Magic of Chi Monks make careful study of a magical energy that most monastic traditions call chi. This energy is an element of the magic that suffuses the world, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of chi in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of chi gives them more power over their
bodies and the bodies of their foes. ### Training and Asceticism Small walled cloisters though not as common in the Eastern Kingdoms or Kalimdor, are commonplace in Pandaria. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others live as wanderers, often finding themselves in precarious situations. Most monks are quick to take action to defend their ideals and their homes. The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer if you weren't one already. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. ### Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself later in life? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? #### QUICK BUILD You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
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##### Monk | Level | Proficiency Bonus | Features | Martial Arts | Chi Points | Unarmored Movement | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Unarmored Defense, Martial Arts | d6 | — | — | | 2nd | +2 | Chi, Unarmored Movement | d6 | 4 | 10 ft. | | 3rd | +2 | Monastic Tradition, Deflect Missiles | d6 | 5 | 10 ft. | | 4th | +2 | Ability Score Improvement, Slow Fall | d6 | 6 | 10 ft. | | 5th | +3 | Extra Attack, Stunning Strike | d8 | 8 | 10 ft. | | 6th | +3 | Chi-Empowered Strikes, Monastic Tradition Feature | d8 | 9 | 15 ft. | | 7th | +3 | Evasion, Expel Harm | d8 | 10 | 15 ft. | | 8th | +3 | Ability Score Improvement | d8 | 11 | 15 ft. | | 9th | +4 | Tiger's Lust | d10 | 13 | 15 ft. | | 10th | +4 | Inner Peace | d10 | 14 | 20 ft. | | 11th | +4 | Monastic Tradition Feature | d10 | 15 | 20 ft. | | 12th | +4 | Ability Score Improvement | d10 | 16 | 20 ft. | | 13th | +5 | Tongue of Sun and Moon, Zen Meditation | d10 | 18 | 20 ft. | | 14th | +5 | Diffuse Magic | d10 | 19 | 25 ft. | | 15th | +5 | Timeless Body | d10 | 20 | 25 ft. | | 16th | +5 | Ability Score Improvement | d10 | 21 | 25 ft. | | 17th | +6 | Monastic Tradition Feature | d12 | 23 | 25 ft. | | 18th | +6 | Empty Body | d12 | 24 | 30 ft. | | 19th | +6 | Ability Score Improvement | d12 | 25 | 30 ft. | | 20th | +6 | Transcendent Body | d12 | 26 | 30 ft. |
## Class Features As a monk, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per monk level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons, shortswords - **Tools:** Choose one type of artisan’s tools or one musical instrumen ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shortsword or *(b)* any simple weapon - *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack - 10 darts ### Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 8 + your proficiency bonus + your Dexterity modifier + your Wisdom modifier. \pagebreakNum ### Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. - You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. - When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. ### Chi Starting at 2nd level, your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points. Your monk level + your proficiency bonus determines the number of points you have, as shown in the Chi Points column of the Monk table. You can spend these points to fuel various chi features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more chi features as you gain levels in this class. When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. Some of your chi features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: **Chi save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Flurry of Blows.** Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.
**Patient Defense.** You can spend 1 chi point to take the Dodge action as a bonus action on your turn.
**Step of the Wind.** You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \columnbreak ### Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Brewmaster, Way of the Mistweaver, or Way of the Windwalker, detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. ### Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can redirect the missile. If you redirect a missile in this way, you can spend 1 chi point to make a ranged attack with the missile as part of the same reaction. You make this attack with your Dexterity modifier + your proficiency bonus. The missile deals its damage to the target and deals an additional amount of damage equal to your proficiency bonus. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\pagebreakNum ### Stunning Strike Starting at 5th level, you can interfere with the flow of chi in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. ### Chi-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Expel Harm Additionally at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. ### Tiger's Lust At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move. Additionally, when you spend chi for your **Step of the Wind** ability, you can now take both the Disengage and Dodge actions with your bonus action. ### Inner Peace At 10th level, you have reached a constant state of balance. Whenever you roll initiative, you regain a number of chi points equal to your Wisdom modifier. ### Tongue of Sun and Moon Starting at 13th level, you learn to touch the chi of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. ### Zen Meditation Additionally at 13th level, you are able to quickly meditate to center yourself and replenish your chi. You can quietly meditate for 1 minute and gain the benefits of a short rest. Once you use this feature, you cannot use it again until you finish a long rest. ### Diffuse Magic Beginning at 14th level, your mastery of chi grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 chi point to reroll it and take the second result. ### Timeless Body At 15th level, your chi sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. ### Empty Body Beginning at 18th level, you can use your action to spend 8 chi points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 10 chi points to cast the *astral projection* spell, without needing material components. When you do so, you can’t take any other creatures with you. ### Transcendent Body At 20th level, your mastery of martial arts and chi grant you the following benefits: - Your Martial Arts dice are now 2d8. - You can attack three times, instead of twice, whenever you take the Attack action on your turn. - You don't need to spend a chi point to take your flurry of blows, patient defense, or step of the winds features.
\pagebreakNum ### Way of the Brewmaster Brewmasters are unpredictable fighters who supplement their martial prowess with concoctions that enhance their abilities. These monks serve along side the Mistweavers at the Tien Monastery and value good drink and company. Don't be fooled by their sometimes aloof and fun demeanor, as these monks are able to go toe to toe with threats of any kind. ##### Brewmaster Features | Monk Level | Feature | |:---:|:-----------:| | 3rd | Blackout Kick, Iron Body | | 6th | Brewmaster Concoctions | | 11th | Stance of the Ox | | 17th | Stagger | #### Blackout Kick Starting when you choose this tradition at the 3rd level, you are able to throw your enemies off balance with mighty kicks. When you hit a creature with an attack as part of your Flurry of Blows, you can spend 1 chi to deal additional damage equal to your Constitution modifier and gain a +1 bonus to your AC against that creature until the start of your next turn. The bonus to your AC increases to +2 at 9th level, and +3 at 15th level. #### Iron Body Also at 3rd level, you have hardened your body, allowing you to drink more and shrug off stronger blows. You can now use your Constitution modifier in place of your Wisdom modifier when determining your chi save and unarmored defense. Additionally, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. #### Brewmaster Concoctions At 6th level you gain the ability to brew special concoctions to enhance your combat abilities. You learn 2 concoctions starting at 6th level, and learn an additional concoction at 11th, and 17th level. During a long rest you can prepare a number of concoctions equal to your proficiency bonus. Additionally, whenever you imbibe a brew you created with this feature, you regain 1 chi point. #### Stance of the Ox At the 11th level, you have learned to empower your stance with your Chi. You can spend half of your movement and 4 Chi to adopt the stance of the Ox until the start of your next turn. While in this stance you can't be unwillingly moved by any means and also have resistance to bludgeoning, piercing and slashing damage. While in this stance, your speed becomes 0. #### Stagger At the 17th level, you have learned to shrug off even the most severe of damage. When you take damage, you can use your reaction to reduce the damage to 0. You can use this feature once, and must finish a short or long rest before you can use it again unless you spend 7 Chi to use it again. \columnbreak
### Brewmaster Concoctions Brewmasters are taught a number if recipes as part of their training. These brews enhance your endurance, speed, and offensive capabilities. #### Celestial Brew A cold, refreshing brew that faintly glows. When imbibed, your strikes become infused with the power of the August Celestials. Until the end of your next turn, your attacks deal additional radiant damage equal to the roll of one of your Martial Arts die. #### Brew of Spitting Flames An extremely flammable alcoholic substance. When imbibed your stomach churns with a mild burning pain, and then flames roar from your mouth. When you drink this brew as a bonus action, and then as a bonus action on subsequent turns, you can spit flames in an arc in front of you. Creature in a 15 foot cone in front of you must make a Dexterity saving throw or suffer fire damage equal to 2d8 + your Constitution modifier, or half on a successful save. This damage increases to 3d10 at 11th level, and 4d12 at 17th level. The effects of this brew last for a number of rounds equal to your Constitution modifier (minimum of one). #### Fortifying Brew A slow flowing, think liquid with a pasty golden color. When imbibed your senses dull, and pain ceases to bother you. As a bonus action, you can drink this brew to fortify yourself. You gain temporary hit points equal to your monk level + your Constitution modifier. #### Swift Foot Brew When imbibed, your senses heighten and the world around you seems to slow down. As an action, you can drink this brew. Until the end of your next turn, you can take the Dash action once on your turn as a free action, and your movement doesn't provoke attacks of opportunity. #### Purifying Brew When imbibed a sense of bliss washes over you, and you immediately begin to feel calm. As an action you can drink this brew and recover hit points equal to your monk level, and end a condition causing you to be charmed, diseased, frightened, or poisoned. #### Iron Skin Brew When imbibed you feel your muscles flex and tighten, and blows seem to glance off you. When you are hit by an attack, you can use your reaction to drink this brew. Until the start of your next turn, any damage you take is reduced by an amount equal to the roll of one of your Martial Arts die + your Constitution modifier. \pagebreakNum ### Way of the Mistweaver Monks of the Jade Monastery have mastered the art of Mistweaving. Through this martial art style, these monks are able to intertwine their chi force with the life force of others. They are able to provide much needed aid in battle while still delivering fearsome strikes of the palm and heel. ##### Way of the Mistweaver Features | Monk Level | Feature | |:---:|:-----------:| | 3rd | Teachings of the Monastery, Renewing Mist | | 6th | Restorative Chi | | 11th | Jade Cocoon | | 17th | Invoke Yu'lon | #### Teachings of the Monastery Beginning at 3rd level, you learn how to channel the chi within yourself and those who oppose you in order to heal the injured. Your mystical touch can mend wounds. As an action, you can spend 1 chi point to restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier to a creature you can see within 30 feet of you. When you use your Flurry of Blows feature, you can replace any of the unarmed strikes with a use of this feature without spending chi points for the healing. #### Renewing Mist Additionally at 3rd level, you are able to envelop your allies in a restorative mist. As a bonus action, you can envelop a number of creatures up to your Wisdom modifier (minimum of one) within 30 feet of you with renewing mists. These mists last for a number of rounds equal to your Wisdom modifier (minimum of one). At the start of a creature's turn that is enveloped by these mists, they regain hit points equal to a roll of your Martial Arts die. Additionally, whenever you spend chi or restore hit points with your Teachings of the Monastery feature, each creature with renewing mists recovers hit points equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest. #### Restorative Chi Beginning at 6th level, you learn how to use your chi to expel harmful effects and breath life back into those around you. As an action, you may spend 3 chi to copy the effects of a *lesser restoration* spell on a creature that you can see within 30 feet of you. Additionally, you may spend 4 chi to cast the *revivify* spell. Beginning at 11th level, you are able to spend 6 chi to copy the effects of a *greater restoration* spell. Whenever you use this feature, the target of the spell receives the benefit of your Renewing Mist feature without expending a use of it. \columnbreak #### Jade Cocoon Starting at 11th level, you are able to infuse those around you with protective chi. When a creature you can see within 30 feet of you would take damage, you may use your reaction and spend up to 5 chi points to encase them in a protective cocoon of mist. The creature gains temporary hit points equal to a roll of your Martial Arts die per Chi spent. Additionally, when you would normally roll one or more dice to restore hit points to a creature with these temporary hit points, you instead use the highest number possible for each die. #### Invoke Yu'Lon At 17th level, your mastery of restorative mists have become unparalleled. As an action, you can summon forth an effigy of the Jade Serpent Yu'Lon. You can spend up to 6 Chi. Creatures of your choice within 30 feet of you recover hit points equal to a roll of your Martial Arts die per Chi spent. If you spend at least 2 chi points on this feature, effected creatures gain the benefits of your Renewing Mist feature for its full duration. If you spend 6 chi points on this feature, effected creatures gain temporary hit points equal to half the healing they receive from this feature.
\pagebreakNum ### Way of the Windwalker Windwalkers are fierce combatants. Masters of powerful martial arts that allow them to channel the fury of Xuen and magics from the realm of air. These monks are lightning quick, and able to devastate even the hardiest of foes. ##### Way of the Windwalker Features | Monk Level | Feature | |:---:|:-----------:| | 3rd | Rising Sun Kick, Windwalking | | 6th | Combat Conditioning | | 11th | Touch of Karma | | 17th | Strike of the Windlord | #### Rising Sun Kick Starting when you choose this tradition at the 3rd level, you learn how to infuse your strikes with the essence of Xuen. Immediately after you take the Attack action on your turn, you can spend 2 Chi to perform an unarmed strike as a bonus action. If the attack hits, you weaken the creature's Chi force. Until the end of your next turn, attacks you make against the creature deal an additional 1d8 damage. #### Windwalking Additionally at 3rd level, you are able to channel your chi to boost the speed of your allies. Creatures of your choice that start their turn within 5 feet of you gain a bonus of 5 feet to their movement speed until the end of their turn. This bonus increases to 10 feet at 9th level, and 15 feet at 15th level. \columnbreak #### Combat Conditioning At 6th level, you have improved your chi abilities through intense training. Your Flurry of Blows, Patient Defense, and Step of the Wind features are improved, as described below. **Fists of Fury.** Whenever you hit a target with one of the attacks granted by your Flurry of Blows, you can deal bludgeoning damage equal to your Martial Arts die to any other creature of your choice that is within your reach and within 5 feet of the original target. **Dampen Harm.** When you use Patient Defense, you also gain temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier. **Flying Dragon Kick.** When you use Step of the Wind, the next successful melee weapon attack you make before the end of your next turn deals additional damage equal to your Martial Arts die, and your target must make a successful Strength saving throw or be knocked prone. #### Touch of Karma Beginning at 11th level, you have learned how to focus your Chi to better protect yourself. If you take damage from a creature within your reach, you can use your reaction to gain resistance to that damage. You then cause the creature who dealt you damage to take the same amount of damage as you. Once you use this feature, you can't use it again until you finish a short or long rest. #### Strike of the Windlord At 17th level, you've become blessed by the Windlord and given a sliver of his power to channel into your attacks. When you hit a creature with an attack, you can spend 6 Chi to empower yourself. The attack deals an additional 3d12 lightning damage to the target and any creatures within a 15 foot cone originating from the target, extending behind them. Until the end of your next turn, your attacks deal an additional 1d4 lightning damage for each creature that took lightning damage from this feature.
\pagebreakNum ## Talents Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it. #### Strength of Spirit **Prerequisite:** *5th level*
Whenever you spend chi, you regain 1 hit point per chi spent. Additionally, when you run out of chi points, you regain a number of chi points equal to your Wisdom modifier. You can only regain chi in this way once per long rest. #### Spirit of Niuzao **Prerequisite:** *5th level, Way of the Brewmaster*
While you have a bonus to your AC from your Blackout Kick feature, creatures within 10 feet of you have disadvantage on attack rolls against creatures other than you. Additionally, if you are hit by an attack while you have a bonus to your AC from Blackout Kick, the damage is reduced by an amount equal to the roll of 1 of your Martial Arts dice. #### Spirit of Yu'Lon **Prerequisite:** *5th level, Way of the Mistweaver*
Whenever a creature regains hit points from your Teachings of the Monastery feature, the next time they would take damage before the start of your next turn, that damage is reduced by an amount equal to your Wisdom modifier. #### Spirit of Xuen **Prerequisite:** *5th level, Way of the Windwalker*
Whenever you spend chi, creatures of your choice within 5 feet of you take 1 lightning damage per chi you spent. When a creature takes this lightning damage, the next attack you make against them before the end of your next turn scores a critical hit on a 19 or 20 and you regain 1 chi if this causes you to score a critical hit. #### Chi Burst **Prerequisite:** *10th level*
As an action, you can spend up to 5 chi to release a burst of chi at a creature you can see within 20 feet of you. The target either regains hit points equal to the roll of a Martial Arts die per chi you spent, or must make a Dexterity saving throw, taking force damage equal to the roll of a Martial Arts die per chi you spent on a failed save or half as much on a success. Any creature between you and the target either regains half as many hit points, or must succeed on a Dexterity saving throw or take half as much damage. \columnbreak #### Black Ox Statue **Prerequisite:** *10th level, Way of the Brewmaster*
As an action, you can call forth an onyx statue of Niuzao in an unoccupied space you can see within 30 feet. The statue lasts a number of rounds equal to your Wisdom modifier. The area within 15 feet of the statue becomes difficult terrain, though not for you. When creatures of your choice make an attack within 15 feet of the statue, the attacks damage is reduced by an amount equal to your Wisdom or Constitution modifier (your choice). Creatures of your choice that start their turn within 15 feet of the statue must make a Strength saving throw or take bludgeoning damage equal to your Monk level and be knocked prone as long as they are Large or smaller. A creature takes half as much damage on a success. Once you use this talent, you cannot use it again until you finish a long rest. #### Jade Serpent Statue **Prerequisite:** *10th level, Way of the Mistweaver*
As an action, you can call forth an emerald statue of Yu'Lon in an unoccupied space you can see within 30 feet. The statue lasts a number of rounds equal to your Wisdom modifier. Whenever a creature within 30 feet of the statue regains hit points from your Renewing Mist feature, another creature of your choice within 30 feet of the statue regains the same amount of hit points. As a bonus action, you can move the statue up to 30 feet to an unoccupied space you can see. Once you use this talent, you cannot use it again until you finish a long rest. #### White Tiger Statue **Prerequisite:** *10th level, Way of the Windwalker*
As an action, you can call forth a marble statue of Xuen in an unoccupied space you can see within 30 feet. The statue lasts a number of rounds equal to your Wisdom modifier. Creatures of your choice that start their turn within 5 feet of the statue take thunder damage equal to your Wisdom modifier. If a creature within 15 feet of the statue takes lightning damage, they must succeed on a Constitution saving throw or become *stunned* until the end of their next turn. Once you use this talent, you cannot use it again until you finish a long rest.
\pagebreakNum #### Leyline Stomp **Prerequisite:** *15th level*
As an action, you stomp the ground, exposing raw elements of the arcane weave. The ground in a 15-foot cone begins to pulse with a faint magical glow for a number of rounds equal to you Wisdom modifier. Once per turn when you hit a creature with an attack while you are standing in the area, you can spend 2 chi and cause raw arcane power to surge, dealing 2d6 force damage to creatures of your choice that are standing within the area and restoring 2d6 hit points to creatures of your choice within the area. Once you use this talent, you cannot use it again until you finish a short or long rest. If you critically hit with an attack that was part of a Flurry of Blows, you can spend 3 chi to activate this talent even if you have already used it. #### Invoke Niuzao **Prerequisite:** *15th level, Way of the Brewmaster*
As an action, you call forth the wrath of Niuzao. A spectral projection of Niuzao tramples over you. Creatures of your choice within 20 feet of you have their
speed halved and make Dexterity saving
throws at disadvantage until the end of your next
turn. Additionally, creatures of your choice within 20 feet
of you must make a Constitution saving throw. A creature takes bludgeoning damage equal to your Monk level on
a failure, or half as much on a success. You can increase
this damage by spending chi when you summon Niuzao.
It increases by an amount equal to the roll of a Martial
Arts die per chi spent. Once you use this talent, you cannot use it again until you finish a long rest. #### Invoke Chi'Ji **Prerequisite:** *15th level, Way of the Mistweaver*
When you take the attack action, you can call upon the wisdom of the great red crane, Chi'Ji. The spectral
image of Chi'Ji enshrouds you for a
number of rounds equal to your
Wisdom modifier. Whenever you deal
damage to a creature with an unarmed
strike or with a monk weapon, you gain a
pool of healing equal to half the damage
dealt by the attack. At the end of your turn, you can
distribute any healing you have
accumulated amongst creatures you
can see within 30 feet of you. Once you use this talent, you can't
use it again until you finish a long rest. \columnbreak #### Invoke Xuen **Prerequisite:** *15th level, Way of the Windwalker*
As an action, you call forth the fury of Xuen. A spectral projection of Xuen appears around you, roars and swipes across the the battlefield. Creatures of your choice within a 30-foot cone must make a Dexterity saving throw or take slashing damage equal to half of your Monk level plus lightning damage equal to half your Monk level. A creature takes half as much damage on a success. As a bonus action after activating this talent, you can use your Flurry of Blows and by spending an additional 4 chi, attacks you make until the end of your next turn deal an additional lightning damage equal to the roll of your Martial Arts die. Once you use this talent, you cannot use it again until you finish a long rest.