Subclasses: Monk

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Monk

Monk Subclasses
Monastic Tradition Description
Way of the Blind Warrior Sacrifices their sight to gain other heightened senses
Way of the Closed Fist Focuses on landing a variety of successive punches
Way of the Cosmic Bind Manipulates items and creatures with their mind via the force that binds all things
Way of the Floating Kick Appears to fly through the air while punching and kicking
Way of the Ideal Self Achieves the pinnacle of perfection in mind, body, and soul
Way of the Immortal Dragon Fist Has access to an extraordinarily powerful, draconic punch
Way of Infinite Paths Reaches out to all other past, present, and future versions of themselves
Way of the Iron Grasp Grapples opponents with holds and wrestling maneuvers
Way of the Scribe Creates mystical glyphs
Villainous Class Option: Way of Forbidden Techniques Corrupts their own access to ki to permanently debilitate foes
A Song of Ice and Fire: Way of Shadowbinding A combination of Way of the Shadow monk and Shadow Sorcery sorcerer

Way of the Blind Warrior

Our eyes can deceive us. Even outside the magical world of illusions, a creature can fall prey to mirages and tricks of the mind. Much of our sight is distracting and decadent. To walk the Way of the Blind Warrior, one must remove one's capacity to see in order to properly harness all the other methods of perception.

Sightless

3rd-level Way of the Blind Warrior feature

You trade your natural sight for greater senses. You gain blindsight in a radius of 30 feet and are blind beyond that radius. The radius of your blindsight increases as you gain levels in this class to 60 feet at 6th level, 120 feet at 11th level, and 300 feet at 17th level.

Additionally, you have advantage on Wisdom (Perception) checks that don't rely on sight, and a creature never has advantage on attack rolls against you as long as you can sense the creature and are not incapacitated.

Balance and Judgment

6th-level Way of the Blind Warrior feature

You have developed a greater sense of equilibrium and intuition. You have advantage on saving throws and checks to resist falling or being knocked prone and on Wisdom (Insight) checks that don't rely on sight.

Magic Sight

11th-level Way of the Blind Warrior feature

You begin to perceive the magic all around. You are always under the effects of the detect magic spell.

Weapon Deflect

17th-level Way of the Blind Warrior feature

You can use your reaction to deflect or catch the weapon when you are hit by a melee 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 catch the weapon if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a weapon in this way, you can spend 1 ki point to make a melee attack with the weapon you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack.

Way of the Closed Fist

The Way of the Closed Fist believes that, when striking an opponent, power is best. They work on training their body to build strength, energy, and fortitude and their mind to apply these attributes in combat. The harder you hit your opponent, the quicker they fall.

Combination

3rd-level Way of the Closed Fist feature

You can capitalize on landing successive blows on a foe. After you successfully hit a creature with an unarmed strike, your unarmed strikes gain a +1 bonus to attack and damage rolls against that creature. These bonuses end when you miss an attack or your turn ends.

Guard Up

3rd-level Way of the Closed Fist feature

You have learned to block incoming blows with your fists. If you are not wielding a weapon or shield, you gain a +1 bonus to AC.

Punches

6th-level Way of the Closed Fist feature

When you make one unarmed strike as a bonus action, you can make the attack one of the following punches:

Cross. Your attack scores a critical hit on a roll of 19 or 20.

Hook. Your attack roll ignores any AC bonus the target gains from a shield or half cover.

Jab. The target makes opportunity attacks at disadvantage against you until the start of your next turn.

Uppercut. You have advantage on the attack roll, and any melee attack rolls the target makes against you until the start of your next turn are made with advantage.

Clay Technique

11th-level Way of the Closed Fist feature

Your enemies must exert more energy trying to damage you. When a creature hits you with a melee attack using Strength, you may use your reaction to spend 2 ki points to turn their strength against them. You take half damage from the attack, and the creature must succeed on a Strength saving throw or suffer two levels of exhaustion for 1 minute, after which the creature's exhaustion level is reduced by two.

Once you use this feature, you can't use it again until you finish a short or long rest.

Knock-Out

17th-level Way of the Closed Fist feature

When you score a critical hit with an unarmed strike against a creature, you may spend 1 ki point to knock it out. The creature must succeed on a Constitution saving throw or be stunned and knocked prone.

At the end of each of its turns, the creature can make another Constitution saving throw. On a success, it is no longer stunned. If the creature fails this Constitution saving throw at the end of its turn two times consecutively, the creature becomes unconscious for 10 minutes or until another creature uses an action to make a Wisdom (Medicine) check (DC equal to your ki save DC) to wake it up.

Way of the Cosmic Bind

Ki penetrates the entirety of creation. It flows through us and connects us to one another. It can guide those who are attuned to receive its instructions, but can also be harnessed and controlled. The Way of the Cosmic Bind teaches just that. These monks can influence other creatures' minds, and use their own mind to manipulate the objects around them. Drawing on this connection to the ki force requires a more tranquil and stoic mind than even other monks. A creature too emotional will find the Way of the Cosmic Bind challenging.

Mental Training

3rd-level Way of the Cosmic Bind feature

Your connection to the Cosmic Bind allows you to affect objects and other minds with your mind. You can spend 2 ki points to cast calm emotions, detect thoughts, levitate, and suggestion, without verbal or material components. Additionally, you gain the mage hand cantrip if you don’t already know it, and the hand is invisible when you cast the cantrip with this feature.

Cosmic Deflect Missile

6th-level Way of the Cosmic Bind feature

You can use your mind to deflect missiles. Your Deflect Missile feature gains the following additional benefits:

  • The damage reduction is now 1d10 + your Dexterity modifier + your Wisdom modifier + your monk level.
  • You may deflect ranged spell attacks using your mind. If you reduce the attack to 0, any additional effects of the spell are also negated.
  • You may deflect any ranged attack that hits a creature within 30 feet of you using your mind.
  • If you reduce the damage to 0, you may now catch the missile using your mind if it weighs no more than 20 pounds and regardless if your hands are free. If you spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught using your mind as part of the same reaction, you use your Wisdom modifier for the attack and damage rolls.

Combat Telekinesis

11th-level Way of the Cosmic Bind feature

Your ability to manipulate objects with your mind can now be used in combat. When you cast mage hand, you may spend 2 ki points to increase the weight it can carry to 30 pounds, the distance you can move it to 60 feet, and the distance it can be away from you before vanishing to 60 feet. It also gains these additional options when you use your action to control the hand:

  • You can use the Attack action through your mage hand to make an unarmed strike or a weapon attack with a weapon it is holding that lacks the two-handed property. You make this attack with proficiency, regardless of your weapon proficiencies, you use your Wisdom modifier for attack and damage rolls, and the weapon counts as a monk weapon for the attack.
  • Your mage hand may make a shove attack. You use your proficiency bonus + your Wisdom modifier for this ability check, instead of Strength (Athletics), and the distance if pushed increases to 10 feet.
  • You may attempt to move an object being held or worn by a creature. The creature must succeed on a Strength saving throw or your mage hand possesses the object.

Additionally, you may spend 2 ki points when making a ranged attack to increase the normal range by 30 feet and the maximum range by 120 feet.

Cosmic Defense

17th-level Way of the Cosmic Bind feature

Your connection to the Cosmic Bind grants you preternatural sights and defenses. You gain blindsight in a 60 foot radius. Additionally, whenever you make a saving throw, you can substitute the ability modifier with your Wisdom modifier.

Way of the Floating Kick

Monks of this tradition are able to make great aerial maneuvers that many mistake for flight but are more like elegant and masterfully controlled jumps which can be extended with ki manipulation. But for the outsider they see practitioners of the Way of the Floating Kick perform graceful martial artistry whilst soaring high above. They see them walk on air to engage opponents in aerial fights that are like a beautiful ballet. They see them dart like a rushing wind and glide like a gentle breeze. To them these things may as well be flight.

Air Step

3rd-level Way of the Floating Kick feature

If you are on a solid surface you may use a bonus action to gain a flying speed equal to your movement speed until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft. Any fall damage you take after an Air Step is reduced by half as long as you are not incapacitated.

Wind Strike

3rd-level Way of the Floating Kick feature

If you successfully hit a creature with a melee attack while under the effects of your Air Step feature, you may make a shove attack against the creature as a part of that attack. If the target fails, it also takes bludgeoning damage equal to one roll of your Martial Arts die.

Aerial Fight

6th-level Way of the Floating Kick feature

You may extend the duration of your Air Step feature to the end of your next turn if you spend 1 ki point or make a melee attack against a creature on your turn that is flying, hovering, falling, or held aloft by magic.

Additionally while under the effects of your Air Step feature, ranged attacks against you are made with disadvantage.

Transcendent Step

11th-level Way of the Floating Kick feature

You harness speed and motility in flight. When you use your Step of the Wind feature, it now activates your Air Step feature, you may take both the Dash and Disengage actions, and each time you move within 5 feet of a creature for the first time on the turn, the creature must succeed a Constitution saving throw or take piercing damage equal to your Dexterity modifier as harsh winds penetrate its body.

Move Like the Wind

17th-level Way of the Floating Kick feature

While you are under the effects of your Air Step feature your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Way of the Ideal Self

Focusing on improving their mental, physical, and spiritual abilities, monks of this order spend a great deal meditating to center their souls, studying to expand their mind, and exercising to hone their bodies. While all monks train rigorously, the complete and relentless mastery that the Way of the Ideal Self strives for can seem foreboding and exhausting. One must fully commit to achieve the ultimate goal of personal perfection.

Body

3rd-level Way of the Ideal Self feature

You have improved your power, your agility, and your vitality. Your carrying capacity (including maximum load and maximum lift) is doubled. You gain a 10 foot increase to your movement speed. Your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class.

Mind

6th-level Way of the Ideal Self feature

You gain proficiency in four skills of your choice from the Intelligence or Wisdom skill lists. Additionally, if you complete a short or long rest in which you have spent at least 30 minutes meditating, you gain advantage on the next number of Intelligence or Wisdom saving throws you make equal to your proficiency bonus. This benefit lasts to the end of your next short or long rest.

Soul

11th-level Way of the Ideal Self feature

Your soul has transcended certain limitations and confinements. You ignore race and alignment restrictions on the use of magic items. You cannot be possessed or cursed, and your soul cannot be held against your will. For 1 minute after you die, your soul still remains with your body. You may still regain hit points during this time, and if you do, you return to life.

Transcendent Form

17th-level Way of the Ideal Self feature

Whenever you finish a long rest, you can increase two ability scores of your choice by 2, you can increase two ability scores of your choice by 1 and one ability score of your choice by 2, or you can increase four ability scores of your choice by 1. You may increase your ability scores above your normal maximum when increasing in this way. These increases to your ability scores last until your next long rest.

Way of the Immortal Dragon Fist

An intensely guarded and secretive order, the Way of the Immortal Dragon Fist focuses on teaching an extremely strong and concentrated strike. The power of this strike is believed to come from a mystic flight of dragons that the order serves, but only the highest ranking members could confirm this if they were allowed to speak on such matters.

The Immortal Dragon Fist

3rd-level Way of the Immortal Dragon Fist feature

You learn to speak, read, and write Draconic and gain access to the immortal dragon fist. Once per turn when you make an unarmed strike, you may spend 1 ki point to give the attack the following attributes:

  • You gain a bonus to the attack roll equal to your Wisdom modifier.
  • You deal extra force damage equal to 6 rolls of your Martial Arts die.
  • The damage dealt ignores all resistances and immunities.
  • You deal double damage to structures and objects.

Once you use this feature, you cannot use it again until you finish a long rest. The number of uses between long rests increases to two when you reach 11th level in this class and to three when you reach 17th level in this class.

Heart of the Dragon

6th-level Way of the Immortal Dragon Fist feature

The heart of a dragon pumps through your fist. When you use your immortal dragon fist you may also have the target suffer your choice of one of the following effects:

  • The target must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. The target can repeat the saving throw at the end its turn, ending the effect on itself on a success.
  • The target must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
  • The target must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from you.
  • The target must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Ki Wave

11th-level Way of the Immortal Dragon Fist feature

You can concentrate the power of your fist into a shock wave. As an action, you can spend 3 ki points and strike the ground around you. Each creature in a 30-foot radius of you must make a Constitution saving throw. On a failure, it takes 6d8 force damage, is pushed 10 feet away from you, and falls prone. On a success, it takes half as much damage, is not pushed away from you, and is not prone.

Resistant Hide

17th-level Way of the Immortal Dragon Fist feature

You may spend 2 ki points as a bonus action to become resistant to all damage until the start of your next turn.

Way of Infinite Paths

Personal growth must begin with self-reflection. Students of the Way of Infinite Paths not only look to who they are currently, but reach out to the innumerable versions of themselves: bygone versions of their past selves, divergent versions of their present selves, possible versions of their future selves. These monks train to expand their knowledge and abilities from all these variations.

Learn From Yourself

3rd-level Way of Infinite Paths feature

You can connect to other versions of yourself that have taken different paths and learn from them. You become proficient in one skill or tool of your choice. When you finish a short or long rest where you spend at least 30 minutes meditating, you can change this proficiency to another skill or tool proficiency of your choice.

Varied Possibilities

3rd-level Way of Infinite Paths feature

You can peer into the the misty haze of possibility to gain some insight toward your actions. At the start of your turn, you can choose to gain advantage on all attack rolls, ability, checks, and saving throws you make until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Return Step

6th-level Way of Infinite Paths feature

You may return to your physical past. As a bonus action on your turn, you may spend 1 ki point to teleport to an unoccupied space. The space must be one you have previously occupied on the current turn.

Visions of Distant Pasts

11th-level Way of Infinite Paths feature

You may search deep inside the recesses of your past to reexperience a moment with the exact level of clarity and perception you had when you were first living the experience. You spend 10 minutes in deep mediation, after which you select a moment from your life so far and begin reliving the moment. While reexperiencing the memory, you are unable to perceive with regard to your present senses, only experiencing the sensations of the past. You may stop reliving the past at any point (no action required).

Visions of Possible Futures

11th-level Way of Infinite Paths feature

You may cast the divination spell as a ritual, as described in chapter 10 of the Player's Handbook. When you cast the spell in this way, you don't need to provide a sacrificial offering as a part of the material component, only 25 gp of incense, and the spell puts you in contact with a version of your future self instead of a god or god's servant.

Potential Blows

17th-level Way of Infinite Paths feature

At 17th level, you put all your potential into a single blow. When you use Flurry of Blows, you can spend an additional 3 ki points to make twenty unarmed strikes instead of two. You don't roll for these unarmed strikes which must all be made against the same target. Instead, treat each one as if you had rolled each possible number on a d20. For each unarmed strike that would hit the target with your attack modifier for an unarmed strike, you roll 1d10. All these potential strikes coalesce into one single hit, and you deal bludgeoning damage equal to the total rolled plus your damage modifier for an unarmed strike (you only add this modifier once, regardless of how many attacks hit). Remember, you always hit if the roll is a 20 and never hit if the roll is a 1.

Once you use this feature, you can't use it again until you finish a long rest.

Way of the Iron Grasp

If you take away your foes movement, you take away their room to flee or strike. The Way of the Iron Grasp teaches its students techniques to limit an enemy's options and to expand upon your own through grappling.

No-Gi

3rd-level Way of the Iron Grasp feature

You learn how to wrestle opponents through finesse rather than force. You may use Dexterity (Acrobatics) when making a grapple check.

Also, you may spend 1 ki point to make one grapple attack as a bonus action.

Grappling Techniques

3rd-level Way of the Iron Grasp feature

You learn a variety of techniques to augment your grappling. You learn two wrestling moves of your choice, which are detailed under “Wrestling Moves” below.

You learn one additional wrestling move of your choice at 6th, 11th, and 17th level. Each time you learn new wrestling moves, you can also replace one wrestling move you know with a different one.

Reversal

6th-level Way of the Iron Grasp feature

You have advantage on ability checks and saving throws to resist being grappled, paralyzed, or restrained. Also, if you use your action to break a grapple and succeed, you may make a grapple attack against the creature who was grappling you as a part of that action.

Gargantuan Grapple

11th-level Way of the Iron Grasp feature

Your ki focus allows to grapple creatures much larger than yourself. You may spend 2 ki points to make a grapple attack against a creature more than one size larger than you. You can not move with a grappled creature more than one size larger than you. A creature more than one size larger than you may attempt to escape the grapple as a bonus action at the cost of reducing its movement speed to 0 until the end of its turn.

Tag In

17th-level Way of the Iron Grasp feature

Your holds on foes can grant allies immediate strikes. While you are grappling a creature, you may use a bonus action to allow an ally to use its reaction to make one melee weapon attack against the creature you have grappled.

Wrestling Moves

The wrestling moves are presented in alphabetical order.

Body Shield. As a reaction to being attacked, you may attempt to have a creature grappled by you take the hit. Make a grapple check against the creature. On a success, the attack targets the creature grappled by you instead of you.

Choke Hold. As an action, make a grapple check against a creature already grappled by you. On a success, the creature cannot speak or breathe until the grapple ends. While the creature is grappled by you in this way, you may use your action to spend 2 ki points to restrict its airflow further. The creature must make a Constitution saving throw. On a failure, the creature is out of breath and choking while grappled in this way.

Clinch Hold. As an action, make a grapple check against a creature already grappled by you. On a success, the creature is restrained until the grapple ends.

Conjuration Hold. As a reaction to a creature grappled by you teleporting, you may spend 2 ki points to attempt to prevent this. The creature must succeed on a Wisdom saving throw or have its attempt to teleport fail.

Grappling Movement. Your speed is not halved when moving with a grappled creature.

Escaping Grasp. You may spend 1 ki point to make an opportunity attack a grapple attack.

Submission Hold. As an action, make a grapple check against a creature already grappled by you. On a success, the creature takes bludgeoning damage equal to half your monk level (rounded down) at the beginning of each of its turns until the grapple ends.

Suplex. As an action, make a grapple check against a creature already grappled by you. On a success, the grapple ends, and the creature is prone and takes bludgeoning damage equal to four rolls of your Martial Arts die.

Takedown. You can now use (Dexterity) Acrobatics to make shove attacks.

Throw. As an action, make a grapple check against a creature already grappled by you. On a success, the creature is thrown 20 feet in a direction you choose and falls prone.

Wristlock. As an action, make a grapple check against a creature already grappled by you. On a success, the creature cannot cast spells with somatic components or attack using its hands (or equivalent body part such as claws or tentacles) until the grapple ends.

Way of the Scribe

Monks are oft the arbiters of books and scrolls. Spending time in their monasteries between martial training and meditation to transcribe the written word. Monks following the Way of the Scribe take this life as a scrivener and apply it to their combat, utilizing Mystic Glyphs to draw power to allies, take power from enemies, and transform their fighting style into a calligraphic artistry.

Mystical Glyphs

3rd-level Way of the Scribe feature

You begin to learn a number of special glyphs. You learn two Mystic Glyphs of your choice, which are detailed under “Mystic Glyphs” below.

You learn one additional Mystic Glyph of your choice at 6th, 11th, and 17th level. Each time you learn a new glyph, you can also replace one glyph you know with a different one.

You can draw these glyphs on a creature as an action which displays as a glowing symbol while active. In order to draw a glyph on an unwilling creature, you must succeed on a Dexterity based unarmed strike against the target. Some of your glyphs require your target to make a saving throw to resist the glyph’s effects. The DC is equal to your ki save DC.

You can only have one Mystic Glyph active at a time. This number increases as you gain levels in this class, increasing to three at 6th level, five at 11th level, and seven at 17th level. You may end an active glyph at any time (no action required), and all your glyphs become inactive when you finish a long rest.

Mystical Transcribing

3rd-level Way of the Scribe feature

You gain proficiency in Calligrapher's supplies. By taking time to transcribe any written language, glyphs, or symbols and spending 1 ki point when finished, you gain an innate understanding of what you have written.

Arcane Glyph

6th-level Way of the Scribe feature

You can apply your mystical script to the crafting of arcane scrolls. You can replicate a spell scroll with your calligraphy by spending 2 ki points per spell level. You do not need to be able to cast the spell or be proficient in Arcana to do this. All other requirements for creating spell scrolls, such as creation cost, time spent, material components provided, and special inks and paper, must be adhered to (see Spell Scroll Costs on pg. 133 of Xanathar's Guide to Everything).

Additionally, you can spend 4 ki points to cast the glyph of warding spell.

Beautiful Fighting

11th-level Way of the Scribe feature

Your graceful precise motions of your calligraphy have become a part of your fighting. As a bonus action on your turn, you can spend 1 ki point to perform beautiful motions with your weapon or body, mesmerizing those around you. Each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on your attacks against it this turn, and it has disadvantage on attacks against you until the end of its next turn.

Animated Ink

17th-level Way of the Scribe feature

You can transform your ink drawings into animated representations of the creatures themselves. By taking 1 minute and spending 6 ki points, you may manifest any creature of CR 5 or lower out of ink. Regardless of the creature's original type it is considered a construct. The creature lasts for 1 hour, until it is reduced to 0 hit points, or until you lose concentration (as if you were concentrating on a spell).

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. You have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required by you), which it obeys. If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

Once you use this feature, you must finish a short or long rest before using it again.

Mystic Glyphs

The mystic glyphs are presented in alphabetical order.

Glyph of Bypassing. Choose a damage type when drawing this glyph. If the target was resistant to the damage type, it is no longer resistant. If the target was immune to that damage type, it is now resistant instead.

Glyph of Control. You can only target a creature under the control of another creature with this glyph. The creature controlling the target must make a Charisma saving throw. On a failure, you may control the target in whatever way the original controller had control of the target for 1 minute.

Glyph of Damage. Choose a damage type when drawing this glyph. Each time the target suffers damage of that type for the next minute, it takes an additional 1d4 damage of that type.

Glyph of Distraction. The target must make a concentration check on any spell it is concentrating on, and must make one at the end of each of its turns. Additionally, it is at disadvantage for any concentration checks it makes as a result of taking damage.

Glyph of Immobility. The target's speed becomes 0 for 1 minute. The target can make a Wisdom saving throw at the end of its turns to end the effect.

Glyph of Madness The target is afflicted with a short-term madness for 1 minute as determined by the Short-Term Madness table (pg. 259 DMG). The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Glyph of Mind Infiltration. You have access to the target's thoughts for 1 minute. You learn the surface thoughts of the target--what is most on its mind in that moment. As an action, you can attempt to probe deeper into the target's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the effect ends.

Glyph of Mobility The target gains a 10 feet increase to its movement speed.

Glyph of Protection. Choose a creature type when drawing this glyph. Creatures of that type have disadvantage on attack rolls against the target, and the target cannot be charmed or frightened by creatures of that type.

Glyph of Resolve. Choose a condition when drawing this glyph. The target has advantage on saving throws to resist that condition.

Glyph of Slowing. The target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Glyph of Tracking. You know the distance and direction between you and the target as long as you both are on the same plane, can see it if it is invisible, and can perceive the original form of the target if it shapechanges, is under an illusion, or is transformed by magic.

Glyph of Transposition. You or the target can use an an action to teleport, switching places, as long as you are willing, within 500 feet of each other, and on the same plane.

Ink Screen. The target is blinded for 1 minute. It can make a Constitution saving throw at the end of each of its turns. On a success, the target is no longer blinded.

Metaphysical Transcription. Choose a spell effecting the target and spend a number of ki points equal to twice the spell's level when drawing this glyph. You copy the effects of the spell to yourself for the spell's duration or until you finish a short rest.

Villainous Class Options

This subclass is from a series of subclasses based on the Villainous Class Options on pg. 96 of the Dungeon Master's Guide.

You can find more Villainous Class Options here.

Villainous Class Option: Way of Forbidden Techniques

Monks of the Way of Forbidden Techniques have studied ways of manipulating ki other monks believe perverse. These techniques are abhorred due to needing to infect an opponent's ki with your own. This requires an abeyance where you cannot regain this ki, stopping the natural flow of the life force of the planes. While there are monasteries where such skills can be taught, many monks of this tradition hide their exploration of these banned abilities under their unsuspecting master's very own eyes.

Ki Damage

3rd-level Way of Forbidden Techniques feature

You can limit a creature's hit points with your strikes. When you make a successful melee weapon attack, you may spend 1 ki point to deal extra damage equal to one roll of your Martial Arts die and reduce the target's maximum hit points by an amount equal to the damage of the attack.

The target's hit points remain reduced until you end the effect (no action required). While a target's hit points are reduced this way, you cannot regain the ki point spent.

Corrupted Ki

6th-level Way of Forbidden Techniques feature

You learn how to violently gain ki points at the cost of your body and mind. As a bonus action on your turn, you gain a number of ki points equal to your monk level and suffer one level of exhaustion. You must also make a Wisdom saving throw against a DC of 10. On a failure, you are afflicted with a short-term madness as determined by the Short-Term Madness table (pg. 259 of the Dungeon Master's Guide). Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

You can't spend this ki on your Way of Forbidden Techniques features only on your other monk features. You lose this ki whenever you finish long rest and can't use this feature again while you have this ki remaining.

Sever Ability

11th-level Way of Forbidden Techniques feature

You can block a creature's abilities. As an action, touch a creature then choose an ability and spend any number of ki points. The creature must make a saving throw of the chosen ability. On a failure, the creature receives a penalty equal to the amount of ki points spent to ability checks, attack rolls, saving throws, or save DCs using the chosen ability.

This penalty lasts until you decide to end the effect (no action required). While a creature has this penalty, you cannot regain the ki points spent.

Five-Point Quivering Palm

17th-level Way of Forbidden Techniques feature

You learn a variant of the Quivering Palm. When you hit a creature with an unarmed strike, you can spend 5 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

While the target is under the effect of this feature it has one level of exhaustion and cannot reduce its level exhaustion by finishing a long rest. Each time it completes a long rest, it must make a Constitution saving throw. On a failure, it suffers another level of exhaustion.

You can have only one creature under the effect of this feature at a time. You cannot regain the ki points spent using this feature while the target is under its effects. You can choose to end the vibrations harmlessly without using an action.

A Song of Ice and Fire Subclasses

This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.

You can find more subclasses inspired by A Song of Ice and Fire here.

A Song of Ice and Fire: Way of Shadowbinding

Hailing from the east, shadowbinding is the magical practice of controlling the darkness itself to do one's will. Although their history and practices are almost completely unknown to the people of Westeros, there are many shadowbinders in Asshai, near the Shadow Lands, that work their magic at night throughout the city. These shadowbinders typically hide their face with a lacquered masks, however, not all do. While Asshai is renown for its warlocks and maegi, it is the shadowbinders that are considered to be the most sinister in the city, harnessing power a Seven-worshipping man would shun.

Shadow Arts

3rd-level Way of Shadowbinding feature

You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Shadow of Ill Omen

6th-level Way of Shadowbinding feature

You gain the ability to call forth a creature of darkness to harass your foes. As an action, you can spend 3 ki points to magically summon a shadow of ill omen to target one creature you can see within 120 feet of you. The shadow uses the shadow demon’s statistics (see the Monster Manual), with the following changes:

  • The shadow counts as a monstrosity, not a fiend (demon) and is unaligned, not chaotic evil.
  • The shadow's maximum hit points are reduced by half.
  • At the start of its turn, the shadow automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The shadow appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the shadow. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The shadow can make opportunity attacks, but only against its target.

The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Once you use this feature you can't use it again until you finish a long rest.

Shadow Step

11th-level Way of Shadowbinding feature

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Opportunist

17th-level Way of Shadowbinding feature

You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.