Monastic Traditions

by AgenderArcee

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Monastic Traditions

Way of the Mountain

The Way of the Mountain was first mastered by dwarven monks, who sought to channel the strength of the implacable mountain, becoming immovable and striking with the weight of an avalanche.

Mountain Stance

Starting at 3rd level, you learn to enter your Mountain Stance. If you are not wearing armor or wielding a shield, you are able to enter Mountain Stance when you roll initiative, or on your turn as a bonus action.

While you are in Mountain Stance:

  • Your Armor Class becomes 18. This increases to 19 at 6th level and 20 at 11th level.
  • You no longer receive the speed increase from Unarmored Movement.
  • Your attacks with unarmed strikes and monk weapons must use your Strength modifier for attack and damage rolls, and can deal 1d8 damage instead of using your Martial Arts die. This increases to 1d10 at 5th level, 1d12 at 11th level, and 2d6 at 17th level.
  • You have advantage on saving throws against any effect that would knock you prone or force you to move. If you fail a save, you can spend 1 ki point to not be moved or knocked prone, though you still experience any other effects of the failed save.
  • You gain tremorsense out to 30 feet.

The stance ends if you don armor or begin wielding a shield, if you become prone, or if you do not have at least one foot touching the ground or floor.

Mountain Stronghold

Starting at 6th level, you are able to put up your guard and stand firm like the mountain. If you are hit by a melee attack while in Mountain Stance, you can use your reaction to gain a +2 bonus to your Armor Class until the start of your next turn, including against the triggering attack, potentially causing it to miss. If the triggering attack still hits, you can spend 1 ki point to reduce the damage by a number equal to 1d10 + your Constitution modifier.

Mountain Quake

At 11th level, while in Mountain Stance, you can spend 1 ki point to stomp as an action, shaking the earth beneath you. All creatures within 10 feet of you must make a Dexterity saving throw against your ki save DC. On a failed save, they are knocked prone and take 1d12 bludgeoning damage. On a successful save, they take half damage and are not knocked prone.

You can increase Mountain Quake's damage by spending additional ki points. Each additional point you spend, up to a maximum of 3, increases the damage by an additional 1d12, or half as much on a successful save.

Ironblood Form

Starting at 17th level, your stance evolves to emulate the strength of the rich iron veins flowing within the mountain. When you enter Mountain Stance, you can spend 3 ki points to enter your Mountain Stance's Ironblood Form. In addition to all previously established effects of Mountain Stance, you gain resistance to bludgeoning, piercing and slashing damage, and you add a damage bonus to your unarmed strikes equal to your Wisdom modifier.

Way of the Mystic

Through intense meditation and secret techniques, some monks become able to unlock the vast potential of the mind. They become aware of the ki that flows through all things, and how one who has achieved innermost calm can manipulate these forces with will alone. Ordinary folk are both awed and unnerved by these mysterious mystics, who always seem to know more than others could hope to understand.

Mind Over Matter

Starting when you choose this tradition at 3rd level, you can manipulate the physical world around you with the power of your mind. You can spend 1 ki point to cast jump, shield, thunderwave or catapult, without verbal or material components. Additionally, you learn the mage hand cantrip, and the hand is invisible when you cast it. These are psionic spells for you.

If a psionic spell can be cast at a higher level, you can spend additional ki points to do so. Each additional ki point you spend increases the spell's level by 1. The maximum level you can cast a spell at is as follows:

Monk Level Maximum Psionic Spell Level
3rd 1st
5th 2nd
9th 3rd
13th 4th
17th 5th

Wisdom is your spellcasting ability for your psionic spells, and your psionic spell save DC is equal to your ki save DC.

Psionic Talents

At 6th level, your mental powers increase, even expanding into the realm of the inner mind. You can sense strong emotion within a 60 foot radius. You can also spend 2 ki points to cast levitate, hold person, detect thoughts or suggestion as psionic spells, without verbal or material components, although you still must state the suggested course of action aloud when casting suggestion.

Psionic Discipline

At 11th level, your mental capabilities progress still further, granting you mastery over physical space. You can spend 3 ki points to cast fly or haste as psionic spells, without verbal or material components. You can also deal an additional 1d4 force or psychic damage when you hit with a monk weapon or unarmed strike.

Psionic Mastery

Starting at 17th level, you can spend 5 ki points to cast telekinesis or telepathic bond as psionic spells, without verbal or material components.

In addition, you begin to develop precognitive powers. You have advantage on initiative rolls and cannot be surprised while conscious. You can spend 6 ki points to enter a state of precognitive focus, causing you to experience the effects of a foresight spell for 1 minute, or until your concentration is broken, as though you were concentrating on a spell.

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Credit

u/TurquoisePoise's excellent Way of the Soul Sword served as partial inspiration for this subclass, particularly the 6th level feature. Def recommend giving that a look if you want to play a Jedi, although a Mystic with a sun blade should do in a pinch!

Way of the Sacred Fist

Monks who follow the Way of the Sacred Fist devote themselves to the pursuit of justice and enlightenment, often dedicating their service to a god or powerful celestial. Through meditation and prayer, they learn to draw on divine magic, allowing them to empower allies, heal the wounded, and smite the wicked.

Holy Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. You can spend 1 ki point to cast bless, divine favor, heroism, or detect evil and good, without providing material components. In addition, you learn the light and word of radiance cantrips.

Wisdom is your spellcasting ability for these spells, and your spell save DC is equal to your ki save DC.

Blessed Touch

Starting at 6th level, you can channel holy light to heal the injured. An action, you can touch a creature and spend a number of ki points of your choice. For each ki point you spend, the creature regains a number of hit points equal to a roll of your Martial Arts die. Alternatively, you can instead cure a number of disease or poison effects equal to the number of ki points you expend.

Judgment of the Righteous

Starting at 6th level, you can channel radiant energy through your fists or weapons to punish evildoers. When you make a

melee weapon attack, you can choose to spend 2 ki points to deal additional radiant damage equal to two rolls of your Martial Arts die.

You can choose to spend additional ki points to add an additional Martial Arts die of damage per ki point spent, up to a maximum of 3 ki points total per attack. The limit increases to 4 ki points at 9th level, 5 ki points at 13th level, and 6 ki points at 17th level.

Divine Aura

Starting at 11th level, as a bonus action, you can spend 2 ki points to emit an aura of divine radiance. While this effect is active, you shed bright light in a 15 foot radius, and dim light in a 30 foot radius. Any magical darkness in the radius of bright light is dispelled. Allied creatures in your aura have advantage on saving throws against being charmed or frightened. This effect ends after 10 minutes, or ends early if you choose to end it as a bonus action, or are knocked unconscious.

Divine Form

Starting at 17th level, you can suffuse your body with divine light. As an action, you activate the effects of Divine Aura without expending ki points; your body glows with golden energy, and you gain a bonus to attack and damage rolls with your unarmed strikes and monk weapons equal to your Wisdom modifier. This effect lasts for 1 minute, and you cannot activate it again until you complete a long rest.

Way of the Four Elements (Revised)

You follow a monastic tradition that teaches you to harness the elements. 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. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Elemental Strikes

Starting at 3rd level, when you would make an unarmed strike, you can instead choose to perform an elemental strike. This is a ranged spell attack with a range of 30 feet that uses your Dexterity for attack rolls, and deals damage equal to one roll of your Martial Arts die plus your Wisdom modifier. The damage type is determined by which elemental disciplines you have access to.

Elemental Discipline

At 3rd level, your learn an elemental discipline, attuning your ki to one of the four elements: water, earth, fire or air.

Choose one of the following:

  • Water. You learn the shape water and water spout cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast hydraulic blast or water whip. Your elemental strikes can deal bludgeoning or cold damage.

  • Earth. You learn the mold earth and rock blast cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast earth tremor or earthen bulwark. Your elemental strikes can deal bludgeoning damage, and can push a creature back 5 feet on a hit if so.

  • Fire. You learn the control flames and fire bolt cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast burning hands or hellish rebuke. Your elemental strikes can deal fire or lightning damage.

  • Air. You learn the gust and thunderclap cantrips, and can spend 1 ki point to cast one of these cantrips as a bonus action. Additionally, you can spend 2 ki points to cast gust of wind or thunderwave. Your elemental strikes can deal bludgeoning or thunder damage.

Wisdom is your spellcasting ability for spells learned from elemental disciplines, which are monk spells, and your monk spell save DC equals your ki save DC. You can also spend 1 ki point to cast absorb elements.

If a monk spell can be cast at a higher level, you can spend additional ki points to do so. Each additional ki point you spend increases the spell's level by 1. The maximum level you can cast a spell at is as follows:

Monk Level Maximum Spell Level
3rd 1st
5th 2nd
9th 3rd
13th 4th
17th 5th

Elemental Advancement

At 6th level, you can choose to either learn an additional elemental discipline (choosing one of the remaining elements) or advance in your current discipline, choosing the appropriate advancement option from the following list:

  • Water. You can spend 3 ki points to cast crashing tide or quench. At 9th level, you can spend 4 ki points to cast tidal wave or wall of water, and at 13th level, you can spend 5 ki points to cast control water or watery sphere.
  • Earth. You can spend 3 ki points to cast earthen grasp or spike growth. At 9th level, you can spend 4 ki points to cast erupting earth or wall of sand, and at 13th level, you can spend 5 ki points to cast stoneskin or stone shape.
  • Fire. You can spend 3 ki points to cast scorching ray or flaming sphere. At 9th level, you can spend 4 ki points to cast fireball or lightning bolt, and at 13th level you can spend 5 ki points to cast fire shield or wall of fire.
  • Air. You can spend 3 ki points to cast hold person or levitate. At 9th level, you can spend 4 ki points to cast fly or wind wall, and at 13th level you can spend 5 ki points to cast freedom of movement or storm sphere.

Elemental Warrior

At 11th level, you can choose to either learn two additional elemental disciplines (choosing two of the remaining elements), or learn an additional elemental discipline and advance in one of your basic disciplines.

In addition, you can spend 3 ki points to cast elemental weapon. Your unarmed strikes and elemental strikes count as weapons for the purposes of this spell.

Elemental Mastery

At 17th level, you learn any elemental disciplines you have not already learned. In addition, choose one of the following options:

  • Become advanced in all elemental disciplines.

  • Become advanced in one additional elemental discipline, and become a master in one of the elemental disciplines you have already advanced in, choosing the appropriate mastery option from the following list:

    • Water. You gain resistance to fire and cold damage, you gain a swimming speed equal to your walking speed, and you restore additional hit points equal to your Wisdom modifier whenever you roll a Hit Die to restore hit points. You can spend 6 ki points to cast maelstrom.
    • Earth. You gain additional hit points equal to twice your monk level (plus two additional hit points whenever you gain a level in this class), and you gain a burrowing speed equal to half your walking speed. You can spend 6 ki points to cast wall of stone.
    • Fire. You gain resistance to fire, lightning and cold damage, and monk spells you cast ignore resistance to fire damage. You can spend 6 ki points to cast immolation.
    • Air. You gain resistance to thunder and cold damage, and you gain a flying speed equal to your walking speed. You can spend 6 ki points to cast control winds.

Way of the Kensei (Revised)

Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:

Kensei Weapon Arts. You gain proficiency with martial weapons, and any martial weapon that lacks the special or heavy properties becomes a monk weapon for you, as well as the glaive and longbow (though these may be known to you by other names, such as guandao or naginata and daikyu). These weapons lose the heavy property when you use them as monk weapons. When a monk feature would require an unarmed strike, you can substitute a melee weapon attack, but the weapon's normal damage die is replaced by your Martial Arts die.

Agile Parry. When you are hit with an attack while holding a monk weapon, you can use your reaction to gain a bonus to your Armor Class against the triggering attack, potentially turning it into a miss. The bonus equals your proficiency bonus.

Kensei Shot. You can use a bonus action on your turn to make your ranged attacks with a monk weapon more deadly. When you do so, any target you hit with a ranged attack using a monk weapon takes extra damage equal to your Martial Arts die. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice  of calligrapher's supplies or painter's supplies.

Ki-Empowered Weapons

At 6th level, you extend your ki into your monk weapons. Your attacks with your monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

One with the Blade

At 6th level, you choose to gain one of the following benefits:

Deft Strike. When you hit a target with a monk weapon, you can spend up to 3 ki points to cause the weapon to deal extra damage to the target. The bonus is equal to your Martial Arts die times the ki points spent. You can use this feature only once on each of your turns.

Stunning Shot. You can use your Stunning Strike feature when you make a ranged weapon attack with a monk weapon, for the cost of 1 additional ki point.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. If the weapon was already a magic weapon with a bonus to attack and damage rolls, you cannot increase the total bonus beyond +3.

This bonus lasts for 1 minute or until you use this feature again.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Sun Soul (Revised)

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

When you take the Attack action, you can choose to fire a radiant sun bolt instead of making a regular attack. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn, you can make one radiant sun bolt attack as a bonus action, or you can spend 1 ki point to make this special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike

Starting at 6th level, as an action or bonus action, you can spend 1 ki point to fire a burst of energy. All creatures in a 15-foot cone must make a Dexterity saving throw, taking radiant damage equal to three Martial Arts dice on a failed save, or half as much on a success.

Solar Flare

Starting at 6th level, when you hit a creature with a radiant sun bolt, you can spend 1 ki point to attempt to blind that creature with intense radiance. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 1 ki point to create an orb and launch it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d6 radiant damage, or half as much damage on a success. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending additional ki points. Each extra ki point you spend increases the damage by an additional 2d6. The maximum number of ki points you can spend on this equals one third of your monk level, rounded down.

Sun Warrior

At 17th level, your body becomes suffused with the power of the sun. You gain a flying speed equal to your walking speed, and become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to that creature equal to one roll of your Martial Arts die plus your Wisdom modifier. In addition, the creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Monk Magic Items

Handwraps of Mighty Blows, +1, +2, or +3


Wondrous item, uncommon (+1), rare (+2) or very rare (+3)


Bandages wrapped tightly around the fists, inscribed with magical runes. While you are wearing these handwraps, your unarmed strikes and natural weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a bonus to attack and damage rolls with unarmed strikes and natural weapons. The bonus is determined by the handwraps' rarity. If you already receive a bonus to attack and damage rolls with unarmed strikes, use the highest bonus.

Ki Focus, +1, +2, or +3


Wondrous item, uncommon (+1), rare (+2) or very rare (+3) (requires attunement by a monk)


A necklace, headband or other worn trinket that aids in the alignment of the mind, body and spirit. While you are wearing this item, your monk spell attacks (if any) gain a bonus to attack and damage rolls, determined by the item's rarity. You also gain this bonus to your ki save DC.

In addition, you can use an action while wearing this item to regain up to five expended ki points. You can't use this property again until you complete a long rest.

Additional Elemental Spells

Crashing Tide

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

A wave of water bursts forth from you, striking enemies and knocking their feet out from under them. All creatures in a 30-foot cone must make a Dexterity saving throw. On a failure, a creature takes 3d8 bludgeoning damage and is knocked prone. On a success, the creature takes half damage and is not knocked prone. Unprotected flames in this cone are extinguished.

At Higher Levels. When you cast this spell using a spell slot of 3rd Level or higher, the damage increases by 1d8 for each slot level above 2nd.

Earthen Bulwark

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute.

A rough outcropping of stone and earth rises from the ground at a point you choose within range. This outcropping can be up to five feet wide, ten feet tall, and one foot thick, and it provides cover to any creatures directly behind it: total cover for Tiny creatures, three-quarters cover for Small or Medium creatures, half cover for Large creatures, and no cover for Huge or larger creatures. The outcropping itself has an AC of 15, 10 hp and resistance to piercing damage. Otherwise, it lasts for the duration of the spell and crumbles away when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional outcropping at a different point within range for each slot level above 1st.

Hydraulic Blast

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

A blast of high-pressure water erupts from your hands. All creatures in a straight line 60 feet long and 5 feet wide must make a Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is pushed 10 feet back in the direction of the line. On a success, the creature takes half damage and is not pushed. Unprotected flames in this line are extinguished.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d6 for each slot level above 1st.

Quench

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 hour.

Select a point in the air that you can see within 120 feet. When you cast this spell, a heavy mist of humidity forms within a 30-foot sphere around that point. All non-magical flames within that sphere are immediately extinguished, and magical fire deals only half damage.

Rock Blast

conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure and launch a ball of hard rock at a creature within range. Make a ranged spell attack at the target. On a hit, the target takes 1d10 bludgeoning damage.

At Higher Levels. This spell’s damage increases by 1d10 bludgeoning damage when you reach 5th level (2d10 bludgeoning), 11th level (3d10 bludgeoning), and 17th level (4d10 bludgeoning).

Tidal Wave (Revised)

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is pushed 10 feet and knocked prone. On a success, a creature takes half as much damage and isn’t knocked pushed or knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d8 for each slot level above 3rd.

Art credits (in order)

  • Forrest Imel
  • Alex Flores
  • Jason Chan
  • paristo
  • ArenaNet
  • Paizo Inc.
  • kkinsey94

Water Whip

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

You create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within range must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d10 for each slot level above 1st.

Water Spout

conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A cold stream of water blasts from your hand toward a creature within range. Make a ranged spell attack at the target. On a hit, the creature takes 1d4 cold damage and 1d4 bludgeoning damage. If the target is on fire, the flames are immediately extinguished. You can choose to use this spell to extinguish flames without dealing damage.

At Higher Levels. This spell’s damage increases by 1d4 cold damage and 1d4 bludgeoning damage when you reach 5th level (2d4 cold + 2d4 bludgeoning), 11th level (3d4 cold + 3d4 bludgeoning), and 17th level (4d4 cold + 4d4 bludgeoning).

 

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