The Monk Nobody Asked For

by crazyfuton

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The monk nobody asked for

The Monk Nobody Asked For


Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.


Taking a deep breath, a human covered in tattoos settles into a 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 silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.


Whatever their discipline, monks are united in their ability to manipulate their inertia through perfect fluid movement, completed with absolute self awareness and control. Peerless speed heightens their reflex, letting them simultaneously make striking displays of combat prowess, all while dodging and deflecting incoming attacks.

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. 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 are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

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 or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. 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.

Seeking Nirvana

Monks pursue meditation as part of the path toward liberation, awakening and Nirvana. This path of meditation involves long periods of self reflection, mindfulness, and balancing one's own supernatural focus. Monks train not only their body, but their spirit in order to gain greater control over the flow of their life force. In order to bring about nirvana, their meditative practice focus on unblocking these mystical pathways. Upon doing so, monks can channel this energy into uncanny speed and strength.

As they gain experience, they can enter temporary states of Zen. These states of Zen remove the monk from the material plane, allowing them to accomplish otherwise impossible feats. Meditation, dedication, and Zen brings the monks closer to reaching their perfect self.

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?

Where do you derive your values? What kind of training have your received in the past? Have you been focused on your spiritual center, or trained your physical body to strength and perfection? What tradition peaks your interest and what kind of capabilities do you possess? What kind of scholastic information have you encountered?

Monk Class Table
Level Proficiency Bonus Martial Arts Unarmored Movement Features
1st +2 1d4 - Unarmored Defense, Martial Arts, Step of the Wind
2nd +2 1d4 10ft Unarmored Movement, Flurry of Blows, Purity
3rd +2 1d4 10ft Conditioned Reflex, Monastic Tradition
4th +2 1d4 10ft Ability Score Improvement, Meditative Rest
5th +3 1d6 10ft Extra Attack, Cloistered Studies
6th +3 1d6 10ft Empowered Strikes, Monastic Tradition Feature
7th +3 1d6 10ft Evasion
8th +3 1d6 10ft Ability Score Improvement, Purity(2)
9th +4 1d6 15ft Conditioned Reflex Improvement
10th +4 1d6 15ft Flurry of Blows Improvement
11th +4 1d8 15ft Monastic Tradition Feature
12th +4 1d8 15ft Ability Score Improvement
13th +5 1d8 15ft Supernatural Awareness
14th +5 1d8 15ft Purity(3), Diamond Soul
15th +5 1d8 15ft Timeless Body
16th +5 1d8 20ft Ability Score Improvement
17th +6 1d10 20ft Monastic Tradition Feature
18th +6 1d10 20ft Harmony
19th +6 1d10 20ft Ability Score Improvement
20th +6 1d10 20ft Perfect Self

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?

Creating a Monk

To create a Monk, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.

Then look at the Monk table to see the class features you get at each level in this class. The descriptions of those features appear in the “Monk Class Features” section.

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


  • Saving Throws: Strength, Dexterity
  • Armor: none
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan’s tools and one musical instrument.
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Performance, Religion, and Stealth.

Unarmored Defense

1st-level Monk feature

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

1st-level Monk feature
Your practice of martial arts gives you mastery of combat styles that intermixes unarmed strikes with your monk weapons.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor nor 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 d4 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.

Monk Weapons

With dedicated training, you can use a variety of weapons as monk weapons. Your monk weapons must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Step of the Wind

1st-level Monk feature

While you are not wearing armor or wielding a shield, you can take the Disengage or Dash action as a Bonus Action.

Purity

2nd-level Monk feature
You purify yourself, unlocking a special arte through meditation, enlightenment, aligning your chakra, or by other means.

Choose one of the following Purities. You gain a 2nd and 3rd Purity of your choice at 8th and 14th level.


  • Purity of Mind. If you are charmed or frightened when you start your turn, you can choose to immediately end either the charmed or the frightened condition on yourself.
    Usable: Once. Recharge: Long Rest
  • Purity of Body. You are immune to all disease and the poisoned condition.
  • Purity of Tongue. You can understand all spoken language. Moreover, any creature that can understand a language can understand you.
  • Purity of Sight and Sound. You have advantage on ability checks and saving throws made to discern and see through illusions and to perceive hidden or invisible creatures and objects. If you manage to locate or perceive an invisible creature or object, it gains no benefit from its invisibility until the end of your next turn.
  • Purity of Step. If you Dash on your turn, you can move along vertical surfaces and across liquids without falling during the move. Whenever you take the Dash action, your jump distance is doubled for the turn.

Flurry of Blows

2nd-level Monk feature
You can make a display of lightning fast strikes.

Once, on your turn and after hitting a target with an unarmed strike or an attack with a monk weapon, you can deal additional damage with the attack equal to 2 rolls of your Martial Arts die.

Usable: Dexterity modifier or Wisdom modifier (whichever is higher, with a minimum of once). Recharge: Short Rest.

Starting at 10th level, you can deal additional damage equal to 3 rolls of your Martial Arts die instead of 2.

Unarmored Movement

2nd-level Monk feature

Your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Monastic Tradition

3rd-level Monk feature

You commit yourself to a monastic tradition. Your tradition grants you features at 3rd level, and again at 6th, 11th, and 17th level.

Conditioned Reflex

3rd-level Monk feature
Your spiritual and mental training lets you harness an innate energy, internal to all beings. Some cultures refer to this energy as axé, prana, pneuma, or qi, and this energy gifts you with a supernatural insight, allowing you to react without thought.


You gain new ways to use your reaction.

Deflect Missiles. You can use a reaction to deflect a physical missile (ex. a tankard, large rock, arrow, or dagger) when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Patient Defense. Whenever a creature makes a melee attack roll against you, you can use a reaction to impose disadvantage on it. You must use this feature before the creature rolls.

Slow Fall. You can use a reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level, to a minimum of 0 damage.

Unbroken Focus. You can use a reaction when you make a saving throw to add your Wisdom modifier to the save, potentially changing a failed save into a success.


Each of these features gain an improvement at 9th level.

Ability Score Improvement

4th-level Monk feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Meditative Rest

4th-level Monk feature

When you take a short rest, you can accelerate the healing process. You regain a number of hit points equal to one roll of your martial arts die plus your Proficiency bonus. You can do this before or after spending any hit dice.

Extra Attack

5th-level Monk feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Cloistered Studies

5th-level Monk feature
You've chosen a path and have learned from doing alongside your monastic studies.

Choose one of the following skills to become proficient with: Arcana, Deception, History, Nature, Persuasion, Performance, or Religion. In addition, choose another skill from the same list, which could be same or different skill, whenever you make a check that uses the chosen skill, you can add your Wisdom modifier to the check.

Empowered Strikes

6th-level Monk feature

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

7th-level Monk feature

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 conscious and 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.

Conditioned Reflex Improvement

9th-level Monk feature

You gain the following upgrades.

Deflect Missiles. The total damage reduction increases by your Monk level.

Patient Defense. If the attacker has multiattack, it gains disadvantage on its first two melee attacks against you this turn.

Slow Fall. You can extend the benefit of your slow fall to one willing creature that you are touching.

Unbroken Focus. In addition to adding your Wisdom modifier, you can choose to reroll the saving throw, but you do so with disadvantage and must use the new roll.

Supernatural Awareness

13th-level Monk feature
You open your presence to the world, granting you a transcendental awareness.

You cannot be surprised so long as you are conscious. Additionally, after you are attacked, you able to precisely locate and momentarily perceive the attacker, even if they are invisible or hidden from you until the end of your next turn.

Diamond Soul

14th-level Monk feature

You gain proficiency in all saving throws.

Timeless Body

15th-level Monk feature
You have detached yourself from the desires of the flesh and cleansing yourself of all impurities.

You no longer require food or water and you suffer none of the frailty of old age. For every 10 years that pass your body ages only 1 year.

You can transfer the cleansing power of your inner harmony unto others. As an Action you can duplicate the Greater Restoration spell without verbal or somatic components. However, you still must provide the material components.
Usable: Once. Recharge: Long Rest

Harmony

18th-level Monk feature
You bring your spirit, mind, and body into perfect resonance for a brief time, allowing you to surpass all normal physical limitations.

You can use a Bonus Action to gain advantage on all attack rolls and resistance to all damage, except force damage for 1 minute.
Usable: Once. Recharge: Long Rest

Perfect Self

20th-level Monk feature
Your body, mind, and spirit have reached perfect harmony.

Each of your attribute scores increase by 2. Your maximum for all scores is now 22.

Monastic Traditions

Most monasteries practice one tradition exclusively, but a few honor a diverse set of traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, but the ways and trainings of warrior monks differ based on their aptitudes, traditions, and interests.

Way of the Ascendant Dragon

Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own essense to resonate with draconic might, channeling it to augment their prowess in battle, and to bolster their allies.

As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons. The Ascendant Dragon Origin table offers some possibilities.

Ascendant Dragon Origin
d6 Origin
1 You honed your abilities by observing a dragon and underwent a ritual to align your energy with their world altering power.
2 A dragon personally took an active role in shaping you, molded you, and fused you with its energy.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction.
4 You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques. Upon reading the scroll, the powers of the dragon were transfered to you.
6 After a dream that featured a five-handed dragonborn you awoke with an altered self, reflecting the breaths of dragons.

Draconic Manifestation

3rd-level Way of the Ascendant Dragon feature
You gain a draconic aspect as part of your draconic inheritance or training. Your aspect magnifies your presence and enhances your physique.

You gain the following benefits:

  • If you can’t already, you learn to speak, read, and write Draconic.
  • Your body hardens, as if covered by tough dragon scales. You can treat your AC as 13 + your Dexterity modifier so long as you are not wielding a shield.
  • The constitution of the dragon's blood flows through you. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.
  • Your legs, arms, hands, feet, elbows, and other portions of your body that you use to make unarmed strikes become reinforced with portions of your draconic spirit. Your unarmed strikes are improved, dealing 1d6 slashing or bludgeoning damage on hit, and increase with your Martial Arts die as listed in the Monk table, but always stay 1 die type larger. For example, at 3rd level your unarmed strikes deal d6 damage instead of 1d4 damage.
  • You can make one unarmed strike as a Bonus Action on each of your turns.

Breath of the Dragon

6th-level Way of the Ascendant Dragon feature
You can evoke destructive waves of energy like the dragons you emulate.

As a Bonus Action on your turn, you can exhale a burst of draconic energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier, taking damage of the chosen type equal to two rolls of your Martial Arts die + your Wisdom modifier on a failure, or half as much damage on a success.

At 11th level, the damage of your breath increases to three rolls of your Martial Arts die + your Wisdom modifier.


Usable: Twice. Recharge: Long Rest

Strength of the Dragon

6th-level Way of the Ascendant Dragon feature
A portion of the ancient dragon's strength has been gifted to you.

This strength grants the following:

  • Whenever you make Strength or Constitution skill check, you can roll 1d4 and add the result to the check.
  • Your base jump height and distance is doubled.
  • You has advantage on skill checks and saving throws to resit being moved or knocked prone against your will.

Aspect of the Wyrm

11th-level Way of the Ascendant Dragon feature
The power of your draconic aspect now radiates from you, protecting your allies from harm and punishing any who raise arms against them.

As a Bonus Action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:

  • You and your allies within your aura gain resistance to the chosen damage type.
  • Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker.

Usable: Once. Recharge: Long Rest

Ascendant Aspect

17th-level Way of the Ascendant Dragon feature
Reaching the pinnacle of your draconic aspect.

  • You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature’s turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.
  • When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).

Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They've opened their chakras in order to see their true form, their astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty. Monks who follow the ways of the Astral Self dedicate time to understanding, knowledge, and unveiling life’s mysteries, bringing light to the secrets of the dark.

As a follower of this Monastic Tradition, you decide how you unlocked the your power. The Astral Self Origin table offers some possibilities.

Astral Self Origin
d4 Origin
1 As a child, you were visited by a Grandmaster of the monastery and given a glimpse into the greater world beyond what could be perceived.
2 You were a learned pacifist, but when the local gang started terrorizing the town and you back against the wall, you fought back and manifested your true self.
3 As a natural explorer, and self-taught student, you uncovered some ancient scripts. When deciphered, you used their techniques to unlock your Chakras.
4 Following the advice of the local clergy, you began the process of meditation for redemption. Upon doing so, you saw yourself, but awoken and in your true form.

Bonus Proficiency

3rd-level Way of the Astral Self feature
You gain the knowledge most extensively held by the universe itself as you open your body, mind, and soul to that which lies just beyond reach.

You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion.

Astral Self

3rd-level Way of the Astral Self feature
Your openness to the universe allows you to summon a portion of your astral self.

As a Bonus Action, you can summon your astral self, which lasts for the next 10 minutes. Your astral self ends early if you are incapacitated or die.

Uses: Your Wisdom modifier(minimum of once). Recharge: Long Rest.


Arms of the Astral Self. When you summon your astral self, you can summon the arms of your astral self. They appear as spectral arms that hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance. While you have the Arms of the Astral Self active, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
  • When you summon your astral self, each creature of your choice that you can see within 10 feet must succeed on a Dexterity saving throw (DC of 8 + proficiency bonus + Wisdom modifier) or take force damage equal to two rolls of your Martial Arts die + your Wisdom modifier.
  • You can make one unarmed strike as a Bonus Action on each of your turns.

Visage of the Astral Self

6th-level Way of the Astral Self feature
Your astral self grows as your deepen your connection to the universe, letting you summon the Visage of your Astral Self.


Visage of the Astral Self. When you summon your astral self, you can also summon the Arms or Visage or both for its duration. The spectral visage covers you, like a helmet or mask. You determine its appearance. While you have the Visage of the Astral Self active, you gain the following benefits:

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

11th-level Way of the Astral Self feature
Your astral self grows as your deepen your connection to the universe, letting you summon the Body of your Astral Self.


Body of the Astral Self. When you summon your astral self and summon the Arms and Visage, you can also summon the body of your astral self for its duration. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance. You determine its appearance. While you have the Body of the Astral Self active, you gain the following benefits:

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use a reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Awakened Astral Self

17th-level Way of the Astral Self feature
Your connection to your astral self is complete, allowing you to traverse the astral boundary, leaving your mortal body behind.

You can cast the astral projection spell, without any material components, only targeting yourself. For the duration of this spell cast, all forms of your astral self are considered to be active.
Usable: Once. Recharge: Long Rest


Additionally, whenever all aspects of your astral self are active, you gain two additional benefits:

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Stellar Convergence. You have resistance to force damage.

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements of nature. These monks make careful study of a magical energy called ki. This energy is elemental magic that suffuses the multiverse—specifically, the power that moves the air, fan the flames, or change the state of liquid matter. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body.

Many monks of this tradition tattoo their bodies with representations of where they draw their powers from; commonly imagined as coiling dragons, phoenixes, fish, storms, mountains, cresting waves, or waxing moons.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of the Four Elements Origin
d4 Origin
1 You come from a family of elementalists. Your meditations have amplified your elemental control.
2 You have swirling, vibrant dreams of primordial chaos. By understanding these dreams you've been able to harness the power of the chaos.
3 After learning of the monastic tests, you snuck off and performed a ceremony to summon a trapped elemental. In return, you were gifted with part of their power.
4 Being from a family of prominent wizards, there were great expectations placed upon you. Though you couldn't master the arcane, you manifested a knack with the elements.

Initiate of the Way

3rd-level Way of the Four Elements feature

Choose two of the following four elements: Earth, Air, Fire, or Water. You gain the minor power related to your elemental choices. You can choose another at 6th level, and again at 11th level.

  • Fire. You learn the control flames cantrip.
  • Air. You learn the gust cantrip.
  • Earth. You learn the mold earth cantrip.
  • Water. You learn the shape water cantrip.

Disciple of the Elements

3rd-level Way of the Four Elements feature
You learn magical disciplines that harness the power of the elements, represented by the mystic energy of ki.

You have a number of ki points equal to your Wisdom modifier + 1/2 your Monk level (level rounded up; minimum of one ki). You spend ki points to access various discipline features.
Ki Recharge: Short Rest

Should a discipline require a saving throw to resist the feature’s effects. The saving throw DC is calculated as:


Discipline save DC = 8 + your Proficiency bonus + your Wisdom modifier

You learn two of the following disciplines, each of which reflects one of the four elements. You can choose another at 6th level, and again at 11th level.


  • Fangs of the Fire Snake As a Bonus Action, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Choose a target within 10 feet of you to lash with flame. The target must succeed on a Dexterity saving throw or take fire damage equal to 1d10 + one roll of your Martial Arts die + your Wisdom modifier.
  • Fist of Unbroken Air You summon a swirling wind and concentrate it around your fist. As a Bonus Action, you can spend 1 ki point to strike out condensed bursts of air which stretch out beyond your normal reach. You make one unarmed strike with 15 feet of reach. Should you hit, you can force the target to make a Strength saving throw in addition to the damage. On a failure, you can push the target back 15 feet or daze the target, halving its speed until the end of its next turn.
  • Water Whip You can summon a whip of water that pulls a target. As a Bonus Action, you can spend 1 ki point and choose a target that you can see within 30 feet of you. The target is forced to make a Strength saving throw. On a failed save, the target takes bludgeoning or slashing damage equal to one roll of your Martial Arts die + your Wisdom modifier, and you can pull it up to 20 feet closer to you. On a successful save, the creature takes no damage, and you don’t pull it.
  • Mountain Stance. When you use the Attack action on your turn, you can spend 1 ki point to mold the earth into stone projectiles. All unarmed strikes for that action as well as for the rest of your turn become ranged, with a short range of 30 feet and a long range of 90 feet, and these attacks deal bludgeoning or piercing damage. Additionally, immediately after taking the Attack action, you can make one unarmed strike as a Bonus Action this turn.

Endowment of the Elements

6th-level Way of the Four Elements feature

Choose and gain one of the following elemental boons. This showcases your growth, and deepening connection with your chosen element.

Fire. Those capable of manipulating fire also gain what fire can produce, warmth and light. You gain darkvision out to a range of 120 feet, and you do not suffer the ill effects of extreme temperatures.

Air. You can guide and ride the air currents as if you were standing on solid ground. Whenever you Dash, your jump distance is tripled instead of doubled, and you ignore difficult terrain for the rest of your turn. Additionally, you can treat your body weight to be as little as one fifth of your actual weight. You can do so whenever you choose, and for forever long you choose. You revert to your normal weight when unconscious.

Water. You gain a swimming speed equal to your walking speed, and can hold your breath for up to 1 hour. Also, you can channel your restorative meditation into others, aiding their own restoration. When you use your Meditative Rest feature during a short rest, you can choose up to 1 willing creature. When you perform your meditation, they regain an equivalent amount of hit points as you.

Earth. You stand firm, just as the mountains and ground beneath your feet. You gain advantage on skill checks and saving throws to resit being moved or knocked prone. Additionally, you are able to suss out falsehoods and a creature's motivation based on the micro-movements of their body. You gain advantage on Wisdom(Insight) checks when reading another creature within 30 feet of you who is touching the same ground you are.

Rebounding Energy

6th-level Way of the Four Elements feature
You gain the ability to ground out a portion of lightning, disperse flame, numb the cold, and dampen the shock impact of a bludgeoning strike. You can capture and harness some of this energy.

When you take fire, cold, lightning, thunder, or bludgeoning damage, you can spend 1 ki point and use a reaction to gain resistance to that damage. Additionally, your next unarmed strike made before the end of your next turn gains bonus damage equal to one roll of your martial arts die of the damage type you resisted.

Elemental Discipline

6th-level Way of the Four Elements feature
You learn to harness the magic of the elementals, letting you duplicate certain spells, and unleash a torrent of elemental fury.

You gain access to powerful elemental disciplines detailed below.

Duplicating Elemental Spells. Some elemental disciplines allow you to duplicate the effects of certain spells. In this case, you must provide the somatic and verbal components, but you don’t need to provide material components. When you discipline duplicates a spell, it is duplicated at the spell’s lowest level. If a duplicated spell would require concentration, it does not for you.


You learn four of the Disciplines listed below at 6th level. You learn three more at 11th level, and two more Disciplines of your choice at 17th level.

Disciplines

Body of Fire and Ice. Splitting the elemental energies of ice and fire, you wrap yourself with their protective power. You can spend 4 ki to duplicate fire shield.

Bring Forth Stone. Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone. As an Action and spending 2 ki points, choose up to 3 targets within 90 feet of you that you can see. Each chosen target must succeed on a Dexterity saving throw or take 3d12 bludgeoning damage. Rough earth fills its 5-foot-square and each 5-foot-square around it. These spaces become difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

You can spend up to 2 additional ki to target an additional target per ki point spent.

Claws of the Red Dragon. Extending your palms and unleashing a fiery breath, your fists ignite in flame. As a Bonus Action and spending 2 ki points, you cause each of your unarmed strikes to unleash flame. For the next minute your unarmed strikes deal 1d4 bonus fire damage.

Curtain of Unyielding Wind. You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to duplicate warding wind.

Cyclone Sweep. You summon a mighty, high pressure, gale force cyclone of wind. As an Action and spending 3 ki points, each creature in a 15 foot cube originating from you must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be caught up in the cyclone. Until the end of their next turn, they cannot take reactions, have a −2 penalty to AC and Dexterity saving throws, and on it's turn, it can use either an Action or a Bonus Action, not both, and regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. On a successful save, a creature takes half as much damage and suffers no other effects.

In addition, any nonmagical object that isn't being worn or carried also takes this damage, and is thrown wildly up to 30 feet from the center of the cyclone.

You can spend up to 2 additional ki to increase the damage by 1d6 per ki spent.

Eternal Mountain Defense. Your body hardens to stone, nearly impervious to weapons. You can spend 3 ki points to duplicate stoneskin, targeting yourself, lasting a maximum of 10 minutes.

Earthen Binds. When you hit a target with an unarmed strike and spending 2 ki points, you cause the earth to engulf the target. That target must make a Strength saving throw. On a failed save, the target takes is restrained for up to 1 minute. To break out, the restrained target can use its action or another creature can use its Action to make a Strength check against your Discipline save DC. On a success, the target escapes and is no longer restrained.

Freezing Mist. You push a freezing cold front from you in all directions, turning liquids solid and moisture in the air into pins and needles. As an Action and spending 2 ki points, each creature in a 15 foot radius from you must succeed on a Dexterity saving throw or take 3d8 cold damage and be knocked prone. The ice that covers the area around you becomes difficult terrain until the start of your next turn. On a successful save, they take half as much damage and are not knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.

You can spend up to 2 additional ki to increase the damage by 1d8 per ki spent.

Fang of the Frost Wolf. As a Bonus Action and spending 2 ki points, you summon shards of razor-sharp ice and fling it at your foe. For the rest of your turn, your unarmed strikes gain a 60 foot range as you sling frozen ice shards. Make the attack as normal, but it's damage is converted to cold. Hit or miss, the ice shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw. On a failure, the creature takes 4d4 cold damage, or half as much on a success.

Fist of Four Thunders. You clap your hands together, causing a thunderous boom that blows away everything around you. As an Action and spending 2 ki, each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and you emit a thunderous boom audible out to 300 feet.

You can spend up to 2 additional ki to increase the damage by 1d10 per ki spent.

Hail the Frozen Wastes. Sweeping forward, you extract the heat, leaving only cold and ice. As an Action and spending 2 ki points, a flurry of snowballs rain down on up two points of your choice within 90 feet of you that you can see. Each creature in a 5-foot-radius sphere centered on those points must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save and can't take reactions until the start of its next turn, or half as much damage on a successful one and suffers no other effects.

You can spend up to 2 additional ki to target an additional point per ki point spent.

Ignite the Ready Tinder. Closing your fist tight, you spawn a momentary blaze. As a Bonus Action and spending 1 ki point, the next time you hit a creature with an attack before the end of your next turn, the attack flares with white-hot intensity. The attack deals an extra 2d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns or until 1 minute has passed, the target must make a Constitution saving throw. On a failed save, it takes 2d6 fire damage. On a successful save, the fire ends. If the target or a creature within 5 feet of it uses an Action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the fire ends.

You can spend up to 2 additional ki to increase the initial and ongoing damage by 1d6 per ki spent.

Phoenix Flames. You send a bead of flame to erupt into a burst of fire. You can spend 4 ki to duplicate fireball.

Rain of Sparks. With a deep breath you inhale pure energy, drawn from the clouds. Once per turn, when you make a ranged attack with a monk weapon, you can spend 2 ki points to transform the weapon into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The monk weapon then returns to its normal form. You can spend up to 2 additional ki to increase the damage of the attack's after effect by 1d8 per ki spent.

Raise the Still Waters. Though water can give way easily, it's density offers great resistance. You can spend 3 ki to duplicate wall of water.

Ride the Wind. You manifest controlled swirl of air below each step. You can spend 3 ki points to duplicate fly, targeting yourself.

River of Hungry Flame. You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to duplicate wall of fire.

Sweeping Cinders. With a wide sweeping gesture, you summon forth a barrage of hot cinders. As a Bonus Action and spending 2 ki points, each creature within a 15 foot cone originating from you must succeed on a Dexterity saving throw or take 2d8 + your Wisdom modifier fire damage, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

You can spend up to 2 additional ki to increase the damage by 1d8 per ki spent.

Sweeping Crosswind. A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to duplicate wind wall.

Zephyr of the Raging Storm. You swirl, pulling the world inward, becoming the eye of a raging storm. You can spend 2 ki points to duplicate storm sphere, except the sphere is centered on you, and moves with you. You are immune to the spell's negative effects, and can end it at anytime (no action required). For the duration of the storm, you can spend 1 ki to use the Bonus Action granted by the spell to attack with a bolt of lightning.

Avatar of the Elements

17th-level Way of the Four Elements feature
As an ultimate display, you can evoke the power from all of the elements for a time.

You can enter an avatar state(no action required), gaining multiple benefits for 10 minutes. This effect ends early if you are knocked unconscious or choose to end it (no action required).
Usable: Once. Recharge: Long Rest

  • You gain a burrow, fly with hover, and swim speed equal to your movement speed.
  • You gain a 1 ki discount on any feature that spends ki.

Way of Fu

The Way of Fu is regarded as the original tradition. Many monasteries continue to teach and practice this tradition. It has a rich history of oral story telling, rich in art and philosophy, and the quintessential martial art techniques taught to all Monks this day. The martial arts masters teach their students to move with purpose. In doing so, they hone their martial arts abilities, attack and defending seamlessly. Stamina, flexibility, and balance are the key elements to improve the body's ability perform this martial flow of offense and defense. This training pairs with self discipline and meditation, as The Way of Fu teaches its pupils that balance must remain in all things.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of Fu Origin
d4 Origin
1 You attended a traveling martial arts festival and watched the highly skilled monks perform mock combat, dance routines, and high-flying acrobatics.
2 You rejected the ways of the the city life, and found peace among the monks at the monastery.
3 A monastery of monks took you in, when you had nowhere else to turn. They taught you of the beauty in life, and the skills needed to defend yourself.
4 You witnessed a monk take the life of an attacking orc, but then payed reverence to its kin. This compassion drove you to action.

Bonus Proficiencies

3rd-level Way of the Fu feature

You gain proficiency in the Performance skill if you don’t already have it, as the monks who follow the Way of Fu keep reverence to their order, their teachers, and the stories that they are taught, which must be preserved and passed down.

Additionally, you also gain proficiency with one artisan's tools of your choice, reflecting the ways of your monastery. Some monasteries brew beer, while others keep the to cultural traditions of calligraphy or artistry.

Martial Routine

3rd-level Way of the Fu feature
You are taught to move swiftly, steadily, and balanced, combining barehanded and weapon routines in order to out pace your opponents.

You gain the following benefits:

  • You can make one unarmed strike as a Bonus Action on each of your turns.
  • Whenever you make an unarmed strike against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • Whenever you Dash, opportunity attacks against you are made with disadvantage.
  • Whenever you make a Shove attempt, you can use Dexterity(Acrobatics) in place of Strength(Athletics).
  • You gain one additional use of your Flurry of Blows between rests.

Dynamic Form

6th-level Way of the Fu feature
You're continual training grants you a degree of deft that is above others.

You gain the following benefits.

Kip-Up. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. After you use Patient Defense and the first melee attack targeting you misses, you can force the attacker to reroll the attack, targeting a different creature of your choice, other than the attacker, that you can see within 5 feet of you and 5 feet of the attacker. This rerolled attack does not gain disadvantage from your Patient Defense feature.

Honed Insight

11th-level Way of the Fu feature
Your prolonged sessions of meditation have granted you a seeming instinct to manipulate the microcosms of the universe when you need it most.

When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll.
Usable: Wisdom modifier (minimum of once). Recharge: Long Rest

Sweeping Frenzy

17th-level Way of the Fu feature
You gain the ability to make an overwhelming number of attacks against a group of enemies.

When you use your Flurry of Blows, you can make up to three additional unarmed strikes this turn, provided that each of these bonus attacks target a different creature this turn.

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes 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 in much the same way a calligrapher or 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.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of the Kensei Origin
d4 Origin
1 Vowing to be a renowned fighter, you've taken to studying the ways of the Kensei relentlessly in pursuit of your goal.
2 After a long period of failures, a master swordsage has taken you under their wing.
3 Showcasing potential at basic training at the barracks, a monk from a secluded monastery has given you a special offer to learn, practice, and express yourself.
4 You've find the beauty in artistic expression, and find swordsmanship to be the truest form of grace.

Path of the Kensei

3rd-level Way of the Kensei feature
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.

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

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons.

When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.


In addition, you gain the following Bonus Actions:


  • Agile Parry. You use your kensei weapon to defend yourself if it is a melee weapon. You can use a Bonus Action to gain +2 AC until the start of your next turn while the kensei weapon is in your hand and you aren’t incapacitated.
  • Kensei’s Shot. You can use a Bonus Action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, all ranged attacks using a kensei weapon this turn gain an extra 1d4 damage.

Kensei's Technique

3rd-level Way of the Kensei feature

You learn special martial techniques, which are fueled by your Kensei dice.

Technique. You learn three techniques of your choice, which are detailed under “Techniques” below. Many technique enhance an attack in some way. You can use only one technique per attack.

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

Kensei Die. You have one Kensei die, which is a d4. Your Kensai die always equals yours Martial Arts die, as shown in the Martial Arts column of the Monk table. The Kensei die is expended when you use it. You regain all expended Kensei dice at the start of your turn.

Saving Throws. Some of your technique require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Dexterity modifier

One with the Blade

6th-level Way of the Kensei feature
You hone your accuracy, focusing on striking exposed weak points with your blades as you do with your fists.

Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Swift Unsheathe

11th-level Way of the Kensei feature
Your skill and precision improves.

If you expend a Kensei die on your first turn in combat after rolling initiative, you immediately regain one die. This can only happen once each combat.

Grand Master Kensei

17th-level Way of the Kensei feature
Your mastery of weapons endows you with superior skill and technique.

If you miss with an attack roll using a kensei weapon on your turn, you can reroll it. You can reroll an attack this way only once on each of your turns.

Techniques

  • Kunai Toss. As a Bonus Action, you can expend one Kensei die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

  • Gokaku. When you hit a creature with a melee weapon attack, you can expend one Kensei die to attempt to goad the target into attacking you. You add the Kensei die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Katsugi. When you hit a creature with a melee weapon attack, you can expend one Kensei die to break the opponent's posture. You add the Kensei die to the attack’s damage roll, and the target cannot take reactions until the end of your current turn.

  • Oji Counter. When you use your Patient Defense and the attacker misses you, you can expend one Kensei die to make a melee weapon attack against the creature with a kensei weapon. If you hit, you add the Kensei die to the attack’s damage roll.

  • Pinning Stroke. When you hit a creature with an attack using a kensei weapon, you can expend one Kensei die to attempt to knock the target off balance. You add the Kensei die to the attack’s damage roll, and if the target is your size or smaller, it must make a Dexterity saving throw. On a failed save, the target's speed becomes 0 until the end their next turn.

  • Pressing Palm. When you hit a creature with an unarmed strike, you can expend one Kensei die to attempt to drive the target back. You add the Kensei die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

  • Shikake Advance. As a Bonus Action, choose one creature within 5 feet of you as your target and expending one Kensei die, you can add your Kensei die to your next attack roll made against the target before the end of your current turn.

  • Thrusting Slash. When you make a melee weapon attack on your turn using a kensei weapon, you can expend one Kensei die to increase your reach for that attack by 5 feet. If you hit, you add the Kensei die to the attack's damage roll.

Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of the Long Death Origin
d4 Origin
1 After a late night kill in self defense, you felt the spirit of the dead cling to you.
2 You were a classically trained medic, but after a strange encounter with a witch doctor, just your touch was enough to restore or take a life.
3 You died. After resuscitation, you awoke with a sixth sense for the line between life and death.
4 Your soul has been bound to that of an undying. Now, they work through you, and you through them.

Touch of Death

3rd-level Way of the Long Death feature
Your study of death allows you to extract vitality from another creature as it nears its demise.

Once per turn, when you hit a creature with an attack using a monk weapon or unarmed strike and the creature has less than its maximum hit points remaining, you can deal 1d8 bonus necrotic damage.

In addition, when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your proficiency bonus (minimum of 1). These temporary hit points last for up to 1 minute. When you gain these temporary hit points, you can use a Bonus Action to force another creature within 30 feet of you to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failure, the creature becomes frightened of you until the end of your next turn.

Touch of Life

3rd-level Way of the Long Death feature

You learn the spare the dying cantrip, if you don't already know it. Once between long rests, when you stabilize a creature with this cantrip, you can also heal that creature for 1 hit point.

Hour of Reaping

6th-level Way of the Long Death feature

As a Bonus Action you can take on an aspect of reaping for 1 minute, but ends early if you are knocked unconscious. While in this aspect, you gain the following:

  • You gain advantage on attack rolls against creatures that are frightened.
  • You are immune to the frightened condition.
  • Your speed increases by 10 feet and it cannot be reduced.
  • Your Touch of Death bonus damage increases to 1d12.

Usable: 3 times. Recharge: Long Rest

Whispers from the Dead

6th-level Way of the Long Death feature
Your familiarity with the dead grows, allowing you to talk with the departed.

Once between long rests, you can cast the Speak with Dead spell.

Mastery over Death

11th-level Way of the Long Death feature

When you are reduced to 0 hit points, you can have 1 hit point instead. When you use this feature, you can force creature of your choosing within 30 feet of you that you can see to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failure, the creature becomes frightened of you until the end of your next turn.
Usable: once. Recharge: Short Rest

The Five Point Palm Strike

17th-level Way of the Long Death feature
You can destructively interfere with the pulse of your victim's heart.

When you hit a creature with an unarmed strike, you can start these imperceptible destructive 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 target must make a Constitution saving throw(DC of 8 + your proficiency bonus + your Wisdom modifier), taking 10d12 + your Monk level of Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an Action.
Usable: twice. Recharge: Long Rest

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others through Qi transference. They are wandering physicians for the poor and downtrodden. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Other's see themselves as scholars, wielding scrolls and records of the various machinations of life and death they have encountered. Each has an origin based on the sect it represents.

As a follower of this Monastic Tradition, you decide how you began this path. The Origin table offers some possibilities.

Way of Mercy Origin
d4 Origin
1 You began to learn the ways of the clerics by studying the gods and their holy texts.
2 You've been touched by a goddess, awakening an inner power.
3 After a tragedy, you made your first mercy kill. When you did, you felt a segment of their essence stay with you.
4 Forced through hardships, you had to find the good in the bad, and the bad in the good.

Bonus Proficiencies

3rd-level Way of Mercy feature

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

Transference

3rd-level Way of Mercy feature
You gain a mystical ability to move life force, also known as energy, axé, prana, pneuma, qi, or essence from one being to another.

You gain a pool of essence dice, which are d4s. These dice increase with your Martial Arts die as listed in the Monk table. You have a number of dice equal to your Wisdom modifier + your proficiency bonus (minimum of one die). You refill your pool of dice after finishing a long rest.

Hand of Harm

You use your mystical touch to inflict wounds, and steal a small portion of their life essence. As a Bonus Action you can make an unarmed strike, except you replace the damage of the attack with necrotic damage equal to one roll of your Martial Arts die and you do not add your ability modifier to the damage, unless that modifier is negative. If you hit but do not kill the creature, you can regain 1 expended essence die.

Alternatively, you can choose to forgo regaining an expended die to convert stored essence into a devastating attack on the creature's life force. You can expend any number of essence dice up to your Wisdom modifier(minimum of one), roll them and add the result to the amount necrotic damage dealt by this attack.

Hand of Healing

Your mystical touch can mend wounds. As an Action, you can touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. You can optionally spend any number of essence dice up to your Wisdom modifier(minimum of one), roll them and add the result to the amount of healing granted by your Hand of Healing.
Usable: Wisdom modifier (minimum of once). Recharge: Long Rest

Physician’s Touch

6th-level Way of Mercy feature
You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature and spend essence dice to increase its damage, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

11th-level Way of Mercy feature

When you use your Hand of Healing, you can target a second creature as well, and can make one unarmed strike (you can convert this unarmed strike into your Hand of Harm) all as part of the same Action in any order you choose. You can break up the individual portions of this Action using your movement.

Hand of Ultimate Mercy

17th-level Way of Mercy feature
Your mastery of life energy opens the door to the ultimate mercy.

As an Action, you can touch the corpse of a creature that died, but not of old age, within the past 24 hours. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Usable: once. Recharge: Long Rest

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of mixed martial arts combat, whether armed or unarmed. They learn techniques to exercise control over themselves and their opponents. Monks of this tradition value skill and speed above all else, as the best defense is an unending offense.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of the Open Hand Origin
d4 Origin
1 The monastery around the mines back home always emphasized that hard work built a strong character.
2 A former pit fighter, you decided it was time to give back to your community.
3 The governance in the Kingdom of Jarheldeen demands strength, and you aspire to be a leader.
4 An orphan of a barbarian tribe, the monastery took you in at a very young age.

Exceptional Training

3rd-level Way of the Open Hand feature
You've continually trained your body long and hard to be fast, strong and flexible.

You gain the following:

Bonus Proficiency. You gain proficiency in either Athletics or Acrobatics.

Mystic Strength. Anytime you make a Strength based skill check, you can add your Wisdom modifier to the check.

Open Hand Technique

3rd-level Way of the Open Hand feature
Your training in the martial arts allows you greater control over the battlefield.

You can make one unarmed strike as a Bonus Action on each of your turns.

Additionally, once per turn when you hit a creature with an unarmed strike, you can apply one of the following effects. Should an effect require a saving throw, it uses the following DC of 8 + your Proficiency bonus + your Dexterity modifier.

  • The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
  • The target must succeed on a Dexterity saving throw or be knocked prone.
  • The target must succeed on a Strength saving throw or be grappled by you.
  • The creature cannot take reactions until the start of its next turn.

Usable: Dexterity modifier (minimum of once). Recharge: Short Rest

Stunning Strike

6th-level Way of the Open Hand feature

When you hit a creature with an unarmed strike, you can attempt a stunning strike. The target must succeed on a Constitution saving throw (DC of 8 + your Proficiency bonus + your Dexterity modifier) or be stunned until the end of your next turn. A target that has been stunned by this feature is immune to its effects for the next 24 hours.
Usable: Wisdom modifier (minimum of once). Recharge: Long Rest

Swift as the Wind

11th-level Way of the Open Hand feature

Once per turn, when you would make an attack with advantage, you can forgo the advantage to make 2 attacks without advantage instead.

Iron Body

11th-level Way of the Open Hand feature

When you use a Reaction granted by Conditioned Reflex, you gain a number of temporary hit points equal to your Constitution modifier (minimum of 1), which last a maximum of 1 minute.

Transitioned Momentum

17th-level Way of the Open Hand feature

Once between turns when a creature misses you with a melee attack, you can use a reaction to make an unarmed strike against that target. You do so with advantage, and may choose to use your Open Hand Technique with this attack without expending a use.

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of Shadow Origin
d4 Origin
1 Selected and secluded since birth, you were trained to be the silent defender for a powerful noble family.
2 Never trained by a guild member, you found ways of being nimble and cloaked that a rogue couldn't.
3 Balance must come with a price, and you are willing to do what must be done to maintain balance.
4 You found it easiest to subvert the defenses of your enemies using disguise and distraction to achieve your goals.

Shadow Arts

3rd-level Way of Shadow feature
Starting when you choose this tradition, you learn the subtle arts of subterfuge.

Shinobi Talents. You gain proficiency in Thieves' Tools or the Disguise Kit. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Umbral Discourse. Channeling a wellspring of silence, you can duplicate the effects of certain spells. As an Action, you can mimic the effects of certain spells: Fog Cloud, Darkness (this darkness is not considered magical), Darkvision, Pass Without Trace, or Silence. Usable: Combined times equal to your proficiency bonus. Recharge: Long Rest

Silent Step. You can take the Hide action as a Bonus Action on each of your turns.

One with the Night. So long as your can hear, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Silent Strike

3rd-level Way of Shadow feature
You know how to strike subtly and exploit a foe’s distraction.

Once on your turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. This attack must be from an unarmed strike or a monk weapon. The extra damage is equivalent to two rolls of your martial arts die.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Shadow Step

6th-level Way of Shadow feature
You gain the ability to step from one shadow into another.

As a Bonus Action you can teleport up to 60 feet to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn.
Usable: Proficiency bonus. Recharge: Long Rest

Cloak of Shadows

11th-level Way of Shadow feature
You have learned to become one with the shadows.

When you are in an area of dim light or darkness, you can use a Magic Action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Additionally, your Umbral Discourse feature gains the Invisibility spell, but this spell effect cast can only target yourself.

Opportunist

17th-level Way of Shadow feature
You can exploit a creature’s momentary distraction when it is hit by an attack.

Once between turns when a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use a reaction to make a melee attack against the struck creature.

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to harmonize with the life bringing power of the sun it self. The sun is ever burning beacon of warmth, but it can also flare with destructive waves. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

As a follower of this Monastic Tradition, you decide how you began your life as a student. The Origin table offers some possibilities.

Way of the Sun Soul Origin
d4 Origin
1 Being a desert native, meditation for you means feeling the power of the sun, and channeling its power.
2 You have always had a bright and radiant soul. By honing your mind and body, you've unlocked the techniques need to unleash your soul's energies.
3 In your darkest hour, you found strength within yourself. Channeling that strength you brought hope to those around you.
4 You were born with the ability to create light. The monks helped your down the path of honing your abilities, amplifying their effect.

Radiant Expression

3rd-level Way of the Sun Soul feature
You gain the ability to be a minor lamp of light.

You learn the light cantrip, if you don't already know it.

If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use a reaction to reroll the check, as you tap into the warming radiance of the sun's rays. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest

Radiant Sun Beam

3rd-level Way of the Sun Soul feature
You can call upon the searing radiance of the sun, creating a Sun Beam.

As a Bonus Action, you can conjure a 5 foot radius, 60-foot-high pillar of radiant light centered on a point you choose within 30 feet of you that you can see. Bright light fills the pillar, and lasts until the end of your next turn.

Any creature (except you) that starts its turn in the pillar are engulfed in ghostly flames that cause searing pain, and must make a Constitution saving throw (DC of 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it takes 2d10 radiant damage, or half as much damage on a success.

You and your allies have advantage on attack rolls against targets inside the pillar.


Usable: Twice. Recharge: Short Rest

Sun Shield

6th-level Way of the Sun Soul feature

You gain the ability to surround yourself in cauterizing radiant flame. As an Action, you can cause yourself to be engulfed in radiant flame until the start of your next turn. When you use this Action, you can regain hit points equal to twice your Monk level. Until the start of your next turn you emit bright light in a 15 foot radius, dim light for another 15 foot radius, and any creature that hits you with an attack takes radiant damage equal to monk level + your Wisdom modifier as the radiant flame lashes out against them. Additionally, during this time, you have advantage on all saving throws, as the might of the sun protects you.


Usable: Once. Recharge: Long Rest

Beacon of Sunlight

11th-level Way of the Sun Soul feature

You 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 this light as a Bonus Action. When you restore this light, you can use your Radiant Sun Beam feature simultaneously.

While the light shines, the range of your Radiant Sun Beam is increased to 60 feet, and it lasts up to 1 minute instead of 1 round. You can end a beam early (no action required).

When you extinguish the light any active Radiant Sun Beams end, and if you have not attacked or dealt damage to a creature on your turn, you can enter a special meditation that surrounds you with an aura of peace. You can choose to gain the effect of a sanctuary spell that lasts until you restore this light again(the spell can end early as normal). The saving throw DC for the spell equals 8 + your proficiency bonus + your Wisdom modifier.

Solar Flare

17th-level Way of the Sun Soul feature

You gain the ability to create an orb of light that erupts in a wave of solar power. As an Action, you create an orb and hurl it at a point you choose within 120 feet, where it erupts into a sphere of radiant Daylight for a brief instant.

Each hostile creature in a 30-foot-radius sphere must succeed on a Constitution saving throw (DC of 8 + your Proficiency bonus + your Wisdom modifier) or take 6d12 + your Wisdom modifier radiant damage, or half as much on a successful one. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. A creature that fails this save by 5 or more is blinded until the start of their next turn. Creatures that are within your Radiant Sun Beam have disadvantage on this save. Any creature that was invisible and was forced to make this save loses their invisibility, and cannot become invisible again until after the end of their next turn.

You and allied creatures of you in the sphere, instead gain 6d6 temporary hit points.


Usable: Once. Recharge: Long Rest

The Monk

The Monk is a fickle beast. Their form of fighting is in a class of its own, which requires a greater variety of class features to fully evoke the true expression of a fantasy monk. The intent of this rework is unbind the monk from its Ki limiter, and let them be the best martial when fighting solo monsters. Without a core Bonus Action unarmed strike attack baked into Martial Arts, one of each subclass's defining characteristics is how they use their Bonus Action.

Artistic Credits:
Cover: BNI
Page 2: Wizards of the Coast
Page 5: Wizards of the Coast
Page 6: Wizards of the Coast
Page 7: nerdarchy.com
Page 8: Wizards of the Coast
Page 11: ArtyLay
Page 14: Eric Belisle
Page 15: Paizo Publishing, LLC
Page 16: Wizards of the Coast
Page 17: MIMIMI games, Shadow Tactics: Blades of the Shogun

 

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