Class: Monk

by Zaelos

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The Monk

Monk

High in the mountains, she had mastered her art. Her mind was as clear as the snow surrounding the courtyard of the monastery she had lived in all her life, and her body was trained to near perfection. NEAR perfection. It was never enough, at least for her. Her master had told her repeatedly that this doubt in her abilities was her downfall, keeping her from reaching the peak she wanted to climb, but... She couldn't get rid of it, no matter how long she contemplated, meditated, thought about it or ignored it completely.

In the heart of the desert, under the scorching sun, he gathered his power. He had no master - only an empty monastery that he found a few years ago, three days after the day he died. Here he found an old library with thousands of scrolls detailing a lost art that used something called "light within." He didn't understand it - nor was he interested in it, at least at first - but he had time for it. The benefits of being dead - you have plenty of time.

In the depths of the castle, she dreamed of a boundless void that enveloped everything in its invisible embrace. This void was everywhere, but no one could see it. It was connected to everything, but it could not be crossed. She didn't understand it, but she had felt a bond with this void since the day she was born...

Somewhere in the port district, he was drinking away his sorrows, as he had been for the past three years. He had long ago lost the meaning of life - a broken shell of a man who finds comfort at the bottom of a pint. No one even tried to approach him anymore - at least the regulars, because they knew it wouldn't end well for them. Sometimes the newcomers would try to harass the old, drunken man who sat alone in the darkest corner of the room... Only to regret it moments later when the same man threw them into the ocean, right after he rearranged their teeth.

These monks, as diverse as they may be, are living weapons in the literal sense of the word. By focusing on their minds and bodies, honing both to near perfection, they master fighting arts that allow them to deliver a punch with the force of a giant's club and to absorb attacks as easily as a heavily armored knight. Monks tap into the potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds.

Honed Like a Blade

Perhaps you set out on this path to put a dark past behind you. Or your village was victimized one time too many by an evil lord or marauding beasts, and you now seek justice. No matter what your motivation, the path of the monk transforms you into a true force to be reckoned with.

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity or Wisdom your highest ability score, depending on which Monastic Tradition you want to adopt, followed by the ability score you didn't choose before. Second, choose the hermit background.

The Monk
Level Proficiency
Bonus
Martial
Arts
Ki Points Unarmored
Movement
Features
1st +2 1d6 Slow Fall, Unarmored Defense, Martial Arts
2nd +2 1d6 2 +10ft. Ki, Unarmored Movement
3rd +2 1d6 3 +10ft. Monastic Tradition, Purity of Body
4th +2 1d6 4 +10ft. Ability Score Improvement
5th +3 1d6 5 +15ft. Extra Attack, Deflect Attack
6th +3 1d6 6 +15ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15ft. Evasion
8th +3 1d6 8 +15ft. Ability Score Improvement
9th +4 1d6 9 +20ft. Unarmored Movement improvement, Purity of Body improvement
10th +4 1d6 10 +20ft. Ability Score Improvement
11th +4 1d8 11 +20ft. Hailstorm of Blows, Monastic Tradition feature
12th +4 1d8 12 +20ft. Ability Score Improvement
13th +5 1d8 13 +25ft. Stillness of Mind
14th +5 1d8 14 +25ft. Heightened Senses
15th +5 1d8 15 +25ft. Diamond Soul
16th +5 1d8 16 +25ft. Ability Score Improvement
17th +6 1d10 17 +30ft. Monastic Tradition feature
18th +6 1d10 18 +30ft. Empty Body, Timeless Body
19th +6 1d10 19 +30ft. Ability Score Improvement
20th +6 1d10 20 +30ft. Perfect Self

Class features

As a monk, you gain following class features.

Hit Points

  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies

  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Performance, Religion, and Stealth
Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • • (a) a shortsword or (b) any simple weapon
  • • (a) a dungeoneer's pack or (b) an explorer's pack
  • • (a) 10 darts

Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. If you reduce the damage to 0, you can also land on your feet.

Unarmored Defense

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

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This dice changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • Once on each of your turns when you attack with an unarmed strike or a monk weapon using the Attack action, you can make one unarmed strike as a bonus action.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

Ki

At 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Also starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Sun Soul, or the Way of the Astral Self, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th and 17th level.

Purity of Body

Starting at 3rd level, ki flowing through you makes you immune to disease.

From 9th level, you are also immune to poison damage and poisoned condition.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Deflect Attack

Starting at 5th level, you can use your reaction to deflect a weapon attack when you are hit by it. When you do so, the damage you take from this attack is reduced by two rolls of your Marital Arts die + your monk level.

If you reduce the damage of a melee weapon attack to 0, you can spend 1 ki point to redirect that attack onto one creature of your choice, other than the attacker, that you can see within 5 feet of you. If you do so, the attacker must make a new attack roll against the creature you chose, using the same attack you blocked.

If you reduce the damage of a ranged weapon attack to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hailstorm of Blows

By 11th level, when you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two.

Stillness of Mind

Starting at 13th level, you are immune to being charmed or frightened.

Heightened Senses

Starting at 14th level, 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.

Diamond Soul

Beginning at 15th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Empty Body

Beginning at 18th level, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Timeless Body

Also at 18th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Perfect Self

Starting at 20th level, you don't need to sleep and you can’t be forced to sleep by any means. To gain the benefits of a long rest, you must spend at least 4 hours doing light activity, such as meditating and keeping watch.

In addition, as an action, you can enter a special meditation that allows you to tap to your inner reserves. You instantly gain the benefit of a short rest and regain all of your expended ki points. Once you complete a short rest with this feature, it becomes unavailable until you finish a long rest.

Way of the Open Hand

A journey, Master? Why would you want to send me on a journey? I know I disappointed your expectations, Master, but that's no reason to cast me out! I'm sorry, I shouldn't have let my emotions get the better of me... Again. Anyway, I don't think any journey is necessary. If I couldn't cast away my earthly doubts here, in the most peaceful place in the world... then what chance do I have in a loud city full of distractions? I will try to do my best here, at the monastery. I will... I will train day and night and... and Master, please don't make me leave. I... I'm afraid.

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Stunning Strike

Starting at 6th level, you can interfere with the flow of ki in an opponent's body. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

The effect of Stunning Strike applies before you impose one of the effects of Open Hand Technique.

Ki Block

At 11th level, your ability to disrupt the ki flow of other creatures has become more effective. A creature that succeeds on its Constitution saving throw against your Stunning Strike has disadvantage on the saving throw it makes against your Open Hand Technique.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

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.

Way of the Sun Soul

Entry #749, about nine hundred days since I found this monastery in the heart of the desert. Today I managed to summon a larger than usual bolt of fire, but in the process I got a little burned. The fire was... different than before. The last time I touched it, I felt nothing - no heat, no pain, nothing at all. So it was identical to an ordinary flame, which also has no effect on me. But now... It was burning. Really hard. It was the first thing I had felt since the day my best friend had stabbed me in the back and left me for certain death. It was... a shocking sensation, to say the least, and the effects of that burn are quite nasty. They should have healed by now, but the dead tissue still hasn't magically regenerated like it used to. According to the scrolls, it's because I've reached a point where my "inner light" is as bright as sunlight itself. This is... a good thing, but also a little unsettling. Who knows what effect this will have on me, since I am - after all - a walking corpse.

Radiant Sun Bolt

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

You gain a new attack option that you can use in place of your unarmed strikes. This special attack is a ranged spell attack with a range of 30 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 d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Searing Strike

Also at 3rd level, when a creature takes radiant damage from you, you can spend 1 ki point to sear the target. At the start of its next turn, the target must succeed on a Constitution saving throw or take fire damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

Solar Wind

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals your proficiency bonus.

Burning Radiance

At 11th level, your inner light has become as bright as sunlight itself. When you deal fire damage to a creature, you can change that damage type to radiant.

Solar Flare

Starting at 17th level, you gain the ability to gather the power of the sun within you into one, devastating explosion. You can cast the Flame Strike spell, requiring no components, and your spellcasting ability for the spell is Wisdom.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend 7 ki points to cast it again.

Way of the Astral Self

But mother, it's not my fault! I don't know what happened! I only wanted to catch the vase that Milady nearly broke when she bumped into it, and it just happened. I know she freaked out that I have a third, ghostly hand and I'm in a lot of trouble no matter what I say, but I just want to make it clear that it wasn't my doing. It was the Void. It... finally answered. I always thought it was just some weird images in my head, but it really exists... Yes, mother, I'm sorry. I'll be quiet now. I know you don't want to hear about it. I'll tell Milady I'm sorry and we'll never speak of this again.

Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, 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, you can target any creature that you can see within 10 feet of you instead of using your reach.
  • 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.

Visage of the Astral Self

When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, 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 amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

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

Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Awakened Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following 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.

Ki-Powered Assault. Whenever you use your Flurry of Blows ki feature, you can spend 1 ki point to make one additional unarmed strike with your astral arms.

Way of the Drunken Master

Harrasing the old man, huh? You three think you're so tough for doing that? You feel empowered? In charge? Get out of here, before I lose my temper. I had four of these cheap ones and let me tell you, I tend to get overly aggressive after a few of those. You're not scared of me? Huh. Well then... Don't say I didn't warn ya.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with brewer's supplies if you don't already have it.

Tipsy Sway

At 3rd level, you can move in sudden, swaying ways. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action.

Leap to Your Feet

Also at 3rd level, when you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Drunken Technique

Your erratic movements make you an infuriating opponent to deal with. Starting at 6th level, you can use your Deflect Attack feature when a creature hits or misses you with a melee attack roll. In addition, when you redirect that attack onto another target, the attacker doesn't make a new attack roll against the creature you chose - instead, it immediately hits its target.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 1 ki point to cancel the disadvantage for that roll.

Intoxicated Frenzy

At 17th level, 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 attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

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.

Way of Shadow Spellcasting
Monk
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You know Minor Illusion and one cantrip of your choice from the Way of Shadow spell list. You learn additional Way of Shadow cantrip at 10th level.

Spell Slots

The Way of Shadow Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Jump and have a 1st-level and a 2nd-level spell slot available, you can cast Jump using either slot.

Spells Known of 1st Level and Higher

At 1st level, you know three 1st-level spells of your choice from the Way of Shadow spell list.

The Spells Known column of the Way of Shadow table shows when you learn more Way of Shadow spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 13th level, for example, you learn a new Way of Shadow spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Way of Shadow spells you know and replace it with another spell from the Way of Shadow spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Way of Shadow spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Way of Shadow spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Night Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until the end of your next turn.

Shadow Clone

Starting at 17th level, you learn to use a shadow duplicate of yourself to mislead your opponents. You can cast the Mislead spell, requiring no components, and your spellcasting ability for the spell is Wisdom.

In addition, you can change the casting time of this spell to 1 reaction, which you take when you are hit by an attack. If you cast it using a reaction, you can teleport up to 30 feet to an unoccupied space you can see.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend 7 ki points to cast it again.

Way of Shadow Spell List

Below are the spells available to Way of Shadow monks, organized by spell level. They are from the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.

Cantrips

acid splash
dancing lights
green-flame blade
mage hand
message
poison spray
sword burst
true strike

1st level

alarm
color spray
detect magic
detect poison or disease
disguise self
faerie fire
feather fall
fog cloud
grease
jump
longstrider
silent image
sleep
snare
zephyr strike




2nd level

alter self
blindness/deafness
blur
darkness
darkvision
invisibility
find traps
mirror image
misty step
pass without trace
see invisibility
shadow blade
silence
spider climb

3rd level

blink
hypnotic pattern
major image
nondetection
sending
stinking cloud

4th level

confusion
greater invisibility
freedom of movement
locate creature
shadow of moil

The Monk

By zaelos_3

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits:

Cover: Ekaterina Burmak - See the Truth
Page 1: Copyright: ©Wizards of the Coast LLC. Page 1 (Monastery): Copyright: ©Wizards of the Coast LLC.
Page 2: Copyright: ©Wizards of the Coast LLC.
Page 3: Craig J Spearing - Seeker of the Way Page 4: Livia Prima - Narset, Enlightened Master Page 5: Yongjae Choi - Narset of the Ancient Way
Page 6: Denman Rooke - Drannith Stinger
Page 7: Igor Kieryluk - Kruphix's Insight
Page 8: Randy Vargas - Jaded Sell-Sword
Page 9: Ryan Pancoast- Killian, Ink Duelist
Page 10: Rryan Sola - Silverquill Command
Page 11: Florian de Gesincourt - Island

Art copyright: ©Wizards of the Coast LLC.

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