Epic Monk

by Nagainata

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Epic Monk

The Epic Monk

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Class Features
21st +7 1d10 21 +30 ft. Ability Score Improvement, Extrasensory Perceptiveness
22nd +7 1d10 22 +30 ft. Iron Body
23rd +7 1d12 23 +30 ft. Be Like Water (1)
24th +7 1d12 24 +35 ft. Mind and Body
25th +8 1d12 25 +35 ft. Ability Score Improvement, Mantle of Serenity
26th +8 1d12 26 +35 ft. Be Like Water (2)
27th +8 1d12 27 +35 ft. Monastic Tradition Feature
28th +8 1d12 28 +40 ft. Eye of Dusk and Dawn, Iron Will
29th +9 1d12 or 2d6 29 +40 ft. Ability Score Improvement, Be Like Water (3)
30th +9 1d12 or 2d6 30 +40 ft. A Thousand Fists, Nirvana
Page 1 | Introduction

Ability Score Improvement

When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.

Extrasensory Perceptiveness

You can see invisible creatures out to a range of 60 feet and you can cast the detect magic and clairvoyance spells by expending 2 ki points.

Iron Body

Your body has adapted to softening the hardest of blows. While you are not wearing armour or a shield, any critical hit against you becomes a normal hit.


When you use your Patient Defense feature, you can spend 1 additional ki point to also gain resistance to bludgeoning, piercing, and slashing damage for the same duration.

Be Like Water

Whenever a Large or smaller creature within your reach misses you with an attack or fails to grapple you, you can use your reaction to automatically grapple it instead. By expending 1 ki point, you can knock the creature prone or shove it up to 10 feet as part of the same reaction.


Starting when you reach 26th level, whenever a creature hits you with a melee attack, you can use your reaction to take only half damage from the attack, and immediately make a single melee attack against them as part of the same reaction.


When you reach 29th level, your fluidity in movement and redirection reaches its pinnacle. Whenever you are attacked by a ranged attack and it rolls 8 or more under your ac, the attack gets reflected back at the attacker, and is considered to be a hit.

Mind and Body

All healing effects on you are increased by an amount equal to your Wisdom modifier. When receiving a healing effect, you can increase this bonus to twice your Wisdom modifier by expending 3 ki point as a reaction.

Mantle of Serenity

You radiate serene energies that make you appear non-threatening. When you roll initiative, other creatures can’t attack you or target you with spells and other effects until you take an obviously harmful action, such as attacking, casting a spell, or taking something that doesn’t belong to you. This feature doesn’t protect you from area effects, such as the explosion of a fireball.

Monastic Tradition Feature

You gain a feature from your monastic tradition, detailed at the end of the class description or one from another source.

Eye of Dusk and Dawn

Starting at 28th level, you can see normally to a distance of 60 feet in magical darkness, and can read all writing.

Iron Will

Your battle hardened physicality and serene mind has made you very difficult to give up, or be killed. You make death saving throws with advantage.

A Thousand Fists

Whenever you use your Flurry of Blows or a similar archetype feature such as Radiant Sun Bolt, you can make three attacks as a bonus action, rather than two.


In addition, you may now spend 2 ki points in order to make an additional reaction. This feature can only be used once on a turn.

Nirvana

When you are forced to make a saving throw by a hostile creature, you regain 1 expended ki point if you succeed on the saving throw. In addition, if you fail a saving throw, you can expend 10 ki points as a reaction to succeed instead, but you don’t regain any expended ki points for succeeding in this manner.

Monastic Tradition Feature

Way of the Drunken Master

Drunkey Money

27th-Level Epic Way of the Drunken Master Feature


Once on each of your turns, you can spend 2 ki points to take one additional bonus action.

Way of the Four Elements

Elemental Affinity

27th-Level Epic Way of the Four Elements Feature


You learn to cast scorching ray for the cost of 1 ki point, lightning bolt for the cost of 2 ki points, fire shield for the cost of 3 ki points and conjure elemental for the cost of 4 ki points. In addition, the ki cost of your other spells are reduced by 1 ki point.

Way of the Kensei

Weapon Master

27th-Level Epic Way of the Kensei Feature


All simple and martial weapons that lack the heavy and special properties are kensei weapons for you. In addition, you can use your Deft Strike feature any number of times on each of your turns.

Way of the Long Death

Touch of the Long Death

27th-Level Epic Way of the Long Death Feature


When a creature within 30 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level.

Way of the Open Hand

One Finger Death Punch

27th-Level Epic Way of the Open Hand Feature


You have learned the feared One Finger Death Punch technique. You can use an action to make a special unarmed strike. The attack can’t be made as part of the Attack action but is guaranteed to connect as a critical hit and applies all effects of your Open Hand Technique, Stunning Strike, and Quivering Palm features.


Once you use this feature, you must finish a long rest before you can use it again.

Way of Shadow

Master Opportunist

27th-Level Epic Way of Shadow Feature


When you would normally be able to make a melee attack using your Opportunist feature, you can spend 1 ki point to instead use your Flurry of Blows.

Way of the Sun Soul

Corneal Burn

27th-Level Epic Way of the Sun Soul Feature


Your Sun Shield can reach brightness only surpassed by the sun itself. While your Sun Shield shines, you can spend 1 ki point during your turn (no action required) to shine brighter until the start of your next turn. While shining in this manner, each creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw or become blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself and becoming immune to your Corneal Burn feature for 24 hours on a successful save.


This feature is usable for a number of rounds equal to your Wisdom modifier. You regain all expended charges when you finish a long rest.

Page 2 | Class Features

Way of Mercy

Hands of Ultimate Harm

27th-level Epic Way of Mercy Feature


Once on each of your turns, you now can use Hand of Harm without expending ki points, irrespective of the attack action, or Flurry of Blows. Additionally, you can expend 1 Ki Point per additional use of it on the same turn.

Page 3 | Monastic Tradition Features
 

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