##### Shadow Attack Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra Martial Arts die damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a monk weapon or be a unarmed attack.
The amount of the extra damage increases as you gain levels in this class. At 5th level, the damage increases by one Martial Arts die on a hit (2d6 / 2d8), at 11th level increase by another (3d8 / 3d10) and 17th level yet another (4d12). ` \columnbreak ##### Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can use your Lightning Step without losing ki and you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Additionally, you can take a bonus action on each of your turns to make the Dash, Disengage, or Hide action. ##### Cloak of Shadows By 11th level, you have learned to become one with the shadows. Immediately after you take damage in an area of dim light or darkness, you can use a reaction to use 1 ki point and magically become invisible until you make an attack, cast a spell, or are in an area of bright light. Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. ##### Opportunist At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. ` \pagebreakNum ### Way of the Open Hand *Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They have a wide range of martial arts techniques, a powerful ability to recover ki, and practice advanced meditation that can protect them from harm.* ##### 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 Ki Martial Arts without losing ki. Additionally, you learn one additional Ki Martial Arts technique and another one at 11th level. ##### Wholeness of Soul At 6th level, you gain the ability to recharge your inner energy. As an action, you can regain all your ki. You must finish a long rest before you can use this feature again. ##### Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Additionally, you can still spend 1 ki point to recast this abjuration, but the effect is the standard one. ##### 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. ` ` \pagebreakNum ### Way of the Elements *You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.* *Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.* ##### Disciple of the Elements When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the elements. A discipline requires you to spend ki points each time you use it. The number of spells you know is based on your level in this class. ##### Spells know | level | 0 | 1 | 2 | 3 | 4 | |:---:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:| | 3rd | 2 | 2 | - | - | - | | 6th | 3 | 3 | 2 | - | - | | 11th | 4 | 4 | 3 | 2 | - | | 17th | 4 | 4 | 4 | 3 | 2 | Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
**Casting Elemental Spells.** Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Each spell has a base price that is equal to its level in ki points. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and you cast Burning Hands, you can spend 2 ki points to cast it as a 2nd-level spell. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki table. | Monk level | Ki | |:----:|:---:| | 5th-8th | 2 | | 9th-12th | 3 | | 13th-16th | 4 | | 17th-20th | 5 | \columnbreak **Spellcasting Ability.** Wisdom is your spellcasting ability for your Monk spells, being spells powered by your ki.
**Spellcasting Focus.** You can use a Ki focus as a spellcasting focus for your Monk spells. A Ki focus can be a bandage, a tattoo or necklace, a staff made entirely from an ancient tree, or an object incorporating elemental rocks. ##### Powerful Ki At 3rd level, the amount of your ki increases equal to your proficiency bonus as you gain levels in this class. ##### Master of Elements At 6th level, you learn to modify elements to your liking. All spells that contain the elements in the table below can be exchanged for another element. If the spell requires a saving throw this is based on the chosen element and not on the original spell information. | Elements | Save | |:----:|:---:| | Acid / Fire / Lightening | Dexterity | | Cold / Poison / Thunder | Constitution | | Force | Strength | ##### Elemental Martial Arts Beginning at 11th level, when you perform a spell that uses ki, you can perform Flurry of Blow, Defensive Stance or Lightening Step without spending ki points. Additionally, when you make a critical attack you recover an amount of ki equal to your wisdom modifier. ##### Wonder of the Elements At 17th level, you can choose one spell per level that is found in your list, these spells now cost one ki less as if they were of a lower level. ` \pagebreakNum ### Monk Elements Spell List
##### Cantrips (0 Level)
- Acid Splash
- Booming Blade
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Gust
- Light
- Lightning Lure
- Mold Earth
- Poison Spray
- Produce Flame
- Ray of Frost
- Shape Water
- Shocking Grasp
- Thunderclap
##### 1st Level
- Absorb Elements
- Acid Stream (UA)
- Arcane Weapon (UA)
- Armor of Agathys
- Burning Hands
- Catapult
- Chaos Bolt
- Chromatic Orb
- Create or Destroy Water
- Detect Poison and Disease
- Earth Tremor
- Faerie Fire
- Feather Fall
- Fog Cloud
- Frost Fingers
- Guiding Bolt
- Hellish Rebuke
- Ice Knife
- Longstrider
- Magnify Gravity
- Searing Smite
- Thunderous Smite
- Thunderwave
- Witch Bolt
- Zephyr Strike
\columnbreak
##### 2nd Level
- Aganazzar's Scorcher
- Continual Flame
- Darkvision
- Dragon's Breath
- Dust Devil
- Earthbind
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Icingdeath's Frost (UA)
- Kinetic Jaunt
- Levitate
- Magic Weapon
- Maximillian's Earthen Grasp
- Melf's Acid Arrow
- Protection from Poison
- Pyrotechnics
- Rime's Binding Ice
- Scorching Ray
- See Invisibility
- Shatter
- Skywrite
- Snilloc's Snowball Storm
- Warding Wind
\columnbreak
##### 3rd Level
- Ashardalon's Stride
- Call Lightning
- Create Food and Water
- Daylight
- Elemental Weapon
- Erupting Earth
- Fireball
- Flame Arrows
- Flame Stride (UA)
- Fly
- Freedom of the Waves HB
- Gaseous Form
- Glyph of Warding
- Haste
- Lightning Arrow
- Lightning Bolt
- Meld into Stone
- Melf's Minute Meteors
- Protection from Energy
- Pulse Wave
- Sleet Storm
- Stinking Cloud
- Thunder Step
- Tidal Wave
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
\columnbreak
##### 4th Level
- Arcane Eye
- Conjure Minor Elementals
- Control Water
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Galder's Speedy Courier
- Gravity Sinkhole
- Ice Storm
- Stone Shape
- Stoneskin
- Storm Sphere
- Summon Elemental
- Summon Construct
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
- Widogast's Web of Fire HB
\columnbreak
`
\pagebreakNum
### Ki Martial Arts
At 2nd level, a Monk gains the Ki Martial Arts feature. Here are new playtest options for that feature. Many of these new Martial Arts are based on your direction in the martial arts world. Each subclass has the ability to have specific techniques based on their characteristics and understanding in martial arts.
#### 2nd level:
* **Shadow (Prerequisite: Way of the Shadow)** When you make a Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom (Perception) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated. * **Freeze (Prerequisite: Way of the Open Hand)** When you hit a creature with a melee attack, you can block his reaction by hitting secret spots. Roll one Martial Arts die and add it to the damage roll. It can't take reactions until the end of your next turn. * **Harmony (Prerequisite: Way of the Elements)** When you make a Intelligence (Arcana), a Intelligence (Nature) or a Wisdom (Insight) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated. #### 8th level:
* **Venom Strike (Prerequisite: Way of the Shadow)** When you hit a creature with a melee attack, you can poison him. Roll one Martial Arts die and add it to the damage roll, it must succeed on a **Constitution** saving throw or be poisoned for three turns. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends. * **No Mercy (Prerequisite: Way of the Open Hand)** When you have an enemy prone beside you as a reaction you instantly leap at the prone creature, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a **Constitution** saving throw or be poisoned until the end of your next turn. * **Elemental strike (Prerequisite: Way of the Elements)** When you make a melee attack on your turn, you can increase your reach for that attack by 10 feet. If you hit, roll one Martial Arts die and add it to the damage roll. You can change the type of damage with one of your elements. \columnbreak #### 16th level:
* **Ripper (Prerequisite: Way of the Shadow)** When you hit a creature with a melee attack, you can cause internal bleeding. Roll one Martial Arts die and add it to the damage roll. At the start of each of its turns, it must succeed on a **Constitution** saving throw or take one Martial Arts dice of bleeding damage. After three saving throw the internal bleeding ends. * **Crippling strike (Prerequisite: Way of the Open Hand)** When you hit another creature with a melee attack with advantage, you can interfere with the flow of ki in an opponent's body. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a **Constitution** saving throw or be Paralyzed until the end of your next turn. * **Elemental Reaction (Prerequisite: Way of the Elements)** When you hit a creature with a melee attack, you can cause an elemental reaction. Roll one Martial Arts die and add it to the damage roll. If you performed in elemental spell during your action, you can change your damage to that type of element. At the start of each of its turns, it must succeed on a saving throw **(based on the type of element)** or take one Martial Arts dice of elemental damage. After three saving throw the elemental reaction ends. ` \pagebreakNum
ART
Page 10.1 : [Ensō (円相, "circular form](https://www.pinterest.ch/pin/1337074884402747/)
https://www.pinterest.ch/pin/1337074884402747/
Page 10.2 : [Ninja Gaiden Z Yaiba - by
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` \columnbreak
### Pro Grappler **Prerequisite: Strength or Dexterity 13, or higher.**
*You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:* * As long as caught in the grip of your body the creature is restrained. * You can use the creature under your grasp as a shield, attacks from outside creatures against you are made with disadvantage. * If you were still hit, the creature in your grasp would also take half of your damage.
### Slaughterer **Prerequisite: Strength or Dexterity 13, or higher.**
*You’ve learned to strike at weak points by exploiting precision melee attacks. You gain the following benefits:* * When you score a critical hit or reduce a creature to 0 hit points, you gain advantage on your next attack roll. * Before you make a melee attack, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +6 to the attack’s damage.
### Ki Martial Adept
*You have martial Arts training that allows you to perform Ki Martial Arts. You gain the following benefits.* * You learn two Ki Martial Arts of your choice from among those available to the Monk class. If a KMA you use requires your target to make a saving throw to resist the KMA effects, the saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. * You gain two ki point, (if you have ki from another source this ki points are added). This ki is used to fuel your KMA. A ki is expended when you use it. You regain your ki points when you finish a short or long rest. * Your unarmed strike and your Martial Arts dice uses a d6 for damage. \pagebreak
ART
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