Monk Improvement

by surger

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Monk

Monk
level Proficiency Bonus Features Martial Arts Focus Points Unarmored Movement
1st +2 Martial Arts, Unarmored Defense 1d6
2nd +2 Monk’s Focus, Unarmored Movement, Uncanny Metabolism 1d6 4 +10 ft.
3rd +2 Deflect Attacks, Monk Subclass 1d6 5 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d6 6 +10 ft.
5th +3 Extra Attack, Ki-Inhibiting Strikes 1d8 8 +10 ft.
6th +3 Empowered Strikes, Subclass Feature 1d8 9 +15 ft.
7th +3 Evasion 1d8 10 +15 ft.
8th +3 Ability Score Improvement 1d8 11 +15 ft.
9th +4 Acrobatic Movement 1d8 13 +15 ft.
10th +4 Heightened Focus, Self-Restoration 1d8 14 +20 ft.
11th +4 Subclass Feature 1d10 15 +20 ft.
12th +4 Ability Score Improvement 1d10 16 +20 ft.
13th +5 Tongue of the Sun and Moon 1d10 18 +20 ft.
14th +5 Disciplined Survivor 1d10 19 +25 ft.
15th +5 Timeless Body 1d10 20 +25 ft.
16th +5 Ability Score Improvement 1d10 21 +25 ft.
17th +6 Subclass Feature 1d12 23 +25 ft.
18th +6 Empty Body 1d12 24 +30 ft.
19th +6 Ability Score Improvement 1d12 25 +30 ft.
20th +6 Body and Mind 1d12 26 +30 ft.

Class Features

As a Monk you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Monk level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monk level after 1st

Proficiencies

  • Saving Throws: Strength, Dexterity
  • Skills (Choose 2): Acrobatics, Athletics, History, Insight, Religion, Stealth
  • Weapons: Simple Weapons, Martial Weapons that have the Light property
  • Tools: Choose one type of Artisan’s Tools or Musical Instrument
  • Armor Training: None

Starting Equipment

You start with the following items, plus anything provided by your background.

(a) any Martial Weapon with light property or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
10 darts

Alternatively, you may start with 5d4 gp to buy your own equipment.

Martial Arts

Beginning at 1st level, Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are Simple Melee Weapons and Martial Weapons with the Light 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:

  • Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.
  • Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.
  • Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.

Unarmored Defense

At lvl 1, While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Monk’s Focus

Starting at 2nd level, Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Focus Points. Your Monk level + your proficiency bonus determines the number of points you have, as shown in the Focus Points column of the Monk table.

You can spend these points to fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you spend a Focus Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.

  • Flurry of Blows. You can spend 1 Discipline Point to make two Unarmed Strikes as a Bonus Action.
  • Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and the Dodge actions as a Bonus Action.
  • Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Uncanny Metabolism

Starting at 2nd level, When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Unarmored Movement

Starting at 2nd level, Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table.

Deflect Attack

Starting at 3rd level, You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by an roll of your martial arts die plus your Dexterity modifier plus your Monk level.

If you reduce the damage to 0, you can spend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Monk Subclass

When you reach 3rd level, You gain a Monk subclass of your choice: Warrior of Mercy, Warrior of Shadow, Warrior of the Four Elements, or Warrior of the Hand. The Warrior of the Hand subclass is detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level and lower.

Ability Score Improvement

When you reach 4th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Monk table, you gain this feature again at levels 8, 12, 16, and 19.

Slow Fall

Beginning at 4th level, You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Extra Attack

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

Ki-Inhibiting Strikes

Starting at 5th level, When you hit a creature with a monk weapon or an unarmed strike, you can spend 1 Focus point to use one of the following features. You can't target the same creature more than once a turn with these features.

Disorienting Strike

You overload the target's mind, disrupting its ability to take actions. The target must succeed on a Wisdom saving throw or be disoriented until the end of your next turn.

While disoriented, the creature can't take reactions, and on its turn, it can use either an action or a bonus action, not both; in addition, regardless of its abilities or magic items, the creature can't make more than one melee or ranged attack during its turn, and it can't concentrate on spells or other effects that require it.

A creature is immune to this affect if it is also immune to being Stunned.

Stunning Strike

You can interfere with the flow of ki in an opponent's body. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. However, if the target succeeds on their saving throw against Stunning Strike, their Speed is halved until the start of your next turn, and the next attack made against them is done so with Advantage.

Immobolizing Strike

You overload the target's joints and muscles, preventing it from moving. The target must succeed on a Strength saving throw or be Restrained until the end of your next turn.

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.

You don’t benefit from this feature if you have the Incapacitated condition.

Acrobatic Movement

At 9th level, While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Heightened Focus

At 10th level, Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:

  • Flurry of Blows. You can spend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
  • Patient Defense. When you spend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
  • Step of the Wind. When you spend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.

Self-Restoration

At 10th level,Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.

In addition, forgoing food and drink doesn’t give you levels of Exhaustion.

Tongue of the Sun and Moon

Starting at 13th level, you can use Wisdom, in place of Charisma, whenever you make a Deception, Persuasion or Intimidation check.

Additionally, you learn to touch the ki of other minds so that you can understand all spoken languages and be understood by any creature that can understand a language. As an action, you can touch another creature to grant it this benefit for 1 hour.

Disciplined Survivor

Beginning at 14th level, Your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 Focus Point to reroll it and take the second result. You do not spend the Focus point if this second result is also a failure.

Timeless Body

At 15th 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.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, 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.

Body and Mind

At 20th level, You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 26.

Additionally, if you start your turn with no Focus points, you immediately regain 1 Focus point.


Monk Subclasess

A Monk subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section presents the Warrior of the Hand subclass.

Warrior of the Hand

Warriors of the Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

Open Hand Technique

Starting at 3rd level, Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • Addle. The target can’t make Opportunity Attacks until the start of its next turn.
  • Push. The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.
  • Topple. The target must succeed on a Dexterity saving throw, or it has the Prone condition.

Wholeness of body

At 6th level, You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. If you have no uses remaining you can spend 1 Focus point to use it again.

Fleet Step

At 11th level, You can easily stride out of harm’s way. When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action.

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 4 Focus 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.

Warrior of Shadow

Warriors of Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow.

Shadow Arts

Starting at 3rd level, Through rigorous training, you have learned to draw on the power of the Shadowfell, gaining the following benefits:

  • Darkness. You can spend 1 Focus Point to cast the Darkness spell without any spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of you at the start of each of your turns.
  • Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
  • Shadowy Figments. You know the Minor Illusion cantrip and use Wisdom as the spellcasting ability for it.

Shadow Step

At 6th level, While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the turn.

Improved Shadow Step

At 11th level, You can draw on your connection to shadow to empower your teleportation. When you use your Shadow Step, you can spend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after the teleportation.

Cloak Of Shadows

At 17th level, As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Focus Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:

  • Invisibility. You have the Invisible condition.
  • Partially Incorporeal. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
  • Shadow Flurry. You can use your Flurry of Blows without spending any Discipline Points.

Warrior of the Elements

The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.

Elemental Attunement

Starting at 3rd level, You have attuned yourself with the elemental forces of the multiverse. You know the Elementalism cantrip. (the cantrip is at the end of the subclasses)

In addition, at the start of your turn, you can spend 1 Discipline Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration:

  • Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
  • Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Environmental Burst

At 6th level, As a Magic action, you can spend 2 Discipline Points to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.

Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

Before or after you take this action, you can make one Unarmed Strike as a Bonus Action.

Stride of the Elements

At 11th level, When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.

Elemental Epitome

At 17th level, When you use the Elemental Attunement feature, you also gain the following benefits for the duration:

  • Damage Resistance. You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.
  • Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn.
  • Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The damage is the same type you chose for this feature’s damage resistance.

Warrior of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Drunkard's Talents

When you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.

You gain proficiency in the Performance skill, Brewer's supplies and improvised weapons. Improvised weapons without the heavy property count as monk weapons for you.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your martial arts.

Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

  • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 Discipline point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

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 2 Dicipline points to cancel the disadvantage for that roll.

In addition, you can not have disadvantage on melee attack rolls from being prone and enemies can not gain advantage on melee attack rolls against you as a result of you being prone.

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.

Warrior of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an 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.

Arms of the Astral Self

Starting at 3rd level, Your mastery of your Discipline allows you to summon a portion of your astral self. As a bonus action, you can spend 1 Discipline 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.
  • 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

At 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 Discipline 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 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

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.

  • Deflect Energy. You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
  • Empowered Arms. Once on each of your turns when you miss a target with the Arms of the Astral Self, you can make an additional unarmed strike with the arms against a different creature within reach.

Awakened Astral Self

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 Discipline 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.

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

Warrior 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.

Path of the Kensei

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

  • Kensei 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 the heavy and special properties. The longbow is also a valid choice. 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.

  • Agile Parry. If you make an unarmed strike or an attack with a monk weapon as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the 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, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

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

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

  • Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 Focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Sharpen the Blade

At 11th level, You gain the ability to augment your weapons further with your Focus.

As a bonus action, you can expend up to 3 Focus points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of Focus points you spent. This bonus lasts for 1 hour or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. Once per turn, if you miss with an attack roll while using a monk weapon, you can make another attack with that weapon against the same target with advantage.

Warrior of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. 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.

Implements of Mercy

Starting at 3rd level, You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask

d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Hands of Healing and Harm

At 3rd level, Your mystical touch can mend or inflict wounds.

  • Hand of Healing. 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. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
  • Hand of Harm. When you hit a creature with an unarmed strike, you can deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest. If you have no uses remaining you can spend 1 Discipline point to use it again.

Physician's Touch

At 6th level, 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, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

At 11th level, You can now mete out a flurry of comfort and hurt.

When you use Flurry of Blows, you can now replace each of the unarmed strikes you make on your turn with a use of your Healing hand. This spends only one use of your hands of healing and harm feature.

In addition, you can use your harming hand without spending a use of your Hands of Healing and Harm feature. You can still only use Harming hand once per turn.

Hand of Ultimate Mercy

At 17th level, 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 within the past 24 hours and expend 5 Discipline points. 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.

Once you use this feature, you can't use it again until you finish a long rest.

Warrior of the Sun Soul

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

Radiant Sunbolt

Starting when you choose this tradition at 3rd level, your hands can produce searing bolts of magical radiance. You know the Light cantrip and wisdom is your spellcasting ability for it. You can use this spell to make your hands emit light.

You also gain the means to fire a Radiant Sunbolt with your Attack action. This Radiant Sunbolt is a ranged spell attack with a range of 30 feet that uses your martial arts die for damage and can be used in place of your unarmed strikes. You use your dexterity modifier for its attack and damage rolls, and the damage type is radiant.

Sun Soul Technique

At 6th level, you have trained to effectively channel your Discipline into radiant energy, granting you the following techniques.

You can use these abilities a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 Discipline points to use either ability again.

  • Searing Arc Strike. When you take the Attack action on your turn, you can replace one of the attacks with a wave of radiant energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw against your Discipline save DC, taking radiant damage equal to three rolls of your Martial Arts die on a failure, or half as much damage on a success.
  • Sun Shield. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to increase your AC by an amount equal to your proficiency bonus against that attack, causing your form to be obscured by brilliant light for a brief instant. If this causes the attack to miss you, you deal radiant damage equal to one roll of your martial arts die against the attacker. A creature that can't be blinded is immune to this feature.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion.

As an action, you can magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must make a Constitution saving throw against your Ki save DC, taking radiant damage equal to four rolls of your Martial Arts die and becoming blinded until the end of your next turn on a failure, otherwise they take half as much damage and don't become blinded on a success. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 3 Discipline points to use it again.

Aura of Light

At 17th level, you can channel your Discipline to become a beacon of a luminous, magical sunlight. You can activate this aura as a bonus action, granting yourself the following benefits for 1 minute:

  • You shed bright sun light in a 30 foot radius and dim sun light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
  • You gain a flying speed equal to your walking speed.
  • You become immune to radiant damage and the blinded condition.

These benefits last for a 1 minute or until you use a bonus action to end it early. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 4 ki points to use it again.

Elementalism

Transmutation cantrip


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

You exert control over the elements, creating one of the following effects within range:

  • Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren't affected.

  • Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

  • Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.

  • Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

  • Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature or an object) for 1 hour.

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