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Monk (Cultivated)

Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
hit dice: 1d10 per monk level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, one martial weapon of your choice
tools: Choose one type of artisan's tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any martial weapon or (b) any simple weapon

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • 10 darts


spellcasting:

Ki Technique List

 

Adept Techniques

These techniques are available from 2nd level onward. While they are the first techniques a monk learns, in the hands of a practiced master they can still be devastating.  

A Moment's Insight

Cast Time: 1 reaction, when an ally within 30 feet of you that you can see fails a saving throw or ability check
Ki Cost: 1 Ki
You allow your ally to reroll the saving throw or ability check. Your ally must be able to hear and understand you to gain the benefit of this technique, and your ally must take the second result, even if it is worse.  

Bring Forth the Flood

Cast Time: 1 action
Ki Cost: 1 Ki
You move up to your movement speed in a straight line and your movement does not provoke opportunity attacks. Any creature that is caught in that line must make a Dexterity saving throw. A creature takes bludgeoning damage equal to one roll of your Martial Arts die on a failed save, or half as much damage on a successful one.  

Cat Stalks its Prey

Cast Time: 1 action
Ki Cost: 1 Ki
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. This benefit last for 10 minutes.  

Dancing Cobra Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, whenever you hit a creature with an unarmed strike, your movement does not provoke opportunity attacks from that creature and your walking speed increases by 10 feet. Both benefits last until the end of your current turn.  

Expose the Flaw

Cast Time: 1 reaction, when a creature within 5 feet of you that you can see misses you with a melee attack
Ki Cost: 1 Ki
You can make an unarmed strike against the creature that missed with their melee attack.  

Fan of the Toxic Serpent

Cast Time: 1 Action
Ki Cost: 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 poison damage equal to two rolls of your Martial Arts die and is poisoned. On a successful save, the creature takes half as much damage and isn’t poisoned.  

Flow of the River Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance and a creature comes within 5 feet of you, you can use your reaction and that creature must roll a Strength saving throw. On failed save, the creature is pushed back 15 feet.  

Flying Tiger Pounce

Cast Time: 1 action
Ki Cost: 3 Ki
Choose a target within the range of your movement speed that you can see. You jump to that creature, landing in an unoccupied adjacent space, and immediately make a melee attack against it. On a hit, the creature takes damage equal to one rolls of your Martial Arts, is grappled by you, and must make a Strength saving throw. On a failed save, if the creature is no more than one size larger than you, it is also knocked prone. On a successful save the creature is not knocked prone.  

Gaze of the Dragonfly

Cast Time: Free action
Ki Cost: 1 Ki
For the next hour, when you roll an Wisdom (Perception) check, Intelligence (Investigation), or an ability check to track other creatures, roll a d4 and add the number rolled to the ability check.  

Glide upon Waves

Cast Time: 1 action
Ki Cost: 3 Ki
Move up to your movement speed. You can make one melee attack against each creature of your choice that you come within 5 feet of as part of this movement.  

Halt the Storm

Cast Time: 1 action
Ki Cost: 2 Ki
Make a melee attack against a creature. If the attacks hits the creature, it deals additional damage equal to one roll of your Martial Arts die and the creature has its movement speed reduced by 30 feet until the end of its next turn. If it misses the creature, its movement speed is still reduced by 15 feet until the until of its next turn.  

Ki Shield

Cast Time: 1 reaction, when you are hit by an attack
Ki Cost: 1 Ki
You gain temporary hit points equal to your Wisdom modifier.  

Quake the Earth

Cast Time: 1 action
Ki Cost: 2 Ki
Each creature other than you within a 10-foot radius of you must make a Dexterity saving throw. A creature takes bludgeoning damage equal to two rolls of your Martial Arts die and is knocked prone, or half as damage and is not knocked prone on a failed save. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.  

Rock Hand Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, when a creature no more than one size larger than you hits you with a melee attack, you can use your reaction to attempt to grapple that creature.  

Split the Army Asunder

Cast Time: 1 action
Ki Cost: 2 Ki
If you are holding a melee weapon, you make a stroke of ki forming a line 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes thunder damage equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.  

Step of the Wind

Cast Time: 1 bonus action
Ki Cost: 1 Ki
You can choose to Dash or Disengage for a bonus action on your turn.  

Unleash Killing Intent

Cast Time: 1 action
Ki Cost: 2 Ki
Your closeness with death and combat allow you to almost materialize your intent and bring thoughts of death to your enemies. Each creature in a 20-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened until the end of their next turn.  

Vanguard Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance and wielding a melee weapon in one or both hands, you gain a +1 bonus to AC.  

Ward of Silver Flash

Cast Time: 1 reaction, when a creature makes an attack against another creature within your range
Ki Cost: 1 Ki
You can impose disadvantage on the attack roll.  

Whisper on the Breeze

Cast Time: 1 bonus action
Ki Cost: 1 Ki
You whisper a message to a creature within 120 feet of you. The target (and only the target) hears the message and can reply in a whisper that only you can hear.  

Zenith of the Charge

Cast Time: Free action
Ki Cost: 2 Ki
The next time you hit a creature with an attack, it takes additional damage equal to one roll of your Martial Arts die. If the creature is at full hit points, it instead additional damage equal to two roll of your Martial Arts die.  

Expert Techniques

You must be level 6 in this class to learn these techniques.  

Anticipate the Current

Cast Time: 1 reaction, when you are hit with an attack
Ki Cost: 1 Ki
If you are holding a melee weapon, you gain a +3 bonus to your AC until the start of your next turn. This bonus applies to the triggering attack, potentially causing it to miss.  

Blooming Lotus Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, you may replace your normal attack with a sweeping flurry of blows. When you would make an attack against a creature within 5 feet of you, you may choose to instead attack all creatures within a 5-foot radius of you. If you choose to use this alternate attack, all creatures in a 5-foot radius of you must make a Dexterity saving throw. On a failed save, a creatures takes damage equal to one of your normal attacks.  

Boulder Toss

Cast Time: 1 action
Ki Cost: 2 or more Ki
Choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw. On a failed save, the creature takes force damage equal to two rolls of your Martial Arts die and you can push the creature 20 feet away from you, plus an additional 10 feet for each additional ki point you spend (to a maximum of 3). On a successful save, the creature takes half as much damage, and you don’t push it.  

Comet's Descent

Cast Time: 1 action
Ki Cost: 3 Ki
Make a melee attack. If it hits, the creature takes additional damage equal to a number of rolls of your Martial Arts die for each 10 feet of vertical movement you made in a straight line towards it on this turn before your attack (maximum of 6).  

Dawn and Dusk

Cast Time: 1 action
Ki Cost: 2 or 3 Ki
You make two attacks against a creature. If the first attack hits a creature, the creature takes additional damage equal to one roll of your martial arts die and the damage type of the attack is radiant instead of its normal type(s). If the second attack hits a creature, the creature takes additional damage equal to one roll of your martial arts die and the damage type of the attack is necrotic instead of its normal type(s). If you spent 3 ki to cast this technique and both attacks hit the same creature, the creature takes radiant damage equal to one roll of your Martial Arts die + necrotic damage equal to one roll of your Martial Arts die.  

Feather Walk

Cast Time: 1 bonus action
Ki Cost: 1 Ki
Your jump distance is tripled and you ignore difficult terrain until the start of your next turn.  

Gale Rush

Cast Time: 1 bonus action
Ki Cost: 3 Ki
Make a melee attack. If it hits, the creature takes additional damage equal to a number of rolls of your Martial Arts die for each 15 feet of movement you made in a straight line towards it on this turn before your attack (maximum of 6).  

Iron Spirit Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, you have a +1 bonus to AC and all saving throws.  

Parade of the Peacock

Cast Time: Free action
Ki Cost: 2 Ki
The first creature you hit a creature with a melee attack on your turn has disadvantage on attack rolls against any creature that isn't you until the start of your next turn.  

Ride the Winds of the Hawk

Cast Time: 1 action
Ki Cost: 2 Ki
You move in a straight line to an unoccupied space that you can see within 60 feet. When you stop, each creature within 10 feet of that space must make a Dexterity saving throw. A creature takes lightning damage equal to two rolls of your Martial Arts die on a failed save, or half as much on a successful one.  

Spider Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, you gain a climb speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.  

Swift Reflexes

Cast Time: Free action
Ki Cost: 1 Ki
You gain a bonus to an initiative roll equal to your Wisdom modifier.  

Tree in a Forest

Cast Time: 1 action
Ki Cost: 1 Ki
You and anything you are wearing or carrying becomes invisible for 1 minute, or until you take another action such as Use an Object, Attack, or Cast a Spell.  

Viper Bite

Cast Time: Free action
Ki Cost: 2 Ki
When you hit a creature with a melee attack, the creature makes a Constitution saving throw. On a failure, the creature is blinded until the end of their next turn.  

Vital Pulse

Cast Time: 1 action
Ki Cost: 3 Ki
You send out healing energies in a 10-foot cone in front of you. All creatures within the cone heal for a total equal to two rolls of your Martial Arts die + your Wisdom modifier.  

Master Techniques

You must be level 11 in this class to learn these techniques.  

Bone-shattering Eruption

Cast Time: 1 action
Ki Cost: 6 Ki
You imbue an attack with a large amount of ki which becomes unstable, causing explosive results. Make an attack against a creature. Each creature within a radius of 15 feet of the target creature, including the target, must make a Constitution saving throw. A creature takes force damage equal to five rolls of your Martial Arts die on a failed save, or half as much on a successful one.  

Confusion in Stillness

Cast Time: 1 action
Ki Cost: 4 Ki
A creature of your choice that you can see within 30 feet of you and that can hear you must make a Charisma saving throw. On a failed save, the target becomes docile and is incapacitated for up to 1 minute. While incapacitated in this way, the target has a movement speed of 0, must answer any question it is asked truthfully, and considers all that it hears to be truthful. When the technique ends, the target does not remember what happened while incapacitated. If any hostile action is taken against the target, the technique ends early with the creature retaining full knowledge of what happened while influenced by the technique instead.  

Displacement

Cast Time: 1 action
Ki Cost: 4 Ki
You can fold space between two points. Choose a point within 500 feet of you. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You teleport from your current location to that point. You arrive at exactly the spot desired.   You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring any willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature(s) must be within 5 feet of you when you use this technique.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take force damage equal to four rolls of your Martials Arts die, and the technique fails to teleport you.  

Echo of the Chorus

Cast Time: Free action
Ki Cost: 3 Ki
When you hit a creature with a melee attack, you can set up resonating vibrations in that creature. The next time you or one of your allies hits the creature with an attack, the creature has vulnerability to all of that attack's damage.  

Empyrean Cannon

Cast Time: Free action
Ki Cost: 3 Ki
The next time you hit a creature with a melee attack, the creature takes additional damage equal to a number of rolls of your Martial Arts die equal to your Strength modifier.  

Eyes of Truth Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, you gain truesight out to a distance of 30 feet.  

Reed in the Wind Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While in this stance, when a creature misses you with a melee attack roll you can use your 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.  

Shield of the Stalwart

Cast Time: 1 reaction, when a creature makes an attack against you
Ki Cost: 3 Ki
You create a translucent wall of ki that springs into existence at a point you choose within 15 feet of you. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can also form it into a hemispherical dome or a sphere with a radius of up to 5 feet, or you can shape a single flat 15-foot-by-10-foot panel. In any form, the wall is 1/4 inch thick. It lasts for 1 minute or until you use your action to dismiss the wall. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage. A disintegrate spell destroys the wall instantly, however.  

Strings of Fate

Cast Time: 1 action
Ki Cost: 4 Ki
A creature of your choice that you can see within 30 feet of you and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this technique. Until the spell ends, you can use a bonus action on each of your turns to choose the movement of the target or if it can move at all. The target must use its movement as specified on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.   A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.  

Weight of Hardship

Cast Time: 1 action
Ki Cost: 3 Ki
Choose a point within 30 feet of you. All creatures within a 15-foot radius sphere must make a Strength saving throw. On failed save, a creature take bludgeoning damage equal to two rolls of your Martial Arts die and are knocked prone. On a successful save, a creature takes half as much damage, is not knocked prone, and has its movement speed reduced by 10 feet.  

Grandmaster Techniques

You must be level 17 in this class to learn these techniques.  

Aura of Mending Ki

Cast Time: 1 action
Ki Cost: 5 Ki
You can emit a pulse of ki that restores allies within its radius. Choose any number of creatures within 30 feet of you. You end all conditions of blinded, deafened, paralyzed, poisoned, and disease on them.  

Blood-Sealing Strike

Cast Time: Free action
Ki Cost: 3 Ki
When you hit a creature with a melee attack, you can attempt to stun it. The creature must make a Constitution saving throw. On a failure, the creature is stunned for 1 minute. At the end of each of its turns it can repeat the saving throw, ending the effect on a success.  

Calm Breath Stride Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
You teleport up to 30 feet to an unoccupied space that you can see. While in this stance, you can teleport up to 30 feet to an unoccupied space that you can see as a free action two times per round.  

Mithril Shell

Cast Time: 1 reaction, which you take when you are hit by an attack
Ki Cost: 4 Ki
You gain resistance to all damage until the start of your next turn.  

Whisper of the Reaper

Cast Time: 1 action
Ki Cost: 8 Ki
When you use this action, choose a creature within range of your unarmed strikes and you store an invisible pocket of ki inside the creature's body, which lasts for a number of days equal to your monk level. This pocket is harmless unless you use your bonus action to cause the pocket to explode. To do so, you and the target must be on the same plane of existence. When you cause the pocket to explode, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes necrotic damage equal to ten rolls of your Martial Arts die. You can have only one creature under the effect of this technique at a time. You can choose to end the pocket harmlessly without using an action.  

Elemental Technique List

 

Adept Techniques

You must be level 2 in this class and have taken the Sect of Elements monastic tradition to learn these techniques.  

Air Sling

Cast Time: 1 action
Ki Cost: 2 Ki
You use the air around you to propel a target in a direction. Choose yourself or a creature within 5 feet of you. The target must succeed a Dexterity saving throw (the target can choose to fail), or the target is pushed 15 feet in a direction of your choice. The target takes thunder damage equal to one roll of your Martial Arts die on a failed save, or half as much damage on a successful save.  

Farmer Stance

Cast Time: 1 bonus action
Ki Cost: 0 Ki
While you are touching the ground, you have advantage on all saving throws or ability checks against being knocked prone, pushed away, or grappled.  

Rekindle the Embers

Cast Time: 1 reaction, when you or a creature within 5 feet of you makes an ability check
Ki Cost: 1 Ki
The target can roll an ability check with advantage. If they do so, they take fire damage equal to your Wisdom modifier.  

Sculpt the Frozen Sea

Cast Time: 1 action
Ki Cost: 1 Ki
Choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.  

Expert Techniques

You must be level 6 in this class and have taken the Sect of Elements monastic tradition to learn these techniques.  

Grasp of Stone

Cast Time: 1 action
Ki Cost: 3 Ki
The target must succeed on a Strength saving throw or be restrained for up to 1 minute. At the end of each of its turns, the target can make another Strength saving throw. On a success, the technique ends on the target.  

Ingrain the Flame

Cast Time: 1 bonus action
Ki Cost: 2 Ki
Until the end of your turn, your attacks deals additional fire damage equal to your Wisdom modifier.  

One with the Wind

Cast Time: 1 action
Ki Cost: 2 Ki
You transform into a misty cloud, along with everything you are wearing and carrying, for 10 minutes. The technique ends if you drop to 0 hit points or use an action to dismiss the technique.   While in this form, your only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. You have resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. You can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.   While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack, cast spells, or use techniques.  

Rain of the North Sea

Cast Time: 1 action
Ki Cost: 4 Ki
Freezing rain and sleet fall in a 40-foot-tall cylinder with a 30-foot radius centered on a point you choose within 120 feet of you. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the technique's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the technique’s area, the creature must make a successful Constitution saving throw against your ki save DC or lose concentration.  

Master Techniques

You must be level 11 in this class and have taken the Sect of Elements monastic tradition to learn these techniques.  

Blazing Wildfire

Cast Time: 1 action
Ki Cost: 5 Ki
A stroke of flame forming a line 60 feet long and 15 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes fire damage equal to six rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried.  

Embrace of the Mountain

Cast Time: 1 action
Ki Cost: 3 Ki
You surround yourself with a layer of earth and stone for up to 1 minute. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You also gain a +2 bonus to AC.  

Raging River Current

Cast Time: 1 action
Ki Cost: 2 or more Ki
You create a whip of water that shoves and pulls a creature to unbalance it for up to 1 minute. The technique also ends if you drop the whip. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes cold damage equal to two rolls of your Martial Arts die, plus an extra roll of your Martial Arts die of cold damage for each additional ki point you spend, and you can either push it away or pull it up to 30 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or push it.  

Tempest Stride

Cast Time: 1 action
Ki Cost: 4 Ki
You gain a flying speed equal to your movement speed for 10 minutes.  

Grandmaster Techniques

You must be level 17 in this class and have taken the Sect of Elements monastic tradition to learn these techniques.  

Essence of Winter

Cast Time: 1 action
Ki Cost: 7 Ki
You can control water in its many forms. You modify the water in your surroundings within a 60-foot radius of you to cover the ground in slick ice or a standing level, making it difficult terrain for 1 hour. Choose any number of creatures within that radius. They must make a Constitution saving throw. On a failed save, they take cold damage equal to seven rolls of your Martial Arts die and have their movement speed reduced by 30 feet until the end of their next turn. On a successful save, they take half as much damage and have their movement speed reduced by 15 feet instead.  

Fury of the Skies

Cast Time: 1 bonus action
Ki Cost: 5 Ki
You condense a swirling collection of air into a small tornado which rampages around you. A swirling collection of rushing wind collects together in a 5-foot-radius, 40-foot-high cylinder centered on a point within 60 feet of you that lasts for up to 1 minute. You can dismiss this technique as a bonus action.   When a creature enters the technique's area for the first time on a turn or starts its turn there, it is engulfed in tempestuous winds that can pick up and cut creatures, and it must make a Strength saving throw. It takes thunder damage equal to four rolls of your Martial Arts die and is levitated on a failed save, or half as much damage and is not levitated on a successful one. A levitating target moves with the beam as long as there is room for all levitated creatures. At the end of each of its turns, a target can make another Strength saving throw. On a success, the technique ends on the target.   On each of your turns after you use this technique, you can use a bonus action to move the beam 120 feet in any direction.  

Solar Radiance

Cast Time: 1 action
Ki Cost: 8 Ki
Choose a creature or object within 5 feet of you. You reach out your hand and condense the power of the sun to cut through all defenses. You deal fire damage equal to nine rolls of your Martial Arts die to the target. This damage cannot be blocked by any effect that adds a bonus to AC, such as the shield spell. This technique also instantly destroys a Wall of Force.  

Terra Formation

Cast Time: 1 action
Ki Cost: 6 Ki
A nonmagical wall of solid stone springs into existence at a point you choose within 150 feet of you for up to 1 minute. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 18 and 45 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.
class features:

Unarmored Defense

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

Martial Arts

You are a student of one of several ancient styles of martial arts: styles of combat that focus on the use of unarmed strikes and monk weapons, which are any weapons that don’t have the heavy property. All monks begin their mastery of martial arts following a similar path: rigorous and repetitive training of the very basics of forms and techniques. This training grants you the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
  • When you are prone, you can stand up by expending 5 feet of movement.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, monk weapons, and improvised weapons, as well as ability checks made to grapple or shove.
  • You can roll a d4 in place of the normal damage of your unarmed strikes, monk weapons, and improvised weapons. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • You can make one unarmed strike as a bonus action. The number of unarmed strikes increases to two when you reach 11th level in this class.
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 in the Weapons section of the Player's Handbook.  

Ki Techniques

Starting 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 ki point total equals the number shown in the Ki Points column of the Monk table.   You can spend these points to fuel various monk features, including Ki Techniques. Techniques are divided into four tiers (adept, expert, master, grand master) which require you to be level 2, 5, 11, and 17 respectively in this class to learn. You learn two adept ki techniques from the Ki Technique List.   Many martial arts techniques also cost ki. 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   Learning and Performing Techniques
Your monastic tradition and martial arts style together determine which techniques you can learn. The number of techniques you learn is shown in the Techniques Known column of the Monk table. Some monastic traditions increase the number of techniques you can learn. When you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the same tier that you are eligible to learn. Some of your martial arts techniques require your target to make a saving throw to resist the feature’s effects. In these cases, use your ki saving throw DC.   Changing Learned Techniques
When you level up, you may choose to replace one of your known techniques with another technique from the Ki Technique List. You must be of appropriate level to learn the new technique.   Optional Rule: Learning Additional Techniques
The number of techniques you learn is normally determined by the Techniques Known column of the Monk table. With your DM's permission, you can also study and learn additional techniques during downtime. You must be eligible to learn the new techniques from either your monastic tradition or your martial arts style. To learn a new technique, you must first find a master willing to teach you. Most masters will ask for compensation for their teaching, which could be a service you perform for them, a relic you obtain, or a hefty donation to their monastery. The time to learn a new technique is 2 weeks for adept techniques, 8 weeks for expert techniques, 14 weeks for master techniques, and 20 weeks for grand master techniques.  

Unarmored Movement

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 monastic traditions are detailed later in this class description. Your monastic tradition grants you features when you choose it, and again at 6th, 11th, and 17th level. Your choice of tradition also determines which martial arts techniques you can learn.   Martial Arts Style At 3rd level, you adopt a particular style of martial arts as your specialty. Some styles focus on striking, while others lend themselves to grappling or swift movement. The Martial Arts styles are described beginning on page 7 of this class description.   A Note about Favored Styles
Some martial arts styles mention certain races or monastic traditions that favor the style. For the most part, these are for flavor only. Each tradition works with each style, although some pair together better than others.  

Graceful Landing

When you reach 4th level, you may use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. If this feature reduces the damage from a fall to 0, you do not land prone.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

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

Ki-Empowered Strikes

When you reach 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.  

Redirect Missiles

Also at 7th level, when you are hit by a ranged attack, you can use your reaction to deflect or redirect the attack. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, you can attempt to redirect the attack to another target you can see within 30 feet of you. Make a ranged weapon attack against the target. You are considered proficient with the attack. If you hit, the target suffers the attack's normal effects.  

Enlightenment

When you reach 9th level, your long hours of meditation and the resulting pure sense of self have given you enlightenment. Choose one of the benefits below. Whenever you finish a long rest, you can choose a different benefit.
  • Tongue of the Sun and Moon
    You attune your ki to other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
  • Aura Sight
    You attune your ki to the auras of those around you, so that you are permanently under the effects of the detect evil and good spell.
  • Pull the Heartstrings
    You focus your ki on swaying the minds and hearts of others. You have advantage on all Charisma checks.

Purity of Body

Starting at 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Purity of Mind

At 13th level, your mastery of the ki flowing through you makes you immune to the charmed and frightened conditions.  

Diamond Soul

When you reach 14th 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.  

Timeless Body

Starting 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.  

Ki Mastery

When you reach 18th level, the ki cost of your features and techniques is reduced by 1, to a minimum of 1.  

Perfect Self

At 20th level, when you roll initiative, you regain 10 expended ki points. If you begin your turn with less then 10 ki points, you regain 2 ki points.
subclass options:

Sect 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 learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect themselves and others from harm.  

Yawning Palm Stance

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. You can use your bonus action to enter this stance. While in this stance, whenever you hit a creature with an unarmed strike, 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.
 

Ki Locking Technique

When you reach 6th level, you gain the ability to breach past an enemy's defenses and damage their internals directly. As an action, you can spend 3 ki points and emit a blast a ki waves from your hand. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes damage equal to two rolls of your Martial Arts die and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.  

Split the River Technique

Starting at 11th level, your understanding of striking has allowed you to develop a defensive technique to counter attacks. As a bonus action, you can 2 ki points and use the Dodge action. If a creature attacks you with a melee attack and misses while you are using the technique, you can use your reaction to make an unarmed strike against that creature.  

Accelerated Striking

When you reach 17th level, your mastery of martial arts grants you impossibly quick attacks. You can now attack three times whenever you take the attack action of your turn. Also, the number of unarmed strikes you can make with your Martial Arts feature increases to three.  

Sect of the Ascendant

Monks of the Way of the Ascendant focus their energy on breaking free from the restrictions of the mortal plane, which they call an ascendant state. The mental focus required to reach even the beginning levels of this state is immense, and no monk can maintain it for long. Some ascendant monks pursue this state of being as a form of self-mastery, while others pursue it purely for the power it offers.  

Ki-Based Senses

Also at 3rd level, you have begun to unlock the potential of utilizing ki and use it to reinforce your senses. You gain blindsight out to 10 feet. You also gain advantage on initiative rolls, even if you are surprised. In addition, you may gain proficiency in the perception skill.   When you reach 11th level, your blindsight increases out to 30 feet. You also gain expertise in the perception skill.  

World Eye Technique

At 3rd level, you have awakened your ki-based senses and can actively use them to read an opponents movements. You can spend 3 ki points to gain advantage on all attacks you make until the end of your turn.  

Squall and Silence Technique

When you reach 6th level, you have learned to manipulate ki to manifest itself outside the body and project it with deadly force. You can spend 1 ki point, as a free action, to enhance one of your attacks. When enhanced, your attack's range increases by 25 feet and deals force damage instead of its normal damage type(s). This technique can be used on every attack you make.  

Energy Manipulation

Starting at 11th level, you have refined your ability to utilize ki, allowing improved efficiency. The ki cost of your features and techniques is reduced by 1, to a minimum of 1.  

Sublimation

When you reach 17th level, your use of ki has started to fundamentally change your being and enhance it past the boundaries the world calls mortal. You gain a swim and climb speed equal to your movement speed, your jump distance is doubled, and you regain 1 hit point every 10 minutes if you have at least 1 hit point.  

Sect of the Zealot

The warrior monks of the Sect of the Zealot are religious soldiers that protect monasteries and roam the land in service to their lord, their deity, or another higher calling. Sometimes called sohei, these zealots are trained in the use of weapons and armor, and for that reason they favor the Iron Lotus style of martial arts. The traditional weapon of these monks is a glaive with a long, curved blade called a naginata.  

Golden Bell Technique

At 3rd level, you have learned to use the protective nature of faith to augment your ki to safeguard yourself. As a bonus action, you can spend 2 ki points to gain a +1 bonus to AC and temporary hit points equal to your Wisdom modifier (minimum 1) for up to one minute.  

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in light and medium armor, and with glaives, halberds, pikes, and lances. You also ignore the restriction on your Martial Arts feature that specifies it does not work while wearing armor.  

Relentless Vigor

Starting at 6th level when you are reduced to 0 hit points but not killed outright, you can spend 2 ki points to drop to 1 hit point instead. Using this ability again increases the cost of ki by 1 ki point. When you finish a long rest, the cost resets back to 2 ki points.  

Ringing the Golden Bell Technique

At 11th level, as an action, you can spend 3 ki points to launch yourself to an unoccupied space that you can see within 60 feet. When you land, each creature within 5 feet of that space takes damage equal to three rolls of your Martial Arts die and must make a Constitution saving throw against your Ki save DC. On a failed save, that creature is knocked prone and its speed is reduced to 0 until the end of your next turn. On a success, the creature's speed is reduced by half and it is not knocked prone.  

Divine Guardian

When you reach 17th level, you gain to intervene to protect others. When a creature hits an attack against an ally within 15 feet of you and you have your Golden Bell technique active, you may use your reaction to reduce the incoming damage by a roll equal to two your Martial Arts die + your Wisdom modifier.  

Sect of the Dragon

The teachings of the Sect of the Dragon revere the power and grandeur of dragons. These monks learn to alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle and emulate the form of dragonic beings. The disciples of this discipline are warriors devoted to the pursuit of power through martial arts.  

Dragon Claw Technique

At 3rd level, you learn the way to use ki to emulate a dragon's strike. When you make a melee attack, you may expend 2 ki points and temporarily transform your hand into a dragon's claw. This attack deals additional damage equal to two rolls of your Martial Arts die.  

Dragonic Disciple

Starting at 3rd level, you can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon’s breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits:
  • When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • If you can’t already, you learn to speak, read, and write Draconic.
  • If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
 

Form of the Wyrm

When you reach 6th level, you can channel your ki to allow your body to take on dragonic properties. As a bonus action, you can spend 1 or more ki points to unfurl spectral draconic wings from your back and grow spectral dragonic scales on your skin that vanish at the end of your turn. While the Form of the Wyrm is active, you have a flying speed equal to your walking speed and any damage you take is reduced by the amount of ki points spent.  

Sweeping the Dragon's Tail Technique

At 11th level, as an action, you can spend 3 ki points to unleash a mighty kick. Make an unarmed melee attack roll against a creature within 5 feet of you. On a hit, the creature takes damage equal to four rolls of your Martial Arts die. If the creature is no more than one size larger than you, it must also make a Strength saving throw against your Ki save DC. On a failure, it is knocked back 2d4 x 10 feet, landing prone. If the creature collides with another creature or object while being knocked back, the target creature and the interposing object or creature each take 1d6 bludgeoning damage for each 10 feet the target creature traveled before the collision. On a successful saving throw, the target creature is knocked prone but not knocked back.  

Ascending Dragon

When you reach 17th level, your draconic ki reaches its peak. You gain the following benefits:
  • 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.
  • The damage of your Dragon Claw Technique and Sweeping the Dragon's Tail Technique increases by one roll of your Martial Arts die.
  • The flying speed of your Form of the Wyrm increases by 10 feet.
 

Sect of the Elements

You are a student of 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 four 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.  

Four Elements Attunement

Also at 3rd level, you can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
 

Elemental Techniques

Starting at 3rd level, you learn the ways to harness one of more of the base four elements. You can learn one technique from the Elemental Technique List. You can learn another technique at 6th, 11th, and 17th level. Techniques are divided into four tiers (adept, expert, master, grand master) which require you to be level 3, 6, 11, and 17 respectively to learn.   When you level up, you may replace one of your known elemental techniques with another technique from the Elemental Technique List.  

Sect of the Phoenix

Monks of the Sect of the Phoenix learn to manipulate the life force of others to bring aid to those in need. Most of these monks view fire as a purifying force of rebirth and renewal. However, those who can heal can also kill, and there are some followers of the Sect of the Phoenix who view a fiery end as an act of mercy. Those who follow this tradition might be wandering physicians to the poor and hurt, 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 violent bringers of fire and death.  

Light of the Phoenix

At 3rd level, you have chosen to align your ki with the spirit of life and fire. You gain the following benefits:
  • You gain resistance to fire damage.
  • You gain proficiency with the herbalism kit and the medicine skill.
  • You gain proficiency in one of the following skills: insight or intimidation.
 

Wing of Life Technique

Starting at 3rd level, your mystical touch can mend wounds. When you make an attack, you can spend 1 ki point and forgo one unarmed strike to touch a creature and restore a number of hit points equal to one roll of your Martial Arts die + your Wisdom modifier.  

Wing of Flame Technique

Also at 3rd level, you use your ki to inflict burns through touch. When you hit a creature with an unarmed strike, you can spend 1 ki points to deal extra fire damage equal to your Wisdom modifier.  

Touch of the Phoenix

Starting 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 Hands of Life on a creature, you can also spend 2 additional ki points to end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.   When you use Hands of Flame on a creature, you can spend 1 ki point to subject that creature to ongoing flames. It takes fire damage equal to your Wisdom modifier at the beginning of each of its turns for 1 minute, or until it spends an action to extinguish the flames.  

Wrath of the Phoenix

When you reach 11th level, whenever you deal fire damage with an ability or technique that uses ki, you can choose to deal radiant damage instead.  

Fiery Rebirth

At 17th level, your mastery of life energy opens the door for you to grant a return to life, much as the phoenix rises from its ashes. As an action, you can spend 10 ki points and touch the corpse of a creature that died within the past 24 hours. The creature then returns to life in a blinding flash, regaining a number of hit points equal to three rolls of your Martial Arts die + 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. In addition, each creature of your choice in a 15-foot radius sphere centered on the rebirth must make a Dexterity saving throw. A creature takes damage equal to three rolls of your Martial Arts die in fire damage on a failed save, and half as much damage on a successful one.  

Sect of Shadow

Monks of the Sect 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.  

Cloak of Shadows Technique

Starting at 3rd level, you can weave shadow around you to provide concealment or eliminate noise as shadows cling to your form. As an action, you can spend 2 ki points and choose a point within 120 feet of you. Choose one of the following effects:
  • Shroud. All creatures of your choice within a 15-foot radius sphere of the point gain a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means for up to 1 hour.
  • Barrier. No noise can be created within or pass through a 15-foot-radius sphere centered on the point for up to 1 minute. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
  • Cover. Darkness spreads from a point you choose within range to fill a 10-foot-radius sphere for up to 1 minute. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of this technique's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
You can dismiss the technique as an action. The technique ends if you use this ability again.  

Shadow Ki

Also at 3rd level, you have learned how to align your inner ki to resonate with darkness and shadows. You gain darkvision out to a range of 120 feet, and, in that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.   In addition, you gain the ability to actively pull on your shadow ki to manipulate the darkness around you to create small illusions. As an action, you can create an illusion that appears within 30 feet of you and can be a sound or an image of an object that lasts for up to 1 minute. The illusion also ends if you dismiss it as an action or use this ability again.
  • If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  • If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
 

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 to an unoccupied space you can see within 60 feet and is also in dim light or darkness. You then have advantage on melee attack rolls you make before the end of the turn.  

Opportunist

Starting at 11th 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. If the attack hits and you are in dim light or darkness, you can use your Shadow Step feature immediately as part of the same reaction.  

Shade Linking Strike Technique

When you reach 17th level, your ki harmonizes with the shadows around you, enhancing your attacks. As an action, if you are in dim light or darkness you can spend 8 ki points to enter the shadow dance. When you use this ability, make a Shade Strike, which is a melee attack with advantage against a creature. If the Shade Strike deals damage, it deals additional damage equal to two rolls of your Martial Arts die. When you deal damage with your Shade Strike, you may immediately use your Shadow Step feature and make another Shade Strike against another creature that you have not attacked this round.  

Sect of the Weapon Master

Sometimes called weapon masters or kensei, monks of the Sect of the Weapon Master train relentlessly with their weapon of choice, to the point where their weapon becomes an extension of their body. A monk of this tradition sees a blade much the same way a calligrapher or painter regards a pen or brush. The monk views their armament as a tool used to express the beauty and devotion of martial arts. That much mastery makes a Weapon Master a peerless warrior is but a side effect of intense devotion, practice, and study.  

Weapon Bond

At 3rd level, you learn a form of ki alignment that creates a bond between yourself and one weapon. You perform the meditation over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the meditation, at the conclusion of which you touch the weapon and forge the bond.   Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.   You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.  

Armament Spirit Technique

At 3rd level, you have connected with your weapon of choice by starting to align your ki with it. As a bonus action, you can spend 2 ki points and create a floating, spectral projection of one of your bonded weapons within 15 feet of you and make an attack with it. The spectral weapon lasts for 1 minute or until you use this technique again. When using this technique, you can replace any of your attacks to use the weapon to attack a creature within range of the weapon. On a hit, the target takes force damage equal to one roll of your Martial Arts die + your Wisdom modifier. As a bonus action on your turn, you can move the weapon up to 15 feet and make an attack with the weapon.   When you reach 6th level, the range and movement of the weapon increase to 30 feet. At 11th level, this increases further to 60 feet.  

Fortress Breaking Technique

Starting at 6th level, you extend your ki into your weapons, granting them deadly accuracy and power. When you hit a target with a weapon, you can spend 1 ki point to deal the maximum damage on the weapon dice in place of rolling. This benefit does not extend to extra dice from a class feature, a spell, or a magical item effect, all of which are rolled normally.  

Ki-Empowered Weapons

Also at 6th level, your attacks with any weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Step of Steel Technique

Starting at 11th level, your attunement between you and your weapon's ki allows you allows you to ride your weapon to fly. When you are holding or standing on a weapon with which you have bonded, you can spend 1 ki point to gain a flying speed equal to your movement speed for 1 minute.  

Weapon and Will Unification

When you reach 17th level, your bond with your weapons have allowed your understanding of combat to advance even further. You gain the following benefits:
  • You gain a +2 bonus to attack and damage rolls when using your bonded weapons or the Armament Spirit technique.
  • When you miss an attack with your bonded weapon or Armament Spirit technique, you may spend 1 ki point to reroll it. You must use the new roll.
 

Sect of the Titan

Monks of the Sect of Titan use their ki to emulate the children of the gods. From sleek wrestling experts to brutish brawlers, these monks all draw on the size, strength, and awe-inspiring power of the titans.  

Body Cultivation

At 3rd level, you have trained your body and tempered it through your training of ki. You gain a +1 bonus to Strength, Dexterity, and Constitution saving throws.  

Titanic Form Technique

Starting at 3rd level, you can spend 2 ki points to enter a powerful titanic form as a free action. The effect lasts for 1 minute. While the effect is active, you gain the following benefits:
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Your Strength increases by 4 (to a maximum of 24).
  • Your martial arts die size increases by one. For example, if your martial arts die is a d10, while in your titanic form it is a d12.
 

Weight of the Mountain Technique

When you reach 6th level, while you are grappling a creature, you can spend 1 ki point and forgo one of your attacks to inflict bludgeoning damage to that creature equal to two Martial Arts die + your Strength modifier. If you are using the Titanic Form technique, the damage increases by an additional roll of your Martial Arts die.  

Bolster

Starting at 11th level, as an action, you can spend 3 ki points to bolster all non-hostile creatures within 60 feet of you. Bolstered creatures can't be charmed or frightened and gain advantage on ability checks and saving throws until the end of your next turn.  

Ki-Infused Titan Physique

At 17th level, while you are using the Titanic Form technique, you gain advantage on saving throws against spells and other magical effects.  

Sect of the Demon

Hidden through the land are monks that use any means to gain power. The Sect of the Demon use unconventional methods to gain strength, such as eating dreams, indulging in desires, or even blood sacrifices. Due to their reputation, they live and work underground and in the shadows to avoid attention as assassins, brokers, merchants, or beggars. Most monks of the sect fall into evil ways and actions to fulfill the conditions of which gain strength, but some have managed to retain some semblance of stability.  

Blood for Blood Stance

When you reach 3rd level, you have learned the way to maximize offensive power, even at the cost of your own protection. You can use your bonus action to enter this stance. While in this stance, you gain a -2 penalty to AC and a +3 to hit bonus on your weapon attacks.  

Feast of Lifeblood Technique

Starting at 6th level, you gain the ability to heal yourself with the blood of your enemies. As a bonus action, you can spend 1 ki point and heal for half of the amount of damage you deal until the end of your turn.  

Familiar with Death

At 11th level, your continuous trek on the border of life and death has brought you close to death itself. You gain resistance to necrotic damage. You also deal additional damage to targets below full health equal to your Constitution modifier (minimum of 1).  

Corrupting Heart Technique

When you reach 17th level, you have dwelled with evil influences for so long that you gain the ability to manipulate the demonic origin of your martial arts to bring others to their knees. As an action, you can spend 6 ki points and choose any number of creatures within 60 feet of you. Each target must make a Wisdom saving throw. They will take psychic damage equal to six rolls of your Martial Arts die and become charmed for up to 1 minute on a failed save, or half as much damage and is frightened until the end of their next turn instead on a successful save. At the end of each of its turns, a target can make another Wisdom saving throw. On a success, the technique ends on the target.   A charmed creature loses its ability for higher, rational thought. A creature charmed by this technique can still move, speak, and act; however, it loses its ability to rationalize, think critically, and use self control. Usually, this comes in the form of acting out on feelings of extreme rage, fear, sadness, other negative emotions.
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeaturesKi Techniques Known
1st+21d4Unarmored Defense, Martial Arts
2nd+21d46+10 ft.Ki Techniques, Unarmored Movement2
3rd+21d47+10 ft.Monastic Tradition, Martial Arts Style2
4th+21d49+10 ft.Ability Score Improvement, Graceful Landing3
5th+31d610+10 ft.Extra Attack3
6th+31d612+15 ft.Monastic Tradition feature, Ki-Empowered Strikes4
7th+31d613+15 ft.Evasion, Redirect Missiles4
8th+31d615+15 ft.Ability Score Improvement5
9th+41d616+15 ft.Enlightenment, Unarmored Movement Improvement5
10th+41d617+20 ft.Purity of Body5
11th+41d818+20 ft.Monastic Tradition feature6
12th+41d819+20 ft.Ability Score Improvement6
13th+51d820+20 ft.Purity of Mind6
14th+51d821+25 ft.Diamond Soul7
15th+51d822+25 ft.Timeless Body7
16th+51d823+25 ft.Ability Score Improvement7
17th+61d1024+25 ft.Monastic Tradition feature8
18th+61d1025+30 ft.Ki Mastery8
19th+61d1026+30 ft.Ability Score Improvement8
20th+61d1027+30 ft.Perfect Self9

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