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Monk

Masters of Body, Mind, & Spirit

While most warriors work toward physical perfection, Monks hone body and mind to work in tandem. With both aspects of themselves mastered, a Monk is able to channel the spiritual energy within themselves, their Ki. Drawing upon this power, these reclusive warriors can perform supernatural feats.   Looking always inward, Monks often eschew any material possession they cannot carry on their backs, instead focusing on immaterial riches. Whether enlightenment, happiness, a challenging foe, or tests of might, all Monks have an ideal or goal that propels them to greater heights of spiritual mastery.  

Mystic Asceticism

Often trained in hidden monasteries or by reclusive masters, Monks must often give up any inheritance or titles in order to be accepted as monastic students. Some grandmasters even require years of servitude and dedication to the monastery before they will even begin to train a new pupil. Once begun, a Monk's training does not stop until they die. They put all of their heart, mind, and soul into their quest for a perfect self.   Even the greatest monastic masters will sometimes seek out other monasteries, entering as a novice, even in old age. The quest for perfection is never ending, and despite great spiritual progress, the greatest view themselves as novices, eager to progress on the next step to enlightenment.
hit dice: 1d10
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: None
weapon proficiencies: Simple weapons, shortswords, fist weapons
tools: One set of artisan's tools or a musical instrument
saving throws: Dexterity, Wisdom
skills: Choose two of the following: Acrobatics, Athletics, History, Insight, Nature, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a dungeoneer's pack or (b) an explorer's pack
a melee weapon you are proficient with
10 darts
spellcasting:
class features:

Unarmored Defense

You have trained to defend yourself from deadly strikes even when unarmored. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Monk abilities, Martial Arts attacks are unarmed strikes, and any attacks with melee weapons that lack heavy or special properties.   Starting at 1st level, so long as you are not wearing heavy armor, wielding a shield, or wielding a heavy weapon, your Martial Arts attacks gain the benefits listed below:  
  • You can use your Dexterity, in place of Strength, for the attack and damage rolls or your Martial Arts attacks.
  • You can make a Dexterity (Athletics) check to grapple or shove in place of the normal Strength (Athletics) check.
  • You can roll your Martial Arts die in place of the normal damage of a Martial Arts attack. This die starts out as a d6 and changes as you gain Monk levels, as indicated in the Martial Arts column of the Monk table above.
  • When you take the Attack action on your turn and make a Martial Arts attack, you can use your bonus action on that same turn to make a single unarmed strike attack.
  Some styles of Martial Arts make use of exotic weapons like nunchaku (clubs), kamas (sickles), or sai (daggers).  

Ki

At 2nd level, you learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your Ki to perform supernatural physical feats known as Techniques.  

Ki Points

Your inner reserve of Ki is represented by a pool of Ki Points. This pool has a total number of Ki Points equal to your Monk level + your Wisdom modifier. You regain expended Ki Points when you finish a short or long rest, so long as you spent at least 30 minutes of that rest in spiritual meditation.  

Techniques Known

At 2nd level, you learn three Techniques of your choice from the list at the end of this class description. You can only use one Technique per each attack, ability check, or saving throw.   The Monk table shows when you learn more Techniques of your choice. When you gain a Monk level, you can replace one Technique you know with another Technique of your choice.  

Saving Throws

Techniques rely on your mastery of body and spirit, and grow in proportion to your self-control. When a Technique requires a saving throw, its saving throw DC is calculated as follows:   Technique save DC = 8 + your proficiency bonus + your Wisdom modifier  

Flurry of Blows

You can draw on your spiritual power to strike with blinding speed. Starting at 2nd level, when you take the Attack action and make a Martial Arts attack, you can spend 1 Ki Point to make two unarmed strikes as a bonus action on that turn.  

Unarmored Movement

Your pursuit of physical perfection has awakened the hidden potential of your body. At 2nd level, your speed increases by 10 feet so long as you are not wearing armor or a shield.   This speed bonus increases as you gain levels, as indicated in the Unarmored Movement column of 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

At 3rd level, choose one of the following Monastic Traditions that best represents your training and philosophy as a Monk: the Way of the Open Hand, or Shadow Arts   At the end of this class are Traditions inspired by official Monk options: the Ways of the Astral Warrior, Drunken Fist, Radiance, Reaper, Rising Dragon, Wuxia, and Yin & Yang.   As well as new Traditions: Boulder, Brawler, Cherry Blossom Sage, Control, Destruction, Ferocity, Flowing River, Forbidden, Hurricane, Inner Eye, Mystic, Phoenix, Rift Walker, Rubber Hose, Sacred Inks, Thunderclap, Transendance, Untamed Weave, Vigilante, Void, and Celestial Trickster   The Monastic Tradition you choose grants you features at 3rd level, and again when you reach 6th, 10th, and 17th level.  

Signature Techniques

Each Monastic Tradition has a list of Signature Techniques that you learn at the Monk levels as noted in your Tradition's description. These Techniques don't count against your total number of Techniques Known and they cannot be replaced with other Techniques when you gain a level in this class.  

Ability Score Improvement

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

Extra Attack

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

Extra Reaction

Beginning at 5th level, you can can use a reaction up to twice before the start of your next turn. You can only use one reaction to a given trigger. If a feature or effect would prevent you from taking reactions but does not incapacitate you, you instead lose one use of your reaction for the duration of the effect. The number of times you can use a reaction in between the start of your turns increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.   If you gain the ability to use extra reactions from another source, you choose which feature to benefit from.  

Ki-Empowered Detection

Starting at 6th level, you can detect the ki around you. As an action, you can spend 2 ki points to attempt to sense creatures within 60 feet of you for the next minute. A creature can make a Charisma saving throw against your Ki DC to conceal its aura. It makes this save with disadvantage if it is not aware you are using this feature. On a failed save, you learn the creature's location. This is a divination effect.   Alternatively, you can expend 2 ki points to cast detect magic. When you cast this spell using this feature, you do not need to concentrate on it, its range increases to self (60 feet), and its duration becomes 1 minute.   Starting at 15th level, when you use this feature to sense the ki of nearby creatures, you also learn the true alignment and creature type of any creature that either fails its Charisma save or allows itself to be detected, and you can make a Wisdom (Arcana) check as an action to learn a detected creature's true name.  

Enlightened Fist

Your spirit empowers your strikes. Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage.  

Evasion

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

Stillness of Mind

Starting at 7th level, you can use your bonus action to end any of the following effects on yourself: charmed, frightened or slowed.  

Ki Recovery

Also at 7th level, when you roll initiative you can recover an amount of Ki-Points equal to your Dexterity modifier.   Once you used this feature, you can't use it again until you finish a long rest.  

Spirit of Tranquility

Beginning at 9th level, you can draw upon your spiritual vitality to bolster your physical and mental defenses. When you are forced to make a saving throw, you can spend 1 Ki Point to add your Wisdom modifier to the result of your roll.  

Ki Adept

You have mastered favored Ki Techniques. Starting at 11th level, once on your turn, you can use a Technique you know that costs 1 Ki Point, or Flurry of Blows without spending Ki.  

Ki-Empowered Thoughts

At 13th level, you learn to channel your ki to interact with others' minds. You can open a telepathic link with a creature within 60 feet of you that you can see as an action, and it remains open until you close it using another action.   Additionally, you can expend 3 ki points to cast the spell detect thoughts, requiring no material components, for the full duration without having to concentrate on it.  

Purity of Body

Your mastery over your body protects you from ailments. At 13th level, you gain proficiency in Constitution saving throws, and immunity to all disease and to the poisoned condition.  

Purity of Mind

Beginning at 14th level, your mastery of ki grants you proficiency in Intelligence and Charisma saving throws.  

Timeless Body

You have completely detached yourself from all desires of the flesh. Beginning at 15th level, you no longer require food or water and you suffer none of the frailty of old age. Also, for every 10 years that pass your physical body only ages 1 year. Additionally your Hit Point Maximum can not be reduced.  

Perfected Form

By 18th level, you have purged incompetence from your techniques. Once on each of your turns, if you roll lower than 10 on an attack roll, you can treat the attack roll as a 10.  

Purity of Spirit

You have gained such mastery over your spirit that you can meditate even while performing other simple actions. At 20th level, if you spend 10 minutes meditating or performing only light activities, such as traveling, eating, talking, or exploring, you regain all of your expended Ki Points.   Additionally, you are immune to being surprised, and you have advantage on initiative rolls.  

Nirvana

Your training is complete and your body and mind have become one with the universe. You increase your Wisdom and Dexterity scores by 4 each, up to a maximum of 25.  

Techniques

Listed below are the Techniques available to the Monk. If a Technique has a Monk level prerequisite you can learn that Technique at the same time you meet its prerequisite.   Each time you gain a Monk level, you can replace one Technique you know with a Technique of your choice.  

Arresting Strike.

When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to stunt its mobility and force it to make a Dexterity saving throw. On a failed save, the target's speed is reduced to zero until the beginning of your next turn.  

Bursting Fist

Whenever you hit a creature with an unarmed strike, you can spend 1 ki point to magnify its power, generating a blast of force from the impact of your blow. All creatures in a 15-foot cone in front of you take thunder damage equal to 1d4 + your Wisdom modifier. When you reach 12th level, the thunder damage becomes equal to 1d6 + your Wisdom modifier.   If you score a critical hit, the damage from this ki feature is also doubled.  

Crippling Strike.

When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to cripple its senses and force the target to make a Constitution saving throw. On a failure, the target is either blinded, deafened, or unable to speak (your choice) until the beginning of your next turn.  

Empowered Strike.

When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to strike with great power and force the target to make a Strength saving throw. On a failed save, it is knocked back from in a straight line a number of feet equal to five times your Wisdom modifier (minimum of 5 feet), where it falls prone. A creature that is at least one size larger than you has advantage on its saving throw to resist this effect.  

Mystic Healing.

You can draw on your Ki to stimulate natural healing. As an action, you can spend 2 Ki Points to regain hit points equal to one roll of your Martial Arts die + your Wisdom modifier.  

Patient Defense.

You quiet your spirit, entering a defensive stance to better defend against incoming blows. You can spend 1 Ki Point to take the Dodge action as a bonus action on your turn.  

Slow Fall.

You move through the air as light as a feather. Any falling damage you would take is reduced by an amount equal to five times your level, so long as you are conscious.  

Step of the Wind.

You move with the speed of the wind. You can take the Dash or Disengage action as a bonus action. When you do so, your jump distance is doubled until the end of your current turn.  

Elemental Attunement.

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.
 

Fangs of the Fire Snake.

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 additional ki point when the attack hits, it also deals an extra 1d10 fire damage.  

Improvised Strikes

You are adept at fighting with whatever is at hand. You gain proficiency with improvised weapons, they count as Martial Arts attacks for you, and you can use your Dexterity, in place of Strength, for improvised weapon attack and damage rolls.  

Rush of the Gale Spirits.

You can spend 2 ki points to cast Gust of Wind.  

Shape the Flowing River.

As an action, you can spend 1 ki point to 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 water or ice in the area in any manner you choose. You can raise or lower the 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 or water to trap or injure a creature in the area.  

Spiritual Armor

You can reinforce your body with spiritual power. As a bonus action, you can spend 1 Ki Point to grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).   The first time a creature deals damage to these temporary hit points, you can use your reaction to cause it to take force damage equal to one roll of your Martial Arts die.  

Whirling Strike

As an action, you can spend 1 Ki Point to strike out and force every creature within your reach to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to your Martial Arts die + your Dexterity modifier.  

Distant Eye.

When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.  

Adept Fighting Style

Prerequisite: 5th level Monk   You have trained in a specialized style of fighting. You gain a Fighting Style of your choice from the list below. As a Monk, you can only gain one Fighting Style through this Technique.   Archery You gain a +2 bonus to attack rolls with ranged weapons.   Blind Warrior You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.   Defensive Fighting So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.   Featherweight Fighting While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.   Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.   Wrestler When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.  

Crushing Strike

Prerequisite: 5th level Monk   When you hit with an unarmed strike, you can spend Ki Points (up to your Wisdom modifier) to empower your strike with deadly force and deal additional bludgeoning damage equal to one roll of your Martial Arts die per Ki Point spent.  

Deflect Missile.

Prerequisite: 5th level Monk   When you are hit by a ranged weapon attack, you can use your reaction to attempt to catch the projectile. Reduce the damage by an amount equal to your Monk level + one roll of your Martial Arts die + your Dexterity modifier. If you reduce the damage to zero, you catch the projectile in a free hand.   If you catch the projectile, you can make a ranged (20/60) Martial Arts attack with that projectile as part of the same reaction. You are proficient with this ranged weapon attack.   Beginning at 11th level, you can spend 1 Ki Point to use this reaction whenever you are hit by a spell attack.  

Divine Light

Prerequisite: 5th level Monk   You learn two cantrips of your choice from the Cleric spell list, and Wisdom is your spellcasting modifier for them.  

Gentling Touch.

Prerequisite: 5th level Monk   In place of an attack, you can expend 1 Ki Point and touch a creature, and manipulate its Ki to put it to sleep. Roll your Martial Arts die five times. If the target's remaining hit points are less than or equal to the amount you rolled, it instantly falls unconscious for 10 minutes. The creature wakes up if it takes damage or another creature uses an action to wake it.   You can expend additional Ki Points (up to your Wisdom modifier) to empower this Technique, rolling an additional Martial Arts die for each additional Ki Point you spend.  

Seeking Strike.

Prerequisite: 5th level Monk   Your spirit will guide your strikes when your body fails. When you miss with a Martial Arts attack, you can spend 1 Ki Point to re-roll your attack. You must use the new result.  

Slowing Strike.

Prerequisite: 5th level Monk   When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to interrupt the flow of its Ki and force the target to make a Wisdom saving throw. On a failed save, the creature suffers the effects of the slow spell until the start of your next turn. You don't need to concentrate on this effect.  

Soaring Dive

Prerequisite: 5th level Monk   As an bonus action, you can spend 1 ki point to empower your legs, leaping towards one creature you can see within 20 feet of you. This leap doesn’t count towards your movement in that turn. Upon reaching your target, make an unarmed strike with your Wisdom modifier added to the attack roll. On a hit, the target must succeed on a Strength saving throw or be knocked off their feet and fall prone.  

Stunning Strike.

Prerequisite: 5th level Monk   When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to strike with relentless force, forcing it to make a Constitution saving throw. On a failed save, the creature is stunned until the beginning of your next turn.  

Unyielding Perseverance

Prerequisite: 5th level Monk   You can draw upon your Ki to find success in times of great need. When you make an ability check or saving throw, you can spend Ki Points (up to your Wisdom modifier) adding a +1 bonus to your roll for each Ki Point spent. You can use this Technique after you roll, but before you know the result.  

Fist of Unbroken Air.

Prerequisite: 6th level   You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.  

Gong of the Summit.

Prerequisite: 6th level   You can spend 3 ki points to cast Shatter.  

Mixed Maneuver.

Prerequisite: 6th level   You can spend 2 ki points to perform any 2 of the following as part of the same action against the same creature: Disarm, Grapple, Overrun, Shove, or Tumble.  

Water Whip.

Prerequisite: 6th level   You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. 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 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.  

Whirling Throw.

Prerequisite: 6th level   You channel your ki into a mighty grapple that propels an opponent. As an action, expend 2 ki points to attempt to Grapple a creature. On a success, you twist and throw the creature a distance up to 10 feet times your Strength modifier (minimum 10 feet) in a direction of your choice. The target takes 1d4 impact damage for every 10 feet it is thrown, plus 2d4 impact damage if it is thrown into a hard surface. The target lands prone.  

Commune with Self

Prerequisite: 9th level Monk   You have gained the ability to contact the Ki of your previous lives to gain information. As an action, you can spend 5 Ki Points to enter a meditative state, which lasts for 10 minutes, and consult your previous lives. At the end of the meditation, you gain information as if you had cast the commune spell.  

Friend of Beast & Leaf

Prerequisite: 9th level Monk   You can reach out and mingle your Ki with the latent Ki of the natural world around you. As an action, you can spend 5 Ki Points to enter a meditative state, which lasts for 10 minutes. At the end of your meditation, you gain the same information as if you had cast the commune with nature spell.  

Indomitable Spirit.

Prerequisite: 9th level Monk   You can augment your physical abilities with spiritual power. When you make a Strength (Athletics) or Dexterity (Athletics) check you can spend 1 Ki Point to add your Wisdom modifier (minimum of +1) to your roll. You can use this Technique after you roll, but before you know if your roll succeeds or fails.  

Mantle of Courtesy.

Prerequisite: 9th level Monk   You gain proficiency in Persuasion, and whenever you make a Charisma (Persuasion) check, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).  

Disrupt Ki.

Prerequisite: 9th level   You channel your Ki through a strike to block a creature's inner life force. As an action, expend 2 ki points and make an unarmed attack against a living creature. On a success, the creature takes bonus necrotic damage equal to 2 Martial Arts die, and it has disadvantage on Strength and Constitution saving throws until the end of its next turn.  

Form Lock.

Prerequisite: 9th level   Your ability to control your own Ki empowers you to pressure other creatures into resuming their true forms. As an action, expend 2 ki points and make an unarmed strike against a shapechanger or a creature currently affected by a polymorph effect. If you hit, the creature must make a Charisma saving throw or revert to its true form and be unable to change its form for 1 day.   You cannot use your Extra Attack with Form Lock, and you cannot use Form Lock as a bonus action attack.  

Monastic Fortitude

Prerequisite: 9th level Monk   As a reaction when you take damage, you can expend 2 Ki Points to reduce the incoming damage by an amount equal to two rolls of your Martial Arts die + your Wisdom modifier.  

Roaring Wave

Prerequisite: 9th level Monk   As an action, you can spend 2 ki points to fiercely strike the ground, creating a shockwave that ripples outward from you. All creatures within 25 feet of you must make a Constitution saving throw, taking thunder damage equal to 4d8 + your Wisdom modifier on a failed save, or half as much damage on a successful one. The shockwave spreads around corners, and damages objects in the area that aren’t being worn or carried. You may choose to spend up to 6 ki points on this feature, increasing the damage by 1d8 per additional ki point expended.  

Armor of the Ascetic.

Prerequisite: 13th level Monk   You exude an aura of peace. At the end of a short or long rest, you gain the effects of sanctuary, which lasts until the start of your next short or long rest. This spell ends early as normal.  

Banishing Strike

Prerequisites: 13th level Monk   When you hit a creature with a melee Martial Arts attack, you can expend 3 Ki Points to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Martial Arts die on a failure, and half as much on a success.   If this attack reduces the target to 50 hit points or fewer, it is shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.  

Conjure Previous Life

Prerequisite: 13th level Monk   You summon a specter of your past life to come to your aid. As an action, you can spend 5 Ki Points and cast summon celestial (defender) at 5th-level, with the changes below:  
  • It is a Medium creature that resembles a humanoid Monk, though it may not be the same race as you are.
  • Its Radiant Mace attacks resemble unarmed strikes
  • When summoned you can infuse it with a number of Ki Points of your choice, and your Ki Point maximum is reduced by the same amount while it is summoned. It can use the infused Ki to use any Techniques you know, though it cannot use conjure previous life again.
 

Mystical Integrity.

Prerequisite: 13th level Monk   Your sense of self and strength of your will are unshakable. You are immune to any spell or effect that would alter your form or force you to teleport, unless you wish to be affected.  

Tongue of Twisted Tales.

Prerequisite: 13th level Monk   You learn to weave your ki into your words. You understand all spoken languages, and when you speak you can choose to let any creature that understands a language understand your speech, even if you do not share a language.   In addition, you can choose to speak in riddles, metaphors, and allusions that sound nonsensical to outsiders. When speaking, you can choose any number of creatures, allowing them and only them to understand your speech.  

Flames of the Phoenix.

Prerequisite: 13th level   You can spend 4 ki points to cast Fireball.  

Ki Blast.

Prerequisite: 13th level   You can spend 4 ki points to cast Psionic Blast.  

Awaken the Third Eye

Prerequisite: 18th level Monk   You can open your mind to the Ki that flows through all living things, allowing you to predict the actions of creatures before they happen. You can perform a 1-minute meditative ritual where you expend 8 Ki Points to cast foresight, targeting only yourself. While this effect is active, your Ki Point maximum is reduced by 8. You can end this effect as an action.  

Empty Body.

Prerequisite: 18th level Monk   As a bonus action on your turn, you can spend 4 Ki Points to become invisible for 1 minute. While invisible in this way, you gain resistance to all damage except for force damage.   You can also spend 8 Ki Points to cast astral projection, without needing material components. When you do so, you target only yourself and can't take other creatures with you.  

Quivering Palm.

Prerequisite: 18th level Monk   When you hit a creature with a melee Martial Arts attack, you can spend 5 Ki Points to infuse its soul with vibrations, that last for a number of days equal to your Monk level. While you and the creature are on the same plane of existence, you can use an action to end the vibrations and force the creature to make a Constitution saving throw. It is reduced to 0 hit points on a failure and takes 10d10 necrotic damage on a success.   You can only have one creature under the mystical effects of this Technique at a time. Using this Technique on another creature harmlessly ends the effect on any previous creature.  

Breath of Winter.

Prerequisite: 18th level   You can spend 5 ki points to cast Cone of Cold.  

Eternal Mountain Defense.

Prerequisite: 18th level   You can cast 5 ki points to cast Stoneskin, targeting yourself.  

One-Inch Punch.

Prerequisite: 18th level   You put all of your force into a single mighty, carefully controlled blow. As an action, you expend 3 ki points and make an unarmed attack. On a hit, you deal four bonus Martial Arts damage dice.   You cannot use your Extra Attack with One-Inch Punch, and you cannot use One-Inch Punch as a bonus action attack.  

River of Hungry Flame.

Prerequisite: 18th level   You can spend 5 ki points to cast Wall of Fire.  

Word of Creation

Prerequisite: 18th level Monk   You can draw on your intimate knowledge of the Ki that flows through all things and speak a divine word of creation. As an action, you can spend 7 Ki Points to cast divine word, using Wisdom as your spellcasting modifier.   Once you use your Ki to cast divine word, you must finish a short or long rest before you can cast it in this way again.
subclass options:

Way of the Open Hand

While all Monks are warriors, the disciples of the Open Hand train relentlessly, honing their body itself into a weapon. They don't neglect their spiritual training but pride themselves on their skill with martial arts, and it is exceedingly rare to see an Open Hand Monk using a weapon other than their fists.  

Open Hand Techniques

3rd-level Way of the Open Hand feature   You learn certain Techniques at the Monk levels noted in the table below, but they do not count against your total number of Techniques Known. Moreover, each time you gain a Monk level, you can replace one strike Technique you learned from this feature with another strike Technique of your choice.   Monk Level Technique  
  • 3rd: empowered strike
  • 5th: stunning strike
  • 9th: indomitable spirit
 

Practiced Strikes

3rd-level Way of the Open Hand feature   Your discipline has made strikes second nature to you. Once per turn when you hit with an unarmed strike, you can use a strike Technique you know without spending a Ki Point.   You can use your strike Techniques in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses each time you finish a long rest.  

Ebb and Flow

6th-level Way of the Open Hand feature   You have trained to redirect your enemy's momentum against them. When a creature you can see misses you with a melee attack, you can use one of the following reactions:  
  • You force it to make a Dexterity saving throw. On a failed save, it is knocked prone and has its speed reduced to 0 until the end of its turn. Any creature that is at least one size larger than you has advantage on its saving throw.
  • You can make one unarmed strike against the creature.
 

Open Hand Strike

10th-level Way of the Open Hand feature   Your fists strike with such force as to disrupt the flow of your foe's Ki. When you score a critical hit with an unarmed strike, the creature has disadvantage on any saving throw that you force it to make as part of that unarmed strike attack.  

Master of Many Forms

10th-level Way of the Open Hand feature   You are able to master new Techniques with ease. During the course of a long rest, you can spend 10 minutes practicing your martial arts forms and replace a Technique you currently know with another Technique of your choice for which you meet the prerequisites.  

Master of the Open Hand

17th-level Way of the Open Hand feature   You have become an unparalleled master of unarmed martial arts and are able to strike with both overwhelming power and wondrous speed. You gain the benefits listed below:  
  • Whenever you use Flurry of Blows you can make three unarmed strikes instead of the normal two.
  • When you make an opportunity attack against a creature, you can make two unarmed strikes in place of that attack.
  • When you use Ebb and Flow to make an unarmed strike against a creature, you can make two unarmed strikes.
 

Way of the Shadow Arts

While most traditional martial artists value honorable tactics and combat styles, disciples of the Shadow Arts exploit every weakness, no matter how dishonorable. Assassins, spies, and infiltrators, Shadow Monks twist darkness to their advantage and will only strike when their success is absolutely assured.  

Eyes of Night

3rd-level Way of the Shadow Arts feature You gain darkvision out to a radius of 60 feet. If you already have darkvision, its range increases by 30 feet.   In addition, you have advantage on any Dexterity (Stealth) checks you make while you are in dim light or darkness.  

Shadow Arts

3rd-level Way of the Shadow Arts feature You can channel your Ki to cast the following spells: darkness, darkvision, pass without trace, or silence. You can see through the magical darkness produced by your spells.   You can cast each spell once, and you regain the ability to cast them when you finish a long rest. If you have no uses of a spell left, you can spend 2 Ki Points to cast it again.  

Shadow Techniques

3rd-level Way of the Shadow Arts feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: slow fall
  • 5th: gentling touch
  • 9th: heavenly step
 

Shadow Step

6th-level Way of the Shadow Arts feature   You move undetected through the darkness, and can step from one shadow into another. When you are in 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. After teleporting, you have advantage on the first Martial Arts attack you make before the end of that turn.  

Cloak of Shadows

10th-level Way of the Shadow Arts feature   You can cloak yourself with Ki and merge with the shadows. When you are in dim light or darkness, you can use an action to become invisible, and you remain invisible until you attack, cast a spell, or move into an area of bright light.   Also, when a creature moves into your reach while you are invisible, you can use your reaction to make an opportunity attack. Finally, opportunity attacks only end your invisibility if you hit the target. If the attack misses, you remain invisible.  

Master of Shadows

17th-level Way of the Shadow Arts feature   You are an unrivaled master of the Shadow Arts, and have unlocked dark Ki powers which mark you as a true Master of the Shadows. You gain the benefits listed below:  
  • You can cast your Shadow Arts spells at will.
  • The range of your Shadow Step increases to 120 feet.
  • You can use your Cloak of Shadows as a bonus action.
  • You can cast both greater invisibility or shadow of moil without expending a spell slot or material components. You can cast each spell once, and you regain the ability to cast them when you finish a long rest. If you have no uses of a spell left, you can spend 4 Ki Points to cast it again.
 

Way of the Astral Warrior

Focusing almost completely on the development of the spirit, disciples of this Tradition learn to manifest their inner selves into the world through Ki. With great dedication and practice these esoteric warriors learn to manifest their Astral Self, a luminescent projection of their Ki that covers them in armor.  

Astral Self

3rd-level Way of the Astral Warrior feature   You manifest your Ki as a luminescent set of armor that resembles your true self. As a bonus action, you can expend 2 Ki Points to manifest your Astral Self.   When you do so, creatures of your choice within 10 feet of you must make a Dexterity saving throw. On a failed save, they take force damage equal to two rolls of your Marital Arts die.   While your Astral Self is manifested you gain the benefits listed below:  
  • You can use your Wisdom modifier, in place of Strength whenever you make a Strength check or Strength saving throw.
 
  • When you make an unarmed strike attack, you can use Wisdom in place of Strength or Dexterity for the attack and damage rolls. Moreover, the reach of your unarmed strikes increases by 5 feet and they deal force damage.
  This manifestation of your Astral Self lasts for 10 minutes. It is instantly dispelled if you die or become incapacitated, or you use your bonus action to dismiss it.  

Astral Techniques

3rd-level Way of the Astral Warrior feature You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: mystic healing
  • 5th: deflect missile
  • 9th: mantle of courtesy
 

Astral Visage

6th-level Way of the Astral Warrior feature   You can draw on the presence of your Astral Self even when it is not manifested. You learn the thaumaturgy cantrip and Wisdom is your spellcasting modifier for it. Also, whenever you make a Wisdom (Insight) or a Charisma (Intimidation) check you add one roll of your Martial Arts die to your roll.   When your Astral Self is manifested you can see normally in both magical and mundane darkness in a 120-foot radius.  

Mystical Defense

10th-level Way of the Astral Warrior feature   Your mystical connection with your Astral Self allows you to channel the elements. When you take acid, cold, fire, force, thunder, or lighting damage, you can use your deflect missile Technique to reduce the damage. If you reduce the damage to zero, you can make a ranged Martial Arts attack as part of the same reaction, which deals the triggering damage type on hit.   Also, once per turn when you hit with an unarmed strike while your Astral Self is manifested, you can deal additional force damage equal to one roll of your Martial Arts die.  

Master Astral Warrior

17th-level Way of the Astral Warrior feature   You have come to know who you truly are and are one with your Astral Self. While your Astral Self is manifested, you gain resistance to all damage except for force.   Moreover, while your Astral Self is manifested, you can use your action to unleash a barrage of punches in an adjacent 20-foot cone. Targets in the area must make a Dexterity saving throw. Creatures take force damage equal to four rolls of your Martial Arts die on a failed save, and half as much on a success.  

Way of the Drunken Fist

Where most Monks are serious and contemplative, students of the Drunken Fist seek out joy wherever they go. Masters of a style that mimics the unpredictable movements of a drunk, these Monks will use their considerable skills to play the fool and make others laugh or to embarrass haughty nobles.  

Drunken Fist Techniques

3rd-level Way of the Drunken Fist feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: step of the wind
  • 5th: deflect missile
  • 9th: heavenly step
 

Jovial Performer

3rd-level Way of the Drunken Fist feature   You use your unique style of martial arts to bring joy with your antics. You gain proficiency in Performance, brewer's supplies, and with improvised weapons. Also, your attacks with improvised weapons count as Martial Arts attacks.  

Drunken Style

3rd-level Way of the Drunken Fist feature   You move about the battle with chaotic grace. On your turn, when you hit a unique creature with a Martial Arts attack, your speed increases by 5 feet until the end of that turn.   Also, when you hit a creature with a Martial Arts attack, that creature has disadvantage on any opportunity attacks it makes against you until the beginning of your next turn.  

Unpredictable Sway

6th-level Way of the Drunken Fist feature   Your erratic movements have become more complicated and even harder to predict. You gain the benefits listed below:  
  • When you are prone you can stand up without expending movement, rather than expending half your movement.
  • When a creature misses you with a melee attack, you can use your reaction to spend 1 Ki Point and force it toattack a creature of your choice within 5 feet of you,that is also within range of its attack.
 

Chaotic Luck

10th-level Way of the Drunken Fist feature   You have an almost comical way of turning the misfortunes that befall you on their head. Whenever you make an attack roll, an ability check, or saving throw with disadvantage, you can spend 1 Ki Point to cancel the disadvantage on that roll.  

Master of the Drunken Fist

17th-level Way of the Drunken Fist feature   You fly about the battle with an unparalleled level of chaos. When you take the Attack action on your turn, you can make a single Martial Arts attack against each creature you move past that is within range of your unarmed strikes, even if the number of attacks you make would exceed the normal limit.  

Way of Radiance

Legends tell of wandering sages that channel bursts of light from within their bodies. These students of Radiance have such fine control over their spirit that they can assault others with luminous blasts of Ki. These wondrous warriors travel the land promoting harmony and justice among all peoples.  

Radiant Techniques

3rd-level Way of Radiance feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: empowered strike
  • 5th: stunning strike
  • 9th: indomitable spirit
 

Radiant Bolt

3rd-level Way of Radiance feature   You have trained to focus your Ki into bolts of searing light. Whenever you would be able to make an unarmed strike, you can replace the unarmed strike attack with a Radiant Bolt.   Radiant Bolts are ranged (30/90) Martial Arts weapon attacks that you are proficient in and deal radiant damage equal to your Martial Arts die + your Dexterity modifier.   Finally, you learn the light cantrip, and you use Wisdom as your spellcasting modifier for it.  

Searing Blast

6th-level Way of Radiance feature   You can channel searing blasts of radiant Ki. As a bonus action, you can expend 1 Ki Point to force all creatures in an adjacent 15-foot cone to make a Dexterity saving throw. Creatures take radiant damage equal to three rolls of your Martial Arts die on a failed save, and half as much radiant damage on a successful save.   Beginning at 11th level, you can use your Ki Adept feature to use Searing Blast without expending Ki.  

Luminous Burst

10th-level Way of Radiance feature   Your spirit brims with a luminous radiance that you can channel to purify the world. As an action, you can unleash a wondrous blast of radiant Ki in a 5-foot wide, 100-foot long line, forcing all creatures within that area to make a Dexterity saving throw. They take radiant damage equal to six rolls of your Martial Arts die on a failed save, and half as much radiant damage on a successful save.   You can expend Ki Points (up to your Wisdom modifier) to empower your Luminous Burst, adding one roll of your Martial Arts die to the damage for each Ki Point spent.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you complete a long rest. When you have no uses left, you can spend 3 Ki Points to use Luminous Burst again.  

Master of Light

17th-level Way of Radiance feature Your radiant spirit is a shining beacon of hope for all who stand against evil. You gain the benefits below:  
  • You gain a flying speed equal to your movement speed.
  • You become wreathed in light. You shed bright sunlight in a 30-foot radius and dim sunlight 30 feet beyond that. You can extinguish or restore the light as a bonus action.
  • The radiant damage of your Radiant Bolt, Searing Blast, and Luminous Burst features all count as true sunlight.
  • You gain resistance to necrotic damage, immunity to all radiant damage, and immunity to the blinded condition.
 

Way of the Reaper

While most monastic orders teach their students to live their lives to their full potential, those who practice the Way of the Reaper are obsessed with the ending of lives. Reaper Monks learn to channel deathly Ki to fuel their own martial prowess and are experts at using fear and other sinister techniques to drain the life force from others in order to prolong their own.  

Reaper Techniques

3rd-level Way of the Reaper feature You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: crippling strike
  • 5th: slowing strike
  • 9th: Disrupt Ki.
 

Frightful Touch

3rd-level Way of the Reaper feature   You can channel your Ki into other creatures to infect them with fear. When you hit a creature with a Martial Arts attack, you can spend 1 Ki Point to force it to make a Wisdom saving throw or be frightened of you until the start of your next turn.   Beginning at 11th level, you can use your Ki Adept feature to use Frightful Touch without expending any Ki Points.  

Necrotic Spirit

3rd-level Way of the Reaper feature   Your affinity with deathly Ki has completely suffused your body, mind, and spirit, granting you the benefits below:  
  • You can cause your unarmed strikes to deal necrotic damage in place of the normal bludgeoning damage.
  • You are resistant to necrotic damage.
  • When you are forced to make a saving throw to resist being frightened you have advantage on your roll.
 

Sinister Vitality

6th-level Way of the Reaper feature   You can infuse your physical form with necrotic vitality. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).   While these temporary hit points last, you are resistant to non-magical bludgeoning, piercing, and slashing damage.  

Armor of the Grave

10th-level Way of the Reaper feature   You are so familiar with death that you resist its grasp. If you are reduced to 0 hit points but not killed outright, you can spend 1 Ki Point to fall to 1 hit point instead.   Each subsequent time you use this feature before you finish a long rest you must spend 1 additional Ki Point.  

Master of Death

17th-level Way of the Reaper feature   You can channel the sinister Ki of death through your touch. When you take the Attack action on your turn, you can touch a creature in place of one of your attacks and spend up to 10 Ki Points, forcing it to make a Constitution saving throw. It takes 2d10 necrotic damage per Ki Point you spent on a failed save, and half as much on a success.   A creature that is frightened of you has disadvantage on its Constitution saving throw to resist this feature.  

Way of the Rising Dragon

Often found in the service of ancient dragons, disciples of the Rising Dragon learn to use their Ki to mimic the power of dragons. These draconic warriors vary greatly based on the dragons they emulate, but despite differences, they all carry themselves with the regal bearing of a great dragon.  

Rising Dragon Techniques

3rd-level Way of the Rising Dragon feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: step of the wind
  • 5th: deflect missile
  • 9th: indomitable spirit
 

Draconic Disciple

3rd-level Way of the Rising Dragon feature   Your martial arts are based on a specific type of dragon. Choose the scale color of your dragon from the options below, which grants you an affinity for a certain Element. Whenever you hit with an unarmed strike, you can deal that Element damage instead of bludgeoning damage.   Color  
  • Black = Acid
  • Blue = Lightning
  • Brass = Fire
  • Bronze = Lightning
  • Copper = Acid
  • Gold = Fire
  • Green = Poison
  • Red = Fire
  • Silver = Cold
  • White = Cold
  In your training, you have also learned to speak, read, and write Draconic, the language of the great dragons.   Finally, choose either Intimidation (usually Chromatic Dragons) or Persuasion (usually Metallic Dragons). You gain proficiency in that skill, and whenever you make a Charisma check with the chosen skill, you gain a bonus to your roll equal to your Wisdom modifier.  

Elemental Breath

3rd-level Way of the Rising Dragon feature   You can channel your Ki into destructive elemental breath reminiscent of mighty dragons. When you take the Attack action on your turn, you can spend 1 Ki to replace one attack with an exhalation of elemental breath, choosing to breathe in an adjacent 20-foot cone or a 30-foot long, 5-foot wide line.   Creatures within the area of your exhalation must make a Dexterity saving throw. They take damage of your Element equal to two rolls of your Martial Arts die on a failed save, and half as much Element damage on a successful save.   Moreover, you can spend additional Ki Points (up to your Wisdom modifier) to increase the damage of your Breath by one roll of your Martial Arts die per Ki Point spent.   Starting at 11th level, you can use Ki Adept to use this feature at its base level without expending any Ki Points.  

Ascendant Step

6th-level Way of the Rising Dragon feature   You can use your Ki and mystical Techniques to mimic the wondrous abilities of dragons. Whenever you use step of the wind, you gain a flying speed equal to your walking speed which lasts until the end of your current turn.  

Draconic Mantle

10th-level Way of the Rising Dragon feature   Your training has begun to transform you into a true draconic being. You and creatures of your choice within 10 feet of you gain resistance to your Element damage and have advantage on saving throws to resist being charmed or frightened.   In addition, when you use your Elemental Breath, you add your Wisdom modifier (minimum of +1) to the damage roll.  

Master of Draconic Might

17th-level Way of the Rising Dragon feature   Your mystical power and combat prowess rivals that of a trueborn adult dragon. You gain the following benefits:  
  • You manifest leathery draconic wings which grant you a permanent flying speed equal to your walking speed.
  • When you use your Elemental Breath, you can choose for it to be a 30-foot cone or a 60-foot long, 5-foot wide line.
  • The range of your Draconic Mantle becomes 30 feet.
 

Way of the Wuxia

While all Monks are able to wield the weapons of their style to great effect, those who follow the Way of Wuxia dedicate their lives to complete mastery over a chosen few weapons. These warriors are known for their extreme focus and are always seeking progressively stronger warriors to challenge and test their skill with their chosen weapons of war.  

Wuxia Techniques

3rd-level Way of the Wuxia feature You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: patient defense
  • 5th: seeking strike
  • 9th: Indomitable Spirit.
 

Student of Steel

3rd-level Way of the Wuxia feature   You seek mastery with your signature weapons. Choose one melee weapon without the heavy or special properties, and one ranged weapon to become your Wuxia Weapons. If you were not already, you gain proficiency with these weapons, and they qualify for your Martial Arts attacks. You choose an additional Wuxia Weapon at 6th, 11th, and 17th levels.   Your training also allows you to use the features below:  
  • Masterful Aim. As a bonus action on your turn, you can focus your spirit to increase your accuracy, and for the next Wuxia Weapon attack roll you make before the end of your current turn, you can treat a d20 roll of 7 or lower as an 8.
 
  • Masterful Parry. While you are wielding a melee Wuxia Weapon and a creature you can see hits you with a melee attack, you can use a reaction to add your Wisdom modifier (minimum of +1) to your Armor Class against that attack.
 

Ki-Infused Weapons

6th-level Way of the Wuxia feature   Your training allows you to instinctively channel your Ki through your weapons, granting you the benefits below:  
  • Your Wuxia Weapons count as magical for overcoming resistance and immunities to non-magical attacks.
  • Once per turn when you hit with a Wuxia Weapon attack, you can spend 1 Ki Point to deal additional damage equal to one roll of your Martial Arts die.
  • When you use Flurry of Blows, you can replace your unarmed strikes with melee Wuxia Weapon attacks.
 

Spirit Blade

10th-level Way of the Wuxia feature   You can imbue your signature weapons with deadly Ki. As a bonus action, you can touch one of your Wuxia Weapons and infuse it with 1 to 3 Ki Points to increase its critical hit range by an amount equal to the number of Ki Points expended.   For example, if you infused a normal weapon with 3 Ki, its attacks would score a critical hit on a roll of 17-20 on the d20.   This bonus is only usable by you and it lasts for 1 minute. It ends early if you imbue your Ki into another weapon.  

Master of Steel

17th-level Way of the Wuxia feature   You are an unquestioned master of your signature weapons. When you make an attack roll with a Wuxia weapon, you can choose to use your Monk level in place of rolling the d20.   If using your Monk level would result in a critical hit for that attack roll, then the attack becomes a critical hit.   Once you use this feature you must finish a short or long rest before you can use it again.  

Way of Yin & Yang

Balance in all things. This is the mantra of Monks that devote their lives to the Way of Yin & Yang. Known for their mystical abilities to manipulate Ki to heal wounds, cure disease, and even disrupt powerful curses, these Monks keep all things in balance. However, when creatures look to extend their lives through unnatural means or cheat death, these warriors will use their powers to destroy said creatures, restoring balance.  

Yin & Yang Techniques

3rd-level Way of Yin & Yang feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: mystic healing
  • 5th: gentling touch
  • 9th: mantle of courtesy
 

Monastic Healer

3rd-level Way of Yin & Yang feature   In order to learn to heal with Ki, you first had to master the mundane medicinal arts. You gain proficiency with herbalism kits and in Insight and Medicine, and whenever you make an ability check with any of these proficiencies you gain a bonus to your roll equal to one roll of your Martial Arts die.  

Touch of Life

3rd-level Way of Yin & Yang feature   You have learned to manipulate the Ki of other creatures to heal wounds. Whenever you would make an unarmed strike, you can instead expend 1 Ki Point to touch a creature other than yourself, and restore a number of its hit points equal to one roll of your Martial Arts die + your Wisdom modifier.   Beginning at 11th level, you can use your Ki Adept feature to use Touch of Life without expending a Ki Point. However, when you do so, you grant the creature temporary hit points.  

Touch of Death

3rd-level Way of Yin & Yang feature   You have learned to manipulate the Ki of other creatures to inflict pain. When you hit a creature with an unarmed strike, you can spend 1 Ki Point to deal additional necrotic damage to the target equal to one roll of your Martial Arts die.   Beginning at 11th level, you can use your Ki Adept feature to use Touch of Death without expending a Ki Point.  

Precise Manipulation

6th-level Way of Yin & Yang feature   Your ability to affect the Ki of others has grown. When you use Touch of Life, you end one of the following conditions: blinded, deafened, paralyzed, poisoned, or stunned.   Also, when you use Touch of Death, you can choose to also poison the creature until the end of your next turn.  

Mystical Touch

10th-level Way of Yin & Yang feature   Your ability to balance life and death grows with your spirit. Whenever you use Touch of Life or Touch of Death, you can expend additional Ki Points (up to your Wisdom modifier), to increase the hit points you restore or damage you deal by one roll of your Martial Arts die per additional Ki Point spent.  

Master of Life & Death

17th-level Way of Yin & Yang feature   Your mystical abilities have grown so powerful that you can rebuke death itself. As an action, you can spend 6 Ki Points and touch a creature that has died within the last 24 hours, instantly restoring it to life with a number of hit points equal to your Monk level + your Wisdom modifier. Any conditions afflicting the creature at the time of its death are also ended.  

Way of the Boulder

As ancient as the mountains themselves, this Tradition has been passed down from master to student since the earliest days of civilization. Building their monasteries on mountain peaks and in deep caverns, students of this Tradition focus on becoming as large and immovable as the mountains.  

Boulder Techniques

3rd-level Way of the Boulder feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: spiritual armor
  • 5th: crushing strike
  • 9th: friend of beast & leaf
 

Solid Body

3rd-level Way of the Boulder feature   Your great bulk enhances your offense and defense. When not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier.   You can also use Constitution, in place of your Strength or your Dexterity for Martial Arts attack and damage rolls.  

Stalwart Strength

3rd-level Way of the Boulder feature   You draw strength from the earth beneath you. When you make a Strength-based ability check or a Strength saving throw while you are touching the ground, you can spend 1 Ki Point to add your Constitution modifier to your roll.   When you reach 11th level in this class, you can use your Stalwart Strength without expending a Ki Point.  

Rebounding Defense

6th-level Way of the Boulder feature   When a creature you can see hits you with a melee weapon attack, you can spend 1 Ki Point as a reaction to attempt to absorb the blow with your bulk. Reduce the damage by an amount equal to your Monk level + one roll of your Martial Arts die + your Constitution modifier.   If you reduce the damage of the attack to zero, you can rebound the blow back as part of the same reaction, making a melee Martial Arts attack against your attacker.  

Ki-Infused Bulk

10th-level Way of the Boulder feature   Your dense, Ki-infused, body allows you to resist physical and magical assaults. You gain resistance to one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, lighting, or thunder. You can replace this resistance with an option from the list above at the end of a short or long rest.   As a bonus action, you can spend 2 Ki Points to realign your Ki and replace the damage resistance from this feature with another option from the list above.  

Mighty Form

17th-level Way of the Boulder feature   Your body has surpassed the normal limits of mortal density and mass. Both your Constitution score, and your maximum Constitution score, increase by 2 to a maximum of 22.  

Earthshaker

17th-level Way of the Boulder feature   You can use your supernatural density to cause the earth to quake. As an action, you can expend 5 Ki Points to crush the ground, turning the ground within 30 feet of you into difficult terrain and forcing creatures of your choice within that range to make a Strength saving throw. On a failed save, creatures take bludgeoning damage equal to two rolls of your Martial Arts die and are knocked prone. On a successful save, they take half as much damage.   When you use this feature, you can expend additional Ki Points (up to your Wisdom modifier) to increase the damage by one roll of your Martial Arts die for each Ki Point spent.  

Way of the Brawler

An informal Tradition of warriors who learn to use martial arts without formal training, Brawlers learn to fight in back alleys and fighting pits in the underbelly of civilization. Often underdogs who come from nothing, they do whatever it takes to win. To these scrapers, every fight is a fight for survival.  

Savage Stunts

3rd-level Way of the Brawler feature   In your underhanded brawls you have picked up many brutal and underhanded exploits. You gain the following features:   Stunt Dice. The Brawler Stunts table shows how many Stunt Dice you have to use your Stunts. To use an Stunt you know, you expend an Stunt Die, and you regain all your expended Stunt Dice when you finish a short or long rest.   High Degree. Your Monk level limits the technicality of the Stunts you are able to perform. This limit is reflected in the High Degree column of the Brawler Stunts table.   Stunts. You learn two Savage Stunts of your choice from those available to the Alternate Barbarian. You can only use one Stunt per ability check, attack, or saving throw.   When you gain a Monk level, you can replace one Stunt you know with another Martial Stunt of your choice.   Saving Throws. If an Stunt requires a creature to make a saving throw, the saving throw DC is calculated as follows:   Stunt save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).  

Streetwise

3rd-level Way of the Brawler feature   You have learned what is necessary to survive on the streets. You gain proficiency in Intimidation, and learn to speak, read, and decode Thieves' Cant, the language of criminals.  

Spiritual Stamina

6th-level Way of the Brawler feature   You can draw upon your spiritual power to fuel your martial abilities. As a bonus action, you can expend 2 Ki Points to regain one of your expended Stunt Dice.   Moreover, when you score a critical hit with a Martial Arts attack, you can use one Savage Stunt you know as part of that attack without expending an Stunt Die.  

Infamous Reputation

10th-level Way of the Brawler feature   Your reputation proceeds you. As a bonus action, you can spend 1 Ki Point to force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you until the start of your next turn.   Any creature that is frightened of you has disadvantage on its saving throws against your Savage Stunts.   Beginning at 11th level, you can use your Ki Adept feature to use Infamous Reputation without expending a Ki Point.  

Underworld Master

17th-level Way of the Brawler feature   You are a master of your ruthless combat. Your Martial Arts attacks score a critical hit on a roll of 19 or 20 on the d20.   In addition, whenever you score a critical hit against a creature with a Martial Arts attack, your target automatically fails its saving throw against any Savage Stunt that you use as part of that Martial Arts attack.  

Way of the Cherry Blossom Sage

The way of the Cherry Blossom Sage originates of a long tradition of show fighters and storytellers. Monks who follow this path believe, that every seemingly insignificant event can be an important part of a story. Therefore they train their voice to captivate listeners and refine their movements to accentuate a fight for dramatical purposes, enthralling audience and combatants alike.  

Cherry Blossom Techniques

3rd-level Way of the Cherry Blossom Sage feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: slow fall
  • 5th: Unyielding Perseverance
  • 9th: Mantle of Courtesy
 

Gifted Narrator

3rd-level Way of the Cherry Blossom Sage feature   At 3rd level, you gain proficiency with the Performance skill and you can use your Wisdom modifier in place of your Charisma modifier when making a Performance skill check.   Additionally, you gain proficiency with one gaming set of your choice.  

Act 1: The Beginning

3rd-level Way of the Cherry Blossom Sage feature   At 3rd level, as a bonus action, you can expend 1 Ki Point and choose a creature within 30ft of you and force that creature to make a Wisdom saving throw or be drawn into your story as the protagonist for 10 minutes. The protagonist is under one of the effects of your choice below;   Befallen by Illness. The protagonist has tragically contracted a disease for which there is no cure. The protagonist's movement speed is reduced by 10ft and is under the effects with the bane spell.   Hunted like a Dog. The protagonist has gained the ire of a powerful figure and always has a target on their back. The protagonist takes an additional 1d4 psychic damage the first time they are hit with an unarmed strike or weapon attack on your turn.   Lost in the Wilderness. The protagonist has strayed from the treaded path and has become lost. The protagonist can no longer see any living creature (not undead or a construct) besides you.  

Act 2: The Conflict

6th-level Way of the Cherry Blossom Sage feature   At 6th level, as a bonus action, you can expend 2 Ki Points to continue the story. You can use one of the options below while you have at least 1 creature under the effects of your Act 1: The Beginning feature;   Arrival of a Stranger. As the protagonist continues their journey they come upon a refection of their inner demon. You cast summon shadowspawn at 3rd level.   Betrayal of a Friend. The protagonist has been betrayed and can no long see friend from foe. At the start of each of the protagonist's turns they must make a Wisdom saving throw. On a failed save, they must use their action to attack the closest creature to it.   Man VS God. As the story unfolds the protagonist has come against a force greater than they can comprehend. They must make a Wisdom saving throw. On a failed save, the protagonist drops whatever they are holding and become frightened of you.  

Whirlwind Tale

6th-level Way of the Cherry Blossom Sage feature   Also at 6th level, at the end of your turn you can as a reaction, expend 2 Ki Points and choose creatures that you hit with an unarmed strike this turn. You begin to weave a tale that entrances your opponents, and they are each subject to one of the effects of your Act 1: The Beginning feature for 1 minute, or until they take damage.  

In Medias Res

10th-level Way of the Cherry Blossom Sage feature   At 10th level, you can expend 3 Ki Points and choose a creature within 30ft of you and force that creature to make a Wisdom saving throw. On a failed save, the creature becomes your protagonist and begins at Act 2: The Conflict.  

Act 3: The Climax

17th-level Way of the Cherry Blossom Sage feature   At 17th level, as a bonus action, you can expend 3 Ki Points to finish the story. You can use one of the options below while you have at least 1 creature under the effects of your Act 2: The Conflict feature;   Tragic End. Alas the poor protagonist has found themselves at the end of their rope and this tales ends with tragedy. The protagonist must make a Wisdom saving throw. On a failed save, it is reduced to 0 Hit Points. On a successful save, it takes 10d10 psychic damage.   Fall from Grace. The protagonist has lost their old life shedding all connections to their former comrades. The protagonist must make a Wisdom saving throw. On a failed save, the protagonist is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.   Exile from Home. After such a long struggle the protagonist is left with no attachments to their old home forced out as if they were an unwanted soul. The protagonist must make a Wisdom saving throw. On a failed save, they are sent to an outer plane of your choice by the rules of the plane shift spell.   Once you successfully use this feature the story ends and the creature is no longer your protagonist. A creature can not become your protagonist again for 24 hours.  

Way of Ki Control

Ki. A mysterious energy present in all living things. While all monks learn to manipulate their own ki, monks that study the Way of the Flowing Ki learn to manipulate the ki of other creatures, drawing it into themselves to bolster their own abilities. Monks of this Way learn to manipulate the rate at which ki flows through both their bodies and those of others.  

Control Techniques

3rd-level Way of Ki Control feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Crippling Strike
  • 5th: Slowing Strike
  • 9th: Disrupt Ki
 

Ki Flow Modulation

3rd-level Way of Ki Control feature   Starting when you choose this tradition at 3rd level, you learn to control the rate at which ki flows in your body. You gain the following benefits.  
  • You take half as long to complete long and short rests as you did before gaining this feature.
  • You only need half of the food and water to sustain yourself as you did before gaining this feature.
  • Your remaining lifespan is doubled. At 11th level, it is doubled again. At 17th level, it is doubled again. You still grow frail with old age but at an adjusted rate proportional to your new lifespan.
  • You don't suffer the effects of your current level of exhaustion, only the effects of the levels below it, if any.
 

Targeted Ki Burst/Bust

6th-level Way of Ki Control feature   At 6th level, you learn to greatly (albeit temporarily) influence the rate at which ki flows, both in yourself and in others.   Ki Burst You can spend a number of ki points up to twice your Wisdom modifier to imbue yourself (as a bonus action) or a willing creature within your melee range (as an action) with a hastened ki flow for a number of rounds equal to half the number of ki points spent. The target of the quickened ki flow gains the following benefits.  
  • Its Dexterity score increases by an amount equal to your monk level.
  • Its speed increases by an amount equal to 5 times your monk level.
  • It gains an additional action and bonus action on each of its turns and an additional reaction each round.
  Ki Bust Immediately after you make one or more melee weapon attacks on a creature, you may use your bonus action and spend 2 ki points to attempt to slow the rate of ki flow in that creature. The target must succeed on a Constitution saving throw or be subject to a slowed ki rate. After a target fails the saving throw, you may spend additional ki points beyond the initial two to bring the total up to twice your Wisdom modifier. The target suffers the following effects for a number of rounds equal to half the number of ki points spent (including the initial two).  
  • Its Dexterity score decreases by an amount equal to your monk level, to a minimum of 1.
  • Its speed decreases by an amount equal to 5 times your monk level, to a minimum of 0.
  • It cannot take reactions.
  • On its turn, it can use either an action or a bonus action, not both. If it takes an action, it must make a Constitution saving throw as it struggles to act despite its dampened ki flow. On a failure, the action does not take effect until its next turn, during which it must use its action to complete the previous action, lest it is wasted. It does not need to make a Constitution saving throw to complete the previous action in this way.
  Sometimes, it is not obvious how a change in Dexterity will affect a creature's AC or other statistics. In ambiguous cases, it is up to the DM to determine to what extent a creature's statistics rely on its Dexterity.  

Area Ki Burst/Bust

10th-level Way of Ki Control feature   By 10th level, you have learned to extend your targeted ki manipulation into an area of effect. As an action, you may spend ki points to send out a wave of ki flow manipulation. The wave extends into a circle with a radius measuring 5 feet for every 5 ki points spent. The wave is blocked by total cover. In addition to spending ki points, you also gain one level of exhaustion.   For each creature within range, you can choose to ignore it or subject it to either your Ki Burst or Ki Bust feature as if you had spent a number of ki points equal to your Wisdom modifier.  

Lifeforce

10th-level Way of Ki Control feature   Starting at 10th level, your ki can strengthen nearby allies, allowing them to move with strength beyond the limits of their own bodies. When you succeed on a Strength, Dexterity, or Constitution saving throw and you aren't incapacitated, you can spend 1 ki point and your reaction to choose an ally within 60 feet of you that failed its saving throw against the same effect. The creature can reroll its saving throw and must use the new roll.  

Passive Ki Burst/Bust

17th-level Way of Ki Control feature   By 17th level, your familiarity with altering the flow of ki has grown to such an extent that your abilities sometimes manifest effortlessly. At the beginning of each of your turns, make a Wisdom check. On a 20 or higher, you gain the effects of a Ki Burst targeted on yourself as if you had spent 1 ki point. Additionally, the first time on your turn you hit a creature with a melee weapon attack and don't use your bonus action to attempt a Ki Bust, the target must make a Constitution saving throw or be subjected to the effects of your Ki Bust for 1 round.  

Overflowing Heart

17th-level Way of Ki Control feature   At 17th level, you can deter attackers with the force of your ki alone. As a reaction to being targetted by a weapon attack or spell, you can spend 3 ki points to force the attacker to make a Wisdom save. On a failed save, the triggering attack or spell is canceled, and attacker's turn immediately ends, as you sap their will to fight.  

Way of Destruction

Seldom a “tradition” per se, the so-called Way of Destruction is a combat style scarcely passed down within the Material Plane. Much similarly to barbarian tribes, its practitioners learn to channel and focus their primal impulses, the intense feelings of rage and hatred, into an aggressive martial discipline which pushes their bodies beyond the natural limit. These monks have tapped into the raw energy of destruction, enhancing their physical bodies and using energy blasts of destruction. This tradition is very rare and the monks of destruction are formidable warriors.   Wherever they may venture into, a warrior of this breed shall leave a trail of ruins in their wake.  

Destructive Arts

3rd-level Way of Destruction feature     You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique   3rd: Bursting Fist 5th: Soaring Dive 9th: Roaring Wave  

Ferocious Momentum

3rd-level Way of Destruction feature When you choose this tradition at 3rd level, you gain proficiency in the Athletics and Acrobatics skills. If you are already proficient in both of these skills, you gain advantage on any Strength (Athletics) checks you make instead.   Additionally, whenever you hit a creature with an unarmed strike and your attack roll exceeds the target’s AC by 5 or more, they take an extra 1d6 thunder damage. The damage increases to 1d8 when you reach 11th level, and 1d10 when you reach 17th level.  

Five-Knuckle Flick

3rd-level Way of Destruction feature   At 3rd level, you learn how to focus excessive force into one finger. A favorite among Destroyers, this "technique" on the surface seems like a normal finger flick, when in reality, it can be just as devastating as any punch, if not more. In place of any of your attacks, you can spend 2 ki points to flick an enemy within 5 feet of you in their forehead (optional). They take damage equal to 2 of your martial arts die. They must succeed on a Strength saving throw or they are pushed forward 15 feet in the direction you're facing.   At 6th level, the damage increases to 3 martial arts die   At 10th level, this can be used as a reaction and you can choose to launch the target into the air instead of forward.   At 17th level, the damage increases to 4 martial arts die.  

Siege Might

6th-level Way of Destruction feature   At 6th level, you turn your body into an instrument of demolition. Your unarmed strikes ignore the damage threshold of objects and structures, and always deal the maximum amount (as if all dice had rolled their highest numbers). In addition, constructs have disadvantage on saving throws to resist the effects of your ki features.   Starting from 9th level, your attacks and abilities ignore resistance to thunder damage, and deal double damage to objects and structures.  

Force Thy Way

6th-level Way of Destruction feature Starting at 6th level, only the greatest of obstacles can hope to impede your advance.   As an action on your turn, you can employ your physical might for creating a dramatic or specific effect, rather than causing damage. It could be something like breaking open an “impenetrable” wall, incapacitating an arcane mechanism, drastically changing the terrain of a battlefield, or any other suitably dramatic effect that the DM approves.   Once you’ve used this feature, you can’t do so again until you finish a long rest. You can use it twice between rests at 11th level, and three times between rests at 17th level.  

Aura of Destruction

6th-level Way of Destruction feature   Also at 6th level, you can destroy some things just by being near them. As an action, you can spend 3 ki points to activate your Aura of Destruction. While it’s active, whenever a ranged projectile or targeted spell comes within 10 feet of you, roll 2d10 + your monk level + your proficiency bonus, and reduce the damage of that projectile or spell by that amount. If the damage is reduced to 0 by this effect, the projectile or spell completely disintegrates. This stays active for 10 minutes unless you deactivate it early or are knocked unconscious. The roll increases to 3d10 at 11th level, and 4d10 at 17th level.  

Rumbling Impact

10th-level Way of Destruction feature   Your blows echo through the earth with ravenous sound. Starting from 10th level, whenever you spend 1 or more ki points to enhance an unarmed strike in any way, it scores a critical hit on a roll of 19-20 (can be applied after the attack roll is made).   Whenever you score a critical hit with an unarmed strike, every creature within 15 feet of you must succeed on a Constitution saving throw or take 2d6 thunder damage and become deafened for one round.   A creature that succeeds on their save takes half as much damage, isn’t deafened, and becomes immune to the effects of this feature for the next 8 hours.   Every time this feature is used, you emit a thundering rumble audible out to 500 feet.  

The Shōmetsu Style

10th-level Way of Destruction feature   Starting at 11th level, you have been granted the privilege of utilizing the ancient Destroyer technique: the Shōmetsu Style. You may use this style in two ways.  
  1. Whenever you hit a target with any destruction feature, you may blast the target with destruction energy. Then if the target is reduced to 0 hit points, they completely disintegrate.
  2. You can launch a Blast of destruction energy at a target of your choice. The targeted creature must make a Constitution saving throw. On a failed save, the creature is enveloped in an energy that tears at their very being, taking 3d10 Force damage and 3d10 Thunder damage. On a successful save, they take half as much damage. The attack has a range of 30 feet. It costs 4 ki points to use.
 

Asura

17th-level Way of Destruction feature   At 17th level, your combat style reaches its greatest form, rendering your figure akin to a god of destruction. You gain permanent upgrades to the following ki features:  
  • Bursting Fist. The area of effect is increased to a 30-foot cone in front of you.
 
  • Roaring Wave. The impact now affects all creatures within 40 feet of you, and targets within range are also knocked prone on a failed save.
 
  • Soaring Dive. On a hit, you can push the target up to 40 feet away from you. If this causes the target to strike another creature or object, the target and what it strikes each take 3d8 bludgeoning damage.
 

Master of Destruction


17th-level Way of Destruction feature   Starting at 17th level, Your Aura of destruction has grown to almighty proportions. you add the following benifits to your form.  
  • Your muscle mass, stamina and durability increase dramatically, making your physique more menacing. Your Strength, Dexterity and Constitution scores all increase by 4, to a maximum of 24.. You count as one size larger.
  • You have resistance to all damage types. In addition, when an enemy attacks you within melee range, they must succeed on a Constitution saving throw or take 2d10 Force damage.
  • Your movement speed increases by an additional 20 feet.
  • As an action, you can choose to forgo all your attacks in that turn to attack all creature within a 30ft radius of you with desturctive power. You must make 4 unarmed strikes on every creature within your radius all of which have advantage, plus 4d10 Thunder damage. you can use this once per short rest.
 

Way of Ferocity

While Monks of every Tradition strive for mastery over their physical form, honing their bodies into weapons, creatures born with natural weapons; vicious claws, imposing horns, sharp teeth, or lashing tails, have natural advantages in the quest to weaponize their bodies. Monks with these natural features often become disciples of the Way of Ferocity.   Through the practice of this ancient and savage tradition they learn to enhance their physical features with secret Techniques, and combine their mastery of Ki with the natural ferocity that dwells within all creatures of wild and bestial heritage.  

Ferocity Techniques

3rd-level Way of Ferocity feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: crippling strike
  • 5th: stunning strike
  • 9th: friend of beast & leaf
 

Natural Predator

3rd-level Way of Ferocity feature   Your martial arts enhance your natural abilities with one of the disciplines below. Once chosen, this cannot be changed:  

Bestial Rend

This discipline is most often adopted by Monks with sharp claws and savage teeth. Your unarmed strikes deal slashing damage and inflict deep wounds. Each time you hit a target with an unarmed strike, its movement speed is reduced by a cumulative 5 feet until the beginning of your next turn. If this feature reduces a target's speed to zero, it has disadvantage on Dexterity saving throws until the start of your next turn.  

Natural Defenses

This discipline is most often adopted by Monks with armored hides, like scales or shells. When a creature that you can see hits you with an attack you can use your reaction to add one roll of your Martial Arts die to your Armor Class against the attack, possibly turning a hit into a miss.  

Savage Charge

This discipline is most often adopted by Monks with hooves or horns. If you move at least 15 feet in a straight line toward a creature, you have advantage on the first Martial Arts attack against that creature before the end of your current turn.  

Primal Intuition

6th-level Way of Ferocity feature   You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.   You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your Martial Arts die.  

Power of the Wild

10th-level Way of Ferocity feature   You have trained to augment your physical strikes with the ferocity of your savage Ki. When you hit a creature with an unarmed strike you can spend 1 Ki Point as part of your attack to deal an additional 2d6 damage to the target.  

Master of Ferocity

17th-level Way of Ferocity feature   You combine your primal instincts with your monastic training to reach your true savage potential. You gain one of the disciplines below. Once chosen it cannot be changed:  

Bestial Fury

Like the greatest hunters of the wild, you can whip yourself into a primal fury when your prey is weak. When you score a critical hit against a creature with an unarmed strike, its movement speed is reduced to zero, and you have advantage on any unarmed strikes that you make against that creature until the beginning of your next turn.  

Natural Resilience

You can draw on your wellspring of mystic power to harden your defenses and shrug off assaults. Whenever a creature that you can see hits you with an attack, you can expend Ki Points (up to your Wisdom modifier) to reduce the damage by one roll of your Martial Arts die for each Ki Point spent.  

Savage Rush

You can channel a burst of primal speed to trample those in your path. As an action, you can spend 4 Ki Points and move up to your full walking speed in a straight line, and force any creature you pass through to make a Dexterity saving throw. On a failure they take bludgeoning damage equal to four rolls of your Martial Arts die and are knocked prone. On a success, they take half as much damage and are not knocked prone.  

Way of the Flowing River

Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes nonviolence and the use of force only when necessary. Named for the masterful grace and fluidity that these warriors exhibit in battle, practitioners of the Flowing River are often known as dancing Monks.  

Flowing River Stance

3rd-level Way of the Flowing River feature   You have trained to utilize the signature stance of your order. You can use an action on your turn to enter a Flowing River Stance, which lasts until the beginning of your next turn.   While you're in this stance you have a second reaction you can use each round. You gain additional reactions at certain Monk levels: at 6th level (3), 10th level (4), and 17th level (5).   When a creature that you can see misses you with a melee attack while you are in your Flowing River Stance, you can use a reaction to force it to make a Dexterity saving throw.   On a failure, the target is knocked prone and its movement speed is reduced to 0 until the beginning of your next turn.  

Flowing Techniques

3rd-level Way of the Flowing River feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: patient defense
  • 5th: deflect missile
  • 9th: heavenly step
 

Monastic Acrobat

3rd-level Way of the Flowing River feature   Your training allows you to move with a delicate grace not often found in warriors. You gain proficiency in Acrobatics and Performance, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your Martial Arts die.   Monks of your Tradition are also known for their dancing. When you would make a Charisma (Performance) check you can make a make a Dexterity (Performance) check instead.  

Enchanting Flow

6th-level Way of the Flowing River feature When you enter your Flowing River Stance you can spend 1 Ki Point to mystically allure your foes. Until the start of your next turn, creatures of your choice within 10 feet of you have disadvantage on all attacks against targets other than you.   Beginning at 11th level, you can use your Ki Adept feature to use Enchanting Flow without expending a Ki Point.  

Graceful Step

10th-level Way of the Flowing River feature   You move with a supernatural level of grace and poise. When you enter your Flowing River Stance, you gain the benefits of patient defense without spending a Ki Point.  

Master of the Flowing River

17th-level Way of the Flowing River feature   When a creature fails its saving throw against your Flowing River Stance reaction you can knock it back in a straight line in addition to the reaction's normal effects. When you do so, it is knocked back a number of feet depending on its size:  
  • Tiny: 60 feet
  • Small: 40 feet
  • Medium: 30 feet
  • Large: 20 feet
  • Huge: 15 feet
  • Gargantuan: 10 feet
 

The Forbidden Way

From ancient times monastic traditions were meant to uphold strict philosophy and train the aspiring students who sought perfection in both mind and body. Understanding yourself, your limits, your desires, finding the True Path - those are the pursuits of every monastic order. Yet there are those who stray from the True Path, those who seek knowledge not meant for their unprepared youthful mind, those who seek power when their body is incapable of such strength - all to fulfill their corrupt and untamed desires.   After learning the secret techniques and forbidden knowledge of their Order, they are often called defilers, heretics, ravagers and other beffiting names - as they are those who strayed from the True and entered the Path of the Damned. They wander around the world, trying to hone the stolen knowledge and make it their own. They are exiles, their Way is Forbidden, and they are an Order to themselves.  

Paths of the Damned

3rd-level The Forbidden Way feature   Starting when you choose this tradition at 3rd level, you uncover the secret techniques. You learn three forbidden techniques of your choice, which are detailed under "Forbidden Techniques" below. Many techniques empower your existing monk features or introduce a new way to spend your Ki points.   You learn two additional forbidden technique of your choice at 6th and 10th level.   You learn only one forbidden technique of your choice at 17th Level.   Whenever you learn a new forbidden technique, you can also replace one forbidden techique that you already know with a different technique.   Whenever you use a Forbidden Technique marked with an asteriks (*) symbol, you take necrotic damage equal to the average roll of your current Martial Arts die (rounded down). Consult the table below for exact values. Alternatively you can roll the die and take the result. This damage can't be reduced in any way.   Strain  
  • 1d4: 2
  • 1d6: 3
  • 1d8: 4
  • 1d10: 5
  • 1d12: 6
 

Ki Damage

3rd-level The Forbidden Way feature   You can limit a creature's hit points with your strikes. When you make a successful melee weapon attack, you may spend 1 ki point to deal extra damage equal to one roll of your Martial Arts die and reduce the target's maximum hit points by an amount equal to the damage of the attack.   The target's hit points remain reduced until you end the effect (no action required). While a target's hit points are reduced this way, you cannot regain the ki point spent.  

Corrupted Ki

6th-level The Forbidden Way feature   You learn how to violently gain ki points at the cost of your body and mind. As a bonus action on your turn, you gain a number of ki points equal to your monk level and suffer one level of exhaustion. You must also make a Wisdom saving throw against a DC of 10. On a failure, you are afflicted with a short-term madness as determined by the Short-Term Madness table (pg. 259 of the Dungeon Master's Guide). Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.   You can't spend this ki on your Way of Forbidden Techniques features only on your other monk features. You lose this ki whenever you finish long rest and can't use this feature again while you have this ki remaining.  

Sever Ability

10th-level The Forbidden Way feature   You can block a creature's abilities. As an action, touch a creature then choose an ability and spend any number of ki points. The creature must make a saving throw of the chosen ability. On a failure, the creature receives a penalty equal to the amount of ki points spent to ability checks, attack rolls, saving throws, or save DCs using the chosen ability.   This penalty lasts until you decide to end the effect (no action required). While a creature has this penalty, you cannot regain the ki points spent.  

Heavenly Demon Aura

17th-level The Forbidden Way feature   Starting at 17th level, you've uncovered the secret methods of unlocking your ki limiters, which allow you to unleash the true potential of your forbidden techniques. On your turn, you can unleash an aura as a bonus action. While maintaining the aura, you gain the following benefits:  
  • You ignore penalties from exhaustion levels.
  • Some of your forbidden techniques become more powerful, which is described in the technique description with the corresponding Aura Level tag.
  • You gain special bonuses, which are listed in the table below.
  The transformation lasts for a minute or until you are knocked unconsious. On subsequent turns, you can use your bonus action to activate the next level of the Heavenly Demon Aura, gaining corresponding bonuses.   When your Heavenly Demon Aura subsides, you suffer levels of exhaustion as listed in the table below.   You must finish a long rest before you can use this feature again.   Aura Level | Bonuses | Exhaustion Levels  
  • Yaogaui: Jump distance tripled | 1
  • Deva: d12 Martial Arts | 2
  • Asura: +4 to Strength, Dexterity and Wisdom scores | 3
 

Forbidden Techniques

 

Cry of the Kirin*

A secret technique allows you to strike like thunder. When you use your Step of the Wind and move at least 30 feet in a straight line, immediatly after that your next attack will strike with greater force. If you hit, the target must succeed on a Strength saving throw. If it fails, you can push it up to 15 feet away from you. If an obstacle is in the way, it takes 1d8 bludgeoning damage for every 10 feet it traveled.   Roar of the Raijin (Yaogaui). You can push the target up to 30 feet away from you. If an obstacle is in the way, it takes 2d8 bludgeoning damage for every 10 feet it traveled.  

Dark Aura*

Your ki is changed by your power. When you damage a creature with a unarmed attack, you can spend 2 ki points to try to terroize them. he target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Malevalent Presence (Deva). Each creature in a 30-foot of you must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.  

Demonic Kinship

You begin to take on subtle demonic traits as your ki warps. You learn to speak, read, and write Abyssal or one other language of your choice. Additionally you can sense the presence of Demons within 30 feet of you that are not behind full cover.  

Fury of Shiva*

A secret insight on the Ways of a mythical being allow you to channel your own fury. You can choose to focus all your attacks granted by your Flurry of Blows against a single creature. If you do so, you can make an additional unarmed strike against it.   Endless Fury of Tripurantaka (Yaogaui). You can make two unarmed strikes, instead of one.  

Heavenly Demon Breathing

You haveve learned an unnatural technique of distributing ki to bolster your durability. As a bonus action, you can gain temporary hit points equal to your Martial Arts die roll + Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.   Breathless Heavenly Demon (Yaogaui). You gain the maximum amount you can roll. While you have these temporary hit points, you gain a +2 bonus to your AC.  

Heavenly Demon Insight

You know all intricacies of your ki flows and channels. Your maximum ki reserves increase by the amount shown in the table below.   Level Ki bonus  
  • 3rd-5th: 1
  • 6th-10th: 2
  • 11th-16th: 3
  • 17th-20th: 4
  Heavenly Demon Influx (Yaogaui). At the start of each of your turns you regain a special Heavenly Demon ki point. At the end of your you lose this ki point if you haven't spent it.  

Ichorous Ki

your ki becomes warped into a dark, ichor-like energy that can draw from your vitality to fuel attacks. When you use your Flurry of Blows feature, you can choose to spend one of your Hit Dice instead of a Ki point to activate the feature.  

Ki Thief*

You can drain Ki from foes through your touch. Once per turn when you hit a creature with an unarmed attack that isn't an undead or construct, you may force them to make a Constitution saving throw versus your Ki save DC. On a failed save, you regain one expended ki point. If the target has ki points, it loses one. You can use this feature a number of times equal to your Wisdom modifier and you regain expended uses when you finish a short or long rest.   Taken Form (Yaoguai). you may forgo stealing a ki point to deal 1 damage to your choice of their Strength, Dexterity, or Constitution score. A creature damaged in this way restores 1 lost ability score point of its choice at the end of a long rest.  

Patience of the Viper*

You learned how to exploit weaknesses of your enemies in the right moment. When you use your Patient Defence and a creature misses you with a melee attack, you can use your reaction to make a monk weapon attack or an unarmed strike against the creature. This attack scores a critical hit on a roll of 19-20.  

Punches of the Void*

Strange knowledge and abberant insight allows you to distort space or compress air to deliver your attacks. You can spend 1 ki point to gain a reach of 20 feet for your unarmed strikes until the end of your turn.   Cosmic Reach (Yaogui). Your attacks have a reach of 30/60 feet instead.  

Seize the Flow*

you can spend 1 ki point as a bonus action on your turn to focus on the ki in your enemies' blood. The first creature you hit with an unarmed strike before the end of your current turn is forced to make a Constitution saving throw. On a failed save, you can force the target to use up to half of its movement to move in a direction of your choice at the start of its next turn. Undead, elementals, and constructs automatically succeed on this saving throw.   Bend the Flow (Deva). when a creature fails its saving throw against your Seize the Flow feature, you can spend 2 ki points to force the target to perform one of the following tasks (your choice), expending its reaction.  
  • It drops one object its currently holding at its feet.
  • It makes one attack against a creature within range of the attack.
  • It takes the Help action.
 

Soul Eater Attack*

You gain the ability to absorb the life force of your opponents through your attacks. When you damage a creature with a unarmed attack, you can spend 2 ki points to gain a number of temporay hit points ewaul to the damage dealt plus your wisdom modifier.  

Wrathful Trance*

As your spirit plunges into the depths of rage, so does your ability to channel it through your form, footwork, and attacks. You can spend 1 ki point as a bonus action to enter a state of mind known as Wrathful Trance. While in this state, your melee weapon attacks gain a +1 modifier to attack rolls and damage. However, while in this state, you have disadvantage on Intelligence saving throws.   Wrathful Trance lasts for 1 minute. It ends early if you recieve damage from a spell attack, a ranged weapon attack, are incapacitated, or until you dismiss it early as a bonus action.   Invigorating Wrath (Yaoguai). Your streak of violence strengthens you to push beyond your limits. While in your Wrathful Trance, you recover hit points equal to your Wisdom modifier once per round. You cannot recover hit points beyond your hit point maximum with this feature. If Wrathful Trance is no longer active by the end of a round, you don't recover hit points that round.  

Black Wind Agility*

Prerequisite: 6th level   By dislocating your joints, you gain unnatural swiftness. You can use your action to spend 4 ki points and cast a haste spell on yourself without any spell components.   Demon King Prowess (Deva). You don't need to concentrate on this spell.  

Iron Body

Prerequisite: 6th level   Endless trainings allowed you to condense your muscles, making them denser than iron. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.   Diamond Body (Deva). The attacker takes damage equal to the amount your resisted as force damage.  

Joint Eater*

Prerequisite: 6th level   A forgotten martial art move aimed to painfully harm and damage limbs, joints and vital spots of a creature. Whenever you attempt a grapple, you can spend 2 ki points to perform a special grapple lock. Until this grapple ends, at the start of each of the target's turns, the target takes damage equal to your martial arts die.   Titan's Grasp (Deva). The target is also restrained.  

Three Finger Death Punch*

Prerequisite: 6th level   You learn a brutal killing technique aimed to destroy the ki center of an opponent. You can take an action to spend 3 ki points and make an unarmed strike against a creature within 5 feet of you. On a hit the target takes additional 6d6 necrotic damage and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.   Five Finger Death Punch (Deva). You can spend 5 ki points, but you deal an additional 10d6 necrotic damage and the creature will make a save against being incapacitated.  

Aspect of the Demon

Prerequisite: 10th level   Your body becomes far more demonic in nature, enhancing your vitality as you shred foes. When you reduce a creature of size Medium or larger to 0 hit points, you recover one expended Hit Die.   Additionally, when you reach this level you can choose to permanently change your creature type to Fiend, and you are also considered a demon for any prerequisite or effect that requires you to be a demon.  

Heavenly Resilience

Prerequisite: 10th level   A forbidden ki manipulation technique allows you to ward your body from any form of energy. You can choose one damage type when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance.   Demonic Resilience (Asura). You gain immunity to that damage type.  

Razor Whirlind*

Prerequisite: 10th level   You learn a deadly technique meant to fight off hordes of enemies. You can use your action to spend 1 ki point and make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.   Blade Tornado (Asura). Each target you hit takes additional 3d6 slashing damage and must succeed on a Dexterity saving throw or be knocked prone.  

Renewal Martial Arts

Prerequisite: 10th level   Your new understanding of your fightning style allow to chain more frequent and deadlier moves. You can attack thrice, instead of twice, whenever you take the Attack action on your turn.   Master of the Arts (Asura). You can make four attacks, instead of three, whenever you take an Attack action on your turn.  

Solar Plexus Stinger*

Prerequisite: 10th level   A cruel understanding of ki allow you to briefly stop the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 3 ki points to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain the expended uses when you finish a short or long rest.   Revitalising Stringer (Asura). You can use this feature to remove stunned and paralyzed conditions, or use it on an unconsious creature to make it regain 10 hit points.  

Abyssal Oblivion

Prerequisite: 17th level   You can consume the souls of your fallen enemies to empower yourself. When you kill a creature, you can choose to spend 5 ki points to force its soul to make a Charisma saving throw against your Ki Save DC. On a failure, the soul is consumed and destroyed, and cannot be resurrected by anything short of a Wish spell or Divine Intervention.   When you consume the soul, you gain one of the following benefits of your choice:  
  • Your lifespan is increased by 1 year
  • You regain a number of hit points equal to half your maximum.
  • You gain resistance to one damage type of your choice except for radiant damage until your next long rest or the next time you use this feature.
  • You have advantage on all attack rolls you make for the next minute
  Once you use this feature, you cannot use it again until you finish a short or long rest.  

Akuma no ken*

Prerequisite: 17th level   You focus all your energy into a single punch. As an action you can expend 5 Ki points, you make a unarmed attack, on a hit the target takes your normal unarmed damage along with 6d10 bludgeoning damage and 6d10 nectrotic damage and is knocked back 30 feet.   Once you use this feature, you cannot use it again until you finish a short or long rest.  

Five-Point Quivering Palm*

Prerequisite: 17th level   You learn a variant of the Quivering Palm. When you hit a creature with an unarmed strike, you can spend 5 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.   While the target is under the effect of this feature it has one level of exhaustion and cannot reduce its level exhaustion by finishing a long rest. Each time it completes a long rest, it must make a Constitution saving throw. On a failure, it suffers another level of exhaustion.   You can have only one creature under the effect of this feature at a time. You cannot regain the ki points spent using this feature while the target is under its effects. You can choose to end the vibrations harmlessly without using an action.   Once you use this feature, you cannot use it again until you finish a short or long rest.  

Lasting Drain*

Prerequisite: 17th level   Where you once took pieces, you now leave nothing. You can hit a creature and spend 4 Ki Points to curse them. When a creature fails its saving throw against your Ki save. While marked in this way, the creature must make a Constitution saving throw at the beginning of each of its turns. On a success, the mark fades and the effect ends. On a failure, the target loses 1 ki point if it has any, takes 1d10 necrotic damage, and you gain 1 ki point. If the target fails this saving throw multiple times, they take 1d10 additional necrotic damage for each failed save after the first.   Once you use this feature, you cannot use it again until you finish a short or long rest.  

Sanguine Domination*

Prerequisite: 17th level   You can use your action to attempt to arrest control of the bodies of up to 5 creatures within 60 feet of you. The targets of this ability must make a Constitution saving throw. On a failed save, a target becomes dominated. Dominated creatures take their turns at the end of your turn in combat, and obey any command you give them as a bonus action. If given no commands, a dominated creature takes no actions. A creature that fails its saving throw against this ability is no longer dominated when it reaches 0 hit points or you finish a long rest.   Once you use this ability, you can't use it again until you finish a long rest.  

Way of the Hurricane

Where most traditions of martial arts focus on quick strikes and elusive movements, disciples of the Hurricane technique master mighty weapons. These Hurricane Monks wield their heavy weapons to great effect. On the battlefield they become tempests of steel, cutting down all who stand against them.  

Heavy Warrior

3rd-level Way of the Hurricane feature   You have trained in a style of martial arts that incorporates heavy weapons. You gain proficiency with all melee weapons with the heavy property, and attacks with these heavy melee weapons count as Martial Arts attacks for you.   In addition, while you are wielding a melee weapon with the heavy property, you have advantage on saving throws to resist being grappled or moved against your will.  

Hurricane Techniques

3rd-level Way of the Hurricane feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: whirling strike
  • 5th: stunning strike
  • 9th: monastic fortitude
 

Tempestuous Strike

3rd-level Way of the Hurricane feature   You can wield your heavy weapons with the fury of a raging storm. So long as you are wielding a heavy melee weapon, you use whirling strike without expending any Ki Points.   Moreover, you can choose to add your Strength modifier, in place of your Dexterity, to the damage roll of whirling stike.  

Crushing Counter

6th-level Way of the Hurricane feature   You can use the weight of your heavy weapons to rebuke your enemies. When a creature you can see hits you with an attack while you are wielding a heavy melee weapon, you can use your reaction to make a Martial Arts attack against it. On hit, you can choose to reduce the creature's speed to 0 until the start of your next turn in addition to the normal damage.  

Buffeting Winds

10th-level Way of the Hurricane feature   You empower your strikes with great gusts of wind. When you hit a creature with an attack with a heavy melee weapon, you can spend 1 Ki Point and force it to make a Strength saving throw. On a failed save, you can choose to either knock it prone, or knock it back in a straight line a number of feet equal to five times your Wisdom modifier.   In addition, whenever you use whirling strike, you can spend 1 additional Ki Point to cause it to deal bonus thunder damage equal to one roll of your Martial Arts die on a failed saving throw.   Beginning at 11th level, you can use your Ki Adept feature to use either feature without expending Ki.  

Master of the Hurricane

17th-level Way of the Hurricane feature   Despite their great weight you wield your weapons as a blur of whirling steel. As an action, you can disappear and instantly make a single melee weapon attack against up to five creatures you can see within 60 feet. You then appear next to one of your targets. You must be wielding a melee weapon with the heavy property to use this feature.   Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend 5 Ki Points to use it again.  

Way of the Inner Eye

Monks of this tradition dedicate themselves to the perfection of their mystic senses, called the inner eye. They do this by purposefully blinding themselves, usually merely by covering their eyes, although some go so far as to remove their eyes or blind themselves permanently in order to rely solely on their inner eye. Monks of this tradition also often recruit blind people to their order, to teach them to go beyond their limited sense and reach new heights of perception.  

Inner Techniques

3rd-level Way of the Inner Eye feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Patient Defense
  • 5th: Deflect Missile
  • 9th: Form Lock
 

Heightened Awareness

3rd-level Way of the Inner Eye feature   When you choose this monastic tradition at 3rd level, your other senses are sharper and your awareness is heightened as long as you cannot see. As long as you are blinded, you gain the following benefits:  
  • You have a blindsight of 30 feet. This sense increases when you reach certain levels in this class, it increases to 60 ft at level 6, 90 ft at level 10 and 120 ft at level 17.
  • You have advantage on all Wisdom (perception) checks you make that don't rely on sight (therefore, ones that rely solely on hearing, smell, taste or touch).
  • Attack rolls made against you do not gain advantage because of the blinded condition.
  You cannot merely close your eyes to gain these benefits, as the temptation to open them would be too great. Instead, you must cover your eyes with a piece of cloth, a modified helmet or something similar, remove your eyes permanently, or be blinded from another source in order to do so. You can cover or uncover your eyes with a piece of cloth, a modified helmet or something similar as a bonus action.  

Greater Reflexes

3rd-level Way of the Inner Eye feature   Also at 3rd level, your reflexes are also heightened when you cannot see. Whenever a creature misses you with an attack, if you are blinded you can immediately use your reaction to make an unarmed strike against that creature, provided it's within your reach. You can spend a ki point to make two unarmed strikes against the same target instead of one when you do so.  

Untouchable

6th-level Way of the Inner Eye feature   Starting at 6th level, you become even harder to hit. While you are blinded, you can use your patient defense feature without spending a ki point. You can do this a number of times equal to your Wisdom modifier (minimum of once), after which you cannot do so again until you finish a short or long rest.  

Far Sight

10th-level Way of the Inner Eye feature At 10th level, you can sense things that are far away with your inner eye. You can cast the Arcane Eye spell without consuming a spell slot or material components, if you are blinded when you do so, your arcane eye has a blindsight equal to yours instead of its normal vision.   Once you've cast this spell this way, you cannot do so again until you finish a long rest unless you spend 2 ki points to do so. Wisdom is your spellcasting modifier for this spell.  

Inner Eye

17th-level Way of the Inner Eye feature   At 17th level, you have perfected the use of your inner eye. While you are blinded you gain the following benefits:  
  • After you've made a reaction, you can make an additional reaction once before the beginning of your next turn. You can make only one reaction per triggering effect.
  • You cannot be surprised while you are conscious.
  • You have a tremorsense of 60 feet.
  • You have True sight for 15 ft.
 

Ascended Seeing

17th-level Way of the Inner Eye feature   As an action for 1 ki point, you can zone in on one creature of your choice. You learn the ability scores, resistances, and vulnerabilities of the chosen creature. Once you are focused on one creature, they are vulnerable to all of your unarmed strikes and you have advantage on strikes against them. With this precision, you have disadvantage on all other creatures until this creature is dead or outside of your blindsight. After you use this feature, you cannot willingly leave them from your blindsight. This feature can only be used once, regaining use at the end of a long rest.  

Way of the Mystic

Delving fully into the use of their mystical Ki, Monks known as Mystics will gradually forgo their physical training to unlock their maximum spiritual potential. Often misunderstood to be Wizards or Sorcerers, these mystical sages can draw upon the Ki within their soul to perform wondrous supernatural feats.  

Awakened Mind

3rd-level Way of the Mystic feature   You can augment your physical abilities with your spiritual prowess. You can use Wisdom, in place of your Dexterity, for the attack rolls (but not damage) of any Martial Arts attacks that you make.   Moreover, when you are not wearing any armor or wielding a shield, your Armor Class is equal to 13 + your Wisdom modifier (minimum of 1).  

Mystic Talents

3rd-level Way of the Mystic feature   In your quest for spiritual enlightenment you have unlocked the true potential hidden within you. You learn two Mystic Talents of your choice from those available to the Psion.   If a Talent has a Psion level prerequisite, you can learn it if your Monk level would meet that prerequisite. Though, you must meet any other prerequisites that a Talent may have.   If a Talent you learn uses your Intelligence modifier, you can choose to use your Wisdom modifier instead.   If a Talent allows you to spend Psi Points to empower its effects, you can spend Ki Points to achieve that effect.   Finally, at certain levels in this class, you learn additional Mystic Talents of your choice: at 6th level (3 Talents), at 10th level (4 Talents), and finally at 17th level (5 Talents).   Whenever you gain a level in this class you can replace a Mystic talent you know with another Talent of your choice.  

Spiritual Sundering

6th-level Way of the Mystic feature   As a bonus action, you can spend 1 Ki Point to strike out with pure Ki and force one creature you can see within 15 feet to make a Charisma saving throw. On a failure, it takes psychic damage equal to one roll of your Martial Arts die and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw it makes before the start of your next turn.   Beginning at 11th level, you can use your Ki Adept feature to use Spiritual Sundering without expending a Ki Point.  

Warded Soul

10th-level Way of the Mystic feature   Your spirit protects you from supernatural assaults. When you take necrotic, psychic, or radiant damage you can spend 1 Ki Point to gain resistance to that instance of damage.  

Master Mystic

17th-level Way of the Mystic feature Your spiritual power eclipses that of most living mortals, and even some immortal beings. You gain the following benefits:  
  • Whenever you deal psychic damage to a creature you can add your Wisdom modifier (minimum of 1) to the damage roll if you do not do so already.
  • At the end of each long rest, you can replace on Mystic Talent you know with another Talent of your choice.
 

Way of the Phoenix

Your power draws from the eternal flame that fuels the legendary phoenix. Perhaps you were born in the presence of one of these ancient beasts, or granted a phoenix a grand service. Whatever the origin, the power and awe of the phoenix dwells within you.  

Fireborn

3rd-level Way of the Phoenix feature   At 3rd level, the spark of the phoenix dwells in you, empowering your strikes. You gain the following benefits when making unarmed strikes:  
  • You can use your wisdom modifier instead of your dexterity for attack rolls.
  • You can choose for the attack to deal fire damage instead of bludgeoning damage.
 

Mark of the Phoenix

3rd-level Way of the Phoenix feature   Starting at 3rd level, you have learned how to extend your Ki past your limbs. You may do any of the following:  
  • Use an action to generate a flame in your hand that emits bright light in a radius of 10 feet and dim light for an additional 10 feet that lasts for 10 minutes or until you dismiss it as an action. This flame will light flammable objects, materials, and items. Physical conditions such as lack of oxygen or surrounded by water will render fire useless.
  • Cast the control flames cantrip, or spend 1 Ki to cast the absorb elements spell (against fire damage only).
  • Make a ranged spell attack against a creature within 30 feet of you as part of the Attack action. The attack deals fire damage equal to your Martial Arts damage and increases as you gain monk levels as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action like you would for Flurry of Blows.
 

Phoenix Techniques

3rd-level Way of the Phoenix feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Fangs of the Fire Snake.
  • 5th: Unyielding Perseverance
  • 9th: Monastic Fortitude
  • 13th: Flames of the Phoenix
  • 17th: River of Hungry Flame
 

Consuming Conflagration

6th-level Way of the Phoenix feature   At 6th level, you can expel excess energy from your body as waves of scorching heat and flames. Whenever you spend ki points, you can erupt in fire. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your Ki save DC, or take fire damage equal to two rolls of your Martial Arts die. You may activate this ability no more than once per turn.   You can use this ability a number of times equal to your Wisdom modifier, and regain expended uses whenever you finish a short or long rest.   The damage increases to three rolls of your Martial Arts die at 11th level, and four rolls at 17th level.  

Rise from the Ashes

6th-level Way of the Phoenix feature   At 6th level, you learn to rise from death, as the phoenix does. When you are reduced to 0 hit points but not killed outright, you can spend 3 ki points to instead drop to an amount of hit points equal to your monk level + your constitution modifier. You also gain temporary hit points equal to twice your monk level. You can not use this feature again until you finish a long rest.   However when you die, a fiery egg appears in your space. The egg is a Tiny object with an AC of 20. Its hit points equal your monk level plus your proficiency bonus, and it is immune to fire, poison, and psychic damage. A hostile creature that touches the egg or hits it with a melee attack while within 5 feet of it takes 1d6 fire damage.   If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster can substitute any material components of the spell for the egg, which disappears if you are brought back to life.  

Phoenix Spirit

11th-level Way of the Phoenix feature   By 11th level, the spirit of the phoenix empowers you further. You gain the following benefits:  
  • Phoenix Wings. You can manifest a pair of flaming wings from your back as a bonus action, which shed bright light in a 10-foot radius and dim light for an additional 10 feet. While the wings are present, you gain a flying speed equal to half your walking speed. This becomes equal to your walking speed instead when you reach 17th level in this class. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
 
  • Phoenix Flame Barrage. At the start of your turn, you can spend 1 ki point to deal extra fire damage with attacks this turn equal to one roll of your Martial Arts die.
 
  • Phoenix Regeneration. As an action, you can spend any number of Ki points to roll a d6 + 1 for each point expended. You gain a number of temporary hit points equal to the total rolled. If you've taken damage, you instead recover hit points healing the damage. You can regenerate chunks of bone, flesh, muscle, internal organs, and small limbs like hands, fingers, feet, toes, and eyes. But can only reattach larger limbs like arms and legs when you heal this way.
 

Incarnation of the Eternal Blaze

17th-level Way of the Phoenix feature   At 17th level, you fully embody the eternal spirit of a phoenix. You gain the following benefits:  
  • Blazing Rebirth. When you die, you can spend 5 ki points to return in a blaze of glory. You are brought back to life with half your maximum hit points, and can immediately stand up if you so wish. Once you use this ability, you can't use it again until you finish a long rest.
 
  • Hot to the Touch. When you use Phoenix Flame Barrage, until the start of your next turn, whenever a creature within 5 feet of you touches you or hits you with a melee attack, you can deal fire damage to it equal to two rolls of your Martial Arts die. A creature can take this damage no more than once per round.
 
  • Relieving Warmth. Whenever you deal fire damage to an enemy, creatures of your choice within 15 feet of you gain temporary hit points equal to the fire damage dealt.
 

Way of the Rift walker

Blessed with the ability to tamper with time, those who follow in the ways of the Rift Walker learn to pause, shift and alter the speed of time with their willpower alone. Be it for enhancing their combat prowess, or to experience and change their fate. Specializing in opening rifts allowing the access to greater strength at a high cost to themselves.  

Rift Techniques

3rd-level Way of the Rift Walker feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Arresting Strike
  • 5th: Slowing Strike
  • 9th: Indomitable Spirit
 

Rifts in Time

3rd-level Way of the Rift Walker feature   Starting at 3rd level, as a bonus action on your turn you can temporarily push your body beyond its limits with your bending of time. You are able to access the strength and speed that would have taken you decades of training to accomplish for 3 turns. There are 6 Rifts of time, for everyone you open you gain the ability of that one and the ones previous. For example on your turn you open the 3rd rift, you would gain 1at, 2nd and 3rd rift powers for 3 turns. After the end of three turns, you reel from the effects of the time warp, leaving you with temporal strain equal to gates opened in addition to dropping your initiative by 10. Temporal Strain works exactly like exhaustion levels except you may remove all at the end of a short or long rest and having 6 or more just reduces you to 0 hit points with an automatic failed death saving throw.   As your character level grows so does your ability to access greater rifts. Level 3 you learn to unlock the first 2 gates. You learn the next rifts at level 6, 10, 13, and 17.  
  • Rift 1: Your AC increases by 2 and you gain advantage on Dexterity saving throws.
  • Rift 2: You can make one additional martial arts or weapon attack each time you take the Attack action.
  • Rift 3: You have advantage on all attack rolls and saving throws while this is in effect.
  • Rift 4: Anything that would reduce you to 0 hit points reduces you to 1 instead.
  • Rift 5: You gain a flying speed equal to your movement speed.
  • Rift 6: All attacks do max damage.
 

Time Skip

3rd-level Way of the Rift Walker feature   Also at 3rd level, when targeted by an attack or spell you, as a reaction, can spend 1 ki to roll Dexterity check against your attacker, if you wish you can take half damage, if a rift of 2 or higher is open you may negate the damage instead.  

Time Echo

6th-level Way of the Rift Walker feature   Starting at 6th level, As an action you can spend 2 ki to partially return to a condition you were previously in by restoring hit points 3 times your monk level. If a rift of 3 or higher is opened, this becomes a reaction and you may fully return to a condition 3 turns ago, not counting the removal of temporal strain.  

Movement Control

6th-level Way of the Rift Walker feature   Also at 6th level, you can control the time in which a creature moves through space. You can spend 1 ki point as a bonus action to double or reduce to half the movement speed of a creature you can see within 60 feet. This movement increase or reduction lasts until the start of your next turn.   In addition, whenever you use your flurry of blows feature, you can forgo one of your attacks to activate movement control without using a bonus action.  

Temporal Knowledge

10th-level Way of the Rift Walker feature   Starting at 10th level, your attachment to the timeline allows you insight when there would normally be none. You gain advantage on history checks and when under the effects of temporal strain, you can meditate for 1 minute on a person, place, or item to gain deatilas on it  

Stop The World

10th-level Way of the Rift Walker feature   At 10th level, your control over time-stopping gets stronger, allowing you to spend longer in frozen time-space.   As a bonus action, you spend 3 ki points and for one turn you gain Action Surge, your speed is doubled and your movement doesn’t provoke attack of opportunity.  

Timeless Rip

17th-level Way of the Rift Walker feature   AStarting at 17th level, as an action you can spend 5 ki to rip open a portal of space and time on a target up to 40ft away. The portal sucks the life from your target. The target must make a constitution save, if failed they are reduced to 0 hit points, if they succeed they take 8d10 force damage. If used while the 6th rift is open, on a failure they are pulled into the portal lost to space and time; if they succeed they take an additional 12d10 force damage, this closes your rifts instantly  

Temporal Mastery

17th-level Way of the Rift Walker feature   At 17th level, you've mastered control over time, and can hold it in place for much longer, and even interfere with and move objects.   As an action, you can spend 6 ki points to cast Time Stop. You may use this feature once and regain the ability to do so after a short rest.  

Way of the Rubberhose

Through intense meditation and focus, monks of the Way of the Rubber Hose have realised a fundamental truth of their universe: that humour can override the rules of reality itself. Learning tricks, jokes, and various gags, they too are transformed into an entity of pure illogical fun, able to bewilder allies and foes alike with impossible acts of cartoon physics.  

Rubberhose Techniques

3rd-level Way of the Rubberhose feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Improvised Strikes
  • 5th: Stunning Strike
  • 9th: Form Lock
 

Squash and Stretch

3rd-level Way of the Rubberhose feature   Beginning at 3rd level, the limitations of your body are as ephemeral as the world itself is. You can as a Bonus Action, warp your bodies proportions beyond the natural limits for 1 minute. While in this state you gain the following benefits;  
  • You can stretch your limbs up to 15 feet when making an Unarmed strike or using the Use Object action.
  • You can treat your arms like a grappling hook attached to a length of rope equal to twice your Unarmored Movement bonus.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  You can use this feature once and regain all uses upon finishing a long rest.  

Comedic Timing

3rd-level Way of the Rubberhose feature   Also at 3rd level, your power transcends the bounds of reason and draws from the entertainment of greater powers. Whenever an action you take would cause the DM to laugh you regain 1 Ki Point.  

Coyote Time

6th-level Way of the Rubberhose feature   At 6th level, the laws of reality are twisted. When you are about to fall you may ignore gravity for your turn, however once this ends you will immediately fall.  

Hammerspace

6th-level Way of the Rubberhose feature Also at 6th level, everything you need is right behind you where no one can see. As a bonus action or as part of making an Unarmed strike, you can draw or stow an object of any size into a container or an invisible pocket behind your back. Any object from this feature is treated as a Monk Weapon on the turn it is drawn and you treat each object within your invisible pocket as weighing 1 pound. Additionally, you can spend 1 Ki Point to draw a mundane object of your choice with a gp worth no higher than 50 times your monk level.  

Freeze Frame

10th-level Way of the Rubberhose feature At 10th level, your fist can bind everything within a single moment. when you use Stunning Strike, you can choose an additional number of targets within 30 feet of you equal to your Proficiency Bonus and each target that fails their saving throw is becomes unaffected by gravity for the duration.  

Comical Reactions

10th-level Way of the Rubberhose feature   At 10th level, you learn to bounce around like a toon. Once per turn, when you are targeted by a single target attack or forced to make a saving throw against any single target spell or effect, your toonish nature takes over and you can bend the physical world around you to potentially cause it to fail. You either can reduce the incoming attack by 1 roll of your martial arts dice or increase your saving throw roll by 1 roll of your martial arts dice. You can take this special reaction a number of times per long rest equal to the maximum number on your martial arts dice.  

Break the 4th Wall

17th-level Way of the Rubberhose feature At 17th level, you can appeal to a higher authority to make the world just a little more funny. You can cast the wish spell at will as long as every person playing can agree the outcome of the wish would be funny and the DM must interpret the effects of the wish to be as funny as they can.  

Way of the Sacred Inks

Initiates of the Sacred Inks spend years practicing celestial calligraphy. Once they are ready, the Monks ceremonially mark their bodies with increasingly complex celestial tattoos, granting them access to divine power. As the Monk's spiritual connection to the divine grows, so does the beauty of their celestial tattoos.  

Celestial Artist

3rd-level Way of the Sacred Inks feature   You have been taught the techniques of a celestial tattoo artist. You learn to speak, read, and write in Celestial. Though most Monks will refuse to speak Celestial out loud out of reverence for the divine.   In addition, you gain proficiency with calligrapher's supplies, and whenever you make a check with calligrapher's supplies you add double your proficiency bonus to your roll.  

Divine Conduit

3rd-level Way of the Sacred Inks feature   Your celestial tattoos allow you to channel the radiant power of the upper planes. You gain the features listed below:  
  • Whenever you spend a Hit Die to regain your hit points during a short rest you can spend 1 Ki Point to regain the maximum amount of hit points, in place of rolling.
  • When you hit a target with a Martial Arts attack you can spend Ki Points (up to your Wisdom modifier) to deal additional radiant damage to the target equal to one roll of your Martial Arts die per Ki Point spent.
  • As an action you can touch a creature and spend 2 Ki Points to restore a number of its hit points equal to one roll of your Martial Arts die + your Wisdom modifier.
 

Sacred Ink Techniques

3rd-level Way of the Sacred Inks feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: spiritual armor
  • 5th: divine light
  • 9th: commune with self
 

Heavenly Protection

6th-level Way of the Sacred Inks feature   Both your connection to the divine and the complexity of your celestial tattoos has increased, granting you a divine blessing that protects you from death. When you are reduced to 0 hit points, you can choose to fall to 1 hit point instead.   Once you use this feature you must finish a long rest before you can use it again.  

Light of the Heavens

10th-level Way of the Sacred Inks feature   As a bonus action, you can unveil the divine light of your celestial tattoos and cause them to emit bright sunlight in a 10-foot radius for 1 minute. While your tattoos are revealed, you add your Wisdom modifier (minimum of +1) to hit points you restore and radiant damage you deal with Divine Conduit.   This feature ends early if you are incapacitated or if you use a bonus action on your turn to end it. Once you use this feature you must finish a short or long rest before you can unveil your celestial tattoos in this way again.  

Master of the Sacred Inks

17th-level Way of the Sacred Inks feature   You are a sanctified master of the Sacred Inks, and your tattoos are a direct reflection of divine beauty. As an action, you can draw out the power of your tattoos to take on an angelic form for 1 minute, granting you the benefits below:  
  • Your tattoos manifest angelic wings. You gain a flying speed equal to your walking speed and can hover.
  • When you hit a creature with an unarmed strike you can choose to deal radiant damage instead of bludgeoning.
  • You gain all the benefits of Light of the Heavens.
  Once you use this feature you must complete a long rest before you can use it again. If you have no uses remaining you can spend 5 Ki Points to use this feature again.  

Way of the Thunderclap

The Way of the Thunderclap is a tradition tailored to those who have an affinity for lightning, being scarcely passed down within the lands of the material plane. Monks of this tradition learn how to use their elemental ki to generate an electric surge within their body, thus enhancing their speed of movement, as well as the effectiveness of their offense, to a level which can be considered unnatural.  

Innate Affinity

3rd-level Way of the Thunderclap feature   When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill.   Your Mastery of your Ki manifests in a power lightning that courses through your body, enhancing it. You gain resistance to lightning damage and your speed increases by 10ft.   Additionally, you learn the Shocking Grasp and Lightning Lure cantrips, and can spend 1 ki point to cast either of them as a bonus action on your turn. This can be done only once per turn. Wisdom is your spellcasting ability for these spells.  

Lightning Reflexes

3rd-level Way of the Thunderclap feature   At 3rd level, you learn how to use the voltaic nature of the ki flowing through you to control your muscles well beyond human reaction time. you gain the following benefits:  
  • Sonic Burst. You can increase the number of unarmed attacks to 3. Additionally you can spend an additional ki point to use Flurry of Blows on your turn without expending a bonus action. When you do, your strikes emit a thunderous boom audible out to 100 feet. Only one Flurry of Blows may be used per turn.
 
  • Counter Rush. you can use your reaction to make one unarmed strike against any creature that misses you with a melee attack.
 
  • Static Blur. Your movement is unaffected by difficult terrain, you can move through any creature’s space, and you don’t provoke opportunity attacks. Once you use this benefit, you can't use it again until you spend one round without moving.
 

Thunderclap Techniques

3rd-level Way of the Thunderclap feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Step of the Wind
  • 5th: Stunning Strike
  • 9th: Disrupt Ki
 

Storm Charge

6th-level Way of the Thunderclap feature   At 6th level, you can fully manifest your elemental power, enveloping yourself in a coat of lightning which grants an uncanny boost to your performance. As a bonus action, you can spend 2 ki points to enter a Charged state, lasting for 1 minute. While in this state, you gain the following benefits:  
  • You shed bright light in a 5-foot radius and dim light for an additional 5 feet, as lightning furiously crackles around your body.
 
  • Your unarmed strikes deal an additional 1d4 lightning damage. This increases to 1d6 at 11th level and 1d8 at 17th level. A creature can take this additional damage only once per turn.
 
  • Whenever a creature hits you with a melee attack, it must succeed on a Constitution saving throw or take lightning damage equal to your Wisdom modifier. This can happen only once per turn.
 
  • As a bonus action on your turn, you can expend 1 hit die to gain 2 ki points. This can be done a number of times per use of Storm Charge equal to your proficiency bonus.
  You may use this ki feature a number of times equal to half your Wisdom modifier (rounded up), and regain any expended uses when you finish a long rest.  

Lightning Fast Onslaught

6th-level Way of the Thunderclap feature   Also at 6th level, you have the speed and ferocity of a lightning bolt, allowing you to strike your enemies in a rapid onslaught, before they even have the chance to act. You get a bonus to your initiative equal to 1d4 + your Wisdom Modifier. In addition on your first turn in combat, your movement speed is doubled, and you have advantage on attack rolls against any creature that hasen't taken a turn in combat yet.  

Spark of Life

11th-level Way of the Thunderclap feature   Beginning at 11th level, you can cause electricity to run trough your body and restart your stopped heart. When you are reduced to 0 hit points, you can expend one action and 1 ki point to have 1 hit point instead. Any creature within 5 feet must succeed on a Dexterity saving throw, or take lighting damage equal to your monk level when you do so. You may use this feature a number times equal to your Wisdom Modifier (Minimum of 1) per long rest.  

Surging Flux

11th-level Way of the Thunderclap feature   At 11th level, you are able to push the limits of your body and spirit, intensifying the stream of energy flowing through you at the cost of your vitality. You gain further benefits while in Charged state:  
  • At the start of each of your turns, you gain a number of temporary hit points equal to your proficiency bonus, provided that you have at least 1 hit point. These temporary hit points disappear when your Storm Charge ends.
 
  • If you have half or less of your total hit dice remaining, you can expend a number of hit points equal to your martial arts die's highest roll in exchange for 1 ki point (no action required). This can be done only once per turn.
 
  • You can take one additional reaction per round. This can be done a number of times per use of Storm Charge equal to your Wisdom modifier.
 
  • You can Redirect Lightning, you can spend 4 Ki points as an action to cast Lightning Bolt.
 

Master of the Thunderclap

17th-level Way of the Thunderclap feature   At 17th level, you unlock the full potential of this elemental combat style. While in Charged state, you can take one additional bonus action per turn. Additionally, you gain access to the following ki features:  
  • Thunderclap Blitz. As an action on your turn, you can spend 5 ki points to empower yourself and vanish in a burst of spark. Choose up to five creatures you can see within 60 feet of you. Make an unarmed strike or melee spell attack (your choice) against each target. On a hit, a target takes 6d10 lightning damage. You can then teleport to an unoccupied space you can see within 15 feet of one of the targets you hit or missed. All creatures within 10 feet of the space you teleported to must make a Constitution saving throw, taking 1d10 thunder damage and becoming deafened for 1 round on a failed save. This maneuver emits a resounding rumble audible out to 1000 feet.
 
  • Redirect Storm. you gain Immunity to lightning damage. You can also spend 5 Ki points as an action to cast Chain Lightning.
 

Way of Transendance

     

Way of the Untamed Weave

Monks of the Way of the Untamed Weave learn to bolster their ki with the unfettered chaos of the arcane. While still maintaining the discipline and inner mastery that defines a monk, those who follow the Way of the Untamed Weave must also study the complex nature of wild magic, using meditation to infuse their soul, and thus their ki, with chaotic magical essence.  

Untamed Techniques

3rd-level Way of the Untamed Weave feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: Improvised Strikes
  • 5th: Mixed Maneuver
  • 9th: Indomitable Spirit
 

Magical Study

3rd-level Way of the Untamed Weave feature   You gain proficiency in the Arcana skill, and you can use your Wisdom modifier in place of your Intelligence modifier when making checks using this skill. Additionally, you have advantage on Wisdom saving throws against spells as long as you can see the spell being cast. To gain this benefit, you can't be blinded, deafened, or incapacitated.  

Wild Ki Surge

3rd-level Way of the Untamed Weave feature   Your ki is infused with the chaos of the weave. When you use your Flurry of Blows, roll on the Wild Ki table for each attack to determine its damage type. If you roll the same result on the table for each attack, the magic of the weave surges through your ki and you are wreathed in arcane energy. For the next minute, you gain temporary hit points equal to your monk level, and any creature within 5 feet that makes a melee attack against you takes damage equal to one roll of your martial arts die, the damage type of which is determined by what you rolled on the Wild Ki table. You can only have one instance of this feature active at a time.   d8 Damage Type  
  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Poison
  7. Psychic
  8. Thunder
 

Deflect Magic

6th-level Way of the Untamed Weave feature   Your ki has become so infused with the arcane that you can interact directly with the weave. You can use your reaction to deflect or catch incoming magic when you are hit by a spell that requires the caster to make an attack roll. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can absorb the spell's energy into your ki. If you absorb a spell in this way no other effects that would normally accompany the spell's damage affect you, and you can spend 1 ki point to immediately activate a Wild Ki Surge, rolling on the Wild Ki table to determine the damage type associated with that surge.  

Tenuous Control

10th-level Way of the Untamed Weave feature   When you use your Flurry of Blows and roll on the Wild Ki table, you may spend 1 additional ki point to reroll one or both of your results from the table. If the new rolls cause you to activate a Wild Ki Surge, you regain that ki point.   Additionally, while you have a Wild Ki Surge active, you gain resistance to the damage type associated with that surge.  

Surge Burst

17th-level Way of the Untamed Weave feature   Your ki has fully transformed into a conduit for arcane energy. While under the the effects of a Wild Ki Surge, on your turn when you hit a creature with an attack using a monk weapon or unarmed strike, you can choose to end the surge. When you do so, you may expend any number of your remaining ki points and cause the energy wreathing your body to explode outward. The target and each creature within 10 feet of you must make a Dexterity saving throw, the DC of which is equal to your ki save DC. The target of your attack makes this saving throw with disadvantage. On a failure, they take damage equal to one roll of your martial arts die per ki point you expended. On a success, they take half that damage. The damage type of this attack is determined by the damage type associated with the Wild Ki Surge.  

Way of the Vigilante

Monks who practice this Tradition use their martial arts skill to fight evil and uphold the virtues of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, these Vigilante warriors will often adopt a Heroic Persona, a larger-than-life identity that they take up to fight against the forces of evil and injustice in the world.  

Combat Ready

3rd-level Way of the Vigilante feature   You gain proficiency in either Intimidation or Performance, and when you make an ability check with that skill you gain a bonus to your roll equal to one roll of your Martial Arts die.   You also gain proficiency in light and medium armor and with shields. When wearing armor or using a shield you still gain the benefits of Martial Arts and Unarmored Movement.  

Heroic Persona

3rd-level Way of the Vigilante feature   You have created a Heroic Persona, a larger-than-life identity that can include a set of light or medium armor and a shield. As a bonus action, so long as you can't be seen, you can don your Heroic Persona, which grants you temporary hit points equal to your Monk level, and the benefits listed below:  
  • As a bonus action, you can spend 1 Ki Point to gain temporary hit points equal to your Wisdom modifier.
  • When you hit with a Martial Arts attack, you can spend 1 Ki Point to deal an additional 1d10 damage to the target.
  • You can use your Wisdom, in place of Dexterity, when calculating your Armor Class in light or medium armor.
  • Ability checks and divination spells that would discern your true identity automatically fail.
  The effects of your Heroic Persona last for 1 hour, and end early if you use a bonus action to end it. Once you adopt your Heroic Persona you can't do so again until you finish a short or long rest, unless you expend 3 Ki Points to use it again.  

Vigilante Techniques

3rd-level Way of the Vigilante feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: slow fall
  • 5th: crushing strike
  • 9th: heavenly step
 

Valiant Action

6th-level Way of the Vigilante feature   The mystical power of your Heroic Persona increases your physical abilities. You gain proficiency in either Acrobatics or Athletics. You also gain the indomitable spirit Technique and it doesn't count against your number of Techniques Known.   Moreover, while your Heroic Persona is active, you can use indomitable spirit once per turn without spending a Ki Point.  

Inspiring Presence

10th-level Way of the Vigilante feature   The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona is active, creatures of your choice within 15 feet have advantage on saving throws to resist being charmed or frightened.   At 17th level, the radius of this ability increases to 30 feet.  

Master Vigilante

17th-level Way of the Vigilante feature   Your Heroic Persona is a paragon of absolute virtue. When you adopt your Heroic Persona its mystical effects last until you dismiss it.   In addition, when you use crushing strike, the target must succeed on a Strength saving throw or it is knocked back 10 feet in a straight line per Ki Point you spent as part of that Technique.  

Way of the Void

While all Monks seek unity with the cosmos as something to be desired, Monks of the Way of the Void seek unity through annihilation. The nihilistic students of the Tradition use their mystical power to accelerate the natural processes of cosmic decay. All will eventually become one in the inescapable Void.  

Entropic Techniques

3rd-level Way of the Void feature   You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.   Monk Level Technique  
  • 3rd: step of the wind
  • 5th: slowing strike
  • 9th: aura sight
 

Entropic Touch

3rd-level Way of the Void feature   You can channel the entropic power of the Void to destroy. As an action, you spend 2 Ki Points and touch a Tiny non-magical object and instantly reduce it to a pile of fine dust.   At certain Monk levels you can use this feature to destroy non-magical objects of greater size: at 6th level (Medium), at 10th level (Large), and finally at 17th level (Huge).  

Void Strike

3rd-level Way of the Void feature   When you hit a target with an unarmed strike, you can spend 1 Ki Point to deal additional force damage to the target equal to a roll of your Martial Arts die. If it is concentrating, it has disadvantage on its saving throw to maintain concentration.   Beginning at 11th level, you can use your Ki Adept feature to use Void Strike without expending a Ki Point.  

Vorpal Step

6th-level Way of the Void feature   When you use step of the wind, you can channel the Void to temporarily discorporate. Until the end of your turn, you can move through non-magical objects and creatures as if they were difficult terrain. If you stop inside an object or creature, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are forced to move.  

Dispelling Touch

10th-level Way of the Void feature   You can channel the power of the Void to disrupt spells. You can spend 3 Ki Points to cast counterspell or dispel magic at 3rd-level, using Wisdom as your spellcasting modifier.  

Master of Entropy

17th-level Way of the Void feature   As an action, you can touch a creature and force it to make a Constitution saving throw against your Technique save DC. On a failed save, it suffers the effects of the disintegrate spell as if it had been cast at 6th-level.   Once you use this feature you must complete a long rest before you can use it again. If you have no uses remaining, you can spend 6 Ki Points to use this feature again.  

Way of The Celestial Trickster

The Way of the Celestial Trickster is an esoteric sect that follows the teachings of the god/Buddha Sun Wukong. Born from a magic stone atop a sacred mountain, this stone monkey quickly mastered the ways of the druids as well as every known monastic tradition. Obsessed with himself, he tore his way through heaven, gaining immortality from 5 separate methods before being sealed away. After his eventual liberation at the hands of a Tao cleric, he gradually grew wise and dependable before ascending to godhood himself. Practitioners of this monastic tradition are few, and typically come from troubled upbringings. While some see this tradition as a collection of troublemakers, those who meet a practitioner find them to be both reliable and charming.  

Monkey's Proficiencies

3rd-level Way of The Celestial Trickster Feature   When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics and Deception skills if you don’t already have it. Your following of the Monkey King teaches you how to trick your enemies and prank your friends. You also gain a climbing speed equal to your walking speed.  

The Magic Quarterstaff

3rd-level Way of The Celestial Trickster Feature   The Monkey King's first lessons teach the basics to his fighting style. When you choose this tradition at 3rd level, you learn Compliant Rod, plus one more of the following abilities:   You learn a mystic ritual to turn an ordinary quarterstaff into a facsimile of the legendary Ruyi Jingu Bang. You perform the ritual over the course of 1 hour, which can be done during a short rest. The quarterstaff must be within your reach throughout the ritual, at the conclusion of which you touch the staff and it transforms into a Compliant Rod. You can also transform a magic quarterstaff into a Compliant Rod, adding the compliant staff abilities to any it held previously. A Compliant Rod is typically made of iron and weighs 20 x (7 + Monk Level) pounds for others, but only 7 pounds for you.   You can spend ki points to do one of the following actions:   Extend: you can spend a number of ki points and extend it by 5 feet in a direction of your choice and every creature hit by the stick have to make a Dexterity Saving Throw against your Stick Save DC or be pushed back the number of feet extended   Spin: you can spend up to 3 ki points and spin that many times and you make an attack roll and all creatures hit are spun around, knocked prone, and they become dazed for how many time they were spun.   Crush: You can spend up to 2 ki points and add that many points to the Stick Save DC and your stick grows to 5 feet in diameter and 10 feet long and all creature in front of you make Strength (Acrobatics) or Dexterity (Athletics) Save against your Stick Save DC on a fail the creatures take Stick die + Martial die of damage   Some skills require a Stick Save DC which is calculated below.   Stick Save DC = 8 + Proficiency Bonus + Dexterity Modifier   Outside of combat, you can alter your Compliant Rod's size even further. Its length can be set from anywhere between 1 foot and a length in feet equal to 5 × your monk level.   You can have only one Compliant Rod at a time. If you attempt to convert a second quarterstaff, the first staff returns to its original state.  

Monkey Mimicry

3rd-level Way of The Celestial Trickster Feature   At 3rd level, to add to your tricky tactics, you learn to use your ki to coat yourself and create the illusion that you and/or your clone is someone else.   As an action you can spend 1 ki point to cast Disguise Self without components on either yourself or allies.  

Body Outside of Body

6th-level Way of The Celestial Trickster Feature   Illusion, trickery, subterfuge, and mischief are things known all too well to Sun Wukong. Namely his ability to create multiples of himself.... as if one wasn't bad enough.   At level 6, as an action you can spend 1 Ki point to create an illusion of yourself within an unoccupied space that you can see within 30 feet. If an Illusion is out you can spend another 1 Ki point and switch places with it and use the Attack Action, Illusions can not use Bonus Actions but you can replace one of your Attacks to have an Illusion use the Attack Action or the Attack of Opportunity Reaction.   Additionally, when both you and your clone are within 5 feet of a creature that can see the clone, they have disadvantage on attack rolls against you, given how distracting the clone is.   When the Illusion is struck the illusion will dissipate into a puff of cloud-like smoke. Can summon one illusion at Lv. 6, two at Lv. 10, and three at Lv. 14.  

Somersault Cloud

10th-level Way The Celestial Trickster Feature   At 10th level, You have gained the ability to ride clouds. You can use 3 Ki points to summon a cloud in an unoccupied space within 5 feet of you Cloud Stats below:  
  • Flying speed of 60 feet or equal to your movement
  • You can attack from the cloud
  • You can become invisible on the cloud as an action but lose it and the cloud if you make a attack
 

72 Earthly Transformations

10th-level Way Of The Celestial Trickster Feature   At 10th level you gain the ability to use your ki to turn yourself into all manner of beasts.   You can spend 3 ki points as an action to polymorph into a beast with a challenge rating no higher than 1/2. You can maintain this transformation for up to 10 minutes. You then revert to your normal form unless you expend another 3 ki points. While you are transformed, the following rules apply:   Your game statistics, including mental Ability Scores, are replaced by the statistics of the beast, but you retain your alignment and personality. You also retain all of your skill proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.   When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.   You are limited in the Actions you can perform by the nature of your new form, and you can't speak, cast Spells, or take any other action that requires hands or Speech.   You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of   your special senses, such as darkvision, unless your new form also has that sense.   Your gear melds into your new form. You can't activate, use, wield, or otherwise benefit from any of your Equipment.  

Five Levels of Immortality

17th-level Way of Wukong Feature   At 17th level, you gain the chance to cheat death. When you drop to 0 Hit Points, roll a d6. On a 1-5, you regain half your maximum Hit Points (rounded down) and until the start of your next turn, enemies have disadvantage on attacks against you. On a roll of 6, you fall Unconscious. You can spend 6 Ki points to reroll the d6, but you must take the new roll even if it's the same result.   Besides escaping potentially fatality, the number you roll determines which level of immortality you activate:  
  • On a 5, the next time you regain Hit Points, you regain twice as many Hit Points.
 
  • On a 4, every time you hit another creature within the next minute, you regain a number of Hit Points equal to half your Monk level (rounded down).
 
  • On a 3, your AC is increased by 2 and you resist bludgeoning, piercing, and slashing damage for the next minute.
 
  • On a 2, you are invisible for the next minute, or until you take a hostile action.
 
  • On a 1, any successful attack you make deals a bonus Martial Arts die in radiant damage for the next minute.
  After using this feature, you must complete a long rest to use it again. Alternatively, each time you expend at least 1 ki point roll a d6. On a 6, this feature recharges.  

Superior Shape-Shifting

17th-level Way Wukong Feature   At 17th level, your skills in mimicry have grown, so much so that when you disguise yourself, you can imbue more ki to take on the properties of the creature you’re mimicking as well as change into creatures that are beyond your natural physicality.   As an action, you can expend 6 ki points to cast Shapechange You may use this feature once and regain the ability to do so after a long rest.
LevelProficiency BonusFeaturesMartial ArtsUnarmored MovementKi Techniques
1st+2Unarmored Defense, Martial Arts1d6--
2nd+2Ki, Flurry of Blows, Unarmored Movement1d6+10 ft3
3rd+2Monastic Tradition1d6+10 ft3
4th+2Ability Score Improvement1d6+10 ft4
5th+3Extra Attack, Extra Reaction1d8+10 ft4
6th+3Ki-Empowered Detection, Enlightened Fist, Monastic Tradition Feature1d8+15 ft5
7th+3Evasion, Stillness of Mind, Ki Recovery1d8+15 ft5
8th+3Ability Score Improvement1d8+15 ft6
9th+4Spirit of Tranquility1d8+15 ft6
10th+4Tradition Feature1d8+20 ft7
11th+4Ki Adept, Extra Reaction (2)1d10+20 ft7
12th+4Ability Score Improvement1d10+20 ft8
13th+5Ki-Empowered Thoughts, Purity of Body1d10+20 ft8
14th+5Purity of Mind1d10+25 ft9
15th+5Timeless Body1d10+25 ft9
16th+5Ability Score Improvement1d10+25 ft10
17th+6Tradition Feature, Extra Reaction (3)1d12+25 ft10
18th+6Perfected Form1d12+30 ft11
19th+6Ability Score Improvement1d12+30 ft11
20th+6Purity of Spirit, Nivana1d12+30 ft12

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DragonOye.

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