They Are the Followers of Lloyd the Prophet from the Greylands, These Monks study Psionics disciplines.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons, shortswords
tools:
Choose one type of artisan's tools or one musical instrument
saving throws:
Strength, Dexterity
skills:
Choose three from Acrobatics, Athletics, History, Insight, Medicine, Perception, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
10 darts
spellcasting:
Celerity
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.
Psychic Focus. While focused on this discipline, your walking speed increases by 10 feet.
Rapid Step (1-7 ki). As a bonus action, you increase your walking speed by 10 feet per ki point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
Agile Defense (2 ki). As a bonus action, you take the Dodge action
Blur of Motion (2 ki). As an action, you cause yourself to be invisible during any of your movement during the current turn.
Surge of Speed (2 ki). As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
Surge of Action (5 ki). As a bonus action, you can Dash or make one weapon attack.
Mastery of Fire
you align your mind with the energy of elemental fire.
Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.
Combustion (1-7 ki; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per ki point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.
Rolling Flame (3 ki; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.
Detonation (5 ki). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
Fire Form (5 ki; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.
Animate Fire (7 ki; conc., 1 hr.). As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
Mastery of Weather
Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.
Cloud Steps (1-7 ki; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per ki point spent.
Hungry Lightning (1-7 ki). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it's wearing heavy armor. The target takes 1d8 lightning damage per ki point spent on a failed save, or half as much damage on a successful one.
Wall of Clouds (2 ki; conc., 10 min.). As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.
Whirlwind (2 ki). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
Lightning Leap (5 ki). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability's damage by 1d6 per additional ki point spent on it.
Wall of Thunder (6 ki; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
Thunder Clap (7 ki). As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Mastery of Wood and Earth
You attune your mind to seize control of wood and earth.
Psychic Focus. While focused on this discipline, you have a +1 bonus to AC.
Animate Weapon (1-7 ki). As an action, your mind seizes control of a one-handed melee weapon you're holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per ki point spent on this ability. The weapon returns to your grasp after it attacks.
Warp Weapon (2 ki). As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can't be used to attack until the end of your next turn.
Warp Armor (3 ki). As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature's AC becomes 10 + its Dexterity modifier until the end of your next turn.
Wall of Wood (3 ki; conc., 1 hr.). As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.
Armored Form (6 ki; conc., 1 min.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.
Animate Earth (7 ki; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
Nomadic Mind
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.
Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.
Wandering Mind (2-6 ki; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option's full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 ki points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.
Find Creature (2 ki; conc., 1 hr.). You cast your mind about for information about a specific creature. If you concentrate for this option's full duration, you then gain a general understanding of the creature's current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM's choice). If the creature is on another plane of existence, you instead learn which plane.
Item Lore (3 ki; conc., 1 hr.). You carefully study an item. If you concentrate for this option's full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.
Psychic Speech (5 ki). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
Wandering Eye (6 ki; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter
Phasing Eye (7 ki; conc., 1 hr.). As Wandering Eye above, except the eye can move through solid objects but can't end its movement in one. If it does so, the effect immediately ends.
Psychic Assault
you wield your mind like a weapon, unleashing salvos of psionic energy.
Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
Psionic Blast (1-7 ki). As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per ki point spent on this ability.
Ego Whip (3 ki). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
Id Insinuation (5 ki). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
Psychic Blast (6 ki). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more ki point on this ability.
Psychic Crush (7 ki). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Iron Durability
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.
Iron Hide (1-7 ki). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each ki point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
Steel Hide (2 ki). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Iron Resistance (7 ki; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
class features:
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. At 5th level, this increases to a d6, at 11th level to a d8, and at 17th level to a d10.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5, "Equipment", of the PHB.\
Ki
Your training allows you to harness the mystic energy known as ki, the energy of all living things. You begin play with access to your ki disciplines and ki focus abilities, but you do not unlock ki points until 2nd level, allowing you to power more effects.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki attack modifier = your proficiency bonus + your Wisdom modifier
Disciplines
A discipline is a rigid set of mental exercises that allows a monk to manifest their ki. A monk masters only a few disciplines at a time.
At 1st level, you know one discipline of your choice. The Disciplines Known column of the Monk table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. This disciplines are in the Spellcasting
Ki Focus
You can focus your ki on one of your disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.
You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
Discipline Choice
A monk chooses their disciplines at 1st, 5th, 11th, and 17th level.
Ki Points
Starting at 2nd level, your training allows you to harness your ki to power the effects of the disciplines you know. This energy is represented by a number of ki points. Each discipline describes effects you can create with it by spending a certain number of ki points. When using your disciplines, ki points count as psi points.
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. The number shown for your level is your ki point maximum. Your ki point total returns to its maximum when you finish a short rest. The number of ki points you have can’t go below 0 or over your maximum.
Ki Limit
Though you have access to an amount of ki energy, it takes training and practice to channel that energy. There is a limit on the number of ki points you can spend to activate a discipline effect. The limit is based on your Monk level, as shown in the Ki Limit column of the Monk table. For example, as a 5th-level Monk, you can spend no more than 3 ki points on a discipline each time you use it, no matter how many ki points you have.
Flurry of Blows
Starting at 2nd level, you learn the most simple use for ki; to push your muscles to move faster than before. This gives you the ability to unleash a flurry of punches, kicks, elbows, and other strikes.
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. At 5th level, you can spend 3 ki points to make three unarmed strikes as a bonus action. At 11th level, you can spend 5 ki points to make four unarmed strikes as a bonus action. At 17th level, you can spend 7 ki points to make five unarmed strikes as a bonus action. (The scaling is similar to paladin smites, but making that many attack rolls in a round is irritating. I'd love a different way to do this).
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 18th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. (This ability definitely needs something. It takes up a whole level, and it's not even a level where the Ki Limit goes up (meaning "higher level" spells).
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. (I definitely feel this could use a boost. It's not really a big ability, it will only really help on random encounters after big encounters before you get to rest).
Ki attack modifier your proficiency bonus + your Wisdom modifier
subclass options:
Way of the Ink
Monastic Ink
A Tattooed Monk gains their power from inscribing their skin with multiple tattoos that unlock supernatural abilities.
At 3rd level, when you choose this Monastic Tradition, you must choose a body slot (face, chest, arms, hands, legs, back, feet) in which to inscribe the tattoos. If you choose to place an item over that body area, the covered tattoo and its abilities don’t function.
Choose two Tattoos from the list below for 3rd level.
At 6th, 11th, 17th level you can choose an additional tattoo to inscribe on your body in its own slot.
Casting Tattoo Spells. Some tattoos allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of a tattoo spell that you cast, provided that the spell has an enhanced effect at a higher level, as fire bolt does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use the Dragon Tattoo to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Spells and Ki Points
Monk Levels |
Maximum Ki Points for a Spell |
5th—8th |
3 |
9th—12th |
4 |
13th—16th |
5 |
17th—20th |
6 |
Tattoo Artist.
At 11th level, a Tattooed Monk has mastered the ability to inscribe tattoos onto others. the rules for the tattoos are the same as the ones described in the Monastic Ink class feature, however, you can only inscribe one tattoo per creature, and a creature who is not a tattooed monk cannot bear more than one Monastic Tattoo. You may inscribe one of the following tattoos to a willing ally while out of combat. This process takes 2 hours. The person being inscribed may use the tattoo only once per long rest at the lowest spell level if they do not have sufficient ki to activate it. You can use this ability to inscribe Tattoos on yourself.
You can only tattoo a number of allies equal to half your level rounded down. (Minimum of 1).
Tattoos and Functions.
- Arrowroot This tattoo allows you to heal an ally. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 3. As an action, you can touch a creature and draw power from the tattoo to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This pool cannot heal you.
- Bamboo. You can spend 1 ki point to cast Bear’s Endurance (Enhance Ability Spell).
- Bat. You can spend 1 ki point to cast Cat’s Grace (Enhance Ability Spell).
- Bellflower. You can spend 1 ki point to cast Eagle’s Splendor (Enhance Ability Spell).
- Centipede. You can spend 5 ki points to cast Dimension Door.
- Chameleon. You can spend 3 ki points to cast Alter Self.
- Cloud. You can spend 6 ki points to cast Commune.
- Crab. You have resistance to Bludgeoning, Piercing, and Slashing damage by non-magical weapons.
- Crane. You can spend 3 ki points to cast Gentle Repose.
- Crow. Immune to the effects of being in the Shadowfell.
- Dragon. You can spend 2 ki points to cast Burning Hands.
- Dragonfly. You can spend 2 ki points to gain a +1 Bonus to AC equal to the number of tattoos you bear. This bonus lasts until the beginning of your next turn.
- Falcon. You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
- Lion. You can spend 2 ki points to cast Thunderous Smite.
- Monkey. You gain a +1 bonus per tattoo on all Dexterity (Acrobatics, Stealth, Sleight of Hand) and Strength (Athletics checks).
- Moon Crescent. Once per day, you can spend 8 ki points to cast Etherealness.
- Moon, Full. You can spend 1 ki to cast True Strike. This cannot be activated during Daylight hours.
- Mountain. You have advantage on Strength checks to prevent being pushed or knocked prone.
- Nightingale. This tattoo allows you to heal yourself You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 3. As an action, you can touch yourself and draw power from the tattoo to restore a number of hit points to yourself, up to the maximum amount remaining in your pool. This pool cannot heal other creatures.
- Ocean. You never need to eat, sleep, or drink.
- Phoenix. You gain advantage against saving throws vs Evocation and Enchantment spells.
- Pine. It only requires two successful death saving throes to stabilize, instead of 3.
- Scorpion. As a reaction, you can spend 3 ki points to force an opponent attacking you to use her lowest ability score modifier instead of her Strength or Dexterity score modifier when making her attack roll.
- Spider. By touch and Unarmed Strikes deliver a contact poison. The poison save DC = (8 + Proficiency Bonus + Constitution Modifier). On a failed save, the enemy takes 1 level of exhaustion. The affected creatures cannot be affected by this poison’s effect more than once per 24
- Hours. By spending 2 ki, you can suppress this poison touch for 1 hour. You are immune to this poison.
- Sun. During daylight hours, on the material plane, you can spend 1 ki to cast True Strike.
- Tiger During your turn you can spend 1 ki as a free action to Increase the damage of unarmed strikes by 1d6 slashing damage until the end of your turn.
- Tortoise. You can spend 1 ki point to gain proficiency with the next skill check you make.
- Unicorn. Once per day you may reroll one roll that you have just made. You must take the new result.
- Wasp. You can spend 4 ki points to cast Haste.
- White Mask. Immune to Detect Thoughts, Zone of Truth, and spells that attempt to discern alignment.
Way of the Qi Cards
The destiny is a deck of cards, and you never know what hand you will draw tomorrow. You have learned to tap into the collective subconsciousness of all living things, and use this strange knowledge to inscribe qi cards — magical playing cards that hold the power of cantrips.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in the Sleight of Hand skill, gaming set (playing cards), and your choice of either calligrapher's tools or painter's tools.
Qi cards
Also at 3rd level, you can spend 1 hour and 1 gp worth of materials to create a qi card using the calligrapher's tools or painter's kit, inscribing it with one cantrip of your choice from any class' spell list.
After finishing a short rest, you can prepare a number of qi cards equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of 1 qi card). While you hold a prepared qi card, or a deck that contains such card, you can cast the cantrip inscribed in it without any material components. Wisdom is your spellcasting ability for the cantrips inscribed within the qi cards.
Casting any of the cantrips that takes an action to cast using a qi card counts as an Attack action for the purposes of your monk class features such as Flurry of Blows.
Trap Card
When you reach 6th level, you can use your action and expend 1 ki to place a prepared qi card on any surface within your reach, setting up a trap card. The cantrip inscribed in this card must require a saving throw, deal damage on a failed save, andcan't require concentration. Setting up a trapped card in a space that already contains one deactivates the previous card.
You can also use your bonus action to deactivate one trap card that you can see. When a creature you didn't designate while setting the trap enters the space of one of your trap cards, the card activates and its cantrip is cast, targeting the creature that entered the card's space. You are aware of any of your trap cards being activated immediately. If you can see the card, you can use your reaction and expend 1 ki point to impose disadvantage on the cantrip's saving throw. After a trap card is activated or deactivated, it is immediately teleported back into your possession.
Focus of the Four Kings
Starting at 11th level, your focus on the cantrips is enhanced by the clarity of your mind. If a cantrip requires your concentration, its duration becomes 24 hours. Additionally, when any of your qi cards that are on the same plane of existence as you deals damage to a creature, you can use your reaction to teleport to the nearest unoccupied space to one of the affected creatures.
Heart of Cards
At 17th level, you let the heart of cards guide you in the most critical moments. When you take the Attack action in which you replaced both of your attacks with qi card tosses, you can use your bonus action to prepare one qi card of your choice, replacing it with a qi card that was prepared up until now. Additionally, you can use your action and expend 2 ki points to select one trap card of your choice and one creature that's within the range of the card's inscribed cantrip. All of your trap cards are activated, and the creature is targeted by the selected card's cantrip. If the creature fails its saving throw, it's affected by the cantrip, but it takes an amount of damage equal to four Martial Arts dice for every activated trap card that it can see instead of damage it would normally take. On a success, it takes half as much damage.
Way of the Shura
Having spiritual powers as high as the Clerics, the Shura use their high ability to improve their physical strength. This subclass is more than an option for a Monk, it can be considered as an ascension, a strong character not only in spirit, but also in body and mind. Their strength is beyond physical planes. She travels through the spiritual and mental planes, to seek the balance of her power in the eternal quest to become a complete warrior.
Body and mind trained, the Shuras are martial arts warriors. Their physical powers go beyond human limits, allowing for quick combos and conjuring of spiritual spheres for various purposes
Spirit Spheres
Starting when you choose this tradition at 3rd level, your training enables your ki to manifest in the form of spiritual spheres. As a Free action after you spend at least 1 ki point, you can create a sphere of pure energy that floats around you. You determine the Sphere's color and opacity based on the qualities of your character. The sphere disappear after 1h. The limited of Spheres you can have at the same time is 2. This limit increases to 3 at level 9, 4 at level 13, and 5 at level 17.
At any moment you can spend 1 ki point to gain benefits from the spheres, this will consume all spheres in 1 minute. These benefits depends of the number of spheres you have according with the table.
Combos
At 6th level, your mind, body and spirit tune in, each attack you hit increase your speed and strength making you give a series of special combo attacks.
- Triple Combo: With you hit Three attacks at the same target in a turn. You can consume one Spirit Sphere and make a Dragon Punch.
- Dragon Punch: You make an unarmed strike attack that deals + 1 Martial Arts die as bonus damage, it can't cast spells until the end of your next turn and you can consume 3 Spheres and make a Tiger Claw.
- Tiger Claw: You make an unarmed strike attack on each creature at least 10 ft from you that deals slash damage, for each hit the target can't take reactions until the end of your next turn and you gain a Spirit Sphere (5 max). You can consume 5 Spheres and make a Gates of hell.
- Gates of hell: You make an unarmed strike attack against the target of your Triple Attack, if hit each creature in a 15-foot-radius sphere centered the target make 5 Constitution saves with disadvantage, each save it fails it takes your Martial Art dice + your monk level as radiate bonus damage, if a creature fail all 5 saves it dies, you are immune to this damage.
Full Concertation
At 11th level you learn how to your mind and spirit control your body. As a bonus action you can consume all yours Spirit Spheres to enter on a state of Closed Body or Power unleash on yourself, each sphere increase the duration for one round.
- Closed body: Your movement speed goes to 0, you can use any Ki power without spend Ki, you cant be prone or grappled and you have resistance to all damage.
- Power Unleash: you gain the benefits of the Haste spell and gain a Spirit Sphere at the end your turn.
- Once you use this feature, you must finish a short or long rest before you can use it again.
Asura Strike
Reaching level 17 your skills has unlock to you an attack that is on god level. Its is soo powerful that you became useless after using it. When you choose use this feat you became to glow with the same way your Spirit Spheres glows, but more intense.
Choose a target 30 ft away from you, as an action you can teleport yourself to any space 5 feet of it that you can see. You forgo all extra attacks you have and all movement, you absolve all your Spirit Spheres and all your ki points. For each 10 fts of movement and extra attacks you forgo you get +1 on this attack roll. For each ki point and Spirit Sphere you absolve you get deal 1 Martial Arts die + your Wisdom modifier + your monk level as damage, this damage cant be prevented.
If the attack hits you make a Constitution and a Wisdom saving throw both with disadvantage. On a double fail you became incapacitated for 10 minutes and get two negative levels, you can recuperate from a negative level gained this way after a long rest. On a single fail you became incapacitated for 2 rounds. If you pass the two saves you gain 4 ki points.
The Way of the Five Sacred Grasses
The earth offers the soul countless precious things; life, beauty, an opposition to strive against. The Way of Sacred Grasses focuses on the first; on alchemical methods and spiritual healing, to draw upon the strength of the world to perfect a single body to its peak.
They are healers and mystics, practitioners of ancient forms of medicine. They take from the earth to make immortal panaceas that enhance their strength, heal their wounds, and grant them ferocious might in battle.
Three Immortal Cures
When you take this tradition at 3rd level, you learn the spiritual art of alchemy, the names by which to call each herb to bring forth its power, the methods of stripping away impurities. As part of any long rest, you may prepare three medicines from the choices below, using ingredients available wherever there is natural life. You may also imbue these medicines with Ki, spending up to three points to enhance a dose of medicine's effects.
These medicines may be given to others, and any creature can consume them as a Bonus Action. They lose their potency during your next long rest.
Adamant Root Pill. Gathering stringent roots, bitter herbs, and hardy grasses, you crush and boil until only the spirit of their endurance remains.
One who consumes this pill gains resistance to Bludgeoning, Piercing, and Slashing damage, and does 1d4 additional force damage with unarmed attacks. These effects last until the end of their next turn, plus one additional round for each Ki point imbued.
Mountain Wrath Pill. Using ingredients that most would consider to be common stones and earth, you extract a blood-like substance and condense it into a black pill.
One who consumes this pill increases in size by one category, and can make sweeping, devastating blows. As a Bonus Action after making an attack, they may attack another enemy within 5 feet of the original target. These effects last until the end of their next turn, plus one additional round for each Ki point imbued.
Wyrm Liquor Pill. Boiling up the most poisonous of flowers, the ripest fruits, flavored by venomous insects and nettles, you create a vicious pill that turns the inner energies to flame.
One who consumes this pill gains resistance to fire for one minute and can breathe a fifteen foot cone of flame as an immediate action, dealing fire damage equal to two of your Martial Arts dice to all enemies caught within. During the next minute they may repeat this fire-breathing as a Bonus Action, up to a number of times equal to the Ki points Imbued.
Powder of the Four Winds
At 3rd level, you learn to harness the life-force of the medicines you work with, creating a simple curative powder that frees one from all earthly ills. As a Bonus Action you may crush a dose of an Immortal Cure you've prepared and blow the dust at an ally with 5 feet, or sprinkle it on yourself.
The effected character may immediately make a save against any ongoing effect that normally allows them to make a save at the end of their turn, negating it on a success. In addition, they regain 2d4 hit points for each Ki point imbued in the destroyed Cure.
Medicine Flame
At 6th level, you walk the road of self-tempering, as remnants from your medicines gather in your body. This manifests as a lingering strength that enhances you and your favored tools.
When you roll for hit points restored by any healing effect, you may roll twice and take the higher result. In addition, you gain one of the following special tools.
Poison Blade. With traces of poison gathered from a hundred nettles and poison flowers, you infuse a small knife, sickle, or other tool. It becomes a Monk Weapon dealing 1d4 slashing damage, and you may deal additional poison damage equal to your level once per long rest.
Cauldron Flame. After dozens of alchemical concoction, your cauldron has gained a spirit of its own, manifesting as a small flame. You may draw this flame into your body after preparing your Immortal Cures for the day, choosing acid, cold, fire, lightning, or poison. Once before your next long rest, you may gain resistance to the chosen element as a Reaction.
Twin Divine Remedies
At 11th level, you have reached a pinnacle of your craft, and learned the final two Immortal Cures, adding them to the list of Cures you can prepare each rest.
Due to their strength, these pills can only be consumed by one who has practiced the Way of the Five Sacred Grasses. During each long rest, you may prepare a single dose of one of the following medicines.
Dancing Kirin Pill. Containing the fury of flame and the essence of wind, this red pill fills you with an untiring spirit, an endless flowing motion that allows you to meet all foes. For one minute, as a Reaction to being attacked, you may add your Wisdom modifier to your AC against that attack.
Horned Demon Pill. Imbued with the endless calm of the earth and the unbreakable strength of flowing water, this black pill turns the body to a shining brass, hardening skin and sinew. For one minute, you may add your Wisdom modifier to damage you deal with unarmed attacks.
Internal Cultivation
At 17th level, you have become a living furnace, alight with the blazing remnants of a thousand gathered remedies. As an Action, you may blaze with medicinal flames, healing all ills. At the start of your next round, you are restored to full hitpoints, remove any levels of Exhaustion you suffer from, and end all negative Conditions presently affecting you.
You may use this ability even while you could not normally take Actions, unless you are Unconscious. Once you use this ability, you cannot use it again until your next long rest.
Level | Proficiency Bonus | Features | Discipline Known | Ki Points | Ki Limit |
---|
1 | 2 | Unarmored Defense, Martial Arts (1d4), Ki | 1 | — | — |
2 | 2 | Ki Points, Flurry of Blows | 1 | 2 | 2 |
3 | 2 | Monastic Tradition, Deflect Missiles | 1 | 2 | 2 |
4 | 2 | Ability Score Increase, Slow Fall | 1 | 4 | 2 |
5 | 3 | Extra Attack, Martial Arts (1d6) | 2 | 5 | 3 |
6 | 3 | Monastic Tradition feature, Ki-Empowered Strikes | 2 | 6 | 3 |
7 | 3 | Evasion | 2 | 7 | 3 |
8 | 3 | Ability Score Improvement | 2 | 8 | 3 |
9 | 4 | — | 2 | 9 | 5 |
10 | 4 | Purity of Body | 2 | 10 | 5 |
11 | 4 | Monastic Tradition Feature, Martial Arts (1d8) | 3 | 11 | 5 |
12 | 4 | Ability Score Improvement | 3 | 12 | 5 |
13 | 5 | — | 3 | 13 | 6 |
14 | 5 | Diamond Soul | 3 | 14 | 6 |
15 | 5 | Timeless Body | 3 | 15 | 6 |
16 | 5 | Ability Score Improvement | 3 | 16 | 6 |
17 | 6 | Martial Arts (1d10) | 4 | 17 | 7 |
18 | 6 | Monastic Tradition feature | 4 | 18 | 7 |
19 | 6 | Ability Score Improvement | 4 | 19 | 7 |
20 | 6 | Perfect Self | 4 | 20 | 7 |