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Her fists a blur as they deflect an incoming hail of Focus and Dedication
arrows, a half-elf springs over a barricade and
throws herself into the massed ranks of hobgoblins
Martial artists follow many different traditions. One of them
on the other side. She whirls through them, each
might learn techniques honed by an oppressed people who
blow seeming to be more deadly than the last, until learned to wield their very chains against the overlords who
at last she stands alone. enslaved them; while another might have studied in a
A group of explorers has fought their way mountaintop monestary, taught by veterans of a horrible
through the jungle to the abandoned temple, and conflict who had turned to asceticism.
has stopped outside to prepare to enter. As the But each martial artist, whether they're aesthete noble who
others tend to minor wounds and sharpen their insists on artistry in all things or a self-taught street brawler,
weapons, one of their number, a tattoo-covered pushes their body beyond its normal limits through study of a
human, begins to go through a series of graceful magical energy that most traditions call ki. Martial artists
poses. One by one, the others begin to follow his harness this power within themselves to create magical
lead, until, fortified and recentered, they all pass effects and exceed their bodies’ physical capabilities, and
through the dark door before them. some of their special attacks can hinder the flow of ki in their
The Land's Defenders are finally facing the Dread opponents. Using this energy, martial artists channel uncanny
Archmage. As they draws weapons and prepares
magics, he cackles and releases a storm of fire
speed and strength into their unarmed strikes. As they gain
towards the group. But a black-clad halfling leaps
experience, their martial training and their mastery of ki
from the shadows into the very path of the flame, gives them more power over their own bodies and those of
shielding their friends from the worst of the their foes.
effects. The archmage recoils to see the small Still, each martial artist is unique. Like Monks, each select
figure so nearby, and they swiftly close the a monastic tradition, a Way which gives them extra abilities
remaining distance to pummel him with blows so and features. But in addition, each one studies their choice of
quick and accurate as to confound his spellcasting. individual techniques available to all Ways. One martial artist
might focus on techniques to guide and aid their allies;
another might hone their defensive techniques to become
almost untouchable in battle; while yet another might develop
Flexibility and breadth such an array of different attacks that their enemies never
Martial Artists have studied to be able to harness an energy know what will come next.
known as ki that flows through all living bodies. Though very With so many options to choose from, a martial artist is
similar to Monks, Martial Artists have sacrificed some of the most effective when they have the wits to choose the right
focus on stunning their enemies, and in return have gained a tool for each job. Though their attacks are physical rather
far greater flexibility to use their ki for a wide variety of than arcane, in some ways they have more in common with a
techniques. They can choose to focus their physical and Wizard than with a Barbarian. Like a Wizard with her spells,
mental training not just on attacking and defensive moves, they must choose wisely which techniques to learn; then, in
but also on expanding their senses, infiltration, or mobility. combat, choose which to use. This path of training and
discipline is not for everyone, but its rewards can be great.
INTRO Cover art credit: A monk I guess? by PuddingPack
1
Contents Hit Points
Intro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Hit Dice: 1d10 per martial artist level
Class Features (Simple version) Hit Points at 1st Level: 10 + your Constitution modifier
Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Hit Points at Higher Levels: 1d10 (or 6) + your
Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Constitution modifier per martial artist level after 1st
Martial Arts Techniques (Simple) Proficiencies
Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Armor: None
Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Weapons: Simple weapons, shortswords
Martial Arts Techniques (Full) Tools: Choose one set of artisan’s tools or one instrument
Full table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Saving Throws: Strength, Dexterity
Additional descriptions. . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Skills: Choose two from Acrobatics, Athletics, History,
Notes and recommendations Insight, Religion, and Stealth
Simultaneous rolls; Mage Slayer interactions; Ki
Initiate feat; Quest rewards; Multiclassing . . . . . . . 21 Starting equipment
Magic Items for Martial Artists . . . . . . . . . . . . . . . . . . . 22 In addition to the equipment granted by your background:
Subclasses and "Suggested Builds" . . . . . . . . . . . . . . 23
Acknowledgements and Changelog. . . . . . . . . . . . . . . . . . . . . . 27 (a) a shortsword or (b) any simple weapon
FAQ. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
Class Features
* : These features come in lieu of an additional technique known at their respective levels (3, 7, 11, 14, 17, and 20).
CLASS TABLE
2
Unarmored Defense Techniques
Beginning at 1st level, while you are wearing no armor and In your study of martial and meditative arts, your dedicated
not wielding a shield, your AC equals 10 + your Dexterity practice has let you choose to learn certain techniques.
modifier + your Wisdom modifier. At 1st level, you can choose one technique from the options
detailed at the end of the class description. As you gain levels
Martial Arts as a martial artist , you learn additional techniques, as shown
Your practice of martial arts gives you mastery of combat in the Techniques Known column of the Martial Artist table.
styles that use unarmed attacks and martial artist weapons, Additionally, when you gain a level in this class, you can
which are shortswords and any simple melee weapons that choose one of the optional techniques you know and replace
don't have the two-handed or heavy property. it with another technique. You can not replace a technique
You gain the following benefits while you are unarmed or that is a prerequisite for another technique you know, and
wielding only martial artist weapons and you aren't wearing you can not choose a technique as a replacement unless you
armor or wielding a shield. already know one with a higher level prerequisite.
If a technique has prerequisites, you must meet them to
You can make one unarmed or one-handed martial artist learn it. You can learn the technique at the same time that
weapon attack as a bonus action. (Note: unlike a Monk, you meet its prerequisites. A level prerequisite refers to your
you do not have to use the attack action first.) level in this class. When a technique lets you cast a spell, your
For your unarmed and martial artist weapon attacks: spellcasting ability is Wisdom.
You can use Dexterity instead of Strength for attack
and damage rolls. Unarmored Movement
You can roll a d4 in place of the normal damage. Starting at 2nd level, your speed increases by 10 feet while
You can use a larger die as you gain martial artist you are not wearing armor or wielding a shield. This bonus
levels, as shown in the Martial Arts column of the increases when you reach certain martial artist levels, as
Martial Artist table. shown in the Martial Artist table.
You can use any feature which protects you or your allies
despite lacking the right weapon(s), armor, or shield to do Ki
so. (Examples: Defensive Duelist; Protection fighting style.
Note that this feature is not available to Monks.) Starting at 2nd level, your training allows you to harness the
mystic energy of ki, and to use the basic ki techniques below.
Your access to this energy is represented the maximum ki
points in the Ki Points column of the Martial Artist table.
You can spend these points to fuel the basic ki techniques
below, as well as many of the techniques you will choose.
When you spend a ki point, it is unavailable until you finish
a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30
minutes of the rest meditating to regain your ki points.
Some of your ki features, as well as certain martial arts
techniques (below), require your target to make a saving
throw to resist the feature's effects. The DC is calculated as:
Ki save DC: = 8 + proficiency bonus + Wisdom modifier
Basic (Active) Ki Techniques
Energy Reserves
As a bonus action, you can spend one hit die to regain up to
your wisdom modifier in ki points. Once you do this, you
cannot do so again until you finish a short or long rest.
Flurry of Blows
As a bonus action, you can spend 1 ki point to make two
unarmed attacks. At most one of these hits can have its
damage increased by a spell.
Patient Defense
As a bonus action, you can spend 1 ki point to take the
Dodge action. Unlike the ordinary Dodge action, the benefits
last until the end of your next turn.
Step of the Wind
As a bonus action, you can spend 1 ki point to take the Dash
or Disengage action. Until the end of your next turn:
Angela Hill/Sagat, by @JupsTheArtist You make Dexterity (Acrobatics) checks with advantage.
CLASS FEATURES
3
You can use Dexterity (Acrobatics) instead of Dexterity Extra Attack
(Stealth) for skill checks to move silently. This does not
apply to hiding from sight. Beginning at 5th level, you can attack twice, instead of once,
Calculate your jump distance using your Dexterity in place whenever you take the Attack action on your turn. If you
of your Strength, then double that. For example, your already have or later gain this ability from another source,
running long jump can be twice your Dexterity in feet. you can replace it with an extra technique.
Monastic Tradition Ki-Empowered Strikes
When you reach 3rd level, you commit yourself to a monastic Starting at 6th level, your unarmed strikes count as magical
(aka martial arts) tradition, chosen from the list of available for the purpose of overcoming resistance and immunity to
traditions for the Monk class. nonmagical attacks and damage.
Your tradition grants you features at 3rd level and again at
6th, 10th, and 17th level. Note that 10th level is one level Evasion
earlier than a Monk would gain the corresponding feature.
Anywhere the rules for your tradition say "Monk", you can At 7th level, your instinctive agility lets you dodge out of the
replace it with "Martial Artist". way of certain area effects, such as a blue dragon’s lightning
There are a few new rules regarding traditions: breath or a fireball spell. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
Kensei monks can use strikes when they hit with a martial half damage, you instead take no damage if you succeed on
artist melee weapon. the saving throw, and only half damage if you fail.
Tradition features that add effects to unarmed strikes,
such as Way of the Open Hand's Open Hand Technique or Improved Ki Techniques
Quivering Palm, count as strike techniques and thus
cannot be combined with other strike techniques. Starting at 11th level, basic/novice ki techniques all improve:
See the end of this document for optional rules to simplify When you use Flurry of Blows, you can make a total of
choosing techniques for each monastic tradition. three unarmed attacks. The third attack cannot be
Ability Score Improvement replaced or augmented using monastic tradition features.
When you use Step of the Wind, you get the benefits of
When you reach 4th level, and again at 8th, 12th, 16th, and both the Disengage and Dash actions. Likewise, when you
19th level, you can increase one ability score of your choice use Critical Strike, you get both benefits: both
by 2, or increase two abilities by 1, or take a
Feat from the subtracting from any saving throw and adding to damage.
Feat List. You can't get an ability above 20 using an ASI. When you use Patient Defense or Energy Reserves, you
can use your reaction one extra time before the start of
Novice (Reactive) Ki Techniques your next turn. Doing so costs 1 ki unless your Monastic
Starting at 4th level, you have access to any of the following Tradition lets you use your reaction extra times. (You can
techniques that you meet the prerequisites for: never react more than once to the same triggering event.)
You can use up to 10 feet of movement with Tumbling
Critical Strike (novice ki technique) Dodge (when you roll a 4 or higher).
Prerequisite: 17 Wisdom or 17 Dexterity or 11th level Ki Shield works on saving throws you're proficient in.
When you make a critical hit with an unarmed attack, Diamond Soul
you can spend 1 ki point to roll your martial arts die and see
the amount. If you then choose to use a strike technique that Beginning at 14th level, your mastery of ki grants you
requires the target to make a saving throw, subtract the proficiency in all saving throws. (Note: this is not identical to
amount from the saving throw result. Otherwise, add the the Monk feature of the same name; the ability to spend ki to
amount as extra damage. further improve your chances of success on saving throws
has been moved to Ki Shield.)
Tumbling Dodge (novice ki technique)
Prerequisite: 17 Dexterity or 11th level Flexible Technique
When a creature you can see hits you with a melee attack, At 20th level, when you take a short rest, you can forego all
you can use your reaction to try to dodge. Roll your martial the normal benefits of the rest to learn a technique of your
arts die; if you get 4 or higher, you can use 5 feet of movement choice. When you learn a new flexible technique in this
without provoking opportunity attacks. If you successfully manner, you forget any previous flexible technique you knew.
move 5 feet, the attack misses. Once you have used this feature, you can not do so again until
Ki Shield (novice ki technique) you finish a long rest.
Prerequisite: 17 Wisdom or 11th level If you use this feature to learn a technique that requires
After rolling a saving throw you aren't proficient in, you can 18th level as a prerequisite, you can not use this feature again
use your reaction and spend 1 ki point to roll your martial for 1 year.
arts die and add it to the result.
CLASS FEATURES
4
Martial Arts Techniques (Table, Simple)
In this table, techniques are divided into three categories: Techniques which have significant uses both in and out of
Non-Combat Techniques, Combat Non-Strike Techniques, combat are classed as non-combat techniques.
and Strike Techniques. This is for illustrative purposes only, There is another version of this table, with a few more
and has no mechanical impact on the game. technique options that are not recommended for beginning
players, below.
Restoring Mantra
Ki Infusion
Owl's Senses
Flurry of Missiles
Touch of Insight
Defensive Stance
Stunning Strike *
Tranquility of Mind * Martial Arcanist
Focused Aim *
8 Guided Meditation
Flow of the Wind
Bonding Strike
Lizard's Step *
Iron Palms
Subduing Strike
Tongue of the Stars Sensei (combat)
10 Purity of Body *
Dry in the Rain
you also get the benefits of the Defensive Duelist feat. Prerequisite: 2nd level
As always, your unarmed attacks don't require a free hand. You have tricks to leave your opponent prostrate or worse.
When you hit a target of size Large or smaller with an
unarmed attack, you can spend 1 ki to attempt to take them
2nd level down. Target makes a Dexterity saving throw. If it fails, you
Breath Control knock it prone. If it fails by more than 5, then until the end of
Prerequisite: 2nd level your next turn, it makes skill and ability checks and Strength
By attending to your breathing during meditation, you have or Dexterity saving throws with disadvantage.
sharpened your control. Gain the following benefits: This is a strike technique. You can not use more than one
strike technique on the same attack. Once you have used this
As a bonus action you can use Focused Breathing. When technique against a creature, you can not use it again against
you do, before the end of your next turn, your next attack, the same creature until the end of the turn
or ability check or saving throw to end an existing effect or
condition, has advantage. Leopard's Grace
You can hold your breath for an additional 30 seconds (5 Prerequisite: 2nd level
rounds) per Martial Artist level. Your superlative control over your muscles gives your
As an action, you can spend 1 ki point to gain the effects movements a feline grace. After you roll a Dexterity saving
of feign death on yourself. throw, skill check, or ability check (including initiative), you
can spend 1 ki to roll your martial arts die and add that
amount to the result.
Feign Death If you know the Iron Body technique, you can also do this
You enter a cataleptic state that looks like death. for Strength skill or ability checks and saving throws.
For 1 hour, or until you use an action to dismiss Starting at 11th level, when you use Patient Defense or
this, you appear dead to all outward inspection and Step of the Wind, and you are not already first in the initiative
to spells used to determine your status. You are order, then you can add your proficiency bonus to your
blinded and incapacitated (except for dismissing initiative count. This may change your position in the
this spell), and your speed drops to 0. You have initiative order for later rounds. If you do this, Improved Ki
resistance to all damage except psychic damage.
If you are diseased or poisoned while under the
Techniques does not apply.
effect, the disease and poison have no impact until
the effect ends.
Owl's Senses
Prerequisite: 2nd level
Your discipline and focus means you rarely miss a detail.
You can ignore any environmental circumstances (such as
Deflect Missiles dim lighting) that would cause you to make Perception
Prerequisite: 2nd level (Wisdom) checks with disadvantage.
You can use your reaction to deflect or catch the missile As a reaction to making a Perception (Wisdom) check
when you are hit by a ranged weapon attack. When you do so, without advantage, you can spend 1 ki. When you do, roll
the damage you take from the attack is reduced by 1d10 + your martial arts die and add it to the result.
You can then
your Dexterity modifier + your Martial Artist level. concentrate for up to a total of 10 minutes to sustain this
If you reduce the damage to 0, you can catch the missile if effect. While this lasts, add +5 to your passive perception up
you could hold in one hand and you have at least one hand to a maximum of 20, and add a roll of your martial arts die to
free. If you do so, you can spend 1 ki point to make a ranged any Perception (Wisdom) rolls you make.
attack (range 20/60 feet) with the missile you just caught, as Also while this concentration lasts, as a bonus action you
part of the same reaction. You make this attack with can use Focused Breathing. When you do, you can attack at
proficiency, using the missile as a martial artist weapon. long range without disadvantage until the end of your next
turn.
Double Echo
Prerequisite: 2nd level Ribbon's Binding
Your practiced combinations of attacks are swift and Prerequisite: 2nd level
deadly. Whenever you can make an attack as a reaction, you You have studied ways of wrestling that divert, rather than
can spend 1 ki point to instead make two unarmed attacks. overcoming, your opponent's strength. When you try to shove
or grapple, you can spend 1 ki to use Dexterity (Acrobatics)
Flurry of Missiles instead of Strength (Athletics). For grapples, you also use
Prerequisite: 2nd level Acrobatics on checks to to hold the grapple, until it breaks.
When you use Flurry of Blows, you can replace any of the Creatures that you have grappled have disadvantage on
unarmed attacks with ranged attacks using one-handed saving throws against your strike techniques if you have not
weapons (eg, daggers or throwing stars). If you are hidden made any other attacks or grapple checks so far this turn.
when you make these attacks, you can make a Dexterity
(stealth) check to remain so. Slow Fall
These are considered attacks with martial artist weapons, Prerequisite: 2nd level
using your Martial Arts die. Kensei monks can spend 1 ki to You can use your reaction when you fall to reduce falling
get Kensei's Shot (+1d4 damage) for all these attacks. damage by an amount equal to 5 x your martial artist level.
TECHNIQUES (SIMPLE)
7
5th level When you know this technique, you can consider any
Abiding Will damaging cantrip from the druid or artificer spell lists as a
Prerequisite: 5th level Martial Artist technique with this technique as a prerequisite.
Even at death's door, your training and drive persists. When Thus, when leveling up, you can learn such a cantrip as a new
you make a death saving throw, you can spend 1 ki point to or replacement technique, using the technique rules.
change a failure into a success, or 3 ki points to change a
success into a critical success. Once you use this technique, Quickened Healing (Simpler Version)
you can't do so again until you finish a long rest. Prerequisite: 5th level. (another optional version below)
As a bonus action, you can spend 2 ki points and roll a
Blinding Strike Martial Arts die. You regain the number rolled in hit points.
Prerequisite: 5th level
them. When you hit with an unarmed attack, you can spend 1
fail, up to two of their eyes are Blinded until the end of your
This is a strike technique. You can not use more than one
strike technique on the same attack. Once you have used this
Defensive Stance
loose, mobile defensive stance for the next minute. While this
lasts, you get +1 AC, and Step of the Wind and Ki Shield cost
Come Drink With Me,
Focused Aim
critical hit.
Martial Arcanist
Once on your turn, you can replace one attack with a cantrip,
(once per saving throw) without using your reaction. fails, it is slowed (same effects as the slow spell) until
If you follow the Way of the Four Elements, when you the end of your next turn. If it fails by over 5, it is Stunned
finish a long rest, you can learn 2 cantrips from the following until then instead.
Creatures immune to being stunned
list: conrol flame, create bonfire, fire bolt, frostbite, gust, succeed this saving throw automatically.
magic stone, mold earth, produce flame, ray of Frost, or This is a strike technique. You can not use more than one
shape water. When you do so, you forget any cantrips you strike technique on the same attack. Once you have used this
learned from this technique before. From 11th level, this technique against a creature, you can not use it again against
technique gives you 3 of these cantrips; from 17th level, 4 in the same creature until the end of the turn.
total.
TECHNIQUES (SIMPLE)
8
This is a strike technique. You can not use more than one
Effects of being slowed: strike technique on the same attack. Once you have used this
When a creature is slowed, their speed is halved, technique against a creature, you can not use it again against
they get a −2 penalty to AC and Dexterity saving the same creature until the end of the turn.
throws, and they can’t use reactions. On their turn,
they can use either an action or a bonus action, not Flow of the Wind
both. Regardless of their abilities or magic items, Prerequisite: 8th level
they can’t make more than one melee or ranged Your movement is as light and free as the breeze. Once on
attack during their turn. your turn you can spend 2 ki (as a free action) to get the
If the creature attempts to cast a spell with a following benefits until the end of your next turn:
casting time of 1 action, roll a d20. On an 11 or
higher, the spell doesn’t take effect until their next Your speed increases by 10 feet.
turn, and they must use its action on that turn to You are unaffected by difficult terrain.
complete the spell. If they can’t, the spell is wasted. You have advantage on any rolls to avoid or escape being
grappled, paralyzed, restrained, or petrified.
Step of the Wind costs you no ki.
Touch of Insight
Tumbling Dodge improves: you can use it regardless of
Prerequisite: 5th level prerequisites; it is successful when you roll a 3 or higher
You have learned to feel how deception alters the flow of ki. on the Martial Arts die roll; and when you do, you can use
You immediately resist illusion effects if you touch them or up to 15 feet of movement.
the spellcaster concentrating on them. If you are touching a Guided Meditation
creature, its Charisma (Deception) checks against you are Prerequisite: 8th level, Breath Control technique
made with disadvantage, and if your Wisdom (Insight) check Your meditation fortifies your body as it restores your
beats them, you clearly know it is lying. energy, and you can lead others in the same practice. When
Whenever you make a Wisdom (Insight) check against you meditate to regain ki points, you can spend 1 ki (after
possible deception, whether or not you are touching the regaining ki) to gain temporary hit points equal to half your
speaker, you can spend 2 ki points to roll your martial arts die martial artist level, rounded down. These THP last until you
once and add it to the result. This bonus works against overt finish a long rest or fail a Wisdom saving throw. While any
deception, not concealed intentions. remain, add 1d6 to your Wisdom saving throws.
At the same time, you can guide other creatures within 30
Tranquility of Mind (Simpler Version) feet in this meditation, for a cost of 2 ki points per creature
Prerequisite: 5th level (spent after regaining ki); if they carry out verbal and somatic
You have refined your sense of mental calm. You can use actions as you instruct, they gain the same benefits you do
your action to end one effect on yourself that is causing you to from this technique. They can not benefit from this technique
be charmed or frightened. You can choose to use this again until they finish a long rest.
technique even if you do not otherwise control your actions. If you have the Restoring Mantra technique, you can use
There is another optional version of this technique below. both of these together. Other creatures who participate in
Guided Meditation don't get the benefits of Restoring Mantra.
8th level
Iron Palms
Bonding Strike Prerequisites: 8th level, Deflect Missiles technique
Prerequisite: 8th level Your study of ki has let you catch some spells as easily as
You can temporarily connect your ki to that of another you catch arrows. When you are damaged by a spell that
creature with a blow. When you hit with an unarmed attack, targets you, you can use your reaction and spend 1 ki point to
you can spend 1 ki point and concentrate on establishing a reduce the damage by 1d10 + your Dexterity modifier + your
mental connection. If target's Intelligence is 2 or more, they M.A. level.
make an Intelligence saving throw. If they fail, then until the If you reduce the damage from a spell to 0, this cancels any
end of your next turn, you have a mental connection to them. other effects it might have. Starting at 12th level, you can
If they fail by more than 5, or fail deliberately, this lasts for up spend 2 ki points total to double the damage reduction. In
to 1 hour, as long as you maintain concentration. that case, if you reduce the damage to 0 and you were the
While the connection lasts: only target, you can spend 1 more ki point (3 total) to redirect
Their attacks against you are made at disadvantage. the spell (including its effects) against its source. If you make
You have advantage on insight checks against them, and an attack roll, use your Wisdom and proficiency bonuses.
on Intelligence, Wisdom, or Charisma saving throws Lizard's Step
against their spells or effects. Prerequisite: 8th level
If they are within 1000 feet, you are aware of their general You gain the ability to move along vertical surfaces and
state of mind, you have a rough sense of their direction across liquids on your turn without falling during the move.
and distance, and they have a feeling of being watched.
Within 1000 ft, as an action from either side, you and they Sensei (combat)
can mentally send each other simple three-word messages Prerequisites: 8th level, Sensei technique
which are understood without needing a common When you use the attack action, you can spend 1 ki and
language. The one who takes the action sends first. forego one attack to give wise combat advice to an ally.
TECHNIQUES (SIMPLE)
9
Another creature of your choice within 30 feet who can hear
you can make their next attack or saving throw (before the Plants:
Range: 30-foot radius
Duration: 10 mins
end of your next turn) with advantage. You imbue Plants within 30 feet of you with
limited sentience and animation, giving them the
Subduing Strike ability to communicate with you and follow your
Prerequisite: 8th level simple commands. You can question Plants about
Your blows can be calculated not to physically wound, but events in the spell's area within the past day,
to humiliate and subjugate. When you hit with an unarmed gaining information about creatures that have
attack, you can spend 2 ki points. This attack does half passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by
damage, then the target must make a Charisma saving Plant Growth (such as thickets and undergrowth)
throw. If it currently has more hit points than 10 times your into ordinary terrain that lasts for the Duration. Or
level, it makes this save with advantage; if it has more than 20 you can turn ordinary terrain where Plants are
times your level, or if it has successfully saved against this present into Difficult Terrain that lasts for the
technique in the last 24 hours, it automatically succeeds. Duration, causing vines and branches to hinder
If it fails, its will to oppose you is broken, and it is charmed pursuers, for example.
by you for 1 minute. If it fails by 5 or more, this effect lasts for Plants might be able to perform other tasks on
an hour. You know which of those, if any, has happened. your behalf, at the DM's discretion. The spell
Unlike the normal "charmed" effect, it does not see you as doesn't enable Plants to uproot themselves and
a friend, merely as a threat to be appeased; but it still will move about, but they can freely move branches,
cooperate with you and obey reasonable requests or tendrils, and stalks.
demands as with a normal charm. It might try to escape if it You can communicate with plant creatures in
thinks it can get away cleanly, but will not do so if you or your the area as if you shared a Common language, but
companions are watching it and within 30 feet. you gain no magical ability to influence them.
This spell can cause the Plants created by the
If you or your companions do anything further to harm it, Entangle spell to release a Restrained creature.
the effect ends. When it senses you or your companions harm
its allies it sincerely cares about, it can make a Wisdom or
Charisma saving throw (its choice), up to once per time. If it
succeeds, the effect ends, without your knowledge.
This is a strike technique. You can not use more than one
strike technique on the same attack. Once you have used this
TECHNIQUES (SIMPLE)
10
Uncanny Stagger Tongue of the Sun and Moon
Prerequisite: 10th level, or Way of the Drunken Master Prerequisite: 13th level
Your unpredictable movement can make you difficult to You learn to touch the ki of other minds so that you
attack. As an action, you can spend 2 ki points. While you understand all spoken languages. Moreover, any creature that
keep concentration on this effect, for up to a minute, any can understand a language can understand what you say.
creature that relies on sight has disadvantage to attack you.
Vigil's Virtue
Prerequisite: 13th level; Ascetic Habits or Restoring Mantra
13th level If you spend at least 4 hours resting, including at least half
Dispelling Strike (Simpler Version) the sleep you need, you can gain the benefits of a long rest,
Prerequisites: 13th level; Two of the following: Meridian then spend 7 ki points. For every level of exhaustion you have,
Node Touch, Iron Palms, Touch of Insight, and Arcana skill it takes one additional hour of rest before you can do this.
When you hit a creature with an unarmed attack, you can Until you complete a long rest without using this
spend 3 ki to cast Dispel Magic on them/it. This is cast at 3rd technique, you can not use this technique again, and you only
level using Wisdom as your spellcasting modifier. recover half your ki points when completing a short rest.
This is a strike technique. You can not use more than one
strike technique on the same attack. Once you have used this 18th level
technique against a creature, you can not use it again against
the same creature until the end of the turn. Adamantine Soul
Once you have used this technique a number of times Prerequisite: 18th level; Ascetic Habits, Patient Response, or
equal to your proficiency bonus, you can not use it again until Tranquility of Mind technique
you finish a long rest. Your mastery of ki allows you to resist even the most
powerful magics and effects. When you use Ki Shield but still
Iron Skin fail the saving throw, you can spend 5 more ki to succeed
Prerequisite: 13th level, Iron Palms technique instead. Once you have used this technique twice, you can't
You can concentrate to temporarily steel your body against use it again until you finish a long rest.
attacks. As a bonus action, you can spend 4 ki points to gain
resistance to the damage type of your choice, as long as you Empty Body
maintain concentration, for up to a minute. You can use this Prerequisite: 18th level, Purity of Body technique
ability as a reaction to taking damage, instead, by spending 6 You can use your action to spend 4 ki points to become
ki points; if so, your concentration automatically holds invisible for 1 minute. During that time, you also have
against the initial triggering damage. You can not use this resistance to all damage but force damage.
technique to gain resistance to psychic damage, or to magical Additionally, you can spend 8 ki points to cast the astral
bludgeoning, piercing, or slashing damage. projection spell, without needing material components. When
you do so, you can't take any other creatures with you.
Leaf on the Wind
Prerequisites: 13th level, Slow Fall and Lizard's Step Astral Projection
techniques
Your power to leap from rooftop to rooftop or cliff to cliff Necromancy, Casting Time: 1 hour
defies ordinary limits. You project your astral body into the Astral Plane
When you use Step of the Wind, you gain a flying speed (the spell fails if you are already on that plane). The
material body you leave behind is unconscious and
equal to your walking speed until the end of your turn. If you in a state of suspended animation; it doesn’t need
end your turn without support, you fall. food or air and doesn’t age.
Your astral body resembles your mortal form in
Pure Mindfulness almost every way, replicating your game statistics
Prerequisite: 13th level, Owl's Senses technique and possessions. The principal difference is the
Your enlightenment has reached a stage where you are silvery cord that extends from between your
able to pierce the veil of worldly illusion. shoulder blades and trails behind you, fading to
You can spend 7 ki points to gain 60 feet of truesight for invisibility after 1 foot. This cord is your tether to
ten minutes. Once you use this technique, you can't use it your material body.
again until you finish a long rest. As long as the tether remains intact, you can find
your way home. If the cord is cut—something that
can happen only when an effect specifically states
Truesight that it does—your soul and body are separated,
With Truesight you can, out to a specific range, see killing you instantly.
in normal and magical Darkness, see Invisible Your astral form can freely travel through the
creatures and objects, automatically detect visual Astral Plane and can pass through portals there
illusions and succeed on Saving Throws against leading to any other plane. If you enter a new plane
them, and perceive the original form of a or return to the plane your body is on, your body
Shapechanger or a creature that is transformed by and possessions are transported along the silver
magic. Furthermore, you can see into the Ethereal cord, allowing you to re-enter your body as you
Plane within the same range. enter the new plane.
TECHNIQUES (SIMPLE)
11
When this effect ends, make a Constitution check. The DC is
Your astral form is a separate incarnation. Any 5 + the number of times you've used this technique in the last
damage or other effects that apply to it have no seven days. If you fail, suffer one level of exhaustion.
effect on your physical body and do not persist
when you return to it. Perfected Arts
The spell ends when you use your action to Prerequisite: 18th level
dismiss it. When the spell ends, you return to your Gain expertise (2 times proficiency bonus) with up to 2 sets
physical body, and awaken. of tools that you are proficient in.
The spell might also end early. A successful
dispel magic spell used against an astral or physical
Your Martial Arts die is 1d12.
body ends the spell for that creature. If your
original body or astral form drops to 0 hit points, Unparalleled Speed
the spell ends. If the spell ends and the silver cord Prerequisite: 18th level, Leopard's Grace technique
is intact, the cord pulls your astral form back to As an action, you can spend 7 ki points to gain +2
your body, ending its suspended animation. Dexterity, +2 initiative, and +15ft of speed, for 10 minutes.
During this time, you can use a reaction 1 additional time per
round.
When this effect ends, make a Constitution check. The DC
Extra Attack is 5 + the number of times you've used this technique in the
Prerequisite: 18th level last seven days. If you fail, suffer one level of exhaustion.
When you take the Attack action, you can spend 1 ki to You can not use this technique again if it is already active.
attack three times, instead of twice. However, if you are a 20th level Martial Artist, you can spend
If your initiative score is 5 or higher, then you can use this double or triple the ki costs (14 or 21 ki points) when
technique without spending ki. If you do, then subtract 5 from activating it. If you do so, this counts as two or three uses,
your initiative score; use this new score starting with the next and all the bonuses, as well as the duration and the
round of combat. exhaustion, are also doubled or tripled.
Focused Prescience Variable Strike
Prerequisite: 18th level; Two of: Ascetic Habits, Patient Prerequisite: 18th level
Response, Tranquility of Mind, or Owl's Senses
Learn any 3 strike techniques, ignoring prerequisites.
techniques These techniques each cost you 1 extra ki to use.
You can spend 1 minute and 10 ki points to gain a limited
ability to see into the immediate future.
"Character Portrait[s]" by
YamaOrce TECHNIQUES (SIMPLE)
12
Netero, by あかこっこ(@niro0324_2)
CALM BREATH
13
Techniques (Full Version) All the options below are still intended to be clearly explained
and streamlined for smooth, easy play; but they may involve
The techniques listed above are fully playable, balanced, and just a bit more complexity. That may mean a bit more math; a
in accord with the simple design philosophy of D&D Fifth few more things to keep track of; or just abilities which
Edition. Some people, though, prefer just a little bit more stretch the conventions of 5e design.
"crunchiness" — that is, a greater variety of options, some of In general, though, the level of complexity is still lower than
which have slightly more-complex effects. The "full version" many table-top role playing games, including most other
below is intended for play groups that agree on that slightly- editions of D&D, as well as more-complex 5e add-ons such as
more-complex play style. Darker Dungeons (giffyglyph.com/darkerdungeons ).
Restoring Mantra †
* Slippery Escape †
Breath Control †
Double Echo
* Flying Strikes †
Leopard's Grace ††
Flurry of Missiles
* Meridian Sight ⸸
* Adder's Patience
* Boulder Strike ⸸
* Quickened Healing
Defensive Stance
* Picaro Strike ‡
Touch of Insight †
Focused Aim † Stunning Strike
* Tranquility of Mind †† Martial Arcanist
8 * Boon of the Wind
Flow of the Wind †
* Battlemaster Strike ⸸
Guided Meditation ⸸
Iron Palms ⸸ ††
Bonding Strike
Lizard's Step ††
Sensei (combat) ⸸
* Silent Strike
* Extra training
* Dry in the Rain ⸸
* Tornado Strike ⸸⸸
Purity of Body †
* Flow of the River †
Focused Prescience ⸸⸸
Extra Attack (2)
Variable Strike
Unparalleled Speed ⸸ * Marilith's Reflexes
©RIOT GAMES
TECHNIQUES (TABLE, FULL)
14
Techniques (Optional Versions) This can raise or lower your apparent age, change the bone
structure of your face to that of a different kind of humanoid,
1st level make your face unrecognizable, change your hair pattern or
Dedicated Weapon (Optional Version) skin tone slightly, and even increase or decrease your height
You have learned to use your ki in armed combat as well as by up to 6 inches. You can end this effect as an action. While
unarmed. Whenever you finish a short or long rest, you can it lasts, you gain these benefits:
touch one weapon, focus your ki on it, and then count it as a Add your proficiency modifier to any checks made to
monk weapon until you use this feature again. The weapon disguise you (along with any tool proficiency that applies).
must be simple or martial; you must be proficient with it; and You can use your Dexterity modifier instead of your
it must lack the heavy and special properties. Charisma modifier for deception and performance checks
As a bonus action you can use Focused Breathing. When from trying to pass yourself off as a different person.
you do, then until the end of your next turn, you can use your
chosen weapon in place of an unarmed strike, use strike Flying Strikes
techniques when you hit with it, and, if you choose, use your Prerequisite: 2nd level
martial arts die for its damage. You learn the following two strike techniques. You can not
use more than one strike technique on the same attack. Once
Ki Infusion (Optional Version) you have used a strike technique against a creature, you can
You can give your ki to others, restoring them to a stable flow not use it again against the same creature until the end of the
of life energy. You learn the cantrip Spare the Dying. turn.
If you are at least 7th level as a martial artist, then when Hare Strike: You can launch yourself into movement with
you cast this cantrip, you can spend 3 ki points. If you do, the a jump kick. When you make an unarmed attack, you can
creature also regains 1 hit point. The creature can't regain hit spend 1 ki point to forcefully disengage.
points from this technique again until it finishes a short or Whether or not the attack hits, you gain the benefits of the
long rest. disengage action and immediately jump away from the target
up to a distance equal to your Strength score, without using
Meridian Node Touch your movement.
You can find the nexuses of ki flow through your allies' bodies If this attack hits, and target is Medium or smaller, it makes
to support their health. Add a roll of your Martial Arts die to a Strength saving throw or is knocked 5 feet away from you.
the outcome of Medicine skill checks on living targets.
As a bonus action, you can touch another creature who's Sling Stone Strike: You have studied to make yourself a
willing or unconscious, and concentrate on its ki. If you living missile.
maintain concentration, its next Constitution saving throw, If an ally who is at least 1 size larger than you and has a
Constitution check, or death saving throw, has advantage or strength of 15 or more is within 5 feet, you can allow them to
disadvantage (your choice). throw you up to their strength score in feet.
Once during a short rest, you can touch a creature and This can use either one of their attacks from the "attack"
concentrate on its ki. If that creature regains Hit Points by action along with your reaction, or vice versa. As part of this
spending Hit Dice during this rest, it regains extra hit points technique, you can make a melee attack, adding both their
equal to a roll of your Martial Arts die. strength modifier and your dexterity modifier to the attack
roll and damage.
Slippery Escape If you spend 1 ki point, this attack is made at advantage
You move in ways that are hard to catch. and does 1 additional martial arts die as damage. In this
Any creature you have hit this turn has disadvantage on case, if target is Medium or smaller, it makes a Strength
opportunity attacks against you. saving throw, or is knocked prone. From level 10, this
When you are allowed over 60 feet of movement in a turn applies to creatures Large or smaller.
(such as through the Dash action), any opportunity attacks Patient Response
against you have disadvantage. Prerequisite: 2nd level
If a creature has two sources of disadvantage in attacking Your defensive readiness holds hidden surprises. When
you, and no sources of advantage, its opportunity attacks you take the Dodge action (including via Patient Defense),
against you miss automatically. It will still attempt these you gain the reaction options below until the end of your next
attacks if it would have otherwise. turn:
2nd level Counterstrike: If a creature misses you with a melee
Aspect of Clay attack, you can use your reaction to make one melee
Prerequisite: 2nd level; Way of Shadow or Drunken Master, attack against them.
or Rogue You can use Tumbling Dodge regardless of level or
Your bodily training is so extreme that you can subtly alter prerequisites.
your visage, physical form, and gait. As an action, you can If you can use Ki Shield, it costs you no ki.
spend 2 ki points to make such alterations for up to ten
minutes.
TECHNIQUES (OPTIONAL)
15
5th level
Adder's Patience
You lay in wait to strike with blinding speed. You can forego
Pirate,
Tiger
The first time a creature you can see enters your melee by
Rainbow-Foxy
range.
When a given creature you can see enters your melee
range.
following list:
disengages or stands up
Boulder Strike
boulder.
If you fall onto another creature, and use your Slow
Fall ability, then you can spend 1 ki point to attempt to Smooth the Weave's Flow: When you reach 7th level as a
transfer the damage to them. Roll an attack. (As usual, if they Martial Artist, your mastery of energy flows means you can
are not aware of you, you roll with advantage.) move through the world leaving nary a ripple in the weave of
If you hit, they make a Dexterity saving throw. If they see magic. As an action, you can spend 3 ki points to hide
you coming, and are not engaged with an ally of yours, they yourself from divination magic. For 2 hours, you can’t be
may use their reaction to have advantage on this roll. If they targeted by any divination magic or perceived through
fail, they take the amount of damage that was prevented by magical scrying sensors.
your slow fall. If they fail by more than 5, they are also If you know the Ki Infusion or Sensei techniques, then
knocked prone. If they succeed, they take half this amount of while the effect of Smooth the Weave's Flow lasts, you can
damage. If they succeed by at least 5, you also take half extend it to up to 2 creatures of your choice as long as you
damage. are touching each with a free hand.
You cannot use this technique on a turn where you used a
teleportation effect such as shadow step or misty step. Once Meridian Sight
you have used this technique, you can't use it again until you Prerequisite: 5th level, 1 of: Meridian Node Touch, Ascetic
have finished a short or long rest. Habits, Touch of Insight (techniques) or Arcana (skill)
Your study of ki flows has taught you to see the flow of
Hidden Ki arcane energy as well.
Prerequisite: 5th level As an action, you can spend 2 ki points to sense the
You can use your ki to divert attention from yourself, presence of active magic within 30 feet of you for up to 10
making you hard to notice. This grants two separate abilities: minutes. Like the spell detect magic, this requires your
concentration, and can not penetrate 1 foot of stone, 1 inch of
Blend Into Crowd: Whenever you are in or near a group, you common metal, a thin sheet of lead, or 3 feet of wood or dirt.
can use your ki and concentrate (as on a spell) to direct However, unlike detect magic, it will not tell you what
attention away from yourself to others. school magic comes from, and will not detect "passive" magic
As an action, spend 2 ki points to get +10 to your stealth items—unattuned items that have no effect without activation
rolls for up to 1 hour whenever you are within 30 feet of 3 or or attunement.
more humanoids. Anyone attempting to count the group, to On the other hand, if a non-permanent spell effect and its
notice your differences from the others, or to look at you caster, or an attuned magic item and its owner, are both
specifically, must succeed on an Intelligence (Investigation) within 30 feet of you, you can see their connection. If only
roll against your modified Dexterity (Stealth) roll. one of them is within 30 feet, you can see one end of this
You roll with advantage if you are within 30 feet of 8 or connection, so that you know the number of spell effects and
more non-hostile humanoids. For this benefit to apply, you do a general direction (off by no more than 45 degrees) for each.
not hide behind anything as usual, but instead act as the If the other half of a spell/caster pair is on another plane of
others around you are. You immediately lose these benefits if existence, you know that, but not which plane. You can follow
you begin to make an attack, use verbal components for spell, these lines of connection, even if this takes you more than 30
or speak or act in a hostile or conspicuous manner. feet from either end, if you make an Arcana check; the base
DC is 12, but the DM may add situational modifiers.
TECHNIQUES (OPTIONAL)
16
A Moment of Calm, by @AhrunaArt
Picaro Strike
throw. If it fails, then until the end of its next turn, target has
period, in any turn where you are or were in range for one of
Martial Arts die. You regain hit points equal to the number
rolled. The next time you use another technique before the
ki, you can use voice and posture to project that calm to
others. You can use your action to end one effect on yourself
Calm Emotions
Duration: Concentration, up to 1 minute It must be a maneuver that can be used with an unarmed
attack. That is: Disarming Attack, Distracting Strike, Goading
You attempt to suppress strong emotions in a Attack, Lunging Attack, Maneuvering Attack, Menacing
group of people. Each humanoid [who can either Attack, Pushing Attack, or Sweeping Attack. (Precision
see or hear you] in a 20-foot-radius sphere Attack, Grappling Attack, and Trip Attack are also legal, but
centered on [you] must make a Charisma saving are usually inferior to other martial artist techniques.)
throw; a creature can choose to fail this saving Instead of spending superiority dice to use that maneuver,
throw if it wishes. If a creature fails its saving
throw, choose one:
you spend ki to use it when you make an unarmed attack. If
you spend 2 ki to use it, the superiority die is 1d4; if you
You can suppress any effect causing a target to instead spend 3 ki, the superiority die is your Martial Arts die.
be charmed or frightened. When this spell ends, Subtract 1 from these costs when using this strike with a
any suppressed effect resumes, provided that critical hit.
its duration has not expired in the meantime. You can take this technique more than once to learn more
You can make a target indifferent to creatures maneuvers. If you have superiority dice, you can use any of
of your choice that it is hostile toward. This the maneuvers listed above you know by spending either ki or
indifference ends if the target is attacked or superiority dice.
harmed by a spell or if it witnesses any of its This is a strike technique. You can not use more than one
friends being harmed. When the spell ends, GM
decides if the creature becomes hostile again.
strike technique on the same attack. Once you have used this
technique against a creature, you can not use it again against
the same creature until the end of the turn.
8th level Boon of the Wind
Battlemaster Strike Prerequisite: 8th level
Prerequisite: Existing Battlemaster maneuvers,
Your touch can temporarily grant others your incredible
or 8th level and 1 of: Dedicated Weapon, Iron Body, speed and grace. When you use Step of the Wind, you can
Grasscutter Strike, or Focused Aim spend 2 more ki, touch one willing creature, and concentrate.
You learn 1 maneuver from the battlemaster fighter. For up to a minute, as long as you maintain contact with the
target, they gain the following benefits:
TECHNIQUES (OPTIONAL)
17
They have the same movement speed as you. If it fails by more than 5, this effect lasts for up to a minute.
Whenever you take the dash action, including when you At the end of each of its turns, it makes a Constitution
start this effect, they can use their reaction to move a saving throw to end this effect. It can use its action to give
distance equal to your movement speed (simultaneously). itself advantage on this saving throw.
They use your Dexterity modifier instead of their own for Creatures without a mouth, creatures that do not breathe,
acrobatics and stealth checks. creatures that do not use their breath to speak, and creatures
immune to the stunned condition, are immune to this effect.
If you lose contact with them or lose concentration, these This is a strike technique. You can not use more than one
benefits last until the end of the current turn. You can strike technique on the same attack. Once you have used this
concentrate on this technique for two targets at once. technique, you cannot use it again on the same creature until
the end of the turn.
Protective Maneuvers
TECHNIQUES (OPTIONAL)
18
Spellcasting Confusion table DMs are encouraged, but not required, to make such a
Roll (d20) Result teacher available; especially if the character begins searching
1-4 They cast a random spell they have a slot for.
for their teacher a level or two in advance. As always, the DM
has veto power over whether a given feat is available.
5-11 They believe they cast a spell, and hallucinate The initial training and practice takes a minimum of 4
its effects, but they actually just say the name hours, uses half your ki, and may happen at any time during
of the spell, without using a spell slot. the levels just before or after you get this technique. The DM
12-20 They successfully cast their chosen spell, but may require more time if the plot of the adventure allows, but
any target besides themself is still determined not more than a week.
randomly as specified above. The fact that this technique exists should not discourage
DMs from giving extra training that the player did not
Dry in the Rain (Optional Version) request, as a quest reward, without using a technique slot.
Prerequisite: 10th level, Deflect Missiles technique
Even in the stiffest shower of arrows, your hands become a Flow of the River
blur, protecting you from attacks. When you use your Deflect Prerequisite: 10th level
Missiles or Iron Palms technique, you gain +5 to your AC You are able to slide across the battlefield like water; your
against other ranged attacks until the start of your next turn. ability to move when needed is nearly legendary.
If you have the Iron Palms technique, you can use your Whenever you take a reaction, you can spend 1 ki point to
reaction to cancel a magic missile that targets you. also move up to half your speed. This movement does not
provoke opportunity attacks.
If you move in reaction to a spell being cast, and your
movement takes you out of the area of effect of the spell, you
can make a Dexterity saving throw to avoid the spell's effects
entirely. If you fail this saving throw, you automatically fail the
first non-Dexterity saving throw against the spell.
Note that this technique does not give you any ability to
take reactions you could not otherwise take.
Ki Perfusion
Prerequisite: 10th level, Ki infusion technique
You can give your ki to others in order to restore various
forms of energy they have depleted. You can touch another
creature for one minute and spend up to half your ki point
maximum in ki points to give them one of the benefits below.
Any ki you spend on this feature is not recovered at the end
of your next short rest. Once you use this technique, you can't
use it again until you finish a long rest. If you spend more
than 5 ki on this feature, the target can't benefit from this
feature again for the next 7 days. You can choose one of the
following benefits:
Ryonosuke-the-Ronin, by yoritomodaishogun
• For 8 ki (min level 16): They recover 1 level of exhaustion.
• For 10 ki (min level 20): They recover one use of a feature
Extra Training that they would ordinarily recover on a long rest.
Prerequisite: 10th level
You find a teacher and use your ki to quickly master a new Tornado Strike
trick. Choose a feat, and make any associated choices. The Prerequisite: 10th level, 2 of: Danica's Dance, Slippery
first time you learn this technique, you get "half" the benefits Escape, Double Echo, Lizard's Step, or Uncanny Stagger
of the feat, as agreed with your DM. When you end a short or You can streak across the battlefield in a whirlwind of
long rest, you can spend 4 ki to have the whole feat until you blows, drawing energy from each successful hit to make later
next end a short or long rest. You can learn this technique a ones even more deadly.
second time to have the full feat without spending ki, except As a bonus action, spend 3 ki points. Take a Step of the
that this technique never increases any of your ability scores. Wind, moving up to your full movement speed. This
As its name suggests, taking this technique for the first movement does not provoke opportunity attacks.
time requires actual extra training, with a teacher who has You can make one melee attack against each separate
mastered the feat in question.
This may be an NPC of any creature you pass within 5 feet of, up to a maximum number
level (including an opponent in combat who uses the feat of creatures equal to your proficiency bonus.
against you), but also, if your DM approves, a wild animal, a
natural phenomenon, the spirit of a departed hero, etc.
TECHNIQUES (OPTIONAL)
19
When you begin this technique, you can spend a number of In addition, target makes a Dexterity saving throw. If their
additional ki points up half your proficiency bonus (rounded initiative score is higher than yours, they make this saving
down). Attacks from this technique each get additional throw with advantage; if it is less than yours by 10 or more
damage equal to the number of additional ki point you spent and/or their speed is 15 feet or less, they make it with
in this manner, times the number of your previous hits this disadvantage.
turn against hostile creatures. If they fail, roll your martial arts die. Subtract this amount
This is a strike technique. You can not use other strike from their initiative count, down to a minimum of 0, for the
techniques while using this technique. remainder of the battle. If they have already had a turn this
round, they do not get another until next round.
If they fail by more than 5, and/or if that leaves them with
Tornado strike example: an initiative count of 0, they are slowed (same effects as the
After successfully making two attacks this turn, Sai, slow spell, listed above) until the end of your next turn.
an 18th-level monk, spends 6 ki for this technique; Targets with legendary actions can forego the use of their
that is, the additional damage per previous hit is next two legendary actions, to turn a failure by less than 5
+3. She begins by running past five kobolds. Since into a success, or to avoid the effects of the slow spell.
the number of creatures is below her proficiency This is a strike technique. You can not use more than one
bonus, she can attack all of them.
She previously made 2 hits this turn, so if she
strike technique on the same attack. Once you have used this
hits the first kobold, she will get +6 damage.
technique against a creature, you can not use it again against
Similarly, assuming she hits all the remaining the same creature until the end of the turn.
kobolds, she gets +9, +12, +15, and +18 damage, 18th level
respectively. After obliterating each kobold as she
speeds past, she reaches the dragon behind them. Marilith's Reflexes
She can still hit one more creature; if she hits the Prerequisite: 18th level
dragon successfully, she will get +21 to damage. Your reactions are unparalleled. Learn any 2 of the
following techniques that you did not have before 18th level:
Adder's Patience, Danica's Dance, Deflect Missiles, Double
TECHNIQUES (OPTIONAL)
20
5. If the caster attempts to cast a concentration-based spell, a
Notes and Extra Rules reaction attack causes a concentration saving throw
Ki Initiate Feat immediately after the spell first resolves.
6. When used to interrupt a spell as a reaction, a Dispelling
For the purposes of this feat, Pugilist class levels count as Strike casts counterspell instead of dispel magic.
Martial Artist levels, and Ki counts as Moxie. (DMsGuild)
Multiclassing
To multiclass as a Martial Artist, you must have a 13 in both
Ki Initiate (Feat) Dexterity and Wisdom. If your first technique is Iron Body,
Add 2 to your maximum ki points. you can instead use a 13 in both Strength and Dexterity.
You learn 1 Martial Artist technique for which When you become a Martial Artist, you gain proficiency in
you meet the prerequisites. simple weapons and shortswords.
Flurry of Blows: After you take the Attack action If you gain a class feature (for example, Extra Attack) from
on your turn, or after you spend ki as part of
your action, you can spend 1 ki point to make
both Martial Artist and another class, in either order, you can
two unarmed attacks as a bonus action.
learn one additional technique to make up for it.
Whenever you hit a creature with an unarmed
strike, you can roll a d4 for the damage, instead Possible related house rules
of the regular damage for this attack.
You can use Dexterity, instead of Strength, for
Switching mental stats
attacks and damage rolls with unarmed strikes. The Iron Body technique is designed to allow a purely-
physical martial artist who uses Strength, Dexterity, and
Constitution instead of Dexterity, Wisdom, and Constitution.
But you may instead want to house-rule a technique that
Interrupting spells (eg, Mage Slayer switches Wisdom for either Intelligence or Charisma. If this
feat or Adder's Patience) works at your table and makes sense for your character
concept, go right ahead. For instance, a Cobalt Soul Martial
In various cases, you might be able to attack an enemy as a Artist could very reasonably use Intelligence instead of
response to spellcasting — due to ordinary readied actions, Wisdom.
Adder's Patience, or (especially) the Mage Slayer feat. If you
use a strike technique on such an attack, it might cause the "Dead" levels and quest rewards
spellcasting to fail. Here are optional rules for these cases: At levels 3, 7, 11, 14, 17, and 20, Martial Artists do not learn
Short version: Silencing strike or Battlemaster Strike an additional technique, because the base class features are
(disarming) can interrupt casting without using up spell substantial. However, this is also a good chance for the DM to
slots; Blinding, Deluding, and Subduing strikes can offer an extra technique around one or two of those levels as
change targeting; Dispelling Strike becomes a quest reward.
This could be available through a magic item,
Counterspelling Strike; and other strikes can such as one of those below; or as NPCs offering training.
immediately break concentration, but otherwise don't
affect the triggering spell. Rolling Attacks Simultaneously
1. A Martial Artist's unarmed attacks count as "melee Some players or tables like to roll multiple attacks, such as
weapon attacks" for all purposes, including Mage Slayer. the two attacks from Flurry of Blows, together, in order to
(This is already the case, but bears clarification here.) speed up combat. Here is an optional rule for that case:
2. If, due to a strike technique on a reaction attack, the caster Status effects from one strike do not apply to "later"
gets a condition that would make that spellcasting illegal, attack rolls from the same action. Saving throws against
the spell is interrupted and no spell slot is used. strikes still resolve sequentially.
3. If, due to a strike technique on a reaction attack, the caster Adding "bonus dice" to d20: Max only
gets a condition that would affect targeting of a spell, the Several abilities in 5e, such as the Guidance cantrip, Bless,
spell is cast, but targeting may be changed. Examples: and Bardic Inspiration, add additional dice as bonuses to a
A mage attempts to cast misty step, and the martial d20 roll. Even if these abilities are each well-balanced on
artist reacts with a successful Blinding Strike. their own, combined they tend to break "bounded accuracy".
Since misty step requires a space "that you can A few of the techniques above are of that nature, such as
see", the mage simply disappears and reappears in Leopard's Grace and Touch of Insight. Thus, here is the
the same place, escaping any grapple. suggested rule: When you roll multiple bonus dice, only
A mage attempts to cast fireball, and the martial use the highest one. Only use up expendable resources
artist responds with a successful Deluding Strike. for the die roll you actually use.
The spell succeeds, but the target is a random point
within range (roll d12 for clock direction, and Bonuses on "long-term" skill checks
d12x10 feet for distance, stopping at walls). Say you have Owl's Senses active for 10 minutes, but are
A mage attempts to cast disintegrate against the rolling a perception roll for a 2-hour night watch. Or similarly,
martial artist, who responds with a successful with Leopard's Grace and a stealth roll for hours of travel.
Subduing Strike. The spell is cast, but the mage You would not have to reroll when the bonus expired.
must choose another target (such as the ground). However, the DM may rule that short-term bonuses do not
4. Reaction strikes that remove the ability to take actions or apply to tool proficiency rolls to create a lasting object.
initiate spellcasting do not interrupt spellcasting.
NOTES
21
Iron Knuckles
Magic Items Weapon, rare (requires attunement)
Belt of Martial Arts When wearing these magical knuckles, you get +3 to your
Wondrous item, rarity varies (requires attunement by a Strength, up to a maximum of 20. Your unarmed attacks can
Martial Artist) do 1d4 bludgeoning damage, and have a +1 bonus to attack &
While attuned to such a belt, you know one or more damage; but your weapon attacks have -1 to attack & damage.
additional Martial Arts techniques. The rarity (and in some If you are a Martial Artist, gain the advantages (and
cases, the color) of the item depends on the technique or drawbacks) of the Iron Body techniques. If you have the Iron
techniques available. A belt which grants more than one Palms technique, use 1d20 not 1d10 for the damage
technique will still generally only grant one technique with reduction.
the maximum level prerequisite shown.
Quarterstaff of Shelter
Number of Max level
techniques prerequisite Rarity Weapon, rare (allows attunement by a martial artist)
If you are wielding this quarterstaff, you can open it into a
1
1 Common (Can be attuned by parasol at one end. When it is open, you can not use it as a
(Specific) Rangers, Rogues, Fighters, or
Barbarians, if they are not wearing
weapon, but your fall speed is 60 feet; you take no fall
medium or heavy armor) damage; and you have 3/4 cover against radiant, poison, or
acid damage from ranged attacks, spells, or effects. It can be
1 (Any) 2 Uncommon opened as an action or as a reaction to being targeted by such
1
5 Uncommon (also increases your ki an attack, spell, or effect. It can be closed as a bonus action.
(Specific) point maximum by 1) The above effects do not require attunement, but they do
1 (Any) 8 Rare require having spent 10 minutes of familiarizing oneself with
the mechanism. If, however, this item is attuned by a martial
2 (Any) 10 Very Rare artist, it gains a +1 bonus to attack and damage, and gives its
2
13 Very Rare (also increases your ki owner understanding of the Protective Stance technique. If
(Specific) point maximum by 2, 1 minor the holder already knows that technique, they may use
beneficial property [DMG p219]) Patient Defense without spending ki.
3
18 Legendary (also increases your ki
(Specific) point maximum by 4, 1 minor Boots of Sidestep
and 1 major beneficial property)
Wondrous item, rare (requires attunement)
When you wear these split-toed boots, and are not wearing
Manual of Martial Arts medium or heavy armor, they provide the ability to disengage,
Wondrous item, various rarities dodge, or dash as a bonus action or as a reaction to being
targeted by an opportunity attack. If this ability is used to
dash, opportunity attacks against the wearer are made at
disadvantage until the end of the turn. If this ability is used to
disengage in response to an opportunity attack, the attack
automatically misses. Once you have used this ability, you can
not do so again until the following dawn.
If you are a Martial Artist, then when you wear these boots,
you gain the benefits of the Slippery Escape technique. If you
already know the Slippery Escape technique, you gain the
ability to use Step of the Wind without spending ki.
Waterbending Scroll,
Dominating Whip
by moptop4000
Weapon (whip), very rare (requires attunement)
This book or scroll (or tapestry, mosaic, etc.) offers This black leather bullwhip is considered a martial artist
instructions on one or more martial arts techniques. weapon. You gain a +2 bonus to its attacks and damage rolls.
If a martial artist spends 48 hours over a period of 6 days
or fewer studying the contents and practicing its guidelines, Leather Bullwhip,
A non-martial artist may be able to gain the same benefits, This item has up
discretion) with a DC equal to 15 plus half the maximum 1d6+1 charges at sunset.
level prerequisite of the technique(s). In any case, this takes a When you hit with it, you can
total of 120 hours of study time over 14 days or fewer. expend 1 charge to gain
the effect of Bonding Strike,
or 2
If you ever study another manual of martial arts, you lose charges to gain the effect of Subduing Strike. In both cases,
any techniques you learned from the first one. the duration of any effects is tripled.
The rarity of such a manual is one level rarer than a
corresponding belt of martial arts would be.
NOTES
22
When wielded by a martial artist, this weapon gains They are vulnerable to radiant damage, but they find
additional properties: suffering this damage pleasurable.
The wielder is able to use the Bonding Strike and "Suggested" builds
Subduing Strike techniques. If they already know either of
these techniques, they can choose other strike techniques The wide variety of optional techniques above can tend to
they could learn, gaining the ability to use these paralyze some players with too many choices. To help
techniques until attunement ends. alleviate this problem, here are some "suggested" builds. If
When they hit with this weapon, the wielder can use the DMs want to, they could limit players to the choices
weapon for a strike technique. This costs 1 ki point, plus suggested for their chosen subclass, or to an appropriate
the technique's normal ki cost. "themed" build.
The wielder can spend 3 ki to add one charge to this First, here's three "themed" builds, to give some idea of
weapon, as a free action. what is possible:
Curse (DMs option): Some, but not all, examples of this Traditional Monk reproduces the 5e Monk. Note that
item were used in an ancient conflict against a holy order, through 12th level, this class roughly even with the monk
and that order's patron deity was able to impose a powerful in named abilities (though Stunning Strike is weaker, and
curse on the ones which were used in this manner. If such an they have more hit points and basic ki abilities.)
item is used to help enslave any creature (that is, to force it to Support: Focused on options that help others.
perform work useful to others against its will), the curse is Mage's Bane: Optimized for shutting down enemy mages.
activated for 7 years.
While this curse is activated, anyone If you are a variant human, get the Mage Slayer feat to
attuned to this weapon will not voluntarily unattune from it. start out; replace Patient Response with Focused Aim at
Remove Curse will deactivate, but not remove, this curse. level 5; and get a strike technique at level 10.
While under this curse:
They find healing magic to be painful; whenever they
magically recover hit points, they must succeed on a DC
18 Constitution saving throw, or be stunned until the end
of their next turn.
*: These techniques have prerequisites above that are optional; make sure you choose valid combinations.
SUGGESTED PROGRESSIONS
24
Next, here are suggested technique progressions for Four Elemnts, Kensei, Long Death, Open Hand, and Sun Soul.
*: These techniques have prerequisites above that are optional; make sure you choose valid combinations.
NOTES
27
Levels 1-4: Slightly better, but doesn't overshadow anyone.
FAQ Levels 5-8: Substantially less chance of an encounter-
Why did you make this? winning stun, but slightly less needy about short rests, and
I think that the Monk archetype in D&D has great potential to more flexible.
be distinctive and fun, with ways to keep up in frankly Levels 9-14: Begins to catch up and pass the standard
superhuman power with other classes without relying on Monk, though still doesn't flat-out dominate it.
"magic". But in practice, playing a Monk too-easily turns into Levels 15-20: Clearly dominates the standard Monk. But
a matter of just "I attempt a stunning strike... again." That's so do most spellcasters, so that's OK.
not really fun, for three reasons: it's monotonous; if it doesn't But isn't 15 techniques by L20 too many?
work, you feel useless; and if it does work, the bad guys' cool Not really. First, consider that you could spend 8-10 of these
abilities feel useless. 15 just on techniques that reproduce standard and/or
So, inspired by the flexibility of Warlock invocations, I tried existing alternate features of the Monk class — and in the key
to make a more-flexible, yet still balanced, version of the case of Stunning Strike, the technique version is notably
class. I think that nerfing Stunning Strike by a bit (though it's weaker. Second, consider that in some ways, techniques are
still definitely a substantial ability) opens up a lot of room to comparable to spells; and that, eg, a Level 20 Warlock has 15
add options without breaking balance. spells known, 4 cantrips, 4 mystic arcana, and 8 invocations.
In other words: you could even give 2 or 3 techniques as
Yes, but why spend so much time on it? quest rewards by level 12, and this wouldn't be broken.
Good question...
Is this a Mary Sue/Marty Stue class?
Aside from techniques, how does this Compared to Hexblade? No way, don't be ridiculous.
differ from Monk? Why? Compared to full casters or paladins? No.
In descending order of impact: Compared to Barbarian? Clearly more flexible, but doesn't
Nerfed stunning strike:. You can only attempt it once per touch the barbarian at the thing the barbarian does best.
turn, and if the target fails the DC by 5 or less, they are Compared to Fighter, Rogue, or Ranger? This might begin
only slowed, not stunned. to outshine a poorly-built fighter or rogue, even in their own
New Basic/Novice Techniques: In addition to Flurry of niche; but it won't overshadow a well-built one. It will
Blows, Patient Defense, and Step of the Wind, I've added dominate a poorly-built Ranger, but isn't the same niche.
Energy Reserves: Some ki recovery without Isn't this class (still) kinda orientalist/
whining about short rests. exoticizing?
Tumbling Dodge: Monk-style Uncanny Dodge. It's hard to get away from that issue. I've tried to draw from a
Critical Strike: Slight increase to damage and/or true variety of martial arts from around the world; for
control. Rewards saving ki, not blowing it all early. instance, "Grasscutter strike" is named for a Capoeira
Ki Shield: Increase survivability; fits with Diamond technique, not a Judo one. But one basic part of the appeal of
Soul, but early enough to matter. playing a monk is the fantasy of being like somebody from a
1d10 hit dice: Most 1d8 classes are casters (cleric, druid, kung fu movie, so stereotypes are going to come into play.
bard, warlock); and Rogue & Artificer are often ranged. A Ultimately, though, it's up to the players and the DM what
Martial Artist's two most signature moves (flurry of blows they do with this. You can make your Martial Artist character
and stunning strike) both require melee combat, and their anyone you want them to be, and stuff like Iron Body is there
AC is not top-tier. There's no good excuse for not giving to encourage a variety of play-styles. It's a game, so have fun,
them 1d10; the fighter still wins with 2nd Wind. and take care of each other.
New features at level 10/11: Improved Basic Ki More: “May I Play A Character From Another Race?”.
Techniques makes your basic tools... more of themselves.
Changed Martial Arts: Bonus action doesn't depend on Any tricky rules?
action, and combines better with feats/fighting styles. Tumbling dodge uses up movement for the current turn
Flexible Technique and Fluid Mastery: Better capstones only. You still get your full movement on your next turn.
to help you better keep up in high-tier play. If you have more than your ki point maximum — for
All in all, the purpose of these changes is similar to the reasons such as exhaustion with Ascetic Habits — then
purpose of adding techniques: in order to make playing this you immediately lose any excess ki points.
class more varied and fun, hopefully without overshadowing When combining Adder's Patience with Flow of the River,
the rest of the party. you can prepare to attack if a given creature casts a spell,
then use the resulting reaction to move (such as out of the
Has this been playtested? way of the spell), even if you have no valid target for your
Only a little, at lower levels. But I'm a professional number- reaction attack.
cruncher, so I've done ... probably more white-room scenarios Iron Skin still applies to the damage that breaks your
and damage calculations than most canon 5e content gets. concentration.
If you playtest it, please let me know how it goes. Contact: Breath Control's Focused Breathing works on Dispelling
drquinn at mit dot edu. Strike.
How's the balance?
As compared to a standard Monk:
FAQ
28