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Monk

Summar

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Basic Features..................................................................................................................4
Hit Points.......................................................................................................................4
Proficiencies...................................................................................................................4
Equipment......................................................................................................................4
Class Features..................................................................................................................5
Unarmored Defense.......................................................................................................5
Martial Arts....................................................................................................................5
Ki...................................................................................................................................5
Flurry of Blows..............................................................................................................6
Patient Defense..............................................................................................................6
Step of the Wind............................................................................................................6
Unarmored Movement...................................................................................................6
Monastic Tradition.........................................................................................................6
Deflect Missiles.............................................................................................................6
Ability Score Improvement...........................................................................................7
Extra Attack...................................................................................................................7
Stunning Strike..............................................................................................................7
Ki-Empowered Strikes...................................................................................................7
Evasion...........................................................................................................................7
Stillness of Mind............................................................................................................8
Purity of Body................................................................................................................8
Tongue of the Sun and Moon........................................................................................8
Diamond Soul................................................................................................................8
Timeless Body...............................................................................................................8
Empty Body...................................................................................................................8
Perfect Self.....................................................................................................................8
Monastic Traditions........................................................................................................9
The Mind – Way of the shadow....................................................................................10
Shadow Arts.................................................................................................................10
Shadow Step................................................................................................................10
Cloak of Shadows........................................................................................................11
Opportunist..................................................................................................................11
The Word – Way of the Kensei....................................................................................12
Path of the Kensei........................................................................................................12
One with the Blade......................................................................................................12
Sharpen the Blade........................................................................................................12
Unerring Accuracy.......................................................................................................13
The Soul – Way of the Bladeless Warrior...................................................................14
Steel Will.....................................................................................................................14
Gathering Storm...........................................................................................................15
Last Breath...................................................................................................................16
Relentless Descent.......................................................................................................16
The Mind – Way of the Open Hand.............................................................................18
Open Hand Technique.................................................................................................18
Wholeness of Body......................................................................................................18
Tranquility...................................................................................................................18
Quivering Palm............................................................................................................18
The Word - Way of the Unwavering Will...................................................................20
Strike Through Earth...................................................................................................20
Mountain Stance..........................................................................................................20
Iron Pierces Swiftly.....................................................................................................20
Mithril Body................................................................................................................21
The Soul – Way of the Undying Guardian..................................................................22
Touch of the Undying..................................................................................................22
None shall pass............................................................................................................22
Mastery of Death.........................................................................................................22
Strike of the Undying...................................................................................................22
The Mind - Way of the Blooming Flower....................................................................23
Stance of the Blooming Flower...................................................................................23
Flower radiance............................................................................................................23
Mesmerizing Flower....................................................................................................24
Radiant Bloom.............................................................................................................24
The Word – Way of Tranquility..................................................................................25
Path of Tranquility.......................................................................................................25
Healing Hands..............................................................................................................25
Emissary of Peace........................................................................................................25
Douse the Flames of War.............................................................................................26
Anger of a Gentle Soul................................................................................................26
The Soul – Way of the Radiant Soul............................................................................27
Radiant Sun Bolt..........................................................................................................27
Searing Arc Strike........................................................................................................27
Searing Sunburst..........................................................................................................27
Sun Shield....................................................................................................................28
The Mind - The Way of the Four Elements...............................................................29
Elemental Ki................................................................................................................29
Disciple of the Elements..............................................................................................29
Spells and Ki Points.....................................................................................................30
Elemental Disciplines..................................................................................................30
The Word – Way of Savant..........................................................................................33
Mystical Erudition.......................................................................................................33
Extract Aspects............................................................................................................33
Extort Truth..................................................................................................................33
Mind of Mercury..........................................................................................................34
Preternatural Counter...................................................................................................34
Debilitating Barrage.....................................................................................................34
The Soul – Way of the Humble Master.......................................................................35
Bonus Proficiencies.....................................................................................................35
Drunken Technique......................................................................................................35
Tipsy Sway..................................................................................................................35
Drunkard's Luck...........................................................................................................35
Intoxicated Frenzy.......................................................................................................36

Basic Features

Hit Points
Hit Dice: 1d8 per monk level
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

Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion,
and Stealth
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
Alternatively, you can ignore the equipment given by your class and
background, and start with 5d4 gp.

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. This die changes as you gain monk levels, as shown in the
Martial Arts column of the Monk table.
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.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy
of ki. Your access to this energy is represented by a number of ki points.
Your monk level determines the number of points you have, as shown in
the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing
three such features: Flurry of Blows, Patient Defense, and Step of the
Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long
rest, at the end of which you draw all of your expended ki back into
yourself. You must spend at least 30 minutes of the rest meditating to
regain your ki points.
Some of your ki features require your target to make a saving throw to
resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows
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.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on
your turn.

Step of the Wind


You can spend 1 ki point to take the Disengage or Dash action as a bonus
action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not
wearing armor or wielding a shield. This bonus increases when you reach
certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across
liquids on your turn without falling during the move.

Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the
Way of the Open Hand, the Way of Shadow, or the Way of the Four
Elements, all detailed at the end of the class description. Your tradition
grants you features at 3rd level and again at 6th, 11th, and 17th 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.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s
body. When you hit another creature with a melee weapon attack, you can
spend 1 ki point to attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of your next 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.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself
that is causing you to be charmed or frightened.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you
immune to disease and poison.

Tongue of the Sun and Moon


Starting at 13th level, you learn to touch the ki of other minds so that you
understand all spoken languages. Moreover, any creature that can
understand a language can understand what you say.

Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all
saving throws. Additionally, whenever you make a saving throw and fail,
you can spend 1 ki point to reroll it and take the second result.

Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of
old age, and you can’t be aged magically. You can still die of old age,
however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to
become invisible for 1 minute. During that time, you also have resistance to
all damage but force damage. Additionally, you can spend 8 ki points to
cast the astral projection spell, without needing material components. When
you do so, you can’t take any other creatures with you.

Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining,
you regain 4 ki points.

Monastic Traditions

After the consolidation of the third Age of Man, the Great Master Inil
Sulemme united all monastic traditions in the Grand Order of Mind, Word
and Soul.
The Grand Order’s goal, was to united all individuals of all races through
teaching each one to comprehend themselves, others and the world as a
whole. The traditions were divided in four orders with three subcategories
to stand in for mind, word and soul.
These four orders were based on how Inil Sulemme described Nepenthe, a
plane where there was no pain, no suffering, no dissatisfaction, and yet,
everyone lived, thrived and developed forever, in harmony and peace.
Order of the Obsidian Blade

“Violence is a constant of life, a practice found in nature, a tool to aid in


the everlasting struggle for survival, it is… unavoidable. We sleep safe in
our beds because rough men stand ready in the night to visit violence on
those who would do us harm.” These and many others are the platitudes
used as a relief to justify violence.
At its conception, this order was the most painful for the Great Master to
create, but he said that the way to light would not be an easy one, would be
one of great tribulations and suffering with any wrong step being able to
lead into much darkness. With things in it, ready to bind and harm those
who are just passing through.
So there must be those, who are ready to brave that darkness, and realease
others trapped within while looking not to be trapped themselves. And for
these dark deeds… there must be a blade, sharp, unafraid to strike and due
to that… just as dark.
The Mind – Way of the shadow

A mind ready to be the blade of civilization against those who would seek
to destroy or pervert it, must be aware of the grim burden that comes along
with that responsibility.

Shadow Arts
At 3rd level, as an action, you can spend 2 Ki points to cast Darkness,
Darkvision, Pass Without Trace, or Silence, without providing material
components. Additionally, you gain the Minor Illusion cantrip if you don't
already know it.

Shadow Step
At 6th level, when you are in dim light or darkness, as a bonus action you
can teleport up to 60 feet to an unoccupied space you can see that is also in
dim light or darkness. You then have advantage on the first melee attack
you make after it.

Cloak of Shadows
By 11th level, when you are in an area of dim light or darkness, you can
use your action to become invisible. You remain invisible until you make
an attack, cast a spell, or are in an area of bright light.

Opportunist
At 17th level, whenever a creature within 5 feet of you is hit by an attack
made by a creature other than you, you can use your reaction to take the
attack action against that creature with advantage in all it’s attacks.
The Word – Way of the Kensei

As the namesake of the order, the Kensei are those who hone their natural
combat skills to synergize with the use of weapons. These monks are the
face of the Order of the Sword, and as such they must always must uphold
the standards of the order to the common folk.

Path of the Kensei


At 3rd level, you gain the following benefits:
Kensei Weapons: Choose two types of weapons to be your kensei weapons:
one melee weapon and one ranged weapon. Each of these weapons can be
any simple or martial weapon that lacks the heavy and special properties.
The longbow is also a valid choice. You gain proficiency with these
weapons if you don't already have it. Weapons of the chosen types are
monk weapons for you. When you reach 6th, 11th, and 17th level in this
class, you can choose another type of weapon— either melee or ranged —
to be a kensei weapon for you, following the criteria above.
Agile Parry: If you make an unarmed strike as part of the Attack action on
your turn and are holding a kensei weapon, you can use it to defend
yourself if it is a melee weapon. You gain a +2 bonus to AC until the start
of your next turn, while the weapon is in your hand and you aren't
incapacitated.
Kensei's Shot: You can use a bonus action on your turn to make any target
you hit with a ranged attack using a kensei weapon take an extra 1d4
damage of the weapon's type. You retain this benefit until the end of the
current turn.
Way of the Brush: You gain proficiency with your choice of calligrapher's
supplies or painter's supplies.
One with the Blade
At 6th level, you gain the following benefits.
Magic Kensei Weapons: Your attacks with your kensei weapons count as
magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Deft Strike: When you hit a target with a kensei weapon, you can spend 1
Ki point to cause the weapon to deal extra damage to the target equal to
your Martial Arts die. You can use this feature only once on each of your
turns.

Sharpen the Blade


At 11th level, as a bonus action, you can expend up to 3 Ki points to grant
one kensei weapon you touch a bonus to attack and damage rolls when you
attack with it. The bonus equals the number of Ki points you spent. This
bonus lasts for 1 minute or until you use this feature again. This feature has
no effect on a magic weapon that already has a bonus to attack and damage
rolls.

Unerring Accuracy
At 17th level, if you miss with an attack roll using a monk weapon on your
turn, you can reroll it once per attack.
The Soul – Way of the Bladeless Warrior

A warrior’s duty is not to wage war, is to finish it. Absorbing that concept
into their soul, the bladeless warriors manifest their Ki as a weapon and
bend their own body and environment to work in synergy. To the bladeless
warriors, the world itself is their blade.

Steel Will
At 3rd level, when you choose this Monastic Tradition, you adopt the
unique stance of “Steel Will” whereby you assume a combat stance
revolving around your weapon being stowed for attacking and defending.
While practitioners may appear vulnerable to the untrained eye, they are
actually seeking for an opening in the opponent's defense. When they move
to strike, users are using the movements of these specially crafted
‘weapons’ to produce condensed force, similar to the nature of a spring,
push against the edge of the weapon when they initiate. Upon drawing their
weapon, they immediately brandish all of the built-up force alongside their
weapon to unleash a deadly strike, then replacing the weapon and returning
to the first position, all in one fluid and blinding movement.
This rapid motion serves as the basis for all future weapon techniques in
the Bladeless Warrior style.
With this technique, being attacked while having your weapon “stowed”
will not trigger a disadvantage so long as you are not surprised.
From this point, you must form a bond with a weapon, giving it a sacred
name and performing a special ritual of meditation over the course of 1
hour, which can be done during a short rest. The weapon must be within
your reach throughout the ritual, at the conclusion of which you touch the
weapon and form the bond, muttering the name you have chosen. Your Ki
weapon maintains any special abilities or effects of the bonded weapon. To
make a bond with a new weapon, you must spend over an hour and your
maximum Ki points to break your bond to the previous weapon and spend
one hour and your maximum Ki points to make a bond with the new one.
The weapon will then heed your call and materialize as pure Ki and the
environment in which it was summoned.
While your weapon is “stowed” it is passively accumulating pressure
within the sheath, which can build up after 5 turns. This can be used to
propel your weapon from your sheath to strike an enemy within 5 feet of
you with the hilt to knock them out (similar effect to stunning strike), then
you can make a strength or dexterity check (DC 8 + one third of your monk
level rounded up + 1), that if you succeed in, you blink up to 60 ft behind
your opponent and if within reach, you make an attack roll delivering half
your proficiency + number of turns accumulating pressure x your weapon’s
damage die.
Your affinity with the Ki has made you synch to the elements around you,
improving your mobility as in being able to jump 25 feet into the air, which
increases by 5 every level, and decrease all fall damage by 50%, have the
ability to sprint across walls, as well as water.
This bonded 'Weapon' (that doesn't have the special or heavy qualities) is
now considered a 'Monk Weapon'.
Your movements are aided by your Ki, because you are getting accustomed
to manipulate it around you. When you enter combat, you may
automatically adopt this stance and will continue using it unless forced not
to. While this stance remains active;
Any melee attacks made by your weapon has double the range.
You may take the disengage, dash, or dodge action as a bonus action
without the need to spend 1 Ki point.
Whenever you are hit by a ranged attack before damage is rolled, you may
make an attack against the projectile (AC equals the attack roll), Once per
turn. If you succeed, the ranged attack will now be treated as a miss and the
projectile will be destroyed. If you hold your full round of actions you can
use this ability up to a number of times equal to your Dexterity modifier.
Whenever any creature enters your 'Zone' of reach, they will provoke a
disadvantaged attack of opportunity. If it hits, before dealing damage, you
can spend 1 Ki point to cause this attack to deal double damage.
You may use 2 Ki points to invoke your link with the element surrounding
you and empower your body with rushing Ki. For your current turn, you
can jump four times your regular height, and any attacks you make cause
your weapon to reach twice the distance its natural distance and will ignore
any physical resistances of your target. This extra distance is tripled at level
6, quadrupled at level 11 and will also now ignore magical resistances, and
finally quintupled at level 17.

Gathering Storm
Starting at level 6, you have now overcome many perils and gathered much
knowledge from your adventures. Your mind has grown more keen from
your experiences and is able to remain focused and concentrated regardless
of the situation or danger. Also, from your daily practice in this art, you
grew a stronger connection to Ki, now you are able to read any movements
in the area around you in 45 ft. radius. And all attacks with your weapon
are considered magical for overcoming resistance purposes.
Because of this, you are unable to be surprised and even without using
sight, are able to distinguish the layout of your environment.
If you further take a moment to concentrate, you will be able to detect how
many creatures there are around you and in which direction they are
currently residing. This radius is increased at level 11 to 90 ft. and you
learn to sense even deeper movements, now capable of pinpointing their
location within this radius.
When you acquire this feature, 'Steel Will” gains extra effects.
With your connection to Ki growing, the area around reacts to help protect
you. When wielding your bonded weapon you gain + 2 bonus to your AC.
In addition, at level 11, the blade of your bonded weapon is covered by a
concentrated area-based Ki layer, giving it a + 3 to each damage roll caused
by the weapon and will permanently ignore all resistances.
You may spend 2 Ki points in order to empower your body with Ki as well
as strengthen the flow of area around you. For the rest of your current turn,
all enemies are unable to make attacks of opportunity on you, despite going
in and out of their reach and you can move through spaces occupied by
others.
With your constant developing of this technique, your weapon motions are
improved. You may attack twice during your attack action. This number
increases to 3 at level 11. These extra attacks stack with any you gain from
the normal 'Monk' Class Features.
Your natural jump distance is now doubled and you may make a 'Long
Jump' moving only a quarter of the distance required. In water these jumps
translate to bursts of movement equivalent to half your speed.

Last Breath
At level 11, your power over Ki and your link with environment reaches
another notable point.
Through your devoted meditation and training, your body has become so
attuned to water and air that you gain new traits.
Your body passively creates and absorbs Air, eliminating your need to
physically breathe. And you can breathe underwater and don’t suffer any of
the underwater combat or move penalties.
All of the your attunement to Ki causes you to weigh considerably less,
giving you the trait of 'Guided by the Wind'. Because of your gliding,
wind-like movement, your steps no longer produce sound and on any
acrobatic checks you have advantage. By spending 1 Ki point, for the next
minute, you can also now jump a height 4 times to your normal jump
height and are immune to the fall damage.

Relentless Descent
At level 17. Spend 4 Ki points to cause your next attack to be infused with
a powerful Ki generated force burst and launch the target upwards into the
air, stunning them for one turn. This enhanced attack will deal twice your
weapon damage. The height this sends them up is equal (in meters) to your
dexterity, wisdom, and strength modifiers combined.
Rushing up after your target, you float in the air and unleash a barrage of
strikes upon your helpless foe before sending them crashing down to the
ground below.
Along with all of your hits with your standard attack action, you may spend
any additional bonus actions or reactions to add one extra attack for each
spent.
At the end, you finish the combo with another wind-empowered attack and
send the target downwards with a powerful sweeping current. This attack
will deal twice your weapon damage at first and double falling damage. On
a critical role, the damage will be multiplied.
Order of the Jade Shield

The blade that strikes foe, does so, so that one day the shield that protects
friend may be lowered. Until that day comes, raised, will remain, the jaded
shield.
“One does not find strength when one couldn’t live without it. One finds it
when one has someone or something beloved so much that it forces the will
of oneself to be stretched further than thought possible.”
The morrow is a hope, never a promise. But the jade guardians of the just,
like a shield, were raised not to be put down even in face of great danger.
The Mind – Way of the Open Hand

While some may take up weapons in their time of need, the way of the
open hand says that one must not need a weapon when jumping into the
fray to protect the innocent, if one already is a weapon, always waiting
ready, hoping the time of need never comes. But never refraining to join, if
fate beckons them so.

Open Hand Technique


At 3rd level, whenever you hit a creature with one of the attacks granted by
your Flurry of Blows, you can impose one of the following effects on that
target:

It must succeed on a Dexterity saving throw or be knocked prone.


It must make a Strength saving throw. If it fails, you can push it up to 15
feet away from you.
It can't take reactions until the end of your next turn.

Wholeness of Body
At 6th level, as an action, you can regain hit points equal to three times
your monk level. You must finish a long rest before you can use this
feature again.

Tranquility
Beginning at 11th level, at the end of a long rest, you gain the effect of a
Sanctuary spell that lasts until the start of your next long rest (the spell can
end early as normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, when you hit a creature with an unarmed strike, you can
spend 3 Ki points to start these imperceptible vibrations, which last for a
number of days equal to your monk level. The vibrations are harmless
unless you use your action to end them. To do so, you and the target must
be on the same plane of existence. When you use this action, the creature
must make a Constitution saving throw. If it fails, it is reduced to 0 hit
points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time.
You can choose to end the vibrations harmlessly without using an action.
The Word - Way of the Unwavering Will

When one sees a way of the unwavering will monk without knowing their
true identity, one might just see a regular individual, when an unaware
aggressor sees a way of the unwavering will monk, they think they see
another victim. That’s exactly the point. A monk of this way is just an
ordinary individual, who trained in mind and body to protect the world with
his will.
When an enemy realizes who they are attacking, they see an
insurmountable mountain, all others, see an unbreakable fortress standing
to protect the innocent.

Strike Through Earth


At level 3 you have learned to channel your energy to bring down anything
your enemy hides behind. At 3rd level, you deal triple damage to objects
with your unarmed strikes. You may spend 1 Ki point as a bonus action to
gain one of the following effects, which last for 1 minute:
Iron resist, you gain resist for piercing, slashing, and bludgeoning
Iron defence, add 2 AC for the next minute
Iron Strength, when you use this Ability increase your size by one larger to
be able to push, drag, or lift more weight also you gain advantage on
grapple checks, and your strikes become one dice larger.

Mountain Stance
At 6th level you harness your energy to become as sturdy as a mountain, by
paying 2 Ki Points as a bonus action to enter the Mountain Stance. You
may choose one of the following effects, which lasts for one minute:
Mountain Building Thick: you gain +3 AC and gain temporary HP
equaling your Monk level.
Mountain Standing Firm: You are unable to be moved by any creature 1
sizes larger than your current size or smaller.
Mountain Piercing Earth: Your unarmed strikes are more powerful. Apply
+3 on top of your damage modifier.
Mountain Facing Storm: You Become Immune To Fear, Charm,
Confusion, And Madness effects.
This effect increases to 5 minutes at 9th level, 10 minutes at 12th level, 15
minutes at 15th level, and 20 minutes at 18th level.

Iron Pierces Swiftly


At 11th level, channel your Ki into a short period of activity, lasting for 1
minute, as a bonus action you may spend 3 Ki points to (choose one):

You have advantage on all Strength/dexterity saving throws


You have advantage on all wisdom/constitution saving throws

Mithril Body
At 17th level, You have learned to Channel stone and metal into your
physical ability, you gain the following abilities:
When using Mountain Stance, in the same bonus action, you may select
any number of abilities for 1 Ki each after the first one to also activate.
And, the Ki cost for Iron Pierces Swiftly now costs 2 Ki and there is no Ki
cost for Strike Through Earth.
Become resistant to all damage while under the effects of Mountain Stance
and become immune to all nonmagical weapons. And, during Iron Pierces
Swiftly, all creatures are considered objects for the use of your Strike
Through Earth.
The Soul – Way of the Undying Guardian

The longest compromise one often can do is until their demise, when they
lay their heads to rest for one last time. However, there are those whom
even death can withstand between them and their mission. This is the
ultimate fate of the undying guardians, for whom duty is a power greater
than death’s grip.

Touch of the Undying


At 3rd level, when you reduce a creature within 5 feet of you to 0 hit
points, you gain temporary hit points equal to your Wisdom modifier +
your monk level (minimum of 1 temporary hit point).

None shall pass


At 6th level, when you take this action, each creature within 30 feet of you
that can see you must succeed on a Wisdom (DC 8 + proficiency+
charisma/strength) saving throw or be frightened of you until the end of
your next turn.

Mastery of Death
Beginning at 11th level, when you are reduced to 0 hit points, you can
expend 1 Ki point (no action required) to have 1 hit point instead.

Strike of the Undying


At 17th level, as an action, you touch one creature within 5 feet of you, and
expend 1 to 10 Ki points. The target must make a Constitution saving
throw. On a failed save, it takes 2d10 necrotic damage per Ki point spent
on a failed save, or half as much on a successful one.
Order of the Ruby Heart

Most monastic traditions focus on harnessing Ki for the user’s own benefit.
This one, however, focuses on synchronizing the user’s Ki to that of his
allies and the surrounding energy, is focused on being an agent own
world’s Ki flow.
“Some feel like they can't protect what they love without holding a sword,
but all know that none can embrace while doing so.
No force but love can impel one to step willingly into the shadows so that
others may shine”
The heart is ruby, for it feels, it hurts, it bleeds. Some may see it as a
weakness, but it only shows how the infinite power of love is far beyond
such fool`s comprehension.
The Mind - Way of the Blooming Flower

When one follows the way of the blooming flower, one must ingest a Ki
flower seed. If one is truly set in putting their life in danger in order to
protect and heal others, a pure Ki flower blooms within them guiding them
to assume the instance of the blooming flower.

Stance of the Blooming Flower


At level 3 when in this stance, as a bonus action, you can summon, a
glowing, distinctly colored energy shield with a unique flower pattern in
front of your forearm and it acts like a shield, giving +2AC but not
counting against unarmored defense and it sheds bright light in a 15ft area
around you, and dim light up to 30ft. As a reaction, once per turn you may
block an incoming melee attack. Roll a d20 + proficiency + your Dexterity
modifier. If the result is equal or higher than the incoming attack roll, you
have successfully blocked the attack, take no damage and can redirect half
of the avoided damage to yourself or an ally as health for 1 Ki point as a
bonus action. This diverged damage can be accumulated until the shield is
dissipated.
And while using the Patient Defense ability, you gain advantage on checks
and saves to resist being grappled, restrained, forcibly moved or knocked
prone.
You may, as a reaction, impose disadvantage on an attack against a
creature other than you, so long as you can see the attacker.

Flower radiance
At 6th level while you have the glowing flower summoned, as an action,
you can spend 3 Ki points to create a tornado filled with your flower’s
petals in a straight line that the size of the target up to 30 feet. The target
takes 5d6 radiant damage and has to make a Dexterity saving throw or be
knocked prone. And any allies within the affected area will be healed the
same amount, and may dash towards your target as a reaction.
Alternatively, your shield can be used as a thrown weapon/ heal (with a
range of 30/90 and damage die equal to your unarmed attack) damaging
enemies and healing allies for the same amount. You can ricochet your
shield on allies or enemies for additional attacks against creatures within
range using your Extra Attack and Flurry of Blows features for enemies
and the attack action for an allie, or if you gain additional attacks by other
means (such as through haste). After performing its last hit, the shield will
dissipate.
Attacks made with your shield are considered magical for purposes of
overcoming resistance and immunity.

Mesmerizing Flower
At 11th level, you can spend 2 Ki points as a reaction to either make a
clone of yourself that will shield you or an ally from an incoming attack. It
will take the full damage before dissipating. Or you can teleport behind an
enemy that you can see within 30 feet and make one surprise unarmed
strike attack. The target takes double damage as radiant.
You can spend 2 Ki as a bonus action to cast Compelled Duel, Warding
Bond or haste, and you can cast levitate at will but only while in possession
of your shield.

Radiant Bloom
At 17th on your turn you can make an unarmed strike as an action with the
shield. You deal the target 5d6 bludgeoning or radiant damage. As a bonus
action, you can also spend all remaining Ki points to perform to dash your
speed and follow up a strike with the flower shield that deals 10d10 radiant
all the damage you avoided and healed since you last replenished your Ki.
The target has to make a Strength or Dexterity saving throw (DC=
8+Dex+Ki points spent to activate the maneuver), depending what the
target chooses. If it fails, you push the creature up to 15 feet away from you
and the creature are stunned until the end of your next turn. However when
you perform this action you can no longer summon your shield until you
finish a long rest.
Alternatively, when in Patient Defense while holding your shield, you gain
resistance to all nonmagical damage, and you also gain temporary HP equal
to your Monk Level, finally you can cast fly, on yourself, at will.
The Word – Way of Tranquility

The quintessential healer amongst the monks, those in the path to


tranquility can do more than simply heal those in need. They can use the
power of their will and their mastery over Ki to purge negative substances
and even magic effects or curses.
For those whom the will to care, protect and save is more important than
harming others, the way of tranquility will guarantee that this monk’s allies
are always recovered from the advances of those who wish to harm them.

Path of Tranquility
At 3rd level, with this feature, you can cast the Sanctuary spell on yourself,
no material component required, and it lasts up to 8 hours. Its saving throw
DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature
that succeeds on the save is immune to this effect for 1 hour.
Once you cast the spell in this way, you can't do so again for 1 minute.

Healing Hands
At 3rd level, you have a pool of magical healing power that replenishes
when you take a short or long rest. With that pool, you can restore a total
number of hit points equal to your monk level × 10.
As an action, you can touch a creature and draw power from the pool to
restore a number of hit points to that creature, up to the maximum amount
remaining in the pool.
Instead of healing the creature, you can expend 5 hit points from your pool
of healing to cure the target of one disease or neutralize one poison
affecting it. You can cure multiple diseases and neutralize multiple poisons
with a single use of Healing Hands, expending hit points separately for
each one. And starting at 6th level, by 5 Ki points you can dispel negative
magic effects up to half your monk level.
When you use your Flurry of Blows, you can replace one of the unarmed
strikes with a use of this feature.
This feature has no effect on undead and constructs.

Emissary of Peace
At 6th level, whenever you make a Charisma check to calm violent
emotions or to counsel peace, you have advantage on the roll. You must
make this entreaty in good faith; it doesn't apply if proficiency in the
Deception or Intimidation skill applies to your check.
You also gain proficiency in the Performance or Persuasion skill (choose
one).

Douse the Flames of War


At 11th level, as an action, you can touch a creature, and it must make a
Wisdom saving throw with a DC equal to 8 + your proficiency bonus +
your Wisdom modifier. The target automatically succeeds if it's missing
any of its hit points. If the target fails the save, it can't attack for 1 minute.
During that time, it also can't cast spells that deal damage or that force
someone to make a saving throw.
This effect ends if the target is attacked, takes damage, or is forced to make
a saving throw or if the target witnesses any of those things happening to
its allies.

Anger of a Gentle Soul


At 17th level, if you see a creature reduce another creature to 0 hit points,
you can use your reaction to grant yourself a bonus to all damage rolls
against the aggressor until the end of your next turn. The bonus equals your
monk level.
Also, if your hit points are reduced to 0, your nearest ally gains false life
equivalent to the total damage of the attack that reduced your hit points to
0.
Each of these abilities can only be activated once per short/long rest.
The Soul – Way of the Radiant Soul

When lost in what seems like a moonless night, one might seek a light. In
this dark world filled with, villainy, atrocities and evil, it is natural for
some to think that there is no light and they might descent in despair,
however there are those who look within to bring their inner light outwards
and illuminate the world. For as long as there is hope and effort, one will
always find the light within.

Radiant Sun Bolt


At 3rd level, you gain a new attack option that you can use with the Attack
action. This special attack is a ranged spell attack with a range of 30 feet.
You are proficient with it, and you add your Dexterity modifier to its attack
and damage rolls. Its damage is radiant, and its damage die is a d4. This die
changes as you gain monk levels, as shown in the Martial Arts column of
the Monk table.
When you take the Attack action on your turn and use this special attack as
part of it, you can spend 1 Ki point to make the special attack twice as a
bonus action.
When you gain the Extra Attack feature, this special attack can be used for
any of the attacks you make as part of the Attack action.

Searing Arc Strike


At 6th level, immediately after you take the Attack action on your turn, you
can spend 2 Ki points to cast the Burning Hands spell as a bonus action.
You can spend additional Ki points to cast burning hands as a higher-level
spell. Each additional Ki point you spend increases the spell's level by 1.
The maximum number of Ki points (2 plus any additional points) that you
can spend on the spell equals half your monk level.

Searing Sunburst
At 11th level, as an action, you magically create an orb and hurl it at a
point you choose within 150 feet, where it erupts.
Each creature in that 20-foot-radius sphere must succeed on a Constitution
saving throw or take 2d6 radiant damage. A creature doesn't need to make
the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending Ki points. Each point
you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield
At 17th level, you shed bright light in a 30-foot radius and dim light for an
additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can
use your reaction to deal radiant damage to the creature. The radiant
damage equals 5 + your Wisdom modifier.
Order of the Lazuli Star

The lazuli stars are not known for their prowess in combat, the resilience of
their fighters nor the healing capabilities of its members, but instead, they
are the most influential and recognized order due to their cunning, and their
eternal quest for gathering, organizing and applying knowledge. Be about
the world, its inhabitants or what lies beyond imagination, to a lazuli star
all knowledge is obtainable and applicable for the betterment of all who
bask in an enlightened mind’s resourcefulness.
“Enlightenment is the inner light of wisdom that is permanently free from
all mistaken appearance, and whose function is to bestow mental peace
upon each and every living being every day.”

The Mind - The Way of the Four Elements

The distinction between sentience and sapience came about when one first
inquired not merely “what”, but also “why” and “how”, what was the first
step to bend it in its favor. So the first ones to exert their will’s power upon
the material world became the first masters of the elements.
The Way of the Four Elements is for those who wish to finely attune
themselves to the world around them, for those whose taste for knowledge
will bring them into contact to the foundations of existence itself. And
whom possess the will, to it.

Elemental Ki
For every 2 Ki points spent, those in the way of the four elements learned
to draw from nature’s Ki to recover 1 Ki point, as long as they are in
contact with any of the four elements or any of their variants.
Disciple of the Elements
At 3rd level, you learn magical disciplines that harness the power of the
four elements. A discipline requires you to spend Ki points each time you
use it.
You know the Elemental Attunement discipline and one other elemental
discipline of your choice, which are detailed in the “Elemental Disciplines”
section below. You learn one additional elemental discipline of your choice
at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one
elemental discipline that you already know with a different discipline.
If a discipline hasn’t been changed in 6 levels, you can choose to have its
Ki points cost halved. However, for all other effects, it is still counted as if
in its regular cost. Only one discipline may at a time may benefit from this.
Casting Elemental Spells
Some elemental disciplines allow you to cast spells. 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 an elemental discipline spell that you cast, provided
that the spell has an enhanced effect at a higher level, as burning hands
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 Sweeping Cinder
Strike 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

Elemental Disciplines
The elemental disciplines are presented in alphabetical order. If a discipline
requires a level, you must be that level in this class to learn the discipline.
 Breath of Winter (17th Level Required). You can spend 6 Ki points
to cast Cone of Cold.
 Clench of the North Wind (6th Level Required). You can spend 3 Ki
points to cast Hold Person.
 Elemental Attunement. You can use your action to cause one of the
following effects of your choice within 30 feet:
 Create a harmless, instantaneous sensory effect related to air, earth,
fire, or water, such as a shower of sparks, a puff of wind, a spray of
light mist, or a gentle rumbling of stone.
 Instantaneously light or snuff out a candle, a torch, or a small
campfire.
 Chill or warm up to 1 pound of nonliving material for up to 1 hour.
 Cause earth, fire, water, or mist that can fit within a 1-foot cube to
shape itself into a crude form you designate for 1 minute.
 Eternal Mountain Defense (17th Level Required). You can spend 5
Ki points to cast Stoneskin, targeting yourself.
 Fangs of the Fire Snake. When you use the Attack action on your
turn, you can spend 1 Ki point to cause tendrils of flame to stretch
out from your fists and feet. Your reach with your unarmed strikes
increases by 10 feet for that action, as well as the rest of the turn. A
hit with such an attack deals fire damage instead of bludgeoning
damage, and if you spend 1 Ki point when the attack hits, it also
deals an extra 1d10 fire damage.
 Fist of Four Thunders. You can spend 2 Ki points to cast
Thunderwave.
 Fist of Unbroken Air. As an action, you can spend 2 Ki points and
choose a creature within 30 feet of you. That creature must make a
Strength saving throw. On a failed save, the creature takes 3d10
bludgeoning damage, plus an extra 1d10 bludgeoning damage for
each additional Ki point you spend, and you can push the creature up
to 20 feet away from you and knock it prone. On a successful save,
the creature takes half as much damage, and you don't push it or
knock it prone.
 Flames of the Phoenix (11th Level Required). You can spend 4 Ki
points to cast Fireball.
 Gong of the Summit (6th Level Required). You can spend 3 Ki
points to cast Shatter.
 Mist Stance (11th Level Required). You can spend 4 Ki points to
cast Gaseous Form, targeting yourself.
 Ride the Wind (11th Level Required). You can spend 4 Ki points to
cast Fly, targeting yourself.
 River of Hungry Flame (17th Level Required). You can spend 5 Ki
points to cast Wall of Fire.
 Rush of the Gale Spirits. You can spend 2 Ki points to cast Gust of
Wind.
 Shape the Flowing River. As an action, you can spend 1 Ki point to
choose an area of ice or water no larger than 30 feet on a side within
120 feet of you. You can change water to ice within the area and vice
versa, and you can reshape ice in the area in any manner you choose.
The extent of any such changes can't exceed half the area's largest
dimension. You can't shape the ice to trap or injure a creature in the
area.
 Sweeping Cinder Strike. You can spend 2 Ki points to cast Burning
Hands.
 Water Whip. You can spend 2 Ki points as a action to create a whip
of water that shoves and pulls a creature to unbalance it. A creature
that you can see that is within 30 feet of you must make a Dexterity
saving throw. On a failed save, the creature takes 3d10 bludgeoning
damage, plus an extra 1d10 bludgeoning damage for each additional
Ki point you spend, and you can either knock it prone or pull it up to
25 feet closer to you. On a successful save, the creature takes half as
much damage, and you don't pull it or knock it prone.
 Wave of Rolling Earth (17th Level Required). You can spend 6 Ki
points to cast Wall of Stone.
The Word – Way of Savant

The Savant monks are the embodiment of the phrase “know your enemy”.
Through research, they prepare themselves against the ever-coming tides of
evil. Through careful training, they have learned to puncture and
manipulate the spiritual flow of an opponent’s body. Through
understanding the secrets of their foe, they can adapt and surmount them.
Then, once the fight is done, they return to record their findings for future
generations of monks to study from.
They are arguably the vastest and most renowned monastic tradition, due to
their presence, or guidance, in almost every encounter with unknown or
hostile creatures in the world. Their effort to teach to the masses what they
can do to prevent monster attacks, and sharing their knowledge to aid
adventurers in their altercations with monsters or hostile societies. It’s
inarguable that these monks’ fists saved more lives with their strokes on
parchment, than against an enemy’s flesh.

Mystical Erudition
Upon choosing this tradition at 3rd level, you’ve undergone extensive
training with the Cobalt Soul, teaching you extensively in history or lore
from the monastery’s collected volumes. You learn one language of your
choice, and you choose one skill from the following list to gain proficiency
in: Arcana, History, Nature, and Religion. You gain an additional language
and an additional skill proficiency from the above list at 11th and 17th
level. If you already have proficiency in one of the listed skills at 11th or
17th level, you can instead choose to double your proficiency bonus for any
ability check you make that uses the chosen proficiency.
Extract Aspects
Beginning at 3rd level when choosing this tradition, you can strike multiple
pressure points to extract crucial information about your foe. Whenever
you hit a creature with one of the attacks granted by your Flurry of Blows,
you can choose to learn one characteristic about the creature of your
choice: Creature Type, Armor Class, Senses, Saving Throw Modifier of
your choice, Damage Vulnerabilities, Damage Resistances, Damage
Immunities, or Condition Immunities.

Extort Truth
At 6th level, you can hit a series of hidden nerves on a creature with
precision, temporarily causing them to be unable to mask their true
thoughts and intent. If you manage to hit a single creature with two or more
attacks in one round, you can spend 1 Ki point to force them to make a
Charisma saving throw. You can choose to have these attacks deal no
damage. On a failed save, the creature is unable to speak a deliberate lie for
1 minute and all Charisma checks directed at the creature are made with
advantage for the duration. You know if they succeeded or failed on their
saving throw. An affected creature is aware of the effect and can thus avoid
answering questions to which it would normally respond with a lie. Such a
creature can be evasive in its answers as long as the effect lasts.

Mind of Mercury
Starting at 6th level, you’ve honed your awareness and reflexes through
mental aptitude and pattern recognition. You can take a number of
additional reactions each round equal to your Intelligence modifier
(minimum of 1), at the cost of 1 Ki point per reaction beyond the first. You
can only use one reaction per trigger. In addition, whenever you make an
Intelligence (Investigation) check, you can spend 1 Ki point to gain
advantage on the roll.
Preternatural Counter
Beginning at 11th level, your quick mind and study of your foe allows you
to use their failure to your advantage. If a creature misses you with an
attack, you can immediately use your reaction to make a melee attack
against that creature.

Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to temporarily
lower a creature’s fortitude by striking a series of pressure points.
Whenever you hit a single creature with three or more attacks in one round,
you can spend 3 Ki points to cause the creature to suffer a vulnerability to a
damage type of your choice for 1 minute, or until after they take any
damage of that type. Creatures with resistance or immunity to the chosen
damage type do not suffer vulnerability. Instead, their resistance to the
chosen damage type is lost for the duration, or their immunity is reduced to
resistance for the duration.
The Soul – Way of the Humble Master

When most think about seeking secrets and hidden knowledge, they
envision a scholar enclosed with his forbidden books in a library, a hidden
assassin eavesdropping on his targets from within the shadows. But books,
are written envisioning they will be read, the stealthiest of all might have
his cover blown or be spotted. The humble master suffers none of those
limitations.
No one pays no mind to an unarmed drunkard unconscious on the gutter,
allowing those hidden in plain sight to listen attentively with no fear of
being ousted.
The Humble Masters, are those who are prepared to delve in the darkest
underbellies of the world, seeking compromising secrets and the most
hidden of dark knowledge. They are ready to resort to the lowest of tricks
and impersonate the most vilified, ostracized and ignored members of
society in order to blend with the environment and acquire the necessary
wisdom to the betterment of all.
The humble unsung heroes, who ironically will sing the praise of others
when in a drunken haze and will help preserve peace from the places most
would rather not see.

Bonus Proficiencies
At 3rd level, you gain proficiency with brewer’s supplies, performance and
deception. And have advantage on constitution saving throws against being
affected by substances/poisons.
Drunken Technique
At 3rd level, whenever you use Flurry of Blows you gain an extra hit and
you gain the benefit of the Disengage action, and your walking speed
increases by 10 feet until the end of the current turn.

Tipsy Sway
Starting at 6th level, you gain the following benefits:
Leap to Your Feet: When you're prone, you can stand up by spending 5 feet
of movement, rather than half your speed.
Redirect Attack: When a creature misses you with a melee attack roll, you
can spend 1 Ki point as a reaction to cause that attack to hit one creature of
your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck
Starting at 11th level, when you make an ability check, an attack roll, or a
saving throw and have disadvantage on the roll, you can spend 1 Ki point
to cancel the disadvantage for that roll. For an extra Ki point when using
this effect, you can gain advantage.

Intoxicated Frenzy
At 17th level, when you use your Flurry of Blows, you can make up to five
additional attacks with it (up to a total of eight attacks), provided that each
Flurry of Blows attack targets a different creature this turn. And for a Ki
point per hit, you may apply stunning strike to each hit.

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