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Biting Kerambit

Weapon , Rare Attunement: Required


Dagger; requires attunement by a monk
While wielding this weapon you gain the following benefits:
*You gain a +1 bonus to attack and damage rolls;
*When you use this weapon in your off hand for two-weapon fighting you may
add your Dexterity modifier to attack rolls with it;
*When you use a bonus action on your turn to gain an unarmed attack from your
Martial Arts feature you can make an attack with the Biting Kerambit instead.
Requires attunement by a non-good monk
While wielding this sickle you gain the following benefits:
*You have +2 to attack and damage rolls;
*You score a critical hit on a natural roll of 19-20;
*On the turn after you score a critical hit against a creature you may use a bonus
action and spend 1 Ki to automatically deal the weapon’s normal damage to that
creature again. This feature doesn’t work on creatures that lack blood.
Chain Whip

Weapon , Rare Attunement: Required


Requires attunement by a monk
While wielding this whip you gain the following benefits:
*You have a +1 bonus to attack and damage rolls;
*When you use this whip to grapple a creature the target has disadvantage on
Strength checks to escape.
Dragon of the Wind Katana

Weapon , Very Rare Attunement: Required


Longsword/katana; requires attunement by a monk
While wielding this sword you gain the following benefits:
*You have +2 to attack and damage rolls;
*You can use your Flurry of Blows class feature to attack with this weapon;
*When you score a critical hit with this weapon you push the target 30 feet away
from you in a direction of your choosing.
Dragon Pearl

Accessory/Jewelry , Uncommon Attunement: None


Only usable by a monk
While wearing this brooch you gain the following benefits:
*You have a +1 bonus to saving throws versus breath weapons;
*You can spend 1 Ki to gain resistance to damage from breath weapons for 1
minute.
East Wind Spear

Weapon , Rare Attunement: Required


Requires attunement by a monk
While wielding this spear you gain the following benefits:
*You have a +1 bonus to attack and damage rolls;
*As a bonus action on your turn you can spend 1 Ki to create a pair of linked
portals, one in front of you and one next to a hostile creature within 10 feet of you
that you can see. The second portal allows you to attack from an unexpected
angle; you gain advantage on attack rolls with the East Wind Spear.
Elemental Kunai

Weapon , Uncommon Attunement: None


Dagger; requires attunement by a monk
As a bonus action on your turn you can spend 1 Ki to convert this weapon’s
normal damage into elemental damage for 1 minute. You may choose cold, fire,
force, lightning, necrotic, psychic, or thunder damage. You can’t use this ability
again until you finish a short or long rest.
While this ability is active the Elemental Kunai emits dim light in a 10-foot
radius.
Entropic Naginata

Weapon , Legendary Attunement: Required


Spear; requires attunement by a non-lawful monk
While wielding this weapon you gain the following benefits:
*You have a +3 bonus to attack and damage rolls;
*All damage dealt by this weapon is necrotic damage;
*On a critical hit the target becomes vulnerable to necrotic damage, or you ignore
its resistance to necrotic damage, or its immunity to necrotic is downgraded to
resistance, for 1 minute. This effect can stack with multiple critical hits – for
example, downgrading resistance to vulnerability with two critical hits.
Feather Bow

Weapon , Uncommon Attunement: None


Shortbow; only usable by a monk
Attacks with this weapon count as magical for the purpose of overcoming
resistance or immunity to non-magical attacks.
When you use your Step of the Wind feature while wielding this bow you gain a
flying speed equal to your walking speed. You can use this feature a number of
times equal to your Wisdom modifier (minimum 1). You regain all spent uses
when you finish a long rest.
Greenwood Tonfa

Weapon , Rare Attunement: Required


Club; requires attunement by a monk
Greenwood Tonfa are always found in pairs. When you wield these weapons you
gain the following benefits:
*When you use these weapons for two-weapon fighting you add your Dexterity
modifier to both attack rolls;
*You can use your Flurry of Blows feature to attack with these weapons;
*Attacks with the Greenwood Tonfa count as magical for the purpose of
overcoming resistance or immunity to non-magical attacks.
If one of the Greenwood Tonfa is destroyed so is its mate.
Hazing Nunchaku

Weapon , Uncommon Attunement: None


As a reaction on your turn you can spend 1 Ki to whirl this flail in a defensive
pattern. You have half cover for up to 1 minute as long as you use your reaction
each turn to continue hazing.
Even if you can’t spend ki to activate the Hazing Nunchaku attacks with it count
as magical for the purpose of overcoming resistance or immunity to non-magical
attacks.
Imperial Robes

Armor/Shield , Very Rare Attunement: Required


Requires attunement by a monk; Imperial Robes take up the armor item slot but
don’t count as armor.
While wearing these clothes you gain the following benefits:
*You have a +2 bonus to your AC;
*You have a +2 bonus to your Charisma;
*You have advantage on Charisma (Intimidation or Persuasion) checks.
Jaded Serpent

Weapon , Very Rare Attunement: Required


Longsword (Katana); requires attunement by a monk
While wielding this weapon you gain the following benefits:
*You have a +2 bonus to attack and damage rolls;
*All damage dealt by this weapon is poison damage;
*As a bonus action on your turn you can spend 1 Ki for attacks from the Jaded
Serpent to ignore resistance to poison damage or treat immunity to poison
damage as resistance for 1 minute.
Ki Ring

Accessory/Jewelry , Uncommon Attunement: None


Only usable by a monk
When you begin a long rest you may meditate for 30 minutes to transfer up to
(half your monk level) Ki into this ring. The stored ki can be used normally to
activate your monk class features or ki-powered magic items.
Lantern Dancer’s Livery

Requires attunement by a monk; Lantern Dancer’s Livery takes up the armor item
slot but doesn’t count as armor.
While wearing this clothing you gain the following benefits:
*You gain a +2 bonus to your AC;
*You can use a bonus action on your turn and spend 1 Ki to create a wisp that
hovers over your head and moves with you. The wisp emits bright light in a 30-
foot radius and dim light another 10 feet beyond that for 1 hour;
*You have advantage on Dexterity saving throws while in bright light.
Requires attunement by a monk; Master’s Robes take up the armor item slot but
don’t count as armor.
While wearing this clothing you gain the following benefits:
*You have a +3 bonus to your AC and to Charisma (Intimidation) checks;
*You have advantage on Dexterity and Wisdom saving throws;
*Attacks on you can’t gain advantage from flanking.
Mendicant’s Cloak

Accessory/Jewelry , Common Attunement: None


While wearing this cloak you add your Wisdom modifier (minimum 1) to saving
throws against adverse weather conditions.
If you gain a level of exhaustion due to adverse weather you can spend 1 Ki after
finishing a short rest to remove that level of exhaustion.
While wearing this clothing you gain the following benefits:
*You have a +2 bonus to your AC and your Intelligence;
*You have advantage on Intelligence saving throws, Intelligence (History) checks,
and Wisdom (Perception) checks.
Serenity Leaf

Consumable/Potion , Uncommon Attunement: None


You can spend 15 minutes smoking this magical herb from a pipe or hand-rolled
cigar during a short rest. After doing so you and any ally who smoked with you
have advantage on your next saving throws to resist or recover from being
frightened (a creature that already has resistance to the frightened condition
automatically succeeds on the next save instead). When found there is enough
Serenity Leaf for 1d4 + 2 smoking sessions.
Vestments of the Moon

Requires attunement by a neutrally-aligned monk


While wearing this clothing you have a +1 bonus to your AC. This increases to
+2 if the moon is visible in the sky.
You gain an additional +1 (+2 if the moon is visible) bonus to a type of skill
check that varies with the current phase of the moon.
*New Moon: Dexterity (Stealth) checks
*Waxing Crescent: Charisma (Persuasion) checks
*Full Moon: Strength (Athletics) checks
*Waning Crescent: Intelligence (Investigation) checks
“Water” of the Monkey King

Consumable/Potion , Common Attunement: None


This potion has a strong ammonia smell (and a taste to match); you must succeed
on a DC 13 Wisdom saving throw or be unable to drink it.
The effects of this potion last for 1 hour. While the potion is active you can re-
roll any Dexterity (Acrobatics) check or Dexterity saving throw and take the more
favorable result.
Wheel of Sunlight

Weapon , Rare Attunement: Required


Shortsword; requires attunement by a good-aligned monk
While wielding this weapon you gain the following benefits:
*You have +1 to attack rolls;
*On a hit you can spend 1 Ki to deal an additional 1d4 radiant damage until the
end of your next turn. This increases to 1d6 if the target is evil.
Wind Adept’s Robes

Armor/Shield , Rare Attunement: Required


Requires attunement by a non-lawful monk; Wind Adept’s Robes take up the
armor item slot but don’t count as armor.
While wearing this clothing you gain the following benefits:
*You have a +1 bonus to your AC and to Strength (Athletics) checks to jump;
You make all jumps as if you had a running start;
*You have a +10 bonus to your speed.
Wuxia Potion

Consumable/Potion , Common Attunement: None


For 1 hour after drinking this potion you automatically succeed on Strength
(Athletics) checks to jump, and the height/distance of your jumps is doubled.
Xiaolong’s Lantern

Wondrous Item , Uncommon Attunement: None


When lit this lantern emits bright light in a 10-foot radius and dim light another 10
feet beyond that. The area lit is also warmed as if by a campfire. Anyone who
rests within the light of the lanterns receives the following benefits:
*Short Rest: Anyone who expends hit dice to regain hit points adds your Wisdom
modifier to the result of each hit die roll;
*Long Rest: Anyone who has levels of exhaustion removes one additional level of
exhaustion at the end of the rest.
You can use each of these abilities once per day.

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