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Monk Subclasses

Table Of Contents
Monk Subclasses
Way of the Blind Warrior
Way of the Closed Fist
Way of the Cosmic Bind
Way of the Floating Kick
Way of the Ideal Self
Way of the Immortal Dragon Fist
Way of Infinite Paths
Way of the Iron Grasp
Way of the Scribe
Villainous Class Option: Way of Forbidden Techniques
A Song of Ice and Fire: Way of Shadowbinding

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Way of the Blind Warrior
Our eyes can deceive us. Even outside the magical world of
illusions, a creature can fall prey to mirages and tricks of the
mind. Much of our sight is distracting and decadent. To walk
the Way of the Blind Warrior, one must remove one's capacity
to see in order to properly harness all the other methods of
perception.
Way of the Blind Warrior Features
Monk Level Feature
3rd Sightless (30 feet)
6th Balance and Judgment, Sightless (60 feet)
11th Magic Sight, Sightless (120 feet)
17th Weapon Deflect, Sightless (300 feet)

Sightless
Starting when you choose this tradition at 3rd level, you trade
your natural sight for greater senses. You gain blindsight in a
radius of 30 feet and are blind beyond that radius. The radius
of your blindsight increases as you gain levels in this class to
60 feet at 6th level, 120 feet at 11th level, and 300 feet at 17th
level.
Additionally, you have advantage on Wisdom (Perception)
checks that don't rely on sight, and a creature never has
advantage on attack rolls against you as long as you can sense
the creature and are not incapacitated.
Balance and Judgment
At 6th level, you have developed a greater sense of equilibrium
and intuition. You have advantage on saving throws and
checks to resist falling or being knocked prone and on
Wisdom (Insight) checks that don't rely on sight.
Magic Sight
When you reach 11th level, you begin to perceive the magic all
around. You are always under the effects of the detect magic
spell.
Weapon Deflect
Starting at 17th level, you can use your reaction to deflect or
catch the weapon when you are hit by a melee weapon attack.
When you do so, the damage you take from the attack is
reduced by 1d10 + your Dexterity modifier + your monk level.

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Way of the Closed Fist At the end of each of its turns, the creature can make
another Constitution saving throw. On a success, it is no
The Way of the Closed Fist believes that, when striking an longer stunned. If the creature fails this Constitution saving
opponent, power is best. They work on training their body to throw at the end of its turn two times consecutively, the
build strength, energy, and fortitude, and their mind to apply creature becomes unconscious until another creature uses an
these attributes in combat. The harder you hit your opponent, action to make a Wisdom (Medicine) check (DC equal to your
the quicker they fall. ki save DC) to wake it up.
Way of the Closed Fist Features
Monk Level Feature
3rd Combination
6th Guard Up
11th Clay Technique
17th Knock-Out

Combination
Starting at 3rd level, you can capitalize on landing successive
blows on a foe. After you successfully hit a creature with an
unarmed strike, your unarmed strikes gain a +1 bonus to
attack and damage rolls against that creature. These bonuses
end when you miss an attack or your turn ends.
Guard Up
Also at 3rd level, you have learned to block incoming blows
with your fists. If you are not wielding a weapon or shield, you
gain a +1 bonus to AC.
Punches
Starting at 6th level, when you make one unarmed strike as a
bonus action, you can make the attack one of the following
punches:
Cross. Your attack scores a critical hit on a roll of 19 or 20.
Hook. Your attack roll ignores any AC bonus the target
gains from a shield or half cover.
Jab. The target makes opportunity attacks at disadvantage
against you until the start of your next turn.
Uppercut. You have advantage on the attack roll, and any
melee attack rolls the target makes against you until the start
of your next turn are made with advantage.
Clay Technique
Starting at 11th level, your enemies must exert more energy
trying to damage you. When a creature hits you with a melee
attack using Strength, you may use your reaction to spend 2 ki
points to turn their strength against them. You take half
damage from the attack, and the creature must succeed on a
Strength saving throw or suffer two levels of exhaustion for 1
minute, after which the creature's exhaustion level is reduced
by two.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Knock-Out
Starting at 17th level, when you score a critical hit with an
unarmed strike against a creature, you may spend 2 ki points
to knock it out. The creature must succeed on a Constitution
saving throw or be stunned and knocked prone.

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Way of the Cosmic Bind You can use the Attack action through your mage hand to
make an unarmed strike or a weapon attack with a weapon
Ki penetrates the entirety of creation. It flows through us and it is holding that lacks the two-handed property. You make
connects us to one another. It can guide those who are this attack with proficiency, regardless of your weapon
attuned to receive its instructions, but can also be harnessed proficiencies, you use your Wisdom modifier for attack and
and controlled. The Way of the Cosmic Bind teaches just that. damage rolls, and the weapon counts as a monk weapon
These monks can influence other creatures' minds, and use for the attack.
their own mind to manipulate the objects around them. Your mage hand may make a shove attack. You use your
Drawing on this connection to the ki force requires a more proficiency bonus + your Wisdom modifier for this ability
tranquil and stoic mind than even other monks. A creature too check, instead of Strength (Athletics), and the distance if
emotional will find the Way of the Cosmic Bind challenging. pushed increases to 10 feet.
You may attempt to move an object being held or worn by a
Way of the Cosmic Bind Features creature. The creature must succeed on a Strength saving
Monk Level Feature throw or your mage hand possesses the object.
3rd Mental Training Additionally, you may spend 2 ki points when making a
6th Cosmic Deflect Missile ranged attack to increase the normal range by 30 feet and the
maximum range by 120 feet.
11th Combat Telekinesis
17th Cosmic Defense Cosmic Defense
Starting at 17th level, your connection to the Cosmic Bind
grants you preternatural sights and defenses. You gain
Mental Training blindsight in a 60 foot radius. Additionally, whenever you
When you reach 3rd level, your connection to the Cosmic Bind make a saving throw, you can substitute the ability modifier
allows you to affect objects and other minds with your mind. with your Wisdom modifier.
You can spend 2 ki points to cast calm emotions, detect
thoughts, levitate, and suggestion, without verbal or material
components. Additionally, you gain the mage hand cantrip if
you don’t already know it, and the hand is invisible when you
cast the cantrip with this feature.
Cosmic Deflect Missile
Starting at 6th level, you can use your mind to deflect missiles.
Your Deflect Missile feature gains the following additional
benefits:
The damage reduction is now 1d10 + your Dexterity
modifier + your Wisdom modifier + your monk level.
You may deflect ranged spell attacks using your mind. If
you reduce the attack to 0, any additional effects of the
spell are also negated.
You may deflect any ranged attack that hits a creature
within 30 feet of you using your mind.
If you reduce the damage to 0, you may now catch the
missile using your mind if it weighs no more than 20
pounds and regardless if your hands are free. If you spend
1 ki point to make a ranged attack with the weapon or
piece of ammunition you just caught using your mind as
part of the same reaction, you use your Wisdom modifier
for the attack and damage rolls.
Combat Telekinesis
When you reach 11th level, your ability to manipulate objects
with your mind can now be used in combat. When you cast
mage hand, you may spend 2 ki points to increase the weight
it can carry to 30 pounds, the distance you can move it to 60
feet, and the distance it can be away from you before
vanishing to 60 feet. It also gains these additional options
when you use your action to control the hand:

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Way of the Floating Kick
Monks of this tradition are able to make great aerial
maneuvers that many mistake for flight but are more like
elegant and masterfully controlled jumps which can be
extended with ki manipulation. But for the outsider they see
practitioners of the Way of the Floating Kick perform graceful
martial artistry whilst soaring high above. They see them walk
on air to engage opponents in aerial fights that are like a
beautiful ballet. They see them dart like a rushing wind and
glide like a gentle breeze. To them these things may as well be
flight.
Way of the Floating Kick Features
Monk Level Feature
3rd Air Step, Wind Strike
6th Aerial Fight
11th Transcendent Step
17th Move Like the Wind

Air Step
Starting at 3rd level, if you are on a solid surface you may use
a bonus action to gain a flying speed equal to your movement
speed until the end of your turn. You fall if you end your turn
in the air and nothing else is holding you aloft. Any fall
damage you take after an Air Step is reduced by half as long
as you are not incapacitated.
Wind Strike
Also at 3rd level, if you successfully hit a creature with a melee
attack while under the effects of your Air Step feature, you
may make a shove attack against the creature as a part of that
attack. If you win the contest, the creature also takes 1d4
bludgeoning damage. This die changes as you gain monk
levels, as shown in the Martial Arts column of the Monk table.
Aerial Fight
Starting at 6th level, you may extend the duration of your Air
Step feature to the end of your next turn if you spend 1 ki
point or make a melee attack against a creature on your turn
that is flying, hovering, falling, or held aloft by magic.
Additionally while under the effects of your Air Step feature,
ranged attacks against you are at disadvantage.
Transcendent Step
At 11th level, you harness speed and motility in flight. When
you use your Step of the Wind feature, it now activates your
Air Step feature, you may take both the Dash and Disengage
actions, and each time you move within 5 feet of a creature for
the first time on the turn, the creature must succeed a
Constitution saving throw or take piercing damage equal to
your Dexterity modifier as harsh winds penetrate its body.
Move Like the Wind
At 17th level, while you are under the effects of your Air Step
feature your movement is unaffected by difficult terrain, and
spells and other magical effects can neither reduce your speed
nor cause you to be paralyzed or restrained. You can also
spend 5 feet of movement to automatically escape from
nonmagical restraints, such as manacles or a creature that
has you grappled.

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Way of the Ideal Self
Focusing on improving their mental, physical, and spiritual
abilities, monks of this order spend a great deal meditating to
center their souls, studying to expand their mind, and
exercising to hone their bodies. While all monks train
rigorously, the complete and relentless mastery that the Way
of the Ideal Self strives for can seem foreboding and
exhausting. One must fully commit to achieve the ulitmate
goal of personal perfection.
Way of the Ideal Self Features
Monk Level Feature
3rd Body
6th Mind
11th Soul
17th Transcendent Form

Body
At 3rd level, you have improved your power, your agility, and
your vitality. Your carrying capacity (including maximum load
and maximum lift) is doubled. You gain a 10 foot increase to
your movement speed. Your hit point maximum increases by 3
and increases by 1 whenever you gain a level in this class.
Mind
Starting at 6th level, you gain proficiency in four skills of your
choice from the Intelligence or Wisdom skill lists.
Additionally, if you complete a short or long rest in which you
have spent at least 30 minutes meditating, you gain advantage
on the next number of Intelligence and Wisdom saving throws
you make equal to half your monk level. This benefit lasts to
the end of your next short or long rest.
Soul
At 11th level, your soul has transcended certain limitations
and confinements. You ignore race and alignment restrictions
on the use of magic items. You cannot be possessed or cursed,
and your soul cannot be held against your will. For 1 minute
after you die, your soul still remains with your body. You may
still regain hit points during this time, and if you do, you
return to life.
Transcendent Form
Starting at 17th level, whenever you finish a long rest, you can
increase two ability scores of your choice by 2, you can
increase two ability scores of your choice by 1 and one ability
score of your choice by 2, or you can increase four ability
scores of your choice by 1. You may increase your ability
scores above your normal maximum when increasing in this
way. These increases to your ability scores last until your next
long rest.

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Way of the Immortal Dragon Fist The target must succeed on a Strength saving throw. On a
failed save, the creature is pushed 30 feet away from you.
An intensely guarded and secretive order, the Way of the The target must succeed on a Constitution saving throw or
Immortal Dragon Fist focuses on teaching an extremely fall unconscious for 1 minute. This effect ends for a
strong and concentrated strike. The power of this strike is creature if the creature takes damage or someone uses an
believed to come from a mystic flight of dragons that the order action to wake it.
serves, but only the highest ranking members could confirm
this if they were allowed to speak on such matters. Ki Wave
At 11th level, you can concentrate the power of your fist into a
Way of the Immortal Dragon Fist Features shock wave. As an action, you can spend 3 ki points and strike
Monk the ground around you. Each creature in a 30-foot radius of
Level Feature you must make a Constitution saving throw. On a failure, it
takes 3d8 force damage, is pushed 10 feet away from you, and
3rd The Immortal Dragon Fist (one use) falls prone. On a success, it takes half as much damage, is not
6th Heart of the Dragon pushed away from you, and is not prone.
11th Ki Wave, The Immortal Dragon Fist (two uses) Resistant Hide
17th
Resistant Hide, The Immortal Dragon Fist (three Starting 17th level, you may spend 2 ki points as a bonus
uses) action to become resistant to all damage until the start of your
next turn.
The Immortal Dragon Fist
Starting when you choose this tradition at 3rd level, you learn
to speak, read, and write Draconic and gain access to the
immortal dragon fist. Once per turn when you make an
unarmed strike, you may spend 1 ki point to give the attack
the following attributes:
You gain a bonus to the attack roll equal to your Wisdom
modifier.
You deal extra force damage equal to 6d4 + your monk
level on a successful hit. This die changes as you gain
monk levels, as shown in the Martial Arts column of the
Monk table.
The damage dealt ignores all resistances and immunities.
You deal double damage to structures and objects.
Once you use this feature, you cannot use it again until you
finish a long rest. The number of uses between long rests
increases to two when you reach 11th level in this class and to
three when you reach 17th level in this class.
Heart of the Dragon
Starting at 6th level, the heart of a dragon pumps through your
fist. When you use your immortal dragon fist you may also
have the target suffer your choice of one of the following
effects:
The target must succeed on a Strength saving throw or
have disadvantage on Strength-based attack rolls, Strength
checks, and Strength saving throws for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
The target must succeed on a Constitution saving throw or
be paralyzed until the end of your next turn. The target can
repeat the saving throw at the end its turn, ending the
effect on itself on a success.
The target must succeed on a Constitution saving throw.
On a failed save, the creature can't use reactions, its speed
is halved, and it can't make more than one attack on its
turn. In addition, the creature can use either an action or a
bonus action on its turn, but not both. These effects last for
1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself with a
successful save.

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Way of Infinite Paths Potential Blows
Personal growth must begin with self-reflection. Students of At 17th level, you put all your potential into a single blow.
the Way of Infinite Paths not only look to who they are When you use Flurry of Blows, you can spend an additional 4
currently, but reach out to the innumerable versions of ki points to make twenty unarmed strikes instead of two. You
themselves: bygone versions of their past selves, divergent don't roll for these unarmed strikes which must all be made
versions of their present selves, possible versions of their against the same target. Instead, treat each one as if you had
future selves. These monks train to expand their knowledge rolled each possible number on a d20. For each unarmed
and abilities from all these variations. strike that would hit the target with your attack modifier for an
unarmed strike, you roll 1d10. All these potential strikes
Way of Infinite Paths Features coalesce into one single hit, and you deal bludgeoning damage
equal to the total rolled plus your damage modifier for an
Monk
Level Feature
unarmed strike (you only add this modifier once, regardless of
how many attacks hit). Remember, you always hit if the roll is
3rd Learn From Yourself, Varied Possibilities a 20 and never hit if the roll is a 1.
6th Return Step Once you use this feature, you can't use it again until you
finish a long rest.
Visions of Distant Pasts, Visions of Possible
11th
Futures
17th Potential Blows

Learn From Yourself


At 3rd level, you can connect to other versions of yourself that
have taken different paths and learn from them. You become
proficient in one skill or tool of your choice. When you finish a
short or long rest where you spend at least 30 minutes
meditating, you can change this proficiency to another skill or
tool proficiency of your choice.
Varied Possibilities
Also at 3rd level, you can peer into the the misty haze of
possibility to gain some insight toward your actions. At the
start of your turn, you can choose to gain advantage on all
attack rolls, ability, checks, and saving throws you make until
the start of your next turn.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Return Step
Starting at 6th level, you may return to your physical past. As a
bonus action on your turn, you may spend 1 ki point to
teleport to an unoccupied space. The space must be one you
have previously occupied on the current turn.
Visions of Distant Pasts
At 11th level, you may search deep inside the recesses of your
past to reexperience a moment with the exact level of clarity
and perception you had when you were first living the
experience. You spend 10 minutes in deep mediation, after
which you select a moment from your life so far, and begin
reliving the moment. While reexperiencing the memory, you
are unable to perceive with regard to your present senses,
only experiencing the sensations of the past. You may stop
reliving the past at any point (no action required).
Visions of Possible Futures
At 11th level, you may cast the divination spell as a ritual, as
described in chapter 10 of the Player's Handbook. When you
cast the spell in this way, you don't need to provide a sacrificial
offering as a part of the material component, only 25 gp of
incense, and the spell puts you in contact with a version of
your future self instead of a god or god's servant.

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Way of the Iron Grasp Wrestling Moves
If you take away your foes movement, you take away their The wrestling moves are presented in alphabetical order.
room to flee or strike. The Way of the Wrestler teaches its Body Shield. As a reaction to being attacked, you may
students techniques to limit an enemy's options and to expand attempt to have a creature grappled by you take the hit. Make
upon your own through grappling. a grapple check against the creature. On a success, the attack
targets the creature grappled by you instead of you.
Way of the Iron Grasp Features Choke Hold. As an action, make a grapple check against a
Monk
creature already grappled by you. On a success, the creature
Level Feature cannot speak or breathe until the grapple ends. While the
creature is grappled by you in this way, you may use your
3rd No-Gi, Grappling Techniques (3 moves) action to spend 1 ki point to restrict its airflow further. The
6th Reversal, Grappling Techniques (4 moves) creature must make Constitution saving throw. On a failure,
the amount of time the creature can hold its breath is reduced
11th
Gargantuan Grapple, Grappling Techniques (5 by 1 minute.
moves) Clinch Hold. As an action, make a grapple check against a
17th Tag In, Grappling Techniques (6 moves) creature already grappled by you. On a success, the creature
is restrained until the grapple ends.
No-Gi Conjuration Hold. As a reaction to a creature grappled by
Starting at 3rd level, you learn how to wrestle opponents you teleporting, you may spend 2 ki points to attempt to
through finesse rather than force. You may use Dexterity prevent this. The creature must succeed on a Wisdom saving
(Acrobatics) when making a grapple check. throw or have its attempt to teleport fail.
Also, you may spend 1 ki point to make one grapple attack Grappling Movement. Your speed is not halved when
as a bonus action. moving with a grappled creature.
Escaping Grasp. You may spend 3 ki points to make an
Grappling Techniques opportunity attack a grapple attack.
Starting at 3rd level, you learn a variety of techniques to Submission Hold. As an action, make a grapple check
augment your grappling. You learn three wrestling moves of against a creature already grappled by you. On a success, the
your choice, which are detailed under “Wrestling Moves” creature takes bludgeoning damage equal to half your monk
below. level (rounded down) at the beginning of each of its turns until
You learn one additional wrestling move of your choice at the grapple ends.
6th, 11th, and 17th level. Each time you learn new wrestling Suplex. As an action, make a grapple check against a
moves, you can also replace one wrestling move you know creature already grappled by you. On a success, the grapple
with a different one. ends, and the creature is prone and takes 4d4 bludgeoning
damage. This die changes as you gain monk levels, as shown
Reversal in the Martial Arts column of the Monk table.
Starting at 6th level, you have advantage on ability checks and Takedown. You can now use (Dexterity) Acrobatics to make
saving throws to resist being grappled, paralyzed, or shove attacks.
restrained. Also, if you use your action to break a grapple and Throw. As an action, make a grapple check against a
succeed, you may make a grapple attack against the creature creature already grappled by you. On a success, the creature
who was grappling you as a part of that action. is thrown 20 feet in a direction you choose and falls prone.
Wristlock. As an action, make a grapple check against a
Gargantuan Grapple creature already grappled by you. On a success, the creature
Starting at 11th level, your ki focus allows to grapple cannot cast spells with somatic components or attack using
creatures much larger than yourself. You may spend 2 ki its hands (or equivalent body part such as claws or tentacles)
points to make a grapple attack against a creature more than until the grapple ends.
one size larger than you. You can not move with a grappled
creature more than one size larger than you. A creature more
than one size larger than you may attempt to escape the
grapple as a bonus action at the cost of reducing its movement
speed to 0 until the end of its turn.
Tag In
Starting at 17th level, your holds on foes can grant allies
immediate strikes. While you are grappling a creature, you
may use a bonus action to allow an ally to use its reaction to
make one melee weapon attack against the creature you have
grappled.

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Way of the Scribe Beautiful Fighting
Monks are oft the arbiters of books and scrolls. Spending time At 11th level, your graceful precise motions of your calligraphy
in their monasteries between martial training and meditation have become a part of your fighting. When making melee
to transcribe the written word. Monks following the Way of the attacks on your turn, you can use a bonus action to create
Scribe take this life as a scrivener and apply it to their combat, beautiful and graceful movements with your weapon or body,
utilizing Mystic Glyphs to draw power to allies, take power mesmerizing those around you. Any target of your attacks
from enemies, and transform their fighting style into a must make a Wisdom saving throw (DC equal to your ki save
calligraphic artistry. DC). On a failure, you have advantage on your melee attacks
against the target this turn, and the target has disadvantage
Way of the Scribe Features on attacks against you until the end of its next turn.
Monk Level Feature Animated Ink
3rd Mystical Glyphs, Mystical Transcribing When you reach 17th level, you can transform your ink
6th Arcane Glyph
drawings into animated representations of the creatures
themselves. By taking 1 minute, you may manifest any
11th Beautiful Fighting creature of CR 5 or lower out of ink. Regardless of the
17th Animated Ink
creature's original type it is considered a construct. The
creature lasts for 1 hour, until it is reduced to 0 hit points, or
until you lose concentration (as if you were concentrating on a
Mystical Glyphs spell).
Starting when you choose this tradition at 3rd level, you begin The creature is friendly to you and your companions for the
to learn a number of special glyphs. You learn two Mystic duration. Roll initiative for the creature, which has its own
Glyphs of your choice, which are detailed under “Mystic turns. You have a telepathic link with it as long as the two of
Glyphs” below. you are on the same plane of existence. You can use this
You learn one additional Mystic Glyph of your choice at 6th, telepathic link to issue commands to the creature while you
11th, and 17th level. Each time you learn a new glyph, you can are conscious (no action required by you), which it obeys. If
also replace one glyph you know with a different one. you don't issue any commands to the creature, it defends itself
You can draw these glyphs on a creature as an action which from hostile creatures but otherwise takes no actions.
displays as a glowing symbol while active. In order to draw a Once you use this feature, you must finish a short or long
glyph on an unwilling creature, you must succeed on a rest before using it again.
Dexterity based unarmed strike against the target. Some of
your glyphs require your target to make a saving throw to Mystic Glyphs
resist the glyph’s effects. The DC is equal to your ki save DC. The mystic glyphs are presented in alphabetical order.
You can only have one Mystic Glyph active at a time. This Glyph of Bypassing. Choose a damage type when drawing
number increases as you gain levels in this class, increasing to this glyph. If the target was resistant to the damage type, it is
three at 6th level, five at 11th level, and seven at 17th level. You no longer resistant. If the target was immune to that damage
may end an active glyph at any time (no action required), and type, it is now resistant.
all your glyphs become inactive when you finish a long rest. Glyph of Control. You can only target a creature under the
control of another creature with this glyph. The creature
Mystical Transcribing controlling the target must make a Charisma saving throw. On
Also at 3rd level, you gain proficiency in Calligrapher's a failure, you may control the target in whatever way the
supplies. By taking time to transcribe any written language, original controller had control of the target for 1 minute.
glyphs, or symbols and spending 1 ki point when finished, you Glyph of Damage. Choose a damage type when drawing
gain an innate understanding of what you have written. this glyph. Each time the target suffers damage of that type for
the next minute, it takes an additional 1d4 damage of that
Arcane Glyph type.
When you reach 6th level, you can apply your mystical script Glyph of Distraction. The target must make a
to the crafting of arcane scrolls. You can replicate a spell concentration check on any spell it is concentrating on, and
scroll with your calligraphy by spending 2 ki points per spell must make one at the end of each of its turns. Additionally, it
level. You do not need to be able to cast the spell or be is at disadvantage for any concentration checks it makes as a
proficient in Arcana to do this. All other requirements for result of taking damage.
creating spell scrolls, such as creation cost, time spent, Glyph of Immobility. The target's speed becomes 0 for 1
material components provided, and special inks and paper, minute. The target can make a Wisdom saving throw at the
must be adhered to (see Spell Scroll Costs on pg. 133 of end of its turns to end the effect.
Xanathar's Guide to Everything). Glyph of Madness The target is afflicted with a short-term
Additionally, you can spend 4 ki points to cast the glyph of madness for 1 minute as determined by the Short-Term
warding spell. Madness table (pg. 259 DMG). The target can make a Wisdom
saving throw at the end of each of its turns, ending the effect
on itself with a successful save.

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Glyph of Mind Infiltration. You have access to the target's
thoughts for 1 minute. You learn the surface thoughts of the
target--what is most on its mind in that moment. As an action,
you can attempt to probe deeper into the target's mind. If you
probe deeper, the target must make a Wisdom saving throw. If
it fails, you gain insight into its reasoning (if any), its emotional
state, and something that looms large in its mind (such as
something it worries over, loves, or hates). If it succeeds, the
effect ends.
Glyph of Mobility The target gains a 10 feet increase to its
movement speed.
Glyph of Protection. Choose a creature type when drawing
this glyph. Creatures of that type have disadvantage on attack
rolls against the target, and the target cannot be charmed or
frightened by creatures of that type.
Glyph of Resolve. Choose a condition when drawing this
glyph. The target has advantage on saving throws to resist
that condition.
Glyph of Slowing. The target can't use reactions, its speed
is halved, and it can't make more than one attack on its turn.
In addition, the target can use either an action or a bonus
action on its turn, but not both. These effects last for 1 minute.
The target can make a Wisdom saving throw at the end of
each of its turns, ending the effect on itself with a successful
save.
Glyph of Tracking. You know the distance and direction
between you and the target as long as you both are on the
same plane, can see it if it is invisible, and can perceive the
original form of the target if it shapechanges, is under an
illusion, or is transformed by magic.
Glyph of Transposition. As an action, you and the target
teleport, switching places, as long as you are within 100 feet
of each other and on the same plane. Once you do so, the
glyph ends.
Ink Screen. The target is blinded for 1 minute. It can make
a Constitution saving throw at the end of its turn. On a
success, the target is no longer blinded.
Metaphysical Transcription. Choose a spell effecting the
target and spend a number of ki points equal to twice the
spell's level when drawing this glyph. You copy the effects of
the spell to yourself for the spell's duration or until you finish a
short rest.

11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At 17th level, you learn a variant of the Quivering Palm. When
you hit a creature with an unarmed strike, you can spend 5 ki
Villainous Class Options points to start these imperceptible vibrations, which last for a
This subclass is from a series of subclasses based number of days equal to your monk level. The vibrations are
on the Villainous Class Options on pg. 96 of the harmless unless you use your action to end them. To do so,
Dungeon Master's Guide. you and the target must be on the same plane of existence.
You can find more Villainous Class Options here. 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.
Villainous Class Option: Way of While the target is under the effect of this feature it has one
Forbidden Techniques level of exhaustion and cannot reduce its level exhaustion by
finishing a long rest. Each time it completes a long rest, it
Monks of the Way of Forbidden Techniques have studied ways must make a Constitution saving throw. On a failure, it suffers
of manipulating ki other monks believe perverse. These another level of exhaustion.
techniques are abhorred due to needing to infect an You can have only one creature under the effect of this
opponent's ki with your own. This requires an abeyance feature at a time. You cannot regain the ki points spent using
where you cannot regain this ki, stopping the natural flow of this feature while the target is under its effects. You can
the life force of the planes. While there are monasteries where choose to end the vibrations harmlessly without using an
such skills can be taught, many monks of this tradition hide action.
their exploration of these banned abilities under their
unsuspecting master's very own eyes.
Way of Forbidden Techniques Features
Monk Level Feature
3rd Ki Damage
6th Corrupted Ki
11th Sever Ability
17th Five-Point Quivering Palm

Ki Damage
Starting when you choose this tradition at 3rd level, you can
limit a creature's hit points with your strikes. When you make
a successful melee weapon attack, you may spend 1 ki point to
deal extra damage equal to your proficiency bonus and reduce
the target's maximum hit points by an amount equal to the
damage of the attack.
The target's hit points remain reduced until you end the
effect (no action required). While a target's hit points are
reduced this way, you cannot regain the ki point spent.
Corrupted Ki
At 6th level, you learn how to violently regain ki points at the
cost of your mind, body, and soul. As an action, you regain a
number of ki points equal to your monk level and suffer one
level of exhaustion. You must also make a Wisdom saving
throw against a DC of 15. On a failure, you are afflicted with a
short-term madness as determined by the Short-Term
Madness table (pg. 259 of the Dungeon Master's Guide).
Sever Ability
Starting at 11th level, you can block a creature's abilities. As
an action, touch a creature then choose an ability and spend
any number of ki points. The creature must make a saving
throw of the chosen ability. On a failure, the creature receives
a penalty equal to the amount of ki points spent to ability
checks, attack rolls, saving throws, or save DCs using the
chosen ability.
This penalty lasts until you decide to end the effect (no
action required). While a creature has this penalty, you cannot
regain the ki points spent.
Five-Point Quivering Palm

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The shadow appears in an unoccupied space of your choice
within 30 feet of the target. Roll initiative for the shadow. On
A Song of Ice and Fire Subclasses its turn, it can move only toward its target by the most direct
This subclass is from a series of subclasses based route, and it can use its action only to attack its target. The
on the culture and world of A Song of Ice and Fire shadow can make opportunity attacks, but only against its
and Game of Thrones, but the various locations, target.
people, and cultural touchstones mentioned can The shadow disappears if it is reduced to 0 hit points, if its
easily be reworked to to fit campaigns not set in
that world.
target is reduced to 0 hit points, or after 5 minutes.
You can find more subclasses inspired by A Song
Once you use this feature you can't use it again until you
of Ice and Fire here. finish a long rest.
Shadow Step
At 11th level, you gain the ability to step from one shadow into
A Song of Ice and Fire: Way of another. When you are in dim light or darkness, as a bonus
Shadowbinding action, you can teleport up to 120 feet to an unoccupied space
you can see that is also in dim light or darkness. You then
Hailing from the east, shadowbinding is the magical practice have advantage on the first melee attack you make before the
of controlling the darkness itself to do one's will. Although end of the turn.
their history and practices are almost completely unknown to
the people of Westeros, there are many shadowbinders in Opportunist
Asshai, near the Shadow Lands, that work their magic at At 17th level, you can exploit a creature's momentary
night throughout the city. These shadowbinders typically hide distraction when it is hit by an attack. Whenever a creature
their face with a lacquered masks, however, not all do. While within 5 feet of you is hit by an attack made by a creature
Asshai is renown for its warlocks and maegi, it is the other than you, you can use your reaction to make a melee
shadowbinders that are considered to be the most sinister in attack against that creature.
the city, harnessing power a Seven-worshipping man would
shun.
Way of Shadowbinding Features
Monk Level Feature
3rd Shadow Arts
6th Shadow of Ill Omen
11th Shadow Step
17th Opportunist

Shadow Arts
Starting when you choose this tradition at 3rd level, you can
use your ki to duplicate the effects of certain spells. 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 of Ill Omen
At 6th level, you gain the ability to call forth a creature of
darkness to harass your foes. As an action, you can spend 3 ki
points to magically summon a shadow of ill omen to target
one creature you can see within 120 feet of you. The shadow
uses the shadow demon’s statistics (see the Monster Manual),
with the following changes:
The shadow counts as a monstrosity, not a fiend (demon)
and is unaligned, not chaotic evil.
The shadow's maximum hit points are reduced by half.
At the start of its turn, the shadow automatically knows its
target's location. If the target was hidden, it is no longer
hidden from the hound.

13
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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