Buddhist Monk (5e Class)
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Buddhist Monk[edit]
Despite being peaceful, Buddhist Monks can be the most lethal and versatile of monks. They have a greater connection with the mystical energy of Ki and have the teachings of Buddha, the first man to achieve Enlightenment and reach a stage far above what is human.
Creating a Buddhist Monk[edit]
A Monk using the mystical energy of Ki to generate shields made of energy to defend himself from enemy's bolts |
- Quick Build
You can make a Buddhist Monk quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom. Second, choose the acolyte or hermit background. Third, choose whichever equipment options sound appealing to you. As a Monk, you do not make use of weapons or armor in the same manner that other classes do.
Class Features
As a Buddhist Monk you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Buddhist Monk level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Buddhist Monk level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: dexterity and wisdom
Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One martial weapon of your choice or (b) Two simple weapons of your choice
- (a) an explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Unarmored Mastery[edit]
Beginning at 1st level, as a trained monk you gain some benefits while you are not wearing an armor or wielding a shield:
- Unarmored Defense
Your AC is equal to 10 + your dexterity modifier + your wisdom modifier.
- Ki-Fuelled Movement
Your speed increases by 10 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. This bonus increases when you reach certain monk levels, as shown in the Buddhist Monk table. At 9th level, you gain a flying speed equal to your movement speed of which you fall at the end of your turn if you are still in flight, unless you have at least 1 ki point. Additionally, you no longer fall over liquid surfaces if you have at least 1 ki point.
Martial Arts[edit]
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortsword 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 and on any strength (Athletics) checks for grappling contests.
- You can roll a d6 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 Buddhist 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.
Ki[edit]
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 Buddhist 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 Wisdom modifier + proficiency bonus
Ki Attack Roll = your Wisdom modifier + proficiency bonus.
- 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 Dash action as a bonus action on your turn, of which you don't provoke opportunity attacks and your jump distance is doubled for the rest of the turn.
Body Improvements[edit]
At 2nd level, due to the unleashed mystical energy of ki flowing through your body, you gain the following benefits:
- Enhanced Senses
Your superior instincts warn you of imminent danger. You gain proficiency in Perception checks. If you are already proficient in this skill, you add twice your proficiency bonus to checks made with this skill. In addition, you have advantage on Perception checks.
- Special Senses
You gain sensorial capabilities beyond normal. You gain proficiency in Insight checks. If you are already proficient in this skill, you add twice your proficiency bonus to checks made with this skill. In addition, you have advantage on Insight checks.
Way of the Monk[edit]
When you reach 3rd level, you commit yourself to a Way of the Monk. Choose between the followings: Way of the Seven Chakras, Way of the Sun Soul, Way of the Astral Self, Way of the Heavenly Storm, Way of the Drunken Master, Way of the Kensei, Way of the Long Death, Way of the Mercy, Way of the Shadow, Way of the Open Hand, Way of the Four Elements, or Way of the Cobalt Soul. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
Defensive Posture[edit]
Starting at 3rd level, when you take the Attack action, you can forgo one of your attacks on your turn to assume a defensive stance that lasts until the start of your next turn. If you do so, you can use your reaction to deflect a melee or ranged weapon attack. When you do so, the damage you take from the attack is reduced by your martial arts die + your Dex modifier + your monk level. You get an extra reactions only to deflect attacks, at 8th and 13th level you get 1 additional reaction (to a total of 3 reactions). This extras reactions cannot be used along with the Way of the Open Hand.
Deflect Projectiles[edit]
Starting at 3rd level, you can use your reaction to deflect or catch the projectile 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 (range 20/60 feet) 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.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 16th, 18th 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.
If your DM allows the use of feats, you may instead take a feat.
Slow Fall[edit]
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 Buddhist Monk level.
Unlocked Ki[edit]
Starting at 4th Level, your prolonged use of your Ki has granted expanded knowledge in the use of Ki. You gain the following Ki features: Quickened Healing, Abundant Step, and Focused Aim.
- Quickened Healing
As a bonus action, you can spend 1 ki point up to half your Wisdom modifier and roll a Martial Arts die per point spent. You regain a number of hit points equal to the number rolled + your proficiency bonus.
- Abundant Step
You can use your ki to quickly move between spaces. As a bonus action, you can spend 1 ki point to teleport to a place you can see within 10 feet. You can spend additional ki point, increasing the range of your teleport in additional 10 feet for each point spent. Starting at 11th level, you can teleport with allies, spending 1 additional ki point to do so. You can take with you a number of allies equal to your wisdom modifier + your proficiency bonus.
- Focused Aim
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
At 10th level, you know three more ki features, which are the followings: Iron Fist, Karmic Strike and Weakening Touch.
- Iron Fist
When you hit a creature with an unarmed strike, you can spend 1 ki point to roll your martial arts die twice and choose the highest one. You deal damage equal to twice the result on that damage die.
- Karmic Strike
When a creature hit you with an attack, you can spend 1 ki point to make an unarmed strike against your attacker.
- Weakening Touch
You can spend 1 ki point to try to weaken your opponent with a unarmed strike. On a hit, instead of causing damage, your target has disadvantage on Strength checks and saving throws, and deal half damage with weapon attacks using strength until the end of its next turn. You can spend 1 additional ki point to make the effect last for 1 minute, or 2 additional ki points to also add your unarmed strike damage.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times.
Stunning Strike[edit]
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.
Also, your combat aptitude allows you to be more versatile at your strikes. Your learn the followings ki features:
- Pain Touch
If you successfully stun a creature with a stunning strike, you can spend 1 additional ki point to cause it to be paralyzed instead, for the same duration.
- Falling Star Strike
When you hit an humanoid with an stunning strike, you can spend 1 ki point to cause the creature to be blinded until the end of your next turn.
Ki-Empowered Strikes[edit]
Starting at 6th level, your unarmed strikes or Monk weapons (choice one) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also add an extra damage dice to the total damage of your choice depending on your Wisdom modifier.
Devastating Attack | Damage Dice |
---|---|
If you have a +1 in Wisdom | d4 |
If you have a +2 in Wisdom | d6 |
If you have a +3 in Wisdom | d8 |
If you have a +4 in Wisdom | d10 |
If you have a +5 in Wisdom | d12 |
Depending on your Way of the Monk, your extra damage die changes to a specific damage type. At 11th level, the attacks with the option you haven't chosen at 6th level are now considered magical.
Also, due the fact that your hands are imbued with ki, which allows them to deal normal damage to ghost-like creatures, these creatures now can be grabbed by you. (optional: they also can’t pass through you, and considering the low challenge rating of this creatures, you can choose to get this at 3rd level)
Resistant[edit]
At 7th level, your strength as a Monk allows you to resist certain area effects, such as a blue dragon’s lightning breath or a "fireball" spell. Choose one of the following ability scores:
- Brawn - Strength.
- Evasion - Dexterity.
- Endurance - Constitution.
- Discernment - Intelligence.
- Intuition - Wisdom.
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except wisdom are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 19th level, you can choose one additional saving throw.
Stillness of Mind[edit]
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Ki-Enhanced Critical[edit]
At 8th level, while you have at least 1 ki point, your unarmed strikes and weapon attacks with monk weapons score a critical hit on a roll of 19-20. At 16th level, you may score a critical hit on a roll of 18-20.
Limit Break[edit]
At 9th level, due to the constant use of ki, your body and soul become stronger than ever. Your dexterity, constitution, and wisdom scores increase by +4. In addition, your dexterity, constitution, and wisdom maximums increase to 24. These maximums increase to 26 at 14th level, and to 30 at 18th level.
Endless Ki[edit]
Starting at 10th level, your control and mastery in using the mystical energy of ki provides you large reserves of energy. Every time you determine your ki, you add twice your Buddhist Monk level + twice your proficiency bonus, but this is only if you have chosen one of the followings Way of the Monk: Way of the Seven Chakras, Way of the Sun Soul, Way of the Astral Self, Way of the Heavenly Storm, Way of the Long Death, Way of the Mercy and Way of the Four Elements.
If you belong on any Way of the Monk that was not mentioned, your ki points are determined by adding one more time the wisdom modifier + the proficiency bonus.
Purity of Body[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Improved Quickened Healing[edit]
At 11th level, your can use the energy of ki to heal yourself and allies. When using your Quickened Healing, you now can spend ki points up to your Wisdom modifier and regrow any severed body part. You can instead choose to heal one creature within 10 feet of you. If you choose the Way of the Open Hand, Way of the Mercy, or Way of the Seven Chakras, you can spend ki points on this feature up to twice your Wisdom modifier and you can heal a number of creatures equal to your Wisdom modifier. You must spend separately ki points to each creature you heal.
At 17th level, if you choose one of after mentioned Way of the Monk, you can spend ki points on this feature up to thrice your Wisdom modifier and heal a number of creatures equal to twice your Wisdom modifier. If you belong to any other Way of the Monk not mentioned, you may spend ki points up to twice your Wisdom modifier.
Peace Induction[edit]
The Buddhist Monk can induce peace and calm in the hearts of hostile creatures, causing them to give up attacking for a temporary period. At 12th level, as an action, for 6 ki points, you can release a harmless wave of ki up to a 60-foot radius with yourself as the epicenter, all hostile creatures in the radius must make a wisdom saving throw against your Ki DC to resist the effects, on a failure the creatures are charmed for 1 minute. The creature who have failed can repeat the check at the end of each of its turns. For every 5 CR a creature is above your level the DC is reduced by -2.
If a creature passed the save and it hasn't been 24 hours since, the creature has advantage on subsequent saving throws if subjected to the effects of this feature.
Alternate Feature: Fear Induction[edit]
If you choose one of the following Ways of the Monk, instead of Peace Induction you gain a Fear Induction: Way of the Heavenly Storm, Way of the Drunken Master, Way of the Kensei, Way of the Long Death and Way of the Shadow. Any other Way of the Monk not listed here has the Peace Induction feature instead.
For 6 ki points, you can release a frightening wave of ki up to 60-foot radius with yourself as the epicenter, all hostile creature in the radius must make a wisdom saving throw against your Ki DC to resist the effects, on failure the creatures are frightened for 1 minute. The creature who have failed can repeat the check at the end of each of its turns. For every 5 CR a creature is above your level the DC is reduced by -2.
If a creature passed the save and it hasn't been 24 hours since, the creature has advantage on subsequent saving throws if subjected to the effects of this feature.
Ki Recharge[edit]
Starting at 12th level, You learn how to absorb the mystical energy of ki from the nature around you. As a bonus action, you can regain a number of ki points equal to 3 times your wisdom modifier. You can use this feature a number of times equal to 2 + your proficiency bonus, regaining all uses at the end of a short or long rest.
At 18th level, You can meditate and fight at the same time, gaining a number of ki points equal to half your wisdom modifier per turn, while fighting. You need to keep your eyes closed to regain ki points by this way (you are not penalized for fighting with your eyes closed). Additionally, the number of times you can use the Ki Recharge features is now equal to 2 + twice your proficiency bonus.
Tongue of the Sun and Moon[edit]
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[edit]
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[edit]
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.
You also can use your ki on your breathing organs, for each point of ki spend, you can hold your breath for +2 minutes.
Empty Body[edit]
Starting at 18th level, you can use your action to spend 4 ki points and become invisible for 1 minute. During that time, you have resistance to all damage but force damage.
Additionally, you can spend 6 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.
Enlightenment[edit]
At 20th level, you gain a +6 bonus to your Dexterity, Constitution and Wisdom scores, to a maximum 30. Once on each of your turns you can use a ki feature that costs 1 ki point without spending any ki.
Additionally, you become more sensitive to environment and universe around you. You gain a Third Eye as you achieve true enlightenment, this Third Eye needn't be a physical change unless you so choose. That third Eye provides you a truevision of 30 feet and advantage on Perception and Insight checks, and you can't be surprised.
Way of the Monk[edit]
Way of the Seven Chakras[edit]
- Body and Soul
At 3rd level, upon taking up this Way of the Monk, you gain proficiency in the Medicine skill. If you already had, you can use twice your proficiency bonus when you make Medicine checks.
In addition, when you make intelligence (Religion) checks, you can use your wisdom, instead of your intelligence modifier.
- Seven Chakras Ki features
At 3rd level, you gain access to the following seven chakras ki features:
- Bodhi Sattva. At 3rd level, you are overtaken by a sudden and incomprehensible desire to achieve true enlightenment for the benefit of all you hold dear. As a bonus action, you may touch a creature and spend a number of ki points up to your Wisdom modifier to heal that creature. The hit points restored are equal to the ki points spent times your proficiency bonus.
- Healing Mastery (5th level). When you use the Quickened Healing from Unlocked Ki feature, you may already spend ki points up to your Wisdom modifier. You also may use your Quickened Healing on others creatures.
- Improved Ki-Fuelled Movement (9th level). When you gain the ability to fly granted by Ki-Fuelled Movement feature, your flying movement is equal to twice your base movement.
- In addition, you can use Step of the Wind on a free action. You can do this a number of times equal to your Dexterity modifier, regaining all uses after taking a short rest.
- Master of the Seven Chakras (17th level). You may spend 4 ki points as a bonus action to touch a single creature (yourself included) and grant them immunity to all damage until the beginning of your next turn. Additionally, You gain truesight with a range of 15 feet.
- At 20th level, when you gain the Enlightenment feature, your Truesight's range is 60 feet instead of the described on the feature.
- Disciple of the Eightfold Path
Starting at 6th level, your understanding of your chosen Way grows greater. You become immune to the charmed and frightened condition and gain resistance to psychic damage.
Additionally, you can see the weak points of creatures. At 9th level, when you gain the Ki-Enhaced Critical feature, you may score a critical hit on a roll of 17-20 a number of times equal to your proficiency bonus.
- One With Dharma
Starting at 11th level, you gain greater insight into the nature of what is, what has been, what will be, and what might be.
You see the countless realities before you. You gain a number of Dharma Dice equal in number to half your Buddhist Monk level (rounded up). These Dharma Dice are d6s and may be used as a reaction to a creature within 30 feet of you (yourself included) making an attack roll, ability check, or saving throw, and are applied as a bonus or reduction to the roll. (Determined by you) Dharma Dice may be applied after seeing the value of the d20 roll, but must be used before the outcome of the roll is determined. You regain all expended Dharma Dice upon completion of a long rest.
Once per turn when you use your Flurry of Blows, you can roll your Dharma Dice and add to the result of an attack, without spending a die.
In addition, when you use your Improved Quickened Healing, you can already spend thrice your Wisdom modifier in ki points on that feature.
- Deva State
Starting at 17th level, your accomplishment of Seven Chakras Way has taken you to a higher state of being. Your eyes (including your Third Eye) shine in gold and you're surrounded by a golden aura flowing through your body. For 1 minute and 6 ki points, you may entrance in this state and gain the following benefits:
- Energy Armor. Due to the constant energy flowing through your body, any hostile creatures that hit you or end the turn within 10 feet of you take 4d6 radiant damage.
- Meteor Strikes. Your attacks with unarmed strikes deals 3 times your Martial Arts die. Additionally, when using your Extra Attack feature to attack three times you may attack four times instead. Also, you have advantage in all your attacks made by your Flurry of Blows.
- Superior Strength. Your attacks with unarmed strikes have +1 to their attack and damage rolls. In addition, your Ki-Empowered Strikes deals an additional damage.
- Superior Vision. Your Truesight's range is 120 feet. Also, you can share vision with a friendly creature for 1 minute, being able to see what the creature sees, or letting it see what you see.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 ki points to do it again.
Way of the Sun Soul[edit]
- Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
Whenever you would make a unarmed strike, you can replace it by a ranged spell attack. You can use your wisdom modifier, instead of strength, for this attack, and it causes damage equal to your unarmed strike damage on a hit. The damage is radiant.
Your radiant sun bolt is considered an unarmed strike for the purposes of applying the effects of your ki features. In addition, whenever you would be able to make a unarmed strike, you can replace it by a radiant sun bolt.
- Sun Soul Ki Features
At 3rd level, you gain access to the following sun soul ki features:
- Searing Arc Strike . As an action, you can spend 1 ki point to cast burning hands. When you cast this spell using your ki, you deal radiant damage, instead of fire damage. You can cast this spell at higher levels, by spending 1 additional ki point per level above 1st.
- Sun Flare (5th level). When you hit a creature with a unarmed strike or with a radiant sun bolt, you can spend 2 ki points to force the target and any creature within 5 feet to make a dexterity saving throw. On a failed save, the creature becomes blinded for 1 minute by a strong light. A creature blinded by this ability makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
- Searing Light (9th level). As an action, you can spend 3 ki points to cast fireball. When you cast this spell using your ki, you deal radiant damage, instead of fire damage. You can cast this spell at higher levels, by spending 1 additional ki point per level above 1st.
- Sunlight Avatar (13th level). As a bonus action, you can spend 4 ki points to irradiate the full power of the sun. For 1 minute or until you lose concentration (as if you were concentrating on a spell), you gain the following benefits:
- You shed bright light as if you were affected by the daylight spell, up to a range of 30 feet.
- You gain flight speed equal to your movement speed.
- Your radiant sun bolts attacks are made at advantage.
- You can't use this ability while concentrating on a spell.
- Soulbeam (17th level). As an action, you can spend 5 ki points to cast sunbeam without using material components. Doing so is extremely tiresome, causing you to suffer 1 level of exhaustion after using it.
- Searing Sunburst
At 6th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a bonus action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 5-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.
- Shimmering Aura
At 11th level, you become wreathed in a luminous magical aura. 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.
While you are under the effect of this aura, you can enhance your strikes with radiant light. Whenever you hit a creature on your turn with an attack made by your unarmed strikes or sun searing bolts as part of your Attack action, you deal additional 1d6 radiant damage.
- Sun Shield
At 17th level, when you are hit by an attack while your shimmering aura is active, you can use your reaction to deal radiant damage to the attacker equal to your martial arts die + your Wisdom modifier, if the attacker is within your sun searing bolt range and you are able to see it.
Way of the Astral Self[edit]
- Arms of Astral Self
At 3rd level, your mastery of your ki allows you to summon a portion of your Astral Self. As a bonus action, by spending 1 ki point, you can summon the arms of your astral self. For 1 minute, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arm's appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:
- You can use your wisdom modifier in place of your strength modifier when making strength checks and strength saving throws.
- You can use the spectral arms to make unarmed strikes, shove and grapple attempts against creatures within 10 feet.
- The unarmed strikes you make with the arms can use your wisdom modifier in place of your strength or dexterity modifier for the attack and damage rolls, and their damage type is force.
- When you use Flurry of Blows, you may hit four times instead of two.
- Astral Self Ki Features
At 3rd level, you gain access to the following astral self ki features:
- Astral Wrath. When you summon your arms of astral self, you can spend 1 ki point as part of the same action to force each creature of your choice that you can see within 20 feet of to make a dexterity saving throw or take force damage equal to 2 times your Martial Arts die.
- You can also do this when you use the Awakened Astral Self feature at 17th level. At this level, the damage you deal with this feature increases to 4 times your Martial Arts die and the range is increase to 40 feet.
- Astral Arsenal (5th level) You can use your ki to form spectral structures. As a bonus action, for 1 ki point, you can construct a variety of astral weapons that use your Wisdom ability modifier for attack and damage rolls. You can create two weapons at once by spending 1 ki point, but only if they have the one-handed property and are light. Otherwise, 1 point will be spent per weapon created. You can also form energy shields that add half your Wisdom modifier to your AC as a reaction to being targeted to an attack. The weapons and shields are made of ki and vanish after 1 minute, when dismissed (no action required) or when you create another one to replace it. You can also use Flurry of Blows after you make an attack with your Astral Weapons (only melee weapons).
- You can only have 1 astral weapon hold in each hand (including your hands of Astral Arms, if they aren't surrounding your arms), but only if each of them have the one-handed property. Any weapon you create count as a Monk weapon and you can benefit from the Ki-Empowered Strikes feature using unarmed strikes and Monk weapons when you obtain it at 6th level.
- The weapon deals your Martial Arts die + your wisdom modifier in force damage. At 13th level, the damage of your Astral Arsenal becomes twice your Martial Arts die + your wisdom modifier.
- Astral Blast (9th level) You may create a powerful blasts made of pure energy at enemies. As an action, by spending ki points up to your Wisdom modifier, you can fire a blast, beam, or ball of ki. Every creature within a line of 60 feet and 5-foot wide must make a dexterity saving throw against your Ki save DC, taking your Martial Arts die per point spent + your Wisdom in force damage on a failure, or half as much on a success.
- Additionally, at 16th level, you can choice to launch the Astral Blast in only one creature, compressing the energy you release. You make a Ki Attack Roll against one target, on a hit, its takes the same damage as a normal Astral Blast.
- Summon Astral Construct (13th level) You can summon an Astral Warrior to fight on your behalf. As an action for 4 ki points, you can summon an ethereal warrior, resembling your inner self. The construct appears in an unoccupied space of your choice within 30 feet and remains for 1 minute or until it drops to 0 hit points. The construct uses your ki attack bonus for its attacks rolls, and it has a number of hit points equal to 3 x your level + your wisdom modifier. You may only summon a number equal to half your proficiency bonus, each costing 4 points. You gain an additional action but it will be used only to command a number of warriors equal to half your wisdom modifier (rounded down).
- Visage of the Astral Self
When you reach 6th level, you can summon the visage of your astral self. As a bonus action, you can summon this visage for 1 minute. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits:
- Astral Sight. You can normally see in darkness, both magical and nonmagical, within a range of 120 feet. You also gain advantage on wisdom (Perception) checks against creatures using Stealth and you can see invisible creatures.
- Wisdom of the Spirit. You add twice your proficiency bonus on wisdom (Insight) and charisma (Intimidation) checks.
- Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
- Body of the Astral Self
Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits:
- Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
- Empowered Arms. Whenever you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to two rolls of your Martial Arts die (you may combine this feature with Ki-Empowered Strikes).
- Energy Armor. You gain temporary hit points equal to 10 + 5 times your level in Buddhist Monk class, its lasts until your Body of the Astral Self is active. If the temporary hit points are reduced to 0 and you still using your astral body, you regain them in the next activation of your Body of Astral Self feature.
You can use a free action to summon the Arms of the Astral Self or the Visage of the Astral Self. You can only choose one of them to be summoned as a free action on your turn, the unchosen feature will be summoned as it normally is. Additionally, you have resistance to force damage.
- Awakened Astral Self
Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can summon the arms, visage, and body of your astral self and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits:
- Armor of the Spirit. You gain a +2 bonus to your Armor Class and now gain temporary hit points equal to 10 + 5 times your level in this class.
- Ethereal Enhance. Your attacks with the Arms of the Astral Self or weapons of Astral Arsenal has +1 to their attacks and damage rolls. Also, your attacks deals 3 times your Martial Arts die.
- Astral Barrage. Whenever you use the Extra Attack feature to attack three times, you can instead attack four times if all the attacks are made with your Astral Arms or your weapons of Astral Arsenal.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 ki points to do it again.
Way of the Heavenly Storm[edit]
- Stormborn
Starting at 3rd level, you learn the Heavenly Storm technique, which initially allows you to imbue your body with electricity. You gain resistance to lightning and thunder damages and whenever you hit an attack, you can choose to deal lightning or thunder damage instead of the currently damage type of your unarmed strikes and monk weapons, ignoring resistance to it. Additionally, when you roll initiative, you roll your martial arts die and add to the result of your initiative rolls.
At 11th level, you gain immunity to lightning and thunder damages and your attacks with these damage types ignores immunity to it. In addition, whenever you would take lightning or thunder damage, you instead gain hit points or ki points (choose one) equal to half the damage dealt (rounded down).
- Tempest Body Technique
At 3rd level, as a bonus action, by spending 3 ki points, you can surround your body with an electrical aura for 1 minute, with small sparks visible flowing from your body during this form. You gain the following benefits while while Tempest Body is active:
- Your Dexterity, Constitution, and Wisdom scores increase by +2, including their maximum. This bonus becomes +4 at 6th level, +6 at 11th level and +8 at 17th level.
- Your speed movement increases by 20 feet and you gain an additional reaction on each of your turns. This speed movement increase becomes 40 feet at 6th level, 60 feet at 11th level, and 80 feet at 17th level, and on each of these levels you gain one more additional reaction, to a total 4.
- You shed bright light in a 20-foot radius and dim light for an additional 15 feet, as lightning furiously crackles around your body. At 11th level, the bright light you shed increase to 30-foot radius and dim light to 25 feet.
- Whenever a creature hits you with a melee attack, you can use your reaction to force that creature to make a constitution saving throw against your Ki save DC. On a failed save, it takes lightning or thunder damage equal to your Martial Arts die + your Wisdom modifier.
- Due to the constant electricity flowing through your body, the additional damage provided by your Ki-Empowered Strikes feature is added twice.
- Every hostile creature that starts their turn within 5-foot radius of you must make a dexterity saving throw, taking 3d6 lightning or thunder damage on a failed save, or half much on a success. At 11th level, the range increase to 10-foot radius and damage becomes 4d6.
- You gain an additional action on each of your turns. This action can be used to take Dash, Disengage, Dodge, Attack or Use an Object actions.
- Heavenly Storm Ki Features
At 3rd level, you gain access to the following heavenly storm ki features:
- Flash Movement. You may use Abundant Step of your Unlocked Ki starting at 3th level instead of 4th level. When you use this feature, the range of your teleport is 20 feet instead of 10 feet and for each additional ki point spent on this feature you add 15 ft. instead of 10 ft. You can spend 3 additional ki points when you teleport to instantly assume the form of electricity during the travel, dealing 3d10 lightning or thunder damage in a 10-foot radius where you teleport to. At 11th level, the damage increase to 6d10 and the range to 20-foot radius.
- Additionally, from now on every time you gain a level in this class, you gain twice the speed movement shown in the Ki-Fuelled Movement column instead of normal. At 9th level, your flying speed granted by Ki-Fuelled Movement feature is twice your base speed movement.
- Lightning Strike (5th level). You can launch a bunch of lightning rays against a target. When you take the attack action, you can spend an amount of ki points up to your wisdom modifier to replace one of those attacks with a ranged Ki attack roll against a creature within 60 feet of you. On a hit, the target takes 1d8 lightning damage per ki spent. You can spend 3 additional ki points and force a target to make a constitution saving throw. On a failure, they are stunned until the beginning of their next turn. On a success, they are not stunned. You must spend 3 ki points per target to do it.
- You make this ranged ki attack roll with advantage if the target is wearing an armor made of metal. You can replace multiple attacks with Lightning Strike, but you must spend appropriate ki points for each attack. This cannot replace attacks from features such as Flurry of Blows.
- At 9th level, you can spend up to your Wisdom modifier + half of your Wisdom modifier (rounded down) and the damage tier increase by 1 (1d8->1d10). At 11th level, you can spend up to your Wisdom modifier added twice and you can replace two of your attacks from Flurry of Blows. At 17th level, you can spend up to your Wisdom modifier added thrice and you now can also replace all your attacks from Flurry of Blows.
- Electric Arsenal (9th level). You can use your ki to form electrical energy type structures. As a bonus action, for 1 ki point, you can construct a variety of electrical energy weapons that use your Wisdom modifier for attack and damage rolls. You can also form energy shields that add half your Wisdom modifier to your AC as a reaction to being targeted to an attack. The weapons and shields are made of electric energy and vanish after 1 minute, when dismissed (no action required), or when you create another one to replace it. You can also use Flurry of Blows after you make an attack with your Electric Arsenal (only melee weapons).
- You can only have 1 electric weapon hold in each hand, but only if each of them have the one-handed or light property. Any weapon you create count as a Monk weapon. The weapon deals your Martial Arts die + your Wisdom modifier in lightning or thunder damage. Any creature but you or creatures with immunity to lightning damage that tries to wield these weapons must make a Constitution saving throw on each of its turns while wielding any Electric Weapon you create. It takes 2d6 lightning damage on a failed save, or half as much on a success.
- You can also create energy limbs and choose to sorround the respectively limbs or hover them. These electric limbs can hit creatures within 10 ft. If you create electric arms and grapple a creature with them it must succeed on a Constitution saving throw on each of its turns or take 3d6 lightning or thunder damage (your choice) while it is grappled by them.
- Thunder Strike (13th level). You gain the ability to channel your ki into searing waves of energy. You can spend 2 ki points to cast the thunderwave spell as a bonus action. You can spend 1 additional ki point to cast thunderwave as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum of additional ki points that you can spend on the spell is equal to half your level in this class.
- Lightning Reflexes
At 6th level, you learn how to use the voltaic nature of the ki flowing through you to control your muscles well beyond human reaction time. You gain +2 to your dexterity ability score and it maximum increases to 30. You also gain the following benefits:
- Sonic Burst. Flurry of Blows now allows you to hit four times instead of two. You can spend an additional ki point to use Flurry of Blows on your turn without expending a bonus action. When you do, your strikes emit a thunderous boom audible out to 100 feet. Only one Flurry of Blows may be used per turn. At 17th level, your Flurry of Blows allows you to perform six unarmed strikes instead of four.
- Counter Rush. After using Patient Defense, you can use your reaction to make one unarmed strike against any creature that misses you with a melee attack. That attack deals additional lightning damage equal to your Wisdom modifier added twice.
- Static Blur. When using Step of the Wind, your body partially turns into lightning, allowing you to move through any creature's space and move through spaces as narrow as 2 inches wide without squeezing. You movement don't provoke opportunity attacks and isn't unaffected by difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature, and are pushed to the nearest empty space.
- Thunderous Revenge. You may now spend 1 additional ki point on Karmic Strike to perform two attacks instead of one and you now have advantage on attacks made by this feature.
- Tempest Body: Electric Form
Beginning at 11th level, As you train, you learn more about your technique, allowing you to transform your entire body into pure electricity. Your Tempest Body now lasts for 2 minutes and 5 rounds. Additionally, you receive the following additional benefits when using Tempest Body:
- You gain temporary hit points equal to 10 + 5 times your level in this class. At 17th level, while your Tempest Body is active, you regain temporary hit points equal to your proficiency bonus at the beginning of your turns, if you have at least 1 hit point. These temporary hit points cannot go above the maximum amount of temporary hit points you have.
- Your attacks with unarmed strikes and monk weapons deals 2 times your Martial Arts die instead of once. At 17th level, it becomes 3 times your Martial Arts die instead of 2.
- Once per turn, when you hit a creature with an unarmed strike and deal either lightning or thunder damage you can impose one specific effect. If you choose lightning damage, the target can't take reactions until the end of your next turn. If you choose thunder damage, the target must make a saving throw being pushed away from you by 15 feet on a failed save. At 17th level, you can use it whenever you hit a creature.
- Once per turn when you make a melee weapon attack, you can spend 1 ki point to add 3d10 lightning or thunder damage to the total amount. This damage increases to 6d10 at 17th level and you can use this twice per turn instead of once. Even if the attack misses this damage will be dealt as long as the target of the attack is within 25 feet of you.
- Godspeed
Also at 11th level, you can use your Flurry of Blows, Patient Defense and Step of the Wind as a free action a number of times equal to half your Dexterity modifier, regaining all uses after taking a short or long rest. You can also perform four attacks from your Extra Attack feature instead of three.
Additionally, you gain advantage on Dexterity saving throws and whenever you perform a saving throw that requires Strength or Constitution you can instead use your Dexterity, but you don't gain advantage on such saves.
- Body of the Tempest God
Starting at 17th level, you reach the advanced stage of the Heavenly Storm Technique, becoming almost an illusion of storms. Your Tempest Body now lasts for 5 minutes. Additionally, you gain the following benefits:
- Aftershock. Even after striking, you leave massive charges of electricity, which only multiplies when others have been hit. When you hit more than one creature in a single round, at the end of your turn, you can expend ki points equal to the amount of creatures you hit before the end of your turn. Each creature you hit earlier on your turn takes 2d8 lightning damage for every ki point you spent.
- Spark of Life. You can cause electricity to run trough your body and restart your stopped heart. When you are reduced to 0 hit points, you can expend one action and 5 ki point to have 1 hit point instead. Any creature within 5 feet of you must succeed on a dexterity saving throw, or take lighting damage equal to 3 times your Wisdom modifier when you do so.
- Rainstorm. You gain the ability to subtly control the weather around you. While outdoors, you can use your bonus action to cause to rain over an area of 1 mile centered on you. Maintaining this rain requires concentration, much like a spell. While raining, your Ki save DC and your attacks and damage rolls with unarmed strikes dealing lightning or thunder damage increase by an amount equal to half your proficiency bonus (rounded up).
- Unleashed Tempest. When you use Flurry of Blows, you turn it into a lightning fast combo. Once you've performed all the attacks from your Flurry of Blows, you can spend 1 additional ki point to keep attacking the same target with another unarmed strike, which deals additional lightning damage equal to your Wisdom modifier. You can keep spending points in this way to keep pummeling your enemy into dust, until you miss an attack, change target, or the target dies, at which point the combo stops.
- Thunderous Lightning Strike. You become capable of reaching incredible speed, allowing you to execute a powerful and almost unavoidable strike. As an action, by spending an amount of ki points up to your Wisdom modifier, you charge at your opponent breaking the barrier of sound with a fist virtually impossible to dodge. Make an attack roll against against a creature within 30ft. of you, on a hit it will deal Xd12 lightning damage (with the X being equal to your Wisdom modifier + the amount of ki points spent). Hitting or not, all creatures within 20ft. of the creature you aimed must make a constitution saving throw. On a failure, they take 6d10 thunder damage and are stunned until the beginning of your next turn. On a success, they take half as much damage and are not stunned.
- This attack surpasses any resistance and immunities and emits a thunderous boom audible out of 300 feet. You can spend an additional amount of ki points up to your Wisdom modifier into this feature, with each one adding 1d10 thunder damage and a +1 to its DC.
- If the target is left with one quarter or below its maximum hit points by this feature it must succeed on a constitution saving throw or instantly dies, being vaporized due to the extremely high voltage of your attack. If you defeat an opponent this way, you recover an amount of ki points equal to half your level in this class (rounded up).
- You can use this feature as a bonus action if you spend 5 additional ki points.
Way of the Drunken Master[edit]
- Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
In addition, improvised weapons without the heavy or the two handed properties are considered monk weapons for you.
- Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the disengage action, and your walking speed increases by 10 feet until the end of the current turn.
- Drunken Master Ki Features
At 3rd level, you gain access to the following drunken master ki features:
- Drink Like a Demon. A drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a bonus action. Doing so cause you to be poisoned for 1 minute. While poisoned by alcohol, you can spend 1 ki point to deal additional damage equal to your martial arts die in all your attacks, and become resistant to bludgeoning, piercing and slashing damage from non-magical sources for the duration.
- For Medicinal Purposes (5th level). While poisoned by alcohol, you can use your bonus action and spend 1 ki point to transmute the alcohol inside your body into medicine. You regain hit points equal your martial arts die + your Wisdom modifier when doing so, ending the blinded, deafened, paralyzed, or poisoned conditions and the effects of Drink Like a Demon on you.
- Breath of Fire (17th level). When you are under the effect of Drunk like a Demon, you can use an action and spend 4 ki points to unleash a powerful fire breath. A cone of fire is unleashed by your lungs. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to your Wisdom modifier times your martial arts die on a failed save, or half as much damage on a successful one, ending the effects of Drink Like a Demon on you.
- Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. 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 use 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.
- Intoxicated Frenzy
At 11th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
- Drunkard's Luck
Starting at 17th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can use your reaction to cancel the disadvantage for that roll.
Way of the Kensei[edit]
- Path of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the arts of combat. Any simple or martial weapon is a monk weapon to you. Any ki feature that only applies to unarmed strikes now can be used with a monk weapon. At 6th level, you may benefit from your Ki-Empowered Strikes using your monk weapons, and everytime you attack with monk weapons you deal an additional twice Martial Arts die instead of one.
In addition, you gain proficiency with medium armor and can benefit from your Martial Arts and Ki-Fuelled Movement features while using a light or medium armor.
- Weapon Mastery
Also at 3rd level, you gain the ability to use your monk weapons with increased efficiency both offensively and defensively. You gain the following benefits:
- Flurry of Blades. You can use your Flurry of Blows feature with a weapon. When you do so, you don't add your ability modifier to the damage.
- Deft Strike. Once in each of your turns when you hit a target with a kensei weapon, you can deal extra damage to the target equal to your Martial Arts die. You can't use this feature in the same turn you have used your flurry of blows.
- Agile Parry. You can forgo one of your attacks from your Flurry of Blades feature to assume a Defensive Posture. When you do so, the damage you take from the attack is reduced by your weapon damage die die + your Dexterity modifier + your monk level.
- Kensei Ki Features
At 3rd level, you gain access to the following kensei ki features:
- Power Surge. As a bonus action, you can spend 1 ki point to give yourself advantage on Strength, Dexterity or Constitution (choose one) checks and saving throws, lasting for 1 minute.
- Instill (5th level). You can use your action and spend 2 ki points to cast enhance ability.
- Signature Weapon (9th level). You can use your action and spend 3 ki points to cast elemental weapon on a weapon you hold. You don't need to concentrate on it, and the spell ends if you are knocked unconscious or if drop and lose contact with the weapon. You can spend 1 additional ki point to cast this spell at higher levels, increasing one level on it per additional point spent.
- Ki Warlord (13th level). As a bonus action, you can inspire your allies with your aura of command and leadership. For 1 minute or until you lose concentration (as you would in a spell), any allied creature that can see you within 30 feet add 1d6 to their attack rolls. In addition, each creature (including you) can take either the dash or disengage action as a bonus action.
- Sharpen the Blade
At 6th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can focus your ki to grant one monk weapon you touch a bonus to attack and damage rolls equal to +1 when you attack with it. For the duration your weapon is considered a magical weapon.
This bonus lasts for 1 minute, until you use this feature again or until you lose concentration. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
The bonus increases to +2 at 11th level, +3 at 15th level and +4 at 18th level.
- One with the Blade
At 11th level, you can now add your ability modifier to the damage of your Flurry of Blades feature.
- Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Way of the Long Death[edit]
- Implements of Death
When you choose this tradition at 3rd level, you gain proficiency in the Intimidation skill, and you gain proficiency with the poisoner's kit.
- Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you hit a creature with an unarmed strike, you can use your bonus action drain its vitality and gain temporary hit points equal to the damage dealt + your Wisdom modifier.
- Long Death Ki Features
At 3rd level, you gain access to the following long death ki features:
- Death Knell (5th level). When you hit a creature with one of your attacks part of your flurry of blows, you can spend 2 ki points to deal additional necrotic damage equal to your martial arts die + your Wisdom modifier. You regain hit points equal to half the amount of necrotic damage dealt.
- Macabre Shroud (9th level). Monks of the long death are disturbing and even frightening to most people, so those who see them tend to forget them as quickly as possible. When a creature see you, you can use your reaction and spend 3 ki points to try to make it forget your existence. The creature must make a Wisdom saving throw, or it loses any memory it has of encountering you within the last hour. In addition, for 1 minute, you are considered invisible in relation to that creature, unless you make an attack against that creature or force it to make a saving throw.
- Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around, for your soul has been touched by the shadow of death. When you benefit from your Touch of Death creature, each creature within 30 feet of your target that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Mastery of Death
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. For each ki point spent up to your Wisdom modifier, you regain 1 hit point.
- Touch of the Long Death
Starting at 17th level, your touch can channel the energy of death into a creature. Once in each of your turns, when you hit a creature with a unarmed strike, you can deal additional damage equal to the amount of temporary hit points you currently have.
Way of the Mercy[edit]
- Hands of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can deal additional necrotic damage equal to your martial arts die + your Wisdom modifier. You can't use this feature in the same turn you use flurry of blows, and can only use this once per turn.
- Mercy Ki Features
At 3rd level, you gain access to the following mercy ki features:
- Hands of Healing. Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
- Improved Healing. You may use Quickened Healing of your Unlocked Ki starting at 3th level instead of 4th level. When you use your Quickened Healing, you may spend ki points up to your Wisdom modifier.
- Physician's Touch
Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
- Flurry of Harm
Starting at 11th level, you can now mete out a flurry of comfort and hurt. You can use your Flurry of Blows an your Hands of Harm in the same turn.
In addition, when you use your Improved Quickened Healing, you can already spend thrice your Wisdom modifier in ki points on this feature.
- Hand of Ultimate Mercy
By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past minute. The creature then returns to life, regaining a number of hit points equal to your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
You can spend up to 5 ki points when you use this feature, to restore the life of a creature deceased for more time: 10 minutes (1 ki), 1 hour (2 ki), 8 hours (3 ki), 12 hours (4 ki) and 24 hours (5 ki). The creature also regain an amount of hit points equal to 1d10 for each ki point spent.
Once you use this feature, you can't use it again until you finish a long rest. At 20th level, you can use twice before you need a long rest to do it again.
Way of the Shadow[edit]
- Shadow Arts
At 3rd level, you can focus on your ki to manipulate the shadows around you. While you have at least 1 ki point, you can shape the shadows around you, using your action, or as a bonus action after a flurry of blows. Any of the following effects require concentration, ending on the start of your next turn:
- You can control the light in the environment, causing dim light to become darkness or darkness to become magical darkness in 5-foot radius around you, preventing creature's with darkvision to see trough it an non-magical light to illuminate it.
- You can cause an area of dim light and darkness to expand 5-foot in one direction of your choice, provided that the chosen area is not occupied by a source of light.
- You can distort the light and muffled sound around you, granting all creatures of your choice in a 5-foot radius a bonus equal to your Wisdom modifier to their Dexterity (Stealth) checks. In addition, no sound can be produced in the area, rendering creatures inside it deafened and immune to thunder damage.
- When you are in an area of dim light or darkness, you can become invisible until you take an action, a reaction or move into an area of bright light.
In addition, you can see trough normal and magical darkness up to a range of 120 feet.
- Shadow Ki Features
At 3rd level, you gain access to the following shadow ki features:
- Shadow Copy (3rd level). You can use a bonus action and spend 1 ki point to create a copy of yourself made of shadows in an unoccupied space you can see, covered by darkness or dim light, within 15 feet of you. This shadow is made out of magical darkness, and it lasts until it is destroyed, until you dismiss it as a bonus action, until you create another shadow copy, until it enters in contact with an area that is not in darkness or dim light, or until you're incapacitated.
- Your shadow copy has AC equal your ki save DC, hit points equal to 2 times your Wisdom modifier, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the shadow copy to move up to 30 feet in any direction (no action required). If your shadow copy is ever more than 30 feet from you at the end of your turn, it is destroyed.
- You can use the shadow clone in the following ways:
- As a bonus action, you can teleport, magically swapping places with your shadow clone at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shadow clone space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow's space.
- Darkness (5th level). You can spend 2 ki points to cast darkness, centered on yourself, as a bonus action, without providing material components. You can see trough the magical darkness you create.
- Shadow Warriors (9th level). As an action, you can spend 3 ki points to cause two shadows to appear in unoccupied spaces you can see within 60 feet of you, for 1 minute. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.
- Shadow Step
At 6th level, you gain the ability to step from one shadow into another. 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 before the end of the turn.
- Cloak of Shadows
At 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus 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, you can exploit a creature's momentary distraction when it is hit by an attack. 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 make a melee attack against that creature.
Way of the Open Hand[edit]
- Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Once in each of your turns when 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.
- Open Hand Ki Feature
At 3rd level, you gain access to the following open hand ki features:
- Wholeness of Body. You gain the ability to heal yourself. As a bonus action, you can spend 1 ki point to regain a number of hit points equal to your martial arts die + your Wisdom modifier.
- Soft Way
At 6th level, you gain the ability to control and disable your enemies without harming them. When you use your Defensive Posture, you can choose to forgo a number of unarmed strikes up to the maximum you can make on your turn.
Doing so allow you to take a number of reactions equal to the amount of attacks you didn't make. Whenever you reduce damage from an attack using your Defensive Posture, you can impose one of the effects of your Open Hand Technique feature.
- Tranquility
Starting at 11th level, whenever you finish a short or a long rest, you gain the benefits of a sanctuary spell, that lasts until your next rest, and uses your Ki save DC.
- Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can 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.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 3 ki points to do it again.
Way of the Four Elements[edit]
- Elemental Attunement
At 3rd level, you can connect yourself to the elements around you. Whenever you finish a short or a long rest, choose one of the following cantrips: control flames, shape water, gust or mold earth. You can cast the chosen cantrip until your next rest. Wisdom is your spellcasting ability for this spell.
In addition, you can cast your elemental attunement cantrip as a bonus action, by spending 1 ki point.
- Elemental Discipline
Starting at 3rd level, you can use your ki to control the elements around you. When you use Flurry of Blows, you can choose to control water, fire, earth or wind to create one of the following effects:
- Your unarmed strikes gain 10 foot of reach. In addition, when you make an unarmed strike, you can change its damage to cold, fire, lightning, thunder, piercing or slashing.
- You can cause the elements to move your target. It must succeed on a Strength saving throw or be moved 10 feet in any direction you choose.
- You can move 10 feet in any direction you choose.
- Four Elements Ki Feature
At 3rd level, you gain access to the following four elements ki features:
- Elemental Magic. You learn how to use your ki to cast elemental spells. You can choose one elemental spell at 3rd level, and another one at 5th, 9th, 13th and 17th level. Choose one of the following spell lists: druid's or sorcerer's. You cast spells from the Transmutation or Evocation schools from the chosen list.
- To cast a elemental magic spell, you must spend a number of ki points equal to the level of the spell. If you cast that spell at higher levels, you must spend additional ki points.
- Elemental Rider
At 6th level, you can use your control over the elements to move trough space, propelling yourself with them. Once in each of your turns without spending an action, if you haven't moved on this turn, you can be moved by your elements, to point within a distance equal to half your movement speed. When you do so, your movement speed is reduced by half.
- Primordial Mastery
At 11th level, you increase your power of the elements:
- Your unarmed strikes gain 15 foot of reach. In addition, you can choose the damage type from the following: bludgeoning, cold, fire, lightning, thunder, piercing and slashing.
- You can try to grapple or shove any creature in the reach of your unarmed strikes.
- The movement you can move increases by 20 feet.
- Avatar
At 17th level, you finally become the master of the four elements. You can cast the spells: investiture of flame, investiture of wind, investiture of stone or investiture of ice, as a bonus action and without requiring concentration.
In addition, if you use flurry of blows as part of your action, you can use any Action granted by these spells as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest. You can cast this spell again by spending 5 ki points. Doing so cause you to be exhausted when the spell end.
Way of the Cobalt Soul[edit]
- Extract Aspects
Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.
In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
You can have only one creature analyzed at the same time. Marking another creature as analyzed immediately ends the mark on the previous one.
- Cobalt Soul Ki Feature
At 3rd level, you gain access to the following open hand ki features:
- Sense Intentions. As an action, you can touch a creature and spend 1 ki point to sense its superficial thoughts for 1 minute. This works as the Detect Thoughts spell, but only detect the surface thoughts of a creature. You can spend 1 additional ki point to probe deeper, as an action.
- Eyes of Truth. You can use your bonus action and spend 5 ki points to gain truesight up to a range of 120 feet, lasting for 10 minutes.
- Mystical Erudition
Beginning at 6th 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 gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (with the ability to double the bonus of an existing proficiency from the list) at 11th and 17th level.
- Extort Truth
At 6th level, you can hit a hidden cluster of nerves on a creature with precision, temporarily causing them to become mentally malleable. Once in each of your turns when you hit a creature with an unarmed attack, you can force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. 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 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You no longer need a reaction when making an attack against a creature analyzed by your Extract Aspects feature that misses you with an attack.
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 creature with one of the attacks granted by your Flurry of Blows, you can cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type.
You can use this ability once, being unable to use it again until you finish a long rest, unless you spend 3 ki points to do so again. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Buddhist Monk class, you must meet these prerequisites: you must have both Dexterity and Wisdom scores of 14 or higher.
Proficiencies. When you multiclass into the Buddhist Monk class, you gain the following proficiencies: One artisan tool of your choice.
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