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]
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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: Light Armor
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 and vertical 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 any simple and martial 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.
- 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.
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 Ki Manipulator, Way of the Sun Soul, Way of the Astral Self, 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.
Ki Enhancement[edit]
At 3rd level, you began to focus your ki to better manipulate it. Choose one of the following to learn:
- Empowered Strike
- Before you make an unarmed strike, you may spend up to your proficiency bonus in ki points to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike, or until a minute passes. On a hit, you deal additional radiant damage equal to 1d8 per point spent. Depending on your Way of the Monk, your additional damage changes to a specific damage type. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike. You can only use this enhancement again after it has ended. If you do not hit any attack until the end of the duration of this improvement, you recover all points spent on it.
- Energy Armor
- On your or another creature's turn, and for an amount of ki points up to your Wisdom modifier (no action required), you can surround yourself with ki for one minute. You gain temporary hit points equal to the amount of ki points spent times 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. Depending on your Way of the Monk, you also gain resistance against a specific damage type while these temporary hit points last. If you cannot take actions due to a condition or effect you cannot use this enhancement.
The temporary hit point value becomes 10 instead of 5 at 11th level.
- Weapon Enhancement
- As a bonus action, you can spend ki points up to your proficiency bonus to add to your melee weapon damage rolls for 1 minute. Whenever you hit a target with your weapon, it takes extra radiant damage equal to twice the amount spent. Depending on your Way of the Monk, your damage bonus changes to a specific damage type.
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 your Martial Arts die + 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.
You get an extra reactions only to use this feature, at 8th and 13th level you get 1 additional reaction (to a total of 3 reactions).
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.
You may instead take a Buddhist 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: Abundant Step, Focused Aim and Ki Blast.
- 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 up to your proficiency bonus, 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.
- If you have the Natural Speedster feat, you may use this feature as a reaction to an attack wich you are the target that you can see. You add your proficiency bonus to your AC when you are targeted to an attack, potentially causing the attack to miss you.
- 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. If you turn a miss into a hit in this way, you learn the target's exact AC.
- Ki Blast
- At 2nd level you can manifest a Ki blast from either hand. When you take the attack action, you can spend an amount of ki points up to half your Wisdom modifier (rounded up, minimum 1) to replace one of those attacks with a ranged Ki Attack Roll against a creature within 30 feet + 10 feet per point spent on this feature of you. On a hit, the target takes 1d8 radiant damage per ki point spent + your Wisdom modifier.
- You can replace multiple attacks with Ki Blast, but you must spend appropriate ki points for each attack. This cannot replace attacks from features such as Flurry of Blows.
- At 5th level, you can spend up to your Wisdom modifier when using Ki Blast. At 11th level, you can spend up to your Wisdom modifier + half of your Wisdom modifier (rounded down). At 17th level, you can spend up to your Wisdom modifier added twice. At 20th level, you can spend up to your Wisdom modifier added thrice.
Depending on your Way of the Monk, the Ki Blast damage changes to a specific damage type.
At 10th level, you know four more ki features, which are the followings: Iron Fist, Karmic Strike, Weakening Touch and Ki Surge.
- 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 unarmed strike or melee weapon attack, you can use your reaction and 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.
- Ki Surge
- You may spends 6 Ki points to activate Ki Surge, letting you have another action on your turn.
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)
Monk Training[edit]
At 6th level, you have been focusing on improving yourself as a monk, trying to focus on your strenght. You will gain one of the following feats that you meet the requirements of (you may ignore one prerequisite when picking a body feat):
- Body Feats
Athlete History, Natural Speedster, Reinforced Immune System or Resilient
- Taijutsu Feats
Brute Slam, Acrobatic Fighter, Weaponized Fists or Shiranui-Gata
- Ki Feats
- Ki Manipulation Feats
Ki Manipulator, Ki Energy Slash, Ki Energy Ray, Ki Energy Explosion, Ki-Manifested Tools or Imbued-Ki Projectiles
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 17th 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.
Ki Recovery[edit]
At 9th level, you learn to absorb the ki existing in the environment. You can meditate and fight at the same time, regaining 1 ki point per turn, while in combat.
Limit Break[edit]
At 10th level, due to the constant use of ki, your body and soul become stronger than ever. Your strength or dexterity (choose one), constitution, and wisdom scores increase by +2. In addition, your dexterity, constitution, and wisdom maximums increase to 22. These maximums increase to 24 at 14th level, and to 26 at 18th level.
Purity of Body[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Advanced Energy Usage[edit]
At 11th Level, you have learned some more basic principles any monk should apply, whether in battle or investigation. You will gain two of the following Ki Energy Uses:
Advanced Monk Training[edit]
At 12th level, you have furthered your focus on improving the strengths you have already been developing.
You gain one of the following feats that you meet the requirements of, excluding level requirements:
- Body Feats
Athlete History, Colossal Physique, Natural Speedster, Untraceable Speed, Strong Body, Human Wall or Resilient
- Taijutsu Feats
Brute Slam, Acrobatic Fighter, Weaponized Fists, Shiranui-Gata, Ki Martial Artist or Afterimage Assault
- Ki Feats
- Ki Manipulation Feats
Ki Manipulator, Imbued-Ki Projectiles, Ki Energy Slash, Ki Energy Ray, Ki Energy Explosion, Ki-Manifested Tools, Interdimensional Storage or Ki Enhanced Body
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.
Ultimate Monk Training[edit]
At 16th level, your monastic training has led you to further develop the strengths you have developed, leading you to an extraordinary level. You gain two of the following feats that you meet the requirements of, excluding level requirements:
- Body Feats
Athlete History, Colossal Physique, Natural Speedster, Untraceable Speed, Strong Body, Human Wall or Resilient
- Taijutsu Feats
Brute Slam, Acrobatic Fighter, Weaponized Fists, Shiranui-Gata, Ki Martial Artist, Afterimage Assault, Protetor Stance or Mind Games
- Ki Feats
Immense Ki, Overflowing Ki, Dense Ki or Advanced Energy Usage
- Ki Manipulation Feats
Ki Manipulator, Peace Induction, Fear Induction, Imbued-Ki Projectiles, Ki Energy Slash, Ki Energy Ray, Ki Energy Explosion, Ki-Manifested Tools, Interdimensional Storage, Ki Enhanced Body, Ki Reinforcement or Improved Ki Output
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 +4 bonus to your Strength or Dexterity (choose one), Constitution and Wisdom scores. Once on each of your turns you can use a ki feature that costs 1 ki point without spending any ki point. Also, as a bonus action, you can regain a number of ki points equal to twice your wisdom modifier. You can use this feature a number of times equal to half your proficiency bonus, regaining all uses at the end of a short or long rest.
Additionally, you become more sensitive to environment and universe around you. As a free action, for 1 minute and by spending 1 ki point, you gain a Third Eye as you achieve true enlightenment, this Third Eye needn't be a true physical change unless you so choose. That third Eye provides you a truevision of 10 feet and you can't be surprised.
Way of the Monk[edit]
Way of the Ki Manipulator[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. Also, when you make intelligence (Religion) checks, you can use your wisdom, instead of your intelligence modifier.
In addition, you gain the Otherworldly Body background feat and one Body Feat of your choice.
- Seven Chakras Ki features
At 3rd level, you gain access to the following seven chakras ki features:
- Expert Manipulator. Your control over ki is better than the others.Every time you use a feature where you can spend an amount of ki points you can spend 1 additional ki point. At 10th level, everytime you spend an amount of ki points in a feature, it will count as if you spent twice.
- At 6th level, whenever you use a Empowered Strike its damage will be increased by one tier. Additionally, when you gain Monk Training, Advanced Monk Training and Ultimate Monk Training features, you may pick one additional feat on the list. You also may ignore one prerequisite when taking a Ki Manipulation Feat, that cannot be a level requirement.
- Healing Mastery (5th level). You have learned how to use your ki to heal. You gain the Quickened Healing feat, ignoring its requirement and you may already heal a creature (only one creature per turn). At 10th level, you gain the Improved Quickened Healing feat. Starting at 15th level, your healing pool is equal 15 times your level times your Wisdom modifier and the DC to force Quickened Healing is 15.
- Additionally, whenever you spend at least 10 ki points in your Quickened Healing or Improved Quickened Healing feat, you can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion. For each additional 10 Ki point spent, you can remove one condition or one additional level of exhaustion. This feature cannot remove external conditions, such as restrained or grappled.
- Disciple of the Eightfold Path (9th level). You gain advantage on saving throws against the charmed and frightened condition and gain resistance to psychic damage.
- Additionally, you can see the weak points of creatures. Your Ki-Enhaced Critical feature allows you to score a critical hit on a roll of 17-20 a number of times equal to your proficiency bonus. You gain one Ki Manipulation Feat of your choice.
- Quickened Movement (13th level). Your speed is no joke. You gain the Natural Speedster feat. If you already have said feat you gain the Untraceable Speed feat instead.
- Master of the Ki Manipulation (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.
- At 20th level, you gain the Flawless Fundamentals feat ignoring it's requirements.
- Demi-Deva State
Starting at the 6th level, the deep understanding of Ki's essence allows you to learn to summon and control the elements in the universe. Once per short rest you may choose one damage type to use in your Ki Enhacement and Ki-Empowered Strikes features. Additionally, as a bonus action, you may spend 10 ki points to entrance in Demi-Deva State, gaining the following benefits for 1 minute:
- Energy Strike. Your body is involved by an aura with a specific color (depending on the damage type you choose). Whenever you make an unarmed strike, you may change your damage type to one of the followings: acid, cold, fire, force, lightning, necrotic, radiant or thunder damage.
- Enhaced by Energy. Monk weapons that you are handling are constantly under the effects of your Weapon Enhancement for the duration, dealing an additional damage of your Energy Strike equal to twice your proficiency bonus. You may still use Weapon Enhancement as normal, if you have it.
- Master of the Energy. You gain resistance to the same damage type you have chosen to your Energy Strike.
- Energy Enhancement. Your Ki Enhancement and Ki-Empowered Strikes changes to the same damage type you have chosen to your Energy Strike.
You may use the Demi-Deva State a number of times equal to half your proficiency bonus, regaining all uses after taking a long rest. Once this state ends, the damage type returns to the one you have chosen before you activated the Demi-Deva State.
Beginning at 17th level, you may spend 10 ki points to use it again.
- 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 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 Dharma Dice.
- Deva State
Starting at 17th level, your accomplishment oKi Manipulation Way has taken you to a higher state of being. Your eyes (including your Third Eye) are shining and you're surrounded by an aura flowing through your body (you may choose one colour to your eyes and aura, it does not change once you choose one). As a bonus action, by spending 15 ki points, you may entrance in this state for 1 minute and gain the following benefits alongside the benefits shown on Demi-Deva State:
- 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 must make a Constitution saving throw. In a fail, they take 4d6 in the same damage type previously chosen to your Energy Attacks. On a success, they take no damage.
- Meteor Strikes. Your attacks with unarmed strikes deals 2 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 Vision. Your Truesight's range is doubled and 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.
You can use this feature a number of times equal to half your proficiency bonus (rounded down), before needing a long rest. At 20th level, you may spend 6 ki points to use it again.
Way of the Sun Soul[edit]
- Radiant Sun Bolt
Starting when you choose this way at 3rd level, you can hurl searing bolts of magical radiance. You gain the Unique Ki Energy background feat with your Ki Energy Trait being radiant.
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 or Dexterity, for this attack, and it causes damage equal to your martial arts die on a hit. The damage type 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.
- In addition, you gain the Ki Energy Ray
- 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 flying 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 15 feet of to make a dexterity saving throw or take 2d6 force damage.
- 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 4d6 and the range is increased to 20 feet.
- Additionally, you gain the Ki Energy Explosion feat with the damage type being force.
- Astral Arsenal (5th level) You can use your ki to form spectral structures. As a bonus action, for 2 ki points, 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 2 ki point, but only if they have the one-handed property and are light. Otherwise, 2 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. You gain the Ki Energy Ray feat with the damage type being force.
- 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 6 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 (rounded down), each costing 6 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) checks and you may use wisdom instead of charisma when you make (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, necrotic, thunder or radiant 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, your Ki-Empowered Strikes deals an additional damage.
Also, 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. You can summon the unchosen feature as a free action in another turn. Additionally, you have resistance to force and psychic 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, by spending 15 ki points. 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 bonus to your Armor Class equal to half your proficiency bonus.
- Ethereal Enhance. You may add half your Wisdom modifier on your attacks and damage rolls (rounded down). Also, your attacks deals 2 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.
You can use this feature a number of times equal to half your proficiency bonus, before needing a long rest. At 20th level, you may spend 15 ki points to use it again.
Way of the Drunken Master[edit]
- Bonus Proficiencies
When you choose this way 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 way 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 way 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 gain Quickened Healing and Improved Quickened Healing feats, ignoring its requirement and your healing pool is 15 times your level times your Wisdom instead. At 6th level, whenever you use your Improved Quickened Healing you count as if you were spent 2 ki points for every 1 ki point and the DC to force your Improved Quickened Healing becomes 15.
- 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 and your Hands of Harm in the same turn.
- 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 6 ki points when you use this feature, to restore the life of a creature deceased for more time: 5 minutes (1 ki), 10 minutes (2 ki), 1 hour (3 ki), 8 hours (4 ki), 12 hours (5 ki) and 24 hours (6 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 a number of times equal to half your proficiency bonus 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 way 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 way, 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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