Monk, 6th Variant (5e Class)

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Monk[edit]

Class Features

As a Monk you gain the following class features.

Hit Points

Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords, improvised weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength and Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Medicine, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Monk

Level Proficiency
Bonus
Martial
Damage
Quick
Movement
Ki Points Dedicated
Weapons
Features
1st +2 1d6 +5 ft. Martial Arts
2nd +2 1d6 +10 ft. 2+Wis 2 Power of Ki, Dedicated Weapon
3rd +2 1d6 +10 ft. 3+Wis 2 Monastic Tradition, Deflect Attacks, Unwavering Self
4th +2 1d6 +10 ft. 4+Wis 2 Ability Score Improvement, Ki-Empowered Vitality, Featherweight Faller
5th +3 1d8 +15 ft. 5+Wis 2 Extra Attack, Stunning Strikes, Focused Aim
6th +3 1d8 +15 ft. 6+Wis 2 Monastic Tradition Feature, Ki-Empowered Strikes
7th +3 1d8 +15 ft. 7+Wis 2 Words of Wisdom, Diamond Soul
8th +3 1d8 +20 ft. 8+Wis 3 Ability Score Improvement, Extra Reaction
9th +4 1d8 +20 ft. 9+Wis 3 Ki-Empowered Agility, Unwavering Self (Improvement)
10th +4 1d8 +20 ft. 10+Wis 3 Ability Score Improvement, Monastic Tradition Feature
11th +4 1d10 +25 ft. 11+Wis 3 Heightened Ki Arts, Dedicated Weapon Fusion
12th +4 1d10 +25 ft. 12+Wis 3 Ability Score Improvement
13th +5 1d10 +25 ft. 13+Wis 3 Ki-Empowered Defenses, Timeless Self
14th +5 1d10 +30 ft. 14+Wis 4 Dedicated Weapon (Improvement), Extra Reaction (2)
15th +5 1d10 +30 ft. 15+Wis 4 Monastic Tradition Feature
16th +5 1d10 +30 ft. 16+Wis 4 Ability Score Improvement
17th +6 1d12 +35 ft. 17+Wis 4 Perfect Self, Extra Attack (Improvement)
18th +6 1d12 +35 ft. 18+Wis 4 Empty Self
19th +6 1d12 +35 ft. 19+Wis 4 Ability Score Improvement
20th +6 1d12 +40 ft. 20+Wis 4 Enlightened Mind and Body, Extra Reaction (3)

Martial Arts[edit]

Starting at 1st level, your rigorous practice of martial arts gives you mastery of elusive combat styles that use unarmed strikes and monk weapons. Monk weapons are shortswords, darts, and simple melee weapons that lack the heavy and special properties. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku), a sickle with a shorter, straighter blade (called a kama), or a dart with multiple spikes in a circular pattern (called a shuriken). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

You gain the Bonus Attack, Dexterous Activity, Martial Damage, Patient Defense, and Quick Movement features. You can only benefit from these features while you aren't wearing armor or wielding a shield.

Bonus Attack
Whenever you take the Attack action using an unarmed strike or a monk weapon on your turn, you can make an unarmed strike as a bonus action.
Dexterous Activity
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, for Athletics checks, and for determining how far and high you can jump.
Martial Damage
You have a martial arts die, which is a d6. You can roll your martial arts die in place of the normal damage of your unarmed strikes and monk weapons. Some of your monk features will also have you roll your martial arts die for other purposes. Your martial arts die changes when you reach certain monk levels, as shown in the Martial Damage column of the Monk table.
Patient Defense
Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Quick Movement
Your speed increases by 5 feet. This bonus increases when you reach certain monk levels, as shown in the Quick Movement column of the Monk table.

Power of 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 ki points. You always have a number of ki points equal to your Wisdom modifier + your monk level (minimum 1 ki point), as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you spend at least 10 consecutive minutes in meditation, at the end of which you draw all of your expended ki back into yourself. This meditation can be done during a short or long rest.

You can spend these points to fuel various ki features. You start by knowing two such features: Flurry of Blows and Step of the Wind. You learn more ki features as you gain levels in this class.

Flurry of Blows
You can make an unarmed strike as a bonus action on your turn, provided that you aren't wearing armor, wielding a shield, or wielding any weapons which aren't monk weapons.
In addition, you can spend 1 ki point to make an additional unarmed strike as part of the same bonus action.
Step of the Wind
You can take either the Dash or Disengage action as either an action or a bonus action on your turn, provided that you aren't wearing armor or wielding a shield. You can only use this feature once during each of your turns.
In addition, you can spend 1 ki point to take either another one of those actions or the Dodge action as part of the same bonus action.

Some of your monk features allow you to cast certain spells, usually by spending ki points. See Spell Rules for the general rules of spellcasting. Whenever a monk feature allows you to cast a spell or causes you to learn a cantrip, that spell is considered a ki spell for you. You must provide somatic components for your ki spells but don't need to provide verbal or material components for them, regardless of which components the spell being cast would ordinarily require you to provide. You must otherwise follow all other general rules of spellcasting.

Wisdom is your spellcasting ability for your ki spells. Your magic comes from your control over the mystic energy of ki. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ki spell and when making an attack roll with one.

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki attack modifier = your proficiency bonus + your Wisdom modifier

Dedicated Weapon[edit]

Also at 2nd level, you can train yourself to use a variety of weapons, not just the weapons outlined in your Martial Arts feature. Whenever you finish a short or long rest, you can touch a simple or martial melee weapon, focus your ki on it, and make it one of your dedicated weapons. For each of your dedicated weapons, that weapon counts as a monk weapon for you, provided that you are proficient with it and that it lacks the heavy and special properties.

You can have up to two dedicated weapons at any given time. This amount increases when you reach certain monk levels, as shown in the Dedicated Weapons column of the Monk table. If you attempt to dedicate yourself to a weapon while you are already dedicated to your maximum amount of weapons, you must forget your training with one of your other dedicated weapons, causing that weapon to no longer be your dedicated weapon.

Starting at 14th level, you learn how to better attune your ki to your dedicated weapons. You gain the following benefits:

  • If one of your dedicated weapons is a magic weapon and it would force a creature to make a saving throw, you can use your Ki save DC, instead of the DC provided by the weapon.
  • If one of your dedicated weapons is a magic weapon which requires attunement, that magic item counts as only 3/4th of a magic item for the purpose of determining how many magic items you can be attuned to at any time. If a magic weapon which you are attuned to ceases to be one of your dedicated weapons and this would cause you to be attuned to more magic items than you are allowed to be attuned to at once, you must end your attunement with one of the magic items which you are attuned to.

Monastic Tradition[edit]

Starting at 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, or one from another source. Your tradition grants you features at 3rd level and again at 6th, 10th, and 15th level.

Deflect Attacks[edit]

Also at 3rd level, you have taught yourself to respond to danger with extraordinary discipline. You gain the following benefits:

  • As a reaction to a creature missing you with an attack, you can spend 1 ki point to redirect the attack to another creature.
  • As a reaction to you being hit by an attack, you can attempt to deflect the attack. The damage you take from the attack is reduced by an amount equal to a roll of your martial arts die + your Dexterity modifier + your Wisdom modifier + half your monk level (rounded up). If you reduced the damage to 0, you can spend 1 ki point to redirect the attack to another creature as part of the same reaction.

When you redirect a melee attack in either of these ways, choose a target that you can see within range of your unarmed strikes and make a melee attack against them. When you redirect a ranged attack in either of these ways, choose a target that you can see within 60 feet of you and make a ranged attack against them. In either case, you make the attack with proficiency regardless of your weapon proficiencies, and you are considered to be making the attack with a monk weapon for all purposes. On hit, instead of dealing damage, you cause the provoking attack to hit your target.

Unwavering Self[edit]

Finally at 3rd level, your proficiency with the ki flowing through you toughens you and brings you closer towards peak mental and physical health. You gain resistance to poison and psychic damage, and you have advantage on saving throws against disease, poison, and effects that would try to apply the charmed, frightened, or poisoned conditions to you.

Starting at 9th level, you gain immunity to poison and psychic damage, and you become immune to disease, poison, and the charmed, frightened, and poisoned conditions.

Ability Score Improvement[edit]

When you reach 4th level and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Ki-Empowered Vitality[edit]

Starting at 4th level, the constant flow of ki throughout your body helps repair it more efficiently when injured. Whenever you regain hit points from any source including but not limited to you drinking a Potion of Healing, someone casting cure wounds on you, and you spending a Hit Die at the end of a short rest, the amount of hit points which you regain is increased by an amount equal to your Wisdom modifier (minimum 0 extra hit points).

Featherweight Faller[edit]

Also at 4th level, you learn techniques that allow you to survive great heights and better maneuver through the air. You are considered to have fallen only 1 foot for every 3 feet which you actually fell for the purpose of determining how much fall damage you take whenever you fall, and you are permanently under the effects of the jump spell.

In addition, you can spend 1 ki point to cast feather fall.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Starting at 17th level, you can spend 1 ki point to increase the number of attacks to three for that turn (no action required).

Stunning Strikes[edit]

Also at 5th level, you learn to interfere with the flow of ki in the bodies of others. Once per turn whenever you hit another creature with an unarmed strike or a melee monk weapon, you can spend 1 ki point to perform a stunning strike against that creature. To perform a stunning strike while it is your turn, you must take the Attack action that turn.

The target must make a Constitution saving throw against your Ki save DC. Alternatively, you can cause the target to automatically suffer the effects of a successful save. On a successful save, the target takes your choice of either force damage, necrotic damage, or radiant damage equal to a roll of your martial arts die + your Wisdom modifier. On a failed save, the target takes half the damage and is stunned until the end of your next turn.

Focused Aim[edit]

Finally at 5th level, you can focus your ki into aiming with greater success. Whenever you make an attack and miss with the attack roll, you can spend either 1, 2, or 3 ki points to increase your attack roll by 2 for each ki point you spend in this way, 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-Empowered Strikes[edit]

Starting at 6th level, you learn to use your ki to magically empower your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, whenever you hit with an unarmed strike or a monk weapon, it deals your choice of force damage, necrotic damage, radiant damage, or its normal damage type.

Words of Wisdom[edit]

Starting at 7th level, you learn to touch the ki of other minds in order to communicate more effectively. Immediately before you make an ability check, you can spend 1 ki point to aid yourself in knowing the right thing to say for 1 minute (no action required). During that time, you can use Wisdom instead of Charisma for Deception checks, Intimidation checks, Performance checks, Persuasion checks, and other ability checks made to socially interact with other creatures. You still add your Charisma modifier to the ability check if that modifier is negative.

Diamond Soul[edit]

Also at 7th level, you learn to use your ki to protect yourself from all kinds of dangers. You gain proficiency in all saving throws.

In addition, whenever you are subjected to an effect that requires you to make a saving throw to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail the save. If the effect requires you to make a Strength or Dexterity saving throw, you can only benefit from this while you aren't incapacitated, wearing armor, or wielding a shield.

Extra Reaction[edit]

Starting at 8th level, you can take two reactions each round, instead of one. You can only use one reaction in response to any given event that would allow you to use a reaction.

The number of reactions increases to three when you reach 14th level in this class and to four when you reach 20th level in this class.

Ki-Empowered Agility[edit]

Starting at 9th level, your deepened training and understanding of ki enables you to jolt across surfaces that most can not. You gain the following benefits while you aren't wearing armor or wielding a shield:

  • Whenever you take the Dash action on your turn, difficult terrain doesn't cost you extra movement for the rest of your turn.
  • Whenever you make an attack against a creature with an unarmed strike or a melee monk weapon on your turn (regardless of whether or not you hit), that creature has disadvantage on attack rolls against you until the end of your turn.
  • You can move along vertical surfaces and across liquids on your turn without falling during the move. In addition, you can spend 2 ki points to cast spider climb or water walk on yourself and only yourself. When you cast spider climb in this way, it doesn't require concentration. When you cast water walk in this way, you can choose to have the spell not carry you to the liquid's surface at any given moment while you are submerged.

Heightened Ki Arts[edit]

Starting at 11th level, your training has pushed you to new levels. Your Flurry of Blows and Step of the Wind features are changed for you so that they read the following:

Flurry of Blows
You can make up to two unarmed strikes as a bonus action on your turn, provided that you aren't wearing armor, wielding a shield, or wielding any weapons which aren't monk weapons.
In addition, you can spend 1 or 2 ki points to make an additional unarmed strike for each ki point you spend in this way as part of the same bonus action.
Step of the Wind
You can choose any one or two of the Dash, Disengage, and Dodge actions and take your selected action(s) as either a single action or a single bonus action on your turn, provided that you aren't wearing armor or wielding a shield. You can only use this feature once during each of your turns.
In addition, you can spend 1 ki point to either take another one of those actions or make an unarmed strike as part of the same action or bonus action.

Dedicated Weapon Fusion[edit]

Also at 11th level, you learn to infuse your ki with magic weapons and exert their power using your body. If you are holding one of your dedicated weapons and that weapon is a magic weapon either which you are attuned to or which doesn't require attunement, you can fuse that weapon into your body as a bonus action, causing it to become one of your fused dedicated weapons. You can cause one of your fused dedicated weapons to unfuse with you and reappear in your hands or in the closest unoccupied space to you as a bonus action. A fused dedicated weapon will unfuse with you and reappear in the closest unoccupied space to you if your attunement with that weapon is broken, if that weapon ceases to be one of your dedicated weapons, or if you die.

For each of your fused dedicated weapons, you are always considered to be holding that weapon for the purpose of gaining its magical effects, and your unarmed strikes gain all magic properties of that weapon. For example, if the weapon is a nine lives stealer, you have a +2 bonus to attack and damage rolls made with your unarmed strikes, and you can use your unarmed strikes to try to tear a creature's life force from its body on a critical hit (the sword even loses a charge if the creature is slain in this way). For another example, if the weapon is a frost brand, your unarmed strikes deal an additional 1d6 cold damage, your body sheds light in freezing temperatures, you gain resistance to fire damage, and you can "draw" the weapon to extinguish nearby non-magical flames. If you have multiple fused dedicated weapons when you make an unarmed strike, you only gain the magical properties of one of them for that strike. You choose which weapon when you make the strike.

In addition, if one of your fused dedicated weapons is a sentient weapon, it can communicate normally as though you were holding it as well as perceive through your senses.

Ki-Empowered Defenses[edit]

Starting at 13th level, your mastery of ki allows you to bolster yourself against harm. Whenever you make a saving throw and fail, you can spend 1 ki point to reroll the save and take the second result.

Timeless Self[edit]

Also at 13th level, your ki sustains you so that you gain the following benefits:

  • You suffer none of the frailty of old age (though you can still die of old age), and you can't be aged magically.
  • You no longer need food, water, or air, and you are immune to exhaustion from all sources.
  • You no longer need to sleep, and you can't be forced to sleep magically.
  • To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as meditating and keeping watch.

Perfect Self[edit]

Starting at 17th level, you have achieved personal perfection and embody the power of ki. If the amount of unspent ki points you have remaining is less than your Wisdom modifier, you can regain a spent ki point as an action.

Empty Self[edit]

Starting at 18th level, you can use the power of ki to transmutate your body into an ethereal form. You can spend 3 ki points to give yourself resistance to all damage except force damage for 1 minute as an action. In addition, you can spend 2 more ki points to become invisible for the duration as part of the same action.

Enlightened Mind and Body[edit]

When you reach 20th level, you have honed your mind and body to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Monk class, you must meet these prerequisites: Dexterity and Wisdom 13 or higher

Proficiencies. When you multiclass into the Monk class, you gain the following proficiencies: Simple weapons, shortswords, improvised weapons


Way of the Open Hand[edit]

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat. There are thousands of martial arts styles that such monasteries might teach including but not limited to Taekwondo, Kung Fu, and Boxing. Beyond that, the monasteries also teach techniques that manipulate ki to heal bodily damage as well as techniques that allow them to be even more fleet of foot.

Open Hand Technique[edit]

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit another creature with an unarmed strike or a monk weapon, you can impose one of the following effects on that target. For each of these effects, you can only impose that effect once per turn:

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

Wholeness of Body[edit]

Starting at 6th level, you gain the ability to heal yourself quickly and with relative ease. You can spend 1 ki point and an unspent Hit Die to heal yourself as an action. Roll the Hit Die. You regain hit points equal to the number rolled + your Constitution modifier (minimum 0 hit points).

Fleet Step[edit]

Starting at 10th level, you gain the ability to more easily stride out of harms way. On your turn, you can spend 1 ki point to gain an additional action for the turn. This action can be used only to use Step of the Wind.

Tranquility[edit]

Also at 10th level, you can enter a special meditation that surrounds you with an aura of peace. You can spend 2 ki points to cast sanctuary on yourself, provided that you hadn't made an attack, cast a spell that affected an enemy, or dealt damage to another creature at any point in the past minute. The effect lasts until you finish meditating to regain your spent ki points, instead of for 1 minute.

Immediately after you finish meditating to regain your spent ki points, you can cast sanctuary in this way without spending any ki points.

Quivering Palm[edit]

Starting at 15th level, you gain the ability to set up lethal vibrations in someone's body. Whenever you hit another creature with an unarmed strike, you can spend 5 ki points to start these imperceptible vibrations, which last for up to 30 days. 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 against your Ki save DC. If it fails, it is reduced to 0 hit points and dies instantly. If it succeeds, it takes your choice of either force damage, necrotic damage, or radiant damage equal to eight rolls of your martial arts die.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly (no action required).


Way of the Drunken Master[edit]

Monks of the Way of the Drunken Master learn to move jerkily and unpredictably like a drunkard. Their unique style of fighting results in seemingly inebriated combatants who conceal a carefully executed dance of movements, attacks, parries, et cetera. Members of these monasteries spend a lot of time in taverns and tend to enjoy playing the fool, bringing joy to bystanders and humiliating contemptuous onlookers.

Drunken Technique[edit]

Starting when you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You gain proficiency in the Performance skill if you don't already have it, and you can use Wisdom instead of Charisma for Performance checks. You still add your Charisma modifier to the ability check if that modifier is negative.

In addition, if you both take the Attack action and use either Flurry of Blows or Frenzy of Blows in a single turn, you gain the following benefits until the end of that turn:

  • Your movement doesn't provoke opportunity attacks.
  • Your speed increases by 10 feet.

Tipsy Sway[edit]

Starting at 6th level, you learn to move in sudden, swaying ways. You can redirect attacks using Deflect Attacks without spending any ki points.

In addition, whenever you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Drunkard's Luck[edit]

Starting at 10th level, you always seem to get a lucky bounce at the right moment. Immediately before you make an ability check, attack roll, or saving throw with disadvantage, you can spend 2 ki points to cancel the disadvantage for all ability checks, attack rolls, and saving throws which you make in the next minute.

Frenzy of Blows[edit]

Starting at 15th level, you gain the ability to attack an overwhelming number enemies with ease. You can make up to three unarmed strikes as a bonus action on your turn, provided that you aren't wearing armor, wielding a shield, or wielding any weapons which aren't monk weapons. In addition, you can spend 1 or 2 ki points to make two additional unarmed strikes for each ki point you spend in this way as part of the same bonus action.

When you use this feature, no two attacks you make in this way can be made against the same creature.


Way of the Four Elements[edit]

Monks of the Way of the Four Elements use their ki to harness the elements, align themselves with the forces of creation, bend them to your will, and use them as an extension of their own body. Many monks will weave the four elements together, but it's not uncommon for a member to dedicate themself to just one or two of the elements.

Elemental Attunement[edit]

Starting when you choose this tradition at 3rd level, you can briefly control elemental forces within 30 feet of you as an action, causing one of the following effects of your choice:

  • You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren't affected.
  • You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area. Alternatively, you cause up to five words to appear in your handwriting in a patch of dirt or sand.
  • You create a thin cloud of harmless embers and/or smoke in a 5-foot cube, colored and scented as you choose. The embers can light candles, torches, lamps, and small campfires in the area. The smoke lingers for 1 minute.
  • You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Primordial Stance[edit]

Also at 3rd level, you can temporarily become one with the elements. You can spend 1 ki point to activate your primordial stance as an action. Your primordial stance remains active for 10 minutes. It ends early if you are incapacitated, if you use this feature again, or if you choose to end it early (no action required). You gain the following benefits while your primordial stance is active:

  • Whenever you make an unarmed strike, your reach is 10 feet greater than normal for that strike.
  • Whenever you hit with an unarmed strike or a monk weapon, you can choose to have it deal either acid damage, bludgeoning damage, cold damage, fire damage, lightning damage, piercing damage, slashing damage, or thunder damage instead of its normal damage type.
  • Whenever you hit another creature with an unarmed strike or a monk weapon, the target must make a Strength saving throw against your Ki save DC. If it fails, you can move it up to 10 feet towards you or away from you.

Starting at 15th level, your primordial stance improves. You gain the following additional benefits while your primordial stance is active:

  • You gain resistance to your choice of either acid, bludgeoning, cold, fire, lightning, piercing, slashing or thunder damage. At the start of each of your turns, you can change which damage type you resist in this way (no action required).
  • Whenever you use Step of the Wind, you can cause elemental destruction wherever you move. Choose either acid, bludgeoning, cold, fire, lightning, piercing, slashing, or thunder. Until the end of your turn, if you are within 5 feet of a creature, you can deal an amount of damage of your chosen damage type equal to a roll of your martial arts die to that creature (no action required). A creature can only take this damage once per turn.

Environmental Burst[edit]

Starting at 6th level, you can create large bursts of elemental energy. You can spend 2 or more ki points to conjure a bead of elemental energy in your hand and hurl it at a point that you can see within 120 feet of you as an action. The bead erupts into a burst of elemental energy when it arrives. Each creature within a 20-foot-sphere centered on the chosen point must make a Dexterity saving throw against your Ki save DC. On a failed save, a target takes your choice of either acid damage, bludgeoning damage, cold damage, fire damage, lightning damage, piercing damage, slashing damage, or thunder damage equal to three rolls of your martial arts die. On a successful save, a target takes half the damage.

If you spend more than 2 ki points when you use this feature, the damage increases by an amount equal to a roll of your martial arts die for each ki point you spend in this way after the 2nd. The maximum amount of ki points you can spend in this way is dependent on your monk level, as shown on the table below:

Monk Level Maximum Amount
of Ki Points
6th - 8th 3
9th - 12th 4
13th - 16th 5
17th - 20th 6

Stride of the Elements[edit]

Starting at 10th level, you learn to control the elemental forces around you so that you can move around the world in various different ways. You can spend 1 ki point to gain both a flying speed and swimming speed equal to your speed for 1 hour as an action.


Way of the Kensei[edit]

Monks of the Way of the Kensei view their weapons in the same way that a calligrapher or painter views their pen or brush, a tool used to express the beauty and precision of martial arts. They are highly trained with their weapons so much that the weapon becomes an extension of the monk's body. Monks that follow this tradition are peerless warriors as a result of their intense devotion, practice, and study.

Bonus Proficiencies[edit]

Starting when you choose this tradition at 3rd level, you gain proficiency with martial weapons and your choice of either calligrapher's supplies or painter's supplies.

Path of the Kensei[edit]

Also at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the Agile Parry, Kensei's Flurry, and Weapon Training features.

Agile Parry
If you make an unarmed strike during your turn and are holding a melee kensei weapon, you can use it to defend yourself. You gain a +2 bonus to your AC until the start of your next turn, provided that you are still wielding that kensei weapon, aren't incapacitated, aren't wearing armor, and aren't wielding a shield.
Kensei's Flurry
Whenever you use Flurry of Blows, each time you would make an unarmed strike, you can instead make an attack with a kensei weapon. If you do, you must use your Martial Damage feature to roll your martial arts die in place of the normal damage even if the normal damage is higher.
Weapon Training
Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. You can also choose the Longbow in this way. Weapons of the chosen types are considered monk weapons for you. Many of this tradition's features work only with your kensei weapons.
When you reach 6th, 10th, and 15th level in this class, you can choose another type of weapon to be a kensei weapon for you, following the same criteria. When you gain a level in this class, you can choose one of your kensei weapons and replace it with another type of weapon, following the same criteria. You must always have at least one melee kensei weapon and at least one ranged kensei weapon.

One with the Blade[edit]

Starting at 6th level, you extend your ki into your kensei weapons, granting you the following benefits:

  • Your attacks with kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Once per turn whenever you hit another creature with a kensei weapon, you can spend 1 ki point to cause the weapon to deal additional damage equal to a roll of your martial arts die + your Wisdom modifier. You can't use both this feature and Stunning Strike on the same turn.

Sharpen the Blade[edit]

Starting at 10th level, you can use your ki to augment your weapons further. You can spend 1, 2, or 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it as a bonus action. The bonus is equal to the amount of ki points you spent in this way, and it lasts for 1 minute. If the affected weapon is a magic weapon that already has a bonus to attack and damage rolls, that bonus is overridden by the bonus granted by this feature for the duration.

Unerring Accuracy[edit]

Starting at 15th level, your devotion grants you extraordinary accuracy. Once per turn whenever you miss with an attack roll using a kensei weapon, you can reroll the attack roll and take the second result.


Way of the Long Death[edit]

Monks of the Way of the Long Death obsess over understanding every aspect related to the mechanics of dying and meaning of death itself. These monastic orders capture other creatures, subject them to slow deaths, and record the results to expand their understanding. Their understanding of martial arts is guided by the knowledge they obsess over, causing them to adopt a particularly deadly fighting style.

Touch of Death[edit]

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from other creatures as they near their demise. Whenever you reduce creature within range of your unarmed strikes to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + half your monk level (rounded up, minimum 1 temporary hit point).

Deathly Fright[edit]

Starting at 6th level, you can use your knowledge of death and the fact that your soul is touched by the shadow of death to terrify nearby creatures as an action. Creatures of your choice that you can see within 30 feet of you must make a Wisdom saving throw against your Ki save DC. On a failed save, a target is frightened of you until the end of your next turn.

Deathly Defiance[edit]

Starting at 10th level, you learn how to escape the grasp of death. If you would be reduced to 0 hit points, you can spend 1 ki point to be reduced to 1 hit point instead (no action required). Each time you use this feature after the first, the ki cost increases by 1. Whenever you finish meditating to regain your spent ki points, the ki cost resets to 1.

Long Death[edit]

Starting at 15th level, you have come to understand death so much that you are capable of inflicting perfect death. You can spend 1 to 8 ki points to touch another creature and channel the energy of death directly into them as an action. The target must make a Constitution saving throw against your Ki save DC. On a failed save, a target takes necrotic damage equal to two rolls of your martial arts die for each ki point you spent in this way. On a successful save, a target takes half the damage.


Way of the Shadow[edit]

Monks of the Way of the Shadow follow a tradition that values stealth and subterfuge. Sometimes referred to as ninjas or shadowdancers, monks that follow this tradition tend to serve as spies and assassins. Many of the monasteries operate like thieves' guilds that offer their services to anyone willing to pay a price, but others might form smaller clans that take a vow to secrecy about their arts and missions.

Shadow Arts[edit]

Starting when you choose this tradition at 3rd level, you can use your ki to call upon the power of the shadowfell. You gain the Cloak of the Shadows, Eyes of the Dark, and Shadow Spells features.

Cloak of the Shadows
While you are in an area of darkness, you are invisible to any creature that relies on darkvision to see in that darkness.
Eyes of the Dark
You can see normally in dim light and darkness, both magical and nonmagical, to a distance of 60 feet. In addition, if you have darkvision, its range increases by 60 feet.
Shadow Spells
You can spend 2 ki points to cast darkness, pass without trace, or silence. For each of these three spells, you can cast it once without spending any ki points, and you regain the ability to cast it without spending any ki points when you finish a long rest. In addition, you learn the minor illusion cantrip.

Step of Darkness[edit]

Starting at 6th level, you learn to use the shadows to more easily step into hiding. Whenever you use Step of the Wind, the Hide action is added to the list of actions you can take using the feature.

Shadow Step[edit]

Starting at 10th level, you gain the ability to step from one shadow into another. Once per turn while you are in an area of dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness as an action or as a bonus action. You then have advantage on the first attack you make before the end of the turn.

Shady Opportunist[edit]

Starting at 15th level, you learn to exploit momentary distractions that catch creatures off guard. As a reaction to a creature within range of your unarmed strikes being hit by an attack that was not made by you, you can spend 1 ki point to make an unarmed strike against that creature.


Way of the Sun Soul[edit]

Monks of the Way of the Sun Soul practice special meditation that allow them to unleash the indomitable light shed by the soul within themselves. Members of these monasteries are able to use the light in order to create some dazzling effects, hurl bolts of radiant light, and cover large areas with searing energy.

Dazzling Arts[edit]

Starting when you choose this tradition at 3rd level, you learn to unleash the light within yourself. You can spend 2 ki points to cast daylight or faerie fire. For both of these spells, you can cast it once without spending any ki points, and you regain the ability to cast it without spending any ki points when you finish a long rest. In addition, you learn the dancing lights and light cantrips.

Radiant Sun Bolt[edit]

Also at 3rd level, you gain a new attack option in which you hurl searing bolts of radiant magic. Whenever you would make an unarmed strike, you can perform this special attack instead.

This special attack is a ranged weapon attack with a range of 30 feet. You use your Dexterity modifier for the attack and damage rolls of this attack, you make the attack with proficiency regardless of your weapon proficiencies, and you are considered to be making the attack with a monk weapon for all purposes. Its damage type is radiant, and its damage die is your martial arts die.

When you gain Stunning Strike at 5th level, you can perform a stunning strike against another creature whenever you hit them with this special attack.

Searing Arc Strike and Sunburst[edit]

Starting at 6th level, you gain the ability to channel your ki into devastating waves of searing energy. You can spend 2 or more ki points to do one of the following as an action:

  • You imbue your hands with radiant energy, hold them out in a direction of your choice, and shoot forth the imbued energy. Waves of searing light are sent outwards from you. Each creature within a 30-foot-cone emanating out from you must make a Constitution saving throw against your Ki save DC.
  • You conjure a bead of radiant energy in your hand and hurl it at a point that you can see within 120 feet of you. The bead erupts into a burst of searing light when it arrives. Each creature within a 20-foot-sphere centered on the chosen point must make a Constitution saving throw against your Ki save DC.

On a failed save in either case, a target takes radiant damage equal to three rolls of your martial arts die and is blinded until the end of your next turn. On a successful save, a target takes half the damage and isn't blinded.

If you spend more than 2 ki points when you use this feature, the damage increases by an amount equal to a roll of your martial arts die for each ki point you spend in this way after the 2nd. The maximum amount of ki points you can spend in this way is dependent on your monk level, as shown on the table below:

Monk Level Maximum Amount
of Ki Points
6th - 8th 3
9th - 12th 4
13th - 16th 5
17th - 20th 6

Solar Shield[edit]

Starting at 10th level, you can spend 1, 2, or 3 ki points to become wreathed in a luminous aura as an action or as a bonus action. You gain temporary hit points equal to ten times the amount of ki points you spent in this way. These temporary hit points last for 1 hour, and you can choose to end the effect early (no action required). While you have these temporary hit points, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. If a creature within 60 feet of you hits you with an attack while you have these temporary hit points, the creature takes radiant damage equal to ten times the amount of ki points you spent in this way.

Branding Radiance[edit]

Starting at 15th level, the light you unleash from within sticks around on those you hit. Whenever you deal radiant damage to another creature while using either Radiant Sun Bolt, Searing Sunburst, or Solar Shield, you can choose to have the target shed bright light in a 10-foot radius and dim light for an additional 10 feet for 1 minute. During that time, the affected creature can't benefit from being invisible.

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