Monk, Variant (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Monk, Variant[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: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Strength and Dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, 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
Features Martial Arts Ki Points Swift Movement
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Ki, Swift Movement 1d4 2 +10 ft.
3rd +2 Monastic Tradition, Defensive Posture 1d4 3 +10 ft.
4th +2 Ability Score Improvement, Step of the Wind 1d4 4 +10 ft.
5th +3 Extra Attack 1d6 5 +10 ft.
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score Improvement 1d6 8 +15 ft.
9th +4 Swift Movement improvement, Ki-Enhanced Critical 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 Monastic Tradition feature 1d8 11 +20 ft.
12th +4 Ability Score Improvement 1d8 12 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 13 +20 ft.
14th +5 Diamond Soul 1d8 14 +25 ft.
15th +5 Timeless Body 1d8 15 +25 ft.
16th +5 Ability Score Improvement 1d8 16 +25 ft.
17th +6 Monastic Tradition feature 1d10 17 +25 ft.
18th +6 Diamond Body 1d10 18 +30 ft.
19th +6 Ability Score Improvement 1d10 19 +30 ft.
20th +6 Perfect Self 1d10 20 +30 ft.

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 simple or 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 heavy armor:

Shadowless Strikes

Your unarmed strikes are considered light weapons that deal damage equal to your Martial Arts die. In addition, you can use your Dexterity modifier, instead of Strength, for attacks and damage rolls made with monk weapons.

Flurry of Blows

Once in each of your turns, you can forgo one of your attacks to attack twice with your unarmed strike. If the attack you have forgone didn't add your modifier, neither will this additional attack.

Nimble Grappling

You can use your Dexterity instead of your Strength when you make Strength (Athletics) checks for grappling contests.

Swift Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy armor.

In addition, you can take the disengage action at a cost of 10 feet of your movement speed, without taking an action.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

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 Monk table.

Ki Replenishment

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.

Ki Features

You can spend these points to fuel various ki features. You start knowing four such features. You learn two additional ones at 5th, 9th, 13th and 17th levels.

Additionally, when you gain a level in this class, you can choose one of the ki features you know and replace it with another ki feature that you could learn at that level.

A level prerequisite in an ki feature refers to a monk level, not character level.

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 proficiency bonus + your Wisdom modifier

Ki Limit

You can't spend more than 1 ki point per turn. This amount increases as you gain levels in this class: 2 ki points at 5th level, 3 ki points at 9th level, 4 ki points at 13th level and 5 ki points at 17th level.

Monastic Tradition[edit]

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Monastic Tradition Ki Features

Each monastic tradition also grants you access to specific ki features. These ki features doesn't count against your number of ki features known.

Defensive Posture[edit]

Starting at 3rd level, when you take the Attack action, you can forgo one of your attacks on your turn to assume a defensive stance that lasts until the start of your next turn. If you do so, you can use your reaction to deflect a melee or ranged weapon attack. When you do so, the damage you take from the attack is reduced by your martial arts die + your Dexterity modifier + your monk level.

Step of the Wind[edit]

At 4th level, you can add your Dexterity modifier to your Strength (Athletics) checks to jump and your Dexterity score to calculate the height and distance of your jumps.

In addition, whenever you fall, you reduce the damage taken by an amount equal to your monk level x 5.

Extra Attack[edit]

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

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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 9th 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 or 20.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

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.

In addition, you can use your Wisdom modifier, instead of your Charisma, when you make Charisma checks.

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.

In addition, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Diamond Body[edit]

Starting at 18th level, you can use your bonus action to become invisible for 1 minute. During that time, you have resistance to all damage but force damage.

Once you use this ability, you can't use it again until you finish a long rest, unless you spend 5 ki points to do so.

Perfect Self[edit]

At 20th level, once in each of your turns you can use a ki feature that costs 1 ki point without spending any ki. In addition, you no longer have a limit of how much ki you can spend on a single turn.

Ki Features[edit]

Abundant Step

prerequisite: 5th level

You can use your ki to quickly move between spaces. As a bonus action, you can spend 1 ki point to teleport to a place you can see within 10 feet. You can spend additional ki point, increasing the range of your teleport in additional 10 feet for each point spent.

Action Before Thought

You can spend 1 ki point when rolling initiative to add your martial arts die to the result of the roll.

Adder Strike

Prerequisite: proficiency with the poisoner's kit

When you hit a creature with a unarmed strike, you can spend 1 ki point to force the creature to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.

Circle Kick

When you hit a creature with a unarmed strike, you can spend 1 ki point to make another unarmed strike against a different opponent within 5 feet.

Clever Wrestling

When you make a grappling check against a creature higher than you, you can spend 1 ki point to add your martial arts die to the result of the roll. When you do so, you can grapple creatures up to two size categories larger than you.

Deadly Shout

prerequisites: kiai shout, greater kiai shout, 9th level

You can use your action and spend 1 ki point to force all creatures in a 30 foot cone to make a Wisdom saving throw. On a failed save, the creatures are frightened by you until the end of their next turn and take 1d12 psychic damage. On a success, the targets take half damage and are not frightened. While frightened by this ki feature, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

You can increase the power of your shout by spending additional ki, causing additional 1d12 damage for each ki point spent.

Defensive Strike

prerequisite: Patient Defense, 5th level

If a creature makes an attack against you and misses while you are in your patient defense, you can spend 1 ki point to make an unarmed strike against it, as a reaction.

Defensive Throw

prerequisite: Defensive Posture feature

When a creature within your unarmed strike reach misses a melee weapon attack against you while you are in your defensive posture, or if you reduce a successful attack to 0 damage, you can spend 1 ki point to make a Shove attempt against that creature as part of the same reaction.

Deflect Missiles

prerequisite: Defensive Posture feature

If you reduce the damage of a ranged weapon attack to 0 using your Defensive Posture feature, 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 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, which has a normal range of 20 feet and a long range of 60 feet.

Eagle Claw

When you make an unarmed strike against an object, you can spend 1 ki point to deal twice as much damage.

Earth's Embrace

When you grapple an opponent, you can spend 1 ki point to deal damage equal to your martial arts die, and the creature is restrained for the duration of the grapple. A creature restrained in that way can make a contested Strength (Athletics) check to get rid of this condition, returning to the grappled condition.

Empty Body

prerequisite: 9th level

As a bonus action on your turn, you can spend 3 ki points to cast the Etherealness spell, lasting until the end of the current turn.

Falling Star Strike

prerequisite: stunning strike, 5th level

When you hit an humanoid with an unarmed strike, you can spend 1 ki point to cause the creature to be blinded until the end of your next turn.

Flying Kick

You can spend 1 ki point to take the dash action, as a bonus action. If you move at least 20 feet, the first attack you make deal additional damage equal to your martial arts die on a hit.

Freezing the Lifeblood

prerequisite: pain touch

If you paralyze a creature with your pain touch, you can spend 1 additional ki point to cause that creature to be paralyzed for 1 minute. At the end of each of its turns, the creature can repeat the save, ending the effect of itself.

Grappling Block

As a reaction when you are hit by a melee attack made with a weapon made by an opponent one size larger than you or smaller, you can spend 1 ki point and make an Dexterity saving throw against a DC equal to the attack roll. On a success, you take the weapon from the attacker's hand and take no damage.

You must have two free hands to use this feature.

Greater Kiai Shout

prerequisite: Kiai Shout, 5th level

When you use your kiai shout, you can spend 1 additional ki points to cause the target to be frightened for 1 minute. The target can make another saving throw at the end of its turns to end the effect.

Improved Grapple

prerequisite: proficiency in Athletics

When you hit a creature with a unarmed strike, you can spend 1 ki point to start a grapple attempt without spending an action.

Inexorable Progress of Dawn

If you hit your target with your two unarmed strikes granted by flurry of blows, you can spend 1 ki point to shove the target up to 10 feet, while you move the same distance forward. You can move the target regardless of its size.

Interception

prerequisite: Defensive Posture feature

When you reduce the damage of a unarmed strike or a melee weapon attack with a natural weapon to 0 using your Defensive Posture feature, you can spend 1 ki point to make a unarmed strike against the opponent as part of the same reaction, if the attacker is within reach.

Iron Fist

When you hit a creature with an unarmed strike, you can spend 1 ki point to roll your martial arts die twice and choose the highest one. You deal damage equal to twice the result on that damage die.

Karmic Strike

When a creature hit you with an attack, you can spend 1 ki point to make an unarmed strike against your attacker.

Kiai Shout

When you take the Attack action, you can spend 1 ki point to shout before making a attack. On a hit, you deal additional 1d6 psychic damage and the target is frightened by you until the end of your next turn. A deaf target is immune to this ability.

Lightning Fists

You can spend 1 ki point to make three additional attacks, instead of two, with your Flurry of Blows. All attacks you make in this turn have a -5 to hit.

Mantis Leap

prerequisite: 5th level

You can spend 1 ki point as a bonus action gain a flying speed equal to your walking speed until the end of your turn. You must end this movement on the ground, or else you fall.

Unbalancing Strike

You can spend 1 ki point when you hit a creature with a unarmed strike to force the creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Prone Attack

You can spend 1 ki point when you are prone to make an attack without disadvantage. Hit or miss, after the attack you stand up without spending your movement.

Stunning Shout

prerequisites: stunning strike, kiai shout, 9th level

As an action, you can spend 1 ki point to blast your ki energy in the form of a powerful sonic attack. All creatures in a 30-foot cone must succeed on a Constitution saving throw, or be stunned until the end of your next turn. You can spend 2 additional ki points when you use this ability to cause the effect to last for 1 minute. Doing so allow the affected creatures to make another saving throw on the end of each turn to end the effect.

Stunning Strike

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 start of your next turn.

Pain Touch

prerequisite: stunning strike, 5th level

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.

Roundabout Kick

When you roll a critical hit with an unarmed strike, you can spend 1 ki point to make an additional attack against the same target.

Weakening Touch

prerequisite: 5th level

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.

Zen Archery

When you make an attack with a ranged weapon, you can spend 1 ki point to add your Wisdom modifier to the attack roll. On a hit, you deal additional damage equal to your martial arts die.

Ways of the Monk[edit]

Way of the Sun Soul[edit]

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

Whenever you would make a unarmed strike, you can replace it by a ranged spell attack. You can use your Wisdom modifier, instead of Strength, for this attack, and it causes damage equal to your unarmed strike damage on a hit. The damage is radiant.

Your radiant sun bolt is considered an unarmed strike for the purposes of applying the effects of your ki features. In addition, whenever you would be able to make a unarmed strike, you can replace it by a radiant sun bolt.

Sun Soul Ki Features

At 3rd level, you gain access to the following sun soul ki features:

Searing Arc Strike . As an action, you can spend 1 ki point to cast burning hands. When you cast this spell using your ki, you deal radiant damage, instead of fire damage. You can cast this spell at higher levels, by spending 1 additional ki point per level above 1st.
Sun Flare (5th level). When you hit a creature with a unarmed strike or with a radiant sun bolt, you can spend 2 ki points to force the target and any creature within 5 feet to make a Dexterity saving throw. On a failed save, the creature becomes blinded for 1 minute by a strong light. A creature blinded by this ability makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Searing Light (9th level). As an action, you can spend 3 ki points to cast fireball. When you cast this spell using your ki, you deal radiant damage, instead of fire damage. You can cast this spell at higher levels, by spending 1 additional ki point per level above 1st.
Sunlight Avatar (13th level). As a bonus action, you can spend 4 ki points to irradiate the full power of the sun. For 1 minute or until you lose concentration (as if you were concentrating on a spell), you gain the following benefits:
  • You shed bright light as if you were affected by the daylight spell, up to a range of 30 feet.
  • You gain flight speed equal to your movement speed.
  • Your radiant sun bolts attacks are made at advantage.
You can't use this ability while concentrating on a spell.
Soulbeam (17th level). As an action, you can spend 5 ki points to cast sunbeam without using material components. Doing so is extremely tiresome, causing you to suffer 1 level of exhaustion after using it.
Searing Sunburst

At 6th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a bonus action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 5-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

Shimmering Aura

At 11th level, you become wreathed in a luminous magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

While you are under the effect of this aura, you can enhance your strikes with radiant light. Whenever you hit a creature on your turn with an attack made by your unarmed strikes or sun searing bolts as part of your Attack action, you deal additional 1d4 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 Drunken Master[edit]

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

In addition, improvised weapons without the heavy or the two handed properties are considered monk weapons for you.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Drunken Master Ki Features

At 3rd level, you gain access to the following drunken master ki features:

Drink Like a Demon. A drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a bonus action. Doing so cause you to be poisoned for 1 minute. While poisoned by alcohol, you can spend 1 ki point to deal additional damage equal to your martial arts die in all your attacks, and become resistant to bludgeoning, piercing and slashing damage from non-magical sources for the duration.
For Medicinal Purposes (5th level). While poisoned by alcohol, you can use your bonus action and spend 1 ki point to transmute the alcohol inside your body into medicine. You regain hit points equal your martial arts die + your Wisdom modifier when doing so, ending the blinded, deafened, paralyzed, or poisoned conditions and the effects of Drink Like a Demon on you.
Breath of Fire (17th level). When you are under the effect of Drunk like a Demon, you can use an action and spend 4 ki points to unleash a powerful fire breath. A cone of fire is unleashed by your lungs. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to your Wisdom modifier times your martial arts die on a failed save, or half as much damage on a successful one, ending the effects of Drink Like a Demon on you.
Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can use a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Intoxicated Frenzy

At 11th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Drunkard's Luck

Starting at 17th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can use your reaction to cancel the disadvantage for that roll.

Kensei[edit]

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the arts of combat. Any simple or martial weapon is a monk weapon to you. Any ki feature that only applies to unarmed strikes now can be used with a monk weapon.

In addition, you gain proficiency with medium armor and can benefit from your Martial Arts and Swift Movement features while using a 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 5 ki points to cast this spell at a 5th level spell.
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 1d4 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 and +3 at 18th level.

One with the Blade

At 11th level, you can now add your ability modifier to the damage of your Flurry of Blades feature.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Long Death[edit]

Implements of Death

When you choose this tradition at 3rd level, you gain proficiency in the Intimidation skill, and you gain proficiency with the poisoner's kit.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you hit a creature with an unarmed strike, you can use your bonus action drain its vitality and gain temporary hit points equal to the damage dealt.

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.

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 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.
Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Harm

Starting at 11th level, you can now mete out a flurry of comfort and hurt. You can use your Flurry of Blows an your Hands of Harm in the same turn.

Hand of Ultimate Mercy

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past minute. The creature then returns to life, regaining a number of hit points equal to your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

You can spend up to 5 ki points when you use this feature, to restore the life of a creature deceased for more time: 10 minutes (1 ki), 1 hour (2 ki), 8 hours (3 ki), 12 hours (4 ki) and 24 hours (5 ki). The creature also regain an amount of hit points equal to 1d10 for each ki point spent.

Once you use this feature, you can't use it again until you finish a long rest.

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, 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 arms' 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.
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 10 feet of to make a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
Summon Astral Construct (13th-level) You can summon an astral warrior to find on your behalf. You can cast the summon construct spell, without material components, at a cost of 4 ki points, but you summon an spectral construct instead, that is the manifestation of your inner self.
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 see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You add twice your proficiency bonus on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Astral Self

Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Awakened Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can summon the arms, visage, and body of your astral self and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 ki points to do it again.

Way of 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, 1 hit point, 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 (Prerequisite: 5th level). You can spend 2 ki points to cast darkness, centered on yourself, as a bonus action, without providing material components. You can see trough the magical darkness you create.
Shadow Warriors (9th level). As an action, you can spend 3 ki points to cause two shadows to appear in unoccupied spaces you can see within 60 feet of you, for 1 minute. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.
Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

At 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Way of the Open Hand[edit]

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Once in each of your turns when you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.
Open Hand Ki Feature

At 3rd level, you gain access to the following open hand ki features:

Wholeness of Body.' You gain the ability to heal yourself. As a bonus action, you can spend 1 ki point to regain a number of hit points equal to your martial arts die + your Wisdom modifier.
Soft Way

At 6th level, you gain the ability to control and disable your enemies without harming them. When you use your Defensive Posture, you can choose to forgo a number of unarmed strikes up to the maximum you can make on your turn.

Doing so allow you to take a number of reactions equal to the amount of attacks you didn't make. Whenever you reduce damage from an attack using your Defensive Posture, you can impose one of the effects of your Open Hand Technique feature.

Tranquility

Starting at 11th level, whenever you finish a short or a long rest, you gain the benefits of a sanctuary spell, that lasts until your next rest, and uses your Ki save DC.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 3 ki points to do it again.

Way of the Four Elements[edit]

Elemental Attunement

At 3rd level, you can connect yourself to the elements around you. Whenever you finish a short or a long rest, choose one of the following cantrips: control flames, shape water, gust or mold earth. You can cast the chosen cantrip until your next rest. Wisdom is your spellcasting ability for this spell.

In addition, you can cast your elemental attunement cantrip as a bonus action, by spending 1 ki point.

Elemental Discipline

Starting at 3rd level, you can use your ki to control the elements around you. When you use Flurry of Blows, you can choose to control water, fire, earth or wind to create one of the following effects:

  • Your unarmed strikes gain 10 foot of reach. In addition, when you make an unarmed strike, you can change its damage to cold, fire, lightning, thunder, piercing or slashing.
  • You can cause the elements to move your target. It must succeed on a Strength saving throw or be moved 10 feet in any direction you choose.
  • You can move 10 feet in any direction you choose.
Four Elements Ki Feature

At 3rd level, you gain access to the following four elements ki features:

Elemental Magic. You learn how to use your ki to cast elemental spells. You can choose one elemental spell at 3rd level, and another one at 5th, 9th, 13th and 17th level. Choose one of the following spell lists: druid's or sorcerer's. You cast spells from the Transmutation or Evocation schools from the chosen list.
To cast a elemental magic spell, you must spend a number of ki points equal to the level of the spell. If you cast that spell at higher levels, you must spend additional ki points.
Elemental Rider

At 6th level, you can use your control over the elements to move trough space, propelling yourself with them. Once in each of your turns without spending an action, if you haven't moved on this turn, you can be moved by your elements, to point within a distance equal to half your movement speed. When you do so, your movement speed is reduced by half.

Primordial Mastery

At 11th level, you increase your power of the elements:

  • Your unarmed strikes gain 15 foot of reach. In addition, you can choose the damage type from the following: bludgeoning, cold, fire, lightning, thunder, piercing and slashing.
  • You can try to grapple or shove any creature in the reach of your unarmed strikes.
  • The movement you can move increases by 20 feet.
Avatar

At 17th level, you finally become the master of the four elements. You can cast the spells: investiture of flame, investiture of wind, investiture of stone or investiture of ice, as a bonus action and without requiring concentration.

In addition, if you use flurry of blows as part of your action, you can use any Action granted by these spells as a bonus action.

Once you use this feature, you can't use it again until you finish a long rest. You can cast this spell again by spending 5 ki points. Doing so cause you to be exhausted when the spell end.

Way of the Cobalt Soul[edit]

Extract Aspects

Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.

In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

You can have only one creature analyzed at the same time. Marking another creature as analyzed immediately ends the mark on the previous one.

Cobalt Soul Ki Feature

At 3rd level, you gain access to the following open hand ki features:

Sense Intentions.' As an action, you can touch a creature and spend 1 ki point to sense its superficial thoughts for 1 minute. This works as the Detect Thoughts spell, but only detect the surface thoughts of a creature. You can spend 1 additional ki point to probe deeper, as an action.
Eyes of Truth. You can use your bonus action and spend 5 ki points to gain truesight up to a range of 120 feet, lasting for 10 minutes.
Mystical Erudition

Beginning at 6th level, you’ve undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery’s collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

You gain an additional language and an additional skill proficiency from the above list (with the ability to double the bonus of an existing proficiency from the list) at 11th and 17th level.

Extort Truth

At 6th level, you can hit a hidden cluster of nerves on a creature with precision, temporarily causing them to become mentally malleable. Once in each of your turns when you hit a creature with an unarmed attack, you can force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if they succeeded or failed on their saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

Mind of Mercury

Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You no longer need a reaction when making an attack against a creature analyzed by your Extract Aspects feature that misses you with an attack.

Debilitating Barrage Upon reaching 17th level, you’ve gained the knowledge to temporarily lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type.

You can use this ability once, being unable to use it again until you finish a long rest, unless you spend 3 ki points to do so again. A creature who is affected by this feature cannot be affected by it again for 24 hours.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses