True Monk (5e Class)
- (i just mixed this classes that i found: (yes, A lot of coping)
https://docs.google.com/document/d/1UDV_McpulBLVYz8msq65gIcHlyxiPHcBhcKZevw1yWQ/edit#heading=h.kffjcxevsrwn https://www.dandwiki.com/wiki/Monk,_Variant_(5e_Class) https://www.dandwiki.com/wiki/Monk,_Regenerating_Ki_variant_(5e_Class) https://www.dandwiki.com/wiki/Martial_Artist_(5e_Class) https://www.dandwiki.com/wiki/Buddhist_Monk_(5e_Class) And also mixed up some ideas of mine, like resisting stuns from “darkest dungeon” and recovering “ki” while conscious and breathing from “JOJO".
English is my second language, so… some parts may seem a little confusing. ( Also, i'm making this class updates mainly in this document, https://docs.google.com/document/d/1fNakUpqAjCIFtzFcD_Pc3TpXoIr8dfHBq_JoM92IFLQ/edit?usp=sharing , feel free to point out anything you think would be better!)
Please, do not multiclass this.
Also, considering that a lot of people like to create their owns and singular characteristics for their character, you can reflavor this classe’s abilities, but the final result should remain the same for the sake of balance.
When I mean reflavor, you can also change the basic class abilities scores, for example, changing the class modifier to use ki as a way to calcule it’s abilities, you can choose to use your charisma, constitution, even intelligence! instead of wisdom. considering this, you can also change its main modifier from dex to str and benefit it in the same way(yes, you would add your strength mod to your armor class), and considering the relevance of the modifiers, not using dex and wisdom would actually make this class “weaker”, so it shouldn’t became a problem(in theory).
Also, thanks to a friend of mine whose cleared my mind of what a monk should actually be, I learned that this class is not a "monk", but simply a: internal energy user, martial artist, cultivator and etc, so even tough it's called true monk it's clearly way far from what a monk should work and feel like, but anyway, i'm just trying to make a freaking fun and versatile class which could fit in any play styles of any player, because the True monk is the one we build by ourselves.
Creating a Monk[edit]
- Quick Build
You can make a Monk quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose whichever equipment options sound appealing to you. As a Monk, you do not make use of weapons or armor in the same manner that other classes do.
Monk, Variant[edit]
Class Features
As a True Monk you gain the following class features.
- Hit Points
Hit Dice: 1d8 per True Monk level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per True Monk level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple Weapons, short-swords.
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Strength and Dexterity.
Skills: Choose 2 from Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) studded leather armor or (b) leather armor
- (a) light crossbow and 20 bolts or (b) any simple weapon
- (a) an explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Martial Arts | Ki Points | Swift Movement |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 2d2 | — | +10 ft. |
2nd | +2 | Ki, Swift Movement | 2d2 | 2+wis | +10 ft. |
3rd | +2 | Monastic Tradition, Defensive Posture | 2d2 | 3+wis | +10 ft. |
4th | +2 | Ability Score Improvement, Step of the Wind | 2d2 | 4+wis | +10 ft. |
5th | +3 | Extra Attack | 3d2 | 5+wis | +10 ft. |
6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 3d2 | 6+wis | +15 ft. |
7th | +3 | Evasion, Stillness of Mind | 3d2 | 7+wis | +15 ft. |
8th | +3 | Ability Score Improvement | 3d2 | 8+wis | +15 ft. |
9th | +4 | Swift Movement improvement, Ki-Enhanced Critical | 3d2 | 9+wis | +15 ft. |
10th | +4 | Purity of Body | 3d2 | 10+wis | +20 ft. |
11th | +4 | Monastic Tradition feature | 4d2 | 11+wis | +20 ft. |
12th | +4 | Ability Score Improvement | 4d2 | 12+wis | +20 ft. |
13th | +5 | Tongue of the Sun and Moon | 4d2 | 13+wis | +20 ft. |
14th | +5 | Diamond Soul | 4d2 | 14+wis | +25 ft. |
15th | +5 | Timeless Body | 4d2 | 15+wis | +25 ft. |
16th | +5 | Ability Score Improvement | 4d2 | 16+wis | +25 ft. |
17th | +6 | Monastic Tradition feature | 5d2 | 17+wis | +25 ft. |
18th | +6 | Diamond Body | 5d2 | 18+wis | +30 ft. |
19th | +6 | Ability Score Improvement | 5d2 | 19+wis | +40 ft. |
20th | +6 | Perfect Self | 6d2 | 20+wis | +40 ft. |
Martial Arts[edit]
- Expertise
Choose one of your skill proficiencies, or your proficiency with an artisan's tools, or your proficiency with a musical instrument. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency.
At 6th level, you can choose one more of your proficiencies (in skills or with tools) to gain this benefit.
Also 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:
- Perfect Control
Whenever you hit a creature you can reduce the damage done to any number of your choice, even zero. You also can turn off any of your senses as a bonus action or activate them.
- Shadowless Strikes
Your unarmed strikes are considered monk 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.
Also, as a choice, when you reduce a creature to 0 hit points, you can choose to deal non lethal damage
- 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. You can only attack once with your unarmed strike using your bonus action up to 7th level.
- Nimble style
You can use your Dexterity instead of your Strength when you make Strength (Athletics) or grappling checks.
- Martial style
you can use your martial dice to any weapon damage roll you’re proficient with.
Swift Movement[edit]
Starting at 1st level, your speed increases by 10 feet while you are not wearing heavy armor.
But if you use light or medium armor your bonus move speed is decreased by 10 feet (you still benefit from unarmored movement bonus, and you don't get less movement than yours race base speed). You still can use your "unarmored" defense, allowing you to sum dexterity and wisdom instead of only dexterity to your CA using armor, but, only the magical bonus defense will be effective, or, you can use it normally.
In addition, you can take the disengage action at a cost of 10 feet of your movement speed, without taking an action.
- shadow stepping
At 4th level, using 1 ki point as a bonus action you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement but if you stay on it, you fall, and also you ignore difficult terrain.
At 7th level if you have at least 1 ki point you have all the benefits and no longer fall over liquid surfaces.
At 9th level you have spider climb permanently casted on you if you have at least 1 ki point.
At 12th you get swimming speed equal to any of your movement speed (Aarakocra 50 feet + 20 = 75 feet swimming speed).
Dedicated Weapon[edit]
At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and short swords. You can become proficient in any one weapon during a long rest, as long as it lacks the heavy or special property. This weapon is considered a monk weapon for you. You may only have 1 dedicated weapon at a time.
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 + wisdom mod determines the number of ki points you have, as shown in the Ki Points column of the Monk table.
- Endless meditation
At 2nd level when doing a short rest, a long rest, or just choosing to sleep, you can instead of sleeping, meditate (you do recover ki) for the period. When you do so, the time needed for resting is halved, but you don’t recover any health from your hit dice or exhaustion level when you do so (you don’t get exhaustion by using this), but you still can use any other abilities to recover yourself.
Once you reach level 20 you become able to meditate non-stop, during normal activities and even during combat. Once you finish a long rest, you can choose to meditate using your action, you use your concentration(you don’t need to close your eyes). This ability will stay active till you lose your concentration or choose to end it.
During this meditation gain various benefits:
You start using your ki aura ability at max capacity along with this ability.
You stop aging
You get an infinite amount of ki, but can only spend 4 ki points per turn, that can’t be overcome by any ability. ( extremely optional: this Max ki points can get higher, for each year you keep meditating non stop you get a +1 to the max ki points you can spend, for the constitution saving throw and for your dex and wisdom skills, if you lose concentration you lose everything. Also, after 10 years, if you roll a 1 to the constitution saving throw you don’t fail automatically, this whole optional thins is more likely to be used on an npc)
- 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 one third of your level + wis mod rounded up (ceil(lvl/3 + wis mod)) in ki points.
While out of combat you recover ki by just breathing and staying conscious(if you race doesn't need to breathe you just need to stay conscious), while in both conditions you recover 1 ki point per hour at level 2, 1 ki point per half hour at level 8, 1 ki point each 20 minutes at level 14, 1 ki point each 10 minutes at level 18 and 1 ki point per minute at level 19.
While in combat you can force your body to produce ki, once in a long rest you can cause damage on yourself equal to 2 times the max roll of one martial dice and get ki points equal to one martial dice roll, this damage ignores any resistance and it's considered as necrotic damage and you also get one level of exhaustion after the combat end, if you recover an amount of ki points above your maximum they will disappear after the end of your turn, but you can use them without counting in your ki limit.
If you use this feature while hidden you fail automatically, your characters scream in pain and vomit it’s own blood (this doesn't take your action and you can attack while and vomiting blood, and also, flavor is free so if you want to change it a bit to make it look cooler you can do it, just not forget about failing on stealth in reason of the noise)
- Ki Features
You can spend these points to fuel various ki features. You start knowing 4 such features. You learn 2 additional ones at 5th, 9th, 13th and 17th levels.
Additionally, every long rest you can choose to switch a number of ki features equal to your wisdom mod by different ones, and also, in the same way you can turn ki features you currently know into passives by decreasing your max ki points by the passive cost, you still can use them, and both effects are applied.
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.
Robust Body[edit]
Starting at 3rd level, you have strong defenses on the outside as well as the inside. You are Immune to disease, and using 1 ki point as a free action you can have advantage on saving throws against poison, and have resistance to poison damage for 1 minute.
Also, during a short meditation (about 1 minute) you can finish any poisoned condition on yourself.
- Neurotoxins ban
Both abilities need 1 minute to be used, but can be reduced to an action if you use +2 ki points.
At 3rd level you become able to purge the toxin in your body by force using ki, once per long rest, you can use 1 ki point and vomit the toxins your brain has accumulated over time, doing so you can reduce your exhaustion by 2. But if you don't sleep within 12 hours after using this your exhaustion goes get a +4 (yes, if you use this with 4 levels of exhaustion and don’t sleep you just die), if you use this ability only while having only 1 point of exhaustion you use it with no consequences.
You also can use this ability on allies, but can only reduce the exhaustion by 1 but, with no consequences and it costs 2 ki points.
the affected creature can only benefit from it once per long rest.
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, you get extra reactions only to deflect attacks, 1 at level 8 and another at level 13 to a total of 3 reactions.
When you use this ability you have no need to describe it as a hand block, you can make a ki barrier to block something, or even use your feets, be free to describe it in any way you would like.
Ki aura[edit]
At 3rd level, you can use your bonus action and concentration, and also closing your eyes, then you can expand an area filled with your ki, which allows you to feel everything inside of it, doing so you get +10 ft blindsight (radius) per ki point spend for a maximum of 12 ki points, this limit disappear at level 20, you also can put more ki over the amount you already had put, by using this ability multiple times ignoring your ki limit.
If you lose concentration while using this ability you lose the ki points spend, but, if you choose as a free action to get an amount of ki points of your choice back, you recover one ki point for each 3 ki points you take back, doing so, your blind sight decreases in the same way, -30 ft for each ki point recovered, if you recover an amount of ki points above your maximum they will disappear after the end of your turn, but you can use them without counting in your ki limit.
You can keep this ability active while meditating.
If you choose to open your eyes you still can keep this ability active but your blindsight stops working, you can only reactivate it, closing your eyes on the next turn(zero ki cost, the ki you were using is kept), no action required.
whenever you fail a perception check to sense if someone is watching you you can add your minimum martial dice roll to it, this also applies to your passive perception, but you can only know the creature’s overall direction.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 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.
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 and are able to move, you reduce the damage taken by a number of feets equal to your monk level x 5, round down, you get +20 extra feets at 12th level and at level 15 you reduce any fall damage to 0.
- Wind burst
Also, if you haven’t used any of your movement in your turn, you can jump up or straight a number of feets in a straight line equal to your fall damage reduction, when you do so, you spend all your movement, if you dash before using this the jump distance is doubled.
At 10th level, whenever you dash as a bonus action, you can take one willing creature with you, also, the creature you carry with you can also benefit from your disengage during this movement.
Stronger Healing[edit]
Starting at 4th level the constant flow of ki throughout your body helps repair it when injured. When you regain at least 2 hit points from any single source, including your hit dice, you regain a number of additional hit points equal to your wisdom modifier.
Ki healing[edit]
At level 4th as an action, you can spend 2 ki points to recover a number of hit points equal to a roll of your martial die (this works along with stronger healing, as everything else).
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 or force damage for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Also, due the fact that your hands are imbued with ki, which allows them to deal normal damage to ghost-like creatures, these creatures now can be grabbed by you. (optional: they also can’t pass through you, and considering the low challenge rating of this creatures, you can choose to get this at level 3)
Peak Conditioning[edit]
Martial artists are known for their conditioned bodies and minds. At 6th level, whenever you make an ability check or saving throw but to charisma or intelligence, you can choose to roll a 8 instead, you can only choose to it before rolling the die.
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, your mind and body has been focused through constant meditation. You gain proficiency in all saving throws and death saving throws. Also, you can use your action to end one effect on yourself that is causing you to be frightened.
Also, you are immune to the charmed condition.
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.
- True fist
by spending one ki point before rolling the attack action to use iron fist while having it’s passive activated you can choose to try using THE TRUE FIST, when you do so you become unable to attack more than once on the same turn and on a hit you deal wis+proficiency martial dices of damage. Also if your hit a critical dice roll the affected creature maximum hit points is reduced by a value equal to the damage dealt, the creature recovers its maximum hit points equal to its constitution to a minimum of one per long rest.
Purity of Body[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to poison.
Improved Dedicated Weapon[edit]
At 11th level, If your dedicated weapon is magical, your ki becomes infused with the weapon's magic, you can only benefit from this if the weapon is in the same plane as you (it can't be in a bag of holding) and also at a max distance of 5 feet from you(it can be attached to your back), if it goes away you need to spend an action infusing your ki on it. Your unarmed strikes deal any extra damage that your dedicated weapon has, as well as gain any of its magical properties. For example, if you had a +1 longsword that dealt an extra 1d6 fire and had a chance to knock creature prone on hit, your fists would act as a +1 weapon and would also deal an extra 1d6 fire damage and has a chance to knock creature prone.
If your dedicated weapon uses charges, you can use a charge from the weapon when you use an unarmed attack.
Also, now you can apply the bonuses (+1, +2, +3… from improved dedicated weapon, you only apply modifiers that are applied for both, damage and attack) from your weapon to your defensive posture.
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, also, you can touch a creature’s forehead and communicate telepathically with it.
In addition, you can use your Wisdom modifier, instead of your Charisma, when you make Charisma checks.
Energy Deflection[edit]
Also starting at 13th level your defensive posture can block any type of damage.
Also you can use your defensive posture for any creature within 5 feet of you, if the damage exceeds your defensive posture, you take the damage.
Stillness Diamond Soul[edit]
Starting at 14th level you are immune to being frightened.
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, you also stop aging while meditating, and you can't be aged magically. You can still die of old age, however.
In addition, you no longer need food or water.(optional: some campaigns just don’t really care about supplies, then you could get this at level 2 or 10 or any level you want, just ask your DM if he allows it. this ability is almost absolutely useless in the majority of games anyway)
You also can use your ki on your breathing organs, for each point of ki spend, you can “breathe” for +2 minutes under water.
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.
Also your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
KI healing ability evolves: you can regrow any lost member of yours by spending a minimum of 5 ki points on ki healing at once or more, you also recover your martial dice in hit points a number of separate times equal to the amount of ki you used divided by 2 rounded down.
Ki Features[edit]
- Shield Piercer
By spending one ki point as a free action you apply the shield piercer effect to your next flurry of blows, this effect allows you to ignore all CA that's not dexterity or natural armor(the 10 CA base is also kept) and if the creature use an armor type that wouldn’t allow him to use dex on his CA, when you use this his Dex is applied independently of his armor.
- 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 points, increasing the range of your teleport in additional 10 feet for each point spent. Starting at 11th level, you can teleport with allies, spending 1 more ki point per ally to do so. You can take with you a number of allies equal to your Wisdom modifier, when you teleport you do not suffer opportunity attacks.
You can choose to lose or keep your momentum and even change its direction.
- 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 or smaller 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 or smaller than you.
- Deadly Shout
prerequisites: kiai shout, greater kiai shout, 9th level
You can use your action and spend 2 ki points 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 one martial dice of 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 martial dice of damage for each ki point spent, max of 5 extra ki, no limit at level 20.
- 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 from your patient defense.
- 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 if 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, if you have both hands free you can ignore the size restrictions. 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 your max damage. Passive: cost(1), you roll two martial dice instead of one against objects.
- 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. Passive: cost(1), effect: you can use your bonus action to dash without ki cost.
- Freezing the Lifeblood (this is unbalanced as fuck, the paralyzed condition is too broken in DnD, so don't use this if you haven't modified this condition for your game)
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(constitution only), ending the effect of itself.
- Grappling Block
As a reaction using your defensive posture, 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.
(only 2 attempts per turn)
- Inexorable Progress of Dawn
If you hit a creature with at least two unarmed strike granted by one flurry of blows, you can spend 2 ki points once per turn, to push the target up to 5 * minimum martial dice in any direction, which you can distribute by any values in any flurry of blows you use, if you move a target downward by at least 5 feet, you double the target’s fall damage, while you move the same distance if you wish to. 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.
“By reinforcing your fists using one ki point, you turn them stiffer than steel (and or) covering them directly with your ki to reinforce your attack power”, you get the following benefit:
When you hit a creature with an unarmed strike you can spend 1 ki point to roll 2 martial dice instead of one(this works along with critical rolls) also, the attack is considered as magical.
(second effect)You can also change the damage type of your strikes, so, every time you attack with an unarmed strike and use this feature, you can choose to deal any kind of physical damage: slashing, Piercing, Bludgeoning or energy damage, but you can only deal non lethal damage using Bludgeoning or energy.
Passive: cost( wis mod | on 9th level and forward, wis mod - proficiency(you don’t get extra ki) | on 16th level and forward, proficiency/2, round down), effect: you add your wisdom mod to all your unarmed attacks and as a choice. You also can use the second effect.
- 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
Once per flurry of blows, you can spend 1 ki point to shout before making an attack. On a hit, you deal additional martial dice psychic damage and the target is forced to make a wisdom saving throw, on a failed save the creature 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, for each flurry of blows with this effect you spend one ki point. The attacks you make in this turn have a -5 to hit, but if you spend 1 extra ki point(this count for all of them) you can decrease the penalty by one (-4) and by spending a total of 2 extra ki points the penalty can decrease by 2 (-3).
- Mantis Leap
prerequisite: 5th level
You can spend 1 ki point as a bonus action to 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, but you can use another 1 ki point to keep your flying speed until the end of your next turn, while having flying speed, you don’t need to spend a bonus action to use another ki point to keep your flying speed.
When you use this ability you just solidify the air your stepping at, at the same time, if you want too, you can stay in any position you want to without falling, but only you can benefit from this “solid air”.
And at 14th level you get flying speed with no cost of ki or action if you have at least one ki point.
Passive: cost(3) you get flying speed equal to half your speed round down.
- 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.
(only 2 attempts per turn)
- 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, you don’t deal damage. The target must succeed on a Constitution or dexterity (you choose) saving throw or be stunned until the start of your next turn, you also can’t use this feature along with flurry of blades or flurry of blows.
On a failed saving throw the creature has its movement reduced by half round up, and the next attack against the creature has advantage.
You can only try 2 stunning strike attempts per turn, if you try to stun a creature that got out of your stun or paint touch in the same turn, the creature has advantage on the saving throw, this ignores any disadvantage and have proficiency, also, you can’t apply stun to an paralyzed creature(this is for avoiding the spam of this ability)
- Pain Touch (this is unbalanced as fuck, the paralyzed condition is too broken in DnD, so don't use this if you haven't modified this condition for your game)
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.
When you make an attack with a ranged weapon, you can spend 1 ki point to hundredfold the max distance and also, add your Wisdom modifier to the attack roll(dex+wis+BP), if you attack more than 300ft away, you can also add your martial die for the attack roll(martial+dex+wis+BP). On a hit, you deal additional damage equal to 6 unarmed strikes(with your dex Mod) rolls as extra damage to this attack.
(it’s broken only for the joke, here is the real version: Zen Archery When you make an attack with a ranged weapon, you can spend 1 ki point to double the max range and 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 make an unarmed strike, you can replace it by a ranged spell attack 20 feet reach. 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 for each flurry of blows 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 or you reduce the damage to 0 with your defensive posture, you can use a reaction as part of your defensive posture, or your reaction, if you want, 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:
- flying blade.
you can fly using your dedicated weapon as a skate, by spending 1 ki point as an action you get flying speed equal to your speed while using your dedicated weapon as a skate for 1 minute. Also, if you choose to dash as an action you get 4 times your max movement instead of 2, but you must go into a straight line for the whole movement.
At 13th level this ability doesn’t cost ki.
- 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 + your Dexterity modifier + your monk level.
- weapon training focus
Due to high specification on which kind of weapon you use you can choose one of the following paths permanently: close combat technic: +1 to attack rolls with melee weapons and -2 to attacks with ranged weapons long combat technic: +1 to attacks rolls with ranged weapons and -2 to attacks with meele weapons
- 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). Instill (5th level)
By precisely pressing specific pressure points you can change the ki flow on people allowing them to go beiond their limits. You can use your action and spend 2 ki points to cast enhance ability. But you can only use it a number of times per creature equal to the affected creature constitution mod, beyond that, the creature gets one point of exhaustion for each use per short rest.
- 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 and adder strike doesn’t count on your ki features.
You also can accumulate temporary hit points from any source, if by accumulation, you can only accumulate an amount of temporary hit points equal to your max hit points.
- 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(the 17th level feature “Touch of the Long Death ” is not summed for this feature).
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 to drain its vitality and gain temporary hit points equal to the total damage dealt by you last used flurry of blows (the 17th level feature “Touch of the Long Death” is not summed for this feature).
- 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, you can use this a number of times equal to half your proficiency rounded up per long rest.
- 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 any amount up to your ki limit of unarmed strikes with a use of this feature, you can’t hit yourself(yes, you can punch creatures back to consciousness using this, it's trulifuly fun).
- 'KI flowing recover.'
By touching a creature and flowing your ki on it you can decrease its exhaustion by one, using 1 ki point, the process takes one minute of massage(you can do it on yourself), and can only be used once per long rest for each creature(you can't use this twice on the same creature, this can be used along with neurotoxin ban) you can also use hands of healing during the massage. This is optional (talk to your DM) ->“during the massage the creature considers you as an ally and fails to resist any charisma checks you try on it except for intimidation, the creature needs to consent”.
- 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 punch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + 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.
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(this is not stackable).
- 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 you can use your defensive posture to deflect it, but you use your wis mod intead of your dex mod.
- 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 bonus action. Any of the following effects require concentration, ending on the start of your next turn if you choose to not keep it as a bonus action and 1 ki point:
- 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 make a flurry of blows against that creature, it doesn’t take your reaction but you can only use it once per turn.
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.
- 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, and spend 3 ki points, 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.
Way of the Elements[edit]
- Elemental Attunement
At 3rd level, you can connect yourself to the elements around you. you know all the following cantrips: control flames, shape water, gust or mold earth and Mage Hand (reflavor it to become your air like cantrip). 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. Each time 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 Slashing, Piercing and Bludgeoning, Cold, Fire or Radiant.
- 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, they aren't limited by your ki limit, and also, aren’t summed to your ki spend per turn. 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 an 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, your highest spell level is calculated by: (wis mod+proficiency)/2 round down.
- Elemental absorption
At 3rd level you can “block” elemental damages from any source, whenever you take any damage from one of the types you can use on your unnamed strikes, you can use your defensive posture to block the damage, this is applied after all possible damage reductions. You also can choose to recover an amount of ki points equal to half ½ the blocked damage rounded down, if not a cantrip. Recovered ki points above your Max ki can be spend without counting on your ki limit, but you lose them at the end of your next turn, you can use this second ability a number of times equal to your proficiency per short rest.
- 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 and you don't fall in the end of your turn, if you fall unconscious you will safely land in the nearest ground. You also you get swimming speed equal to your speed at this level.
- Primordial Mastery
At 11th level, you increase your power of the elements:
- Your unarmed strikes gain 15 foot reach. In addition, you can change the damage type from the following: lightning, thunder or Elemental.
- You can try to grapple or shove any creature in the reach of your unarmed strikes.
- The movement you can move yourself or push enemies 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 an attack, you can immediately use a reaction from your defensive posture to make an unarmed melee attack against that creature if within reach. 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 2 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, also, you can use your wisdom mod instead of your intelligence to those skills.
You gain an additional language and an additional skill proficiency from the above list at 11th and 17th level.
- Extort Truth
At 6th level, you can hit a hidden cluster of nerves on a creature with precision, stimulating its nervous sistem using your ki, temporarily causing them to become mentally malleable. Once in each of your turns when you hit a creature with an unarmed attack and spend 2 ki points, 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.
- meridians flow change
Also at 6th level you now can change the ki flow on other creatures but in a beneficial way. Using one of your unarmed strikes you can change a creature ki flow in 3 different manners, but a creature can only be affected by one of them, all of them lasting for 1 hour. body, soul and mind. bonus: caster wis mod/2 rounded up
body:affected creature gains the bonus to any strength and constitution roll, also affected creatures reduce any damage they take by their constitution mod.
soul: affected creature gains a bonus to any wisdom and charisma roll, also affected creatures can add the bonus to their passive perception.
mind: affected creature gains a bonus to any dexterity and inteligence roll.
(any rolls means it works even on attack rolls and even spells saves) Any creature can be affected by this feature a number of times equal to their constitution modifier per long rest, further than that they get one exhaustion point in the effects end.
- 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.
Way of the flash
Flesh and Bone[edit]
When you choose this tradition at 3rd level, you have unnatural command over your body and can use it as a tool and a weapon.
- You can move through a space as narrow as 1 inch wide without squeezing.
- You are also able to quickly grow bone, extricate it from your body, and use it as a weapon against your foes. You gain the following ki features.
- As a bonus action, you can spend 1 ki point to produce a simple tool made of bone.
- As a bonus action, you can spend 1 ki point to produce a melee monk weapon or change your unarmed strike damage to piercing or Slashing. This can take the shape of any weapon that can count as a monk weapon for you.
- As an attack action, you can spend 1 ki point to eject a small piece of bone, such as a phalange, to make a ranged attack. This ranged attack counts as a light weapon for you and has a range of 30/120.
- bloody overdrive
At 5th level, you become able to use your body beyond its natural limits, just like in ki overdrive. Your skin turns a red like color due the excessive blood flow which allows your body to do superhuman feats. You can activate it using a bonus action and 1 ki point, you can end it as a free action or by reaching 0 hit points, this ability can be activated again after 7 turns. while active:
For each turn while this is active you take damage equal to your proficiency in necrotic damage, also this damage can’t be reduced by any means, also you get a number of exhaustion points equal to, number of turns active/proficiency, rounded up per turn.
You have disadvantage in any wisdom or inteligence related roll.
Disadvantage on all charisma rolls except by intimidation which has advantage, and when you use: deadly shout, Greater Kiai Shout or Kiai Shout, the creature have disadvantage for resisting it.
While active you can’t be healed by any means, except by regeneration-like spells, potions etc such as Regenerate, and you only benefit from the regeneration per turn.
Your ki limit is increased by half your proficiency rounded up.
Extra movement equal to proficiency * 5.
strength and constitution mod equal to your wisdom mod.
Advantage on dexterity rolls, and you re roll your initiative and keep your highest roll, the new turn order is changed on the next turn.
whenever you deal damage you add your dex mod twice instead of once to the damage roll.
in the 9th level, you don’t have disadvantage on int or wisdom rolls.
in the 13th level, your exhaustion is now calculated by: (turns active/proficiency) -1 rounded up.
- Body Virtuosity
Starting at 6th level, you have control not only over your body, but also its movements, allowing you to twist it in seemingly impossible ways to give you an edge on the battlefield. Also, whenever you use desangage, it lasts an amount of turns equal to your proficiency.
When you make a melee attack on your turn, your reach is 5 feet greater than normal. Additionally, you cannot be grappled, and standing up from the prone condition does not cost you any extra movement.
- Blood Flow Mastery
Starting at 11th level, your control over your body extends to being able to increase blood flow to any wound, allowing you to heal yourself unnaturally fast.
When you receive any healing, you can spend one ki point without counting on your ki limit as a free action to receive the maximum amount of healing instead of rolling a die. For example, when you consume a Potion of Healing, you can spend one ki point to receive a total of 10 hit points, instead of rolling 2d4+2. This extends to any source of healing, including spells and hit dice.
- House of Bone
At 17th level, you have attained mastery over your body, turning it into a deadly weapon against all who dare come near it.
Whenever a creature enters the reach you have with your unarmed strikes or makes a melee attack against you, you can spend 1 ki point as a free reaction to make one unarmed strike against them by producing bone spikes out of your body, the maximum amount of uses per turn is 3. When you do so, your AC increases by your constitution mod, minimum of one until the end of your next turn(this does not stack).
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