True Monk (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Scales.png This page is of questionable balance. Reason: This needs thoroughly checking for balance and basic game mechanic competence. A few other examples: has more ki points than an SRD monk but features have the same or fewer ki points to activate.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

(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:

Table: The True Monk

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.

You also can turn off any of your senses as a bonus action if not said otherwise to gain the bonuses listed below, but you need a long rest to activate them back.

vision: your effective ki zone is improved by 5 feet, and your maximum ki zone range get a bonus equal to proficiency * 5, and you no longer need to concentrate to keep the ki zone active while only on its effective range.

hearing: your effective ki zone range is equal to half your maximum ki zone range round up.

sense of pain and touch: you do not know your character hit points and your PC must act like it can’t measure how wounded it is, up to GM, but you are immune from stunned, paralyzed and poisoned condition. You need 1 hour to get this sense back, if you try to get it back as a bonus action you pass out from the shock(sleep condition) and need to pass on a CD 20 constitution or wisdom saving throw to get up, you can re-roll this test every turn.


Shadowless Strikes

Your unarmed strikesare considered monk light weapons that deal damage equal to your Martial Arts die, which is equal to your proficiency in D2. In addition, you can use your Dexterity modifier, instead of Strength, for attacks and damage rolls from monk weapons.

Flurry of Blows

You can forgo one of your normal attacks to attack twice with your unarmed strikes. You can only add your dex mod to one flurry of blows, at the beginning of 14th level you no longer have this limit. You can only use a flurry of blows as a bonus action attack if you didn’t flurry of blows as an attack action this turn. A bonus action flurry of blows can never have your dex mod applied

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 armor or using a shield.

But you can benefit from enchanted armor's magic, you can synchronize with an armor to take it’s enchantment and integrate it within your soul, by doing so, you benefit from the armor's magical bonus AC only, this process takes at least one hour and has an wisdom DC of 10 + (armor bonus * 4), if you fail the armor is destroyed, if you pass the armor only lose its magical bonus, this bonus does not cease in a magic negation zone and does not stack.

In addition, you can take the disengage action at a cost of 10 feet of your movement speed, as a free 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. But you can be affected by the movement reduction to become able to ignore any damage related to walking on it.

At 7th level if you have at least 2 ki points you have all the benefits and no longer fall over liquid surfaces.

At 9th level you also have spider climb casted on you permanently if you have at least 3 ki point, and can ignore any damage related from walking on difficult terrain.

At 12 th level if you have at least 4 ki points you get swimming speed equal to any of your movement speed. ex: Aarakocra 50 feet(flying) + 25(bonus movement) = 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 (but you don’t gain it either)when you do so, but you still can use any other abilities to recover yourself during it.

While in this state you’re aware of your surroundings, but you need to keep your eyes closed to meditate.

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 which can’t be overcomed 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 and for the constitution saving throw, 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 thing is more likely to be used on a npc)

Ki Replenishment

You recover an amount of ki equal to one MD roll for each 30 minutes of meditation.

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 20.

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.

KI OVERDRIVE

While in combat you can force your body to produce ki, you can reduce you constitution by 2, get one level of exhaustion after the combat end and receive damage equal to 2 martial dice rolls, then you get ki points equal to one martial dice roll, this damage ignores any resistance and it's considered as necrotic damage, 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 also, flavor is free so if you want to change it a bit to make it look cooler you do it, just not forget about failing on stealth).

You also roll and constitution saving throws to resist the damage and etc, halving everything round down and not screaming, 16 DC.

You recover one constitution point per long rest. You need to meditate for the whole long rest while not recovering any ki.

Ki Features

You can spend these points to fuel various ki features. You start being able to only have 4 such features prepared. Your limit increases by 2 at 5th, 9th, 13th and 17th levels. Also, whenever you take an ability score improvement you can take 2 extras ki features instead or choosing one ki feature to have no passive cost and this ki feature is always prepared even if you dont have the other ki features in the ki three( * fazendo ).

Additionally, every long rest you can choose to switch a number of ki features equal to your wisdom mod by different ones by spending 3 hours training, and also, in the same way you can turn ki features you currently know into passives by decreasing your max ki points by the passives cost, you still can use them and both effects are applied and some decrease you max ki even without being a passive, if you deactivate a ki features which use your max ki points your max ki points go up to the same amount, but you do not recover ki points.

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 your proficiency -1 ki points in one turn.

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.

Defensive Posture[edit]

Starting at 3rd level, when you take the Attack action, you can forgo one of your unnarmed 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 Wis or dex modifier + your monk level, the number of reactions you get is equal to your proficiency/2 round down.

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.

Also when deflecting ranged attacks only, if using both hands you can apply 2 uses of your defensive posture to reduce the damage from 1 attack( yes, I created this only for allowing monks to deflect cannons ).

At 13th level you can deflect any damage type.

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) and +5 per extra ki point spend, your maximum range is 5*wismod to a minimum of 10 feet,at level 20 your limit is 120 feet, you also can put more ki over the amount you already had put using it again in another turn. This blindsight has an effective range of 10 feet distance, beyond that it is pretty rustic, you can only barely “see” objects forms and the same is for creatures, which means disadvantage on perception checks beyond the effective range.

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 2 ki points you take back, doing so, your blind sight decreases in the same way, -5 ft for each ki point you take back, 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.

While meditating all ranges of the ki zone are doubled.

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), bonus action required.

You can know a creatures level if you know it’s existence and can see and feel it, but only if the creature is on the same level or lower than yours and your passive perception is higher than the creature’s “passive stealth” +2.(or just ignore the machanic and let you DM know you can guess precisely tell a creature's powerlevel just by looking and let he decides when you can and can’t tell)

If within the ki zone, Whenever you fail a perception check to sense if someone is watching you you can add half your proficiency 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 whenever you fall, while not grappled, paralyzed, petrified, restrained, incapacitated or unconscious, you can reduce the damage taken by 0 with a reaction.

Also, you can add all fall damage you would've taken to one attack if you hit someone just before landing.

Wind burst

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 movement bonus.


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 will also benefit from any movement bonuses you have during this movement, be it disengage or flying speed as long as the creature is within 5 feet from you. You can take any creature using this ability if you're grappling them, you choose if they benefit or not from your movement bonuses.

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).

Neurotoxins ban[edit]

Both abilities need 1 minute to be used, but can be reduced to an action if you use +2 ki points.

at 6th level You also 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 gets a +4, 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.

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 (which you don't have disadvantage) except for charisma or intelligence, you can choose to roll a 8 instead, you can only choose to roll it before rolling the die.

body reconstruction

At 6th level your strength mod is equal to your wis mod -2.

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 are proficient in wisdom saving throws and you add your wis mod to any saving throw you are not proficient with. Also, you can use your bonus 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.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to poison damage and the poisoned condition, but at your DM word a poison created to also affect ki users can also affect you.

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 and only age 1 year every 10 years while not meditating. But you can still die of old age.

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 and works way better in roleplay than anything)

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]

damage[edit]

first level[edit]
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.

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.

Iron Fist

prerequisite: 3rd level for passive, for the active version 5th level

“By reinforcing your fists using ki, you turn make them stiffer than even adamantine (and or) covering them directly with your ki to reinforce your attack power”, you get the following benefit:

Once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki points to roll 2 MD instead of 1, but also, by doing so, you need to make 1 less unarmed strike on your next flurry of blows or spend your bonus action.

(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(all of them are considered as magical) or energy damage, but you can only deal non lethal damage using Bludgeoning or energy.

Passive: cost(wismod), effect: you also add your wismod -2 to your damage rolls and can benefit from the second effect.

Zen Archery

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.

Passive: (cost: 2 ) you can create ki arrows or daggers whenever you use a bow to shoot or want to throw something, the arrows or daggers disapear after one minute after being shot, and you deal additional damage equal to your wismod and this damage is considered as magical.

Karmic Strike

When a creature hits you with an attack, you can spend 1 ki point and your defensive posture reaction to make an unarmed strike against your attacker.

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.

second level[edit]
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.

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.

third level[edit]
Palm ki expansion (max ki -2)

By using your bonus action you can spend 2 ki points and forgo any number of attack you can do on this turn, by doing so, you can roll the same amount of damage dices you would've rolled in a cone like area “open hand form” Which has an reach equal to proficiency * 5, the damage type can be any type your unarmed strikes can deal. Any creature in the area rolls as their choice, a dexterity saving throw to ignore the damage or a constitution saving throw to half it.

Lightning Fists

prerequisite: 8th level

You can spend 2 ki points to make three additional attacks instead of two with your next Flurry of Blows, for each extra flurry of blows in this turn with this effect you spend one extra ki point. The affected attacks you in this turn have a -5 to hit, but if you spend 1 extra ki point you can decrease the penalty(for every flurry of blows you use lightning fists this turn) by one (-4) and by spending a total of 3 extra ki points the penalty can decrease by 2 (-3). You can't use lightning fists in a bonus action flurry of blows.

maneuvers[edit]

first level[edit]
Unbalancing Strike

You can spend 1 ki point when you hit a creature with an unarmed strike to force the creature to make a strength saving throw. On a failed save, the creature is knocked prone. If you jump towards the creature you can choose between a dex, cons or str saving throw, on a cons or str one the creature has disadvantage.

Interception

prerequisite: Defensive Posture feature

When you reduce the damage of an 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 an unarmed strike against the opponent as part of the same reaction, if the attacker is within reach.

passive: cost 2 ki points, you use interception without consuming ki points.

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.

Shield Piercer

By spending one ki point as a free action you apply the shield piercer effect to your next flurry of blows:

You ignore any AC increased by spells such as Shield and normal armor by an value equal to your wismod. If in reach you can ignore cover and hit through walls.

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.

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.

second level[edit]
Improved Grapple

prerequisite: proficiency in Athletics

When you hit a creature with an unarmed strike, you can spend 1 ki point to start a grapple attempt.

(only 2 attempts per turn)

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.

Earth's Embrace

When you grapple an opponent, you can spend 1 ki point to restrain the creature 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, while restrained you have advantage on attack rolls against this same creature.

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.

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.

third level[edit]
Inexorable Progress of Dawn

If you hit a creature with at least two unarmed strike granted by a flurry of blows or one single attack using flying kick, you can spend 2 ki points once per turn to force a creature to roll a dex or str save, your choice, to avoid being push up to (5 * wismod) feet in any direction, which you can distribute by any values in any flurry of blows you use changing the direction every hit, on a miss hit you don’t move the target, if you move a target downward by at least 5 feet, you double the target’s fall damage, you can move along with the affected creature if you want. You can move the target regardless of its size.(marvel rivals iron fist but you also push)

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.

Stunning Strike

When you hit another creature with a melee weapon attack which is not part of a flurry of blows or blades 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.

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 attempt 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.

movement[edit]

first level[edit]
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.

Flying Kick

You can spend 1 ki point to take the dash action as a bonus action. If you move at least 20 feet in a straight line, the first attack you make deals additional damage equal to your martial arts die on a hit, and for every 10 feet you move in a straight line you get another MD to a maximum equal to your proficiency.

by using this feature and moving at least 40 feet in a straight line you also give disadvantage to a creature who would resist Inexorable Progress of Dawn but only if you push it in the same direction you ran and if you use it at the same attack.

Passive: cost(1), effect: you can use your bonus action to dash without ki cost.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn. passive: cost 2 ki points, you can use patient defense with no ki cost.

second level[edit]
Mantis Leap

prerequisite: 6th level

You can spend 1 ki points as a bonus action to get fly speed equal to any of your movement speed, but it ends in the end of your turn, and 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.

And at 14th level you get flying speed with no cost of ki or action if you have at least 4 ki points.

Passive: cost(wismod) you get flying speed equal to half your speed round down as long as you are concentrating, you can reactivate it by spending one ki point and a bonus action on your turn or a reaction or no ki points and an action. (only 2 attempts per turn)

Action Before Thought

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

third level[edit]
Abundant Step

prerequisite: 5th level

You can choose to lose or keep your momentum and even change its direction.

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 maximum number of friendly creatures equal to your Wisdom modifier, when you teleport you do not suffer opportunity attacks.

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.

no category[edit]

first level[edit]
Kiai Shout

Once per turn, you can spend 1 ki point to shout(or another way you want) before making an attack. On a hit, 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.

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.

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.

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.

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:

light stepping

You have all the effects of mantis leap ki feature for free without concentration while under sunlight.

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 and you use 3 MD instead of 3d6. You can cast this spell at higher levels + 2 MD, 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). At 6th level you gain the ability to create an orb of light that erupts into a devastating explosion. As a bonus action and spending 1 ki point, 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 10 foot-radius sphere must succeed on a Constitution saving throw or take proeficiency MD radiant damage. A creature takes no damage if the creature is behind total cover.


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 at will. 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 only your unarmed strikes part of your flurry of blows, you deal additional 1d4 radiant damage if the creature is within the bright light provided by the shimmering aura..

Sun Shield

At 17th level, when you are hit by an attack while your shimmering aura is active, you can use your reaction as part of the same defensive posture 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 done until the end of the next 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 causes you to be poisoned for 1 minute. While under the effects of drinking like a demon, you become resistant to bludgeoning, piercing and slashing damage from non-magical sources for the duration and have advantage on all saving throws.
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 to 1 MD 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 wismod MD rolls on a successful save, or half as much damage on a failed 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 and are under the effect of drinking like a demon, you can make up to two additional attacks with it (up to a total of four Flurry of Blows attacks), provided that each Flurry of Blows 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. you get the lucky feat and can use it a number of times equal to your wismod.

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]

Mercy Ki Features

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

'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 MD + your Wisdom modifier. You can't use this feature in the same turn you use hands of healing, and can only use this once per turn.

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 choose to hit someone and use hands of healing along with it by an amount up to your ki limit, you can’t hit yourself.

at 7th level hands of healing gets cheaper, it costs -(proficency/2 round down), but you always spend at least 1 ki point when using it.

'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 make opportunity attacks 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 regain a number of hit points equal to your martial arts die, you can use it by an amount of times equal to your proficiency per long rest.
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.

You also now get palm ki expansion without counting on your known ki features nor decreasing your maximum ki.

stepless feet

Starting at 11th level, whenever you use your bonus action you can also use a dash action as a free action.


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 has disadvantage in all rolls for 3 turns.

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.

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 or Fire.
  • 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.

Also, any enchantment spell which would give a weapon extra non physical damage can be aplied to your fists, as long as the extra damage is equal to a damage type you can deal

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 spent without counting on your ki limit but you lose them at the end of your next turn, you can use this absorption ability a number of times equal to your proficiency per short rest.

Also, up to DM description if a creature is behind you when compared from a area damage source ,you also at will, can block the same amount of damage to it, as if the creature would be using you as a cover, spells like fireball which ignores cover can only be blocked to other if they are in you unarmed strikes reach.

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 its constitution and strength mod, also affected creatures reduce any damage they take by their constitution mod.

soul: affected creature gains the bonus to its wisdom and charisma mod, also affected creatures can add the bonus to their passive perception.

mind: affected creature gains the bonus to its dexterity and intelligence mod.

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 beginning, but body which get one exhaustion point after 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

Way of the flesh[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, the weapon's damage is equal to your MD.
  • 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:

You get a number of exhaustion points and lose constitution points equal to: number of turns active/proficiency rounded up per turn, you recover a number of constitution points equal to half proficiency rounded down per long rest.

You have disadvantage in any wisdom or intelligence 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 has 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.

You ignore any effects from exhaustion.

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 reroll 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 and constitution 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).

4.33
(3 votes)

Back to Main Page5e HomebrewClasses