Monk
Stances for Success
Part of your martial training as a monk sees you adopting a variety of stances during combat. These stances help focus your mind, confuse your enemies, and relieve that strain on your lower back.Subtle Stances
d8 | Stance |
---|---|
1 | Incontinent Elder- Standing straight, knees together (excellent for surviving those long queues) |
2 | Addled Adder- Lying flat on the ground (perfect when attempting to hide) |
3 | Ponderous Pudding- Collapsed in a heap (useful when trying to disguise yourself as a drunken fool) |
4 | Frightened Gnome- Curled in the fetal position (excellent when about to take a lot of damage) |
5 | Ambitious Student- Standing with one armed raised (useful when trying to be seen) |
6 | Boisterous Brewmaster-Hand raised as if making a toast (excellent at preventing being slapped) |
7 | Hardy Harpy-Arms flapping wildly while singing (inspires people to leave you alone, and good for cooling off on hot days) |
8 | Broken Bridge-Face down on the ground with knees bent and posterior up (reduces visibility to foes in front, and makes a useful ramp for allies to jump off) |
Ascetic Business Practices
Plenty of monasteries turn out business-minded monks. After all. it's not money that's the root of all evil: it's the love of money. So if you just like money - you know, as a friend - then it's all good! Many DPT Inc franchises actively try to recruit monks into entrepreneurship, knowing of their reputation for versatility both in and out of combat. lf you hail from a particularly profitable monastery, you won't need to be convinced of the benefits of a well -run business- you'll already be on board.Commercial Monestaries
d10 | Monestary |
---|---|
1 | Monastery of the Eternal Spirits (legendary distillers) |
2 | House of the Upright Arches (creators of quality footwear) |
3 | Dome of the Curious Quill (makers of parchment, ink, and writing quills) |
4 | Crystal Bastion (makers of crystal goblets and ornaments) |
5 | Monastery Actuary (underwriters of reasonably priced insurance policies) |
6 | House of Hot Ki (delicious barbecue take-out) |
7 | Sage's Retreat (custom research services) |
8 | Monastery of the Wayward Grape (vintners of fine wines) |
9 | Spider's House Retreat (drow trainers of giant spiders as mounts and companions) |
10 | Hall of Mysteries (investigators for hire) |
Monk
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
Martial Arts
At level 1, Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
- Simple Melee weapons
- Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
Bonus Unarmed Strike.
You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks.
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense
Also at level 1 while you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Monk’s Chakra
At level 2, Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Chakra Points. Your Monk level determines the number of points you have, as shown in the Chakra Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Chakra Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Chakra Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Some of your chakra features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Chakra save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows.
You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense.
You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind.
You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Unarmored Movement
At level 2, Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Uncanny Metabolism
Also at level 2, when you roll Initiative, you can regain all expended Chakra Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can’t use it again until you finish a Long Rest.
Deflect Attacks
at 3rd level, When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Monk Subclass
also at 3rd level you gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level or lower.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and your choice of either one combat or skill feat. As normal, you can’t increase an ability score above 20 using this feature.
Slow Fall
Also at 4th level, you can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Extra Attack
At 5th level you can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
Also at 5th level ,once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Empowered Strikes
At 6th level, whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Evasion
At 7th level, when you’re 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.
You don’t benefit from this feature if you have the Incapacitated condition.
Acrobatic Movement
At 9th level, while you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Heightened Focus
At 10th level, your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows.
You can expend 1 Chakra Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense.
When you expend a Chakra Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind.
When you expend a Chakra Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Self-Restoration
Also at 10th level, through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
Deflect Energy
At 13th level, you can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Disciplined Survivor
At 14th level, your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Chakra Point to reroll it, and you must use the new roll.
Perfect Focus
At 15th level, when you roll Initiative and don’t use Uncanny Metabolism, you regain expended Chakra Points until you have 4 if you have 3 or fewer.
Superior Defense
At 18th level, at the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Epic Boon
At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify.
Body and Mind
At 20th level, you have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monastic Traditions
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Way of the Elements
Wield Strikes and Bursts of Elemental Power
Way of the Elements taps into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.
Elemental Attunement
At 3rd level, at the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach.
When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes.
Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Manipulate Elements
Also at 3rd level, you know the Manipulate Earth, Manipulate Fire, Manipulate Water and Manipulate Wind spells.
Elemental Burst
At 6th level, as a Magic action, you can expend 2 Chakra Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.
Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
Stride of the Elements
At 11th level, while your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
Elemental Epitome
At 17th level, while your Elemental Attunement is active, you also gain the following benefits.
Damage Resistance.
You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
Destructive Stride.
When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
Empowered Strikes.
Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Way of Mercy
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
Implements of Mercy
3rd-level Way of Mercy feature
You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance
Hand of Healing
3rd-level Way of Mercy feature
Your mystical touch can mend wounds. As an action, you can spend 1 chakra point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a chakra point for the healing.
Hand of Harm
3rd-level Way of Mercy feature
You use your chakra to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 chakra point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Physician’s Touch
6th-level Way of Mercy feature
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 Hand 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 Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
Flurry of Healing and Harm
11th-level Way of Mercy feature
You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending chakra points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the chakra point for Hand of Harm. You can still use Hand of Harm only once per turn.
Hand of Ultimate Mercy
17th-level Way of Mercy feature
Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 chakra 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 Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your chakra to duplicate the effects of certain spells. As an action, you can spend 2 chakra points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.
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
By 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 action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Opportunist
At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Way of the Ascendant Dragon
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself.
Draconic Disciple
3rd-Level Way of the Ascendant Dragon Feature
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
- Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
- Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
- Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
3rd-Level Way of the Ascendant Dragon Feature
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your chakra save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 chakra points to use this feature again.
Wings Unfurled
6th-Level Way of the Ascendant Dragon Feature
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aspect of the Wyrm
11th-Level Way of the Ascendant Dragon Feature
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
- Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your chakra save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
- Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 chakra points to create it again.
Ascendant Aspect
17th-Level Way of the Ascendant Dragon Feature
Your draconic spirit reaches its peak. You gain the following benefits:
- Augment Breath. When you use your Breath of the Dragon, you can spend 1 chakra point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
- Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your chakra save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
Way of the Astral Self
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their chakra as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
FORMS OF YOUR ASTRAL SELF
Arms of the Astral Self
3rd-level Way of the Astral Self feature
Your mastery of your chakra allows you to summon a portion of your astral self. As a bonus action, you can spend 1 chakra point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, 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.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- 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.
Visage of the Astral Self
6th-level Way of the Astral Self feature
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 chakra point to summon this visage for 10 minutes. 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 have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Astral Self
11th-level Way of the Astral Self feature
When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
- Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
- Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Awakened Astral Self
17th-level Way of the Astral Self feature
Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 chakra points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. 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.
Way of the Gun
While some may look at the gun as a loud, clumsy tool, you know better. In your hands, firearms become as elegant as any blade, intertwining their form and function in your delicate dance of martial combat.
Gun Kata
When you choose this tradition at 3rd level, you gain proficiency in all light, one-handed simple and martial firearms. While wielding a simple or martial firearm, you may make a melee attack with the hand(s) holding the weapon and they may count as unarmed strikes for the purposes of utilizing your class’s Ki features. Also, you no longer suffer disadvantage on ranged attack rolls made with firearms against opponents within 5 feet.
Disarming Shot
Beginning at 6th level, whenever you hit a creature with a firearm attack, you can expend 1 ki point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw versus your Ki Save DC. On a failed save, it drops the object you choose. The object lands at its feet.
Ricochet
Beginning at 11th level, you are attuned to the flight path of your bullets to the extent that you can predict their deflection trajectory. Your attacks with a firearm now ignore all cover.
CQB
Beginning at 17th level, when you use your martial arts or flurry of blows class features, you may choose to instead make an attack with a firearm you are holding instead of making an unarmed strike.
Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
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.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
- Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 chakra point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Drunkard’s Luck
Starting at 11th 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 on the roll, you can spend 2 chakra points to cancel the disadvantage for that roll.
Intoxicated Frenzy
At 17th 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.
Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Path of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
- Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
- Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
- Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
One with the Blade
At 6th level, you extend your chakra into your kensei weapons, granting you the following benefits:
- Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Deft Strike. When you hit a target with a kensei weapon, you can spend 1 chakra point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Kensei Weapon
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your chakra. As a bonus action, you can expend up to 3 chakra points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of chakra points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Kensei Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.
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.
Kensei Weapon
When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.
Way of Healing Hands
Monks trained in the Way of Healing Hands possess the ability to help their allies as well as severely incapacitate their enemies. You have studied every bone, joint, and muscle in most humanoid and monstrous bodies, allowing you to strike with precision. Whether those strikes hurt or heal is up to you.
ANATOMY TRAINING
When you choose this tradition at 3rd level, you gain proficiency in the Medicine and Nature skills. Additionally, when you spend at least 1 minute studying a creature, you can make a Wisdom (Medicine) check to discover if it has any healed or current injuries and the nature of those injuries.
MARVELOUS MASSAGE
From 3rd level, your training allows you to prepare your allies for coming challenges. If you spend 10 minutes giving a willing creature a massage and spend one chakra point, the creature gains temporary hit points equal to your Martial Arts Die + your Wisdom modifier. You can also grant the creature an additional benefit based on the type of massage you give them, which lasts for 8 hours after your massage. A creature can only benefit from one type of message at a time. You can use this feature a number of times per day equal to your Wisdom modifier (minimum of once). When you give the massage, choose one of the following benefits:
- Focusing Massage. The creature gains advantage on Wisdom (Insight) and (Perception) checks and can add your martial arts die to one attack roll made while benefiting from this effect. This die must be rolled after the attack is made but before success has been determined.
- Fortifying Massage. The creature gains advantage on Strength and Constitution checks.
- Limbering Massage. The creature’s movement speed increases by 10 feet, and it has advantage on Dexterity (Acrobatics) checks.
GRABBY HANDS
At 3rd level, your skill at manipulating pressure points allows you to subdue even massive creatures with practiced ease. When attempting to grapple a creature, you can use either Strength (Athletics) or Dexterity (Acrobatics) to make the grapple check. You are considered Large for the purposes of determining the size of creatures you can grapple or move while grappling them.
Additionally, while you are grappling a creature, you make unarmed strikes against it with advantage. When you reach 11th level in this class, you are considered Huge for the purposes of determining the size of creatures you can grapple or move while grappling them.
THE GOOD PAIN
At 6th level, you have become adept at making it hurt so good when massaging allies or grappling foes. As an action, you can spend 1 chakra point to instantly apply the effect of one of your Marvelous Messages to a willing creature you can both see and touch. When you do so, you can choose to end one of the following conditions affecting the creature: charmed, frightened, paralyzed, poisoned, or stunned.
Additionally, you have learned how to bring the good hurt to your enemies. When you hit a creature you are currently grappling with an unarmed strike, you can spend 1 chakra point to force that creature to make a Wisdom saving throw against your chakra save DC. On a failure, the target becomes charmed by you for as long as you maintain the grapple. Creatures charmed in this way can repeat their saving throw each time they take damage from you or your allies.
THE BAD PAIN
At 11th level, your studies into anatomy allow you to deliver deep tissue relief or a nasty cramp. As an action, you can use 2 chakra points to touch a willing creature you can see. If made against a willing creature, the strike deals no damage and causes the target to regain a number of hit points equal to a roll of your martial arts die at the start of each of its turns for 1 minute. This effect ends if the target drops to 0 hit points or becomes incapacitated.
When you hit a creature you are currently grappling with an unarmed strike, you can spend 2 chakra points to deliver a painfully precise muscle twist. The afflicted creature must succeed on a Constitution saving throw or take necrotic damage equal to a roll of your martial arts die at the start of each of its turns. An afflicted creature can repeat this Constitution saving throw at the end of each of its turns, ending the effect for itself on a success.
RIP AND TEAR
At 17th level, you have mastered the subtle art of dislocating and removing limbs. You can attempt to dislocate the limb of a creature you are currently grappling as a bonus action by spending 3 chakra points. The target must succeed on its choice of either a Strength saving throw or a Constitution saving throw against your chakra save DC, or take 4d6 points of bludgeoning damage and suffer one of its limbs being dislocated until it is healed. Each time you use Rip and Tear, choose from one of these four options:
- Arm. The dislocated arm cannot be used to wield a weapon, hold a shield, or perform the somatic components of spells. If the creature has the ability to make multiple attacks with a natural weapon, such as with claws or tentacles, it loses the ability to make one of these attacks for each dislocated arm, and it can’t make these attacks if all its arms that could make them are dislocated.
- Leg. The creature’s speed is halved and it makes Strength and Dexterity saving throws with disadvantage. If all of a creature’s legs are dislocated, its walking and climbing speed becomes 0.
- Wing. The creature’s fly speed becomes 0 and it begins to fall if it is flying unless it has the hover trait.
- Tail. The creature can’t make attacks with its tail and has disadvantage on Dexterity (Acrobatics) checks. The creature’s swim speed is halved.
When you successfully dislocate a creature’s limb, it is freed from your grapple. A dislocated limb remains dislocated until the creature regains at least one hit point from healing magic or a creature makes a successful Wisdom (Medicine) check against your chakra save DC to pop the limb back into place. If you successfully grapple the same creature again, you can spend 3 more chakra points to completely tear off the same limb that you previously dislocated as a bonus action. If you do, you deal 4d6 slashing damage to the creature, and they are freed from your grapple. You can either toss the torn-off limb aside or wield it as an improvised weapon, which you are proficient with.
You can’t use this ability on creatures that lack limbs entirely, such as gelatinous cubes or giant constrictor snakes.
UNRIP AND UNTEAR
At 17th level, your healing becomes so strong that you can reattach severed limbs (so what if you were responsible for the limb ripping in the first place?) As an action, you can spend 3 chakra points to reattach a limb that has been severed, which fuses perfectly back into place as though it had never been removed. If the limb has been severed for more than 24 hours, you must make a Wisdom (Medicine) check with a DC equal to 5 plus the number of hours above 24 since the limb was severed in order to successfully reattach it.
Way of the Long Death
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
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 reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you 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 chakra point (no action required) to have 1 hit point instead.
Touch of the Long Death
Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 chakra points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per chakra point spent on a failed save, or half as much damage on a successful one.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate chakra to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s chakra when you harness your own. Whenever 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.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 chakra points to 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 Sun Soul
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 chakra point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Searing Arc Strike
At 6th level, you gain the ability to channel your chakra into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 chakra points to cast the burning hands spell as a bonus action.
You can spend additional chakra points to cast burning hands as a higher-level spell. Each additional chakra point you spend increases the spell’s level by 1. The maximum number of chakra points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an 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 20-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.
You can increase the sphere’s damage by spending chakra points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Sun Shield
At 17th 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.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Level | Proficiency Bonus | Martial Arts | Chakra Points | Unarmored Movement | Features |
---|---|---|---|---|---|
1 | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts |
2 | +2 | 1d4 | 2 | +10 ft. | Chakra, Unarmored Movement |
3 | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles |
4 | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
5 | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
6 | +3 | 1d6 | 6 | +15 ft. | Chakra-Empowered Strikes, Monastic Tradition Feature |
7 | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8 | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9 | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement Improvement |
10 | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
11 | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition Feature |
12 | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13 | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14 | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15 | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
16 | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17 | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition Feature |
18 | +6 | 1d10 | 18 | +25 ft. | Empty Body |
19 | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20 | +6 | 1d10 | 20 | +30 ft. | Perfect Self |
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