Monk
Description
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.- Choose from any of 4 subclasses, each with their own unique flavor
- Most monks were raised in a cloister, monastery, or other secluded place in the world, and have reserved, temperate personalities
- Defend the way you were taught to live and show those who oppose you why the calmest of individuals can be the most fearful of fighters.
Subclasses
Way of the Astral Self
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki 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.Perks
Novice
Wisdom of the Spirit
Arms of the Astral Self
Astral Assault
As an Action, select 1 target within 10 tiles and spend 1 Ki. Make an unarmed attack using your WIS modifier against their AC. If successful, they take 1d6+Mastery Radiant damage and 1d6+Mastery Necrotic damage.
Adept
Astral Sight
Astral Barrage
Expert
Ki Consumption
Master
Armor of the Spirit
Empowered Astral Arms: Your Astral Assault now deals an additional 1d6+Mastery Force damage.
Way of the Drunken Master
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.Perks
Novice
Drunken Endurance
Drunken Technique
Adept
Liquid Courage
Tipsy Strength
Expert
Intoxicated Frenzy
Master
Drunken Master
Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like 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 much in the same way a calligrapher or a 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.
Perks
Novice
Lethal Finesse
Master of the Four Ways
Iron Crushing Strike - Bonus Action, 1 Ki: After using the Switch Weapons - Kensei ability to switch any Mace type weapon, spend 1 Ki to make a melee attack against 1 target within 1 tile of you. On a successful hit, they take 1d4+Mastery True damage and suffer -2 DT until the end of their next turn.
Spirit Cleave - Bonus Action, 1 Ki: After using the Switch Weapons - Kensei ability to switch any Axe type weapon, spend 1 Ki to make a melee attack against a target within 1 tile of you. On a successful hit, they take 1d4+Mastery True damage and suffer -1 Attack until the end of their next turn.
Crescent Strike - Action, Bonus Action, 1 Ki: After using the Switch Weapons - Kensei ability to switch any Sword type weapon, spend 1 Ki to make a melee attack against 2 targets within 2 tiles of you. On a successful hit, deal weapon damage to them both. This ability costs an Action and Bonus Action.
Piercing Fang - Action, 1 Ki: After using the Switch Weapons - Kensei ability to switch any Spear type weapon, spend 1 Ki to make a weapon attack on a target within 2 tiles. On a successful hit, they take 1d4+Mastery True damage and are slowed until the end of their next turn.
Adept
One with the Blade
Sharpen the Blade
Expert
Deft Strike / Reach Deft Strike
Master
Weapon Arts
Way of the Open Hand
These monks are the ultimate masters of martial arts combat, whether armed or unarmed, and should never be taken lightly. They learn techniques to push and trip their opponents, manipulate ki to heal damage dealt to their bodies, and practice advanced meditation that can protect them from harm.Perks
Novice
Enlightenment
Wholeness of Body
Adept
Cultivate Ki
Open Hand Techniques
Shove: After landing a Flurry of Blows attack, spend your Reaction to force the target to make a STR saving throw against a DC 14+Mastery. On a failed save, they are moved 2 tiles in a direction of your choice. This ability can be used a number of times equal to Mastery per rest and shares charges with other Open Hand Technique abilities.
Daze: After landing a Flurry of Blows attack, spend your Reaction to force the target to make a CON saving throw against a DC 14+Mastery. On a failed save, they are Dazed for 1 turn. This ability can be used a number of times equal to Mastery per rest and shares charges with other Open Hand Technique abilities.
Expert
Quivering Strikes
A target that is already Vibrating, can not be targeted.
Quivering Palm: For 2 Ki Points, as a bonus action consume ‘vibrations’ from them to deal 2d10+Mastery necrotic damage. That target must make a CON save equal to 14+Mastery or be paralyzed for one round.
Master
Master of Self
Way of the Sunsoul
Monks of the Way of the Sun Soul learn to channel their own 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.Way of the Sun Soul Monks use Wisdom for their Spellcasting Modifier.
Perks
Novice
Cultivate Radiance
Radiant Bolt
As a bonus action and the use of 1 Ki Point, you can use another additional Radiant Bolt after using your main attack to use Radiant Bolt, Searing Arc, or Searing Sunburst.
Adept
Soul of Flame
Searing Arc
Expert
Searing Sunburst
- On a failed save; the targets take 2d6 Radiant Damage, and 2d6+WIS modifier Fire damage and are dazed until the end of their next turn.
- On a successful save the target takes half damage and is not dazed.
- Undead take an additional 2d6 Radiant Damage.
Master
Cultivation of Ki
Searing Arc Flare: Reduce Ki cost from 2 to 1.
Searing Sunburst: Reduce Ki cost from 3 to 2.
Combative Perks
Novice
Unarmored Expertise
Ki Points
- You gain Ki equal to 2 per Mastery, plus your wisdom modifier.
- Ki may be spent on ki abilities. Only two ki abilities can be used in a round, and never the same one twice.
- Regain 6 Ki on a short rest and all Ki on a long rest.
Martial Combat I
These attacks are categorized as Finesse. Deal 1d10+Modifier (DEX or STR) attacks with Piercing and Bludgeoning damage.
Flurry of Blows
Ki Abilities
Flowing River Stance: As a Free Action, you gain +1 Attack and +2 True damage until your next rest. This ability is free to cast outside of combat, but will cost 1 Ki point to activate in combat. This ability will overwrite the bonuses of Mountain Stance.
Stillness of the Mind: As a Free Action, spend 1 Ki Point to remove the Charmed, Frightened and Dazed statuses from yourself. This ability may be used immediately outside of turn order when you become Charmed, Dominated, Frightened, or Dazed.
Stunning Strike: Free Action: Select 1 target within 1 tile and expend 1 Ki. Force them to make a CON saving throw against a DC 14+Mastery. On a failed save, they take 1d4+Mastery True damage and are Dazed for 2 turns. This ability can only be used once per turn and counts towards your per turn Ki ability limit, but will only spend Ki if successful.
Steps of the Wind - Dash You can spend 1 Ki to gain +2 movement as a Bonus Action on your turn, using this also purges Slow and Entangled effects. If you use this ability, you may not spend your primary action to Dash.
Steps of the Wind - Disengage You can spend 1 Ki to take the Disengage action as a Bonus Action on your turn, using this also purges Slow and Entangled effects. If you use this ability, you may not spend your primary action to Disengage.
Hit Dice
Adept
Martial Combat II
Sacred Ways: Body
Expert
Martial Combat III
Extra Unarmed Attack
Sacred Ways: Soul
Master

