Monk Overhaul

by Piar

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Monk

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She peers through the open window at the tyrant prince and unsheathes her blade.

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

The Magic of Ki

Monks make careful study of a magical energy that many 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.

Training and Asceticism

Small walled cloisters dot the landscapes of Terra, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?

As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, or Strength if you plan to adopt the way of the Pugilist, followed by Wisdom. Second, choose a "hermit" background.

CLASSES | MONK
Level  Proficiency  Bonus  Martial  Arts   Unarmored   Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 +10 ft. Monastic Tradition, Novice Technique (1)
4th +2 1d4 +10 ft. Ability Score Improvement, Dedicated Weapon
5th +3 1d6 +10 ft. Pupil Techniques (3)
6th +3 1d6 +15 ft. Ki-Empowered Strikes, Monastic Tradition Feature
7th +3 1d6 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 +15 ft. Ability Score Improvement
9th +4 1d6 +15 ft. Expert Techniques (3)
10th +4 1d6 +20 ft. Purity of Body
11th +4 1d8 +20 ft. Monastic Tradition Feature
12th +4 1d8 +20 ft. Ability Score Improvement
13th +5 1d8 +20 ft. Enhanced Techniques (2)
14th +5 1d8 +25 ft. Tranquil Soul
15th +5 1d8 +25 ft. Timeless Body, Smooth Transition
16th +5 1d8 +25 ft. Ability Score Improvement
17th +6 1d10 +25 ft. Monastic Tradition Feature
18th +6 1d10 +30 ft. Master Techniques (2)
19th +6 1d10 +30 ft. Ability Score Improvement
20th +6 1d10 +30 ft. Perfect Self

Monk Class Features

As a monk, you gain the following class features.

Hit Points

Hit Dice: 1d8 per monk level
HP at 1st Level: 8 + your Constitution modifier
HP at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Any three simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • A monk weapon — a shortsword or any simple melee weapon that doesn't have the two-handed or heavy property

Martial Arts

At 1st level, your practice of martial arts gives you the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can make one unarmed strike as a bonus action.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

   Don't bother asking a monk to leave their weapons at the door. They are the weapon.                   – Piar
CLASSES | MONK

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. You have a pool of ki points equal to your level, which replenish when you finish a short or long rest. You can spend these points to fuel various techniques, which come in three categories.

Strike techniques are used when you hit with an attack. Each attack can only be enhanced by one strike, and each of your strikes can only be used once each turn.

Stance techniques are used at the start of your turn and inform your fighting style. You remain in your stance until you enter a new stance, you become incapacitated or prone, or 1 minute passes.

Counter techniques use your reaction for an effect.


You start knowing three such techniques: Follow Up Strike, Flowing Defense, and Leaping Stance. You learn more techniques as you gain monk levels.

Some of your techniques 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

Flowing Defense

Counter. As a reaction to being attacked, you can spend 1 ki to impose disadvantage on that attack and any other attacks that target you until the start of your next turn.

Follow Up Strike

Strike. When you hit a creature with an unarmed strike, you can spend 1 ki to make another unarmed strike attack this turn.

Leaping Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you double your jump distance and you can use a bonus action to take either the Disengage or Dash actions.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition.

Subclass Monastic Tradition Description
Open Hand You train to master the most ancient martial arts, ending a foe in a single strike.
Shadow You operate like a ghost in the night.
Sun Soul Unleash your ki as searing bolts of radiance.
Mercy Manipulate the life force of friends and foes.
Drunken Master Your seemingly erratic movements provide you opportunities for devestating counter attacks.
Astral Self Channel your ki to unleash your astral form, starting with an ethereal pair of arms.
Four Elements Master your spiritual connection to the elements of air, earth, fire, and water.
Kensei Your weapons are an extension of your body.
Pugilist Use your brute strength to put your enemies right where you want them.

Novice Technique

At 3rd level, you learn one of the following techniques.

Needle Strike

Strike. When you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki to impose disadvantage on all attacks that target makes against you until the start of your next turn.

Break Your Fall

Counter. As a reaction when you fall, you can spend 1 ki to reduce any falling damage you take by an amount equal to five times your monk level.

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 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.

Dedicated Weapon

At 4th level, you learn to incorporate a variety of weapons into your martial arts. When you finish a short or long rest, you can touch one weapon, focus your ki on it, and count that weapon as a monk weapon until you use this feature again. It must lack the heavy and special properties and you must be proficient with it.

CLASSES | MONK

Pupil Techniques

At 5th level, your training grants you three techniques from the following list. If a pupil technique forces a target to make a saving throw to resist its effects, you can only use one such technique per target each turn.

Brutal Strike

Strike. When you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki to deal additional damage equal to a roll of your Martial Arts die + your Wisdom modifier.

Deflect Missiles

Counter. You can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using what you just caught. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Pummeler Stance

Stance. At the start of your turn, you can enter this stance. While in this stance, you can attack twice instead of once when you take the Attack action on your turn.

Restricting Grip

Counter. When a creature up to one size larger than you misses you with a melee attack, you can spend 1 ki to attempt to grapple it. You get a bonus to your grapple check equal to your Wisdom modifier (minimum one).

Stunning Strike

Strike. When you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes

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

Evasion

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

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Expert Techniques

At 9th level, your training grants you three techniques from the following list. If an expert technique forces a target to make a saving throw to resist the feature's effects, you can only use one such technique per target per turn.

Body Block

Counter. When a creature targets you with an attack while you have another creature grappled, you can spend 1 ki and your reaction to force the attack to be made at disadvantage. If it misses, the attack must be rerolled targeting the creature you have grappled.

Countering Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you have an additional number of reactions each round equal to your Wisdom modifier (minimum 1). You must spend 1 ki to use each additional reaction.

Dizzying Strike

Strike. When you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki to attempt a dizzying strike. The target makes a Constitution saving throw. On a failed save, for the next minute the target falls prone at the end of each of its turns. The creature can use its action to attempt the save again to end the effect.

Grappling Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you add your Wisdom modifier to checks you make to grapple and shove, and creatures you have grappled have disadvantage on saving throws.

Cluster Strike

Strike. When you hit a creature with an unarmed strike or monk weapon attack, you can spend 2 ki to apply the attack to a number of enemies within 5 feet of the target equal to your proficiency bonus. Use the same attack roll to determine which of those enemies are hit. Each enemy hit by the attack takes half the attack's damage.

CLASSES | MONK

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison of potency equal to or less than your proficiency bonus.

Enhanced Techniques

At 13th level, you express your mastery over the fundamental techniques. Choose two of the following benefits.

  • Feather Step. When you use your Leaping Stance technique, it costs no ki. Additionally, you gain the ability to move along vertical surfaces and across liquids without falling during the movement.
  • Flowing Step. When you use your Flowing Defense technique, it costs no ki. Additionally, you can move 5 feet as part of your Counter reactions.
  • Rapid Flurry. When you use your Follow Up Strike technique, it costs no ki and you can make two unarmed strike attacks instead of one.

Tranquil Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, you can reach out to the ki of other minds. You understand all spoken languages and any creature that can understand a language can understand what you say.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Smooth Transition

Also at 15th level, you can change your stance as a bonus action.

Master Techniques

At 18th level, your training grants you two techniques from the following list.

Whirlwind of Blows

Strike. When you hit a creature with an attack, you can spend up to your proficiency bonus in ki to make an additional unarmed strike attack this turn per ki spent. Your Strike techniques used to enhance each of these attacks cost 1 less ki.

Empty Body Stance

Stance. At the start of your turn, you can spend 4 ki to enter this stance. While in this stance, you become invisible and have resistance to all damage except force damage.

Shroud of the Fleet Footed

Counter. As a reaction when a creature enters your reach, you can spend 2 ki to teleport a number of feet up to half your speed to an unoccupied space you can see. You can spend up to your Wisdom modifier in ki to travel an additional 10 feet per ki.

Two-Forms Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. When you enter this stance, choose two other stances you know and spend any ki they require. While in this stance you gain the benefits of both stances.

Perfect Self

At level 20, you have perfected every aspect of yourself. When you roll for initiative, you regain 4 ki up to your maximum ki.

Additionally, you can meditate in the heat of combat. At the start of your turn you can immediately end your turn to regain 2 ki up to your maximum ki.

CLASSES | MONK

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 ki 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 learn to manipulate your enemy's ki when you harness your own. You learn the following technique.

Open Hand Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance, when you hit with any attack you make on a turn when you used Follow Up Strike or another strike technique, you can impose one of the following effects:

  • 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.

Sure Footed

Also at 3rd level, you've learned to mitigate attacks that would put you in harm's way. You can add your Wisdom modifier as a bonus to any Dexterity or Strength saving throws you make to resist falling prone or being moved against your will.

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 your Ki save DC.

Quivering Palm Technique

At 17th level, you gain the ability to set up lethal vibrations in someone's body. You learn the following technique.

Quivering Palm Strike

Strike. When you hit a creature with a melee attack, you can spend 3 ki to start 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.

CLASSES | MONK

Way of the 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 embrace the darkness of your ki. Wisdom is your spellcasting ability for your Shadow Arts spells. You learn the Minor Illusion cantrip if you don't already know it. You also learn the following technique.

Shadow Stance

Stance. At the start of your turn, you can enter this stance. While in this stance, you can use your action to spend 2 ki to cast Darkness, Darkvision, Pass without Trace, Shadow Blade, or Silence, without providing material components.

Skulker

Additionally at 3rd level, your training has provided you the knowledge of how to blend in or disappear. You gain proficiency with Stealth checks.

Shadow Step

At 6th level, your shadow arts allow you to step from one shadow into another. While in your Shadow Stance if you are in dim light or darkness, you can use a bonus action to 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. While in your Shadow Stance if 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.

Successive Punishment

Counter. As a reaction when a creature within 5 feet of you is hit by an attack made by a creature other than you, you can make a melee attack against that creature.

CLASSES | MONK

Way of the Sun Soul

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.

Radiant Sun Bolts

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You learn the following technique.

Radiant Sun Stance

Stance. At the start of your turn, you can enter this stance. While in this stance, you have 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 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 ki to make the special attack twice more as a bonus action.

Positive Association

Also at 3rd level, creatures of the positive energy planes can see the light of your ki. You have advantage on ability checks you make to interact with Celestials.

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn while in your Radiant Sun Stance, you can spend 2 ki to cast the Burning Hands spell as a bonus action.

You can spend additional ki to cast Burning Hands as a higher level spell. Each point you spend, up to a maximum of 3, increases the spell's level by 1.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action while in your Radiant Sun Stance, 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 ki. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Radiant Soul

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. You also learn the following technique.

Sun Shield

Counter. 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.

CLASSES | MONK

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

When you choose this tradition at 3rd level, 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. It may have features of a raven, skull, or butterfly, or might be a stylized visage. You determine its appearance.

Hands of Harm and Healing

Also at 3rd level, you learn the twin skills of using your mystical touch to mend wounds or inflict them. You learn the following techniques.

Hands of Healing

Strike. You can replace one of your unarmed strike attacks with a healing hand. You can spend 1 ki to touch a willing creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

Hands of Harm

Strike. When you hit a creature with a melee attack, you can spend 1 ki to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier.

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 Healing and Harm

Starting at 11th level, you can now mete out a flurry of comfort and hurt. You can spend 1 ki to replace any number of your unarmed strikes with Hands of Healing without spending the ki for Hands of Healing.

In addition, when you make an unarmed strike with Follow Up Strike, you can use Hand of Harm with that attack without spending the ki for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 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.

CLASSES | MONK

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. 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.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your fighting style. You learn the following technique.

Drunken Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance, whenever you use a Counter technique you can also make one unarmed strike attack.

Tipsy Sway

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

Drunken Defense

Counter. When a creature misses you with a melee attack roll, you can spend 1 ki 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.

Fluid Motion

Counter. When you fall prone, you can use your reaction to remain in your stance. Until the end of your next turn, you can stand up by spending 5 feet of movement, rather than half your speed.

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, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy

At 17th level, you can use a number of Counter techniques equal to your Dexterity modifier each turn, regardless of how many reactions you can normally take.

Additionally, each of your Counter techniques cost 1 less ki.

CLASSES | MONK

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.

Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. You learn the following technique.

Astral Arms Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. 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.

While in this stance, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance. 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.

Visage of the Astral Self

When you reach 6th level, you can summon the visage of your astral self.

Astral Mind Stance

Stance. At the start of your turn, you can spend 3 ki to enter this stance, or 1 ki if you are currently in Astral Arms Stance. While in this stance, you gain the benefits of Astral Arms Stance along with the following benefits:

  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You have advantage on Insight and Intimidation checks.
  • 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, you can also cause the body of your astral self to appear.

Astral Body Stance

Stance. At the start of your turn, you can spend 5 ki to enter this stance, or 1 ki if you are currently in Astral Mind Stance. While in this stance, you gain the benefits of Astral Mind Stance along with 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.
  • Empowered Arms. Once on each of your turns when you hit a target with your spectral arms, you can deal extra damage to it 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.

Astral Soul Stance

Stance. At the start of your turn, you can spend 7 ki to enter this stance, or 1 ki if you are currently in Astral Body Stance. While in this stance, you gain the benefits of Astral Body Stance along with the following benefits.

  • Armor of the Spirit. You gain a +2 bonus to AC.
  • Astral Barrage. You can attack three times rather than once when you take the Attack action if all the attacks are made with your astral arms, and their damage type is force.
CLASSES | MONK

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Elemental Stance

When you choose this tradition at 3rd level, you choose one element and learn its elemental technique from the following options. Wisdom is your spellcasting ability for any spells they provide.

Air Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you can replace one of your attacks with the Gust cantrip. Additionally, your jump distance is doubled.

Earth Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you can replace one of your attacks with the Mold Earth cantrip. Additionally, you gain tremorsense to a range of 60 ft.

Fire Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you can replace one of your attacks with either the Control Flames or Produce Flame cantrip.

Water Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance you can replace one of your attacks with the Shape Water cantrip. Additionally, you have a swim speed equal to your walking speed and you are unaffected by difficult terrain caused by water or similar liquids.

Elemental Conduit

At 6th level, you learn to use your chosen element in more powerful manners. While in your elemental stance, you can cast certain spells using your ki. At certain monk levels you gain access to additional spells. See the Way of Elements Spells table. Wisdom is your spellcasting ability for these spells.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Level Ki Cost Air Stance Earth Stance Fire Stance Water Stance
6th 1 Fog Cloud, Thunderwave Earth Tremor, Ensnare Burning Hands, Faerie Fire Create/Destroy Water, Ice Knife
9th 2 Gust of Wind, Warding Wind Earthbind, Earthen Grasp Heat Metal, Scorching Ray Lesser Restoration, Snowball Swarm
11th 3 Fly, Wind Wall Erupting Earth, Meld into Stone Fireball, Lightning Bolt Tidal Wave, Wall of Water
15th 4 Storm Sphere Stone Shape, Stoneskin Fire Shield, Wall of Fire Control Water, Watery Sphere
17th 5 Investiture of Wind Investiture of Stone Investiture of Flame Investiture of Ice

Elemental Affinity

Also at 6th level, you can deflect harm from your chosen element. If you know Air Stance, you have resistance to lightning damage. If you know Earth Stance, you have resistance to thunder damage. If you know Fire Stance, you have resistance to fire damage. If you know Water Stance, you have resistance to acid damage.

Combined Stance

When you reach 11th level, choose a second element and learn its elemental technique. While in either elemental stance, you gain the benefits of both.

Avatar of the Elements

At 17th level, your connection with the primordial transcends a specific element. You learn all four elemental stances. While in any elemental stance, you gain the benefits of all of them.

CLASSES | MONK

Way of the Kensei

Monks of the Way of 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.

Kensei Weapons

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. Choose one melee and one ranged weapon that each lack the heavy or special property. You gain proficiency with these weapons and they are monk weapons for you.

When you reach 6th, 11th, and 17th levels, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.

Kensei Techniques

At 3rd level, you learn the following techniques.

Agile Parry

Strike. When you hit a creature with an unarmed strike and you're wielding a melee kensei weapon, you can gain a +2 bonus to AC until the start of your next turn, provided the weapon is in your hand and you aren’t incapacitated.

Kensei's Shot

Strike. When you hit a creature with a ranged attack using a kensei weapon, you can cause the target to take an extra 1d4 damage of the weapon's type.

Way of the Brush

Also at 3rd level, you gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade

At 6th level, your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you learn the following technique.

Deft Strike

Strike. When you hit a creature with a kensei weapon attack, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. When you enter a stance, you can spend up to 3 ki 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 ki points you spent. This bonus lasts for the duration of your stance. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

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.

CLASSES | MONK

Pugilist

Monks who favor tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained as pugilists. Recognized for their impressive physiques and unmatched endurance, these martial artists are well known for readily helping others despite their stoic impression. Pugilists believe that every jar of water delievered, every tree trunk carried, is time spent training. Their fighting style involves keeping foes away from their allies, facing blows with steely resolve, and locking down their opponents with powerful grapples.

Stability Over Agility

Starting at 3rd level, you can replace all mentions of your character's Dexterity score or modifier with your Strength score or modifier, respectively, in the Unarmored Defense description and all Technique descriptions.

Iron Resolve

When you choose this tradition at 3rd level, you learn to defend yourself with gritty determination. You learn the following techniques.

Iron Stance

Stance. At the start of your turn, you can spend 1 ki to enter this stance. While in this stance, creatures other than you have advantage on attack rolls against creatures you are grappling. Additionally, if a creature you are grappling is restrained, it can only use its action to attempt to escape.

Take it on the Chin

Counter. As a reaction when an attacker hits you with a melee weapon attack, you can spend 1 ki to reduce the damage of the attack by a roll of your Martial Arts die + your Strength modifier + your proficiency bonus.

Stay Right Here

Counter. As a reaction when a creature leaves your reach, you can attempt to grapple it.

Physical Specimen

Also at 3rd level, your harsh physical training grants you proficiency with Athletics checks.

Grip of the Titan

At 6th level, your training has honed your formidable physical prowess. While in your Iron Stance, you gain the following benefits.

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Powerful Grip. You count as one size larger for the purposes of grappling and shoving.

Titanic Fling

Additionally at 6th level, you can throw creatures you grapple, learning the following technique.

Grappled Throw

Strike. When you hit a creature that you are grappling with a melee attack, you can attempt to throw it. The target must make a Strength saving throw. On a failed save you spend 1 ki and throw that creature in a direction of your choice. Every 5 feet of distance thrown costs you 10 feet of movement. On a successful save the creature remains grappled by you.

Compression Grasp

At 11th level, you begin to master inescapable punishment for those in your grasp. While in your Iron Stance, you gain the following additional benefits.

  • Crushing Grasp. As an action, you can squeeze a creature you are grappling, inflicting damage equal to your monk level + your Strength modifier.
  • Hardy Endurance. As a bonus action, you can spend 1 ki point to regain hit points equal to a roll of your Martial Arts die + your proficiency bonus.

Immortal Titan

Starting at 17th level, your Iron Stance reaches its zenith, gaining the following additional benefits.

  • Iron Skin. You have resistance to all damage.
  • Iron Soul. You have advantage on saving throws against spells.
CLASSES | MONK

Practice

Safe

Homebrewing

This class rewrite was inspired by the rewrites from estein1030 and ThatOneThingOnce.

Artists in the order their art appears:

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