Monk Masters

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Monk Masters of Shin

Long ago, the ten original monk masters entered the wilderness to enhance the power of ki from creatures more attuned to the land than humanity. Five sought to protect, seeking the noble creatures of the light; five sought power in the darkness, believing the most base creatures provided the greatest access to the natural energy of the world. Each opposed another; the Tiger and the Cobra, the Owl and the Vulture, the Elk and the Jackal, the Turtle and the Toad, the Mantis and the Spider.

The original idea for this came from Matt Colville, and this GMBinder adapted by Mrwhitepantz. I've used many of the adapted powers and added/removed some of my own in order to fit my own world concept.

Appearance and Features

Living Tattoos

These powers are granted through magical tattoos which cover all or part of a Masters body. The tattoos may move, change shape, glow, or even leave the body as a result of calling upon their power. They are not affected by any conventional removal methods.

Granting Powers

Each Master is granted a unique and powerful feat in association with their Title which is able to be used only once per long rest, unless otherwise noted. These feats are meant to be manifestations of the Master's power; as such, if an ability calls for a target to make a saving throw the save DC is equal to the Master's highest ability score, even though that ability score may not make thematic sense for the feat's effects.

Passing it On

If the Master chooses to, they may give up their power to another person. The willing inheritance requires a ritual of fasting and meditation for 24 hours where both participants are in constant contact.

The title of Monk Master may be obtained by defeating the current Master in combat deemed worthy by the ki of the animal of choice. A Master can hold multiple titles, but may only use one per long rest. If the Master holding multiple titles is defeated, they lose a title of the opponent's choosing (or randomly chosen, if the opponent did not choose one). This power may or may not be obtained by non-Monk characters, at the DM's discretion.

Five Dark Masteries

Master of Spiders

Spider Style involves careful, measured positioning to cripple the opponent before the fight begins. Spindly webs intertwine and lace together from the master's elbows and knees down to their feet and hands. The Master of Spiders has the the following abilities once per long rest:

Spindly Grasp

Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

You gain a climbing speed equal to your movement speed, and can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free. You can't be caught in webs of any sort and ignore movement restrictions caused by webbing. You gain one use of the spell Web.

Master of Jackals

Jackal Style embraces an opportunistic attitude, seeking the opponent's weak points before lashing out. This master has a face tattoo depicting a jackal's head and snout. The tattoo begins to glow orange when using this power and the user is granted the following ability once per encounter:

Vicious Speed

Enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

Choose an enemy below you in the initiative order. At any point during the encounter, on their turn you may take a turn instead. You may only do this once per encounter.

Master of Cobras

Snake Style emphasizes fluidity, entwining the opponent and attacking from unexpected angles. Tattoos of twin cobras coil around the master's body. When calling on their power, the snake tattoos leap out from your body and attack, granting the following ability:

Constricting Strike

Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Each snake makes a separate attack which can be against the same target or different targets within range. Their attacks deal 1d4 piercing damage and the target must succeed on a Dexterity saving throw or become grappled. On a successful save they only take half damage and are not grappled. For every turn the target remains grappled, they take 1d4 piercing damage per cobra.

Master of Vultures

Vulture Style focuses on attacking weakened opponents. The master has a flock of vultures tattooed down each arm. When using this ability the tattoos fade and spectral vultures swoop down in the area of the spell:

Carrion's Feast

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

A flock of ravenous, spectral vultures descend on a point you choose within range and all dead bodies within a 15-foot-radius are instantly consumed by the flock. In their frenzy, they deal 1d4 piercing damage per body consumed to all creatures within that radius.

Master of Toads

Toad Style emphasizes extreme mobility to surprise the opponent. This master has a white tattoo across their throat. The skin around the tattoo glows green when using the following ability:

Powerful Jump

Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V S
  • Duration: 1 minute

Your long jump is up to 40 ft. and high jump is up to 20 ft., with or without a running start. Your jump is high enough that you do not provoke attacks of opportunity from any creatures along the path (except those within melee range of your starting position). You also gain the ability to breathe both air and water.

Five Light Masteries

Master of Mantis

Mantis Style embraces aggressive, lightning-quick responses to the opponent. The Master has a two straight tattoos running down their forearms. These tattoos glow green when called upon, granting the following ability:

Blinding Hook

Conjuration


  • Casting Time: 1 reaction
  • Range: Variable
  • Components: S
  • Duration: Instantaneous

When an ally hits a target that is within a number of feet from you equal to 5 times your highest ability modifier, you may instantly teleport to a location adjacent to the target and make an attack against them.

Master of Elk

Elk Style focuses on constantly pressing the opponent with measured attacks. The Master of Elk has tattoos of branched antlers running down their arms. These tattoos glow white upon using the following ability:

Mighty Charge

Enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 minute

During the duration of this spell, if you move at least 20 ft. straight toward a target and then hit it with a physical attack, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Master of Tigers

Tiger Style emphasizes footwork, acrobatics, and nobility to strike fear in the hearts of enemies.The Master of Tigers has black stripes along their neck and arms. The Master has the following ability:

Noble Roar

Enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

As an action, you emit a magical roar. Each creature that fails a Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Master of Owls

Owl Style involves quiet, graceful movements. The Master of Owls has tattoos of folded wings on their back and shoulders as well as a single golden eye on their sternum. The Master of Owls has the following abilities:

Graceful Flight

Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

Your tattoos become physical wings which last for the duration of the spell and grant a fly speed of 60 feet. In addition, you have advantage on stealth checks made while flying.

Master of Turtles

Turtle style emphasizes slow, delibrerate movement and a defense of all weak points. The Master has a crisscrossed tattoo across their entire back. This tattoo glows green and encompasses the entire torso when activated:

Stalwart Defense

Abjuration


  • Casting Time: 1 action or reaction
  • Range: Self
  • Components: S
  • Duration: 1 minute

You gain +3 to your AC. This includes the triggering attack. In addition, you have resistance to non-magical piercing, bludgeoning, and slashing damage. Your movement speed is reduced to 20.

 

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