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[Home](https://www.gmbinder.com/share/-MN0X3GLN7VcacnJ9k6U) [Misc. House Rules, Feats, and Fighting Styles](https://www.gmbinder.com/share/-MN0KnReQ1W7XKRm89nW) [Equipment Remastered](https://www.gmbinder.com/share/-MlRoEeZU5HpIyc1KUwV) [Ancestry Remastered](https://www.gmbinder.com/share/-MN6zuidNmoUG9Ejm7OW) [Minor Class Tweaks](https://www.gmbinder.com/share/-MN0Ybh6NIyRDnhc200G) [Barbarian Remastered](https://www.gmbinder.com/share/-MMvgHV5r-4r_45CFc_r) [Fighter Remastered](https://www.gmbinder.com/share/-MMvaOhPztJkeRiTG4Wa) [Paladin Remastered](https://www.gmbinder.com/share/-MNBJL3suxyUw_GkqhUz) [Ranger Remastered](https://www.gmbinder.com/share/-MDuS3fPV3CC8da0s6Hx) [Rogue Remastered](https://www.gmbinder.com/share/-MMvnAUEjbH6_Rc_AWDy) [Sorcerer Remastered](https://www.gmbinder.com/share/-MN0fcbVwwTRJddN4EFI) [Warlock Remastered](https://www.gmbinder.com/share/-MErjc66-pqBipBnSyFF) [Spells Remastered](https://www.gmbinder.com/share/-MN1zOluhzgiVoKzv88e) [Mystic](https://www.gmbinder.com/share/-MVnHiPYjGn07IQiI5v3) [Psionics](https://www.gmbinder.com/share/-MVnFNGUjLLRXFOKMcYJ) [Psionic Feats & Items](https://www.gmbinder.com/share/-MZSEf4tllM1ZQRV03Pu) ## Monk Remastered ___
##### Monk | Level | Proficiency Bonus | Features | Martial Arts | Ki Points | Unarmored Movement| |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Martial Arts, Ki | 1d4 | 1 | +0 ft. | | 2nd | +2 | Deflect Missiles, Unarmored Movement | 1d4 | 2 | +10 ft. | | 3rd | +2 | Monastic Tradition, Slow Fall | 1d4 | 3 | +10 ft. | | 4th | +2 | Ability Score Improvement | 1d4 | 4 | +10 ft. | | 5th | +3 | Extra Attack, Stunning Strike | 1d6 | 5 | +10 ft. | | 6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 1d6 | 6 | +15 ft. | | 7th | +3 | Evasion, Stillness of Mind | 1d6 | 7 | +15 ft. | | 8th | +3 | Ability Score Improvement | 1d6 | 8 | +15 ft. | | 9th | +4 | Diamond Soul | 1d8 | 9 | +15 ft. | | 10th | +4 | Monastic Tradition feature, Tongue of Sun and Moon | 1d8 | 10 | +20 ft. | | 11th | +4 | Ki Improvement | 1d8 | 11 | +20 ft. | | 12th | +4 | Ability Score Improvement | 1d8 | 12 | +20 ft. | | 13th | +5 | Timeless Body | 1d10 | 13 | +20 ft. | | 14th | +5 | Purity of Mind | 1d10 | 14 | +25 ft. | | 15th | +5 | Paralyzing Strike | 1d10 | 15 | +25 ft. | | 16th | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft. | | 17th | +6 | Monastic Tradition feature | 1d12 | 17 | +30 ft. | | 18th | +6 | Empty Body | 1d12 | 18 | +30 ft. | | 19th | +6 | Ability Score Improvement | 1d12 | 19 | +30 ft. | | 20th | +6 | Perfect Self | 1d20 | 20 | +30 ft. |
## Class Features As a monk, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Monk level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Monk level after 1st #### Proficiencies ___ - **Armor:** none - **Weapons:** simple weapons, shortswords - **Tools:** any one type of artisan's tools or any one musical instrument of your choice ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose 2 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)* shortsword or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - 10 darts Alternatively, you may start with 20 gp to buy your own equipment. \pagebreak ### Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. - 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. - You gain the ability to engage in two-weapon fighting whenever you attack with your unarmed strikes and monk weapons, even if they lack the light quality. If you are not wielding an offhand weapon, you can instead make an unarmed strike. Whenever you engage in two-weapon fighting using this feature, you can add your ability modifier to the damage roll of the additional attacks granted by two-weapon fighting. - While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity or Strength modifier + your Wisdom modifier. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). ### Ki Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 10 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: **Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier #### Flurry of Blows You can spend 1 ki to make an unarmed strike as a bonus action. #### Patient Defense You can spend 1 ki to take the dodge action as a bonus action. If a creature within reach makes an attack against you during this dodge, you can make an opportunity attack against the creature immediately before the triggering attack. #### Step of the Wind You can spend 1 ki to gain the benefits of the disengage and dash actions as a bonus action. Additionally, your jump distance is tripled until the end of your turn. ### 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. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ### Deflect Missiles Starting at 2nd level, you can use your reaction to deflect or catch the projectile when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity or Strength modifier + your monk level. If you reduce the damage to 0, you can deflect the attack. You can spend 1 ki point to make a ranged weapon attack (range 30/120 feet) with the projectile, as part of the same reaction. On a hit, you deal damage equal to your your martial arts die plus your Dexterity modifier of the same damage type as the initial attack. ### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 10th, and 17th level. ### Slow Fall Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. ### Ability Score Increase When you reach 4th, 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. If your DM allows the use of feats, you may instead take a feat. \pagebreak ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point 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 Strike Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity 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 any effect that allows you to make a 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. ### Diamond Soul Beginning at 9th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. ### Tongue of Sun and Moon Starting at 10th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. ### Ki Improvement Beginning at 11th level, your mastery over the ki in your body increases. Your Ki features gain the following benefits: ***Flurry of Blows.*** The ki cost is reduced to 0. ***Patient Defense.*** If you are hit by an attack or fail a Dexterity saving throw while benefiting from Patient Defense, you have resistance to the damage of that attack or effect. ***Step of the Wind.*** You gain a fly speed equal to your walking speed until the end of your turn whenever you use this feature. \columnbreak ### Timeless Body At 13th 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. Additionally, you gain immunity to disease and poison, including poison damage and the poisoned condition. ### Purity of Mind Beginning at 14th level, you become immune to being charmed or frightened. Additionally, you can use your action to touch a creature within reach and end one effect on that creature causing it to be charmed or frightened. ### Paralyzing Strike At 15th level, your stunning strikes disrupt both the body and the ki of enemies who suffer them. Whenever you use your stunning strike, you can instead choose to force the target to make a Wisdom saving throw instead of a Constitution saving throw. Additionally, you can also choose to paralyze the target until the end of your next turn instead of stunning them. ### Empty Body Beginning at 18th level, you can use your action to spend 3 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage and have a fly speed equal to your walking speed. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you. ### Perfect Self At 20th level, whenever you start your turn and have no more than 10 ki points remaining, you immediately gain 1 ki point. \pagebreak ## Monastic Traditions ### 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 Techniques You can manipulate your enemy's ki when you harness your own. Whenever you take the attack action, you can spend 1 ki to impose one of the following effects against the target on any melee weapon attack you hit with this turn: - 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 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 10th 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 ki 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. \columnbreak ### 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 At 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can cast darkness, darkvision, pass without trace, or silence, without providing material components. Once you cast a spell using this feature, you cannot use this feature again until you complete a long rest or until you spend 2 ki points to regain use of this feature. 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 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. #### Opportunist At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make an opportunity attack against that creature. \pagebreak ### 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 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 a creature within 5 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). Alternatively, when you would normally gain temporary hit point from this feature, you can spend 1 ki point to instead regain an equal amount of hit points. #### 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 10th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. #### Touch of the Long Death Starting at 17th level, your touch can channel the energy of death into a creature. Whenever you hit with an unarmed strike, you can expend up to 10 ki points. When you do so, the target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. ### 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. \columnbreak #### 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 ki 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.*** Whenever you make an attack with a kensei weapon, you can spend 1 ki point to roll your martial arts die and add it to the attack roll. If the attack hits, you gain a bonus to the damage roll equal to the same bonus granted to the attack roll. You can choose to use this feature after you make the attack, but before the DM says whether the roll fails or succeeds. You can only use this feature once per turn. \pagebreak #### Sharpen the Blade At 10th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki 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 ki 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. #### Unerring Accuracy At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. ### Way of the 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 in response to attacks. You gain the following benefits: **Evasive Roll.** Creatures do not gain advantage on attacks against you from being prone. **Tactical Trip.** Whenever you are hit by an attack while you are standing, you can use your reaction and immediately fall prone, causing the attack to miss. #### Tipsy Sway Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. **Leap to Your Feet.** When you are prone, you can stand up by spending 5 feet of movement, rather than half your speed. ***Prone Fighter.*** Your attacks do not have disadvantage from you being prone. ***Duck and Cover.*** You can use your Tactical Trip whenever you fail a Dexterity saving throw to instead succeed it. #### Redirect Attack Starting at 10th level, you can redirect attacks meant for you to nearby enemies. Whenever you use Tactical Trip against an attack, you can cause the triggering attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. #### Intoxicated Fury 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 four Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. ### 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 learn how to make a special attack. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity or Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. Additionally, this special attack counts as an unarmed strike for the purposes of engaging in two-weapon fighting, as per the Martial Arts feature. Whenever you would normally be able to make a weapon attack, such as when you take the Attack action, make an opportunity attack, engage in two-weapon fighting, or gain bonus unarmed strikes from your Flurry of Blows class feature, you can choose to instead make this special ranged attack #### Searing Arc Strike At 6th level, you gain the ability to channel your ki into searing waves of energy. On your turn, you can spend 1 ki point to cast the burning hands spell as a bonus action. Whenever you cast the spell this way, it deals radiant damage instead of fire. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (1 plus any additional points) that you can spend on the spell equals half your monk level. \pagebreak #### Searing Sunburst At 10th 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 Dexterity saving throw or take 2d8 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 points. Each point you spend, to a maximum of 3, increases the damage by 2d8. If you spend at least 1 ki point on this feature, a creature takes half damage on a successful save. #### 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, the target takes damage equal to your Wisdom modifier. Whenever a creature takes this damage, you can use your reaction to force the creature to make a Constitution saving throw, becoming blinded for 1 minute on a failed save. A target can repeat its save at the end of each of its turns, ending the effect on a success. ### 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. #### Spellcasting Beginning at 3rd level, you can harness your ki into spells. See chapter 10 for the general rules of spellcasting. ***Cantrips.*** You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip at 10th level. ***Spell Slots.*** The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast buring hands using either slot. ***Spells Known of 1st-Level and Higher.*** You know two spells of your choice from any spell list, but these spells must deal fire, cold, thunder, or lightning damage. These spells are considered four elements spells for you. The spells known column of the Way of the Four Elements Spellcasting table tells you when you learn more spells of 1st level or higher. Each of these spells must deal fire, cold, thunder, or lightning damage and must be a level for which you have slots. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must deal fire, cold, thunder, or lightning damage. ***Spellcasting Ability.*** Wisdom is your spellcasting ability, as your spells are the result of years harnessing your ki into elemental energy. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a four elements spell and when making an attack roll with one. ***Spell save DC*** = 8 + your proficiency bonus + your Wisdom modifier ***Spell attack modifier*** = your proficiency bonus + your Wisdom modifier
##### Way of the Four Elements Spellcasting | Monk Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | 2 | 2 | 2 | — | — | — | | 4th | 2 | 3 | 3 | — | — | — | | 5th | 2 | 3 | 3 | — | — | — | | 6th | 2 | 3 | 3 | — | — | — | | 7th | 2 | 4 | 4 | 2 | — | — | | 8th | 2 | 4 | 4 | 2 | — | — | | 9th | 2 | 4 | 4 | 2 | — | — | | 10th | 3 | 5 | 4 | 3 | — | — | | 11th | 3 | 5 | 4 | 3 | — | — | | 12th | 3 | 5 | 4 | 3 | — | — | | 13th | 3 | 6 | 4 | 3 | 2 | — | | 14th | 3 | 6 | 4 | 3 | 2 | — | | 15th | 3 | 6 | 4 | 3 | 2 | — | | 16th | 3 | 7 | 4 | 3 | 3 | — | | 17th | 3 | 7 | 4 | 3 | 3 | — | | 18th | 3 | 7 | 4 | 3 | 3 | — | | 19th | 3 | 8 | 4 | 3 | 3 | 1 | | 20th | 3 | 9 | 4 | 3 | 3 | 1 |
\pagebreak #### Elemental Discipline You focus your discpline into one element: fire, water, air, or earth. You gain a feature at 3rd, 6th, 10th, and 17th level based on your choice. ***Fire.*** When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. ***Water.*** Whenever you take the attack action, you can spend 1 ki point in place of an attack to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. ***Air.*** You can create a blast of compressed air that strikes like a mighty fist. Whenever you take the attack action, you can replace one attack to spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone. ***Earth.*** Whenever you take the attack action, you can replace one attack and spend 1 ki point to create a wall of earth that sprouts out of the ground within 30 ft. of you. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). The wall is up to 10 ft. high, 5 ft. wide, 3 inches thick, plus 5 ft. in either height or width (your choice) for each additional ki point that you spend. A 5 ft. section of the wall has an AC of 12 + your Wisdom modifier, has hit points equal to 10 + half your monk level, and is immune to poison and psychic damage. The wall lasts for 1 minute, until you are incapacitated, or until you create another wall this way. \columnbreak #### Elemental Attunement At 6th level, you gain a feature corresponding with your chosen element: ***Fire.*** You gain resistance to fire damage and fire damage you deal ignores resistance. ***Water.*** You gain resistance to cold damage. Additionally, you can learn any spell which restores hit points to a creature through your four elements spellcasting. Each of these spells must be of a level for which you have spell slots and they are considered four elements spells for you. ***Air.*** Whenever a creature within 30 ft. of you falls from a great height, you can use your reaction and choose up to 6 creatures within 30 ft. Those creatures have their fall damage reduced by an amount equal to five times your monk level as you create orbs of air that soften their fall. ***Earth.*** You can now have a number of earthen walls up simultaneously equal to your Wisdom modifier (minimum 2.) If you create more than your limit, the oldest wall crumbles and disappears. #### Primordial Energy At 10th level, you begin to blend your elemental spellcasting into your martial arts more effectively. Whenever you cast a four elements spell with a casting time of 1 action, you can spend 1 ki point to change the casting time to 1 bonus action for this casting. #### Master of Elements At 17th level, you gain a feature corresponding to your chosen element: ***Fire.*** Whenever you deal fire damage, you can instead choose to deal lightning damage. This damage ignores resistance to lightning damage. ***Water.*** You learn how to manipulate the water within a creatures body. Whenever a creature fails their save against your stunning strike class feature, you can instead choose to control them. On the target's next turn, you can force it to move up to its speed in a straight line any direction of your choosing, and for them to take a single action of your choice. This ability has no effect on undead or constructs. ***Air.*** You gain a fly speed equal to your walking speed. Additionally, you are aware of the presence of any creature within 30 ft. of you on the same plane of existence, even if they are invisible, and invisible creatures gain no benefit of that invisibility against you. ***Earth.*** You gain a burrow speed equal to your walking speed. Additionally, you gain tremorsense out to a range of 30 ft. \pagebreak ### 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 rue selves in service to the mighty. #### Summon Astral Self Your mastery of your ki allows you to summon your astral self. As a bonus action, you can summon your astral self in an unoccupied space within 5 feet off you that you can see. The astral self is a small or medium creature (choose when you gain this feature) that acts as an extension of you, but it does not take its own actions, act on its own, or have its own stats separate from yours. You determine the astral selfs appearance whenever you summon it. Your astral self follows you wherever you go as if it were attached to you and can never be more than 5 feet away from you. On your turn, you can move your astral self to any space within 5 feet of you (no action required). The astral self does not provoke opportunity attacks when it moves, but any attacks or effects that targets your astral self targets you instead (unless you are also targeted, such as being in the area of effect of a fireball spell). While the astral self is present, you gain the following benefits: - You can use the astral self to make melee weapon attacks, grapples, shoves, and otherwise interact with objects and creatures as if you were in the astral self's space. - You can make opportunity attacks with unarmed strikes as if you were in the astral self's space. - If you utilize the astral self, you can use your Wisdom in place of Strength for Strength ability checks and saving throws. - If you make melee weapon attacks through the astral self, you can use Wisdom in place of Strength or Dexterity for the attack and damage rolls. - Unarmed strikes you make through the astral self deal force damage. Your astral self disappears if you are incapacitated, or if you use a bonus action to dismiss it. #### Visage of the Astral Self Beginning at 6th level, you can assume the visage of your astral self. You gain the following benefits while your astral self is summoned: ___ - ***Astral Sight.*** You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet - ***Wisdom of the Spirit.*** You can spend 1 ki point to gain a bonus to the next Wisdom (Insight) or Charisma (Intimidation) check you make within the next minute equal to one roll of your martial arts die. You can use this feature after you roll, but before the DM announces whether you pass or fail. - ***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 Beginning at 10th level, when your astral self is summoned, you gain the following benefits. ___ - ***Deflect Attacks.*** When you take any damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by one roll of your martial arts die + your Wisdom modifier (minimum reduction of 1). - ***Empowered Arms.*** Once on each of your turns when you hit a target with an attack originating from your astral self, you can deal extra damage to the target equal to your Martial Arts die. ___ #### Awakened Astral Self Beginning at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. Whenever you summon your astral self, or as a bonus action on your turn, you can spend 3 ki to cause your astral self to assume its awakened form. 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 Ascendant Dragon #### Dragon 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. \pagebreak #### 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 and make an unarmed attack, you can replace one of your unarmed 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 ki 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. At 17th, it increases to four rolls of the 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 1 ki 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. At 11th level, the wings vanish at the end of your next turn. 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 1 ki points to use this feature again. #### 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 or until you fall unconscious. 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, each creature of your choice in the aura must make a Wisdom saving throw against your ki 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 ki 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 choose 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) for that uyse of your Breath of the Dragon feature. ***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 ki save DC or take three Martial Arts dice of acid, cold, fire, lightning, or poison damage (your choice). ### Way of Mercy The *Flurry of Healing and Harm* feature is moved to 10th level. The subclass otherwise remains unchanged. \pagebreak ## Changelog #### Features - d10 hit die - Martial Arts reworked. Has cannibalized Unarmored Defense. - Martial Arts die increases faster, (d8 at 9th level, d10 at 13th level, d12 at 17th level, and d20 at 20th level) - Ki moved to 1st level. - Flurry of Blows only makes 1 attack (to reflect changes to TWF) - Step of the Wind gives you the benefits of both the dash and disengage actions. - Deflect Missiles moved to 2nd level and works against all ranged attacks, not just weapon ones. - Slow Fall moved to 3rd level. - Evasion works against all saves, not just Dexterity. - Diamond Soul now gained at 9th level. - 11th level subclass features moved to 10th level. - Tongue of Sun and Moon gained at 10th level. - New feature: Ki Improvement. Gained at 11th level. Improves your ki options substantially. - Timeless Body gained at 13th level. - New feature: Purity of Mind. Gained at 14th level. You become immune to charmed and frightened, and you can use your action to touch a creature and end one of those conditions on it. - New feature: Paralyzing Strike. 15th level. Stunning Strike can target either WIS or CON (your choice). You can also choose to paralyze instead of stun. - Empty Body first benefit only costs 3 ki. You also gain a flying speed while using it. - Perfect Self replenishes ki at the start of each of your turns. #### Open Hand - Costs 1 ki to activate whenever you take the attack action, but applies to all melee attacks that turn. #### Shadow - Shadow Arts has a long rest recharge but can be regained with 2 ki. - Opportunist is now explicitly an opportunity attack. #### Long Death - You can spend 1 ki when gaining THP from Touch of Death to instead heal. - Touch of the Long Death now triggers on an unarmed strike hit, turning it effectively into a smite. #### Kensei - Deft Strike now must be used when you make an attack. You can add your martial arts die to the attack roll and if it hits, you deal bonus damage equal to that same martial arts die roll. #### Drunken Master - Reworked #### Sun Soul - Radiant Sun Bolt can be used to engage in TWF. - Searing Arc Strike only costs 1 ki and deals radiant damage. - Searing Sunburst damage die is now a d8. If you spend ki on the feature, creatures take half damage on a successful save. - Sun Shield no longer requires a reaction for the damage. Whenever a creature takes damage from the shield, you can use a reaction to attempt to blind them #### Four Elements - Completely reworked from the ground up as a spellcaster ala Eldritch Knight. #### Astral Self - Summon Astral Self reworked heavily. - Wisdom of the Spirit costs 1 ki and adds your martial arts die to the next Insight or Intimidation check you make.