07.01 Revised Monk

by TheGoldenOwlbear

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Revised Monk

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: Choose one type of artisan's tools or one musical instrument
  • 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) 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 5d4 Ă— 10 gp to buy your own equipment.

Monk Ability Table
Level Proficiency Bonus Features Unarmored Movement Techniques Known
1st +2 Unarmored Defense, Martial Arts — —
2nd +2 Ki, Flurry of Blows, Unarmored Movement +10ft 2
3rd +2 Monastic Tradition, Deflect Missiles +10ft 2
4th +2 Ability Score Improvement, Slow Fall +10ft 3
5th +3 Extra Attack, Ki-Empowered Strikes +15ft 3
6th +3 Monastic Tradition feature +15ft 4
7th +3 Evasion +15ft 4
8th +3 Ability Score Improvement +15ft 5
9th +4 Tongue of the Sun and Moon +20ft 5
10th +4 — +20ft 6
11th +4 Monastic Tradition feature +20ft 6
12th +4 Ability Score Improvement +20ft 7
13th +5 Diamond Soul +25ft 7
14th +5 — +25ft 8
15th +5 Timeless Body +25ft 8
16th +5 Ability Score Improvement +25ft 9
17th +6 Monastic Tradition feature +25ft 9
18th +6 — +30ft 10
19th +6 Ability Score Improvement +30ft 10
20th +6 Black Belt +30ft 10

Unarmored Defense

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

Martial Arts

At 1st level, 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.

As long as you are not wearing heavy armor or wielding a shield, your Martial Arts attacks gain the following benefits:

  • Martial Arts Die: You may roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes at levels 5th (d6), 11th (d8) and 17th (d10). Additionally, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • Quick Strike: When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

  • Ki Strike: At 3rd level in this class, you can use the Quick Strike, if you spent at least 1 Ki point using your action.

  • Dedicated Weapon: At 3rd level in this class, Whenever you finish a short or long rest, you can touch one weapon, focus your Ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must be a simple or martial weapon that you are proficient with it, and it must lack the special property.

Ki

At 2nd level, you learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your ki to perform supernatural physical feats known as techniques.

Ki Points

Your inner reserve of Ki is represented by a pool of Ki points. This pool has a total number of Ki points equal to your monk level. You regain expended Ki points when you finish a short or long rest, so long as you spent at least 30 minutes of that rest in spiritual meditation.

Techniques Known

At 2nd level, you learn two techniques of your choice from the list at the end of this class description. You learn additional techniques as shown on the monk ability table. Each time you gain a monk level, you can choose a technique you know and replace it with another technique of your choice.

Saving Throws

Techniques rely on your mastery over your body, and grow in proportion to your self-control. When a technique requires a saving throw, the saving throw DC is calculated as follows:

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

Flurry of Blows

At 2nd level, when you take the Attack action, you can spend 1 Ki point to make two unarmed strikes as a bonus action.

When you reach 11th level in this class, you can make three unarmed strikes instead of two when you use this feature.

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.

When you reach 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. You can choose one of the following options:

  • Way of Mercy
  • Way of the Astral Self
  • Way of the Drunken Master
  • Way of the Elements
  • Way of the Kensei
  • Way of the Long Death
  • Way of the Open Hand
  • Way of the Shadows
  • Way of the Sun Soul
  • Way of the White Lotus

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by your Martial Arts Die + your Dexterity + your Monk 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 the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

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.

Slow Fall:

Beginning at 4th 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ki-Empowered Strikes

Starting at 5th 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 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.

Tongue of the Sun and Moon

At 9th 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.

Diamond Soul

At 13th 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.

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.

Black Belt

At 20th level, you have mastered martial arts and the power of Ki. You gain the following benefits:

  • At the start of each of your turns, you regain 1 Ki point provided that you don't have more than half your total Ki points.

  • Whenever you use your Flurry of Blows feature, you also take the dodge action (no action required).

Techniques

Monastic Techniques

Accurate Hits:

Prerequisite: Level 2


Whenever you miss with an attack, your next attack roll before the end of your next turn adds an additional d4 to the attack roll.

Ki Recovery:

Prerequisite: Level 2, Way of Mercy subclass


You are able to harness your Ki’s energy to restore your life force. Whenever you spend Ki points, you regain a number of hit points equal to the number of Ki points spent.

Moonlit Eyes:

Prerequisite: Level 2


As a bonus action on your turn, you can spend 1 Ki point to gain darkvision with a range of 30 feet, if you already have darkvision it’s range increases by 30 feet. This benefit lasts until the end of your next turn.

Patient Defense:

Prerequisite: Level 2


You can spend 1 Ki point to take the dodge action as a bonus action on your turn.

Quickened Healing:

Prerequisite: Level 2


As a bonus action, you can spend 2 Ki points and roll your martial arts dice. You regain a number of hit points equal to the numbers rolled plus your Constitution modifier (Minimum of +1).

Step of the Wind:

Prerequisite: Level 2


You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Drunken Step:

Prerequisite: Level 4, Way of the Drunken Master subclass


Whenever you use your reaction during combat, you can spend 1 Ki point to move up to 15ft without provoking opportunity attacks.

Heavy Blow:

Prerequisite: Level 4


Once per turn, you can choose for an attack to be a heavy blow. If the attack hits, you deal additional damage equal to your Martial Arts die. Hit or miss, the next attack made against you before the start of your next turn is made with advantage.

Inerrant Strikes:

Prerequisite: Level 4


Whenever you score a critical hit with an unarmed strike on a creature, you regain 1 Ki point.

Nimble Instincts:

Prerequisite: Level 4


Whenever a creature misses you with a melee weapon attack, you can use your reaction to make an unarmed attack against that creature.

Seeking Strike:

Prerequisite: Level 4


When you miss with a Martial Arts attack, you can spend 1 Ki point to reroll your attack. You must use the new result.

Throwing Techniques:

Prerequisite: Level 4


You can add your wisdom modifier to checks made to shove or grapple. When you choose to shove prone a creature that is grappled by you and succeed, you can choose any unoccupied space within 5 feet, and the grappled creature is moved to that space.

Defense Breaker:

Prerequisite: Level 6


When you hit a creature with an unarmed attack, you can spend 1 Ki point to attempt to break its defense. The target must make a Strength saving throw. On a failure, the target provokes an opportunity attack from one of your allies within melee range of the target.

Discombobulating Strike:

Prerequisite: Level 6


When you hit a creature with an unarmed strike, you can spend 1 Ki point to disrupt the creature’s concentration. The creature has disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack.

Ki Blast:

Prerequisite: Level 6, Way of the Sun Soul subclass


After you take the attack action you can use your bonus action to spend 1 Ki point and launch a blast of energy in a line with a range equal to your movement speed, creatures in this area must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die, or half as much damage on a successful save.

This feature’s damage increases when you reach 11th level (three rolls of your Martial Arts die).

Knowledge Mastery:

Prerequisite: Level 6, Way of the White Lotus subclass


Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Stunning Strike:

Prerequisite: Level 6


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 start of your next turn.

Thunderous Slam:

Prerequisite: Level 6


As an action on your turn you can spend up to 5 Ki points to cause a wave of concussive force. Every creature within 10 feet of you must make a Constitution saving throw or take thunder damage equal to one roll of your Martial Arts die per Ki point spent + your Strength modifier.

Elemental Flurry:

Prerequisite: Level 8, Way of the Elements subclass


Whenever you use your action to cast a spell, you can use your bonus action to make an unarmed strike or spend 1 Ki point to use your Flurry of Blows feature.

Graceful Disposition:

Prerequisite: Level 8


After using your Flurry of Blows feature, you enter a defensive stance. During this stance you can make opportunity attacks without using your reaction until the start of your next turn.

Impeding Strike:

Prerequisite: Level 8


When you hit a single opponent with an attack, you can spend 1 Ki point to attempt an Impeding Strike. The target must succeed on a Wisdom saving throw or be blinded, deaf, or unable to speak (your choice) until the end of your next turn.

Intercepting Hands:

Prerequisite: Level 8


Whenever a creature within your reach is hit by a ranged weapon attack, you can use your reaction to intercept the attack, and use your Deflect Missiles feature as if the attack was targeting you.

Jumping Strike:

Prerequisite: Level 8


If you move at least 15 feet in a straight line towards a creature you can choose to attempt a high risk attack. Before you roll your attack, you can spend 1 Ki point to gain a +10 bonus to the damage roll. If the attack hits the creature is pushed 5 feet away from you provided it is no more than one size larger than you. If the attack is unsuccessful you fall prone.

Slugging Strike:

Prerequisite: Level 8


When you hit a creature with a unarmed attack, you can spend 1 Ki point to attempt a Slugging Strike. The target must succeed on a Strength saving throw or have its movement speed reduced to 0 until the end of their next turn.

Living Shadows:

Prerequisite: Level 10, Way of the Shadows subclass


As an action on your turn, you can spend 4 Ki points to cast the Summon Shadowspawn spell, when you use this feature you don't need to concentrate on the spell or provide material components.

Elusive Mind:

Prerequisite: Level 10


Your Evasion feature also applies to effects that allow you to make a Wisdom saving throw to take only half damage

Multiple Deflects:

Prerequisite: Level 10


Whenever you use your Deflect Missiles feature, you can reduce the damage of a number of projectiles equal to your proficiency bonus.

Third Eye:

Prerequisite: Level 10


You can spend 1 Ki point as a bonus action to open your third eye for 1 minute. While your third eye is activated you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Slowing Strike:

Prerequisite: Level 10


When you hit a creature, you can spend 1 Ki point to force the creature to make a Wisdom saving throw. On a failed save the creature suffers the effects of the slow spell until the end of your next turn. You do not need to concentrate on this spell.

Unparalleled Speed:

Prerequisite: Level 10


You can use your action to spend 4 Ki points and cast the Haste spell targeting yourself for 1 minute. You do not need to concentrate on this spell.

Deflect Magic:

Prerequisite: Level 12


Your Deflect Missiles feature also works on cantrips that require ranged attack rolls such as Eldritch Blast.

Disrupting Strike:

Prerequisite: Level 12


When you hit another creature with a melee weapon attack you can spend 1 Ki point to attempt a disrupting strike. The target must succeed on a Strength saving throw or suffer disadvantage on all of its attack rolls until the end of your next turn.

Exploding Strikes:

Prerequisite: Level 12


When you use your Flurry of Blows feature and roll the maximum amount on a damage die, you can add an additional die of the same size to the damage.

Nimble Step:

Prerequisite: Level 12


You can use your bonus action and spend 1 Ki point to become more nimble. Until the end of your turn, difficult terrain does not cost you extra movement and you may move through any creature’s space, additionally attacks of opportunity against you are made with disadvantage.

Soul breaker:

Prerequisite: Level 12, Way of the Astral Self subclass


Whenever you use a monk feature that allows you to impose a Constitution saving throw to an enemy, you can impose a Wisdom saving throw instead. This technique can be used once per turn.

Wounding Strike:

Prerequisite: Level 12


When you hit a creature with an unarmed attack, you can spend 1 Ki point to make a wound that hurts continuously for 1 minute. At the beginning of its next turn, the target must succeed on a Constitution saving throw or suffer damage equal to one roll of your Martial Arts die. The target can repeat this saving throw at the beginning of each of its turns, ending the effect on itself on a success.

Indomitable Spirit:

Prerequisite: Level 14


During combat, whenever you recover any amount of your Ki points, you also recover an amount of hit points equal to the number of Ki points you recovered.

Ki-Fueled Attacks:

Prerequisite: Level 14


Whenever you spend 1 Ki point or more as part of your action, you can spend 1 Ki point to use your Flurry of Blows feature as a bonus action on the same turn.

Peak Performance:

Prerequisite: Level 14


Your physical and mental training pays off. Once per turn, you can add a bonus to one of your unarmed strike’s damage. This bonus is equal to half of your current Ki points (rounded down).

Pushing Strike:

Prerequisite: Level 14, Way of the Open Hand subclass


When you hit a creature with a Martial Arts attack, you can spend 1 Ki point and force it to make a Strength saving throw. On a failed save, you knock the target back in a straight line up to a maximum number of feet equal to five times your Strength modifier (minimum of 5 feet), where it falls prone.

Creatures that are at least once size larger than you have advantage on their Strength saving throw.

Rush of the Battle:

Prerequisite: Level 14


Whenever you roll for initiative roll 1d4, you regain a number of Ki points equal to the number rolled. You can use this technique once per short/long rest.

Uncanny Stagger:

Prerequisite: Level 14


Whenever a creature misses a melee weapon attack against you, your next attack before the end of your next turn can deal additional damage equal to one roll of your Martial Arts die to that target.

Last Resort:

Prerequisite: Level 16


Once per long rest, when you have 0 Ki points remaining, you can use an action to regain an amount of Ki points equal to one roll of your Martial Arts Die.

Master's Stance:

Prerequisite: Level 16


As a bonus action on your turn you can spend 3 Ki points to enter a master's stance for 1 minute. While in this stance whenever you are required to roll a damage die for your unarmed strikes, roll the die twice and take the highest value.

Parrying Stance:

Prerequisite: Level 16


Once per turn when a creature hits you with a melee attack, you can spend 1 Ki point to gain a +4 bonus to AC against all subsequent attacks made by that creature until the start of your next turn.

Recovering Strike:

Prerequisite: Level 16, Way of the Long Death subclass


Once per turn, when you hit a creature with an unarmed strike, you can recover a number of hit points equal to half the damage dealt.

Swift Reflexes:

Prerequisite: Level 16


You have a number of reactions each round equal to half your proficiency bonus. You must spend 1 Ki point to use each reaction beyond the first.

Tireless Power:

Prerequisite: Level 16


When you have 0 Ki points remaining, you can spend hit dice in place of Ki points. To do so, roll one hit die per Ki point you spend after you have none remaining. You take the amount rolled as necrotic damage, which cannot be reduced in any way.

Ascended Soul:

Prerequisite: Level 18


You can roll your Martial Arts die and add the number rolled to ability checks that don't already include your proficiency bonus.

Empty Body:

Prerequisite: Level 18


Beginning at 18th level, you can use your action to spend 4 Ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

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.

Injuring Strike:

Prerequisite: Level 18


Once per turn when you hit an creature with an unarmed strike and roll maximum damage, you can use your reaction to decrease its AC by 1 until the end of your next turn.

One Hundred Blows:

Prerequisite: Level 18


As an action on your turn, you can spend 5 Ki points to target a creature within 5ft with this technique, the creature must make a Dexterity saving throw or take 5d20 + your Dexterity modifier on a failed save, or half as much on a successful one.

Relentless Energy:

Prerequisite: Level 18


Whenever you spend Ki points on your turn you can roll a d8 (no action required), on a 8 you regain 1 Ki point.

Master at Arms:

Prerequisite: Level 18, Way of the Kensei subclass


Whenever you use your Warrior's Stance your attacks with monk weapons score a critical hit on a roll of 19 or higher. Additionally whenever you finish a long rest you can change one of the kensei techniques you already know

Subclasses

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.

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.

Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 Ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a Ki point for the healing.

Hands of Harm

At 3rd level, you use your Ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 Ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch

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. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point 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 spend 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.

Way of the Astral Self

Amonk 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. As a bonus action, you can spend 1 Ki point to summon the arms of your astral self for 10 minutes or until incapacitated. 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 the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

When you reach 6th level, you can summon the visage of your astral self. When you activate Arms of the Astral Self, you can spend 1 additional Ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance. While the spectral visage is present, you gain the following benefits.

  • Deflect Energy. When you take acid, cold, fire, force, lightning, poison or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by your Martial Arts Die + your Proficiency Bonus + your Wisdom modifier (minimum reduction of 1).

  • Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

  • Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. While the spectral body is present, you gain the following benefits:

  • Empowered Arms: whenever you use your Flurry of Blows feature and hit a target, roll 2d4 for every attack you make. On a matching roll, the target of the attack takes additional damage equal to one roll of your Martial Arts die.

  • Soul Protection: Bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your Wisdom modifier.

Awakened Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 Ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die and while it lasts 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 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.

Drunken Disciple

When you choose this tradition at 3rd level, you gain proficiency with improvised weapons, which count as monk weapons for you.

Additionally, you gain proficiency in the performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits:

  • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 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.

  • Twisting Grip. Whenever you can make an opportunity attack, you can try to grapple the creature instead of making an attack.

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 use your reaction and spend 1 Ki point to cancel the disadvantage for that roll.

Additionally you can spend 2 Ki points to treat a d20 roll of 9 or lower as a 10.

Intoxicated Frenzy:

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to two additional attacks with it (up to a total of five Flurry of Blows attacks). Provided that you target a creature that has not been targeted by the previous attack

Way of the 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

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the Way of the Elements spell list. You learn an additional cantrip of your choice at 9th and 15th level.

Spell Slots

The Way of the Elements table shows how many spell slots you have to cast your way of the four elements spells of 1st level and higher. To cast one of these spells, you must spend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Way of the Elements spell list.

The Spells Known column of The Way of the Elements table shows when you learn more way of the elements spells of your choice. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your way of the elements spells, since your magic draws on your attunement to the elements.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Way of the Elements Spellcasting
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 3 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Ki Fueled Magic

At 3rd level, your spells are fueled by your own Ki, your spells don't need material components. Additionally whenever you make an unarmed strike you can choose the type of damage it deals between: Cold, Fire, Lightning or Thunder.

Waves of energy

At 6th level, the elements themselves defend your body and soul.

Whenever you cast a spell of 1st level or higher that deals cold, fire, lighting or thunder damage you gain resistance to that damage type until the end of your next turn

Elemental Overload

At 11th level, you have mastered the control of the elements and the power of your spells increases enormously.

When you cast a spell and roll the damage of the spell, you can spend 3 Ki points to choose a number of the damage dice up to your Wisdom modifier (minimum of one) to have them maximize. The chosen dice are treated as if they had rolled their maximum result.

One with the Elements

At 17th level, the power of the elements runs through your veins. You can cast the Investiture of Flame, Investiture of Ice, Investiture of Stone or Investiture of Wind spells using this feature, requiring no components.

Once you cast a spell with this feature, you can't do so again until you finish a long rest.

Elemental Spells

Cantrips
Control Flames
Create Bonfire
Fire Bolt
Frostbite
Gust
Lightning Lure
Magic Stone
Mold Earth
Produce Flame
Ray of Frost
Shape Water
Shocking Grasp
1st Level
Absorb Elements
Burning Hands
Chaos Bolt
Chromatic Orb
Create or Destroy Water
Earth Tremor
Fog Cloud
Frost Fingers
Hellish Rebuke
Ice Knife
Thunderwave
Witchbolt
2nd Level
Aganazzar's Scorcher
Continual Flame
Dragon's Breath
Dust Devil
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Levitate
Maximilian's Earthen Grasp
Rime's Binding Ice
Scorching Ray
Snilloc's Snowball Storm
Spike Growth
Warding Wind
3rd Level
Ashardalon’s Stride
Call Lightning
Elemental Weapon
Erupting Earth
Fireball
Fly
Gaseous Form
Lightning Bolt
Melf's Minute Meteors
Sleet Storm
Tidal Wave
Wall of Sand
Wall of Water
Water Breathing
Wind Wall
4th Level
Conjure Minor Elementals
Control Water
Elemental Bane
Fire Shield
Ice Storm
Stone Shape
Stoneskin
Storm Sphere
Summon Elemental
Wall of Fire
Watery Sphere

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your training in armed martial arts leads you to master many weapons. You gain proficiency with shields and all martial melee weapons that lack the special property. These count as monk weapons for you.

Art of War

At 3rd level you learn a series of martial techniques for use with various types of weapon (see " Kensei Techniques list" below). You learn two techniques of your choice and an additional technique at levels 6th, 9th, 12th, 15th and 18th.

Whenever you gain a level in this class, you can change one of the kensei techniques you already know for a new one.

If one of your kensei techniques forces a creature to make a saving throw it has to succeed against your Art of War Save DC to resist this technique's effect: The saving throw DC is calculated as follows:

Art of War Save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier

One wth 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.

  • Spiral Of Strikes: When you the attack action with an unarmed strike or a monk weapon on your turn, you can make one attack with a monk weapon as a bonus action. When you use Flurry of Blows feature, the attacks can be with a monk weapon rather than unarmed strikes.

Warrior's Stance

At 11th level, you can empower yourself to stand tall against armies. As a bonus action you can spend 4 Ki points to enter a Warrior's Stance for 1 minute or until incapacitated. While in this stance you gain the following benefits:

  • You gain the benefits of a fighing style of your choice from the Fighter fighting styles list.

  • You can re-roll natural 1s with your monk weapons and must use the new roll.

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 make another weapon attack as part of the same action. You can use this feature only once on each of your turns.

Kensei Techniques List

Agile Defense: When a creature makes a melee attack against you while you are wielding a weapon with the Versatile property, you can use your reaction to impose disadvantage on the attack roll.

Avalanche Strike: When you take the attack action with a weapon that has the Heavy property, before making an attack you can forgo any number of your other attacks from the action. If the attack hits, it deals extra damage equal to the weapon's damage die + your Strength modifier for each attack you chose to forgo.

Called Shot: When you have advantage on an attack roll with a ranged weapon, you can forgo the advantage for that roll. If you do so and the attack hits it deals additional damage equal to one roll of your Martial Arts die.

Crippling Strikes: Whenever you take the attack action against a creature, you can reduce the target's movement speed by 5ft for every time you hit it with a monk weapon (The target's movement speed cannot be lower than 5ft), this penalty lasts until the end of your next turn.

Deep Wounds: Once per turn, when you hit a creature with a monk weapon, you can force the target to make a Strength saving throw. On a failed save it has a -1 penalty to Strength, Dexterity and Constitution saving throws until it regains at least 1 hit point (This effect can stack up to a -3 penalty).

Deflect Weapons When you are hit with a melee weapon attack from a creature within 5ft, you can spend 1 Ki point to attempt to parry the attack away as a reaction. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can make a melee weapon attack against that creature as part of the same reaction.

Master At Arms: Once per turn, when you hit a creature with an attack you can roll the damage die twice and use the highest value.

Parry: Whenever an enemy attack you with a melee weapon attack, you can spend 1 Ki point as a reaction to parry its attacks. Until the start of your next turn, you gain a +1 bonus to your AC for every attack that the enemy who attacked you misses. The maximum AC bonus you can get with this feature is equal to your Proficiency Bonus.

Quick Step: Whenever you take the attack action, you can move 5ft before or after every attack made with a monk weapon.

Rapid Fire: Whenever you attack with a weapon that has the Loading property you can ignore this property. Additionally you can use your bonus action to make an attack with a weapon that has the Loading property.

Returning Weapons: Whenever you make a ranged weapon attack with a weapon that has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.

Riposte: When a creature misses you with a melee attack while you're wielding a weapon with the Finesse property or a quarterstaff in one hand and nothing in the other hand, you can use your reaction to make a melee weapon attack against that creature.

Shield Expert: You can still get the benefits of Monk features (such as Unarmored Movement or Unarmored Defense) even if you're wielding a shield.

Skewer: When you hit a Large or smaller creature with a polearm weapon while the target is against a solid surface, you can force it to make a Strength saving throw or be restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While you restrain a creature your movement cannot be higher than 0.

Sweeping Attack: Once per turn when you attack a creature with a two handed melee monk weapon, if the original attack roll would hit another target within 5 feet of the original target, you may deal damage to the secondary target equal to one roll of your Martial Arts die.

Twin Blades: When you engage in two-weapon fighting on your turn with weapons that have the Light property, you can choose to make the second attack as part of the attack action, instead of a bonus action.

Whirlwind: Once per turn, when you take the attack action with monk weapons, you can forgo one attack to strike multiple enemies near you. Each enemy within 5 feet of you makes a Dexterity saving throw or take damage equal to your Martial Arts die.

Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise.

They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise.

When you reduce a creature within 5 feet of you to 0 hit points with an unarmed strike, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Additionally you can cause your unarmed strikes to deal necrotic damage instead of bludgeoning damage.

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death.

When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp.

When you are reduced to 0 hit points but not killed outright, you can spend 1 Ki point (no action required) to have 1 hit point instead.

Additionally you gain resistance to necrotic damage.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature.

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.

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 can manipulate your enemy's Ki when you harness your own.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.

  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

  • It can't take reactions until the end of your next turn.

Improved Technique

At 6th level, you gain the ability to heal yourself and strike with the force of your unyielding will. You gain the following benefits:

  • Powerful Strike: Once per turn when you hit a creature with an unarmed strike, you can choose to deal additional damage to the creature equal to one roll of your Martial Arts die.

  • Wholeness of Body: As a bonus action, you can regain hit points equal to your Monk level + one roll of your Martial Arts die. You must finish a long rest before you can use this feature again.

Crippling Strike:

At 11th level, your fists strike with enough force to disrupt the flow of your foe's ki. When you score a critical hit with an unarmed strike, the target has disadvantage on any saving throw you force it to make as part of that attack.

Flurry of Fists

At 17th level, you attack with blinding speed when not fettered by weapons of wood and steel. Whenever you take the attack action with unarmed strikes against one creature and land all of your attacks, you can use your Flurry of Blows feature without expending any Ki points.

You can use this feature an amount of times per long rest equal to your Proficiency Bonus

Way of the Shadows

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action on you turn you can spend Ki points to cast the following spells:

Spell Ki points requirement
Minor Illusion 0
Darkness 2
Darkvision 2
Pass without Trace 2
Silence 2

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.

Opportunist

At 11th level, you can exploit a creature's momentary distraction when it is hit by an attack.

Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Shadow Clones

By 17th level, you have learned to become one with the shadows.

As a bonus action, you can spend 3 Ki points create two shadow versions of yourself that last for 1 minute. The shadow appears in two unoccupied spaces that you can see within 30 feet of you. On your turn, you can move the shadow up to 30 feet to a space you can see (no action required), but it must remain within 120 feet of you.

For the duration, you can make attacks as though you were in the shadow's space. Additionally, when both you and one of your shadows are within 5 feet of a creature that can see the shadow, you have advantage on attack rolls against that creature.

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.

Spirit of Light

Starting when you choose this tradition at 3rd level, you can use your Ki points to hurl magical radiance in multiple ways:

  • Bring the Light: You learn the Light and Sacred Flame cantrips and can change the damage type of your unarmed strikes to radiant.

  • Radiant Sun Bolt: Whenever you make an unarmed strike, you can replace that attack with a radiant bolt attack. Radiant Sun Bolt attacks are ranged unarmed strikes that use your Wisdom for attack rolls, and deal radiant damage equal to one roll of your Marital Arts die + your Wisdom modifier. They have a normal range of 30 feet, and a long range of 90 feet.

Blinding Shot

At 6th level, you can cause your Radiant Sun Bolt to explode with blinding light. Whenever you hit a creature with one of your Radiant Sun Bolts, you can spend 1 Ki point to attempt a blinding shot. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take radiant damage equal to two rolls of your Martial Arts die or half as much on a successful save. You can increase the sphere's damage by spending Ki points. Each point you spend, up to a maximum of 3, increases the damage by two additional rolls of your Martial Arts die.

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. While this light shines you gain the following benefits:

  • You gain resistance to radiant damage.

  • If a creature hits you with a melee attack, roll a d4, on a 4 the enemy creature takes damage equal to your Wisdom modifier.

  • Your unarmed strikes and Radiant Sun Bolts deal an additional 1d6 damage to creatures in the bright light.

Way of the White Lotus

Warriors who choose this path gather experiences from all around the world and from very diverse masters, they learn from their wisdom and use their teachings to create an unique and changing fighting style. Understanding other perspectives helps them become whole.

Apprentice's Stance:

At 3rd level you gain the ability to mimic one type of monastic tradition and it's fighting style. As a bonus action and by spending 2 Ki points, you can enter an Apprentice's Stance that lasts for 1 minute or until you dismiss it as a bonus action on your turn. List of stances:

  • 1. Compassion Stance: The rush of battle hones your senses and nurtures the spirit within. While in combat, whenever an ally within 5ft of you is targeted by a healing spell you can use your reaction to make them recover an amount of additional hit points equal to one roll of your Martial Arts die.

  • 2. Spiritual Stance: Your strikes hit with the power of your soul. When you use your Flurry of Blows you can make an additional attack that deals damage equal to one roll of your Martial Arts die.

  • 3. Drunken Stance: You learn to approach your problems with the inaccuracy of a drunkard. Whenever an enemy creature ends it's turn within 10ft of you, you can use your reaction to move up to half your speed.

  • 4. Elemental Stance: You infuse your body with the power of the elements. You gain resistance to one of the following types of damage: cold, fire, lighting or thunder.

  • 5. Warrior Stance: You have dominated your control with weapons of every kind. Your attacks made with monk weapons now score a critical hit on a roll of 19 or 20.

  • 6. Deathly Stance: You have learned to yield a a deadly fighting style. When you roll a 1 on your Martial Arts Die, you gain an amount of temporary hit points equal to your Proficiency Bonus, that can last until the stance ends.

  • 7. Open Hand Stance: Your unarmed strikes are fast as thunder and hit like lighting. Your Martial Arts die increases by one size (example: d4 becomes d6).

  • 8. Dark Stance: You have mastered the stealth of a ninja. Attacks of opportunity against you are made with disadvantage.

  • 9. Light Stance: Your body channels the energy of the stars. You gain a +1 bonus to your flurry of blows unarmed strikes damage rolls, the damage of these unarmed strikes is radiant. This bonus increase at 9th level (+2) and 15th level (+3).

Monastic Knowledge:

At 6th level your experiences using the techniques of other monk masters has granted different abilities that help you in the battlefield. Whenever you gain a new monastic technique or get to change the ones you already know, you can ignore the subclass prerequisites.

Perfected Stance:

At 11th level you flow like water and change like the seasons. During a stance, at the start of each of your turns you can change the apprentice's stance you're using.

White Lotus Stance:

At 17th level, by learning from other techniques you have created your own fighting style. Whenever you enter an apprentice's stance you can select two stances instead of one by expending an additional Ki point.

Art I

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  • Art belongs to Magic The Gathering.

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  • Art made by Christopher Moeller.

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  • Art made by dCTb and posted on DevianArt.

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Art II

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  • Art made by Choi, Jung Wook.

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  • Art belongs to "Legend of the Five Rings" franchise

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