Monk (5e Rework)

by AvocadoArms

Search GM Binder Visit User Profile
Created by @AvocadoArms

So, Why A Monk Rework?

I love Monks. They're in my top 3 favorite classes in D&D 5e (alongside Warlocks, and third place changes between Artificers, Druids, Paladins, and Clerics depending on the day). I dont really like their actual execution in official D&D though, so I wanted to redesign/rework them.

As one may notice, most of the Way of the Four Elements Elemental Disciplines made their way in as Ki Maneuvers. As such, Way of the Four Elements is not available as a Monastic Tradition for Monks to take at 3rd level in this rework.

I added the Way of the Monkey King in its stead, a subclass that I made a while ago, which is based on Sun Wukong from Journey to the West (well, technically based on the Warframe Wukong from the game Warframe, who in turn is based on Sun Wukong). It is included at the end of this document, along with the Way of the Yaksha and Way of the Battletrance.

This rework is how Monks work in the Io Nebula. The subclasses listed are the Monastic Traditions that exist in the Io Nebula. If you like this rework, but want to use Cobalt Soul, Living Weapon, Sun Soul, or Ascendant Dragon with it, then go ahead, I just didn't list those because they don't exist in my setting. I'm also aware that all of my changes put together make Monks significantly stronger than they were previously, probably to the point of being overpowered. I am fine with that. Adjust as you see fit.

Without further ado, I hope you enjoy the Monk, given the AvocadoArms treatment, and bear in mind that this is a living document that I will be adding to and revising as time goes on.

Changelog

04/02/2024

  • D10 hit die

12/27/2023

  • moved Step of the Wind out of Ki Maneuvers, combined it with the Unarmored Movement feature (2nd level)
  • reworded parts of the Ki feature (2nd level), mechanically still works identically
  • moved Slow Fall out of Ki Maneuvers and made it a 4th level class feature
  • adjusted level at which Ki-Empowered Detection gains additional effect from 18th level to 15th level
  • gave the Deflect Missiles Ki Maneuver the ability to reduce the damage of magic attacks, such as Eldritch Blast, once a Monk the gains Ki-Empowered Strikes feature (6th level)
  • gave Ki-Empowered Strikes feature the ability to convert bludgeoning damage dealt by unarmed attacks into force damage
  • changed Stillness of Mind feature (7th level) to using a bonus action, and gave it more conditions it can end
  • removed ki detection aspect of Ki-Empowered Thoughts feature (13th level), since it was redundant with Ki-Empowered Detection (6th level)
  • reworded and reworked Perfect Form feature (18th level) to be less contrived
  • Added a ki point cost column to the Ki Maneuvers table on page 5
  • Generally reworded, reformatted, and reworked Way of the Monkey King
  • Generally reworded and reworked Way of the Yaksha
  • Generally reworded and reworked Way of the Battletrance
  • Changed language across multiple features to reflect homebrew impact damage rule that replaces fall damage
Created by @AvocadoArms
Created by @AvocadoArms

Monk (Rework)

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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, fist weapons, rapier, scimitar, shortsword, whip
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a melee weapon you are proficient with
  • 10 darts
Monk
Level Proficiency Bonus Features Martial Arts Ki Points Ki Maneuvers Unarmored Movement
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Ki Unarmored Movement 1d4 7 3 +10 ft.
3rd +2 Monastic Tradition 1d4 8 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d4 9 3 +10 ft.
5th +3 Extra Attack 1d6 10 4 +10 ft.
6th +3 Ki-Empowered Detection, Ki-Empowered Strikes, Monastic Tradition Feature 1d6 11 4 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 12 4 +15 ft.
8th +3 Ability Score Improvement 1d6 13 5 +15 ft.
9th +4 Unarmored Movement Improvement, Purity of Body 1d8 14 5 +15 ft.
10th +4 Ki-Empowered Sight, Tongue of the Sun and Moon 1d8 15 5 +20 ft.
11th +4 Monastic Tradition Feature 1d8 16 6 +20 ft.
12th +4 Ability Score Improvement 1d8 17 6 +20 ft.
13th +5 Ki-Empowered Thoughts 1d10 18 6 +20 ft.
14th +5 Diamond Soul 1d10 19 7 +25 ft.
15th +5 Timeless Body 1d10 20 7 +25 ft.
16th +5 Ability Score Improvement 1d10 21 7 +25 ft.
17th +6 Monastic Tradition Feature 1d12 22 8 +25 ft.
18th +6 Improved Ki-Empowered Sight, Perfected Form 1d12 23 8 +30 ft.
19th +6 Ability Score Improvement, Improved Ki-Empowered Detection 1d12 24 8 +30 ft.
20th +6 Perfect Self 1d12 25 9 +30 ft.
Created by @AvocadoArms
Created by @AvocadoArms

Unarmored Defense

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

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 rapiers, scimitars, shortswords, whips, fist weapons, meteor hammers, 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.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one additional unarmed strike. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike.

Ki

Starting at 2nd level, your training allows you to harness the astral 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, many of which are known as Ki Maneuvers. You start knowing 3 Ki Maneuvers, and you can learn more as you gain more levels in this class. You don't need to provide material components for any spell you cast through a Ki Maneuver or another ki-related feature. Any creature you damage with a Ki Maneuver is unable to make an Attack of Opportunity against you for the rest of your turn. When you gain a level in this class, you can change out one of your Ki Maneuvers for another, so long as you meet its level requirement.

You regain all expended ki points when you complete a short or long rest, and some higher-level class and subclass features and magic items that you find along your journey may provide you with additional ways to regain ki points between rests.

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

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.

Additionally, your jump distance doubles, and you can use your Dexterity score, in place of your Strength, when determining how far you can jump.

You can Dash as a bonus action. Your movement no longer provokes attacks of opportunity while you are Dashing.

At 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.

Tradition Source
Astral Self Tasha's Cauldron of Everything
Battletrance AvocadoArms (Homebrew)
Drunken Master Xanathar's Guide to Everything
Kensei Xanathar's Guide to Everything
Long Death Sword Coast Adventurer's Guide
Mercy Tasha's Cauldron of Everything
Monkey King AvocadoArms (Homebrew)
Open Hand Player's Handbook
Shadow Player's Handbook
Yaksha AvocadoArms (Homebrew)

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 impact 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.

Created by @AvocadoArms
Created by @AvocadoArms

Ki-Empowered Detection

Starting at 6th level, you can detect the ki around you. As an action, you can spend 2 ki points to attempt to sense creatures within 60 feet of you for the next minute. A creature can make a Charisma saving throw against your Ki DC to conceal its aura. It makes this save with disadvantage if it is not aware you are using this feature. On a failed save, you learn the creature's location. This is a divination effect.

Alternatively, you can expend 2 ki points to cast detect magic. When you cast this spell using this feature, you do not need to concentrate on it, its range increases to self (60 feet), and its duration becomes 1 minute.


Starting at 15th level, when you use this feature to sense the ki of nearby creatures, you also learn the true alignment and creature type of any creature that either fails its Charisma save or allows itself to be detected, and you can make a Wisdom (Arcana) check as an action to learn a detected creature's true name.

Ki-Empowered Strikes

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

After expending a ki point, the bludgeoning damage of your unarmed strikes becomes force damage until the end of your next turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your bonus action to end any of the following effects on yourself: charmed, frightened, poisoned, or slowed.

Purity of Body

At 9th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Ki-Empowered Sight

Starting at 10th level, you can sense the movements of those around you. You gain 30 feet of Tremorsense.


At 18th level, the range of your Tremorsense increases to 60 feet, and you can expend 2 Ki points to gain Refraced Sight out to a range of 30 feet for 1 hour.

Tongue of the 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-Empowered Thoughts

At 13th level, you learn to channel your ki to interact with others' minds. You can open a telepathic link with a creature within 60 feet of you that you can see as an action, and it remains open until you close it using another action.

Additionally, you can expend 3 ki points to cast the spell detect thoughts, requiring no material components, for the full duration without having to concentrate on it.

Diamond Soul

Beginning at 14th 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 no longer die from old age, and you no longer need food or water.

Perfect Form

By 18th level, you have purged incompetence from your techniques. Once on each of your turns, if you roll lower than 10 on an attack roll, you can treat the attack roll as a 10.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 10 ki points.

Additionally, you are immune to being surprised, and you have advantage on initiative rolls.

Created by @AvocadoArms
Created by @AvocadoArms

Ki Maneuvers

Ki Maneuver Level Ki Point Cost
Deflect Missiles 2 1
Distant Eye 2 1
Elemental Attunement 2 0
Fangs of the Fire Snake 2 1/1
Flurry of Blows 2 1
Patient Defense 2 1
Quickened Healing 2 2
Rush of the Gale Spirits 2 2
Shape the Flowing River 2 1
Fist of Unbroken Air 6 2+
Gong of the Summit 6 3
Mixed Maneuver 6 2
Stunning Strike 6 3
Water Whip 6 2+
Whirling Throw 6 2
Disrupt Ki 11 2
Flames of the Phoenix 11 4
Form Lock 11 2
Ki Blast 11 4
Breath of Winter 17 5
Empty Body 17 6/12
Eternal Mountain Defense 17 5
One-Inch Punch 17 3
River of Hungry Flame 17 5

Deflect Missiles

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 1d10 + your Dexterity modifier + 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.

Once you gain Ki-Empowered Strikes at 6th level, this maneuver can be used on ranged magic attacks as well.

Distant Eye

When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.

Elemental Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Fangs of the Fire Snake

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 additional ki point when the attack hits, it also deals an extra 1d10 fire damage.

Flurry of Blows

You can spend 1 ki point to make two unarmed strikes or attacks with a monk weapon as a bonus action.

Patient Defense

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

Quickened Healing

As an action, you can spend 2 ki points and roll 2 Martial Arts dice. You regain a number of Hit Points equal to the total rolled plus your Constitution modifier.

Rush of the Gale Spirits

You can spend 2 ki points to cast Gust of Wind.

Shape the Flowing River

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape water or ice in the area in any manner you choose. You can raise or lower the elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice or water to trap or injure a creature in the area.

Created by @AvocadoArms
Created by @AvocadoArms

Fist of Unbroken Air

Prerequisite: 6th level
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 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.

Gong of the Summit

Prerequisite: 6th level
You can spend 3 ki points to cast Shatter.

Mixed Maneuver

Prerequisite: 6th level
You can spend 2 ki points to perform any 2 of the following as part of the same action against the same creature: Disarm, Grapple, Overrun, Shove, or Tumble.

Stunning Strike

Prerequisite: 6th level
Once per turn 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 3 ki points to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Water Whip

Prerequisite: 6th level
You can spend 2 ki points as an action 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 3d10 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.

Whirling Throw

Prerequisite: 6th level
You channel your ki into a mighty grapple that propels an opponent. As an action, expend 2 ki points to attempt to Grapple a creature. On a success, you twist and throw the creature a distance up to 10 feet times your Strength modifier (minimum 10 feet) in a direction of your choice. The target takes 1d4 impact damage for every 10 feet it is thrown, plus 2d4 impact damage if it is thrown into a hard surface. The target lands prone.

Disrupt Ki

Prerequisite: 11th level
You channel your Ki through a strike to block a creature's inner life force. As an action, expend 2 ki points and make an unarmed attack against a living creature. On a success, the creature takes bonus necrotic damage equal to 2 Martial Arts die, and it has disadvantage on Strength and Constitution saving throws until the end of its next turn.

Flames of the Phoenix

Prerequisite: 11th level
You can spend 4 ki points to cast Fireball.

Form Lock

Prerequisite: 11th level
Your ability to control your own Ki empowers you to pressure other creatures into resuming their true forms. As an action, expend 2 ki points and make an unarmed strike against a shapechanger or a creature currently affected by a polymorph effect. If you hit, the creature must make a Charisma saving throw or revert to its true form and be unable to change its form for 1 day.

You cannot use your Extra Attack with Form Lock, and you cannot use Form Lock as a bonus action attack.

Ki Blast

Prerequisite: 11th level
You can spend 4 ki points to cast Psionic Blast.

Breath of Winter

Prerequisite: 17th level
You can spend 5 ki points to cast Cone of Cold.

Empty Body

Prerequisite: 17th level
Beginning at 18th level, you can use your action to spend 6 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 12 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.

Eternal Mountain Defense

Prerequisite: 17th level
You can cast 5 ki points to cast Stoneskin, targeting yourself.

One-Inch Punch

Prerequisite: 17th level
You put all of your force into a single mighty, carefully controlled blow. As an action, you expend 3 ki points and make an unarmed attack. On a hit, you deal four bonus Martial Arts damage dice.

You cannot use your Extra Attack with One-Inch Punch, and you cannot use One-Inch Punch as a bonus action attack.

River of Hungry Flame

Prerequisite: 17th level
You can spend 5 ki points to cast Wall of Fire.

Created by @AvocadoArms
Created by @AvocadoArms

Way of the Monkey King

Whether you studied under Sun Wukong's tutelage in Yzkiao-Se, or one of his pupils in Athenas, you have studied the art of immortality and battlefield control.

Level Feature
3 Cloudwalker
6 Primal Rage
6 Defy
11 Five Levels of Immortality
17 Celestial Twin

Cloudwalker

Starting at 3rd level, as a bonus action you can spend 2 ki points to travel up to your movement speed in the form of a cloud, then transform back into your normal form. You regain Hit Points equal to your Martial Arts die plus half your Monk level (rounded up).

While in cloud form, you resist bludgeoning, piercing, and slashing damage from nonmagical attacks.

Primal Rage

Starting at 6th level, as an action you can summon a radiant duplicate of Sun Wukong's Ruyi Jingu Bang, a quarterstaff. You are concentrating on this effect, as one might a spell. You lose 1 ki Point at the end of each turn that you have Ruyi Jingu Bang summoned.

You can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack and damage rolls with this staff. Ruyi Jingu Bang deals a bonus Martial Arts die in radiant damage on successful attacks, and it has the reach property.

Defy

At 6th you gain the ability to taunt your enemies and draw their aggression. As an action, every creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw against your Ki save DC or have disadvantage attacking any creature besides you until the end of its next turn.

Additionally, while using Defy, you can spend 2 ki points to increase your AC by 1 against taunted enemies. This effect can stack up to 3 times.

You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses when you complete a short or long rest.

Five Levels of Immortality

At 11th level, you gain the chance to cheat death. When you drop to 0 Hit Points, roll a d6. On a 1-5, you regain half your maximum Hit Points (rounded down) and until the start of your next turn, enemies have disadvantage on attacks against you. On a roll of 6, you fall Unconscious. You can spend 6 Ki points to reroll the d6, but you must take the new roll even if it's the same result.

Besides escaping potentially fatality, the number you roll determines which level of immortality you activate:

  • On a 5, the next time you regain Hit Points, you regain twice as many Hit Points.

  • On a 4, every time you hit another creature within the next minute, you regain a number of Hit Points equal to half your Monk level (rounded down).

  • On a 3, your AC is increased by 2 and you resist bludgeoning, piercing, and slashing damage for the next minute.

  • On a 2, you are invisible for the next minute, or until you take a hostile action.

  • On a 1, any successful attack you make deals a bonus Martial Arts die in radiant damage for the next minute.


After using this feature, you must complete a long rest to use it again. Alternatively, each time you expend at least 1 ki point roll a d6. On a 6, this feature recharges.

Celestial Twin

At 17th level, you can create a clone of yourself. As an action, you spend 12 ki points and pluck out one of your hairs*, growing it into a celestial clone under your command. This copy has half your Hit Point maximum, but otherwise it has identical statistics to you. The clone always wields Ruyi Jingu Bang. Your clone acts on the same initiative count as you.

The clone lasts for 1 minute, or until it drops to 0 Hit Points. When it makes a successful attack, you regain 1 Ki point.

*If you do not have hair, you pluck out something such as a feather, a scale, or a droplet of your goop. Adjust as you need.

Created by @AvocadoArms
Created by @AvocadoArms

Way of the Yaksha

Alatus, the last surviving Xian, passed the Way of the Yaksha down to two pupils in Zsosez centuries ago. Since then, the monks of Anguza have practiced this Monastic Tradition and fiercely protected it from non-Anguzans. The Way of the Yaksha is an agile martial art focused on channeling the winds to blend quick movement with slices and stabs from polearms.

Level Feature
3 Yaksha Mastery
3 Whirlwind Thrust
6 Dissolution Eon
11 Lemniscatic Wind Cycling
17 Bane of all Evil

Yaksha Mastery

Polearms are the weapons of choice of the Yaksha. Starting at 3rd level, you gain proficiency in glaives, halberds, pikes, and tridents, along with any other type of polearm, and these are considered monk weapons for you.

Whirlwind Thrust

Starting at 3rd level, you gain the ability to channel the winds into powerful vents of air to push yourself great distances. As a special Attack action, you can spend 1 ki point to dash up to half your movement in a straight line in any direction and then make an attack with a polearm. This attack deals a bonus Martial Arts die in thunder damage.

Once you gain Extra Attack, your second attack can be chained to the end of your Whirlwind Thrust, gaining the bonus thunder damage die as well.

Dissolution Eon

Starting at 6th level, after you hit a target with Whirlwind Thrust, you gain a +1 bonus to Whirlwind Thrust attack and damage rolls. This can stack up to 3 times. When you have 3 stacks of Dissolution Eon, it no longer costs any Ki points to use Whirlwind Thrust.

You lose all stacks if you go more than 3 turns without using Whirlwind Thrust.

Lemniscatic Wind Cycling

Starting at 11th level, when you use Whirlwind Thrust, your polearm attack becomes a spinning pirouette which targets every creature of your choice within your reach (in the space you land in after dashing).

Additionally, you can now use Whirlwind Thrust while in the air, and you do not descend until the start of your next turn.

Bane of All Evil

Starting at 17th level, you can don the Yaksha Mask. As a bonus action, expend 5 ki points to summon the mask and put it on. While wearing the Yaksha Mask, all of your bludgeoning, piercing, and slashing damage is converted to thunder damage, as the winds channel around and burst on impact with targets. At the start of each turn that you are wearing the Yaksha Mask, you take 1d4 necrotic damage. This damage cannot be reduced or resisted in any way.

While donning the Yaksha Mask, you can use Whirlwind Thrust to propel yourself half of your movement speed straight into the air (this is considered a jump, and is subject to effects that alter your jump). When you make your Whirlwind Thrust attack while in the air, you can choose to perform a special plunging attack where you drive yourself into the ground and release a wave of anemo energy with a 10-foot radius. Creatures within the area must make a Dexterity saving throw against your Ki DC. On a failed save, a creature takes thunder damage equal to 3 Martial Arts dice, plus an additional Martial Arts die for every 10 feet that you descended as you performed the plunging attack, and falls prone. On a successful save, a creature takes half damage and is instead pushed 5 feet away from you. You take no impact damage from performing this plunge attack. For each creature that you damage with the plunging attack, you regain 1 ki point. The radius of the plunging attack's anemo wave increases by 5 feet for every 30 feet you descend.

If you become affected by polymorph or a similar effect where your form changes, the Yaksha Mask disappears automatically.

Created by @AvocadoArms
Created by @AvocadoArms

Way of the Battletrance

Some Monks are capable of tapping into a flow state during battle, a rage that attunes them to their surroundings on an instinctual level. While in this trance, a monk possesses uncanny reflexes, resilience, and strength.

Level Feature
3 Battletrance
3 Reckless Attack
6 Ki-Empowered Instinct
11 Brutal Critical
17 Relentless Trance

Battletrance

In battle, you can attune to a primal ferocity. Starting at 3rd level, you can expend 2 ki points to enter a Battletrance as a bonus action.

While in this trance, you gain the following benefits:

  • You have advantage on Strength and Dexterity checks, and Constitution saving throws.
  • When you make an unarmed attack or an attack with a monk weapon, you gain a +2 bonus to the damage roll, which increases to +3 at 11th level and +4 at 17th level.
  • You have resistance to bludgeoning, piercing, and slashing damage.

You aren't able to cast or concentrate on spells while in this trance.


Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a creature or taken damage since your last turn. You can also end your trance as a bonus action.

Reckless Attack

Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on unarmed and monk weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Ki-Empowered Instinct

By 6th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you aren't incapacitated, you can enter your Battletrance at the beginning of combat as a free action before any creature takes its turn, though you must still expend 2 ki points. You are not effected by the surprise condition if you enter your Battletrance at the beginning of combat.

Brutal Critical

Beginning at 11th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an unarmed strike or monk weapon attack.

This increases to three additional dice at 17th level.

Relentless Trance

Starting at 17th level, your trance can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while in your trance and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 Hit Point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.