Monk D&D 5e - Rework

by MojinM

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Monk

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

You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Monk
Level Proficiency Bonus Martial Arts Unarmored Movement Features
1st +2 1d6 Unarmored Defense, Martial Arts
2nd +2 1d6 +10 ft Ki, Unarmored Movement
3rd +2 1d6 +10 ft Monastic Tradition, Deflect Missiles, Ki-Fueled Attack
4th +2 1d6 +10 ft Ability Score Improvement, Slow Fall, Quickened Healing
5th +3 1d8 +10 ft Extra Attack, Stunning Strike, Focused Aim
6th +3 1d8 +15 ft Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d8 +15 ft Evasion, Ki Recovery
8th +3 1d8 +15 ft Ability Score Improvement
9th +4 1d8 +15 ft Unarmored Movement Improvement
10th +4 1d8 +20 ft Purity of Body
11th +4 1d10 +20 ft Monastic Tradition feature
12th +4 1d10 +20 ft Ability Score Improvement
13th +5 1d10 +20 ft Tongue of the Sun and Moon
14th +5 1d10 +25 ft Diamond Soul
15th +5 1d10 +25 ft Timeless Body
16th +5 1d10 +25 ft Ability Score Improvement
17th +6 1d12 +25 ft Monastic Tradition feature
18th +6 1d12 +30 ft Empty Body
19th +6 1d12 +30 ft Ability Score Improvement
20th +6 1d12 +30 ft Perfect Self

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: Choose one type of artisan's tools or one musical instrument

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

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

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 all weapons that you have profiency with and that do not have the special or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you are not wielding a shield or wearing heavy armor:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d6 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.
  • While you are wearing no armor, your AC equals 10 + twice your Dexterity modifier.
  • You can take the Disengage or Dash action as a bonus action on your turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. The number of Ki-points you have equals your Monk level + your Dexterity modifier (Minimum of 2).

You can spend these points to fuel various ki features. You start knowing two such features: Flurry of Blows, Patient Defense. 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 long rest, at the end of which you draw all of your expended ki back into yourself.

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: 8 + your proficiency bonus + your Dexterity modifier.

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor. This bonus changes as you gain levels in this class, as shown in the Monk table.

At 9th level, if you are not wearing armor 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.

  • Way of the Astral Self
  • Way of the Drunken Master
  • Way of the Four Elements
  • Way of the Kensei
  • Way of the Long Death
  • Way of Mercy
  • Way of the Open Hand
  • Way of the Shadow
  • Way of the Sun Soul
  • Way of the Ascendant Dragon

Deflect Missiles

Starting at 3rd level, when you are not wearing armor, you can use your reaction to deflect or catch the missile when you are hit by a ranged attack with a weapon or a spell. 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 a weapon or piece of ammunition and 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 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, if you are not wearing armor, 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.

Quickened Healing

Also at 4th level, as a bonusaction, you can spend 2 ki points and roll two Martial Arts dice. You regain a number of hit points equal to the number rolled plus your Dexterity modifier.

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. Once per turn, when you hit another creature with an unarmed strike, or a melee weapon attack made with a Monk weapon, 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.

Focused Aim

Also at 5th level, your focus during battle helps you in guiding your strikes to hit attacks that would normally miss their target. Whenever you miss with an attack roll made with an unarmed strike or a monk weapon, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

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.

Evasion

At 7th level, if you are not wearing armor, 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.

Ki Recovery

Also at 7th level, when you roll initiative you can recover an amount of Ki-Points equal to your Dexterity modifier.

Once you used this feature, you can't use it again until you finish a long rest.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. You are not easily subdued, as you can find inner peace even during combat. Additionally you have advantage on all saving throws against being charmed or frightened.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the Spirit of other creatures so that you understand all spoken languages. Moreover, if you allow it, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of your Spirit grants you additional protection against all kinds of harm. You gain 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 body and your mind suffer none of the frailty of old age and you can't die of old age anymore. You also can't be aged magically. In addition, you no longer need food or water.

You are also more resilient. Once per day, when you take a short rest, you can reduce your exhaustion level by 1.

Your Hit point maximum also increases 1 for each level you have or take in this class.

Empty Body

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.

Perfect Self

At 20th Level, your body and mind have entered a state of absolute control and discipline that allows you to achieve things impossible to normal mortals. You Dexterity score increases by 4 and your maximum for this score is now 24.

Additionally, when you use your bonusaction to make an unarmed strike using your Martial Arts feature, you can now make 2 unarmed strikes and your Flurry of Blows feature now allows you to make a total of 4 unarmed strikes as your bonusaction.

Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can summon the arms of your astral self. 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.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Dexterity 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 and attacks with a monk weapon you are wielding.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • When you use your flurry of blows, you can make one additional unarmed strike with your Astral arms as part of it.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

Visage of the Astral Self

When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can 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.

  • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

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

  • Voice of the Astral self. You can talk telepathically to any willing creature within 300 feet of you. Alternatively you can amplify your voice when you speak, so every creature within 600 feet can hear you loud and clearly.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

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. You determine its appearance.

While the spectral body is present, you gain the following benefits.

  • Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your Monk level.
  • Empowered Arms. Your unarmed strikes with your Astral arms deal bonus damage equal to your proficiency bonus.

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.

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 Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your spirit, 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 spiritual powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Elemental Disciple

Starting when you choose this tradition at 3rd level, you learn to draw energy from the elemental powers of nature, to unleash elemental magic upon your foes, while still using your body as your primary weapon with your Martial Arts.

You learn multiple elemental Cantrips and Spells when progressing in this class as shown in the Spellcasting Feature.

Also, starting at 3rd level you can use any Monk weapon you are wielding as a Spell casting focus for your elemental spells and you can perform any somatic components for your elemental spells even while wielding a Monk weapon in one or both hands.

Additionally, whenever you hit a creature with an attack made with a monk weapon or an unarmed strike you can change the damage type for all your attacks on this turn to either fire, cold, lightning or thunder.

Spellcasting

Elementalist Spellcasting Table
Level Elemental Cantrips 1st 2nd 3rd 4th
3rd 1 2
4th 1 3
5th 1 3
6th 2 3 1
7th 2 4 2
8th 2 4 2
9th 2 4 2
10th 2 4 3
11th 3 4 3 1
12th 3 4 3 1
13th 3 4 3 2
14th 3 4 3 2
15th 3 4 3 2
16th 3 4 3 3
17th 4 4 3 3 1
18th 4 4 3 3 1
19th 4 4 3 3 1
20th 4 4 3 3 1

Cantrips

You learn 1 of the following Cantrips:

Elemental Cantrips

Fire Bolt, Frostbite, Gust, Lightning Lure, Mold Earth, Produce Flame, Ray of Frost, Shape Water, Shocking Grasp, Thunderclap

You learn one additional Cantrip from this list when you reach 6th, 11th and 17th level.

Spell slots

The Elementalist Spellcasting Table shows how many spell slots you have to cast your elemental spells of 1st level and higher. To cast one of the spells learnt by this feature, you must expend 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 can learn 2 Spells from the list below of any Spell level you have spell slots for. You learn 2 additional spells, when you reach 6th, 11th and 17th level in this Class.

Spell Level Spells to choose
1st Absorb Elements, Burning Hands, Create or Destroy Water, Earth Tremor, Thunderwave
2nd Scorching Ray, Maximillian's Earthen Grasp, Rime's Binding Ice, Gust of Wind
3rd Erupting Earth, Fireball, Tidal Wave, Wind Wall, Lightning Bolt
4th Summon Elemental, Control Water, Stone Shape, Wall of Fire, Storm Sphere

Spellcasting ability

Dexterity is your spellcasting ability for your elemental spells. 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 spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Dexterity modifier

Elemental Body

Starting at 6th level, you have learned to combine your ability to use magic with your physical ability to use martial arts. Whenever you use your action on your turn to cast a Cantrip, you can use your Flurry of blows as a bonus action on the same turn. When you use your Flurry of blows feature in this way, you can spend 1 Ki point to make all of your unarmed strikes with a range of 15 ft. until the end of this turn.

Elemental Breaker

Starting at 11th level, you can break the elemental defenses of your enemies to deal elemental damage more effectively. After you deal Fire, Cold, Lightning or Thunder damage with a Spell of 1st level or higher, you can spend 2 Ki points and choose one creature that took damage from this spell and remove the resistance this creature has against the type of damage taken from the spell. If the chosen creature does not have resistance or immunity against the damage taken, you can instead inflict vulnerability to all damage of this type that is dealt by your monk weapons and unarmed strikes.

This effect lasts for 1 minute or until you are incapacitated or die. This effect also ends, when you use this feature again for another type of damage or on another creature.

Master Elementalist

Starting at 17th level, you have mastered your ability to use your elemental magic in the most efficient way possible and combinate it with your Martial arts. Whenever you use your action on your turn to cast a Spell, you can use your Flurry of blows as a bonus action on the same turn. When you use your Flurry of blows feature in this way, you can spend 2 Ki points to make all of your unarmed strikes with a range of 30 ft. until the end of this turn.

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask

d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

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 Dexterity 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 Dexterity 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 the Ultimate Mercy

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Dexterity 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 Shadow

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

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

When you cast the darkness spell with this feature, you can normally see in it and through it.

Shadow Step

At 6th level, you gain the ability to instantly step into the shadows. As a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. You then have advantage on all of your weapon attacks you take on the same 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.

Cloak of Shadows

By 11th 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 action to become invisible. You remain invisible as long as you stay in dim light or darkness.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature that you can see within 30 feet of you, is hit by an attack made by a creature other than you, you can use your reaction to use your Shadow step feature to teleport to a space within 5 feet of the creature, if this space is in dim light or darkness.

If you are already within 5 feet of the creature, you can instead use your reaction to make a melee attack against that creature.

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 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. 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.
  • Armed Martialist. Whenever you use your Martial Arts feature to make an unarmed strike as a bonus action on your turn, you can make this attack with any of your Kensei weapons instead.
  • Kensei strike. Once per turn, when you hit a creature with a weapon attack using a Kensei weapon, you can cause the weapon to deal extra damage to the target equal to one roll of your Martial Arts die.
  • 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, your spirit and body becomes one with your weapons. You gain 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.
  • Flurry of the Kensei Any unarmed strikes from your Flurry of Blows feature can be made with a Kensei weapon instead.
  • Deft strikes Whenever you make an attack with a Kensei weapon, you can give yourself a -2 penalty on the attack roll. If you choose to do so and your attack still hits, you can add a +5 bonus to the damage roll of this attack

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. Whenever you finish a long rest, you can spend up to 3 Ki-points to grant one kensei weapon you touch a bonus to its attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts until you finish a long rest. If you use this feature on a weapon that already has a magical bonus to its attack and damage rolls, you can not increase this bonus any more than up to a total of +3 to the attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. Once per turn if you miss with an attack roll using a Kensei weapon, you can reroll it.

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, you gain temporary hit points equal to your Dexterity modifier + your monk level (minimum of 1 temporary hit point).

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, 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. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. 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 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 the flow of their spirit 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 an unarmed strike, you gain the following benefits:

  • When you use your unarmed strike to shove a creature, you still deal the normal damage of your unarmed strike.
  • When you use your unarmed strike to grapple a creature, the DC to escape from the grapple equals your Ki save DC.
  • Once per turn when you hit a creature with an unarmed strike, instead of shoving or grappling you can force it to make a constitution saving throw against your Ki save DC. On a fail, the creature can't take any reactions until the end of your next turn.

Wholeness of Body

At 6th level, whenever you finish a long rest, you gain temporary Hit points equal to three times your Monk level.

Tranquility

Beginning at 11th level, whenever you finish a long rest you gain one effect of your choice from the enhance ability spell. This effect lasts until you finish another long rest.

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.

Way of the Ascendant Dragon

The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

Ascendant Dragon Origin

As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.

d6 Origin
1 You honed your abilities by observing a dragon and aligning your ki with their world altering power.
2 A dragon personally took an active role in shaping your inner energy.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction.
4 You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.

Draconic Disciple

When you choose this tradition at 3rd level, you tap into the origin of one kind of chromatic, gem or metallic dragon to channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. Choose one of the following Origins:

Draconic Origin Table

Origin Element
Black / Copper Acid
Blue / Bronze Lightning
Red / Gold / Brass Fire
Green Poison
White / Silver Cold
Amethyst Force
Emerald Radiant
Sapphire Psychic
Topaz Necrotic
Crystal Radiant

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 and use the second result, as you tap into the mighty presence of dragons. You can use this feature a number of times equal to your Wisdom modifier.
  • Draconic strikes. Your unarmed strikes can deal damage of the chosen type of your Draconic origin and your unarmed strikes deal additional damage equal to half your proficiency bonus rounded up.
  • Draconic resistance. You gain resistance against the damage type chosen as your Draconic origin.
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon

Also at 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. Once on each of your turns, when you make an attack with a Monk weapon or unarmed strike, you can replace this attack with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must succeed on a Dexterity saving throw against your Martial Arts save DC, or take damage of the type chosen as your Draconic origin, equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

The damage of this feature increases to four rolls of your Martial Arts die when you reach 11th level.

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 2 ki points to use this feature again.

Wings Unfurled

At 6th level as an action, you can unfurl draconic wings on your back to gain a flying speed equal to your walking speed for 10 minutes.

Once you use this feature you cannot use it again until you finish a long rest.

Aspect of the Wyrm

At 11th level, you gain resistance to the damage type from your draconic origin.

Additionally, 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 from you for 1 minute. 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, you can choose a creature that can see you, within 30 feet of you. The target must succeed on 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.
  • Aura of Resistance. When you create this aura, each chosen creature within 15 feet of you gains resistance to the damage type of your chosen Draconic origin.

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

At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

  • Augment Breath. Your Breath of the Dragon feature becomes more powerful. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice) and its damage equals 5 rolls of your Martial Arts die.
  • 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 invisible creatures 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 a number of creatures equal to your proficiency bonus that you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your Ki save DC or take 3d10 damage of the damage type of your Draconic origin.

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 as part of your Martial Arts training. Whenever you hit a creature with a monk weapon or an unarmed strike, you can spend 1 Ki-point to gain the benefits of the Dodge action.

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.
  • Unconventional Fighter. While you are prone, you and other creatures do not gain advantage or disadvantage from melee attacks.
  • Redirect Attack. When a creature misses you with a melee attack roll, you can use your 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.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you fail an ability check, attack roll or saving throw you can turn the fail into a success.

Once you use this feature you cannot use it again, until you finish a long rest.

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 three additional attacks against different creatures with it, per turn.

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die equals your Martial Arts die.

When you gain the Stunning Strike feature, you can apply it when you hit a creature with this special attack.

Master of Light

Also at 3rd level, you learn the Light cantrip.

Additionally, when you reach 11th level in this class you learn the Daylight spell and you can cast it once using this feature before you finish a long rest.

Searing Arc Strike

At 6th level, you gain the ability to channel your spirit into searing waves of energy. As a bonus action on your turn, you can cast the Burning Hands spell.

You can spend ki points to cast Burning Hands as a higher level spell. Each ki point you spend increases the spell's level by 1. The maximum number of ki points that you can spend on the spell equals half your monk level.

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 can cast the Fireball spell. When you cast this spell using this feature, its damage type changes to radiant damage.

You can use this feature a number of times equal to your Proficiency bonus and you regain all uses, when you finish a long rest.

Scorching Radiance

At 17th level, you can unleash a powerful burst of sunlight from your palm, to scorch those who oppose you.

As an action on your turn, you can cast the Sunbeam spell without providing material components. Once you use this feature, you cannot use it again until you finish a long rest.

 

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