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## Way of the Avatar Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. ### Mantle of Fear 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 Charisma saving throw or suffer additional psychic damage equal to a roll of your Martial Arts die - It must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn - It cannot take reactions until the end of your next turn ### Mantle of Courage Starting at 6th level, you radiate an aura of courage and inspiration to your allies. While you are not incapacitated, you and your allies within 60 feet of you who can see you have advantage on saving throws against being frightened, and they gain a +2 bonus to initiative rolls. Additionally, as a bonus action, you can choose up to four creatures you can see within 60 feet of you and spend ki points to grant them temporary HP. Each target gains a number of temporary hit points equal to your Wisdom modifier per ki point spent. ### Mantle of Despair Starting at 11th level, you can radiate an aura of disgust and despair to your enemies. You can take an action to force each creature within 30 feet of you that can see you make a Charisma saving throw. On a failed save, it takes psychic damage equal to a roll of your Martial Arts die and can’t move closer to you until the end of its next turn. This damage can be increased by spending ki points: for each point spent, the damage increases by one die. On a successful save, it takes half as much damage. ### Mantle of Command Starting at 17th level, your aura of courage further strengthens your allies. While you aren’t incapacitated, any ally within 60 feet of you who can see you gains a 10 foot increase to their walking speed and can take the Dash action as a bonus action. Additionally, as an action, you choose up to four allies you can see within 60 feet of you at a cost of 2 ki points per creature. Each of those allies can use their reaction to take the Attack action. \columnbreak ## Way of the Awakened The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through ki energy. ### Psychic Inquisition Starting when you choose this tradition at 3rd level, your mystical touch can read and manipulate the ki of another creature. 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: - You learn its current hit point total and all its immunities, resistances, and vulnerabilities - It must succeed on a Charisma saving throw or suffer disadvantage on its next attack roll against you - It must make a Wisdom saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until the end of your next turn. This effect ends if the creature can no longer see or hear you or if it takes damage. ### Precognition Starting at 6th level, you can read the flow of ki around you to gain insight; you gain advantage on initiative rolls. Additionally, as a bonus action, you open yourself to receive momentary insights that improve your odds of success; until the end of your next turn, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. You can spend ki points to increase the size of this die; for 2 points it becomes a d6, for 3 points a d8, and for 4 points a d10. ### Intellect Fortress Starting at 11th level, as an action, you can concentrate up to 10 minutes to create a field of protective psychic energy. At a cost of 1 ki point per creature, you can choose up to five creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. ### Mantle of Awe Starting at 17th level, you can take an action to concentrate for up to 10 minutes to exert an aura that inspires awe in others. Choose up to three creatures you can see within 60 feet of you at a cost of 4 ki points per creature. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. \pagebreakNum ## Way of the Immortal Way of the Immortal monks use ki energy to augment and modify the physical form, strengthening them against attack and turning themselves into living weapons. ### Ki Resilience Starting at 3rd level, your ki energy grants you extraordinary fortitude and agility. You gain the following benefits: - When you use Step of the Wind, you cause yourself to be invisible during any of your movement during the current turn - As a reaction when you are hit by an attack, you can spend ki to gain a +1 bonus to AC for each ki point you spend on this ability. The bonus lasts until the end of your next turn, and it applies against the triggering attack - At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier (minimum of 0) if you have at least 1 hit point. ### Ethereal Weapon Starting at 6th level, as a bonus action for 1 ki point, you temporarily transform one monk weapon you’re holding or your unarmed strikes into pure ki energy. Until the end of your next turn, any attack made with this weapon ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this ability. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. ### Psionic Weapon Starting at 11th level, when you strike an enemy with your Ethereal Weapon ability, you can spend ki points to imbue the attack with with psychic energy. Whenever you make a successful strike with your Ethereal Weapon, you can spend up to 7 ki points to deal an extra 1d10 psychic damage per ki point spent. ### Adaptive Body Starting at 17th level, you wield ki energy to cure wounds and restore health to yourself and others. You gain the following benefits: - As an action for 2 ki points, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. - At the end of your turn while at 0 hit points, you can spend 5 ki points to immediately regain a number of hit points equal to your monk level + your Constitution modifier. - When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction for 3 ki points to gain immunity to damage of that type—including the triggering damage—until the end of your next turn. ## Way of the Nomad Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. ### Nomadic Mind Starting at 3rd level, you gain the following abilities: - When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. - As a bonus action for 2 ki points, you can concentrate for up to 1 minute to gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. - As a bonus action for 3 ki points, you can concentrate for up to 1 minute gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends. ### Nomadic Step Starting at 6th level, you gain the following abilities: - When you are hit by an attack, you can spend 1 ki point to use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 20 feet to an unoccupied space you can see. - As a bonus action for 1 ki point, you teleport up to 30 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. ### Nomadic Arrow Starting at 11th level, you can imbue ranged weapons with ki energy. You gain the following benefits: - You imbue one ranged weapon you hold with ki power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per ki point spent. - As a bonus action for 3 ki points, you can concentrate for up to 1 minute to imbue a weapon with sentient power. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. ### Piercing Sight Starting at 17th level, you gain truesight to a range of 30 feet. Additionally, as a bonus action for 3 ki points, you can concentrate for up to 1 minute. When you take this action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight also lasts until your concentration ends. \pagebreakNum ## Way of Wu Jen Wu Jen monks excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. ### Mastery of Air Starting at 3rd level, when you take Step of the Wind, you gain flying speed equal to your walking speed. If you end your turn in the air, you fall unless something else holds you aloft. ### Mastery of Fire and Ice Starting at 6th level, when you take the Flurry of Blows action, you can substitute cold damage or fire damage on each unarmed strike, instead of bludgeoning damage. Additionally, you can gain the following abilities: - As an action, you hurl a mote of ice at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes cold damage equal to one roll of your Martial Arts die per ki point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. - As an action, choose one creature or object you can see within 60 feet of you and concentrate up to 1 minute. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per ki point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. \columnbreak ### Mastery of Light and Darkness Starting at 11th level, you gain darkvision to a range of 60 feet if you do not already have it, and you gain the following abilities: - As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per ki point spent on this ability. The light produced by spells of 3rd level or less is suppressed in this area. - As an action for 2 ki points, you can touch an object and concentrate up to 1 minute. This object radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. ### Mastery of Earth and Water Starting at 17th level, you gain tremorsense to a range of 30 feet and you can breathe underwater. Additionally, you gain the ability to create Earth and Water Elementals. As an action for 4 ki points, you can concentrate for up to 1 hour and cause an Earth or a Water Elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.