Monk Revised Features & Subclasses

by Midas

Search GM Binder Visit User Profile

Monk

Revised Class Features & Subclasses

Ki Techniques

2nd level feature, which replaces the Ki feature
Your training allows you to harness the mystic energy of Ki and employ it in special techniques. Your access to this energy is represented by a number of Ki points. You have a number of Ki points equal to your Monk level + your proficiency bonus. When you spend a Ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Ki points. You can spend these points to fuel various Ki features. You know the Flurry of Blows, Patient Defence, and Step of the Wind Ki techniques and learn a number of additional techniques equal to half your Monk level (rounded down). Some techniques may have prerequisites that you must fulfill before you learn them. Additionally, when you gain a level in this class you can choose one of the Ki techniques you know and replace it with another Ki technique that you could learn at that level. An attack can only benefit from one Strike Technique at a time.
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

Agile Foe

5th level feature, which replaces the Stunning Strike feature
Your reflexes have developed to respond to a number of threats. You can now use two reactions a round, but you cannot use more than one reaction per trigger. For example, you couldn't use Deflect Missiles twice against the same attack, but you could use it against two separate attacks. At 10th level, you can use three reactions in a round, and at 15th level you can use four reactions in a round.

Purity of Mind

7th level feature, which replaces the Stillness of Mind feature
You are immune to the charmed and frightened condition.

Enlightened Being

20th level feature, which replaces the Perfect Self feature
You have achieved a state of being unbeknownst to all but a few. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Way of the Ascendant Dragon


Draconic Disciple

3rd level Way of the Ascendant Dragon feature
You can channel the draconic power of a dragon to magnify your presence and empower your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:
  • Draconic Presence. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, if you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.
  • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison, and deal additional damage of the same type equal to your proficiency bonus.
  • Tongue of Dragons. You learn to speak, read, and write Draconic if don’t know it already, as well as another language of your choosing.

Breath of the Dragon

3rd level Way of the Ascendant Dragon feature
You can channel destructive waves of energy, like those created by the dragons you emulate. Once on your turn, whenever you would make an unarmed strike you can replace it with an exhalation of draconic energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw, taking damage of the chosen type equal to two rolls of your Martial Arts die + your wisdom modifier on a failed save, or half as much damage on a successful one.
At 11th level, the areas increase to a 30-foot cone or 60-foot line, and the damage of this feature increases to three rolls of your Martial Arts die.
At 17th level, the damage increases to four rolls of your Martial Arts die.

Wings Unfurled

6th level Way of the Ascendant Dragon feature
When you use your Step of the Wind technique, you can spend 1 Ki point to unfurl draconic wings that last for a number of rounds equal to your proficiency bonus, at the end of which they disappear. While the wings exist, you have a flying speed equal to your walking speed. If the wings would disappear while you are still flying, you can expend 1 Ki point to extend the duration by a number of rounds equal to your proficiency bonus.

Aspect of the Wyrm

11th level Way of the Ascendant Dragon feature
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. You gain the following benefits:
  • Frightful Presence. At the start of your turn, you can choose to display your power to those around you. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
  • Draconic Resistance. As a bonus action, you can expend 3 Ki points and choose a damage type from acid, cold, fire, lightning, or poison. You and a number of creatures within 60 feet of you, up to your wisdom modifier, gain resistance to the chosen damage type. This resistance lasts for 1 minute or until you use this feature again.

Ancient's Power

17th level Way of the Ascendant Dragon feature, which replaces Ascendant Aspect
Your draconic spirit is now capable of reaching the heights of ancient dragon for short periods at a time. You gain the following benefits:
  • Ancient's Breath. As an action, you can expend 5 Ki points to exhale a powerful breath weapon. This breath weapon is either a 60-foot cone or a 120-foot long by 10-foot wide line, and each creature in that area must make a Dexterity saving throw or take damage equal to eight rolls of your Martial Arts die + your monk level on a failed save, or half as much damage on a successful one.
  • Ancient's Sight. You gain blindsight out to 60 feet. In addition, you gain proficiency in Perception if you weren't already, and you can add double your proficiency bonus to any ability check that uses it.

Way of the Astral Self


Arms of the Astral Self

3rd level Way of the Astral Self feature
Your mastery of your Ki allows you to summon a portion of your astral self. Whenever you take the attack action or as a bonus action, you can spend 1 Ki point to summon the arms of your astral self.
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 add your Wisdom modifier to any Strength checks or Strength saving throws.
  • When you make an unarmed strike on your turn, your reach increases by 5 feet.
  • When you make an unarmed strike, you can add your Wisdom modifier to both the attack and damage rolls. When you do so, the damage type of your unarmed strikes changes to force.

Visage of the Astral Self

6th level Way of the Astral Self feature
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 spend 1 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:
  • Astral Sight. You gain the benefits of the See Invisibility spell, and can see through solid objects up to 30 feet away.
  • 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

11th level Way of the Astral Self feature
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:
  • Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks made are unarmed strikes.
  • 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 Wisdom modifier + your monk level.

Awakened Astral Self

17th level Way of the Astral Self feature
Your connection to your astral self is complete, allowing you to un­leash its full potential. Whenever you take the Attack action or 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:
  • Armour of the Spirit. You gain a +5 bonus to your Armor Class.
  • Empowered Arms. When you make an unarmed strike on your turn, you can spend 1 Ki point to make an additional unarmed strike. For each additional unarmed strike you make in this way, you take a cumulative -1 penalty to your attack rolls.

Way of the Drunken Master


Bonus Proficiencies

3rd level Way of the Drunken Master feature
You gain proficiency in the Acrobatics and Performance skills if you don’t already know it. You also gain proficiency with brewers supplies if you don’t already have it.

Slippery Drunk

3rd level Way of the Drunken Master feature, which replaces Drunken Technique
Landing a clean hit on you is difficult at best. You learn the Deflect Blows technique if you don’t already know it. In addition, you no longer need to expend Ki to throw back a missile you caught, or to make an attack using your Deflect Blows feature. Lastly, you have advantage on Acrobatics checks made to avoid or escape being grappled.

Tipsy Sway

6th level Way of the Drunken Master feature
You move in sudden, swaying motions that are hard to predict. 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 use 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.

Sloshed Taunt

6th level Way of the Drunken Master feature
You have a natural talent at making others want to hurt you. When a creature misses you with an attack or hits you but deals no damage to you, it cannot directly target a creature other than you with an attack or saving throw until it damages or grapples you, you fail a saving throw it forced you to make, it takes damage from a creature other than you, or a minute passes.
A creature that cannot experience emotion is immune to this feature.

Drunkards Luck

11th level Way of the Drunken Master feature
Your skills shine in the worst of situations. Whenever you have disadvantage on an ability check, saving throw, or attack roll, you can roll your Martial Arts die and add the number rolled to the result.

Intoxicated Infuriation

17th level Way of the Drunken Master feature, which replaces Intoxicated Frenzy
Whenever you take the Dodge action, you gain a special reaction until the start of your next turn that you can take once on every other creatures turn. You can use this special reaction only for your Deflect Missiles feature, or your Deflect Blows technique.

Way of the Four Elements


Spellcasting

3rd level Way of the Four Elements feature, which replaces Disciple of the Elements
You gain the ability to control, conjure, and shape the elements.
Cantrips. You learn three cantrips: Prestidigitation, and two other cantrips of your choice from the Four Elements Spell list. You learn another Four Elements cantrip at 10th level, and again at 15th level
Spell Slots. The Four Elements table determines the number of spell slots you have to cast spells from your known spells list. Casting a spell expends a slot of that spell’s level or higher. All expended spells slots are restored after finishing a long rest.
Spells Known. The Spells Known column of the Four Elements table shows when you learn new spells. The spells must be of a level for which you have spell slots. Spells cast remain in your list of known spells. You may only expend spell slots to cast spells that you know.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use this ability’s modifier when setting the saving throw DC for a Four Elements spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Elemental Barrage

3rd level Way of the Four Elements feature
You can weave the casting of spells into your martial arts. Once per turn, whenever you take the attack action or use your Flurry of Blows technique, you can forgo an attack to instead cast a spell as part of the same action. The spell you cast must be of a level equal to or less than your proficiency bonus.

Bend the Elements

6th level Way of the Four Elements feature
When a creature within 30 feet of you (including yourself) is subjected to a saving throw that would cause them to take cold, fire, lightning, or thunder damage, you can use a reaction to make the saving throw in place of the creature, using your saving throw modifier. On a failed save, the creature suffers the effects but gains resistance to the damage. On a successful save, the creature suffers no effects and takes no damage even if they would have.



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

Elemental Focus

6th level Way of the Four Elements feature
You can meditate to regain some of your elemental potential. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your monk level divided by 3 (rounded down). Additionally, when you cast a spell using a spell slot, you may spend 1 Ki point to increase the spells level by 1. You cannot use this feature to increase a spells level by more than 1.

Mastered Elements

11th level Way of the Four Elements feature
Your mastery over the elements allows you to cast spells of far greater power. Choose two 5th-level spells from the Four Elements spell list as your Mastered Elements. You can cast each of your Mastered Element spells once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Four Elements spells of your choice that can be cast in this way: two 6th-level spells at 14th level, and two 7th-level spells at 17th level. You regain all uses of your Mastered Elements when you finish a long rest.

Elemental Enlightenment

17th level Way of the Four Elements feature
As an action you can expend 5 Ki points to summon the elements around you to your side and wield them as your armour and weapons. For 1 minute you gain the following benefits:
  • You gain a flying speed equal to your movement speed.
  • You gain a number of temporary hit points at the start of your turn equal to your Monk level.
  • Whenever you would make an unarmed strike as part of the attack action, you can instead cast any spell from the Four Elements spell list at 7th level. Casting a spell in this way does not require you to expend a spell slot. You cannot cast the same spell more than once on a turn.
Once you use this feature, you can’t do so again until you finish a long rest.

Way of the Kensei


Path of the Kensei

3rd level Way of the Kensei feature
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: either one melee weapon and one ranged weapon, or two melee weapons. Each of these weapons can be any weapon that has the monk property, or that lacks the heavy and special properties. The glaive or longbow are also valid choices. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a Kensei weapon for you, following the criteria above.
  • Agile Parry. If you make an attack with a melee Kensei weapon as part of the Attack action on your turn, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. This bonus increases to +3 at 10th level, and +4 at 15th level.
  • Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a Kensei weapon more deadly. Until the end of your turn, you deal extra damage of the weapons type equal to your Monk level.
  • Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade

6th level Way of the Kensei feature
You extend your Ki into your Kensei weapons, granting you the following benefits:
  • Magic Kensei Weapons. Your attacks with your Kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Deft Strike. When you hit a target with a melee Kensei weapon, you can spend 1 Ki point to deal extra damage to the target equal to your Martial Arts die. At 10th level, the damage increases to two rolls of your Martial Arts die. At 15th level, this increases to three rolls of your Martial Arts die.
  • Impeccable Marksman. Once per turn, when you hit a creature that is no more than one size larger than you with a ranged Kensei weapon, you can choose to spend 1 Ki point and deal no damage to instead pin the creature. A pinned creature is considered grappled until it or another creature uses an action to remove whatever is pinning it or if it leaves its current space. If you pin a creature that is already grappled due to this feature, they instead become restrained and must use both their action and bonus action to remove what is pinning them.

Observing Blade

6th level Way of the Kensei feature
Your efforts to further your skills with the blade have honed many other skills through your interactions with the world. You gain proficiency in History and Insight. In addition, whenever you make a History or Insight check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Sharpen the Blade

11th level Way of the Kensei feature
At 11th level, you gain the ability to augment your weapons further with your Ki. As a bonus action, you can expend up to 3 Ki points to grant up to two Kensei weapon you are holding a bonus to attack and damage rolls when you attack with it. The bonus equals the number of Ki points you spent. This bonus lasts for 10 minute or until you use this feature again. This feature has an additive effect on magical weapons that already have a bonus to attack and damage rolls, but cannot make that bonus higher than a +3.

Unerring Accuracy

17th level Way of the Kensei feature
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You use this feature once per attack roll. In addition, whenever you land a critical hit with a Kensei weapon, you can make an additional attack as part of the same action.

Way of the Long Death


Soul Reaper

3rd level Way of the Long Death feature
Your study of death allows you to extract vitality from another creature as it draws its last breath. When a creature within 30 feet of you is reduced to 0 hit points, you can use a reaction to gain temporary hit points equal to your Wisdom modifier + your Monk level (minimum of 1).

Touch of Death

3rd level Way of the Long Death feature
Your touch can channel the energy of death into a creature. Once per turn while you have temporary hit points from your Soul Reaper feature, you can deal additional necrotic damage equal to your Monk level whenever you hit with a Monk weapon or unarmed strike.

Hour of Reaping

6th level Way of the Long Death feature
You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As a bonus action, each creature of your choice 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

11th level Way of the Long Death feature
You use your familiarity with death to escape its grasp and return stronger. When you are reduced to 0 hit points, you can expend 2 Ki points (no action required) to instantly regain a number of hit points equal to twice your Monk level, and gain one of the following benefits:
  • You gain resistance to all damage except psychic damage until the end of your next turn.
  • All attacks made with a monk weapon or unarmed strike deal an additional d6 of necrotic damage until the end of your next turn.

Fear the Reaper

17th level Way of the Long Death feature
Your presence alone is sometimes enough to bring a life to its close. If a creature fails its saving throw against your Hour of Reaping by 5 or more, that creature is immediately reduced to 0 hit points.

Way of the Open Hand


Open Hand Technique

3rd level Way of the Open Hand feature
You know how to use your martial prowess to harass and manipulate the positioning of your foes. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows technique, 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.
Additionally, you can use your Flurry of Blows technique without expending Ki points a number of times per long rest equal to your proficiency bonus.

Inner Focus

3rd level Way of the Open Hand feature
Your practices have trained a clear mind and strong body. When you would make an ability check with disadvantage, you can spend 2 Ki points to cancel the disadvantage for that roll. In addition, when you make an ability using a skill that you are proficient with, you can spend 2 Ki points to gain advantage for that roll.

Intertwined Techniques

6th level Way of the Open Hand feature
Through practice, you can weave your standard techniques together easily. When you expend Ki points to take the Dash or Disengage action as part of your Step of the Wind technique, you can perform the Flurry of Blows or Patient Defense technique as part of the same action without expending Ki points.

Wholeness of Body

6th level Way of the Open Hand feature
You gain the ability to refocus and heal yourself. As a bonus action, you can regain hit points equal to two times your Monk level. You can use this feature a number of times equal to your Wisdom modifier. You regain any expended uses when you finish a long rest.

Patient Counter

11th level Way of the Open Hand feature, which replaces Tranquility
You can turn a foe's failed strike into an opening for yourself. When a creature misses you with an attack roll while you are dodging, you gain advantage on attack rolls against them until the end of your next turn.

Quivering Palm

17th level Way of the Open Hand feature
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike as part of the attack action, 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. When you use this action, if the creature has 100 hit points or fewer it dies instantly, otherwise the creature must make a Constitution saving throw. It takes 15d10 necrotic damage on a failed save, and half as much on a successful save.
You can choose to end the vibrations harmlessly without using an action.

Way of Shadow


Peer Through Shadows

3rd level Way of Shadow feature
Trained to be ever as deadly in the darkest of nights, you can peer through even the deepest of darkness. You can see normally in darkness, both magical and nonmagical, out to a distance of 60 feet.

Shadow Arts

3rd level Way of Shadow feature
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 or verbal components. Additionally, you gain the Prestidigitation cantrip if you don’t already know it.

Shadow Step

6th level Way of Shadow feature
You gain the ability to step from one shadow into another. As a bonus action while you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness, and can make a single melee weapon attack with an unarmed strike or monk weapon at advantage as part of the same action.

Cloak of Shadows

11th level Way of Shadow feature
Shadows shield you from sight as you fade into them. When you enter or start your turn in an area of dim light or darkness you are considered invisible. You remain invisible until you make an attack, cast a spell, force a creature to make a saving throw, or are in an area of bright light. You cannot become invisible again until the start of your next turn.

Shadow Warrior

17th level Way of Shadow feature, which replaces Opportunist
Striking a creature whilst you are out of sight is not just an advantage, it is the moment you teach mortality. When you hit a creature that can’t see you with an unarmed strike or monk weapon, it is considered a critical hit.

Way of the Sun Soul


Sun Bolt

3rd level Way of the Sun Soul feature
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 is a d4. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table. When you would make an unarmed strike, you can replace it with this special attack.

Searing Arc

6th level Way of the Sun Soul feature
When you take the Attack action on your turn, you can forgo one of your attacks and cast the Burning Hands spell instead. You can spend additional Ki points to cast Burning Hands as a higher-level spell. Each additional Ki point you spend increases the spell’s level by 1. The maximum number of Ki points that you can spend on the spell equals your Monk level divided by 3 (rounded down).

Soul Sight

6th level Way of the Sun Soul feature
Studying the soul has allowed you to see the souls of those around you. You gain truesight out to a range of 30 feet. In addition, as an action you can focus on a creature within range of your truesight that you can see and learn the immediate emotion it is feeling.

Searing Sunburst

11th level Way of the Sun Soul feature
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 20—foot-radius sphere of radiant light.
Each creature in the sphere must make a Constitution saving throw. A target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.
You can increase the damage by spending Ki points. Each point you spend, to a maximum of your Monk level divided by 3 (rounded down), increases the damage by 2d6.

Sun Shield

17th level Way of the Sun Soul feature
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 you shed this light, you gain a flying speed equal to your walking speed.
If a creature hits you with a melee attack while this light shines, that creature takes radiant damage equal to half your Monk level (rounded down).



Ki Techniques


Agile Hands Aim Amidst Chaos

To wield a greater range than your foes is but simple wisdom. Simple ranged weapons are considered monk weapons for you. In addition, you no longer suffer disadvantage on ranged weapon attacks while hostile creatures are within 5 feet of you. Lastly, you no longer need a free hand to load ammunition or attack with a two handed ranged weapon.

Blind Master Strikes In Shadow

Prerequisite: Way of Shadow
Darkness is an ally that swallows you and your foes alike, leaving nothing but the corpses you make. You gain blindsight out to a range of 30 feet. Additionally, whenever you hit a creature that cannot see you with an unarmed strike or monk weapon, you can add your proficiency bonus to the damage roll.

Boa's Strangling Strike

Like a snake wrapping around its prey, your grasp can seem inescapable. When you hit a creature with an unarmed strike on your turn, you can spend 1 Ki point to grapple them. In addition, whenever a creature tries to break your grapple, instead of rolling a contested check you can instead use your Ki save DC instead.

Cacophonous Roar

Prerequisite: 6th level
The Ki you harness enhances more than just your fists. As an action, you can spend 1 Ki point to let loose a Ki empowered roar, forcing all creatures within 15 feet of you to make a Wisdom saving throw or be stunned until the end of your next turn.

Calm Minds Center Fate

Prerequisite: Way of the Wanderer
Meditation and introspective thought help you to balance yourself. At the end of a long rest, you may reset your Path of Fate score to 0.

Crashing Wave Strike

You know that even the strongest of foes can be toppled with just one strike. When you hit a creature that is one size larger than you or smaller with an unarmed strike or monk weapon, you can spend 1 Ki point to force it to make a Dexterity saving throw or be knocked prone.

Death Births Vibrant Life

Prerequisite: Way of the Long Death
You have learned of more efficient methods to wield the vitality of others. While you have temporary hit points granted by your Soul Reaper feature, you now gain resistance to bludgeoning, piercing, and slashing damage.

Deflect Blows

Prerequisite: 3rd level
Deflecting even the swiftest of blows is no stretch for you. When another creature hits you with a melee attack, you can use your reaction and reduce the damage from the attack by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can spend 1 Ki point to make an unarmed strike against the attacker as part of the same reaction if they are within range.

Dragon Tail Strike

Maneuvering not just yourself, but your foe as well changes the fundamentals of a fight. When you hit a creature that is a size larger than you or smaller with an unarmed strike or monk weapon, you can force them to make a Strength saving throw or be pushed up to 15 feet away from you.

Drunken Dance

Prerequisite: Way of the Drunken Master
Impossible to predict, few can realize that you hold the advantage even while flat on the floor. While you are prone, you do not have disadvantage when making melee attacks, and attacks made against you while within 5 feet of you no longer gain advantage.

Extract Strengths and Weakness

Prerequisite: Way of the Cobalt Soul
Information can sway a battle in your favour. When you use your Extract Aspects feature to analyze a creature, you additionally learn whatever is its highest and lowest ability score, but not what those scores are. In addition, you can use an action to touch a creature and analyze it as though you used Extract Aspects.

Flash Fist Strike

You have practiced the art of blinding your foes. Once per turn, when you hit another creature with an unarmed strike or monk weapon you can force the target to make a Constitution saving throw or be blinded until the start of your next turn.

Flurry of Blows

You can spend 1 Ki point and make two unarmed strikes as a bonus action.

Flurry of Blows Mastery

Prerequisite: 11th level
When you use your Flurry of Blows technique, the number of unarmed strikes you make increase to 3. At 20th level, this increases to 4 unarmed strikes.

Guarded Warrior Denies Pain

Prerequisite: Way of the Shield
Not only are you safe from harm, but you will shield those around you as well. Your Deflect Missiles feature now works on all ranged attacks, but you may still only deflect weapon attacks. In addition, when an allied creature within 5 feet of you is hit by a ranged attack, you can use your Deflect Missiles feature against that attack.

Immovable Form

Your stance is immovable, making sure no one can move you. You have advantage against any effects that would force you to move or knock you prone. In addition, as a reaction when something forces you to move or knocks you prone, you can spend 1 Ki point to stop yourself from suffering either effect.

Immovable Form Mastery

Prerequisite: 5th level, Immovable Form
You have learned to channel energy through you. As a reaction when you take acid, cold, fire, lightning or thunder damage, you can spend 1 Ki point to gain resistance to the triggering damage type until the end of you next turn.

Improved Martial Arts

Prerequisite: 5th level
You can add half your proficiency (rounded down) to all attack and damage rolls made with your unarmed strikes.

Iron Body

Prerequisite: 3rd level
You have mastered the body. When you take bludgeoning, piercing, or slashing damage you can reduce it by your proficiency bonus. In addition, your maximum hit points, Strength, Dexterity, and Constitution scores cannot be reduced.

Iron Feet Fall With Thunder

Prerequisite: 4th level
When you would land in the same space or next to another creature after using Slow Fall, you can make either an unarmed strike or a melee weapon attack with a monk weapon against the creature as part of the same reaction. If the attack hits, you then add the total fall damage you reduced to the damage of your attack.

Iron Fist Strike

You have learned the secrets of imbuing your unarmed attacks with incredible force. When you hit another creature with an unarmed strike you can spend 1 Ki point to double the damage you deal. This effect does not apply to additional sources of damage, such as sneak attack. In addition, your unarmed strikes now do double damage to objects and structures.

Iron Mind

Prerequisite: 7th level
You have mastered the mind. You gain proficiency in Wisdom saving throws. In addition, whenever you are forced to make a Wisdom saving throw, you can spend 2 Ki points to add twice your proficiency bonus to the roll.

Iron Palms Stagger Walls

Prerequisite: Way of the Open Hand
You have learned to master the basics of your form, a feat that shall carry you far. When you force a creature to roll a saving throw against your Open Hand Technique feature, you can expend 1 Ki point to impose disadvantage on the roll. In addition, you gain another effect to impose:
  • It must make a Strength saving throw or drop an item it is holding of your choice. The dropped item then lands in an unoccupied space up to 15 feet away from you.

Iron Soul

Prerequisite: 11th level
You have mastered the soul. At the start of your turn in combat, you regain 2 Ki points. In addition, you are immune to all forms of possession, and can use your action to touch a creature and exorcise it, ending any form of possession currently afflicting it.

Incurable Illness Is But Undiagnosed

Prerequisite: Way of Mercy
You have worked with diseases and poisons for so long that you easily overcome even the worst of them, in both others and yourself. You can use an action to touch a creature and learn every disease and poison afflicting them, as well as what actions are necessary to treat them. In addition, you become immune to disease, resistant to poison damage, and have advantage on saving throws against poison.

Ki Disrupting Strike

Prerequisite: 7th Level
Targeting your foes Ki rather than their body can change the flow of combat. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 Ki point and choose to forgo rolling for damage and instead impose disadvantage on the next saving throw the creature makes until the start of your next turn.

Martial Master Crushes and Carves Flesh

Prerequisite: Way of the Kensei
You can match the potency of others martial arts with your mastery of arms. Whenever you would make an attack with your unarmed strikes, you can instead make the attack with a Kensei weapon. In addition, you can have 2 dedicated weapons at once.

Monkey's Grip

Where others see a brutish and sluggish weapon, you see unappreciated grace and agility. You gain proficiency in one heavy, two-handed, or versatile melee weapon. This weapon now counts as a monk weapon for you. In addition, you suffer none of the drawbacks of using a heavy weapon as a small creature. You can change this proficiency when you level up.

Nerve Flare Strike

Your strike causes such intense pain in an opponent that they are nauseated. When you hit a creature with an unarmed strike or monk weapon, you can force the target to make a Constitution saving throw. On a failed save, the target experiences such excruciating pain that they are considered poisoned until the end of their next turn.

Patient Defense

At the end of your turn you can spend 1 Ki point to take the Dodge action, no action required.

Patient Defense Mastery

Prerequisite: 11th level
Whenever you take the Dodge action, you can add your proficiency bonus to your AC until the start of your next turn.

Searing Light Blinds All

Prerequisite: Way of the Sun Soul
You embody the sun, blinding all who witness it. When a creature fails a saving throw against your Searing Arc or Searing Sunburst feature, or is hit by your Sun Bolt, you can spend 1 Ki point to blind that creature until the end of your next turn. If you damage multiple enemies at once, you can spend 1 Ki point to blind all of them.

Secret Weapon

To hide a blade is to be prepared. Darts are now considered a monk weapon. In addition, anytime you could make an unarmed strike you can instead replace it with an attack with a dagger or dart, such as with the Flurry of Blows technique. When a creature that is within 20 feet of you makes an attack, you can use your reaction to throw a dagger or dart and impose disadvantage on the attack roll. Lastly, you have advantage on any Dexterity (Sleight of Hand) checks made to conceal weapons.

Step of the Wind

You can take the Disengage or Dash action as a bonus action. Additionally, whenever you take the Dash or Disengage actions, your jump distance is doubled.

Step of the Wind Mastery

Prerequisite: 11th level
Whenever you use the Step of the Wind technique, you gain a fly speed equal to your walking speed until the start of your next turn. If you are still in the air at the start of your next turn and choose not to use the Step of the Wind technique before taking any other actions, you immediately begin falling.

Thousand-Fold Breath

Prerequisite: 5th level
A moment to breath lets the Ki flow more freely through you. As an action, you focus your inner energies and regain Ki points equal to proficiency bonus + your Wisdom modifier. You can use this feature once per long rest.

Twisting Blades Strike

Even the tightest of grips can be loosened in but a second. When you hit a creature with an unarmed strike or monk weapon, you can force the target to make a Strength saving throw or drop one weapon it is currently holding of your choosing.

True Selves Strike Like Giants

Prerequisite: Way of the Astral Self
Your true self strikes with power no flesh could compare to. You add an additional Martial Arts die to all damage rolls made by your astral arms. In addition, while your astral arms are manifested, you have advantage on Strength checks and saving throws.

Unarmored Defense Mastery

Prerequisite: 5th level
You can add half your proficiency (rounded down) to your AC while you are benefiting from your unarmored defense.

War Cry of the Demon

A sonorous war cry dedicated to a single soul can shatter their resolve. Whenever you take the Attack action, you can replace one of the attacks with this feature. You unleash a war cry against a creature within 20 feet of you. They must make a Wisdom saving throw or be frightened until the end of your next turn.

Wild Elements Yield To Mastery

Prerequisite: Way of Four Elements
You have started down the path of mastering the fundamental elements of this world, and wield them with discipline and mastery. You learn the Frostbite, Gust, Produce Flame, Shocking Grasp, and Thunderclap cantrips if you don't know them already, and once per turn when you make an unarmed strike you can instead replace it with a casting of one of these spells. Additionally, you may use your Dexterity instead of your Wisdom to determine your Spell attack bonus and save DC for your Four Elements Spells.

Wind Clears Storm Clouds

You fill the space around yourself with your attacks. As an action you can force every creature within your weapon's reach to make a Dexterity saving throw. On a failure, you deal damage equal to two rolls of your Martial Arts die + your Dexterity modifier and force them to move directly away from you until they are out of your weapon's range. If they succeed they get to choose to take the damage or move out of your range. If you are using a quarterstaff or spear you can treat them as if they had the Reach property for this action.



Feats


Mastered Techniques

Studying under masters or through your own dedication, you have learned martial techniques to further yourself. You learn one Ki Technique option of your choice from the Monk class. If the Technique has a prerequisite of any kind or would cost you Ki to use, you can choose that Technique only if you're a Monk who meets the prerequisite.
Whenever you gain a level, you can replace the Technique with another one from the Monk Class.



Four Elements Spell List


What are the Subclasses mentioned in here?

Some of the subclasses mentioned in passing (such as the Way of the Shield) are in reference to other homebrew and 3rd party content that I and my friends tend to use on the regular. For those curious, here is a listing of where each is from:

- Way of the Wanderer: Raiders of the Serpent Sea by Arcanum Worlds
- Way of the Shield: Odyssey of the Dragonlords by Arcanum Worlds





Cantrips

  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Green Flame Blade
  • Lightning Lure
  • Mold Earth
  • Shape Water
  • Shocking Grasp
  • Thunderclap

1st Level

  • Absorb Elements
  • Armour of Agathys
  • Burning Hands
  • Create or Destroy Water
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Hellish Rebuke
  • Ice Knife
  • Shield
  • Thunderwave
  • Water Whip

2nd Level

  • Aganazzar’s Scorcher
  • Air Bubble
  • Continual Flame
  • Dragons Breath
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Maximillian’s Earthen Grasp
  • Rime's Binding Ice
  • Rhogar’s Smouldering Whip
  • Scorching Ray
  • Shatter
  • Skywrite
  • Snilloc’s Snowball Swarm
  • Sweeping Winds
  • Warding Wind

3rd Level

  • Ashardalon’s Stride
  • Call Lightning
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Frozen Disk
  • Gaseous Form
  • Hurl Boulder
  • Lightning Bolt
  • Meld Into Stone
  • Melf’s Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Shield of Fury
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Wind Wall

4th Level

  • Air Cannon
  • Conjure Minor Elementals
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Stoneskin
  • Stone Shape
  • Storm Sphere
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere

5th Level

  • Cone of Cold
  • Immolation
  • Steel Wind Strike
  • Transmute Rock
  • Wall of Stone

6th Level

  • Bones of the Earth
  • Chain Lightning
  • Move Earth
  • Otiluke's Freezing Sphere
  • Wall of Ice
  • Wind Walk

7th Level

  • Delayed Blast Fireball
  • Fire Storm
  • Transmute Lava
  • Water Cutter
  • Whirlwind

New Spells

Air Cannon

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Self (90 foot line)
  • Components: V, S
  • Duration: Instantaneous

You coalesce the air around you before unleashing a 90 feet long and 5 feet wide concussive blast out from you in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 30 feet away from you in a direction following the line. If some solid object (such as a wall) is encountered while being pushed, a creature takes an extra 2d8 bludgeoning damage as they slam against it. On a successful save, a creature takes half damage and is not pushed.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8, and the damage for slamming them increases by 1d8 for each slot level above 4th.


Classes: Druid, Sorcerer


Frozen Disk

3rd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: 1 minute

You condense the moisture in the air into a thin yet razor sharp blade of ice at a point within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the Disk. On a hit, the target takes slashing or cold damage (your choice) equal to 2d8 + your spellcasting ability modifier.


As a bonus action on your turn, you can move the Disk up to 40 feet and repeat the attack against a creature within 5 feet of it.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create another Disk for every three slot levels above the 3rd. When you create them, and when you control them on subsequent turns, you can control and attack with all Disks with the same action.


Classes: Sorcerer

Hurl Boulder

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You lift a boulder of dirt and rock from the ground before hurling it at a target within range. Make a ranged spell attack. On a hit, the target takes 5d8 bludgeoning damage and must make a Strength saving throw or be knocked prone.


If there is insufficient dirt or rock within range of the spell to create the boulder, the spell fails.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you hurl one additional boulder for every two slot levels above 3rd. You can hurl them at one target or several.


Classes: Druid


Rhogar's Smoldering Whip

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a whip wreathed in flame to form in your hand before lashing out with it. Make a ranged spell attack against a creature within range. On a hit, the whip deals 3d6 fire damage and the target is restrained for the spells duration if they are Large or smaller. At the beginning of each of the target creature's turn, it takes 1d6 fire damage. As an action, the target creature can attempt to escape with a successful Athletics or Acrobatics check (their choice) against the caster's spell save DC.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 15 feet of each other when you target them.


Classes: Sorcerer


Sweeping Winds

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Self (15 foot cone)
  • Components: S
  • Duration: Instantaneous

As you swing through the air, the wind follows suit and throws your foes away. Each creature in a 15-foot cone must make a Strength saving throw. A creature that fails the save is then pushed to the nearest unoccupied space to the left or right edge of the cone (your choice), clearing them from the area. If some solid object (such as a wall) is encountered while being pushed, a creature takes 2d8 bludgeoning damage as they slam against it.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cones size increases by 15 feet, and the damage for slamming them increases by 1d8 for every spell slot above 2nd.


Classes: Druid, Sorcerer


Transmute Lava

7th-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Until Dispelled

You choose an area of stone or lava that fits within a 40-foot cube and is within range, and choose one of the following effects.


Transmute Rock to Lava. Nonmagical rock or metal of any sort in the area that isn’t being worn or carried begins to heat up, burning any who walk on it. Any creature that enters the area or starts its turn there takes 2d10 fire damage. At the start of your next turn, the rock or metal becomes an equal volume of dense, molten flow that remains for the spells duration. The ground in the spells area becomes liquid enough that creatures must wade through it like mud. Each foot that a creature moved through the molten flow costs 3 feet of movement. In addition, any creature that enters the area or starts its turn there takes 10d10 fire damage.


Transmute Lava to Rock. Nonmagical lava or molten steel in the area no more than 10 feet deep rapidly cools until solid for the spells duration. Any creature in the molten flow when it cools must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the now rock or metal. A restrained creature, or another creature within reach, can use an action to try to break cooled material with a Strength check or by dealing damage to it. Rock has an AC of 15 and 25 hit points and has an escape DC of 20. Metal has an AC of 20 and 40 hit points and has an escape DC of 25. Both materials are immune to poison and psychic damage.


Classes: Druid, Wizard


Water Cutter

7th-level Conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: S
  • Duration: Instantaneous

You create, pressurize, and release a thin jet of water in a line 60 feet long and 1 inch wide that slices through most everything. Each creature in the line must make a Dexterity saving throw. On a failed save, the target takes 12d6 + 30 piercing damage. This spell deals maximum damage to objects and structures along its path.


At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d6 for each slot level above 7th.


Classes: Druid, Sorcerer, Wizard


Water Whip

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You create a whip of water to control a foe's movements. Make a ranged spell attack against a creature within range. On a hit, you can either knock the creature prone or pull it up to 25 feet closer to you.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them


Classes: Druid