D&D R:E - Monk Class

by Robwill

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D&D R:E - Monk Class

The Monk

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, 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.

The Magic of Ki

Monks make careful study of a magical energy that most monastic traditions call Ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of Ki in their opponents. Using this energy, monks channel uncanny speed and strength into their Unarmed Strikes. As they gain experience, their martial training and their mastery of Ki gives them more power over their bodies and the bodies of their foes.

Training and Asceticism

Small walled cloisters dot the landscapes of the world, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. As a rule, monks care little for material wealth, seeking greater goals than simple glory and treasure.

The Monk

Level Proficiency Bonus Features Martial Arts Die Ki Techniques Known Ki Flow Unarmored Movement
1st +2 Martial Arts, Unarmored Defense, Monastic Tradition 1d4 - - -
2nd +2 Ki, Unarmored Movement 1d4 3 1 +10 ft.
3rd +2 Monastic Tradition Feature, Slow Fall 1d4 3 1 +10 ft.
4th +2 Ability Score Improvement 1d4 4 1 +10 ft.
5th +3 Martial Dharma 1d6 4 2 +15 ft.
6th +3 Monastic Tradition Feature 1d6 5 2 +15 ft.
7th +3 Evasion, Unarmored Movement Improvement 1d6 5 2 +15 ft.
8th +3 Ability Score Improvement 1d6 6 2 +15 ft.
9th +4 Purity of Mind 1d8 6 2 +20 ft.
10th +4 Purity of Body 1d8 7 3 +20 ft.
11th +4 Monastic Tradition Feature, Tongue of Earth and Water 1d8 7 3 +20 ft.
12th +4 Ability Score Improvement 1d8 8 3 +20 ft.
13th +5 Eyes of the Sun and Moon 1d10 8 3 +25 ft.
14th +5 Diamond Soul 1d10 9 3 +25 ft.
15th +5 Eb & Flow 1d10 9 4 +25 ft.
16th +5 Ability Score Improvement 1d10 10 4 +25 ft.
17th +6 Monastic Tradition Feature, Hands of Air and Fire 1d12 10 4 +30 ft.
18th +6 Flawless Body 1d12 11 4 +30 ft.
19th +6 Ability Score Improvement 1d12 11 4 +30 ft.
20th +6 Martial Nirvana 1d12 12 5 +30 ft.

Monk Features

As a Monk, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after first.

Proficiencies


  • Armor: None
  • Weapons: All Melee Weapons, All Ranged Weapons with the Thrown Property.
  • Tools: One type of Artisan's Tools

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

Equipment

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

  • (a) four melee weapons of your choice
  • (a) 10 javelins (b) 20 darts
  • (a) a priest's pack or (b) an explorer's pack

Martial Multiattack Scaling

When you take the Attack action, you gain one additional attack at 5th level in this class, one more at 11th level, and one more at 17th level.

Multiclassing

Prerequisites. You must have a Dexterity score of 13 or higher and a Wisdom score of 13 or higher.
Proficiencies. You gain proficiency with this class' weapon proficiencies.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use Unarmed Strikes and Monk Weapons, which are weapons this Class is Proficient in. You gain the following benefits while the only weapons you are wielding are Monk Weapons, and you aren't wearing Armor:

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Monk Weapon Attacks.
  • You can use a d4 as the Base Damage of your Unarmed Strike or Monk Weapon. This die changes as you gain Monk Levels, as shown in the Martial Arts column of the Monk table.
  • When you take the Attack action, if all Attacks made with that Action are Unarmed Strikes or Monk Weapon Attacks, you may perform one additional Unarmed Strike as part of that Action.

Unarmored Defense

While you are not wearing Armor, your Armor Class equals 10 + your Strength Modifier + your Dexterity Modifier + Wisdom modifier.

You gain the Avoidant property while benefiting from this feature's Armor Class. This Avoidant property treats its Magic Item Modifier as being equal to your Monk Level divided by 5.

Monastic Tradition

You commit yourself to a monastic tradition, which embodies the teaching through which your body and mind will be forged anew. Your tradition grants you Features at 1st Level, and again at 3rd, 6th, 11th, and 17th Level.

Ki

Starting at 2nd level, your training allows you to harness the inner energy of Ki.

Ki Points. Your access to this energy is represented by a number of Ki Points. You have a total number of Ki Points equal to your Monk Level + your Wisdom Modifier. You can spend these points to fuel various Ki Techniques.

Once you spend a Ki Point, it cannot be used until you regain all of your Ki Points when finishing a Short or Long Rest. You must spend at least 30 minutes of the that Rest meditating to regain your Ki Points.

Some Ki Techniques will refer to your Ki Flow, the maximum amount of Ki you can output onto such Features, as shown in the Ki Flow column of the Monk Table.

Ki Techniques Known. You start knowing three Ki feature of your choice, chosen among the ones available to your Monastic Tradtion, and learn more Ki Techniques as you gain Levels in this Class.

Some Ki Techniques are only available to be learned once you reach certain Levels in this Class, as shown in the "Level Prerequisite" section for that Ki Feature.

You obtain more Ki Techniques as you gain Levels in this Class, as shown in the Ki Techniques Known column of the Monk Table. When obtaining a new Ki Feature, you may only choose from among Ki Techniques available to your Monastic Tradition.

When you gain a Level in this Class, you may replace a Ki Technique you know with another one available to you.


Ki Technique Restrictions. You can only use Ki Techniques while not wearing Armor or wielding Shields.

You cannot use Ki Techniques while Incapacitated, or while under a Spell or Effect which prevents you from regaining Hit Points.

Ki Modifier. Some of your Ki Techniques require you to make Spell Attack Rolls, or require their Target(s) to make a Saving Throw to resist the Feature's effects. The Modifier for such Attack Rolls and the DC for such Saving Throws is calculated as follows:

Ki Attack Modifier = Your Proficiency Bonus + your Wisdom Modifier

Ki Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier

Unarmored Movement

Starting at 2nd level, your body is enchanced through your training, allowing you move unlike any normal person. While you are not wearing Armor or wielding a Shield, your Speed increases by 10 Feet and your Jump Height and Jump Distance are calculated using your Dexterity Score and Modifier instead. This bonus increases when you reach certain Monk Levels, as shown in the Monk table.

At 7th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling or sinking during your movement.

Slow Fall

Beginning at 3rd Level, your enhanced resilience and reflexes nullifies gravity's danger. You have Resistance to Falling Damage. In addition, Falling does not knock you Prone.

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.

Martial Dharma

At 5th level, your mastery over the fundamentals of martial arts elevates you as a combatant. You gain the following benefits:

  • Step. Immediately before or after you would make a Melee Attack against a Creature, you may move up 5 Feet. This Movement does not Provoke Opportunity Attacks.
  • Strike. Your Melee Weapon Attacks ignore 3 points of their Target's Absorptive Value.

Evasion

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

Purity of Mind

Starting at 9th level, your mastery over your mind makes you Immune to the Charmed and Frightened Conditions, and grants you Resistance to Psychic Damage.

Your Ki also shields your mind, preventing it from being read or controlled against your will and making it so creatures may only communicate telepathically with you if you allow them to do so.

Purity of Body

Beginning at 10th level, your mastery over your body makes you immune to Disease and the Poisoned Condition, and grants you Resistance to Poison and Necrotic Damage.

Your Ki also sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.

Tongue of the Mind and Soul

At 11th level, you learn to touch the Ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Eye of the Sun and Moon

Starting at 13th level, your vision is awakened to the truth, allowing you to see the Ki in all things. You have Advantage on all Skill Checks relying on sight.

In addition, you can see normally through all forms of obscurement, magical or not.

Diamond Soul

Starting at 14th level, your mastery of your body and mind grants you Proficiency in all Saving Throws.

Additionally, whenever you make a Saving Throw and Fail, you may spend one Ki Point to reroll it and take the second result. You may only use this effect once per Saving Throw.

Eb & Flow

Starting at 15th level, you move with absolute efficiency, unbothered by circumstance. Your Speed cannot be reduced and every Foot of Movement you make takes only one Foot of Movement to achieve, regardless of circumstance (Difficult Terrain, Grappling a Creature, etc.).

Flawless Self

At 18th Level, your Strength, Dexterity, Constitution and Wisdom scores increase by 2. Your new maximum for these scores is now 22.

Martial Nirvana

At 20th Level, you reach the flawless peak of martial arts. Whenever you miss an Attack Roll, Fail an Ability Check or Fail a Saving Throw, you may spend a number of Ki Points equal to the difference between your roll the and the result needed to succeed that check. If you do, you gain a bonus to your roll equal to amount of Ki spent

In addition, you now regain all your Ki points each time you roll Initiative at the start of combat.

Monastic Traditions

Way of the Open Hand

Monks of the Way of the Open Hand embody the most ancient and fundamental of precepts when it comes to taming one's inner Ki. Their practice is one of inner peace, of the knowledge of the self through long, calm meditation. Their bodies are strengthened as a means to a goal, but their truth lies internal. Their ultimate goal is apotheosis, abandoning their mortality alltogether to seek a seat higher than the heavens themselves.

They seek serenity and peace, never initiating a conflict and prefering to resolve things with conversation at all points, but are always willing to fight to protect themselves or their ideals.

Serenity

Starting when you join this Tradition at 1st Level, you can win battles before ever throwing a punch. You may use your Wisdom Modifier instead of your Charisma Modifier when making Charisma Checks.

In addition, you become Proficient with the Persuasion Skill. If you were already Proficient with it, you become an Expert in it instead.

Open Hand Technique

Starting at 3rd Level, through mastery and power you manipulate your enemy's movements, disabling them with minimal effort. Once per Turn, when you Hit a Creature an Unarmed Strike or Monk Weapon Attack, you can impose one of the following effects on that Target:

  • It must succeed on a Strength Saving Throw against your Ki Save DC or be pushed up to 15 Feet in a direction of your choice horizontally.
  • It must succeed on a Dexterity Saving Throw against your Ki Save DC or be knocked Prone.
  • It must succeed on a Constitution Saving Throw against your Ki Save DC or be Dazed until the end of your next Turn.
  • It takes additional Weapon Damage equal to one roll of your Martial Arts die.

Ten-Strikes Qigong

Also at 3rd Level, you hammer foes with countless strikes in the blink of an eye. You learn the Ki Feature "Flurry of Blows" if you did not already know it. If you already knew that Ki Feature, you may learn one other Ki Feature avalaible to this Tradition and whose Level you qualify for instead.

When you use the "Flurry of Blows" Ki Feature, you may spend one more Ki Point with it than normal, therefore performing one additional Unarmed Strike with it.


Gentle Flowing Steam, Raging Waterfall Fist

Beginning at 6th Level, your strikes flow into one another seamlessly, each growing more and more powerful. You have a "Combo Counter", which is a tracker you use for the sake of this Feature. When you Hit a Hostile Creature with an Unarmed Strike or Monk Weapon Attack, you may increase your Combo Counter by 1, up to a maximum of 5. At the end of each Turn, reset your Combo Counter to 0.

You gain a bonus to the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapon Attacks which equals the current value of your Combo Counter.

Understanding of the Inner Self

Starting at 11th Level, through meditation, you have learned to access a secret reserve of energy hidden within your soul. By meditating over the course of 1 minute, you may regain all of your expended Ki Points, all of your missing Hit Points, and half of your expended Hit Dice.

Once you use this feature, you cannot do so again until you finish a Long Rest.

Hundred-Strikes Qigong

At 17th Level, your strikes rain like the droplets of a thunderstorm. Up to twice per Turn, when you make an Unarmed Strike or Monk Weapon Attack using an Action, Bonus Action or Reaction, you may immediately make an Unarmed Strike against the same Target as a Free Action. This Unarmed Strike is made with a -4 penalty.

Your "Combo Counter" no longer has a maximum value. Furthermore, when your Combo Counter would reset to 0 at the end of a Turn, you may spend an amount of Ki Points equal to the Value of your Combo Counter. If you do, it is not reset.

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their blades, mastering each aspect of weaponry. From its creation, to its use on the battlefield, to its splendor as an art, a kensei monk sees the blade as the apex of craftsmanship and combat prowess.

Much in the same way a calligrapher or a painter uses a pen or brush, the kensei use their blades to express the beauty and precision of martial arts, mastering their craft and elevating it far beyond the realm of the normal. That such mastery makes a peerless warrior is but a side effect of intense devotion, practice and study.

Sword Disciple

Starting when you join this tradition at 1st Level, your relentless training with the blade widens the scope of your abilities. You gain a +1 bonus to your Damage Rolls with Melee Weapons that deal Piercing and Slashing Damage. These Weapons are refered to as Kensei Weapons.

Furthermore, you are educated in the many aspects of the blade. Whenever you make a History Check to recall information about bladed weapons you are considered an Expert in the History Skill for that check.

In addition, you gain Proficiency with two Tools of your choice from among Calligrapher's Supplies, Smith's Tools and Painter's Supplies.

One with the Blade

Beginning at 3rd Level, your perfectly integrate the movements of the blade onto your martial arts. Whenever you Hit a Target with an Attack made with a Kensei Weapon, your next Unarmed Strike against that Target deals additional Weapon Damage equal to one roll of your Martial Arts die, and vice versa.

Kensei Aspect Mastery

Also at 3rd Level, your dedication and understanding of your blade unleashes its most fundamental aspects. Kensei Weapons you wield gain the Parry Property if they did not already have it, and their Magic Item Modifier increases by 2 for the sake of their Weapon Properties.

If they already had the Parry Property, Kensei Weapons you wield grant you an additional +1 bonus to your AC while you are wielding them.

Flowing Wind, Deflecting Steel

Starting at 6th Level, you weave between enemy's strikes as the wind flows around a blade, striking at the gaps between their movements. Once per Turn, when an enemy misses you with an Attack, you may immediately perform a Kensei Weapon Attack against them as a Free Action.


Unwinding of the Bound Whirlwind

At 11th Level, your techniques are unleashed at an astounding speed, the Ki flowing out from within you as if a sudden whirlwind of energy. When you take the Attack Action on your Turn, you may forgo one Attack you could make with it to use the "Cleaving Edge of the Crescent Moon" or the "Flashing Steel that Splits the Skies" Ki Technique as part of that Attack Action.

When you do so, you may forego all other Attacks you could have made with that Attack Action. If you do, all Damage dealt by that Ki Technique is increased by 50% for each Attack foregone, at the end of the Damage Calculation.

Sword Saint

Starting at 17th level, you achieve the utmost mastery of the blade. You may add your Wisdom Modifier to the Damage Rolls of your Kensei Weapon Attacks and Ki Techniques.

Furthermore, when you Hit a Creature with a Critical Hit using a Kensei Weapon, you may choose to decapitate that Creature if it has a head, immediately Killing it. If that Creature has no head, or if it has Legendary Actions or Legendary Resistances, it instead takes an additional 10d10 Weapon Damage.

Once you decapitate or deal additional Damage to a Creature this way, you cannot do so again until you finish a Short or Long Rest.

Way of the Unseen Shadow

Monks of the Way of the Unseen 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.

Infiltration Arts

Starting when you join this tradition at 1st Level, you have trained in arts of infiltration and subterfuge alongside your martial prowess. You gain proficiency with the Stealth skill and Thieve's Tools.

If you were already proficient with Stealth and/or Thieve's Tools, you become an expert in it instead.

Cloak of Shadows

Beginning at 3rd Level, with rapid movements and masterful technique, you may vanish out of sight. You may take the Hide Action without meeting any of its prerequisites. If you do, you remain Hidden until the end of your next Turn, until you take a Hostile Action, or until a Creature locates you with the Search Action or other method. You cannot take this Action if your Speed is 0, if you are Grappled, Restrained or Dazed, or if you are currently emiting any Bright or Dim Light.

While not in Combat, you may wield this Feature to remain Hidden from Creatures whose Passive Perception is lesser than your Passive Stealth indefinitely, so long as you meet the Conditions to take its Action, and are not performing any one other activity that would require an Action, such as picking a lock, cracking a safe or consuming a Potion.

Assassination Arts

Also at 3rd level, you have trained to take utmost advantage of the flaws in an enemy's guard. When you Hit a Creature that cannot See you with a Monk Weapon Attack, that Attack does additional Weapon Damage equal to two rolls of your Martial Arts die.

Once per Turn, when you deal this additional Damage, you may apply one of the following effects:

  • The Target must succeed on a Constitution Saving Throw against your Ki Save DC or begin to Bleed.
  • The Target must succeed on a Wisdom Saving Throw against your Ki Save DC or have it's Speed reduced to 0 until the end of the Turn.
  • The Target must succeed on a Charisma Saving Throw againt your Ki Save DC or lose its Reaction.

Shifting Shadow of the Second Self

6th Level, your shadow rises from the ground. As an Action on your Turn, you may call upon your shadow and conjure your Shadow Self in an unnocupied space within your Reach. The Shadow Self appears as a copy of yourself that appears as a thrree-dimension version of your silhouette, and may Move during your Turn in Initiative, though it cannot take any type of Action other than Free Item Interactions. You control it telephatically (no Action required). It has 1 Hit Point, and shares your AC, Speed(s) and any Special Senses you may possess. Whenever you would take an Action or make an Attack, you may do so using your Shadow Self as the point of origin for that Action or Attack. The Shadow Self vanishes when reduced to 0 Hit Points, when it ends its Turn while more than 100 Feet away from you, or when you become Incapacitated.

At the start of each of your Turns in Combat, or as a Free Action while not in Combat, you may share senses with your Shadow Self, seeing and hearing as if you were it. While doing so, you are Blinded and Deafened to your own senses.

Only one Shadow Self may exist under your control at a time. When you attempt to create a second Shadow Self, the oldest one vanishes.

One with the Shadows

Beginning at 11th Level, you have learned to become one with the darkness of the world. At the start or end of each of your Turns in Combat, or as an Action, you may choose project a 10-Foot Radius from either yourself or your Shadow Self. That Radius becomes Heavily Obscured by Darkness for Cretures other than yourself and your Shadow Self until the start of your next Turn.

Furthermore, while you are in Dim Light or Darkness, you become Invisible.

Mirror of the Shadow Self

Starting at 17th level, your shadow becomes one with you, as you learn to bring it to life. When you conjure your Shadow Self, you may choose to make it become a perfect copy of yourself, now looking entirely identical to you. It's Attributes, Abilities and Features all become the same as yours, except it's Current and Maximum Hit Points are halved. It acts immediately after your Turn in Initiative, taking its own Actions and following your will spontaneously and independently. It ceases to be a perfect copy when if it vanishes, though it no longer vanishes due to being more than 100 Feet away from you.

Once you use this Feature, you can't do so again until you finish a Long Rest.

Ki Techniques

Blade Illusion of Shining Steel

Kensei


  • Use Time: Attack Replacement
  • Ki Point Cost: 1
  • Level Requirement: 2

You unleash a strike so fast none can react to it. Make a Kensei Weapon Attack. This Attack is made at Advantage and ignores the Disadvantage granted by the Dodge Action, alongside the AC granted by the Avoidant Property. Creatures cannot take Reactions in response to this Attack being made, or Hitting.

Blurred Mist Step

Open Hand, Kensei, Unseen Shadow


  • Use Time: Free Action, which you take at the start of your Turn
  • Ki Point Cost: 1
  • Level Requirement: 2

You teleport up to your Speed to an unoccupied space you can See which you could physically access with your Movement. Your Speed then becomes 0 until the end of the turn. When calculating your Speed for this Feature, ignore effects and Conditions that set your Speed to 0. This Ki Feature can only be used Once on each of your Turns.

Dance of the Falling Leaf

Open Hand, Unseen Shadow


  • Use Time: Bonus Action
  • Ki Point Cost: 1
  • Level Requirement: 2

You take the Dodge Action as part of this Bonus Action.

Flurry of Blows

Open Hand


  • Use Time: Bonus Action
  • Ki Point Cost: 2+, up to your Ki Flow + 1
  • Level Requirement: 2

You burn through your Ki to accelerate your strikes. Make an Unarmed Strike for each Ki Point spent.

Lightning Flash Counter

Kensei


  • Use Time: Action
  • Ki Point Cost: 1
  • Level Requirement: 2

You enter a Counter Stance, which lasts until you become Incapacitated or until you choose to end it at the start of your Turn. While in this Stance, your Speed is set to 0. When a Source you can See no more than one Size Larger than you Hits you with a Melee Attack, you may end this stance to automatically turn their Attack into a Miss. When you interrupt an Attack this way, you may immediately perform a Kesei Weapon Attack against that Attack's Source. If this Attack Hits, it becomes a Critical Hit.

Mantra of Immateriality

Open Hand


  • Use Time: 1 Reaction, which you take when you would fail an Intelligence, Wisdom or Charisma Saving Throw.
  • Ki Point Cost: 1
  • Level Requirement: 2

You gain Advantage on that Saving Throw, potentially turning it into a success.

Redirection of the Flowing Stream

All Traditions


  • Use Time: Reaction, which you take when you would be Hit with a Melee Weapon Attack whose Source is a Creature you can See.
  • Ki Point Cost: 1+, up to your Ki Flow
  • Level Requirement: 2

You increase your AC against that Attack by 2 for each Ki Point spent, potentially turning it into a Miss. If you Turn an Attack into a Miss this way, you may immediately take the Disarm Action against the Source of that Attack as a Free Action.

Rising Dragon Strike

Kensei, Unseen Shadow


  • Use Time: Bonus Action
  • Ki Point Cost: 1+, up to your Ki Flow
  • Level Requirement: 2

You channel your Ki onto a single point before a strike. The next Unarmed Strike or Monk Weapon Attack you make this Turn is made at Advantage and deals one roll of Martial Arts Die worth of additional Weapon Damage for each Ki point spent.

Step of the Wind

All Traditions


  • Use Time: Bonus Action
  • Ki Point Cost: 1
  • Level Requirement: 2

You take the Dash and Disengage Actions as part of this Bonus Action. Until the end of the Turn, your Jump Height and Jump Distance equal to your Walking Speed.

Stillness of the Mountain

Kensei


  • Use Time: Bonus Action
  • Ki Point Cost: 1
  • Level Requirement: 2

You become Resistant to all Damage until the start of your next Turn.

Still Ocean Sutra

Open Hand


  • Use Time: Bonus Action
  • Ki Point Cost: 1
  • Level Requirement: 2

You end one Spell or Effect causing you to be Charmed or Frightened. You may take this Bonus Action even if an effect causing you to be Charmed or Frightened would prevent you from doing so normally.

Strike of the Onyx Venom

Unseen Shadow


  • Use Time: Free Action, which you take when Hit a Creature that cannot See you with a Monk Weapon Attack.
  • Ki Point Cost: 1+, up to your Ki Flow
  • Level Requirement: 2

The Target takes a number of rolls of your Martial Arts die worth of Necrotic Damage equal to the amount of Ki Spent.

Swallow's Turn

All Traditions


  • Use Time: Reaction, which you take when you would be Hit with a Ranged Weapon Attack whose Source is a Creature you can See.
  • Ki Point Cost: 1+, up to your Ki Flow
  • Level Requirement: 2

You increase your AC against that Attack by 2 for each Ki Point spent, potentially turning it into a Miss. If you Turn a Ranged Weapon Attack into a Miss this way, you may immediately catch the projectile used in that and either wield it in an open hand or return it with equal force.

When you return the projectile, make a Ranged Weapon Attack against the Target using your Ki Attack Modifier. On a Hit, it takes an amount of Damage equal to the Damage Roll of the deflected Attack.

Breath of the Sacred Blossom

Open Hand


  • Use Time: Free Action, which you take at the start of your Turn
  • Ki Point Cost: 2
  • Level Requirement: 6

You gain a number of Temporary Hit Points equal to one roll of your Martial Arts die + your Wisdom Modifier. You then lose all Conditions affecting you from among Bleeding, Poisoned, Paralyzed, Petrified and Stunned, as well as cure any Diseases currently affecting you. You may use this Ki Feature while Incapacitated, so long as you have more than 0 Hit Points. This Ki Feature can only be used Once on each of your Turns.

Carrier of Ill Omens

Shadow


  • Use Time: Free Action, during your Turn
  • Ki Point Cost: 1
  • Level Requirement: 6

You teleport to your Shadow Self's space, causing it to vanish.

Cleaving Edge of the Crescent Moon

Kensei


  • Use Time: Action
  • Ki Point Cost: 3+, up to your Ki Flow
  • Level Requirement: 6

A singular slash is projected from yourself in a Cone, the Range of which in Feet equals the amount of Ki Points spent x 10. Each Creature and Object within the Cone must succeed on a Dexterity Saving Throw or take Slashing Damage equal to six rolls of your Martial Arts die and begin to Bleed, taking half as much Damage and not Bleeding on a success.

Earthly Aspect Cultivation

All Traditions


  • Use Time: Free Action, which you take at the start of your Turn
  • Ki Point Cost: 1
  • Level Requirement: 6

Choose one Special Metal from among Adamantine, Cold Iron, Darksteel or Silver. Until the end of the Turn, your Unarmed Strikes and Monk Weapon Attacks gain bonuses as if they had been Melee Weapons forged with the chosen Metal.

Flow Acceleration Sutra

Open Hand


  • Use Time: 1 Free Action, which you take at the start of your Turn
  • Ki Point Cost: 1+, up to your Ki Flow + 1
  • Level Requirement: 6

Your Combo Counter increases by an amount equal to the amount of Ki Points spent.

Disrupting Flow Strike

Open Hand, Unseen Shadow


  • Use Time: Free Action, which you take when you Hit a Creature that is not an Undead or Construct with an Unarmed Strike or Monk Weapon Attack.
  • Ki Point Cost: 2
  • Level Requirement: 6

That Creature gains a -3 penalty to all of its Attack Rolls and Ability Checks until the start of your next Turn. This Feature can affect the same Target multiple times, up to a maximum combined penalty of -9.

Fading Step of the Summer Cicada

All Traditions


  • Use Time: Bonus Action
  • Ki Point Cost: 3
  • Level Requirement: 6

You create a fading afterimage in the space in which you currently occupy. Creatures whose Passive Investigation is less than your Ki Save DC will believe this afterimage to be you until the end of this Turn, at which point the image ceases to exist. This belief makes you Invisible to such Creatures so long as the image remains.

Flashing Steel that Splits the Skies

Kensei


  • Use Time: Action
  • Ki Point Cost: 3+, up to your Ki Flow
  • Level Requirement: 6

A singular slash is projected from yourself in a Line, the width of which is 1-Inch, and the Range of which in Feet equals the amount of Ki Points spent x 20. Each Creature and Object within the Cone must succeed on a Constitution Saving Throw or take (Seven rolls of your Martial Arts die) Slashing Damage, taking half as much Damage and not Bleeding on a success. Damage dealt by this Ki Feature cannot be reduced or Ignored by any means other than Immunity to Damage.

Silent Sound of the Night Wind

Shadow


  • Use Time: Action
  • Ki Point Cost: 1
  • Level Requirement: 6

Choose one point you can See within 60 Feet of you and which is in Dim-Light or Darkness. You teleport to that point.

Stone-Skipping Ripple Steps

All Traditions


  • Use Time: Action
  • Ki Point Cost: 3
  • Level Requirement: 6

Choose 3 unnocupied points you can See within 90 Feet of you. You teleport once to each of those points in rapid sequence, in an order of your choice. Immediately after teleporting to each of these points, a rippling wave of Ki emerges from you in a 10-Foot Radius. All Hostile Creatures in that ripple must succeed on a Constitution Saving Throw or take (two rolls of your Martial Arts Die + your Wisdom Modifier) Force Damage. On a success, it takes half as much Damage instead.

Awakening of the Inner Flame

All Traditions


  • Use Time: Action
  • Ki Point Cost: 4
  • Level Requirement: 10

For the next minute, or until you become Incapacitated, you gain the following benefits:

  • Your Attacks are made at Advantage and ignore bonuses to AC granted by Reactions and the Avoidant Property.
  • You gain a +2 bonus to your AC and Saving Throws.
  • Your Speed is doubled.

Blade Blossom Technique

Kensei


  • Use Time: Free Action, during your Turn
  • Ki Point Cost: 2
  • Level Requirement: 10

Until the end of the Turn, you gain a +4 bonus to your Damage Rolls.

Foundation Reinforcement Sutra

Open Hand


  • Use Time: Free Action, which you take when you force a Creature to make a Saving Throw with your "Open Hand Technique" Feature
  • Ki Point Cost: 2
  • Level Requirement: 10

If that Creature is your Size or Smaller, it aumotatically fails its Saving Throw. If it is one or more Sizes Larger than you, it instead gains Disadvantage on its Saving Throw.

Proclamation of Universal Serenity

Open Hand


  • Use Time: Action
  • Ki Point Cost: 4
  • Level Requirement: 10

You take the Appeal Action against all Hostile Creatures that can Hear you within 60 Feet of you. When you do so, they perform their Insight Check against your Ki Save DC instead. A Creature which fails its Insight Check deal half as much Damage until the start of your next Turn.

Detachment from Form

Open Hand


  • Use Time: Action
  • Ki Point Cost: 7
  • Level Requirement: 14

You fall under the effect of the effect of "Etherealness" Spell, but its Duration becomes "10 minutes".

Detachment from Mind

Open Hand


  • Use Time: Action
  • Ki Point Cost: 7
  • Level Requirement: 14

You fall under the effect of the effect of "Mind Blank" Spell, but its Duration becomes "8 hours".

Heavenly Aspect Cultivation

All Traditions


  • Use Time: Free Action, which you take at the start of your Turn
  • Ki Point Cost: 3
  • Level Requirement: 14

Until the end of the Turn, the Damage done by your Unarmed Strikes and Monk Weapon Attacks cannot be reduced or ignored by any means.

Inner Ocean Demonic Reversal

All Traditions


  • Use Time: Free Action, which you take at the start of your Turn
  • Ki Point Cost: 0
  • Level Requirement: 14

Choose a number up to twice your Ki Flow, at a minimum of 1. You take an amount of Necrotic Damage equal to the number chosen x 15, and regain that many Ki Points. This Damage cannot be denied or reduced in any way.

Dance of the Waning Wind

Open Hand, Unseen Shadow


  • Use Time: Reaction, which you take when you would be Hit by an Attack, or Damaged by an Effect which deals Damage in area, the Source of either of which you can See.
  • Ki Point Cost: 4
  • Level Requirement: 18

You immediately move up to your Speed. This movement does not provoke Opportunity Attacks. If after moving you are out of the Range of that Attack or Effect, or no longer in a position in which that Attack or Effect could Hit you you take Effect upon you, that Attack or Effect fails against you. If this Movement causes you to be behind Cover, apply the bonuses of the Cover against that Attack or Effect, potentially causing it to Miss or causing you to succeed on a Saving Throw Against it.

Celestial Comet Strike

Open Hand


  • Use Time: Action
  • Ki Point Cost: 7
  • Level Requirement: 18

Choose one unoccupied space you can See within 500 feet of you which is adjacent to a Creature or Object. You teleport to that unoccupied space, and immediately afterwards, you may perform an Unarmed Strike or Monk Weapon Attack against that Target. This Attack always Hits regardless of its d20 roll, the target's AC, or any Effects that could Turn it into a Miss. When it does, it deals additional Weapon Damage equal to seven rolls of your Martial Arts die.

Quivering Palm

Open Hand


  • Use Time: Free Action
  • Ki Point Cost: 12
  • Level Requirement: 18

When you Hit a Creature with an Unarmed Strike, you may infuse its body with imperceptable vibrations. The vibrations are harmless unless you choose to end them (no action required). To do so, you and the target must be on the same Plane of Existence. You may only infuse a Creature with vibrations this way once each Round.

When you end the vibrations, the Creature must make a Constitution Saving Throw. If it fails, it is reduced to 0 Hit Points, unless it has a Legendary Actions.

If it succeeds, or if the Target has Legendary Actions, it instead takes 10d10 Necrotic Damage and is Paralyzed until the start of your next Turn. You can have only one creature under the effect of this Ki Feature at a time. You can choose to end the vibrations harmlessly.

 

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