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# D&D R:E - Monk Class
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# 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. \pagebreakNum
## The Monk | Level | Proficiency Bonus | Features | Martial Arts | Ki Flow | Unarmored Movement |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Martial Arts, Unarmored Defense, Stillness of Mind | 1d4 | - | - | | 2nd | +2 | Ki, Unarmored Movement | 1d4 | 1 | +10 ft. | | 3rd | +2 | Monastic Tradition, Deflect Missiles | 1d4 | 1 | +10 ft. | | 4th | +2 | Ability Score Improvement, Slow Fall | 1d4 | 1 | +10 ft. | | 5th | +3 | Disrupting Strike, Wholeness of Body | 1d6 | 2 | +15 ft. | | 6th | +3 | Monastic Tradition Feature, Ki-Empowered Strikes | 1d6 | 2 | +15 ft. | | 7th | +3 | Evasion, Unarmored Movement Improvement | 1d6 | 2 | +15 ft. | | 8th | +3 | Ability Score Improvement | 1d6 | 2 | +15 ft. | | 9th | +4 | Purity of Mind | 1d8 | 2 | +20 ft. | | 10th | +4 | Purity of Body | 1d8 | 3 | +20 ft. | | 11th | +4 | Monastic Tradition Feature, Tongue of Earth and Water | 1d8 | 3 | +20 ft. | | 12th | +4 | Ability Score Improvement | 1d8 | 3 | +20 ft. | | 13th | +5 | Eyes of the Sun and Moon | 1d10 | 3 | +25 ft. | | 14th | +5 | Diamond Soul | 1d10 | 3 | +25 ft. | | 15th | +5 | Eb & Flow | 1d10 | 4 | +25 ft. | | 16th | +5 | Ability Score Improvement | 1d10 | 4 | +25 ft. | | 17th | +6 | Monastic Tradition Feature, Hands of Air and Fire | 1d12 | 4 | +30 ft. | | 18th | +6 | Master Ki Techniques | 1d12 | 4 | +30 ft. | | 19th | +6 | Ability Score Improvement | 1d12 | 4 | +30 ft. | | 20th | +6 | Perfect Self | 1d12 | 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:** Club, Dagger, Dart, Double-Bladed Sword, Glaive, Greatclub, Handaxe, Hand Gun, Hooked Blade, Javelin, Knuckleduster, Longbow, Longsword, Mace, Quarterstaff, Rapier, Scimitar, Shortsword, Shortbow Sickle, Sling, Spear, Tonfa, War Scythe, Whip. - **Tools:** Choone one type of artisan's tools or one music instrument ___ - **Saving Throws:** Dexterity, Wisdom - **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Perception, Religion and Stealth \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shortsword or *(b)* one simple melee weapons - *(a)* a shortbow and 20 arrows or *(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. \pagebreakNum ### Unarmored Defense Beginning at 1st level, while you are not wearing armor, your armor class equals 10 + your Strength or Dexterity modifier (you choose when you gain this feature) + 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. ### Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use Unarmed Strikes and Monk Weapons, which are 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 roll a d4 in place of the normal damage of your Unarmed Strike or Monk Weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. - When you 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. ### Stillness of Mind Also at 1st level, your training in the ways of martial arts carries with it a deeper understanding of one's self. As an action on your turn, you may choose to end all effects causing you to be charmed or frightened. You may choose to take this action even if an effect causing you to be charmed or frightened would prevent you from doing so normally. \columnbreak ### Ki Starting at 2nd level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki points. 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 features. You start knowing three Ki feature of your choice, chosen among the ones listed below, and learn more Ki features as you gain levels in this Class. You can only use Ki features while not wearing armor or wielding shields, and cannot use them while Concentrating on a Spell. 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 features will refer to your Ki Flow, as shown in the Ki Flow column of the Monk Table. Some of your Ki features require your target to make a Saving Throw to resist the feature's effects. The DC for such Saving Throws is calculated as follows: **Ki save DC =** 8 + your proficiency bonus + your Wisdom modifier - **Blurred Mist Step.** Once per Turn, on your Turn, you may spend 2 Ki points as a Free Action. If you do, you may teleport up to your Speed to an unoccupied space you can see within range 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. - **Dragon Shot.** Immediately after you take the Attack action on your turn, but before any Attacks are made, you may spend an amount of Ki points up to your Ki Flow as a Bonus Action. 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. - **Flurry of Blows.** Immediately after you take the Attack action on your turn, you may spend an amount of Ki points up to your Ki Flow to make one Unarmed Strike for each Ki point spent as a Bonus Action. - **Patient Defense.** You can spend 1 Ki point to take the Dodge action as a Bonus Action on your turn. - **Step of the Wind.** You can spend 1 Ki point to take the Dash and Disengage actions as a Bonus Action. - **Stillness of the Mountain.** You can spend 2 Ki points as a Bonus Action to become Resistant to all Damage until the start of your next Turn. ### Unarmored Movement Starting at 2nd level, 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. \pagebreakNum ### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. ### Reactive Deflection Starting at 3rd level, choose one of the Ki features listed bellow to gain: - **Deflect Blow.** When a source you can see hits you with a Melee Weapon Attack that surpasses your AC by 3 or less, you may spend 1 Ki point as a Reaction to turn that Attack into a miss. - **Deflect Missile.** When a source you can see hits you with a Ranged Weapon Attack, you may spend 1 Ki point as a Reaction to turn that Attack into a miss. If you do, you may catch the projectile granted you have an open hand. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Slow Fall Beginning at 4th level, you have resistance to Falling damage. In addition, falling does not knock you Prone. ### Advanced Ki Techniques Starting at 5th level, you may choose two of the Ki features listed bellow to gain: - **Breath of the Sacred Blossom.** At the start of your Turn in Combat, or an Action, if you are not Incapacitated, you may spend 2 Ki points to 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 nonmagical diseases currently affecting you. - **Disruptive Flow Strike.** When you hit a creature with an Unarmed Strike or Monk Weapon Attack, you may spend 1 Ki point to disrupt the flow of Ki in that creature's body. The creature gains a -1 penalty to all of its d20 rolls until the start of your next Turn. This feature can affect the same target multiple times, up to a maximum combined penalty of -5. \columnbreak
- **Fading Image of the Second Self.** As a Bonus Action, you may spend 3 Ki points to create a fading illusion of yourself made out of Ki in the space in which you currently occupy. Creatures whose Passive Investigation is less than your Ki Save DC will believe this fading illusion 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. - **Skipping Stone Steps.** As an action on your turn, you may spend 4 Ki points to choose up to three unoccupied spaces you can see within 90 feet of you physically access with your movement. You teleport to each of these spaces in quick sequence, in the order in which they were chosen. Whenever you teleport to one of these spots, all hostile creatures within a 10-foot radius of the space in which you arrive must succeed on a Constitution saving throw or take force damage equal to two rolls of your Martial Arts die, taking half as much damage on a success. ### 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 of the Ki emerging from you 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 of the Ki flowing through you 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. \pagebreakNum ### 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 Perception 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 Ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you may spend one Ki points to reroll it and take the second result. ### Eb & Flow Starting at 15th level, your mastery over your body lets you move with absolute efficiency. 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.). ### Master Ki Techniques Starting at 18th level, you gain the Ki features listed below: - **Dance of the Waning Wind.** When a source you can see would hit you with an attack or target the area you are in with an effect that deals damage in an area, you may spend 3 Ki points as a reaction. If you do, you may immediately move up to your speed. This movement does not provoke attacks of opportunity. If after moving you are out of range of that attack or effect, or no longer in a position in which that attack or effect could hit 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 your saving throw against it. - **Celestial Comet Strike.** As an action on your turn, you may spend 7 Ki points to 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 or abilities that could turn it into a miss. When it does, it deals additional weapon damage equal to seven rolls of your Martial Arts die. ### Perfect Self At 20th level, your Dexterity and Wisdom scores increase by 4. Your new maximum for these scores is now 24. In addition, you now regain all your Ki points each time you roll Initiative at the start of combat. \pagebreakNum # Monastic Traditions ## Way of the Open Hand ***Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. Though they often prefer not to fight, seeing a diplomatic resolution as the greatest victory of them all, they in no way lack the ability to best their enemies in combat.*** ### Open Hand Technique Starting when you choose this tradition at 3rd level, you can manipulate your enemy's Ki when you harness your own. 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 Dexterity saving throw against your Ki Save DC or be knocked prone. - It must succeed on a Strength saving throw against your Ki Save DC or be pushed 10 feet in a direction of your choice horizontally. - It takes additional weapon damage equal to one roll of your Martial Arts die. ### Swaying Wind, Dancing Leaf Beginning at 3rd level, you gain the Mobile feat. If you already had it, your speed increases by 10 feet instead. ### Serenity Also at 3rd level, you can win battles before ever throwing a punch. You may use your Wisdom modifier instead of your Charisma modifier when making Persuasion checks. In addition, you become proficient with Persuasion. If you were already proficient with it, you become an expert in it instead. ### Master the Basics Beginning at 6th level, your fundamental Ki features are enhanced as follows: - **Blurred Mist Step.** When you teleport with this feature, you may take one willing creature that is your size or smaller with you, granted you can carry them with your carrying capacity, teleporting them to an unoccupied space adjacent to the space you teleport to. - **Charged Force Strike.** The attack which benefits from this feature ignores all forms of damage reduction and nullification. - **Flurry of Blows.** You may perform one additional Unarmed Strike with this feature, without the need to expend a Ki point. \columnbreak
- **Patient Defense.** You may spend 2 additional Ki points to take this feature as a Free Action instead. - **Step of the Wind.** When you take this feature, your Jump Height and Jump Distance become equal to your Walking Speed until the end of the turn. - **Stillness of the Mountain.** When you take this feature, your Absorptive value increases by an amount which equals your Wisdom modifier. ### Understanding of the Inner Self Beginning 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, an amount of hit points equal to half your maximum 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. ### Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can spend 12 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 choose to end them (no action required). To do so, you and the target must be on the same plane of existence. 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 feature at a time. You can choose to end the vibrations harmlessly. \pagebreakNum ## 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.*** ### Blade Technique Starting when you choose this tradition at 3rd level, your relentless training with the blade widens the scope of your abilities. You gain proficiency with battleaxes, greataxes, greatswords and halberds. These weapons, as well as your Monk Weapons that do not deal Bludgeoning damage, count as Kensei Weapons. In addition, while you are wielding a Kensei Weapon, you gain a +1 bonus to your AC. ### One with the Blade Beginning at 3rd level, your perfectly integrate the movements of the blade onto your martial arts. Whenever you hit a creature 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. Furthermore, your bladework improves a few of your Ki features, as follows: - **Charged Force Strike.** If the attack which benefits from this feature is a Kensei Weapon attack, it may target up to three creatures within its range. - **Flurry of Blows.** You may replace one of the Unarmed Strikes made with this feature with a Kensei Weapon attack. ### Disciple of the Blade Also at 3rd level, 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. \columnbreak
### Rippling Blade Starting at 6th level, you learn to expel your Ki through your blade, creating devastating waves of magical energy. As an action on your turn, you may spend 2 Ki points to use one of the features listed below: - **Sky-Splitting Slash.** You project a 120 foot long, 60 foot tall, 1 inch wide cube. Each creature in the line must make a Dexterity saving throw against your Ki save DC or take slashing damage equal to six rolls of your Martial Arts die, taking half as much damage on a success. This feature ignores half and three-quarters cover. - **Crescent Moon Flurry.** You project a 30 foot cone from yourself. Each creature within the cone must make a Dexterity saving throw against your Ki save DC or take slashing damage equal to five rolls of your Martial Arts die and begin to bleed, taking half as much damage and not bleeding on a success. - **Lightning Draw.** You sheathe your blade and enter a steady stance until the start of your next turn. Your speed is reduced to 0 while you are in this stance. When a creature within 30 feet of you makes a weapon attack while this stance is active, you may choose to forgo this stance to interrupt their attack, automatically turning it into a miss. When you interrupt a creature's attack this way you may deal slashing damage to that target equal to six rolls of your Martial Arts die. ### Sharpen the Blade At 11th level, you gain the ability to augment your blade further with your Ki. Whenever you use one of your Rippling Blade features you may spend up to 5 Ki points, and if you do, that feature deals one additional roll of your Martial Arts die worth of damage for each Ki point spent. In addition, whenever you land a critical hit with a Kensei Weapon you may spend 5 Ki points to double the damage dealt with that attack at the end of its damage calculation. ### Blade Saint Starting at 17th level, you achieve the utmost mastery of the blade. You may add your Wisdom modifier to your damage rolls made with Kensei Weapon attacks and your Rippling Blade feature. In addition, you cannot be disarmed of a Kensei Weapon you are wielding and are immune to the negative effects of cursed Kensei Weapons. \pagebreakNum ## Way of Shadow ***Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions.*** ***Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.*** ### Cloak of Shadows Starting when you choose this tradition at 3rd level, you can blend in with the darkness to avoid enemy view. If you are in dim light or darkness, you may spend an action to become Invisible until the start of your next turn. If you start your turn while Invisible this way, and are in dim light or darkness, you may immediately spend your action to use this feature again before your invisibility ends. Furthermore, when you roll Initiative at the beginning of combat, or begin your turn while in dim light or darkness, you may spend one Ki point to become Invisible until the end of your turn. This invisibility ends early if you attack a creature or cast a spell. ### Assassination Arts Beginning at 3rd level, you have trained to take utmost advantage of the flaws in an enemy's guard. Once per turn, when you hit a creature that cannot see you with a melee weapon attack, you may deal additional weapon damage to that creature equal to two rolls of your Martial Arts die. ### Infiltration Arts Also at 3rd 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. \columnbreak
### Shadow Arts Starting at 6th level, you can use your Ki to to shape shadows to your will. You gain access to the following Ki features: - **Step of the Passing Breeze.** As a bonus action, you may spend 2 Ki points to teleport to an unoccupied space you can see within 60 feet of you that is in dim light or darkness. At the end of the turn in which you've used this bonus action, you may return to the space you occupied when you first used this feature - **Illusion of the Trapped Shadow.** As an action on your turn, you may spend 3 Ki points to create an illusory copy of yourself shaped from shadows. This copy is identical to you, and creatures cannot determine the true nature of your copy unless they possess Truesight. This copy moves on your turn, obeying your mental commands (no action required) and being able to move an amount equal to your speed. The copy has 1 HP, an AC equal to yours and is immune to all conditions. If your copy is destroyed by an attack made by a creature you can see, you can spend your reaction to teleport to an unoccupied space you can see within 5 feet of that creature. If you do, you may become Invisible until the end of the current turn. If you do that, you may immediately perform a melee weapon attack against that creature as part of this reaction. - **Strike of the Dark Stalker.** When you hit a creature with a melee weapon attack, you may spend up to three Ki points (min. 1) to imbue your attack with shadows, increasing its power drastically. The creature hit takes a number of rolls of your Martial Arts die equal to the amount of Ki points spent worth of necrotic damage. ### One with the Shadows Beginning at 11th level, you have learned to become one with the darkness of the world. While you are in dim light or darkness, you become Invisible. ### Manifest Shadow Starting at 17th level, your shadow becomes one with you, as you learn to bring it to life. As an action on your turn, you may summon your shadow as a copy of yourself. It looks like a three dimensional version of your silhouette, and shares all of your stats, abilities and equipment, except it has half of your maximum hit points and cannot activate the effects of magic items. Your shadow takes its turn immediately after your own in initiative, and is controlled by you telepathically, no action required. The shadow remains manifested for 1 hour or until it is reduced to 0 hit points. Once you use this feature, you can't do so again until you finish a long rest. \pagebreakNum ## Way of the Four Elements ***You follow a monastic tradition that teaches you to harness the elements. When you focus your Ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Many monks of this tradition tattoo their bodies with representations of their Ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.*** ### Spellcasting When you choose this monastic tradition at 3rd level, your complement your martial arts with the ability to cast spells. **Cantrips.** You learn three cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level. **Spell Slots.** Four Elements Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. **Spells Known of 1st Level and Higher.** You know three 1st-level sorcerer spells of your choice. The Spells Known column of the Four Elements Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots. **Spellcasting Ability.** Wisdom is your spellcasting ability for your sorcerer spells, since you learn your spells through meditation and practice. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer 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 \columnbreak
##### 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 | 4 | 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 | 1 | — | — | — | — | — | — | | 20th | 5 | 13 | 4| 3 | 3 | 1 | 1 | ─ | ─ | — | — | — | — |
### Elemental Manifestation Beginning at 3rd level, your learn to manifest the power of the elemental planes. You may spend 2 Ki point as a bonus action to imbue yourself with the essence of the elements, which lasts for 1 minute, until you fall unconscious, or until you dismiss it as a bonus action. When you activate this ability, and again at the start of each of your following turns, you may select one of the following elements to manifest, causing its associated effect: - **Air.** A whirling gust emerges in a 30-foot radius around you, causing you to choose any number of creatures within you can see, which can include you, to be carried by the winds as they move. Until the start of your next turn, the chosen creatures have their speed increased by 10 feet and their jumping distance is doubled. - **Earth.** The ground shifts to hinder your foes, causing you to choose a point you can see within 60 feet of you to affect. Each hostile creature touching the ground within a 10-foot radius of that area must make a Dexterity saving throw against your Ki Save DC, being pushed up to 15 feet in any direction of your choice horizontally and being knocked prone on a failure. \pagebreakNum - **Fire.** Flames engulf your body and weapons, enchanting your blows with searing heat. Until the start of your next turn, your Unarmed Strikes and Monk Weapon attacks deal an additional 1d6 fire damage. - **Water.** Water manifests from the palm of your hands and the soles on your feet, enhancing the reach and weight of your body. Your Unarmed Strikes have a reach of 15 feet, and gain the Pummeling property if they did not already have it. ### Markings of the Planes Beyond Also at 3rd level, your body bears multiple tattoos that tell tales of the Elemental Planes. You become an expert in History checks made to recall information involving the Elemental Planes and their inhabitants. ### Empowering Element Starting at 6th level, whenever you cast an evocation or conjuration spell that deals damage while your Elemental Manifestation feature is active, you may add your Wisdom modifier to one of that spell's damage rolls. When you cast an Evocation or Conjuration spell that deals damage while your Elemental Manifestation is active, you may spend 2 Ki points to threat the level of the spell slot used as 2 levels higher at a higher level than normal. Once you cast a spell at a higher level than normal in this way, you can't do so again until you finish a long rest, unless you choose to take 2d8 necrotic damage for each of spell you've empowered this way since your last long rest to do so again. This damage cannot be reduced in any way. ### Deflect Elements Starting at 11th level, you learn to channel your magic to dispel and reflect magical damage. When you take damage from a spell or magical effect that deals damage in an area, you may spend your reaction and one spell slot of 2nd level or higher to reduce that damage to 0 and reflect the magical energy towards a creature or object of your choice within 120 feet of you. That target must make a Dexterity saving throw against your spellcasting DC, taking 2d12 force damage per level of the spent spell slot on a failure or half as much on a success. ### Greater Manifestation Starting at 17th level, while your Elemental Manifestation feature is active, you gain one the following effects based on your currently active element. - **Air.** Your speed, Jump Height and Jump Distance are doubled. - **Earth.** You gain resistance to piercing, bludgeoning and slashing damage from non-Adamantine sources. - **Fire.** Your attacks ignore all forms of damage reduction and nullification. - **Water.** Your concentration on your Way of Four Elements spells cannot be broken unwillingly. \pagebreakNum ## Way of the Dancing Death ***Monks of the Way of the Dancing Death have a deep reverence and appreciation for the cycle of life and death, seeing the end of all things as a simple passage way to a new beginning. These monks fight with unrivaled abandon on the battlefield, relishing in the thrill of the dance of steel with little regard for their own safety. These monks always seek the mightiest foes and most experienced warriors to battle against and learn from, as one of their only attachments to life is the desire to grow ever stronger.*** ### Thrill of Battle Starting when you choose this tradition at 3rd level, your reckless abandon alters the nature of your Ki, fueling you with euphoric vitality as you slay your foes. When you reduce a hostile creature to 0 hit points with a melee Monk Weapon attack or land a critical hit with a Monk Weapon attack, you may gain temporary hit points equal to your Monk level + your Wisdom modifier. These temporary hit points last until you become Incapacitated or combat ends, whichever comes first. ### Adrenaline Junkie Beginning at 3rd level, when you take damage due to a hostile creature's attack, spell or effect, or reduce a hostile creature to 0 hit points with a Monk Weapon attack you gain one Thrill Point. You can gain no more than one Thrill Point each turn. Your Monk Weapon attacks and Unarmed Strikes gain a bonus to their damage rolls equal to the amount of thrill points you have. You may hold up to five Thrill Points at a time. Whenever you end your turn without dealing damage to a creature or regain hit points, you lose one Thrill Point. You lose all your thrill points when you die or when combat ends. ### Dance Partner Also at 3rd level, you choose your favorite weapons to be your dance partners, following your rhythm perfectly on the battlefield. When you finish a short or long rest, you may touch up to two melee weapons, focus your Ki on them, and assign them as your dance partners. You may only have up to two dance partners at a time. You have proficiency with your dance partners, and they count as Monk Weapons for you. ### Dancing Steel Starting at 6th level, you flow through the battlefield like water, slashing and slaying like a maelstrom of metal. When you reduce a hostile creature to 0 hit points with a melee Monk Weapon attack, you may spend your reaction to move up to your speed towards a hostile creature you can see and immediately make a Monk Weapon attack against it. \columnbreak
### Blessing of Finality Beginning at 11th level, you learn to imbue your strikes with the essence of the veil. Once per turn, when you hit a creature with a Monk Weapon attack, you may spend up to 3 Ki points to deal 1d10 damage to that creature for each Ki point spent this way. This damage is necrotic or radiant, you choose when you gain this feature. If you reduce a hostile creature to 0 hit points with an attack empowered by this feature, you may regain 1d4 Ki points for each Ki point spent with this feature during that attack. Once you've regained Ki points in this way, you can't do so again until you finish a long rest. ### Beyond Mortality Starting at 17th level, you grow so familiar with death it becomes but an option to you. You become immune to effects that would instantly kill you, such as Power Word Kill. Additionally, whenever you would be reduced to 0 hit points, you may spend 1 Ki point to drop to 1 hit point instead. \pagebreakNum ## Way of the Sun Soul ***Monks of the way of the Sun Soul learn to use the energy of the sun itself in combat. Through a special breathing technique they channel their very life energy onto sheer blinding heat and power, striking and blasting foes with the sacred energy of life itself.*** ***Those who follow this monastic tradition very often find themselves opposing the forces of corruption and undeath. Be it through their own volition or through fate itself, these monks are usually in the front lines of the eternal conflict between good and evil. What side they fight for however, is a more capricious topic.*** ### Radiant Sun Bolt Starting when you choose this monastic tradition at 3rd level, you channel your breathing onto your strikes, charging your attacks with power of the sun. At the start of your turn, so long as you are not holding your breath or suffocating, you may spend your reaction to charge your Unarmed Strikes with life energy until the end of this turn. While charged, your Unarmed Strikes deal radiant damage instead of their usual damage type and gain a +2 bonus to their damage rolls, but are considered melee spell attacks instead of melee weapon attacks. In addition their range extends to 15 feet, as you project bolts of searing energy at your targets. These charged attacks particularly effective against Fiends and Undead, dealing an additional 1d6 radiant damage to such targets. ### Searing Arc Strike At 3rd level, you gain the ability to channel your Ki and breath into searing waves of energy. Immediately after you take the Attack action on your turn and make at least one charged Unarmed Strike, you can spend 1 Ki point as a bonus action to deal radiant damage to all hostile creatures in a 30-foot cone starting from you equal to two rolls of your Martial Arts die + thrice your Ki Flow. ### Luminous Soul Also at 3rd, your practice with Ki and breath infuses your body with light. You shed bright light in a 20-foot radius and dim light for an additional 20 feet. You may extinguish or re-ignite this light as a bonus action on your turn. \columnbreak
### Sundering Sunburst At 6th level, you gain the ability to channel your life energy into an orb of light that erupts into a devastating explosion. As an action, you burn through your life force to create an orb and hurl it at a point you choose within 120 feet, where it erupts into a sphere of burning light for a brief but deadly instant. Each creature in a 20-foot-radius of that point makes a Constitution saving throw against your Ki save DC, taking radiant damage equal to seven rolls of your Martial Arts die on a failure and half as much on a success. A creature doesn't take damage if it is behind total cover that is opaque. Once you use this feature you can't do so again until you finish a long rest, unless you spend 3 Ki points to do so again. ### Sacred Sun Shield Starting at 11th level, you learn to channel your energy into an everlasting barrier of luminosity, repelling attacks and sundering attackers. When a creature you can see hits you with an attack while you are emitting light due to your *Luminous Soul* feature, you may increase your AC against that attack by 5, potentially turning it into a miss. If you turn an attack into a miss this way and the attacking creature is within 30 feet of you, you may deal radiant damage to it equal to two rolls of your Martial Arts die + half your Monk level. Once you've successfully turned an attack into a miss with this feature you can't use it again until you finish a long rest, unless you spend 4 Ki points to do so. ### Solar Flare Cannon At 17th level, you gain the ability to concentrate all your life essence into a beam of light that erodes all in its path. As an action by spending all of your Ki points, you focus your life force into a beam of light that strikes everything in a 300 foot long, 15 foot wide line. Each creature in that line must make a Constitution saving throw or take 1d12 radiant damage for each Ki point spent and be blinded and dazed until the end of their next turn, taking half as much damage and not being blinded on a success. Once you use this feature, you can't do so again until you finish a short or long rest. \pagebreakNum ## Way of the Drunken Master ***The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.*** ***A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.*** ### Drunken Technique Starting when you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. Once per turn, when you hit a creature with an Unarmed Strike or Improvised weapon attack, you may immediately take the Taunt action against that creature as part of the same action. If you successfully taunt a creature this way, it cannot take opportunity attacks until the start of your next turn and it has disadvantage on Wisdom ability checks while it is taunted. ### Confusing Footwork Beginning at level 3, your off rhythm steps and jerky movements make your enemies confused. Whenever an enemy you can see hits you with an attack, you may spend your reaction and 1 Ki point to increase your AC by 3 against that attack, potentially causing it to miss. At the end of a turn in which you've used a reaction which spends Ki points, you regain your reaction. ### Drunken Teachings Also at 3rd level, you have a deep knowledge of how to act, fight and be drunk. You gain proficiency in the Performance skill and with Brewer's Supplies. Whenever you would make an ability check with either of these proficiencies, you may use your Wisdom modifier instead. \columnbreak
### Tipsy Sway Beginning at 6th level, you deepen your mastery over your movement, allowing you perform many unusual feats. You gain the following benefits: - **Leap to your Feet.** When you're prone, you can stand up by spending only 5 feet of movement. - **Counter Strike.** When you are hit by a melee attack whose source you can see, you may spend 1 Ki point as a reaction to reduce the damage dealt by that attack by three rolls of your Martial Arts die + your Monk level. If you reduce an attack's damage to 0 with this effect, you may immediately make an Unarmed Strike or Improvised weapon attack against that creature. - **Redirect Attack.** When an attack misses you, you may spend 1 Ki point as a reaction to redirect that attack to a creature you can see within 5 feet of you, other than the attacker. ### Reflexive Technique At 11th level, you awaken greater depth on your defensive potential, reacting to enemy's moves before ever seeing them. At the start of your turn, you may forgo your action to enter a reflexive stance until the start of your next turn or until you become Incapacitated. While in this stance, you immediately regain your reaction and 1 Ki point whenever you spend your reaction to make an Opportunity Attack against a hostile creature or use a reaction which spends Ki points. Furthermore, while in this stance, you gain a +3 bonus to your AC and saving throws. ### Counter Flurry Starting at 17th level, you complete mastery over movement allows you go beyond all limits. Once per turn, when a creature misses you with an attack or has the damage of one of it's attacks reduced to 0 by you while you are in a reflexive stance due to your Reflexive Technique feature, you may immediately spend 4 Ki points as a reaction to move up to your speed and take the Attack action against that creature as a Free Action. \pagebreakNum ## Way of Mercy ***Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.*** ***Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.*** ### Hands of Mercy Starting when you choose this tradition at 3rd level, you gain control over the essences of life and death, channeling them through the palms of your hands. When you take the Attack action, you may forgo one of the attacks you could make with it to use one of the following effects: - **Mercy in Life.** Touch one allied creature you can see and spend 1 Ki point to restore a number of its hit points equal to two rolls of Martial Arts die + your Monk level. - **Mercy in Death.** Make an Unarmed Strike against a creature and if you hit spend 1 Ki point to deal necrotic damage to that creature equal to two rolls of your Martial Arts die + your Wisdom modifier. - **Mercy in Rest.** Touch one Unconscious living creature that has 0 hit points and spend 1 Ki point make it become Stable. That creature becomes immune to all damage and conditions, alongside all effects that would instantly kill it for the next minute, but must remain unconscious for this duration. ### Mask of Judgment Beginning at 3rd level, your tradition binds you to a special mask that embodies your duty as an agent of mercy and enhances your abilities. You may conjure this mask as an action by spending 1 Hit Die or 2 Ki points, and it remains indefinitely after being conjured unless destroyed. You may don or remove the mask as a free item interaction on your turn. While wearing the mask, once per turn, when you would roll your Martial Arts one or more times in one instance, you may roll it one additional time and add it to the total. In addition, you have advantage on Wisdom checks. \columnbreak
The mask is an object that has an amount of hit points equal to twice your Monk level, an AC of 5 while not being worn, and immunity to all conditions. While being worn by you, the mask's AC equals your own. When you take the dodge action, its benefits extend to mask. When a creature would attack you, it may choose to attack your mask instead should you be wearing it, potentially destroying it in the process. When you fail a saving throw against an effect that deals damage while you are wearing the mask, it takes half the damage you have taken, potentially destroying it in the process. ### Implements of Mercy Also at 3rd level, you are trained in all manner of medical practices. You gain proficiency with the Herbalist's Kit, and with two skills of your choice from among Insight, Nature, Medicine and Perception. If you were already proficient with a the Herbalist's Kit and/or any of the chosen skills, you become an expert with them instead. ### Physician's Touch Starting at 6th level, your restoration grows more peaceful and your final mercy grows more violent. You gain the abilities listed below when using the respective feature: - **Mercy in Life.** You can also end one disease or one of the following conditions affecting the creature: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. - **Mercy in Death.** The damaged creatures becomes Poisoned until the end of its next turn. ### Mastery of Life and Death Starting at 11th level, you learn to better conduct the energies of life and death through your body. Whenever you roll your Martial Arts die to deal damage or restore Hit Points with your *Hands of Mercy* feature, that roll of your Martial Arts die becomes its maximum result instead. ### Hand of Ultimate Mercy By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Ki points. The creature then returns to life, regaining all of its hit points and being cured of all conditions, curses and diseases. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ## Way of the Ascendant Dragon ***The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.*** ### Draconic Disciple At 3rd level, you can channel draconic power to magnify your presence. You gain proficiency with the Intimidation skill, and may use your Wisdom modifier for it. If you were already proficient with it, you become an expert in it instead. You also learn to speak, read, and write Draconic. If you were already knew Draconic, you learn one other language of your choice. ### Draconic Strike Starting when you choose this tradition at 3rd level, when you damage a target with an Unarmed Strike, you can change the damage type to acid, cold, fire, lightning, or poison. Immediately after you deal damage with an Unarmed Strike, you may gain one of the following benefits based on the type of the damage dealt. You may only apply each of the following effects once per turn. - **Fire.** The target takes fire damage equal to one roll of your Martial Arts die. - **Ice.** The target’s speed is reduced by 10 feet until the end of its next turn - **Acid.** Reduce the target’s AC by 2 until the end of this turn. - **Poison.** The target gets a -2 penalty to attack rolls until the end of its next turn. - **Lighting.** Until the start of your next turn, the target cannot perform opportunity attacks. ### Breath of the Dragon Also at 3rd level, you can channel destructive waves of energy, like those created by the dragons you emulate. As an action, you project an exhalation of draconic energy in either a 30-foot cone or a 60-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 against your Ki save DC, taking damage of the chosen type equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. \columnbreak
On a failure, apply one of the following depending on the damage type dealt. - **Fire.** Each creature takes 2 additional rolls of your Martial Arts die in fire damage. - **Ice.** Each creature’s speed is reduced to 0 until the start of your next turn. - **Acid.** Each creature's AC is reduced by 4 until the start of your next turn. - **Poison.** Each creature has the Poisoned condition until the start of your next turn. - **Lightning.** Each creature loses its Reaction and your speed is doubled until the end of this turn. You can use this feature a number of times equal to twice your Ki Flow, and you regain all expended uses when you finish a long rest. ### Wings Unfurled At 6th level, when you take a bonus action that expends Ki, you can spend 1 additional Ki point to unfurl spectral draconic wings from your back that last until the start of your next turn. While the wings exist, you have a Hovering speed equal to your Walking speed. ### Aspect of the Wyrm At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 20 feet from you for 1 minute. For the duration, you gain following effects: - **Frightful Presence.** When you create this aura, and as a bonus action on subsequent turns, you may choose any number of creatures in your aura. The targets must succeed on a Wisdom saving throw against your Ki save DC or become frightened of you until the start of your next turn. - **Resistance.** You and allies within your aura have resistance to one damage type of your choice from among acid, cold, fire, poison and lightning damage. You make this choice when you create the aura or as a reaction when you or a creature you can see within your aura would take damage. Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 Ki points to create it again. ### Ascendant Aspect At 17th level, your draconic spirit reaches its peak. When you use your Breath of the Dragon, you can spend 5 Ki points to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 120-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to ten rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. \pagebreakNum ## Way of the Astral Self ***A monk who follows the Way of the Astral Self believes their body is an illusion. They see their Ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.*** ### Arms of the Astral Self At 3rd level, your mastery of your Ki allows you to summon a portion of your astral self. As a bonus action, you can spend 2 Ki points 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, or choose to dismiss them as a bonus action. While the spectral arms are present, you gain the following benefits: - You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. - You can use the spectral arms to make Unarmed Strikes. - The reach of your Unarmed Strikes made with the arms increases by 5 feet. - The Unarmed Strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is Force. - You may use your Wisdom modifier in place of your Strength modifier when determining the weight you can carry, push, drag or lift. ### Inner Resilience Beginning at 3rd level, your awareness of your true form grants you far greater control over your body. Your *Unarmored Defense* feature may now treat your AC as 10 + twice your Wisdom modifier. In addition, while you are benefiting from your Unarmored Defense you are immune to effects that would alter your form against your will such as the Polymorph spell or the curse of lycanthropy, as you hold supernatural awareness over the shape of your soul. ### Seeking the Self Also at 3rd level, your constant reflection allows to seek your true self during daily activities. You can meditate for 1 uninterrupted hour to regain Ki points while not taking a short or long rest so long as you are traveling at a slow or normal pace or performing a light activity such as reading a tome or brewing a potion. Once you meditate to regain Ki points this way, you can't do so again until you finish a long rest. \columnbreak
### Visage of the Astral Self When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 Ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die, or if you dismiss it as a bonus action or as part of the bonus action with which you dismiss your Arms of the Astral Self. The spectral visage covers your face like a helmet or mask and you determine its appearance. While the spectral visage is present you gain the following benefits: - You can see normally through darkness, magical and nonmagical, to a range of 120 feet. - Creatures provoke attacks of opportunity from you while moving within the reach of your Unarmed Strikes. - You have advantage on Insight and Perception checks. ### Body of the Astral Self Beginning at 11th level, as part of the bonus action you take to manifest your Arms of the Astral Self and Visage of the Astral Self you may spend 3 Ki points to manifest the body of your astral self for 10 minutes. It vanishes early if you are incapacitated or die, or if you dismiss it as a bonus action or as part of the bonus action with which you dismiss your Arms of the Astral Self. The spectral body covers your physical form like a suit of armor, connecting your arms and visage, and you determine its appearance. While the body is present you gain the following benefits: - The reach of your spectral arms increases by 5 feet. - You count as one size larger for the sake of grappling and shoving creatures, and when determining the weight you can carry, push, drag or lift. - Your AC increases by 2. - You have resistance to the damage dealt by spells and magical effects, such as a dragon's breath weapon or a beholder's eye beams. ### One with the Astral Self By 17th level, your connection to your astral self is complete, allowing to finally bring its splendor into physical reality. As a bonus action, you can spend 12 Ki points to summon the arms, visage and body of your astral self and awaken it for 1 minute. This transformation grants you 100 temporary hit points, and increases all of your ability scores lower than 20 to 20 for its duration. Furthermore, while transformed, you are immune to all conditions inflicted onto you by hostile creatures. This transformation ends early if you lose all of your temporary hit points granted by this feature, or if you dismiss it as a bonus action. \pagebreakNum ## Way of the Living Weapon ***Monks of the Way of the Living Weapon dedicate their study and training to the mastery of their own body through Ki. They learn to harder their skin, flesh and bones with advanced techniques that let them use their own limbs as if they were made of sharpened steel.*** ***These monks dedicate each moment of their day to the mastery of themselves, believing every aspect of day to day to be a chance to hone their mind, body and soul. This dedication often leads them towards the side of order, though some may find their dedication turned to obsession, driven to do anything to increase their abilities.*** ### Mutable Strike Starting when you choose this tradition at 3rd level, you may harden the edges of your body, allowing you to mimic the properties of steel. Each time you hit a creature with an Unarmed Strike you may choose to inflict piercing, bludgeoning or slashing damage with that attack. When you determine your damage type this way, your Unarmed Strike gains different weapon properties depending on your selection: - **Piercing.** Puncture and Keen. - **Bludgeoning.** Impact and Pummeling. - **Slashing.** Vicious and Brutal ### Armory of One Beginning at 3rd level, you may harden your body when you strike, giving your body the properties of steel. At the start of each of your turns while in combat, you may enter one of the following stances which last until the start of your next turn or until you become Incapacitated. You cannot enter the same stance two turns in a row. - **Stance of the Axe.** Your Unarmed Strikes deal an additional die of weapon damage to Dazed, Paralyzed, Prone, Stunned and Restrained creatures. - **Stance of the Dagger.** You first Unarmed Strike each turn does three additional dice of weapon damage to creatures that cannot see you. - **Stance of the Hammer.** Your Unarmed Strikes deal doubled damage to objects and structures, and your Unarmed Strikes made against objects and structures have advantage. - **Stance of the Sword.** Once per turn, when a creature within your reach misses an attack against you, you may immediately make an Unarmed Strike against that creature as a Free Action. - **Stance of the Spear.** The reach of your Unarmed Strikes increases by 5 feet. - **Stance of the Shield.** You gain a +1 bonus to your AC and a +2 bonus to your Absorptive value. \columnbreak
### Body of Steel Also at 3rd level, your greater control over your body greatly enhances your resilience. You may use your Constitution modifier instead of your Wisdom modifier when determining the AC you gain from your *Unarmored Defense* feature when determining your Ki save DC and the total amount of Ki points you have from your Ki feature. Furthermore, while benefiting from your *Unarmored Defense* feature, your Absorptive value increases by an amount which equals your Ki Flow + 1. ### Manifest Blow Starting at 6th level, you may charge your strikes with explosive power. Once per turn when you hit a creature with an Unarmed Strike, you may spend 1 Ki point to apply one of the following effects depending on the damage type of that Unarmed Strike: - **Bludgeoning.** The target must make a Strength saving throw against your Ki save DC, being pushed up to a number of feet equal to your Ki Flow x10 on a direction of your choice on a failure. - **Piercing.** The target must make a Constitution saving throw against your Ki save DC, taking damage equal to three rolls of your Martial Arts die on a failure and half as much on a success. - **Slashing.** The target must make a Dexterity saving throw against your Ki save DC, having their speed reduced by half on failure, or 10 feet on a success. ### Reflexive Adaptation Starting at 11th level, when you would take damage, you may spend 3 Ki points to gain resistance to that damage type until the start of your next turn. In addition, you may change between the stances of your Armory of One feature at the end of each of your turns as well. ### Perfected Form Beginning at 17th level, you hone your body enough to surpass any barrier. You have advantage on your Strength, Dexterity and Constitution ability checks and saving throws. In addition, your hit point maximum increases by an amount equal to twice your Monk level, and whenever you gain a Monk level, your hit point maximum increases by an additional 2 hit points.