This documents includes....
A revision on the following Subclasses
- Four Elements Monk
- Sun Soul Monk
New Subclasses
- Blazing Phoenix Monk
- Flowing River Monk
- Earthen Body Monk
- Wind Walker Monk
- Crimson Claw Monk
- Psi Blade Monk
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. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Elemental Techniques
When you choose this tradition at 3rd level, you learn elements techniques that allow you harness elemental powers to unleash them at your command. You learn three techniques of your choice, which are detailed in the "Elemental Techniques'' section below. You learn two additional techniques of your choice at 6th, 11th, and 17th level.
Elemental Techniques that involve attack rolls can only be performed with unarmed strikes or monk weapons. If an element technique uses a DC, it uses your Ki Save DC. Any spells cast through Elemental Techniques require no verbal or material components, but always require a somatic component.
Whenever you gain a new level in this class, you can replace one elemental technique you already know with a different technique.
Elemental Connection
Also at 3rd lvl, you also have the ability to slightly temper with the elements without using a lot of power.
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
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Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
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Instantaneously light or snuff out a candle, a torch, or a small campfire.
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Chill or warm up to 1 pound of nonliving material for up to 1 hour.
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Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Recollect Energy
At 6th lvl, you deepen your connection to the elemnts. Choose one elemental technique to master. Allowing you to use one less Ki point for using it. You may choose an additional technique to master at 11th lvl and later on at 17th lvl.
You can change one mastered technique every time you lvl up.
Elemental Techniques
You can spend a number of ki points on an Elemental techniques equal to your proficiency bonus +1, you can use multiple elemental techniques during your turn but non can use a number of ki points more than than your Proficiency bonus +1 at a time.
- Casting Elemental Spells: Some elemental Techniques allow you to cast spells. To cast a spell in this way, you expend a number of Ki points equal to the spell's lvl + 1.
For example, if you want to cast Burning hands at second lvl, you spend 3 ki points to do so.
If a technique requires a level, you must be that level in this class to learn the technique.
Elemental Fire Techniques
Flaming Serpent (2)
As an action make a ranged attack against a creature within 30 feet of you, on a hit, deal 5 dies of your martial arts die fire damage. For each additional ki point spend you increase the bonus damage by 1 die.
Harness Elements (2)
You absorb fire, among other elements and use it against your foes. You can cast the absorb elements spell.
1st lvl Fire Spells.
- Burning Hands
- Hellish Rebuke
2nd lvl Spells (5th lvl required)
- Flaming Sphere
3rd lvl Spells (9th lvl required)
- Fireball
4th lvl spells (13th lvl required )
- Wall of Fire
5th lvl Spells (17th lvl required)
- Immolation
Water Elemental techniques
Water Whip (2)
As an action make a ranged attack againsta creature within 15 feet of you. On a hit, deal 4 dies of your martial arts cold damage and pull them towards youself up to 10 feet if they are large or smaller. For every additional ki point spent, you increase the damage by 1 die.
Ice clone (2)
Your create a hollow ice statue of yourself before being hit. As a reaction, (which you take when someone makes a melee attack roll against you, before you know wether it's a hit or a miss), you can evade the attack and make your ice clone take the hit instead.
1st lvl Spells
- Frost Fingers
2nd lvl Spells (5th lvl required)
- Hold Person
3rd lvl Spells (9th lvl required)
- Wall of Water
4th lvl Spells (13th lvl required)
- Control Water
5th lvl Spells (17th lvl required)
- Cone of Cold
Elemental Earth Techniques
Rock Throw (2)
As an action throw a large boulder towards an enemy within 60 feet of you. Make a ranged attack, on a hit, deal 4 times your martial arts die bludgeoning damage and force the creature to succeed on a strength saving throw or be knocked prone. Increase the damage by 1 die for additional ki points used.
Focus Sense (2)
Focus your senses onto the vibrations of earth. (no actions required). Gain a tremor sense of 10 feet for 1 minute. Increase the tremor sense range by 10 feet for each additional ki point spent.
1st lvl Spells
- Earth Tremor
2nd lvl Spells (5th lvl required)
- Spike Growth
3rd lvl Spells (9th lvl Required)
- Wall of Sand
4th lvl Spells (13th lvl Required)
- Stone Skin (self only)
5th lvl Spells (17th lvl required)
- Wall of Stone
Elemental Air Techniques
Flying Kick (2)
As an action Fly forward to a creature within 30 feet of you and make an unarmed strike. (when moving this way, you won't provoke opportunity attacks. Deal 3 die of your martial art thunder damage. Increase the damage by 1 die and the distance by 10 feet for every additional ki point used.
Quick Steps (2)
When you use your step of the wind feature, you may spend 2 ki points instead to take both the dash and disengage action.
1st lvl Spells
- Thunderwave
2nd lvl Spells (5th lvl required)
- Shatter
3rd lvl Spells (9th lvl Required)
- Fly (self only)
- Wind Wall
4th lvl Spells (13th lvl Required)
- Gravity Sinkhole
5th lvl Spells (17th lvl required)
- Control Winds
Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. 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 on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Radiant Soul
Also at 3rd lvl, your body is attuned to radiant energy. You can cast the light cantrip.
Radiant Blast
at 6th lvl, you can unleash your energy in a wider area. You can spend 2 ki points as a bonus action and force all creatures in a 15 foot cone or a 30 foot line 5 feet wide area to succeed on a Constituton saving throw against your Ki save DC or take 3d6 Radiant damage.
You may use additional ki points to increase the damage by 1d6 for each additional ki point used. (You can only expend a number of ki points equal to your proficiency modifier +1 on this feature at a time)
Radiant Sunburst
at 11th lvl, you have learned to focus your energy to use in powerful attacks. As an action you can use one of the options below.
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Searing Orb: You create an orb of concentrated energy that can be thrown up to 150 feet and explodes upon impact. forcing all creatures within a 20 foot radius to make a Constitution saving throw. They take 2d6 radiant damage on a failed save and half as much on a successful one.
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Searing Beam: You create a concentrated beam of energy that can shot up to 150 feet. make a ranged attack roll against a creature within range, on a hit, they take 4d6 radiant damage and must succeed on a Constitution saving throw or become blinded until the end of your next turn.
You can increase the damage of these options by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. Once per turn one of your unaramed strikes and Radiant bolt attacks deal an additional 1d10 radiant damage as well.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + half your monk lvl rounded down + your Wisdom modifier.
Way of the Blazing Phoenix
Monks of the Blazing Phoenix learn to use their emotions to fuel their strikes. Allowing them to unleash the inner flame of their body and cleansing evil with it. However, many learn to control their flame with feelings of happiness and love, some seek to fuel their strikes with rage and sorrow. Hence some consider this path dangerous.
Fists of Fire
Starting at 3rd lvl when you choose this subclass, you can imbue your strikes with fire. When you take the attack action, you can expend 1 ki point and make your all your unarmed strikes range increases by 10 feet until the end of your turn. On a hit you can expend 1 ki point to deal an additional 2 die of your martial arts worth of fire damage.
Your unarmed strikes deal fire damage instead of bludgeoning damage when you do this.
Burning Emotion
Also at 3rd lvl, you decide what emotion fuels your powers. Choose one of the options below.
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Love: you gain proficiency in persuasion skill.
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Pride : You gain proficiency in insight skill.
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Sorrow: You gain proficiency in Survival skill.
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Wrath: You gain proficiency in Intimidation Skill.
Unleash Sensation
Starting at 6th lvl, when in a dire time, you can reach deep inside and amplify your inner flame with stronger emotions for a moment.
Depending on your choice for Burning Emotion, you can briefly empower yourself with one of the following options blow as a bonus action.
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Love: You and all allies within 10 feet of you gain resistance to fire damage.
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Pride: You are considred under the effects of Ashadron's Stride casted at 3rd lvl. (you do not need to concentrate on this)
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Sorrow: All creatures who start their turn within 10 feet of you take 1 die of your martial arts fire damage.
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Wrath: When a creatures hits you with a melee attack take 2 dies of your martial arts fire damage as well.
This effect lasts for one minute and ends sooner if you are incapacitated or drop to 0 HP. During this time, flames are radiating on your body and you shed bright light in 30 feet and dim light in an additional 30 feet.
Once you use this feature you must finish a long rest before using it again. Or spend 3 ki points to do it again.
Empowered Flame
At 11th lvl, your control over your inner flame grows stronger.
You can cast the fireball spell at 3rd lvl as an action by expending 3 ki points. You can upcast it by one slot for every additional ki point spend, up to 5th lvl.
From the Ashes
At 17th lvl, you have mastered your inner flame. When you are reduced to 0 hit points you unleashe a blast of fire. All creatures within 30 feet of you must make a dexterity saving throw aginst your Ki save DC or take 8d6 fire damage and be knocked back 15 feet. On a success they take only half damage and arent knocked back.
Once you use this feature, you can't do so until you finish a long rest or expend 4 ki points. You can expend 1 additional ki point for every friendly creature in the area to autumatically succeed on the save.
Way of the Flowing River
Monks of the Flowing River accept that they can not solve their problems by force and seek to mimic the elegant movement of water to weave past and among their foes. The monks of this tradition are often patient and collected, waiting for the right moment to strike.
River Stance
Starting at 3rd lvl, you learn to wait for the right moment before making your attack. When you use Patient Defense, you can make an attack roll against a creature that misses you with a melee attack as a reaction.
Water Technique
Also at 3rd lvl, your movement has a unique elegance to it. You gain proficiency in Acrobatics or Performance skill.
Additionally, you learn the shape water cantrip and learn to use water to strike your enemies.
Instead of making a normal attack as a reaction from your River stance, you can spend 1 ki point and use this special attack instead.
- Geyser kick: make an attack roll against a creature within 5 feet of you. On a hit deal an additional die of your martial arts cold damage and the creature must succeed on a strength saving throw against your Ki save DC or be pushed back 15 feet.
Frost Technique
At 6th lvl, you learn to change the shape of water into ice and use it in that form as well. You can use the following techniques by expending 2 ki points.
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Freeze: As an action you can force a creature within 30 feet to succeed on a Strength saving throw or become restrained for 1 minute. They can attempt to break free on following turns as an action. If the creature takes fire damge they are no longer restrained.
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Ice Slide: As an action, you slide at a creature within 30 feet and make an unarmed strike against them. On a hit you deal your normal attack damage and force them to make a strength saving throw against your Ki save DC or become prone.
Strong Current
At 11th lvl, You can cast Tidal wave and Wall of water at 3rd lvl by expending 3 ki points. You can upcast it by one slot for every additional ki point spend, up to 5th lvl.
Flowing River Dance
At 17th lvl, you are one with the flowing water. When you are in your River Stance, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Way of the Earthen Body
Monks of the earthen Body spend countless hours in meditation to connect themselves with nature itself. Some think thei ability to move rocks and boulders is due to their immense strength, while it is simply forming natural connection with the spirit of earth itself that grants them such prowess.
Stone Skinned
Starting at 3rd lvl, you learn to reinforce your body with small but durable pebbles. You gain +1 to your AC.
Command Earth
Also at 3rd lvl, you can command earth to aid you. You learn the mold earth cantrip.
Additionally, you can move the earth around yourself in different ways. You may use these techniques by expending 1 Ki point.
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Boulder Throw: As an action or bonus action throw a large boulder towards an enemy within 60 feet of you. Make a ranged weapon attack, on a hit, deal 2 times your martial arts die + your wisdom modifier bludgeoning damage and force the creature to succeed on a strength saving throw or be knocked prone.
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Stone Spike: As an action force a non flying or non hovering creature within 30 feet of you to succeed on a dexterity saving throw or take 5 times your martial arts piercing damage as a sudden stone spike rises up and hits them.
One with the Earth
At 6th lvl, your connection with spirit of earth grows stronger. You gain tremor sense up to 15 feet and this increase to 30 feet when you reach 17th lvl in this class.
Additionally, you can cast earth Tremor at 1st lvl by expending 1 ki points.
Harder than Stone
At 11th lvl, you have learned to also control metals to a degree. You now get +2 bonus to AC from Stone Skinned due to attaching small iron plates to your body.
Additionally, you can use mold earth on think layers or metal that are half inch in thckness to bend them.
Improved Command Earth
Also at 11th lvl, you can control earth even further.
You can cast wall of Sand at 3rd lvl by expending 3 ki points. You can upcast it by one slot for every additional ki point spend, up to 5th lvl.
Unshakable
At 17th lvl, you have mastered the control of earth. You can not be knocked prone or forcefully moved by non magical means.
Additionally, You can cast Stone skin on yourself by expending 4 ki points.
Way of the Wind Walker
The way of the wind walker teaches its practitioners to free themselves from worry and let the wind embrace them. A wind walker has exceptional mobility that of which bypasses other monk traditions. Using this mobility they can perform stunts otherwise thought impossible.
Weightless steps
When you choose this tradition at 3rd level, you learn to sprint effortlessly through your enemies with such speed they can't react to.
Your walking speed increases by an extra 10 feet.
When you use Step of the wind on your turn, you gain the benefit of both the Dash and Disengage action.
Wind Weaver
Also at 3rd lvl, you learn the Gust cantrip.
Cutting Breeze
At 6th lvl, when you use your Step of the Wind feature, you can spend an additional ki poin and surround yourself in razor-sharp cyclones of wind that last until the end of the turn. When you move within 5 feet of a creature while surrounded by these winds, that creature must make a Dexterity saving throw against your ki save DC or take slashing damage equal to two rolls of your martial arts die + your dex modifier. A creature can only take this damage once per turn.
Wind Caller
Also at 6th lvl, you learn to weave the wind itself with your incredible speed.
You can cast Shatter and warding wind at second lvl by expending 2 ki points. You can upcast it by one slot for every additional ki point spend, up to 5th lvl.
Sky Walker
At 11th lvl, you gain the ability to fly momentarily. You can activate your flying speed at will on your turn which grants you equal flying and hover speed as your base speed for 1 minute. Once you use this feature you must Finish a long rest or use 3 ki points to use it again.
Embraced by Winds
At 17th lvl, you have completely let go of everything and become one with the wind.
When you use your step of the wind feature, you also gain advantage on dexterity saving throws until the start of your next turn.
Additionally, You can cast Steel Wind Strike at 5th lvl by expending 5 ki points.
(You can use your unarmed strikes for Steel wind strikes spell description)
Way of the Disciplined Mind
Way of the Disciplined Mind
Awake to the psionic power within, a monk of this tradition have mastered their psionic powers further their goal of achieving inner peace. Control weapon with their mind and aware to the dangers present to them, they are ready to strike down anyone who disturbs their peace.
Psionic Power
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. You can use your ki to fuel various psionic techniques below.
The powers below use your Ki points.
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Telekinetic Movement: You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend 2 ki points to take it again.
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Psionic Strike: You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon or unarmed strike, you can expend one Ki, rolling one die of your martial arts die and dealing psychic damage to the target equal to the number rolled plus your Wisdom modifier.
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Psychic Warning: When a creature makes a melee attack roll against you or when you are subjected to a saving throw, you are warned of it before it occurs. You can spend a ki point to roll one die of your matial arts die and add the result to your AC or to your saving throw againt that attack or effect as a reaction. (you do so before knowing the outcome of the die)
Weapon of Mind
Also at 6th lvl, you learn to connect your mind to a weapon of your choice. During a short rest, you may meditate and connect your mind to a weapon that lacks the heavy and two handed property. Once connected, you gain proficiency with that weapon, it counts as a monk weapon for you and can wield it only using your mind.
- The reach of the weapon is 15 feet, as you telkinetically control it from afar. This reache increases to 30 feet at 17th lvl.
Psychic Adept
By the 6th level, You have mastered new ways to use your telekinetic abilities, detailed below.
- Spinning Strike: You expend 2 ki points and make your Mind Weapon rapidly spin into a deadly speed. Choose up to 3 creatures within 30 feet of you to succeed on a Dexterity saving throw against your Ki save DC or take 2 rolls of your martial arts die of your weapons damage type.
- Psychic Lung: You can make your Mind Weapon fly towards a creature you can see within 90 feet of you and make a ranged attack roll using your mind weapon. Whether or not the attack hits, your weapon will fly back to you.
Mental Territory
Starting at 11th lvl, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Also, any creature moves 5 feet or more within the reach of your mind weapon provokes an attack of opportunity from you.
Superior Mind
At 17th lvl, you can mentally challenge multiple foes and humble them to the power of your superior mind. You can cast Synaptic Static requiring no verbal or somatic components. Wisdom is your spell casting modifier for this spell.
after you cast this spell with this feature, you must finish a long rest or use 6 ki points to cast it again.
Way of the Crimson Claw
Monks of the Crimson Claw believe the true path to victory demands sacrifice. And that is what they are willing to make. Using the blood of the foes and themselves, they form sharp claws that pierce through anything.
Blood Bound Claws
Starting at 3rd lvl, your unarmed strikes can do slashing damage instead of bludgeoning. Additionally, when you use your flurry of blows feature you can spend 1 additional ki point to heal yourself for 1 die of your martial arts die per unarmed strike that deals slashing damage.
You won't gain this benefit by attacking constructs or undead.
Soaked in Crimson
Also at 3rd lvl, you are capable of surviving in the most dangerous situations. You gain proficiency in the survival skill and are resistant to necrotic damage.
Blood Sacrifice
At 6th lvl, you are willing to go beyond what any sane creatures can stand. You gain proficiency in Intimidation skill and as a bonus action on your turn you can spend 3 ki points and cause yourself a voluntary wound, 2 dies of your martial arts die necrotic damage that can not be reduced by any means. After which your claws are empowered and deal an additional 1 die of martial arts necrotic for 1 minute.
Invigorating Claws
At 11th lvl, your Claws are now constantly soaked and sharpened by blood magic. You become resistant to necrotic damage and also ignore resistance to necrotic damage.
Additionally, while you are below half your maximum hp, you are resistant to piercing, slashing and bludgeoning damage from non magical means, however, your thirst for blood leads you to madness. At the start of every turn you are below half hitpoints, you must roll a wisdom saving against save DC 10 + Proficiency bonus. On a fail, you must use the attack action on the closest creature to you for that turn.
Unstoppable Menace
At 17th lvl, you will not be defeated easily and will fight till your last drop of blood in your body.
When you are dropped to 0 hitpoints, you may use your reaction and regain 2 dies of your martial arts + your wisdom modifier hp to continue fighting.
Once you use this feature, you must finish a long rest to use it again.
Practice
Safe
Homebrewing
The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.
Cover Art: Skiorh