The Monk Class

 
 

Monk LevelProficiency ModifierMartial Arts DieKi PointsUnarmored MovementFeatures
1+2d600Martial Arts, Unarmored Defense
2+2d642mKi, Unarmored Movement
3+2d652mTradition Feature, Deflect Missiles
4+2d864mAbility Score Improvement, Slow Fall
5+3d874mExtra Attack, Stunning Strike
6+3d886mTradition Improvement, Ki Strikes
7+3d1096mEvasion, Stillness of Mind
8+3d10108mAbility Score Improvement
9+4d10118mTradition Advancement
10+4d101210mPurity of Body

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Monk Level

Proficiencies

  • Armor: None

  • Weapons: Simple Weapons

  • Tools: One type of Artisan Tool or Musical Instrument

  • Saves: Proficiency with Reflex, Training with Will

    • or Proficiency with Dexterity and Wisdom Saving Throws

  • Skills: Choose 4 Between Acrobatics, Athletics, History, Insight, Persuasion, Religion, or Stealth, becoming Trained with the other 3 

Equipment:

  • Any 2 Simple Weapons

  • 10 Darts

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Martial Arts: You have gained extraordinary ability with Unarmed Strikes and Monk Weapons, which are any simple melee weapons that don't have the two-handed or heavy properties. You gain the following benefits while you are Unarmed or wielding only Monk Weapons and you aren't wearing armor or wielding a shield:

    • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons regardless of their Properties (in the case of Weapons)

    • You can roll a d6 in place of the normal damage of your Unarmed Strikes or Monk Weapons, this die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table

    • When you use the Attack Action to make an Unarmed strike or using a Monk Weapon on your turn, you can immediately make an Unarmed Strike as a Bonus Action. For example, if you take the Attack Action and attack with a quarterstaff, you can also make an Unarmed Strike as a Bonus Action.

  • Ki Defense

    • When you are not wearing Armor or using a Shield your AC = 10 + your Dexterity Modifier + your Wisdom Modifier 

  • Ki: Starting at 2nd Level you have a number of Ki Points shown on the Monk Table above, these represent your mastery of the ability to manipulate Magic throughout your body. You can use these Points on the abilities shown below, which recharge on a Short or Long Rest and cost a single Ki Point. Abilities that require a Save use your Monk DC, which = [8 + your Proficiency Modifier + your Wisdom Modifier]. As you gain Levels in this Class you gain other abilities that utilize Ki, with some dependent on your chosen Subclass.

    • Flurry of Blows: When you use the Martial Arts Feature to make an Unarmed Strike you can use a Ki Point to make 3 Attacks instead of 1

    • Patient Defense: You use a Bonus Action to take the Dodge Action, causing all Attacks against you to be made at Disadvantage until the start of your next turn. 

    • Step of the Wind: You take the Dash or Disengage Action as a Bonus Action, and on this turn your Movement Speed is also doubled.

    • Tenacious Defense: You can use your Reaction when struck by an Weapon Attack to reduce the Damage by the amount rolled in your Martial Arts Die + your Wisdom Modifier

    • Wise Influence: For the next 10 minutes you can add your Wisdom Modifier instead of Charisma when making any type of Charisma Check

  • Unarmored Movement

    • When you are not wearing Armor and are not using a Shield you gain extra Movement Speed based on your Monk Level as seen by the Unarmored Movement Column in the Table above. At 9th Level your Unarmored Movement allows you to move over vertical surfaces and liquids as if it was solid, as long as you continue moving. 

  •  Deflect Missiles: You can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon attack.

    • When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and if you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki Point to make a Ranged Attack with a range of 10m/20m using the weapon or piece of ammunition you just caught, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

  • Slow Fall: You can use your Reaction when Falling to Reduce the Damage taken by landing up to an amount equal to 5 times your Monk Level

  • Ability Score Improvement: When you reach a Level with this Feature you can choose between increasing an Ability Score by +2 or 2 Ability Scores by +1 each

  • Extra Attack: When you take the Attack Action you make 2 Attacks instead of 1

  • Stunning Strike: When you hit with a Martial Arts Attack you can expend 2 Ki Points to force the Target to make a Fortitude Save against your Monk DC. If they fail they are Stunned until the end of their next turn

  • Ki Strikes: Your Martial Arts strikes are Magical for the sake of overcoming Resistance

  • Evasion: When you make a Reflex Save to avoid Damage you take no Damage instead of half on a success and only half Damage on a Failure

  • Stillness of Mind: As an Action you can spend a Ki Point to end the Charmed, Frightened, or Stunned Conditions. In addition, you are now Proficient with Will Saves.

  • Purity of Body: You are Immune to Diseases, Poisons, and Spells that put you to sleep. You also gain Resistance to Poison Damage and have Advantage on Saves against other Poison effects. Finally, you no longer need to eat or drink more than one serving of food/water a month to stay healthy.


Subclass - When a Monk reaches this Level they come fully into their training. For some this is the followings of their temple of training, taking on their unique styles of combat, while others instead let a more natural magic flow through them to give them their own style.

  • Way of the Astral Self : You connect to your ethereal Soul and can directly pull it into the Mortal Plane to assist you in combat, providing yourself more power in exchange for risking your internal being in combat.

    • Feature: Astral Arms - You use a Bonus Action to summon your Soul’s energy in the form of a pair of spectral arms around you, provided you spend a Ki Point to do so. This sends out a burst of magic in a 10m radius around you, forcing all creatures within range to make a Reflex Save vs your Monk DC, taking Force Damage equal to 2 * your Martial Arts Die + your Wisdom Modifier on a Failure or half as much on a Success. These arms last for up to 10 minutes or until you run out of Ki or HP. While they are present you gain the following benefits. 

      • When you take the Attack Action to make an Unarmed Strike you can utilize your Astral Arms to make an additional Attack. This Attack uses your Wisdom instead of Dexterity and Deals Force Damage instead of Bludgeoning but still uses your Martial Arts Die for the Damage Roll. These Unarmed Strikes also have the Reach Property but do not have the Disadvantage when in close melee, unlike a Polearm with the Reach Property. When you get the Extra Attack Feature (of if you already have it from another Class) and you take the Attack Action you can strike twice with your Astral Arms instead. Finally, If you need to make a Strength Check or Strength Saving Throw while these Arms are in use you can use your Wisdom Modifier instead of Strength

    • Improvement: Astral Fury

      • While your Astral Arms are out and you utilize your Flurry of Blows Ability you can make an additional Unarmed Attack with your Astral Arms as a part of the same Bonus Action. When you do so you can then spend another 1 Ki Point to make an additional 2 Unarmed Attacks with your Astral Arms, and if you do so you can move up to half your Movement Speed as a part of this ability.

    • Advancement: Astral Defenses - If you utilize your Deflect Missiles Ability while your Astral Arms are out you can utilize it in additional ways in exchange for 1 Ki Point:

      • If you would take Acid, Cold, Fire, Lighting, or Thunder Damage you can utilize the ability to reduce this elemental damage

      • When you would throw a missile back at an enemy you can deal additional Force Damage equal to your 3 * your Wisdom Modifier

      • If you are required to make a Save you can expend a Reaction to add your Martial Arts Die to the Roll

  • Way of the Drunken Master: The few fools who have fallen into a lush stupor after being trained in the ways of the Monk have few moments to teach apprentices and even fewer desire to. However some will pass on these abilities to those who have a desperate need. This path teaches its students to move with the jerky, unpredictable movements of a drunkard.

    • Feature: Drunken Actor

      • You gain Proficiency with Performance Checks and Brewer’s Tools, and can add half your Dexterity Bonus to both of these Checks

    • Feature: Lush Strike

      • When you use the Flurry of Blows ability you can take the Disengage Action as a part of that Bonus Action. In addition, when you do so you can move 3m for every strike you make. 

    • Improvement: Tipping Sway -  You can now move in sudden, swaying ways and gain the following benefits for doing so…

      • Leap to Your Feet - When you're prone, you can stand up by spending 2m of Movement, rather than half your Movement Speed

      • Redirect Attack - When a creature misses you with a Melee Attack Roll, you can use your Reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within Melee of you

      • Inebriated Defense - If you are dealt poison Damage you can use your Reaction to take half the Damage. In addition, if it would require a Fortitude Save you take half the Damage on a Success and none on a Failure

    • Advancement: Drunken Luck

      • Whenever you have Disadvantage on any Roll you can expend 1 Ki Point to remove that Disadvantage. You must use this before you roll any dice.

      • Whenever you have Advantage on an Attack Roll you can expend 1 Ki Point to give up Advantage and make 2 Unarmed Strikes instead 

  • Way of the Enforcer: Driven by the pursuit of knowledge (with some Followers even following Urr the Divine of Knowledge) these Monks have dedicated themselves to one of the few Libraries that have become the heavily guarded repositories of the tomes of history in all of Til. People from all lands come to them to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to their cause. These monks are the embodiment of the maxim: “Know your enemy.”

    • Feature: Trained Scholar

      • You gain Proficiency with Arcana, History, Investigation, Nature, or Religion (your choice)

    • Feature: Knowledge is Strength - Your mental training has taken over the intuitive knowledge of magic that other Monks have

      • You replace your Wisdom Modifier with your Intelligence Modifier for all Monk Features. This includes such Features as your Monk Save DC, calculation of Ki Defense, or use of the Wise Influence, etc.

      • You add your Intelligence Modifier to Will Saves instead of Wisdom

    • Feature: Extract Aspects - Your training allows you to strike pressure points and garner crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it as part of that Attack. In doing so you gain the following benefits while fighting this Analyzed creature, lasting up to 1 minute or until you fall unconscious…

      • You know its Damage Vulnerabilities, Resistances, and Immunities

      • You know its Condition Immunities;

        • If either of these first two items change (such as via the Fire Shield Spell) you know immediately as a part of this ability

      • You have +1 to any Save if this Creature (via a Spell or any Ability) forces you to make one

      • You gain +1 to Attack and Damage Rolls with your Unarmed Strikes and Monk Weapons against creatures that you’ve analyzed

      • If one misses you with an Attack, you can immediately use your Reaction to make an Unarmed Strike against that creature if it’s within your reach. You deal additional Damage equal to your Wisdom Modifier 

      • If you utilize your Flurry of Blows against this Creature you can make an additional Attack as a part of that Ability

    • Improvement: Extort Truth

      • You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an Unarmed Strike, you can spend 1 Ki Point to force it to make a Will Save. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma Checks directed at the creature are made with Advantage for up to 10 minutes. You know if it succeeded or failed on its Save. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts. If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

    • Improvement: Mystical Erudition

      • You have extensively studied the history and lore within the archives of your Library Temple. You learn one language of your choice, and you gain Proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have Proficiency in one of the listed skills, you can instead choose to gain Expertise with it instead of picking a different skill.

    • Advancement: Quicksilver Mind

      • You can constantly replenish your mind as you continue to fight, if you’ve already expended your Reaction in combat you can expend a Ki Point to immediately take another Reaction. In addition, you gain a new Reaction with this Ability that allows you to gain Advantage on any Will Save that you have to make if you’re conscious

      • You gain Proficiency with Will Saves

  • 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.

    • Four Elements Feature: Elemental Initiate - You gain access to the elements and in doing so you can pick 2 Cantrips from the below list, gaining the other 2 Cantrips at 6th Level. These and all future abilities utilize your Wisdom and are considered Spells for the sake of other Abilities and Spells that could affect them. As a part of this every one of these only have Somatic Components to worry about, which take the shape of very obvious martial arts forms that represent you harnessing your Ki. 

      • Control Flames, Gust, Mold Earth, or Shape Water

    • Four Elements Feature: Disciple of the Elements - Along with the basic abilities you can access more powerful abilities in the elements. Some of these require Ki Points and provide additional benefits.

      • You can select 2 disciplines at this level and gain another pair of disciplines at 6th and 10th Levels. In addition, you can replace a discipline whenever you gain access to another discipline. Some disciplines allow you to enhance Spells as you reach 5th and 9th Levels in this class, spending additional Ki to do so. You can find these Disciplines in the Additional Resources Section [Link to Disciplines Doc here']

    • Four Elements Improvement: Early Bird

      • The first time you enhance an Elemental Discipline after completing a Long Rest it costs you one less Ki Point

    • Four Elements Advancement: Elemental Adaptability

      • Every time you finish a Short or Long Rest you can pick between (Acid, Cold, Fire, Lightning, Poison, or Thunder). You have Resistance to this Damage type until you change it. 

  • Way of the Long Death: There is a magical energy that is pervasive in Til, its essence harnessed by some for great feats of druidic magic while these Monks instead harness it for their own bodies, increasing their resistance to attacks and powers that would seek to harm them. Some even find a way to extend their life, though that has become a transgression as of late.

    • Feature: Deathless

      • You gain +3 Max HP at this Level, as well as at 5th, 7th, and 9th Levels

      • When you are reduced to 0HP you can instead expend any number of Ki Points and a Reaction to regain an amount of HP equal twice the number of Ki Points

      • You gain Proficiency with Medicine or Nature (your choice), or Expertise if you already are Proficient 

      • You gain Proficiency with Fortitude Saves

    • Improvement: Regenerative Wind

      • You can use a Bonus Action to recover a number of hit points equal to 1d10 + your Monk Level, you regain use of this Ability on a Short or Long Rest.

    • Improvement: Hour of Reaping

      • When you reduce a Creature to 0 HP you gain Shielding equal to 1d8 + your Wisdom Modifier + your Monk Level. This Shielding Stacks with itself but with other types of Shielding it does not Stack, as normal 

      • You gain Resistance to Poison Damage

    • Advancement: Death Touch

      • When you Stun an enemy using your Stunning Strike Feature you can expend any number of Ki Points to force powerful Necrotic energy into them. The Creature must make a Fortitude Save with a DC equal to your Monk DC. They take Necrotic Damage equal to 2d12 per Ki Point utilized or half as much on a Success. 

  • Way of Mercy: This style of Monk has learned to manipulate the life force of others to bring aid to those in need and taking it from those who they deem necessary. 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.

    • Feature: Implements of Mercy

      • You gain Proficiency with Medicine and the Herbalism Kit

    • Feature: Hands of Harm

      • When you hit a Creature with a Martial Arts Attack you can spend a Ki Point to deal additional Necrotic Damage equal to your Martial Arts Die + your Wisdom Modifier. If you spend 2 Ki Points you can force the target to make a Fortitude Save vs your Monk DC, becoming Dazed on their next 3 turns on a Failure, while only being Dazed for 1 turn on a Success.

        • You cannot use this Feature on a turn where you’ve already utilized the Hands of Healing Feature

    • Feature: Hands of Healing

      • You can use an Action to touch a Creature and give them an amount of HP equal to your Martial Arts Die + your Wisdom Modifier. If you spend 2 Ki Points you can remove a non-magical Poison or Disease that is affecting that Creature. When you utilize your Flurry of Blows Feature you can replace one of the Attacks with the use of this ability, which costs 1 less Ki Point when utilized in this way.

        • You cannot use this Feature on a turn where you’ve already utilized the Hands of Harm Feature

    • Improvement: Focused Touch

      • When you use Hands of Healing you can add your Wisdom Modifier twice and can also cure the Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, or Stunned Conditions when utilizing 2 Ki Points in addition to the Diseases and Poisons you already could cure

      • When you use Hands of Harm ability utilize 2 Ki Points you can now also attempt to inflict the target with the Blinded, Deafened, Exhausted, Flat-Footed, or Poisoned Conditions for the same 3 turns on a Failure. In addition, you can choose to not spend an extra Ki Point to inflict an extra effect to instead force the target to gain the Poisoned Condition without a Save, but it only lasts until the end of their next turn

      • You gain Expertise with Medicine

    • Advancement: Perfected Harm and Healing

      • You can now utilize Attacks as either Hands of Healing or Harm regardless of if you’ve utilized either of these abilities on your turn. In addition, you can utilize any number of your Flurry of Blows Attacks as either Hands of Healing or Harm without spending a Ki Point

  • Way of the Open Hand: Pop pop! This combat focused Monk strikes down enemies directly as they manipulate with fists and kicks, striking relentlessly. They have somewhat given up on the more spiritual aspects of their world in exchange for being the most skillful unarmed combatants in all of Til.

    • Feature: Palm Expert

      • You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with an Unarmed Strike, you can spend a Ki Point to impose one of the below effects on that target. You can expend an additional Ki Point to give the target Disadvantage if a Save is specified.

        1. It must succeed on a Reflex Save or be knocked prone

        2. It must make a Fortitude Save, being pushed 2m away from you if it fails

        3. It can't take reactions until the end of your next turn.

        4. It has Disadvantage on its next Attack Roll

    • Feature: Advanced Training

      • You gain Proficiency with Athletics. This increases to Expertise at 7th Level.

    • Improvement: Wholeness of Body

      • You have learned to meditate in such a way that you harness the energy around you to regenerate from most injuries. You spend 10 minutes in this concentrated form of Meditation and upon completion you regain HP equal to 5 * your Monk Level. Doing so also grants you a number of Ki Points equal to your Monk Level

    • Advancement: Palm Master

      • The Damage Die for your Unarmed Strikes increases to 1d12.

      • When you strike a Creature with an Unarmed Strike you can spend a Ki Point to mark them as your enemy. When you target this Enemy with an Unarmed Strike you gain a bonus to your Attack and Damage Rolls equal to your Wisdom Modifier. This effect lasts up to 1 minute and if they are dropped to 0HP during this time you can use a Bonus Action to transfer this feature’s bonuses to another target that you can see within 10m, resetting the time limit of this effect.

      • When you make a Contested Grapple Check you have Advantage on the roll

      • If you hit an enemy with an Opportunity Attack (using an Unarmed Strike) their speed is reduced to 0

  • Way of the Rising 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 as their spirit extends into their physical form

    • Tradition: Dragon Disciple - You can modify yourself using your Ki to better emulate your Draconic teachings, being able to utilize each of the following abilities once per Long Rest without expending the normal 1 Ki Point cost.

      • Draconic Charm - You gain Advantage on a Charisma Check, and can add your Wisdom Modifier to the roll

      • Draconic Strike - You can deal an additional 1d4 Damage with an Unarmed Strike, dealing Acid, Cold, Fire, Lightning or Poison Damage (based on your Breath of the Dragon Type below)

      • Draconic Wings - You grow wings of a Dragon as a Bonus Action, gaining a Flying Speed of 15m. You cannot be higher than 10m above the ground and this lasts for up to 1 minute.

      • Draconic Armor - You use your Reaction to gain +3 AC when you are hit with an Attack Roll in an attempt to stop it, this bonus lasts until the start of your next turn

    • Tradition: Breath of the Dragon - At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. You choose a type of Dragon to emulate from these options organized by Scale Color - Damage Type, (Black - Acid; White - Cold; Red - Fire; Blue - Lightning; Green - Poison). This Feature and the Draconic Strike Ability above utilize this choice to decide what Damage type it deals. 

      • When you take the Attack Action on your turn, you can replace one of your Martial Arts attacks with an exhalation of draconic energy in either a 5m cone or a 10m line that is 2m wide (your choice). Each creature in that area must make a Reflex Save against your Monk DC, taking damage of the chosen type equal to 2 * your Martial Arts die on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus, regaining them all when you finish a Long Rest. While you have no uses available, you can spend 2 ki points to use this feature again in instead. At 10th level, the damage of this feature increases to 4* your Martial Arts die.

    • Tradition: Mark of the Dragon

      • When you strike a Creature with an Attack using your Unarmed Strike or Monk Weapon you can use a Ki Point to mark them. For the next minute you deal additional Damage to this target equal to your Wisdom Modifier whenever you hit with an Unarmed Strike or Monk Weapon and you can use a Bonus Action to launch yourself towards them as long as nothing is between you and the target and they’re within 30m

    • Improvement: Powerful Presence - You can focus your power into the way you’re perceived.

      • You use your Action to select a number of Creatures that can see (up to twice your Proficiency Bonus) within 30m, forcing all of these Creatures to make a Will Save against your Monk Save DC, with them becoming Frightened of you for 1 Minute on a Failure. Any Creature under this effect suffers extra Damage (of your Draconic Type) equal to your Martial Arts Die whenever you hit them with a Melee Attack or a use of Breath of the Dragon Feature. The affected Creatures can repeat the Save at the end of each of their turns to end the effect.

    • Improvement: Powerful Defense

      • You gain Resistance to the Damage Type of your Breath of the Dragon

    • Advancement: Ascent - You gain additional Features that you can utilize once per Long Rest with a Bonus Action, or using 3 Ki Points if you’ve already used them that day

      • Cull the Feared - All Creatures affected by your Powerful Presence Feature take Necrotic Damage equal to your Martial Arts Die + your Monk Level

      • Dragon Scales - You gain +1AC and 3* your Martial Arts Die Shielding for the next minute

      • Improved Breath - When you utilize Breath of the Dragon you can increase its area to either a 20m Cone or a 40m line. You also gain additional Damage equal to 2* your Martial Arts Die

      • Ascendant One - You push energy through your body, immediately flying 40m straight up. This movement does not provoke Opportunity Attacks and you strike all Creatures in the area you move through to make a Reflex Save vs your Monk Save DC or take 2d12 Damage, the Type dependent on your Breath of the Dragon feature. You can end this movement at any point but if you strike a solid surface you instead take the Damage roll, with it being Bludgeoning Damage

  • Way of the Shadow: There are some who chose to walk the path that values stealth and subterfuge, undertaking acts that few would dare to attempt as a part of their way. These monks might be called ninjas or shadow dancers in some cultures, or spies and assassins in others. Sometimes the members of a monastery are family members, forming a clan sworn to secrecy about their arts that have been passed along for generations.

    • Tradition: Shadow Magic - You gain Cantrips and Spells from the shadows that utilize your Wisdom Modifier if it calls for it, you do not need Material or Somatic Components if they're normally required for the Spells. Though for many of these Monks these magical abilities don’t necessarily take the same form as normal arcane spellcasting.

      • You gain Minor Illusion and can cast it for free and can also spend

      • You can spend 2 Ki Points to cast one of the following Spells; Darkness, Darkvision, Pass Without Trace, or Silence

      • You gain Proficiency with Stealth, or Expertise if you already have it

    • Tradition: Shadow Sight

      • Your eyes are coated with shadows at all times, with your entire eyes slowly becoming a deep black. You gain 20m of Darkvision, Proficiency with Intimidation, and you can see through magical darkness if you're the one to create it.

    • Improvement: Shadow Step

      • When you are in dim light or darkness you can use your Bonus Action to teleport to another spot within 20m that is also within dim light or darkness. If you teleport within Melee distance of an enemy can spend a Ki Point to utilize your Flurry of Blows ability as a part of this Bonus Action.

    • Advancement: Cloak of Shadows

      • When in dim light or darkness you can coat yourself in shadows using your Action, becoming invisible to other Creatures. This effect ends if you cast a spell, make an Attack, or are no longer in dim light or darkness

    • Advancement: One with Shadows

      • You gain Expertise with Stealth, or Mastery if you’re already an Expert

  • Way of the Sun: 

    • Tradition: Eyes of the Sun

      • You gain Proficiency with Perception, or Expertise if you’re already Proficient

    • Tradition: Radiant Bolt - You’ve learned to harness your internal energy and bring it forth with a brilliance that attempts to mimic a star

      • When you make an Unarmed Attack using your Action you can instead choose to make a Radiant Bolt Attack, which counts as Martial Arts for you. This Attack must targe a Creature you can see and has a Range of 20m. You make an Attack Roll using your Wisdom Modifier and Proficiency Bonus, dealing Radiant Damage equal to your Martial Arts Die + your Wisdom Modifier on a hit. In addition, you can spend a Ki Point to make an additional Radiant Bolt Attack as part of the same Action.

        • After you gain the Extra Attack Feature spending a Ki Point to make the additional Radiant Bolt Attack allows you to make 2 Radiant Bolt Attacks instead of 1.

        • Any time you utilize your Radiant Bolt Attack you can spend a Ki Point gain Advantage on all Radiant Bolt Attacks on your turn, with every bolt deals an additional 1d4 Radiant Damage

    • Improvement: Searing Sun Sphere

      • You can utilize your Ki to make a Radiant Attack over an area instead of a single target. If you spend your Action to make a Searing Sun Attack you can spend 2 Ki Points and utilize this ability instead. You select a point within 30m that you can see and a 5m radius sphere of brilliant sunlight appears. Any Creatures within this area must make a Reflex Save against your Monk Save DC, taking Radiant Damage equal to 4* your Martial Arts Dice + your Wisdom Modifier or half as much on a Success. Creatures that Fail also become Blinded until the end of their next turn. For every additional Ki Point you spend on this Ability you deal additional Damage equal to 2 of your Martial Arts Dice.

    • Improvement: True Eyes

      • You gain Truesight up to 5m

    • Advancement: Sun Form

      • You can spend 3 Ki Points and a Bonus Action to enter this form for up to 1 minute, or until you choose to end it or are knocked Unconscious, gaining the following benefits while active

        • You emit Bright Light in a10m area around you and dim light another 10m beyond that. This light causes all Attacks made against you to be done at Disadvantage if they aren't within this area

        • You gain 2d8 + your Wisdom Modifier in Shielding

        • Your Martial Arts Attacks (including Radiant Bolt) deal an additional 1d4 Radiant Damage while within this form 

        • Any Unarmed Strikes you make also send out energy in a straight line 3m ahead of you. If there are multiple Creatures in this area you can make an Attack Roll against each of them as if they were your target

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