The Magic Of: I Classes

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Her fists a blur as lhey detlect an incoming hail of arrows,


a half-elf springs over a barrieade and lhrows herself
into lhe massed ranks of hobgoblins on lhe olher side.
She whirls among lhem. knocking lheir blows aside and
sending them reeling. unlil allasl she slands alone.
Taking a deep breath. a human eovered in tattoos
seltles inlo a battle stanee. As lhe tirsl eharging ores
reaeh him. he exhales and a blasl of tire roars from his
moulh, engulting his foes.
Moving wilh lhe silenee of lhe nighl, a blaek-c1ad
halfling sleps inlo a shadow benealh an areh and
emerges from anolher inky shadow on a balcony a
stone's lhrow away. She slides her blade free of ils c1oth-
wrapped seabbard and peers lhrough lhe open window
aI lhe lyranl prinee. so vulnerable in lhe grip of sleep.
Whalever lheir discipline, monks are uniled in lheir
abilily lo magically harness lhe energy lhal tlows in
lheir bodies. Whelher ehanneled as a slriking display
of eombal prowess or a subI ler foeus of defensive abilily
and speed, lhis energy infuses alllhal a monk does.

THE MAGIC OF KI
Monks make eareful sludy of a magieal energy lhal mos I
monaslie lradilions eall ki. This energy is an elemenl
of lhe magie lhal suffuses lhe mulliverse-speeitieally,
lhe elemenl lhat flows lhrough Iiving bodies. Monks
harness this power wilhin lhemsclves lo ereate magieal
effeels and exeeed their bodies' physieal eapabililies.
and some of lheir special attaeks ean hinder lhe tlow of
ki in lheir opponenls. Using lhis energy. monks ehannel
uneanny speed and slrenglh inlo lheir unarmed slrikes.
As lhey gain experienee. lheir marlial lraining and lheir
maslery ofki gives them more power over lheir bodies
and lhe bodies of their foes.

TRAINING AND ASCETICISM


Small walled c10islers doI the landseapes of lhe worlds
of 0&0. liny refuges from the tlow of ordinary Iife,
where time seems lo stand stil!. The monks who live
lhere seek personal perfeetion lhrough eonlemplation
and rigorous lraining. Many enlered lhe monastery
as ehildren. senl lo Iive lhere when lheir parents died,
when food eouldn't be found lo sllpport lhem, or in
return for some kindness that the monks had performed
for lheir families.
Some monks Iive entirely apart from the surrollnding
populalion. secluded from anyl hing lhat might impede
their spirilllal progresso Olhers are sworn lo isolalion,

PART I I CLASSES
Proficieney Marlial Ki Unarmored
Bonus Arls Points Movement Features
1st +2 ld4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 ld4 3 +10 fI. Monastie Tradition, Defleet Missiles
4th +2 1d4 4 +10 fI. Ability Seore Improvement, Slow Fali
5th +3 1d6 5 +10 ft. Extra Attaek, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastie Tradition feature
7th +3 ld6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Seore Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 ld6 10 +20 ft. Purity of Body
11th +4 ld8 11 +20 fI. Monastic Tradition feature
12th +4 ld8 12 +20 fI. Ability Seore Improvement
13th +5 ld8 13 +20 fI. Tongue of the Sun and Moon
14th +5 ld8 14 +25 fI. Diamond Sou I
15th +5 ld8 15 +25 fI. Timeless Body
16th +5 1d8 16 +25 fI. Ability Seore Improvement
17th +6 1d10 17 +25 fI. Monastie Tradition feature
18th +6 1d10 18 +30 fI. Empty Body
19th +6 ldlO 19 +30 ft. Ability Score Improvement
20th +6 ldl0 20 +30 ft. Perfeel Self

emerging only lo serve as spies or assassins ai the As a result of the structured life of a monastic
command of lheir leader, a noble palron, or some other community and the discipline required lOhamess ki,
morlal or divine power. monks are almosl always lawful in alignmenl.
The majorily of monks don'l shun Iheir neighbors,
making frequenl visilS lO nearhy lowns or villages and QUICK BUILD
exchanging Iheir servicc for food and other goods. As Vou can make a monk quickly by following lhese
versalile warriors, monks oflen end up prolecting their suggestions. First, make Dexlerily your highesl
neighbors fram monsters or Iyranls. ability score, followed by Wisdom. Second, choose the
For a monk, bccoming an advenlllrer means leaving hermit background.
a struelured, communallift'slyle lo beco me a wanderer.
This can be a harsh transition, and monks don't CLASS FEATURES
undertake illightly. Those who leave their cloisters take
As a monk, you gain the following class features.
their work seriollsly, approaching Iheir adventures as
personal tesls of Iheir physical and spiritual growth. HIT POINTS
As a rule, monks care lillle for material wealth and are Hil Dice: Id8 per monk levei
driven by a desire lo aceomplish a grealer mission than Hil Poinls aI Is1 Levei: 8 + your Conslilution modifier
merely slaying monsters and plundering Iheir treasure. Hil Points aI Higher LeveIs: Id8 (or 5) + your
Constitution modifier per monk levei afler IsI
CREATING A MONK
As you make your monk characler, Ihink about your PROFICIENCIES
connection lO lhe monaslery where you leamed your Armor: None
skills and spenl your formal ive years. Were you an Weapons: Simple weapons, shortswords
orphan or a child left on lhe monaslery's threshold? Did Tools: Choose one type of arlisan's lools or one
your parents promise YOlllo the monastery in gratitude musical inslrumenl
for a service performed by lhe lllonks? Did you enler Saving Throws: Strength, Dexterity
Ihis secluded life lo hide from a crime you committed? Skills: Choose two from Acrobatics, Athletics, History,
Or did you choosc the monaslic life for yourself? lnsight, Religion, and Stealth
Consider why you lefl. Did lhe head of your monastery
choose you for a parliclllarly imporlant mission beyond EQUIPMENT
the cloisler? Perhaps you \Vere casl out because of Vou start with lhe following equipment, in addilion lo
some violalion of lhe communily's rules. Did you dread the equipment granled by your background:
leaving, or were you happy lo go? ls Ihere somelhing
(a) a shortsword or (b) any simple weapon
you hope lo accomplish oulside lhe monastery? Are you
(a) a dungeoneer's pack or (b) an explorer's pack
eager lo relum to your home?
10 darts

PART 1 CL"':)SES
77
UNARMORED DEFENSE FLURRY OF BLOWS
Immediately after you take the Attack action on your
Beginning at 1st leveI, while you are wearing no armor
turn, you can spend I ki point to make two unarmed
and not wielding a shield, your AC equals 10 + your
strikes as a bonus action.
Dexterity modifier + your Wisdom modifier.
PATIENT DEFENSE
MARTIAL ARTS Vou can spend I ki point to take the Dodge action as a
At 1st leveI, your practice of martial arts gives you bonus action on your turno
mastery of combat styles that use unarmed strikes and
monk weapons, which are shortswords and any simple STEP OF THE WIND
melee weapons that don't have the two-handed or Vou can spend I ki point to take the Disengage or Dash
heavy property. action as a bonus action on your turn, and your jump
You gain the folIowing benefits while you are unarmed distance is doubled for the turno
or wielding only monk weapons and you aren't wearing
armor or wielding a shield: UNARMORED MOVEMENT
You can use Dexterity instead of Strength for the Starting at 2nd levei, your speed increases by 10 feet
attack and damage rolIs of your unarmed strikes and while you are not wearing armor or wielding a shield.
monk weapons. This bonus increases when you reach certain monk
Vou can rolI a d4 in place of the normal damage leveis, as shown in the Monk table.
ofyour unarmed strike or monk weapon. This die At 9th levei, you gain the ability to move along vertical
changes as you gain monk leveis, as shown in the surfaces and across liquids on your turn without falIing
Martial Arts column of the Monk table. during the move,
When you use the Attack action with an unarmed
strikc or a monk weapon on your turno you can make MONASTIC TRADITION
one unarmed strike as a bonus action. For example, if When you reach 3rd levei, you commit yourself to a
you take the Attack action and attack with a quarter- monastic tradition: the Way of the Open Hand, the Way
staff, you can also make an unarmed strike as a bonus of Shadow, or the Way of the Four Elements, alI detailed
action, assuming you haven't already taken a bonus at the cnd of the class description. Your tradition
action this turn, grants you features at 3rd levei and again at 6th, 11th,
Certain monasteries use specialized forms ofthe and 17th leveI.
monk weapons. For example, you might use a cluh
that is two lengths ofwood connected bya short chain DEFLECT MISSILES
(calIed a nunchaku) or a sickle with a shorter, straighter Starting at 3rd leveI, you can use your reaction to
blade (called a kama), Whatever name you use for a deflect or catch the missile when you are hit by a ranged
monk weapon. you can use the game statistics provided weapon attack. When you do so, the damage you take
for the weapon in chapter 5. from the attack is reduced by IdlO + your Dexterity
modifier + your monk leveI.
KI If you reduce the damage to O,you can catch the
Starting at 2nd levei, your training alIows you to missile if it is smalI enough for you to hold in one hand
harness the mystic energy of ki. Your access to this and you have at least one hand free, If you catch a
energy is represented bya number of ki points. Your missile in this way, you can spend I ki point to make a
monk levei determines the number of points you have, ranged attack with the weapon or piece of ammunition
as shown in the Ki Points column of the Monk table, you just caught, as part of the same reaction. Vou make
You can spend these points to fuel various ki features. this attack with proficiency, regardless of your weapon
You start knowing three such features: Flurry of Blows, proficiencies, and the missile counts as a monk weapon
Patient Defcnse, and Step of the Wind, You learn more for the attack.
ki features as you gain leveis in this class,
When you spend a ki poinl. it is unavailable until ABILITY SCORE IMPROVEMENT
you finish a short or long rest, at the end of which you When you reach 4th levei, and again at 8th, 12th, 16th,
draw alI of your expended ki back into yourself. Vou and 19th leveI. you can increase one ability score of your
must spend at least 30 minutes of the rest meditating to choice by 2, or you can increase two ability scores of
rega in your ki points, your choice by 1. As normal, you can't increase an ability
Some ofyour ki features require your target to make score above 20 using this feature,
a saving throw to resist the feature's effects. The saving
throw DC is calculated as folIows: SLOW FALL
Ki save De =8 + your proficiency bonus + Beginning at 4th levei, you can use your reaction when
your Wisdom modifier you falI to reduce any falIing damage you take by an
amount equal to five times your monk leveI.

PART I I CLASSES
EXTRA ATTACK During that time, YOllalso have resistance to ali damage
but force damage.
Beginning at 5th leveI, you can attack twice, instead of Additionally, you can spend 8 ki points to cast the
once, whenever you take the Attack action on your turno astral projection spell, withollt needing material
components. When you do so. YOllcan't take any other
STUNNING STRIKE creatures with YOll.
Starting at 5th leveI, you can interfere with the flow of
ki in an opponent's body. When you hit another creature PERFECT SELF
with a melee weapon attack. you can spend 1 ki point to At 20th leveI, when you roll for initiative and have no ki
attempt a stunning strike. The target must succeed on a points remaining, you regain 4 ki points.
Constitution saving throw or be stunned until the end of
YOllrnext turno
MONASTIC TRADITIONS
KI-EMPOWERED STRIKES Three traditions of monastic pllrsuit are common in
the monasteries scattered across the multiverse. Most
Starting at 6th leveI, your unarmed strikes count as
monasteries practice one tradition exclusively, bllt a
magical for the purpose of overcoming resistance and
few honor the three traditions and instruct each monk
immunity to nonmagical attacks and damage.
according to his or her aptitude and interest. Ali three
EVASION traditions rely on the same basic techniques. diverging
as the stlldent grows more adept. ThllS, a monk need
At 7th leveI, YOllrinstinctive agility lets you dodge choose a tradition only upon reaching 3rd leveI.
out of the way of certain area effects, such as a blue
dragon's Iightning breath or a firebalJ spell. When YOll WAY OF THE OPEN HAND
are subjected to an effect that allows you to make a
Monks of the Way of the Open Hand are the lIltimate
Dextcrity saving throw to take only half damage, you
masters of martial arts combat, whether armed or
instead take no damage if you succeed on the saving
unarmed. They learn techniqlles to pllsh and trip their
throw, and only half damage if you fail.
opponents, manipulate ki to heal damage to their
bodies, and practice advanced meditation that can
STILLNESS OF MIND
protect them from harm.
Starting at 7th leveI, you can use your action to end one
effect on yourself that is causing YOllto be charmed OPEN HAND TECHNIQUE
or frightened. Starting when you choose this tradition at 3rd leveI,
you can manipulate your enemy's ki when you harness
PURITY OF BODY your own. Whenever you hit a creature with one of the
At 10th leveI, your mastery of the ki flowing throllgh you altacks granted by your Flurry of Blows, YOllcan impose
makes you immune to disease and poison. one of the following effects on that target:
It must succeed on a Dexterity saving throw or be
TONGUE OF THE SUN AND MOON knocked prone.
Starting at 13th leveI, you learn to touch the ki of other It must make a Strength saving throw. Ir it fails, you
minds so that you understand ali spoken languages. can push it up to 15 feet away from YOll.
Moreover, any creature that can understand a langllage It can't take reactions until the end of your next turno
can understand what you say.
WHOLENESS OF BODY
DIAMOND SOUL At 6th leveI, you gain the ability to heal YOllrself.As an
action, you can regain hit points equal to three times
Beginning at 14th leveI, your mastery of ki grants you
proficiency in ali saving throws.
Additionally, whenever YOllmake a saving throw and
fail, you can spend I ki point to reroll it and take the
second result.

TIMELESS BODY
At 15th leveI, your ki sustains you so that you suffer
none of the frailty of old age, and you can't be aged
magically. Vou can still die of old age, however. In
addition, you no longer need food or water.

EMPTY BODY
Beginning at 18th leveI. you can use YOllraction to
spend 4 ki points to become invisible for 1 minute.

PART 1 CLASSES
your monk leveI. Vou musl finish a long resl before you OPPORTUNIST
can use lhis fealure again. AI 171hleveI. you can exploil a crealure's momenlary
dislraclion when il is hil by an altack. Whenever a
TRANQUILlTY creature wilhin 5 feel of you is hit by an allack made by
Beginning ai 111h levei. you can enler a special a crealure olher lhan you, you can use your reaclion to
medilalion lhal surrounds you wilh an aura of peace. AI make a melee atlack against lhal creature.
lhe end of a long resl. you gain lhe effecl of a sanctuary
spelllhal lasls unlillhe slarl of your nexllong resl (lhe WAY OF THE FOUR ELEMENTS
spell can end early as normal). The saving lhrow DC
Vou follow a monastic lradilion that teaches you to
for lhe spell equals 8 + your Wisdom modifier + your
harness lhe elemenls. When you focus your ki, you can
proficieney bonus.
align yourself with lhe forces of creation and bend lhe
QUIVERING PALM four elements lo your will, using lhem as an exlension
AI 171hlevei. you gain lhe ability lo sei up lelhal ofyour body, Some members oflhis lradition dedicale
vibrations in someone's body. When you hil a crealure lhemselves to a single elemenl, but others weave lhe
with an unarmed slrike. you can spend 3 ki points to elements logelher.
slart these imperceplible vibralions. which lasl for a Many monks of lhis lradition lalloo lheir bodies wilh
number of days equallo your monk leveI. The vibralions represenlalions of lheir ki powers. commonly imagined
are harmless unless you use your action lo end lhem. as coiling dragons. bul also as phoenixes, fish. planls,
To do so. you and lhe largel musl be on lhe same plane mounlains. and cresling waves.
of exislence. When you use lhis aclion. lhe crealure
DISCIPLE OF THE ELEMENTS
musl make a Conslilulion saving throw. If it fails. it is
When you choose lhis lradilion ai 3rd levei, you learn
reduced to O hil poinls. Ifil succeeds, illakes IOdlO
magical disciplines lhal harness lhe power of lhe four
necrotic damage.
elemenls. A discipline requires you lo spend ki points
Vou can have only one creature under lhe effecl of lhis
each time you use it.
fealure ai a lime. Vou can choose lo end the vibrations
Vou know lhe Elemenlal Allunemenl discipline and
harmlessly wilhout using an aclion.
one olher elemenlal discipline of your choice, which are
delailed in lhe "Elemental Disciplines" seclion below.
WAY OF SHADOW
Vou learn one addilional elemental discipline of your
Monks of the Way of Shadow follow a lradilion lhal choice ai 61h, 111h. and 17th leveI.
values sleallh and sublerfuge. These monks might Whenever you learn a new elemenlal discipline,
be called ninjas or shadowdancers. and they serve as you can also replace one elemenlal discipline lhal you
spies and assassins. Somelimes the members of a already know wilh a different discipline.
ninja monaslery are family members, forming a clan Casting Elemental Spells. Some elemenlal
sworn to secrecy about their arts and missions. Olher disciplines allow you to casl spells. See chapter 10 for
monasleries are more like lhieves' guilds, hiring oul lhe general rules of spellcasling. To cast one of lhese
their services lo nobles, rich merchanls, or anyone else spells, you use ils casting time and olher rules. but you
who can pay lheir fees. Regardless of their melhods, lhe don'l need lo provide malerial componenls for it.
heads of lhese monasleries expect lhe unqueslioning Once you reach 51h levei in lhis class. you can spend
obedience of lheir sludenls. additional ki poinls lo increase the levei of an elemenlal
discipline spelllhal you cas!, provided lhallhe spell has
SHADOW ARTS
an enhanced effecl at a higher levei. as burning hands
Slarling when you choose this tradition ai 3rd levei. you does. The spell's leveI increases by 1 for each addilional
can use your ki lo duplicate lhe effecls of certain spells. ki poinl you spend. For example, if you are a 5th-levei
As an action. you can spend 2 ki poinls lo casl darkness, monk and use Sweeping Cinder Slrike lo casl burning
darkvision. pass without trace, or si/ence. wilhoul hands, you can spend 3 ki poinls lo casl it as a 2nd-levei
providing malerial components. Addilionally. you gain spell (lhe discipline's base cosi of 2 ki poinls plus I).
lhe minor iJlusion canlrip if you don'l already know it. The maximum number of ki poinls you can spend lo
casl a spell in lhis Way (including ils base ki point cosi
SHADOW STEP
and any addilional ki poinls you spend lOincrease its
AI 61h levei. you gain lhe abilily lo slep from one shadow
levei) is delermined by your monk levei. as shown in lhe
into anolher. When you are in dim Iighl or darkness.
Spells and Ki Poinls table.
as a bonus aclion you can leleporl up to 60 feel to an
unoccupied space you can see that is also in dim lighl
$PELLS ANO KI POINTS
or darkness. Vou lhen have advanlage on lhe firsl melee
altack you make before the end of the lurn. Monk Leveis Maximum Ki Points for a Spell
5th-8th 3
CLOAK OF SHADOWS 9th-12th 4
By 111h leveI, you have learned lo beco me one wilh 13th-16th 5
lhe shadows. When you are in an area of dim lighl or
17th-201h 6
darkness, you can use your aclion lo become invisible.
Vou remain invisible until you make an altack. casl a
spell. or are in an area of brighl light.

PART I I CLASSES
80
ELEMENTAL DISCIPLINES Shape the Flowing River. As an action, you can
The elemental disciplines are presented in alphabetical spend I ki point to choose an area of ice or water no
arder. ]f a discipline requires a leveI, you must be that larger than 30 feet on a side within 120 feet of YOU. Vou
leveI in this class to learn the discipline. can change water to ice within the area and vice versa,
Breath ofWinter (17th LeveI Required). Vou can and you can reshape ice in the area in any manner you
spend 6 ki points to cast cone of cold. choose. Vou can raise or lower the ice's elevation, create
Clench ofthe North Wind (6th LeveI Required). Vou ar fil! in a trench, erect or !latten a wal!, or form a pil!ar.
can spend 3 ki points to cast hold person. The extent of any such changes can't exceed half the
Elemental Attunement. Vou can use your action to area's largest dimensiono For example, if you affect a
brie!ly control elemental forces nearby, causing one of 30-foot square, you can create a pillar up to 15 feet high,
the fol!owing effects of your choice: raise or lower the square's elevation by up to 15 feet, dig
a trench up to 15 feet deep, and so on. Vou can't shape
Create a harmless, instantaneous sensory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a shower of
Sweeping Cinder Strike. Vou can spend 2 ki points to
sparks, a puff of wind, a spray of light mist, or a gentle
cast burning hands.
rumbling of stone.
Water Whip. Vou can spend 2 ki points as a bonus
Instantaneously light ar snuff out a candIe, a torch, ar
action to create a whip of water that shoves and pul!s
a smal! campfire.
a creature to unbalance lI. A creature that you can see
Chill or warm up to I pound of nonliving material for
that is within 30 feet of you must make a Dexterity
up to I hour.
saving throw. On a failed save, the creature takes 3d 10
Cause earth, fire, water, or mist that can fit within a
bludgeoning damage, plus an extra IdlO bludgeoning
I-foot cube to shape itself into a crude form you desig-
damage for each additional ki point you spend, and you
nate for I minute.
can either knock it prone or pul! it up to 25 feet closer
Eternal Mountain Defense (11th LeveI Required). to YOU. On a successful save, the creature takes half as
Vou can spend 5 ki points to cast stoneskin, much damage, and you don't pul! It or knock it prone.
targeting yourself. Wave ofRolling Earth (17th LeveI Required). Vou
Fangs ofthe Fire Snake. When you use the Atlack can spend 6 ki points to cast wall of stone.
action on your turn, you can spend I ki point to cause
tendrils of !lame to stretch out from your fists and feel. ••
MONASTIC ORDERS
••
Your reach with your unarmed strikes increases by lhe worlds of D&D contain a multitude of monasteries
10 feet for that action, as wel! as the rest of the turn. and monastic traditions. In lands with an Asian cultural
A hit with such an attack deals fire damage instead of flavor, such as Shou Lung far to the east of the Forgotten
bludgeoning damage, and if you spend I ki point when Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra IdlO fire damage. traditions and martial arts practice. lhe Iron Hand School,
Fist ofFour Thunders. Vou can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School ofShou Lung teach different
Fist ofUnbroken Air. Vou can create a blast of approaches to the physical, mental, and spiritual disciplines
compressed air that strikes like a mighty fisl. As an of the monk. Some of these monasteries have spread to the
western lands of FaerOn, particularly in places with large
action, you can spend 2 ki points and choose a creature
Shou immigrant communities. such as lhesk and Westgate.
within 30 feet of YOU. That creature must make a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value of physical excellence and mental discipline.
takes 3dl0 bludgeoning damage, plus an extra IdlO In the Forgotten Realms, the order ofthe Dark Moon is
bludgeoning damage for each additional ki point you made up of monks dedicated to Shar (goddess of loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
from you and knock it prone. On a successful save, the and subterranean hideaways. Monasteries of IImater (god
creature takes half as much damage, and you don't push of endurance) are named after flowers, and their orders
it or knock it prone. carry the names of great heroes of the faith; the Disciples of
Flames ofthe Phoenix (11th LeveI Required). Vou Saint Sollars the lwice-Martyred reside in the Monastery of
the Yellow Rose near Damara. lhe monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study of martial arts with a life of scholarship.
Gong ofthe Summit (6th LeveI Required). Vou can Most are devoted to the deities of the Sovereign Hosl.
spend 3 ki points to cast shatter. In the world of Dragonlance, most monks are devoted to
Mist Stance (11th LeveI Required). Vou can spend 4 Majere, god of meditation and thoughl. In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess of twilight
Ride the Wind (11th LeveI Required). Vou can spend and the superiority of mind over matter, or to Zuoken, god of
4 ki points to cast fiy, targeting yourself. mental and physical mastery.
RiverofHungry Flame (17th LeveI Required). Vou lhe evil monks ofthe Scarlet Brotherhood in the world of
can spend 5 ki points to cast wall of fire. Greyhawk derive their fanatic zeal not from devotion to a god
Rush ofthe Gale Spirits. Vou can spend 2 ki points but from dedication to the principies oftheir nation and their
race-the belief that the Suei strand of humanity are meant
to cast gust of wind.
to rule the world .
..••....-------------------- ..-
PART 1 I CLASSES
81
d6 Monastery
Your monastery is carved out of a mounta inside,
where it looms over a treacherous pass.
2 Your monastery is high in the branch es of a n im-
m ense tree in the Feywild.
3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
reached only by fl ying.
4 Your monastery is bui lt beside a volcanic system
of hot springs, geysers, and s ulfur pools. You regu-
larly received visits from azer trade rs.
5 Your m onastery was founded by gnomes and is an
MONK underground labyrinth of tunnels and rooms.
6 Your m onastery was carved from an iceberg in the
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR
frozen reaches of the world .
st .
iali
villainy. While you blustered and threatened, I've planned
four different ways to snap your neck with my bare hands. MONASTIC ICON e r
-Ember, grand master of flowers FA
u
a lis m a nd personal possessions,
PD
Even in the monastic lifestyle , which eschews materi-
symbolis m plays an
n
Monks walk a path of contradiction. They study their art important part in defining
e bethe identity of a n order. Some
as a wizard does, and like a wizard, they wear no armor monastic orders treat D certain creatures w ith s pecial
and typically eschew weapons. Yet they are dead ly com- regard, either n of the creature is tied to the order's
because
batants, their abilities on a par with those of a raging r io
histo ry or sbecause it serves as an example of a quality
ba rba rian or a superbly trained fighter. Monks embrace v
the monkse seek to emulate.
th is seeming contradiction , for it s peaks to the core of
e mIfoyour cha racter's monastery had a s pecial icon, you
all monastic study. By coming to know oneself com-
a d might wear a crude image of the creature somewhere
pletely, one learns much of the wider world.
s ing inconspicuous on your clothing to serve as an identify-

d u con-
A monk's focus on inner mas tery leads many such ing mark. Or perhaps your order's icon does not have a
individua ls to become detached from society,iemore physical fo rm but is expressed through a gesture or a
f
dni with hap-
cerned with their personal experience tha
m o
penings elsewhere. Adventuring monks are a rare breed
posture that you adopt, and which other monks might
know how to interpret.
n
ee taking their quest
of an a lready rare type of character,
b
for perfection beyond the a s of the monastery into the
walls MONASTIC ICONS
h
DF
world at large. d6 Icon
Playing a monkPcharacter offers many intriguing op-
h
portunities to i s
try something diffe rent. To distinguis h
Mon key. Quick reflexes and the ability to travel

your monkTcha racter even further, consider the o ptions


through the treetops a re two of the reasons why
your order admires the mon key.
in the sections that follow.
2 Dragon Turtle. The monks of your seaside mon-
MONASTERY astery venerate the dragon turtle, reciting ancient
prayers and offering garlands of flowers to honor
A monk studies in a monastery in pre paration for a life
of asceticism. Mos t of those w ho enter a m onastery this living spirit of the sea.
make it their home for the rest of their lives, wit h the 3 Ki-rin. Your monastery sees its main purpose as
exception of adventurers and others who have reason to watching over and protect ing the land in t he man -
leave. For those individuals, a monastery might serve as ner of the ki-rin.
a refuge between excursions to the world or as a source 4 Owlbear. The m on ks of your m o nastery revere a
of s upport in times of need. fami ly of owl bears and have coexisted with them
What sort of place was your monastery, a nd where is for generations.
it located? Did attending it contr ibute to your experience 5 Hydra. Your order singles out the hydra for its abil-
in an unus ual or distinctive way? ity to unleash several attacks simultaneously.
6 Dragon. A dragon once laired with in your mon as-
te ry. Its influence remains lo ng after its departure.

CHAPTER 1 I CHARACTER OPTIONS


st.
e r iali
D FA
P
nu
ebe
o
LEFT TO R 1G ... T: DRUNKEN MAS T ER, K ENSEI , A N O SUN Sou1. fD
on
rsi
MASTER MO o ve
mNASTIC T RA D ITIO NS
e level, a monk gains the Monastic Tradition fea-
During your studies, you were likely under the tutelage
aAtd3rd
ing
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for
u s addition to those offered in the Player's Handbook: the
shaping your understanding of the ma rtial arts and d your
f i e
i your
attitude toward the world. What sort of persondwas
Way of the Drunken Master, the Way of the Kensei, and
the Way of the Sun Soul.
o master
master, and how did your relationship withmyour
affect you? en
e WAY OF THE DRUNKEN MASTER
b
MASTERS h as The Way of the Drunken Master teaches its students
DF
to move with the jerky, unpredictable movements of
d6 Master
is P a drunka rd. A drunke n master sways, tottering on
Th
Your master was a t yrant whom you had to defeat
in single combat to complete your ins truction .
uns teady feet, to present what seems like an incompe-
te nt combata nt who proves frus tra ting to engage. The
2 Your master was kindly and taught you to purs ue drunken mas te r's erratic s tumbles conceal a carefully
the cause of peace. executed dance of blocks, parries, advances, attacks,
3 Your master was merciless in pushing you to your a nd retreats.
limits. You nearly Jost an eye during one especially
A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
brutal practice session.
humility to the a rrogant, but when battle is joined, the
4 Your master seemed goodhea rted whi le tutoring
drunken master can be a maddening, mas terful foe.
you , but betrayed yo ur m o nastery in the end.
S Your master was cold and distant. You suspect that WAY OF THE DRUN KEN MASTER FEAT URES
the two of you might be related.
Monk Level Feature
6 Your maste r was kind a nd generous, never critical
3rd Bonus Proficiencies, Drunken Technique
of your progress. Nevertheless , you feel you never
6th Tipsy Sway
fully lived up to the expectations placed on you .
11th Drunkard 's Luck
17th Intoxicated Frenzy

CHAPTER I I CHARACTER OPTlONS


WAY OF THE KENSEI
Monks of the Way of the Kensei tra in relentlessly with
the ir weapons, to the point wher e the weapon becomes
an extens ion of the body. Founded on a mas tery of
sword fighting, the tradition has expanded to include
m any differe nt weapons.
A kensei sees a weapon in much the same way a cal-
ligraphe r or painter rega rds a pen o r brush. Whatever
the weapon, the ke nsei views it as a tool used to express
the beauty a nd precis ion of the martia l arts. That s uch
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion , practice, a nd s tudy.

WAY OF THE KENSEI FEATURES


Monk Level Feature
3rd Path of the Kensei (2 weapons}
6th One with the Blade,
Path of the Kensei (3 weapons)
11th Sharpen the Blade,
BONUS PROFICIENCIES Path of the Kensei (4 weapons)
When you choose this tradition at 3 rd level, you gain
st.
iali
17th Unerring Accuracy,
proficiency in the Pe rformance s kill if you don't a lready
have it. Your martia l arts technique mixes combat train- e r
Path of the Kensei (5 weapons}

ing with the precis ion of a dancer and the a ntics of a FA


jeste r. You a lso gain proficie ncy with brewe r's supplies if
PATH OF THE KENSEI
PD
you don't already have it. Whe n you choose this tradition nu at 3rd level, your s pe-
eleads
b
Depath also includes ins truction in
cia l martia l arts tra ining you to m aster the use of
DRUNKEN TECHNIQUE certain weapons. Thisf
o calligraphy or painting. You gain the
At 3 rd level, you learn how to twis t a nd turn quickly as the deft s trokes
i o n of
followingrs benefits.
part of your F lurry of Blows. Whe never you use Flurry
of Blows , you gain the benefit of the Disengage action, ve Weapons. Choose two types of weapons to
Kensei
o
myour ke nsei weapons: o ne melee weapon a nd one
dera nged weapon. Each of these
and your walking speed increases by 10 feet until the be
end of the curre nt turn.
g a weapons can be any s im-
sin ple or martia l weapon that lacks the heavy a nd s pecia l
TIPSY SWAY
du properties. The longbow is a lso a valid choice. You gain
S ta rting at 6th level, you can move in s udden,
d ifieswaying proficiency with these wea pons if you don't a lready have
ways. You gain the following benefits. o it. Weapons of the chosen types are monk weapons for
Leap to Your Feet. Whe n you're n m
prone , you can s ta nd you. Many of this traditio n's featu res work only with
e
e rather than half
sb
up by s pending 5 feet of movement, your kensei weapons. When you reach 6th, 11th, and
your s peed.
h a 17th level in this class, you can choose anothe r type of
R edirect Attack. WFhe n a creature misses you with weapon- e ither melee or ranged- to be a ke nsei weapon
a melee attack roll,
D
P you can s pend 1 ki point as a re- for you, following the crite ria above.
action to causeh isthat Agile Parry. If you make an unarmed s trike as part of
T attack to hi t one creature of your
choice, other than the attacker, that you can see within 5 the Attack actio n on your turn a nd a re holding a kensei
feet of you. weapon, you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonus to AC until the s ta rt of
DRU NKA RD'S L UCK your next turn, while the weapon is in your ha nd and
Starting at 11th level, you a lways seem to get a lucky you a ren't incapacitated.
bounce at the right moment. When you make an ability Kensei's Shot. You can use a bo nus action o n your
check, a n attack roll, or a saving throw and have dis ad- turn to ma ke your ra nged attacks with a kensei weapon
vantage on the roll, you can s pend 2 ki points to cancel more dead ly. Whe n you do s o, a ny target you hit with a
the disadva ntage for that roll. ranged a ttack us ing a ke nsei weapon takes an extra ld4
da mage of the weapon's type. You re tain this benefit un-
INTOXICATED FRENZY til the e nd of the current turn.
At 17th level, you gain the ability to m a ke a n overwhe lm- Way ofthe Brush. You gain proficiency with your
ing number of a ttacks against a group of enemies. Whe n choice of calligraphe r's s upplies or painter's s upplies.
you use your Flurry of Blows, you can ma ke up to three
additional attacks with it (up to a total of five F lurry of ONE WITH THE BLADE
Blows a ttacks), provided that each Flurry of Blows at- At 6 th level, you extend your ki into your kensei weap-
tack ta rgets a different creature this turn. ons, granting you the following benefits.

C H APTER I I C H ARACTER OPTfONS


w~., J..iJ.. t~· sc;... <Arc;i 'ros~ t~· roc;J..? .. fVow '10"' le;.,
"w~.,?" Okc;i, ~•r• 1 t~• ~okt fc;rl: \ kt"'ui. G<t it?
1

W~c;t? W~i c;r•"''t io"' lc;"'~~i"'~? ~' ~okt is soliJ..


1

~o(J.., c;"'J.. ""'i J..<liv<~i we;! f •r{<'l. Mc;i\o' io"' J..iJ.."' t


~·t it lo•'<;<Al• io"' r< 1t"'fiJ...

Magic Ken sei Weap on s. Your attacks with your ken·


sei weapo ns count as magical for the purpose of over·
coming resistance and immunity to nonmagical a ttacks
a nd dam age.
De ft Strik e. When you hit a target with a ke nsei
weapon, you can spend 1 ki point to cause the weapon
to deal extra damage to the ta rget equa l to your Martial
Arts die. You can use this feature only once on each of
When you gai n the Extra Attack feature, this specia l
your turns. attack can be used for any of the attacks you make as
SHARPEN THE BLADE part of the Attack action.
At 11th level, you gai n the ability to augment your weap- SEARING ARC STRIKE
o ns further with your ki. As a bonus action, you can
At 6th level, you gain the ability to channel your ki into
expend up to 3 ki points to grant one ke nsei weapon
searing waves of e nergy. Immediately after you take the
you touch a bonus to attack a nd da mage rolls w hen you
Attack action on your turn, you can spend 2 ki points to
attack with it. The bonus equa ls the number of ki points
cast the burning hands s pell as a bonus action.
l i s t.
you spent. T his bonus lasts for 1 minute or un til you a
erkii point
You can spend additio na l ki points to cast burning
use this featu re again. This feat ure has no effect on a
A
hands as a highe r-level s pell. Each additional
magic weapon that al ready has a bo nus to attack a nd
da mage rolls. DF1. The maximum
you s pend increases the s pell's level by
P
e nlsu half your
number of ki points (2 plus a ny additiona l points) that
b
you ca n s pend on the spell equa monk level.
De
UNERRING ACCURACY
At 17th level, your mastery of weapons grants you ex- f
traordinary accuracy. If you miss with an attack roll
SEARING SU NBU RST
no
ogain the ability to create an orb of light
rsia devastating explosion. As an action,
At 11th level, you
us ing a monk weapon on your turn, you can reroll it. You
that erupts einto
can use this feature only once on each of your turns. o v create an orb and hurl it at a point you
you magically
m
WAY OF THE SUN SOUL de w ithin 150 feet, where it erupts into a sphe re of
choose
aradiant
g Lig ht for a brief but deadly instant.
Monks of the Way of the Sun Soul learn to chan nel their
u sin Each creature in that 20-foot-radius sphere must s uc-
ied mi-
life e nergy into searing bolts of light. They teach that ceed on a Constitution saving throw or take 2d6 radiant
meditation can unlock the ability to unleash theifindo
od
damage. A creature doesn't need to m ake the save if the
table light shed by the soul of every livingm creature. creature is behind total cover that is opaque.
e en You can increase the s phere's damage by spending
WAY OF THE SUN SOUL FEATURES
sb ki points. Each point you spend, to a maximum of 3, in-
Monk Leve l Feature
F ha creases the damage by 2d6.
3rd RadiantP D Bolt
Sun
6th h
Sea i s
ring Arc Strike
SUN SHIELD

11th
TSearing Sunburst
At 17th level, you become wreathed in a luminous, mag-
ical aura. You shed bright light in a 30-foot rad ius a nd
17th Sun Shield dim light for an additional 3 0 feet. Yo u can extinguish or
restore the light as a bonus action.
R ADIANT SUN BOLT If a creature hits you with a melee attack while this
Starting when you choose this tradition at 3rd level, you light s hines, you can use your reaction to deal radiant
can hurl searing bolts of magical radiance. damage to the creature. The radiant damage equals 5 +
You gain a new attack option that you can use with your Wisdom modifier.
the Attack action. T his special attack is a ranged spell
attack with a ra nge of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack a nd S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
damage rolls. Its damage is radiant, and its damage die to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol• t~i"'~
is a d 4. This die cha nges as you gain monk levels, as
l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,•I to c; tc;'• io"' '<;"' t l<l.
s hown in the Ma rtial Arts column of the Monk table.
When you take the Attack action on your turn and use
this specia l attack as part of it, you can spend 1 ki point
(\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i· 0
to make the special attack twice as a bonus action.

CHAPTER I I CHARACTER OPTIONS


If you make an unarmed strike as part of the Attack action
on your turn and are holding a kensei weapon, you can
Monastic Traditions use that weapon to defend yourself. You gain a +2 bonus to
At 3rd level, a monk gains the Monastic Tradition feature. AC until the start of your next turn while you are not
Here are new options for that feature: the Way of the Kensei incapacitated and the weapon is in your hand.
and the Way of Tranquility.
One with the Blade
Way of the Kensei At 6th level, you extend your ki into the weapons you hold,
granting you the following benefits.
Monks of the Way of Kensei train relentlessly with their Magic Weapons. Your attacks with your kensei weapons
weapons, to the point that the weapon becomes like an count as magical for the purpose of overcoming resistance
extension of the body. A kensei sees a weapon in much the and immunity to nonmagical attacks and damage.
same way a painter regards a brush or a writer sees Precise Strike. You can focus your attention on a single
parchment, ink, and quill. A sword or bow is a tool used to target in battle to understand and overcome its defenses. As a
express the beauty and elegance of the martial arts. That bonus action, pick one creature you can see within 30 feet of
such mastery makes a kensei a peerless warrior is but a side you. The next weapon attack you make against that creature
effect of intense devotion, practice, and study. during the current turn adds double your proficiency bonus to
the attack roll, rather than your normal proficiency bonus.
Path of the Kensei Once you use this ability, you can’t use it again until you finish
When you choose this tradition at 3rd level, you learn to a short or long rest.
extend your knowledge of the martial arts beyond the
standard array of monk weapons. Sharpen the Blade
You gain the following benefits: At 11th level, you gain the ability to augment your weapons
You gain proficiency with three martial weapons of your with the strength of your ki. As a bonus action, you can
choice. A martial weapon is considered a kensei weapon expend up to 3 ki points to grant a weapon you touch a bonus
for you if you’re proficient with it. to attack and damage rolls while you wield it. The bonus
Whenever you wield a kensei weapon, you choose equals the number of ki points you spent. This bonus lasts for
whether to use Dexterity or Strength for the attack and 1 minute.
damage rolls of the weapon, and you choose whether to Unerring Accuracy
use your Martial Arts damage die in place of the weapon’s At 17th level, your mastery of weapons grants you
damage die. extraordinary accuracy. On each of your turns, you can reroll
When you take the Attack action on your turn and hit a one weapon attack roll you make that misses.
target with a kensei weapon, you can use a bonus action to
pummel the target, dealing an additional 1d4 bludgeoning
damage to that target and to any other target you hit with
the weapon as part of the Attack.

SUB-CLASSES | MONASTIC TRADITIONS


53
Way of Tranquility
Monks of the Way of Tranquility see violence as a last resort. Emissary of Peace
They use diplomacy, mercy, and understanding to resolve At 6th level, you gain the ability to diffuse violent situations.
conflicts. If pushed, though, they are capable warriors who Whenever you make a Charisma check to calm violent
can bring an end to the unjust or cruel folk who refuse to emotions or to counsel peace, you have advantage on the roll.
listen to reason. When adventuring, these monks make You must make this entreaty in good faith; it doesn’t apply if
excellent diplomats. They are also skilled in the healing arts, proficiency in the Deception or Intimidation skill applies to
and can preserve their allies in the face of daunting foes. your check.
You also gain proficiency in the Performance or Persuasion
Path of Tranquility skill (choose one).
When you choose this tradition at 3rd level, you can become
an island of calm in even the most chaotic of situations. With Douse the Flames of War
this feature, you can cast the sanctuary spell on yourself, no At 11th level, you gain the ability to temporarily extinguish a
material component required, and it lasts up to 8 hours. Its creature’s violent impulses. As an action, you can touch a
saving throw DC equals 8 + your proficiency bonus + your creature, and it must make a Wisdom saving throw with a DC
Wisdom modifier. A creature that succeeds on the save is equal to 8 + your proficiency bonus + your Wisdom modifier.
immune to this effect for 1 hour. The target automatically succeeds if it’s missing any of its hit
Once you cast the spell in this way, you can’t do so again for points. If the target fails the save, it can’t attack for 1 minute.
1 minute. During that time, it also can’t cast spells that deal damage or
that force someone to make a saving throw.
Healing Hands This effect ends if the target is attacked, takes damage, or is
Your mystical touch can heal wounds. Starting at 3rd level, forced to make a saving throw or if the target witnesses any
you have a pool of magical healing power that replenishes of those things happening to its allies.
when you take a long rest. With that pool, you can restore a
total number of hit points equal to your monk level × 10. Anger of a Gentle Soul
As an action, you can touch a creature and draw power At 17th level, you gain the ability to visit vengeance on
from the pool to restore a number of hit points to that someone who fells others. If you see a creature reduce
creature, up to the maximum amount remaining in the pool. another creature to 0 hit points, you can use your reaction to
Instead of healing the creature, you can expend 5 hit points grant yourself a bonus to all damage rolls against the
from your pool of healing to cure the target of one disease or aggressor until the end of your next turn. The bonus equals
neutralize one poison affecting it. You can cure multiple your monk level.
diseases and neutralize multiple poisons with a single use of Once you use this ability, you can’t use it again until you
Healing Hands, expending hit points separately for each one. finish a short or long rest.
When you use your Flurry of Blows, you can replace one of
the unarmed strikes with a use of this feature.
This feature has no effect on undead and constructs.

SUB-CLASSES | MONASTIC TRADITIONS


54

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