Unchained Monk
Monk
Her fists a blur as they deflect an incoming
hail of arrows, a half-elf springs over a For a monk, becoming an adventurer means leaving a
barricade and throws herself into the
massed ranks of hobgoblins on the other structured, communal lifestyle to become a wanderer. This
side. She whirls among them, knocking can be a harsh transition, and monks don't undertake it
their blows aside and sending them reeling, lightly. Those who leave their cloisters take their work
until at last she stands alone. seriously, approaching their adventures as personal tests of
Taking a deep breath, a human covered in tattoos settles their physical and spiritual growth. As a rule, monks care
into a battle stance. As the first charging orcs reach him, he little for material wealth and are driven by a desire to
exhales and a blast of fire roars from his mouth, engulfing accomplish a greater mission than merely slaying monsters
his foes. and plundering their treasure.
Creating a Monk
Moving with the silence of the night, a black-clad halfling As you make your monk character, think about your
steps into a shadow beneath an arch and emerges from connection to the monastery where you learned your skills
another inky shadow on a balcony a stone's throw away. and spent your formative years. Were you an orphan or a
She slides her blade free of its cloth-wrapped scabbard and child left on the monastery's threshold? Did your parents
peers through the open window at the tyrant prince, so promise you to the monastery in gratitude for a service
vulnerable in the grip of sleep. performed by the monks? Did you enter this secluded life to
hide from a crime you committed? Or did you choose the
Whatever their discipline, monks are united in their monastic life for yourself?
ability to magically harness the energy that flows in their
bodies. Whether channeled as a striking display of combat Consider why you left. Did the head of your monastery
prowess or a subtler focus of defensive ability and speed, choose you for a particularly important mission beyond the
this energy infuses all that a monk does. cloister? Perhaps you were cast out because of some
violation of the community's rules. Did you dread leaving,
The Magic of Ki or were you happy to go? Is there something you hope to
Monks make careful study of a magical energy that most accomplish outside the monastery? Are you eager to return
monastic traditions call ki. This energy is an element of the to your home?
magic that suffuses the multiverse — specifically, the
element that flows through living bodies. Monks harness
this power within themselves to create magical effects and
exceed their bodies' physical capabilities, and some of their
special attacks can hinder the flow of ki in their opponents.
Using this energy, monks channel uncanny speed and
strength into their unarmed strikes. As they gain
experience, their martial training and their mastery of ki
gives them more power over their bodies and the bodies of
their foes.
Training and Asceticism
Small walled cloisters dot the landscapes of the worlds of
D&D, tiny refuges from the flow of ordinary life, where time
seems to stand still. The monks who live there seek
personal perfection through contemplation and rigorous
training. Many entered the monastery as children, sent to
live there when their parents died, when food couldn't be
found to support them, or in return for some kindness that
the monks had performed for their families.
Some monks live entirely apart from the surrounding
population, secluded from anything that might impede their
spiritual progress. Others are sworn to isolation, emerging
only to serve as spies or assassins at the command of their
leader, a noble patron, or some other mortal or divine
power.
The majority of monks don't shun their neighbors,
making frequent visits to nearby towns or villages and
exchanging their service for food and other goods. As
versatile warriors, monks often end up protecting their
neighbors from monsters or tyrants.
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The Monk
Proficiency
Martial Arts
Ki
Talents
Unarmored
Level Bonus Features Dice Points Known Movement
1st +2 Unarmored Defense, Martial Arts, Fighting Stance 1d4 — — —
2nd +2 Ki, Ascetic Talents, Unarmored Movement 1d4 2 2 +10 ft.
3rd +2 Monastic Tradition, Ki-Fueled Attack 1d4 3 2 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d4 4 2 +10 ft.
5th +3 Extra Attack, Style Strike 1d6 5 3 +10 ft.
6th +3 Monastic Tradition feature, Ki-Empowered Strikes 1d6 6 3 +15 ft.
7th +3 Evasion 1d6 7 3 +15 ft.
8th +3 Ability Score Improvement 1d6 8 3 +15 ft.
9th +4 Unarmored Movement improvement 1d6 9 4 +15 ft.
10th +4 Purity of Body, Style Strike 1d6 10 4 +20 ft.
11th +4 Monastic Tradition feature 2d4 11 4 +20 ft.
12th +4 Ability Score Improvement 2d4 12 4 +20 ft.
13th +5 Tongue of Sun and Moon 2d4 13 5 +20 ft.
14th +5 Diamond Soul 2d4 14 5 +25 ft.
15th +5 Timeless Body, Style Strike 2d4 15 5 +25 ft.
16th +5 Ability Score Improvement 2d4 16 5 +25 ft.
17th +6 Monastic Tradition feature 2d6 17 6 +25 ft.
18th +6 Empty Body 2d6 18 6 +30 ft.
19th +6 Ability Score Improvement 2d6 19 6 +30 ft.
20th +6 Perfect Self, Style Strike 2d6 20 6 +30 ft.
Monastic Icons Proficiencies
Even in the monastic lifestyle, which eschews materialism Armor: none
and personal possessions, symbolism plays an important Weapons: simple weapons, shortswords
part in defining the identity of an order. If your character's Tools: any one type of artisan's tools or any one musical
monastery had a special icon, you might wear a crude instrument of your choice
image of it somewhere inconspicuous on your clothing to Saving Throws: Strength, Dexterity
serve as an identifying mark. Or perhaps your order's icon Skills: Choose two from Acrobatics, Athletics, History,
does not have a physical form but is expressed through a Insight, Religion, and Stealth.
gesture or a posture that you adopt, and which other
monks might know how to interpret. Starting Equipment
Quick Build You start with the following items, plus anything provided
by your background.
You can make a monk quickly by following these
suggestions. First, make Dexterity your highest ability (a) a shortsword or (b) any simple weapon
score, followed by Wisdom. Second, choose the hermit (a) a dungeoneer's pack or (b) an explorer's pack
background. 10 darts
Alternatively, you may start with 5d4 gp to buy your own
Class Features equipment.
As a monk, you gain the following class features. Unarmored Defense
Beginning at 1st level, while you are wearing no armor and
Hit Points not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Monk level after 1st
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Martial Arts Python Stance
Your practice of martial arts gives you mastery of combat
styles that use unarmed strikes and monk weapons, which Your strikes ensnare and constrict foes with the
are shortswords and any simple melee weapons that lack unbreakable grip of a python. When you make an unarmed
the two-handed or heavy properties. strike against a creature on your turn, you can replace the
attack with an attempt to grapple the target.
You gain the following benefits while you are unarmed or
wielding only monk weapons and you aren't wearing armor Tiger Stance
or wielding a shield:
With the lashing movements of a powerful tiger, you savage
You can use Dexterity instead of Strength for the attack foes in a sequence of attacks. When you hit a creature with
and damage rolls of your unarmed strikes and monk a melee weapon attack on your turn, you gain a +2 bonus to
weapons. the damage rolls of all subsequent melee weapon attacks
You can roll 1d4 in place of the normal damage of your made against that creature for the rest of the turn.
unarmed strike or monk weapon. This die changes in
size and number as you gain monk levels, as shown in Wolf Stance
the Martial Arts Dice column of the Monk table.
When you take the Attack action on your turn and attack Your stance emulates the tenacity and savagery of a
with an unarmed strike or a monk weapon, you can then hunting wolf. You have advantage on opportunity attacks
make one unarmed strike as a bonus action before the you make with unarmed strikes or monk weapons.
end of your turn. Ki
Certain monasteries use specialized forms of the monk Starting at 2nd level, your training allows you to harness
weapons. For example, you might use a club that is two the mystic energy of ki. Your access to this energy is
lengths of wood connected by chain (called a nunchaku) or represented by a number of ki points. Your monk level
a sickle with a shorter, straighter blade (called a kama). determines the number of points you have, as shown in the
Ki Points column of the Monk table.
Fighting Stance
You have developed a special form of martial artistry to You can spend these points to fuel various ki features.
employ during combat, known as a fighting stance. The You start knowing three such features: Flurry of Blows,
most common stances derive their names from animals, Patient Defense, and Step of the Wind. You learn more ki
using movements and techniques that mimic the creature's features as you gain levels in this class.
form and behavior and which monasteries use for
inspiration in honing their craft. When you spend a ki point, it is unavailable until you
finish a short or long rest, at the end of which you draw all
Choose one of the following options as your fighting of your expended ki back into yourself. You must spend at
stance. You can enter your fighting stance by spending 10 least 30 minutes of the rest meditating to regain your ki
feet of movement during your turn, provided you are points.
wearing no armor and not wielding a shield. You remain in
your stance until you are incapacitated, you don armor or a Some of your ki features require your target to make a
shield, or you choose to exit it (no action required). saving throw to resist the feature's effects. The saving
throw DC is calculated as follows:
Crane Stance
Ki save DC = 8 + your proficiency bonus + your Wisdom
Imitating the grace of a crane, your martial arts focus on
agility and defense. When you take the Dash, Disengage, or modifier
Dodge action on your turn, you are protected by half cover
until the start of your next turn. Flurry of Blows
Dragon Stance Immediately after you take the Attack action on your turn,
you can spend 1 ki point to make two unarmed strikes as a
Your movements capture the overwhelming power and bonus action.
majesty of a dragon. Once on each your turns when you hit
a creature with an unarmed strike or monk weapon, you Patient Defense
can add your Wisdom modifier to the damage roll.
You can spend 1 ki point to take the Dodge action as a
Mantis Stance bonus action on your turn.
Your pinpoint attacks evoke the image of a praying mantis Step of the Wind
to devastating effect. Whenever you score a critical hit with
an attack using an unarmed strike or monk weapon, you You can spend 1 ki point to take the Dash or Disengage
can deal maximum damage with that attack. action as a bonus action on your turn, and your jump
distance is doubled until the end of the turn.
Monkey Stance Ascetic Talents
Starting at 2nd level, your discipline and training grants
Borrowing upon the flexibility of the monkey, your style you access to special techniques. You learn two ascetic
focuses on feinting counterattacks. When a creature within talents of your choice, which is listed under the "Ascetic
5 feet of you makes a melee weapon attack against you, you Talents" section at the end of the class description.
gain advantage on the first melee weapon attack you make
against the attacker before the end of your next turn, You gain additional ascetic talents when you reach
regardless of whether the attacker hits or misses you. certain levels in this class, as shown in the "Talents
Known" column of the Monk table.
Additionally, when you gain a level in this class, you can
choose one of the talents you know and replace it with
another talent that you could learn at that level.
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Unarmored Movement Dazing Strike
Starting at 2nd level, your speed increases by 10 feet while
you are not wearing armor or wielding a shield. This bonus Your strike attempts to beguile and confuse the target with
increases when you reach certain monk levels, as shown in hypnotic movements. The target must succeed on a
the Monk table. Wisdom saving throw or be charmed by you until the end of
your next turn or until it takes any damage. While charmed
At 9th level, you gain the ability to move along vertical in this way, the target can't make more than one melee or
surfaces and across liquids on your turn without falling ranged attack during its turn, regardless of its abilities or
during the move. magic items.
Monastic Tradition Fettering Strike
When you reach 3rd level, you commit yourself to a
monastic tradition, chosen from the list of available Your strike attempts to hamper and restrict the target's
traditions. Your tradition grants you features at 3rd level movements. The target must succeed on a Dexterity saving
and again at 6th, 11th, and 17th level. throw or its speed is halved until the end of your next turn.
Ki-Fueled Attack Flowing Strike
Starting at 3rd level, if you spend 1 ki point or more as part
of your action on your turn, you can make one attack with The momentum of your strike carries it towards another
an unarmed strike or a monk weapon as a bonus action creature you can see that is within 5 feet of the attack's
before the end of the turn. original target and also within your reach. If the original
attack roll would hit the second creature, that creature
Ability Score Improvement takes damage equal to one roll of your Martial Arts dice +
When you reach 4th level, and again at 8th, 12th, 16th, and your Wisdom modifier (minimum of 1 damage). This
19th level, you can increase one ability score of your choice damage is of the same type as the weapon used in the
by 2, or you can increase two ability scores of your choice original attack.
by 1. As normal, you can't increase an ability score above 20
using this feature. Startling Strike
If your DM allows the use of feats, you may instead take Your strike's lethal intent attempts to trigger the target's
a feat. sense of mortality and self-preservation. The target must
succeed on a Wisdom saving throw or be frightened of you
Additionally, whenever you reach a level in this class that until the end of your next turn.
grants this feature, you can do one of the following,
representing a dedication to new martial techniques: Stifling Strike
Replace the option you chose for the Fighting Stance Your precise strike attempts to disrupt the flow of air within
feature with one of that feature's other options. the target's body. The target must succeed on a
If you're 8th level or higher, replace one of your chosen Constitution saving throw or be unable to breathe, speak,
Style Strike options with another one. or cast any spell that includes a verbal component, until the
end of your next turn. A creature that doesn't need to
Slow Fall breathe automatically succeeds on its saving throw.
Beginning at 4th level, you can use your reaction when you
fall to reduce any falling damage you take by an amount Stunning Strike
equal to five times your monk level.
Your strike attempts to interfere with the flow of ki in the
Extra Attack target's body and immobilize it. The target must succeed on
Beginning at 5th level, you can attack twice, instead of a Constitution saving throw or be stunned until the end of
once, whenever you take the Attack action on your turn. your next turn.
Ki-Empowered Strikes
Style Strike Starting at 6th level, your unarmed strikes count as magical
At 5th level, you begin adding potent and highly specialized for the purpose of overcoming resistance and immunity to
techniques into your combat repertoire. You learn two style nonmagical attacks and damage.
strikes of your choice from the following options, and you
learn an additional style strike of your choice at 10th, 15th, Evasion
and 20th level. At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon's
When you hit another creature with a melee weapon lightning breath or a fireball spell. When you are subjected
attack, you can spend 1 ki point to enhance the attack with to an effect that allows you to make a Dexterity saving
one of the style strikes you know. You can use only one throw to take only half damage, you instead take no
style strike per attack. damage if you succeed on the saving throw, and only half
damage if you fail.
Crashing Strike Purity of Body
At 10th level, your mastery of the ki flowing through you
Your strike attempts to propel and overwhelm the target makes you immune to disease and poison.
with the force of a breaking wave. The target must make a
Strength saving throw; on a failed save, the target is
knocked prone or pushed up to 15 feet away from you (your
choice).
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Tongue of Sun and Moon Way of the Ascendant Dragon
Starting at 13th level, you learn to touch the ki of other Monks who follow the Way of the Ascendant Dragon revere
minds so that you understand all spoken languages. the power and grandeur of dragons. They alter their own ki
Moreover, any creature that can understand a language can to resonate with draconic might, channeling it to augment
understand what you say. their prowess in battle, soar through the air, and to bolster
their allies.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you As a follower of this Monastic Tradition, you decide how
proficiency in all saving throws. you unlocked the power of dragons through your ki. The
Ascendant Dragon Origin table offers some possibilities.
Additionally, whenever you fail a saving throw, you can
spend 1 ki point to reroll it and take the second result. Ascendant Dragon Origin
Timeless Body d6 Origin
At 15th level, your ki sustains you so that you suffer none of
the frailty of old age, and you can't be aged magically. You 1 You honed your abilities by observing a dragon and
can still die of old age, however. In addition, you no longer aligning your ki with their world-altering power.
need food or water.
2 A dragon personally took an active role in shaping
Empty Body your inner energy.
Beginning at 18th level, you can use your action to spend 4
ki points to become invisible for 1 minute. During that You studied at a monastery that traces its teachings
time, you also have resistance to all damage but force 3 back centuries or more to a single dragon's
damage.
instruction.
Additionally, you can spend 8 ki points to cast the astral
projection spell, without needing material components, but You spent long stretches meditating in the region of
you can't take any other creatures with you when you do. 4 influence of an ancient dragon's lair, absorbing its
Perfect Self ambient magic.
At 20th level, you have fully mastered the flow of ki within
your body. At the start of each of your turns, you regain 1 ki 5 You found a scroll written in Draconic that contained
point if you have fewer than 10 ki points left. inspiring new techniques.
Monastic Traditions After a dream that featured a five-handed
6 dragonborn you awoke with altered ki, reflecting the
Traditions of monastic pursuit are commonplace in
temples scattered across the multiverse. Most practise one breaths of dragons.
tradition exclusively, but all traditions rely on the same
basic techniques, diverging into their own specialties as the Draconic Disciple
student grows more adept. Thus, a monk need only choose
a tradition upon reaching 3rd level, which reflects their Starting at 3rd level, you can channel your draconic ki to
growing skill in the discipline of their choice. The options imbue your unarmed strikes with the essence of a dragon's
available for you to choose from are listed below. breath and to use your connection with draconic creatures
to magnify your presence. You gain the following benefits:
The Way of the Ascendant Dragon, whose techniques
embody the wrath and mystical power of dragons. When you damage a target with an unarmed strike, you
The Way of the Astral Self, which believes in ki as the can change the damage type to acid, cold, fire, lightning,
projection of a greater, cosmic force. or poison.
The Way of the Drunken Master, utilising unorthodox If you can't already, you learn to speak, read, and write
movements and striking from unexpected places. Draconic.
The Way of the Four Elements, which harnesses the If you fail a Charisma (Intimidation) or Charisma
magical power of the elements through the use of ki. (Persuasion) check, you can use reroll the check and
The Way of the Kensei, which focuses on weaponry as must use the new roll, as you tap into the mighty
the extension of the martial artist's body and existence. presence of dragons. Once this feature turns a failure
The Way of the Long Death, whose obsession with into a success, you can't use it again until you finish a
death produces an efficient, lethal fighting style. long rest.
The Way of Mercy, which professes to control the
delicate balance between pleasure and pain. Breath of the Dragon
The Way of the Mystic, which dabbles in the power of
psionic martial artistry. Also at 3rd level, you can channel your ki into destructive
The Way of the Open Hand, dedicated to the mastery waves of energy like the dragons you emulate. Once on
and intricacy of martial arts combat. each of your turns when you take the Attack action, you can
The Way of Shadow, a tradition which values stealth, replace one of the attacks with an exhalation of draconic
obedience, and adherence to secrecy. energy in either a 15-foot cone or a 30-foot line that is 5
The Way of the Sun Soul, which focuses the body's feet wide (your choice). Choose a damage type: acid, cold,
energy to mimic the blazing power of the sun itself. fire, lightning, or poison. Each creature in the area must
make a Dexterity saving throw against your ki save DC,
taking damage of the chosen type equal to three rolls of
your Martial Arts dice on a failure, or half as much damage
on a success.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest. While you have no uses available, you
can spend 1 ki point to use this feature again.
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Wings Unfurled Ascendant Aspect
Starting at 6th level, when you use your Step of the Wind, At 17th level, your draconic ki reaches its peak. You gain
you can unfurl spectral draconic wings from your back that the following benefits:
vanish at the end of your turn. While the wings exist, you
have a flying speed equal to your walking speed. You gain blindsight out to 30 feet. Within that range, you
can effectively see anything that isn't behind total cover,
You can use this feature a number of times equal to your even if you're blinded or in darkness. Moreover, you can
Wisdom modifier (a minimum of once), and you regain all see an invisible creature within that range, unless the
expended uses when you finish a long rest. While you have creature successfully hides from you.
no uses available, you can spend 1 additional ki point when When a creature fails its saving throw against your
you activate Step of the Wind to use this feature again. Breath of the Dragon, the energy clings to the target. At
the start of each of the creature's turns for 1 minute, it
Aspect of the Wyrm takes damage of the type your breath dealt equal to one
roll of your Martial Arts dice. At the end of its turn, the
By 11th level, the power of your draconic ki now radiates creature can repeat its Dexterity saving throw against
from you, protecting your allies from harm and punishing your breath, ending this effect on itself on a success.
any who raise arms against them. As a bonus action, you When you activate your Aspect of the Wyrm, draconic
can create an aura of draconic power that radiates 30 feet fury explodes from you. Choose any number of
from you for 1 minute. Choose acid, cold, fire, lightning, or creatures you can see within your aura. Those creatures
poison damage; for the duration, you and your allies within each take 4d10 acid, cold, fire, lightning, or poison
your aura gain resistance to the chosen damage type. damage (your choice).
Way of the Astral Self
Additionally, when you first create the aura, it A monk who follows the Way of the Astral Self believes
momentarily exudes a terrifying, draconic presence. One their body is an illusion. They see their ki as a
creature of your choice you can see within your aura must representation of their true form, an astral self. This astral
succeed on a Wisdom saving throw against your ki save DC self has the capacity to be a force of order or disorder, with
or be frightened of you until the end of your next turn. As a some monasteries training students to use their power to
bonus action while the aura persists, you can exude the protect the weak and other instructing aspirants in how to
draconic presence again. A creature that succeeds on its manifest their rue selves in service to the mighty.
saving throw is immune to your aura for 24 hours. When choosing this path, consider the quirks that define
your monk. Are you obsessed with something? Are you
Once you create your aura, you can't use it again until driven by justice or a selfish desire? Any of these
you finish a long rest, unless you spend 4 ki points to use it motivations could manifest in the form of your astral self.
again.
Arms of the Astral Self
When you follow this tradition at 3rd level, your mastery of
your ki allows you to summon a portion of your astral self.
As a bonus action, you can spend 1 ki point to summon the
arms of your astral self. When you do so, each creature of
your choice that you can see within 10 feet of you must
succeed on a Dexterity saving throw or take force damage
equal to two rolls of your Martial Arts dice.
For 10 minutes, these spectral arms hover near your
shoulders or surround your arms (your choice). You
determine the arms' appearance, and they vanish early if
you are incapacitated or die.
While the spectral arms are present, you gain the
following benefits:
You can use your Wisdom modifier in place of your
Strength modifier when making Strength checks and
Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on
your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use
your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and
their damage type is force.
Visage of the Astral Self
Starting at 6th level, you can summon the visage of your
astral self. As a bonus action, including when you activate
your Arms of the Astral Self, you can spend 1 ki point to
summon this visage for 10 minutes. It vanishes early if you
are incapacitated or die.
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Drunken Technique
The spectral visage covers your face like a helmet or
At 3rd level, you learn how to twist and turn quickly as part
mask. You determine its appearance. While the spectral of your Flurry of Blows. Whenever you use Flurry of Blows,
visage is present, you gain the following benefits. you gain the benefit of the Disengage action, and your
walking speed increases by 10 feet until the end of the
Astral Sight. You can see normally in darkness, both current turn.
magical and nonmagical, to a distance of 120 feet.
Tipsy Sway
Wisdom of the Spirit. You have advantage on Wisdom
(Insight) and Charisma (Intimidation) checks. Starting at 6th level, you can move in sudden, swaying
ways, using a creature's momentum to your advantage. You
Word of the Spirit. When you speak, you can direct your gain the following benefits.
words to a creature of your choice that you can see within
60 feet of you, making it so only that creature can hear you. Grounded Stance. While you are prone, you can stand
Alternatively, you can amplify your voice so that all up by spending 5 feet of movement, rather than half your
creatures within 600 feet can hear you. speed. Additionally, you don't suffer disadvantage on attack
rolls, and creatures within 5 feet of you don't have
Body of the Astral Self advantage on attack rolls made against you, as a result of
you being prone.
At 11th level, when you have both your astral arms and
visage summoned, you can cause the body of your astral Redirect Attack. When a creature misses you with a
self to appear (no action required). This spectral body melee attack roll, you can use your reaction to cause that
covers your physical form like a suit of armor, connecting attack to hit one creature of your choice, other than the
with the arms and visage. You determine its appearance. attacker, that you can see within 5 feet of you. You can use
this reaction a number of times equal to your proficiency
While the spectral body is present, you gain the following bonus, and you regain all expended uses when you finish a
benefits. long rest. While you have no uses available, you can spend
1 ki point to use this reaction again.
Deflect Energy. When you take acid, cold, fire, force,
lightning, or thunder damage, you can use your reaction to
deflect it. When you do so, the damage you take is reduced
by 1d10 + your Wisdom modifier (minimum of 1).
Empowered Arms. Once per turn when you hit a target
with the Arms of the Astral Self, you can deal extra damage
to the target equal to one roll of your Martial Arts dice.
Awakened Astral Self
By 17th level, your connection to your astral self is
complete, allowing you to unleash its full potential. As a
bonus action, you can spend 5 ki points to summon the
arms, visage, and body of your astral self and awaken it for
10 minutes. This awakening ends early if you are
incapacitated or die.
While your astral self is awakened, you gain the following
benefits:
Armor of the Spirit. You gain a +2 bonus to Armor
Class.
Astral Barrage. Whenever you use the Extra Attack
feature to attack twice, you can instead attack three times if
all the attacks are made with your astral arms.
Way of the Drunken Master
The Way of the Drunken Master teaches its students to
move with the jerky, unpredictable movements of a
drunkard. A drunken master sways, tottering on unsteady
feet, to present what seems like an incompetent combatant
who proves frustrating to engage. The drunken master's
erratic stumbles conceal a carefully executed dance of
blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring
gladness to the despondent or to demonstrate humility to
the arrogant, but when battle is joined, the drunken master
can be a maddening, masterful foe.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain
proficiency with improvised weapons, and improvised
weapons count as monk weapons for you while you are
wielding them one-handed.
In addition, you gain proficiency in the Performance skill
or with brewer's supplies (your choice).
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Drunkard's Luck Four Elements Spellcasting
Starting at 11th level, you always seem to get a lucky Monk
Cantrips
— Spell Slots —
bounce at the right moment. When you make an ability Level Known 1st 2nd 3rd 4th
check, an attack roll, or a saving throw and have
disadvantage on the roll, you can choose to ignore the 3rd 3 2 — — —
disadvantage on that roll.
4th 3 3 — — —
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all 5th 3 3 — — —
expended uses when you finish a long rest. While you have
no uses remaining, you can spend 2 ki points to use it 6th 3 3 — — —
again.
7th 3 4 2 — —
Intoxicated Frenzy
8th 3 4 2 — —
At 17th level, you gain the ability to make an overwhelming
number of attacks against a group of enemies. When you 9th 3 4 2 — —
use your Flurry of Blows, you can make up to three
additional attacks with it (up to a total of five Flurry of 10th 4 4 3 — —
Blows attacks), provided that each Flurry of Blows attack
targets a different creature this turn. 11th 4 4 3 — —
Way of the Four Elements
You follow a monastic tradition that teaches you to harness 12th 4 4 3 — —
the elements. When you focus your ki, you can align
yourself with the primordial forces of creation and bend the 13th 4 4 3 2 —
four elements to your will, using them as an extension of
your body. Some monasteries inherited these techniques 14th 4 4 3 2 —
from warrior genies of the Elemental Planes; for this
reason, many members of this tradition dedicate 15th 4 4 3 2 —
themselves to a single element, but others weave the
elements together. Monks who shape the elements tattoo 16th 4 4 3 3 —
their bodies with representations of their ki powers,
commonly imagined as coiling dragons, but also as 17th 4 4 3 3 —
phoenixes, fish, plants, mountains, and cresting waves.
18th 4 4 3 3 —
Spellcasting
19th 4 4 3 3 1
When you adopt this tradition at 3rd level, you learn
magical disciplines that harness the power of the four 20th 4 4 3 3 1
elements, allowing you to cast certain spells. See chapter
10 of the PHB for the general rules of spellcasting and the
Four Elements spell list (detailed below) for the spells You can change your list of prepared spells when you
available to you. finish a long rest. Preparing a new list of elemental spells
requires time spent in meditation as you commune with
Cantrips. You learn three cantrips: elemental elemental forces: at least 1 minute per spell level for each
attunement and two other cantrips of your choice from the spell on your list.
Way of the Four Elements spell list (detailed below). You Spellcasting Ability. Wisdom is your spellcasting ability
learn another elemental cantrip of your choice at 10th level. for your elemental spells, since you harness your inner
energy to shape the elements into a magical form. You use
Preparing and Casting Spells. The Four Elements your Wisdom whenever a spell refers to your spellcasting
Spellcasting table shows how many spell slots you have to ability, and you use your Wisdom modifier when making a
cast your elemental spells. To cast one of your elemental spell attack. When determining the saving throw DC for
spells of 1st level or higher, you must expend a slot of the your spells, you use your ki save DC.
spell's level or higher, but you don't need to provide
material components for it. You regain all expended spell Spell save DC = your ki save DC
slots when you finish a long rest. Spell attack modifier = your proficiency bonus + your
You prepare the list of elemental spells that are available Wisdom modifier
for you to cast, choosing from the Way of the Four
Elements spell list. When you do so, choose a number of Disciple of the Elements
elemental spells equal to your Wisdom modifier + one-third
your monk level, rounded down (minimum of one spell). At 3rd level, your embrace of elemental magic has
The spells must be of a level for which you have spell slots. awakened your body and mind. You can speak, read, and
write Primordial. Knowing this language allows you to
For example, if you are a 7th-level monk, you have four understand and be understood by those who speak its
1st-level and two 2nd-level spell slots. With a Wisdom of 14, dialects: Aquan, Auran, Ignan, and Terran.
your list of prepared spells can include four elemental
spells of 1st or 2nd level, in any combination. If you prepare Additionally, when you use your action to cast an
the 1st-level spell burning hands, you can cast it using a elemental spell, you can make one weapon attack using an
1st-level or a 2nd-level slot. Casting the spell doesn't unarmed strike or monk weapon as a bonus action before
remove it from your list of prepared spells. the end of the turn.
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Ki Transmigration
Starting at 3rd level, you can draw upon your inner Four Elements and Multiclassing
reserves of ki to fuel your magic in a pinch. When you cast
an elemental spell you have prepared, you can cast the spell When determining the spell slots of a character
at its lowest level, without expending a spell slot, by that has multiclassed into or out of the Way of
spending a number of ki points equal to 1 + the spell's level. the Four Elements, divide your monk level by
For example, if you cast the burning hands spell in this way, three, as equivalent to an Eldritch Knight fighter
you spend 2 ki points to cast it as a 1st-level spell. or Arcane Trickster rogue, and add it to your
other spellcasting levels.
Once you use this feature to cast an elemental spell, you
can't that spell by spending ki points again until you finish a
short or long rest.
Four Elements Spells
Elemental Path
The elemental spells are presented in alphabetical order,
When you reach 6th level, your elemental training bears sorted by spell level. The names listed here are the spell
fruit by enhancing your basic monk techniques. When you names as presented in the PHB, but a monk who follows
finish a long rest, you gain one of the following benefits of this tradition may have heard them called by different
your choice, which lasts until you finish your next long rest. names; for example, the spells thunderwave and wall of fire
may have been taught as the "Fist of Four Thunders" and
Enduring Mountain Stance (Earth). When you take the "River of Hungry Flame", respectively. Players are
Dodge action, you can't be moved against your will or encouraged to work with the DM to create colorful
knocked prone until the start of your next turn. alternative names to properly distinguish ki spells from
their counterparts.
Leaf on the Wind (Air). When you are falling, you can
move 1 foot horizontally for every 2 feet you descend. In Elemental spells that are marked in bolded italics are
addition, if you use Slow Fall to reduce the damage you detailed below at the end of the spell list. These spells are
take from falling to 0, you regain the use of your reaction. unique to the Way of the Four Elements, they do not appear
on any other class's spell list, and they are unavailable to
Talon of Two Embers (Fire). When you use Flurry of features, such as the bard's Magical Secrets or the
Blows and hit the same creature with both attacks, you can warlock's Pact of the Tome, that allow characters to gain
cause the target to also take fire damage equal to one roll access to a spell outside of their chosen spellcasting class.
of your Martial Arts dice.
Scales of Swaying Koi (Water). You gain a swimming
speed equal to your walking speed. In addition, when you
take the Dash action, you can squeeze through narrow
spaces as if you were a creature one size smaller than
yourself until the end of the current turn.
Practised Disciple
At 11th level, you demonstrate greater aptitude at
manifesting your elemental powers. When you cast an
elemental spell of 1st level or higher, you can shroud
yourself in a veil of elemental energy which lasts until the
start of your next turn. While you are shrouded by this veil,
you are protected by half cover, and if the spell you cast
dealt cold, fire, lightning, or thunder damage, you gain
resistance to that damage type until the veil disappears.
Avatar of the Elements
At 17th level, you complete your mastery of the four
elements. As an action, you can clad yourself in a shroud of
elemental energy which lasts for 1 minute or until you fall
unconscious or die, and which takes the form of one of the
following elemental creatures of your choice: air
elemental, earth elemental, fire elemental, or water
elemental. (See the Monster Manual for each creature's
statistics.)
When the shroud appears, you gain temporary hit points
equal to five times your monk level. While you are clad in
the shroud, you gain the benefit of any special features of
your chosen elemental, including (but not limited to) its
speeds, senses, damage resistances and immunities, and
traits. You also gain access to any special actions the
elemental has.
Whenever you spend at least 1 ki point as part of your
action during your turn, you can spend 1 additional ki point
to alter the nature of your shroud (no action required),
replacing the benefits of your chosen elemental with those
of a different one.
Once you use this action, you can't do so again until you
finish a long rest.
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Cantrips (0-Level) Create or Destroy Water Hold Person Protection from Energy
Earth Tremor
Acid Splash Feather Fall Levitate Sleet Storm
Control Flames Fire Lash
Create Bonfire Fog Cloud Maximillian's Earthen Grasp Thunder Step
Elemental Attunement Frost Fingers
Fire Bolt Ice Knife Melf's Acid Arrow Tidal Wave
Frostbite Jump
Gust Tasha's Caustic Brew Mirror Image Wall of Sand
Lightning Lure Thunderwave
Magic Stone Water Whip Pyrotechnics Wall of Water
Mold Earth Zephyr Strike
Produce Flame Scorching Ray Water Breathing
Ray of Frost 2nd Level
Shape Water Shatter Water Walk
Shocking Grasp Aganazzar's Scorcher
Thunderclap Continual Flame Skywrite Wind Wall
Dragon's Breath
1st Level Dust Devil Snilloc's Snowball Storm 4th Level
Earthbind Spider Climb
Absorb Elements Flame Blade Warding Wind Control Water
Air Blast Flaming Sphere Elemental Bane
Burning Hands Gust of Wind 3rd Level Fire Shield
Catapult Heat Metal
Call Lightning Freedom of Movement
Elemental Weapon Ice Storm
Erupting Earth Stone Shape
Fireball Stoneskin
Fly Storm Sphere
Gaseous Form Vitriolic Sphere
Lightning Bolt Wall of Fire
Meld into Stone Watery Sphere
Air Blast Melf's Minute Meteors
1st-level evocation
If you cast this spell multiple times, you can have up to
Casting Time: 1 action
Range: Self (30-foot line) three of its non-instantaneous effects active at a time, and
Components: VS you can dismiss such an effect as an action.
Duration: Instantaneous
Fire Lash
You create a buffeting gale that emanates from you in a
line 30 feet long and 5 feet wide in a direction you choose, 1st-level evocation
and each creature in the line make a Strength saving throw.
On a failed save, a creature takes 1d10 bludgeoning Casting Time: 1 bonus action
damage and is pushed up to 20 feet away from you in a Range: Self
straight line. On a successful save, a creature takes half as Components: VS
much damage, and you don't push it. Duration: 1 round
At Higher Levels. When you cast this spell using a spell Tendrils of roiling flame emerge from your hands and
slot of 2nd level or higher, the bludgeoning damage feet. Until the start of your next turn, your unarmed strikes
increases by 1d10, and you can push creatures an deal fire damage instead of bludgeoning damage, and the
additional 5 feet, for each slot level above 1st. reach of your unarmed strikes is increased by 10 feet.
Elemental Attunement As part of the casting of this spell, you can make one
melee attack with an unarmed strike; if the attack hits, the
Transmutation cantrip target takes an extra 1d10 fire damage.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the fire damage increases by
1d10 for each slot level above 1st.
Casting Time: 1 action Water Whip
Range: 30 feet
Components: V, S 1st-level transmutation
Duration: Up to 1 hour
You can use your action to briefly control elemental forces Casting Time: 1 action
within 30 feet of you, causing one of the following effects of Range: 30 feet
your choice: Components: VS
Duration: Instantaneous
Create a harmless, instantaneous sensory effect related
to air, earth, fire, or water, such as a shower of sparks, a You shape water into a whip and strike with it against a
puff of wind, a spray of light mist, or a gentle rumbling of creature you can see within range. The target must make a
stone. Dexterity saving throw. On a failed save, it takes 3d8
Instantaneously light or snuff out a candle, a torch, or a bludgeoning damage, and you can either knock it prone or
small campfire. pull it up to 20 feet in a straight line towards you (your
Chill or warm up to 1 pound of nonliving material for up choice). On a successful save, a creature takes half as much
to 1 hour. damage but suffers no additional effects.
Cause earth, fire, water, or mist that can fit within a 1-
foot cube to shape itself into a crude form you designate At Higher Levels. When you cast this spell using a spell
for 1 minute. slot of 2nd level or higher, the bludgeoning damage
increases by 1d8 for each slot level above 1st.
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Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their This bonus lasts for 1 minute or until you use this feature
weapons, to the point where the weapon becomes an
extension of the body. Founded on a mastery of sword again. This feature has no effect on a magic weapon that
fighting, the tradition has expanded to include many already has a higher bonus to attack and damage rolls.
different weapons.
Unerring Accuracy
A kensei sees a weapon in much the same way a
calligrapher or painter regards a pen or brush. Whatever At 17th level, your mastery of weapons grants you
the weapon, the kensei views it as a tool used to express extraordinary accuracy. If you miss with an attack roll using
the beauty and precision of the martial arts. That such a monk weapon on your turn, you can reroll it. You can use
mastery makes a kensei a peerless warrior is but a side this feature only once on each of your turns.
effect of intense devotion, practice, and study.
Way of the Long Death
Path of the Kensei Monks of the Way of the Long Death are obsessed with the
meaning and mechanics of dying. They capture creatures
When you choose this tradition at 3rd level, your special and prepare elaborate experiments to capture, record, and
martial arts training leads you to master the use of certain understand the moments of their demise. They use this
weapons. This path also includes instruction in the deft knowledge to guide their understanding of martial arts,
strokes of calligraphy or painting. You gain the following yielding a deadly fighting style.
benefits.
Touch of Death
Kensei Weapons. You gain proficiency with martial
weapons. In addition, choose two types of weapon to be Starting when you choose this tradition at 3rd level, your
your kensei weapons: one melee weapon and one ranged study of death allows you to extract vitality from another
weapon. Each of these weapons can be any simple or creature as it nears its demise. When you reduce a creature
martial weapon that lacks the loading or special properties. to 0 hit points, you gain temporary hit points equal to your
The chosen weapons count as monk weapons for you. monk level + your Wisdom modifier (minimum of 1
Many of this tradition's features work only with your kensei temporary hit point).
weapons.
Hour of Reaping
When you reach 6th, 11th, and 17th level in this class,
you can choose another type of weapon — either melee or At 6th level, you gain the ability to unsettle or terrify those
ranged — to be a kensei weapon for you, following the around you as an action, for your soul has been touched by
criteria above. the shadow of death. When you take this action, each
creature within 30 feet of you that can see you must
Agile Parry. If you make an unarmed strike as part of the succeed on a Wisdom saving throw or be frightened of you
Attack action on your turn and are holding a kensei until the end of your next turn. A creature that fails its
weapon, you can use it to defend yourself if it is a melee saving throw by 5 or more has its speed reduced to 0 while
weapon. You gain a +2 bonus to AC until the start of your frightened of you in this way.
next turn, while the weapon is in your hand and you aren't
incapacitated. Mastery of Death
Kensei's Shot. You can use a bonus action on your turn Beginning at 11th level, you use your familiarity with death
to make your ranged attacks with a kensei weapon more to escape its grasp. When you are reduced to 0 hit points,
deadly. When you do so, any target you hit with a ranged even if you would be killed outright, you can expend 1 ki
attack using a kensei weapon takes an extra 1d4 damage of point (no action required) to drop to 1 hit point instead.
the weapon's type. You retain this benefit until the end of
the current turn. Touch of the Long Death
Way of the Brush. You gain proficiency with your choice Starting at 17th level, your touch can channel the energy of
of calligrapher's supplies or painter's supplies. death into a creature. As an action, you touch one creature
within 5 feet of you, and you expend 1 to 10 ki points. The
One with the Blade target must make a Constitution saving throw, and it takes
2d12 necrotic damage per ki point spent on a failed save,
At 6th level, you extend your ki into your kensei weapons, or half as much damage on a successful one. This damage
granting you the following benefits. ignores resistance to necrotic damage.
Way of Mercy
Magic Kensei Weapons. Your attacks with your kensei Monks of the Way of Mercy learn to manipulate the life
weapons count as magical for the purpose of overcoming force of others to bring aid to those in need. They are
resistance and immunity to nonmagical attacks and wandering physicians to the poor and hurt. However, to
damage. those beyond their help, they bring a swift end as an act of
mercy.
Deft Strike. When you hit a target with an attack using a
kensei weapon, you can spend 1 ki point to cause the Those who follow the Way of Mercy might be members
weapon to deal extra damage equal to one roll of your of a religious order, administering to the needy and making
Martial Arts dice. You can deal this extra damage no than grim choices rooted in reality rather than idealism. Some
once per turn. might be gentle-voiced healers, beloved by their
communities, while others might be masked bringers of
Sharpened Blade macabre mercies. The walkers of this way usually don
robes with deep cowls, and they often conceal their faces
At 11th level, you gain the ability to augment your weapons with masks, presenting themselves as the faceless bringers
further with your ki. As a bonus action, you can spend up to of life and death.
3 ki points to grant one kensei weapon you touch a bonus
to attack and damage rolls when you attack with it. The
bonus equals the number of ki points you spent.
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Implements of Mercy Hand of Ultimate Mercy
When you choose this tradition at 3rd level, you gain At 17th level, your mastery of life energy opens the door to
proficiency in the Insight and Medicine skills, and you gain the ultimate mercy. As an action, you can touch the corpse
proficiency with the herbalism kit. of a creature that died within the past 24 hours and expend
5 ki points. The creature then returns to life, regaining a
You also gain a special mask, which you often wear when number of hit points equal to 4d10 + your Wisdom
using the features of this subclass. You determine its modifier. If the creature died while subject to any of the
appearance, or generate it randomly by rolling on the following conditions, it revives with them removed: blinded,
Merciful Mask table. deafened, paralyzed, poisoned, and stunned.
Merciful Mask Once you use this feature, you can't use it again until you
finish a long rest.
d6 Mask Appearance
1 Raven Way of the Mystic
2 Blank and white Monks of the Way of the Mystic are often misunderstood
3 Crying visage and maligned, for their psionic talents are at odds with the
4 Laughing visage more traditional monastic disciplines. At one with the
5 Skull limitless potential of the mind, they use their powers to
6 Butterfly manifest psionic blades that tear through their enemies'
bodies and psychic auras, making them suitable for
Hand of Healing assassination and bounty hunting. Their skills extend
beyond combat, as their ability to perceive auras allows
Starting at 3rd level, your mystical touch can mend them to see through any foe's deception.
wounds. As an action, you can spend 1 ki point to touch a
creature and restore a number of hit points equal to one Mystic Fists
roll of your Martial Arts dice + your Wisdom modifier
(minimum of 1 hit point). Starting when you choose this tradition at 3rd level, you
learn to project your strikes with psionic power. When you
When you use your Flurry of Blows, you can replace one make your first unarmed strike on your turn, you can
of the unarmed strikes with a use of this feature without shroud your limbs in psionic energy. Doing so causes your
spending a ki point for the healing. unarmed strikes to deal psychic damage instead of
bludgeoning damage, and increases their reach to 15 feet,
Hand of Harm until the end of the turn.
Also at 3rd level, you use your ki to inflict wounds. When You can use this feature a number of times equal to your
you hit a creature with an unarmed strike, you can spend 1 proficiency bonus, and you regain all expended uses when
ki point to deal extra necrotic damage equal to one roll of you finish a long rest. While you have no uses available, you
your Martial Arts dice + your Wisdom modifier (minimum can spend 1 ki point to use this feature again.
of 1 damage). You can use this feature only once per turn.
Physician's Touch
Starting at 6th level, you can administer even greater cures
with a touch, and if you feel it's necessary, you can use your
knowledge to cause harm.
When you use Hand of Healing on a creature, you can
also end one disease or one of the following conditions
affecting the creature: blinded, deafened, paralyzed,
poisoned, or stunned.
When you use Hand of Harm on a creature, you can
subject that creature to the poisoned condition until the
end of your next turn.
Flurry of Healing and Harm
By 11th level, you can now mete out a flurry of comfort and
hurt. When you use Flurry of Blows, you can now replace
each of the unarmed strikes with a use of your Hand of
Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with
Flurry of Blows, you can use Hand of Harm with that strike
without spending the ki point for Hand of Harm. You can
still use Hand of Harm only once per turn.
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Psionic Technique
Also at 3rd level, you learn to hone your attacks to inflict Way of the Open Hand
devastating psionic strikes. Once per turn when you hit a Monks of the Way of the Open Hand are the ultimate
creature with a melee weapon attack, you can create one of masters of martial arts combat, whether armed or
the following effects: unarmed. They learn techniques to push and trip their
opponents, manipulate ki to heal damage to their bodies,
Disorienting Blow. The target cannot make and practice advanced meditation that can protect them
opportunity attacks against you until the end of the turn. from harm.
Neural Strike. The target must succeed on an
Intelligence saving throw or have disadvantage on the Open Hand Technique
next attack roll it makes before the start of your next
turn. At 3rd level, you can manipulate your enemy's ki when you
Slipspace Fist. The target must succeed on a Charisma harness your own. Whenever you hit a creature with one of
saving throw or be teleported up to 10 feet horizontally the attacks granted by your Flurry of Blows, you can
to an unoccupied space you can see. impose one of the following effects on that target.
Aura Sight It must succeed on a Dexterity saving throw or be
knocked prone.
At 6th level, you gain the ability to read the spiritual auras It must make a Strength saving throw. If it fails, you can
of other creatures. You gain proficiency in the Insight skill if push it up to 15 feet away from you.
you don't already have it, and your proficiency bonus is It can't take reactions until the end of your next turn.
doubled for any ability check you make that uses that skill.
Wholeness of Body
Additionally, as an action, you can focus your psionic
power upon one creature within 30 feet of you that you can You gain the ability to heal yourself. As an action, you can
see, forcing it to make a Wisdom saving throw. On a failed regain hit points equal to five times your monk level. You
save, you learn the creature's type and alignment, or you must finish a long rest before you can use this feature
learn its damage vulnerabilities, resistances, and again.
immunities, if it has any (your choice when it fails the
saving throw). Tranquility
On a successful save, you gain no insight into the Beginning at 11th level, you can enter a special meditation
creature, and you can't use this ability on it again for 24 that surrounds you with an aura of peace. You can cast the
hours. If the target is shielded from divination magic or sanctuary spell on yourself, without requiring material
benefits from a similar effect, it automatically succeeds on components, and it lasts up to 8 hours or until you finish a
its saving throw. short or long rest. Its saving throw DC equals your ki save
DC, and a creature that succeeds on the saving throw is
You can perform this action a number of times equal to immune to this effect for 1 hour.
your proficiency bonus, and you regain all expended uses
when you finish a long rest. Once you cast the spell in this way, you can't do so again
until you finish a short or long rest.
Phase Strike
Quivering Palm
At 11th level, you can cause your mystic fists to slip through
physical objects and defenses. Once per turn when you You gain the ability to set up lethal vibrations in someone's
make an attack with an unarmed strike, you can choose to body. When you hit a creature with an unarmed strike, you
forgo making an attack roll and instead force the target to can spend 3 ki points to start these imperceptible
make a Dexterity saving throw. On a failed save, the target vibrations, which last for a number of days equal to your
is hit by your attack; on a successful save, the target takes monk level. The vibrations are harmless unless you use
half the damage of your attack but suffers no additional your action to end them. To do so, you and the target must
effects. be on the same plane of existence. When you use this
action, the creature must make a Constitution saving
Psychic Form throw. If it fails, it is reduced to 0 hit points. If it succeeds, it
takes 10d10 necrotic damage.
By 17th level, your mastery of your psychic potential allows
you to transform your physical body into a new form. As a You can have only one creature under the effect of this
bonus action, you can spend 5 ki points to gain the feature at a time. You can choose to end the vibrations
following benefits: harmlessly without using an action.
You have a flying speed equal to your walking speed, and
you can hover.
Your attacks deal an extra 1d6 psychic damage on a hit,
and a creature that takes this extra psychic damage has
disadvantage on the next attack roll or ability check it
makes before the start of your next turn.
You can move through other creatures and objects as if
they were difficult terrain. You take 1d10 force damage
if you end your turn inside an object. If you return to
your normal form while inside an object, you are
shunted to the nearest unoccupied space, and you take
1d10 force damage for every 5 feet traveled.
You remain in this form for 1 minute, or until you die or
you end it early as a bonus action.
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Way of Shadow Searing Sunburst
Monks of the Way of Shadow follow a tradition that values
stealth and subterfuge. These monks might be called ninjas At 11th level, you gain the ability to create an orb of light
or shadowdancers, and they serve as spies and assassins. that erupts into a devastating explosion. As an action, you
Sometimes the members of a ninja monastery are family can spend 1 ki point to magically create an orb and hurl it
members, forming a clan sworn to secrecy about their arts at a point you choose within 150 feet, where it erupts into a
and missions. Other monasteries are more like thieves' 20-foot-radius sphere of radiant light for a brief but deadly
guilds, hiring out their services to nobles, rich merchants, instant.
or anyone else who can pay their fees. Regardless of their
methods, the heads of these monasteries expect the Each creature in that 20-foot-radius sphere must make a
unquestioning obedience of their students. Constitution saving throw. A target takes 4d6 radiant
damage on a failed save, or half as much damage on a
Shadow Arts successful one. A creature doesn't need to make the save if
it is behind total cover that is opaque.
Starting at 3rd level, you can use your ki to duplicate the
effects of certain spells. As an action, you can spend 2 ki You can increase the sphere's damage by spending up to
points to cast darkness, darkvision, pass without trace, or 2 additional ki points. Each additional point you spend
silence, without providing material components. increases the damage by 2d6.
Additionally, you learn the minor illusion cantrip if you
don't already know it. Sun Shield
Shadow Step At 17th level, you become wreathed in a luminous, magical
aura. You shed bright light in a 30-foot radius and dim light
At 6th level, you gain the ability to step from one shadow for an additional 30 feet. You can extinguish or restore the
into another. As a bonus action when you are in dim light or light as a bonus action.
darkness, you can teleport up to 60 feet to an unoccupied
space you can see that is also in dim light or darkness. You If a creature hits you with a melee attack while this light
then have advantage on the first melee attack you make shines, you can use your reaction to deal radiant damage to
before the end of the turn. the creature. The radiant damage equals one roll of your
Martial Arts dice + your Wisdom modifier (minimum of 1
Cloak of Shadows damage).
By 11th level, you have learned to become one with the Ascetic Talents
shadows. When you are in an area of dim light or darkness,
you can use your action to become invisible. You remain The ascetic talents are presented in alphabetical order. If
invisible until you make an attack, cast a spell, or are in an an ascetic talent has prerequisites, you must meet them in
area of bright light. order to learn it. You can learn an ascetic talent at the same
time you meet its prerequisites. A level prerequisite refers
Opportunist to your monk level, not your character level. Unless noted
otherwise, you can't learn the same talent more than once.
At 17th level, you can exploit a creature's momentary
distraction when it is hit by an attack. Whenever a creature Abundant Step
within 5 feet of you is hit by an attack made by a creature
other than you, you can use your reaction to make a melee Prerequisite: 13th level
attack against that creature. On your turn, you can spend 2 ki points to teleport up to a
Way of the Sun Soul number of feet equal to your speed to an unoccupied space
Monks of the Way of the Sun Soul learn to channel their you can see. Each foot of distance you travel in this way
life energy into searing bolts of light. They teach that costs a foot of movement.
meditation can unlock the ability to unleash the
indomitable light shed by the soul of every living creature. Action Before Thought
Radiant Sun Bolt Prerequisite: 9th level
When you roll initiative, you can spend 1 ki point to reroll it
Starting when you choose this tradition at 3rd level, you and take the second result.
can hurl searing bolts of magical radiance. When you make
an attack with an unarmed strike, you can choose to hurl a Body and Mind
searing bolt of energy instead of making contact with your
fists. When you attack in this way, the reach of your While you have at least 1 ki point remaining, you gain a +1
unarmed strike is 30 feet, and it deals radiant damage on a bonus to AC.
hit.
Circular Breath
Searing Arc Strike
You can add your Wisdom modifier (minimum of +1) to the
At 6th level, you gain the ability to channel your ki into number of minutes you can hold your breath, and to the
searing waves of energy. Immediately after you take the number of rounds you can survive when you run out of
Attack action on your turn, you can spend 2 ki points to breath or are choking.
cast the burning hands spell as a bonus action.
Dedicated Weapon
You can spend additional ki points to cast burning hands
as a higher-level spell. Each additional ki point you spend Choose a simple or martial weapon which lacks the heavy
increases the spell's level by 1. The maximum number of ki or special properties. You are proficient with the chosen
points (2 plus any additional points) that you can spend on weapon, and it counts as a monk weapon for you.
the spell equals half your monk level.
You can learn this talent more than once, choosing a
different eligible weapon each time.
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Deflect Missiles Ki Stand
You can use your reaction to deflect or catch a missile When you are prone, standing up uses only 5 feet of your
when you are hit by a ranged weapon attack. When you do movement, provided you have at least 1 ki point remaining.
so, the damage you take from the attack is reduced by 1d10
+ your Dexterity modifier + your monk level. Ki Visions
If you reduce the damage to 0, you can catch the missile Prerequisite: 13th level
if it is small enough for you to hold in one hand and you By spending at least 10 uninterrupted minutes in focused
have at least one hand free. If you catch a missile in this meditation, you can spend 5 ki points to cast the commune
way, you can spend 1 ki point to make a ranged attack with nature spell.
(range 20/60 feet) with the weapon or piece of ammunition
you just caught, as part of the same reaction. You make this Light Steps
attack with proficiency, regardless of your weapon
proficiencies, and the missile counts as both a thrown Prerequisite: 9th level
weapon and a monk weapon for the attack. While you have at least 1 ki point remaining, you can use
Dexterity, instead of Strength, when determining your jump
Earthly Tether distance.
Prerequisite: 5th level Monastic Pursuit
Other creatures provoke an opportunity attack from you
when they fall prone while within your reach. You gain proficiency in one skill or tool of your choice.
Empty Sight Quickened Healing
Prerequisite: 5th level You can spend 2 ki points as an action to roll your Martial
While you have at least 1 ki point remaining, you have Arts dice once and regain a number of hit points equal to
blindsight with a range of 10 feet. Within that range, you the roll.
can effectively see anything that isn't behind total cover,
even if you're blinded or in darkness. Moreover, you can see Shapeless Stance
an invisible creature within that range, unless the creature
successfully hides from you. Prerequisite: 9th level
You can choose a second option from the Fighting Stance
Focused Aim class feature. You can't enter a fighting stance while you are
already in one of your other stances.
Prerequisite: 5th level
When you miss with an attack roll, you can spend 1 to 3 ki Sharp Throw
points to increase your attack roll by 2 for each of these ki
points you spend, potentially turning the miss into a hit. When you make a ranged attack with a weapon that has the
thrown property, its normal and long ranges are doubled.
Formless Flourish
Sidestep
Prerequisite: 5th level
When you make an attack with a monk weapon you are Once on each of your turns, you can move up to 5 feet
wielding, you can treat your attack with that weapon as an without provoking opportunity attacks, but only if you move
unarmed strike for the purposes of using your monk in this way before doing anything else on that turn.
abilities and features (such as Martial Arts or Ki-
Empowered Strikes). Silent Soul
You can use this talent a number of times equal to your Prerequisite: 9th level
proficiency bonus, and you regain all expended uses when While you have at least 1 ki point remaining, whenever you
you finish a long rest. While you have no uses remaining, take damage from a critical hit while at 0 hit points or roll a
you can spend 1 ki point to use this talent again. 1 on the d20 for a death saving throw, you suffer only one
death saving throw failure instead of two failures.
Heightened Reflexes
Stillness of Mind
Prerequisite: 13th level
While you have at least 1 ki point remaining, you can take Prerequisite: 9th level
an extra reaction each round, but this reaction can only be You can use your action to end one effect on yourself that is
used to make opportunity attacks. You can't take more than causing you to be charmed or frightened.
one reaction during the same turn.
Volley of Blows
Ki Barrier
Prerequisite: 13th level
Prerequisite: 5th level When you spend a ki point to use your Flurry of Blows, you
If your turn ends and you have spent 2 or more ki points can make one additional unarmed strike as part of your
since your last turn, you gain temporary hit points equal to bonus action. You don't add your ability modifier to the
your proficiency bonus. damage of this additional attack, unless that modifier is
negative.
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Class Changes
The design philosophy of the monk class is characterized
by a departure from the roleplaying tropes of the other Tipsy Sway. This feature renames and redesigns the
official classes, representing an Eastern fantasy-inspired
character rather than a Western fantasy-inspired one. Leap to Your Feet ability (which is now called Grounded
Changes to the balance and approach of this class are Stance), granting it additional benefits while the monk is
therefore designed to exemplify this unique flavour of the prone. It also modifies the Redirect Attack ability, allowing
class, and also allow the monk to flourish as a martial class the monk to also use the ability without spending ki points,
in a wider array of situations, both in and out of combat. up to a number of times equal to their proficiency bonus.
Hit Points. The monk's Hit Die is a d10, instead of a d8, Drunkard's Luck. The monk can now use this feature
bringing it more in line with other martial-focused classes. without spending ki points, up to a number of times equal
to their Wisdom modifier (a minimum of once).
Martial Arts. The damage progression of the monk's
Martial Arts die changes at 11th level to 2d4 (previously Way of the Four Elements
1d8), and at 17th level to 2d6 (previously 1d10). This is
intended to give monks slightly higher and more consistent The changes to the Way of the Four Elements are listed
damage at high tiers of play, in order to keep pace with the below.
damage outputs of other martial classes.
Spellcasting. This is a new feature, which represents
Fighting Stance. This is a new feature, which is the monk's ability to cast spells and brings it more in line
intended to provide meaningful and flavorful improvements with the spellcasting-themed martial subclasses, namely
to the monk's combat abilities at low levels and beyond. the Eldritch Knight and Arcane Trickster.
Ascetic Talents. This is a new feature, which rebalances Disciple of the Elements. This feature now provides a
the monk by granting a wider variety of benefits of features, minor flavor-related benefit. It also synergizes with the
which allows players to customize a monk's abilities to suit Spellcasting feature, allowing elemental spells to function
their tastes. The previously-existing monk features in a similar fashion to the Ki-Fueled Attack feature.
Dedicated Weapon (2nd-level), Deflect Missiles (3rd-level),
Quicekened Healing (4th-level), Focused Aim (5th-level), Ki Transmigration. This is a new feature, which allows
and Stillness of Mind (7th-level) are now included in the list the monk to cast spells using only ki points; this feature is
of options for this feature. intended to be similar to the monk's official method of
casting spells, but each spell is limited in order to avoid
Style Strike. This is a new feature which improves upon excessive repetition of the same spell.
the monk's Stunning Strike feature (which is included in
this feature's list of options). Elemental Path. This is a new feature, which provides
the monk with additional elemental abilities of their choice.
Perfect Self. This feature now grants a measure of
continuous ki regeneration, instead of refreshing some ki Practised Disciple. This is a new feature.
during certain initiative rolls. This change is designed to Avatar of the Elements. This is a new feature, intended
give monks greater staying power at 20th level when using to be a culmination of the monk's elemental abilities.
ki-intensive abilities. Way of the Four Elements Spells. This is a new
feature, which replaces the list of elemental disciplines
Way of the Ascendant Dragon available to the monk in a way that is familiar to players
and easy to follow.
The changes to the Way of the Ascendant Dragon are listed
below.
Breath of the Dragon. The area of the breath's cone
option is now 15 feet, instead of 20 feet, and the breath
always deals damage equal to three rolls of the monk's
Martial Arts dice (previously, it dealt two rolls' worth of
damage, and increased to three rolls' worth at 11th level).
Wings Unfurled. This feature can be used a number of
times equal to the monk's Wisdom modifier (a minimum of
once), instead of their proficiency bonus.
Aspect of the Wyrm. The aura's damage resistance is
unchanged, but its other effect has been replaced entirely.
Instead of dealing damage via reactions, the aura can
frighten a creature using a bonus action.
Ascendant Aspect. This feature's recurring damage
effect requires a creature to have failed its initial saving
throw against the monk's breath.
Way of the Drunken Master
The changes to the Way of the Drunken Master are listed
below.
Bonus Proficiencies. The monk gains proficiency with
improvised weapons, and can use them as monk weapons
while wielding them one-handed. In exchange, the monk
gains proficiency only with the Performance skill or
brewer's supplies, instead of both.
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Way of the Kensei Way of the Sun Soul
The changes to the Way of the Kensei are listed below. The changes to the Way of the Sun Soul are listed below.
Path of the Kensei. This feature now grants the monk Radiant Sun Bolt. The wording of this feature has been
proficiency with martial weapons, and the restrictions on changed so that the bolts count as unarmed strikes with a
the monk's choice of kensei weapon have been changed. reach of 30 feet, instead of ranged attacks requiring a more
complicated explanation than is needed.
One with the Blade. The ability Deft Strike can now be
used once per turn, instead of once on each of the monk's Searing Sunburst. Hurling the orb now requires the
turns. monk to spend ki points; in exchange, the base damage is
4d6 instead of 2d6, and creatures take half damage from
Sharpen the Blade. This feature can now affect a magic this feature when they succeed on their saving throw.
weapon that doesn't already possess a higher bonus to
attack and damage rolls. (Previously, this feature had no Sun Shield. The radiant damage of this feature now
effect on any magic weapon with any bonus to attack and equals one roll of the monk's Martial Arts dice + their
damage rolls.) Wisdom modifier (a minimum of 1 damge), instead of 5 +
their Wisdom modifier.
Way of the Long Death
Ascetic Talents
The changes to the Way of the Long Death are listed below.
Touch of Death. This feature no longer has a range limit Many of the Ascetic Talents are new features; some of
these talents previously existed as monk features, and their
of 5 feet. changes are listed below.
Hour of Reaping. This feature has a secondary effect
Dedicated Weapon. This feature grants proficiency with
against creatures who fail their saving throw by 5 or more. one eligible weapon, which also becomes a monk weapon.
Mastery of Death. The monk can use this feature even if Previously, this feature allowed a monk to turn any eligible
weapon with which they were already proficient into a
they would be killed outright. monk weapon.
Touch of the Long Death. This feature's damage dice
Art Credits
increases from 2d10 to 2d12, and it ignores resistance to
necrotic damage. The artists below are credited in alphabetical order. Where
possible, an art credit includes the website where the
Way of Mercy artist's work can be found, and the pages on which their
illustrations appear.
The changes to the Way of Mercy are listed below.
Hand of Healing. This ability now restores a minimum Eric Belisle (ArtStation; pg 8)
Paizo (© Paizo; pg 17)
of 1 hit point. Smirtouille (DeviantArt; pg 7)
Hand of Harm. This ability now deals a minimum of 1 Thiago Richau (ArtStation; cover)
Viktor Titov (ArtStation; pg 18)
extra necrotic damage. Wizards of the Coast (© Wizards; pg 2, 13, 14)
XR CG (ArtStation; pg 10)
Way of the Open Hand
Thank You
The changes to the Way of the Open Hand are listed below.
Wholeness of Body. This feature now restores hit points ... for taking the time to read this reimagining of the Cleric
class! If you have any feedback or suggestions, please
equal to five times the monk's class level, instead of three contact the author ─ /u/Ozzifer on Reddit ─ or consider
times their monk level. joining their Patreon.
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Open Game License
Version 1.0a
The following text is the property of Wizards of the Coast, LLC. 6. Notice of License Copyright: You must update the
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
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3. Offer and Acceptance: By Using the Open Game Content You
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5. Representation of Authority to Contribute: If You are Dave Arneson.
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