MONK Baki the Grappler
Raita Kazama
MMAASSTTEERROOFFMMAARRTTIIAALLAARRTTSS
Contents Why review the Monk
The monk, in DnD 5e, is well represented with the basic
MONK 2-8 aspects of a martial arts master in mind. However, in my
opinion, it presents several fundamental problems:
Class Details.................................................................................... 2
The monk lacks it own role in the group. Its position has
The Monk Table.............................................................................. 3 always remained ambiguous and unclear.
Monk features seem to have no direction of progress and
Class Features..................................................................................4 even though there are many they do not seem to combine.
The creation of a monk in base strength or with armor is
Monastic Traditions 9 - 22 hardly feasible.
Lacks a practical and inexpensive disengagement system
Way of the Shadow.......................................................................... 10 that allows it to make the most of his speed.
Lacks flexibility in his choice of martial arts style. A
Way of the Open Hand.................................................................... 11 martial arts master should have more combat maneuvers.
The monk is a MAD class and therefore needs more ASI.
Way of the Elements....................................................................... 12 The monk is very dependent on ki points.
Monk damage does not scale as it should, and some
Way of the Kensei............................................................................ 14 features, even if they use ki points, can fail without
producing results. The problem becomes more obvious
Way of the Immortal........................................................................ 15 around 11th level and gets worse as it level up.
Some features come so late that they are practically
Way of the Sun Soul........................................................................ 16 useless at that level.
The monk feature at 20th level is a bit disappointing,
Way of the Drunken Master........................................................... 17 especially since it is specified that it must be at 0 ki to be
activated.
Way of the Astral Self..................................................................... 18
Way of Mercy.................................................................................... 19
Way of the Ascendant Dragon...................................................... 20
Monastic Ki Martial Arts............................................................... 21
Preface
The Monk is a very interesting class for those who enjoy
martial arts and movies in which acrobatic combat
maneuvers take center stage, accompanied by an almost
artistic sequence of fists, fingers, elbows, headbutts, knees,
kicks, etc. This new version of the monk was made with the
idea of making the monk more free from all its conditions,
and from the various design flaws of the original version.
This version is intended to be more customizable and fun,
with more interesting game variables.
Kung-fu Panda
Henrik Tamm
Monk The majority of monks don’t shun their neighbors, making
frequent visits to nearby towns or villages and exchanging
Class Details their service for food and other goods. As versatile warriors,
monks often end up protecting their neighbors from
Her fists a blur as they deflect an incoming hail of arrows, a monsters or tyrants.
half-elf springs over a barricade and throws herself into the
massed ranks of hobgoblins on the other side. She whirls For a monk, becoming an adventurer means leaving a
among them, knocking their blows aside and sending them structured, communal lifestyle to become a wanderer. This
reeling, until at last she stands alone. can be a harsh transition, and monks don’t undertake it
lightly. Those who leave their cloisters take their work
Taking a deep breath, a human covered in tattoos settles seriously, approaching their adventures as personal tests of
into a battle stance. As the first charging orcs reach him, he their physical and spiritual growth. As a rule, monks care
exhales and a blast of fire roars from his mouth, engulfing his little for material wealth and are driven by a desire to
foes. accomplish a greater mission than merely slaying monsters
and plundering their treasure.
Moving with the silence of the night, a black-clad halfling
steps into a shadow beneath an arch and emerges from
another inky shadow on a balcony a stone’s throw away. She
slides her blade free of its cloth-wrapped scabbard and peers
through the open window at the tyrant prince, so vulnerable
in the grip of sleep.
Whatever their discipline, monks are united in their ability
to magically harness the energy that flows in their bodies.
Whether channeled as a striking display of combat prowess
or a subtler focus of defensive ability and speed, this energy
infuses all that a monk does.
The Magic of Ki
Monks make careful study of a magical energy that most
monastic traditions call ki. This energy is an element of the
magic that suffuses the multiverse—specifically, the element
that flows through living bodies. Monks harness this power
within themselves to create magical effects and exceed their
bodies’ physical capabilities, and some of their special attacks
can hinder the flow of ki in their opponents. Using this
energy, monks channel uncanny speed and strength into their
unarmed strikes. As they gain experience, their martial
training and their mastery of ki gives them more power over
their bodies and the bodies of their foes.
Training and Asceticism
Small walled cloisters dot the landscapes of the 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.
Pathfinder
YamaOrce
MONK | Class Details 2
Creating a Monk As a result of the structured life of a monastic community
As you make your monk character, think about your and the discipline required to harness ki, monks are almost
connection to the monastery where you learned your skills always lawful in alignment.
and spent your formative years. Were you an orphan or a
child left on the monastery’s threshold? Did your parents QUICK BUILD
promise you to the monastery in gratitude for a service
performed by the monks? Did you enter this secluded life to You can make a monk quickly by following these
hide from a crime you committed? Or did you choose the suggestions. First, make Dexterity or Stregth your
monastic life for yourself? highest ability score, followed by Wisdom. Second,
choose the far traveler background.
Consider why you left. Did the head of your monastery
choose you for a particularly important mission beyond the
cloister? Perhaps you were cast out because of some
violation of the community’s rules. Did you dread leaving, or
were you happy to go? Is there something you hope to
accomplish outside the monastery? Are you eager to return to
your home?
The Monk Table
Level Proficiency Bonus Martial Arts Ki Unarmored Movement Features
Unarmored Defense, Martial Arts
1st +2 1d4 — —
2nd +2 1d4 2+Wis mod +10 ft Ki Cultivation, Unarmored Movement
3rd +2 1d4 3+Wis mod +10 ft Ki Martial Arts, Monastic Tradition
4th +2 1d4 4+Wis mod +10 ft Ability Score Improvement
5th +3 1d6 5+Wis mod +10 ft Extra Attack, Ki Martial Arts
6th +3 1d6 6+Wis mod +15 ft Ki-Empowered Body, Monastic Tradition feature
7th +3 1d6 7+Wis mod +15 ft Evasion, Stillness of Mind
8th +3 1d6 8+Wis mod +15 ft Ability Score Improvement, Ki Martial Arts
9th +4 1d6 9+Wis mod +15 ft Unarmored Movement Improvement
10th +4 1d6 10+Wis mod +20 ft Body Cultivation, Ability Score Improvement
11th +4 1d8 11+Wis mod +20 ft Monastic Tradition feature
12th +4 1d8 12+Wis mod +20 ft Ability Score Improvement, Ki Martial Arts
13th +5 1d8 13+Wis mod +20 ft Soul Cultivation
14th +5 1d8 14+Wis mod +25 ft Harmony, Timeless Body
15th +5 1d8 15+Wis mod +25 ft Unarmored Movement Improvement
16th +5 1d8 16+Wis mod +25 ft Ability Score Improvement, Ki Martial Arts
17th +6 1d10 17+Wis mod +25 ft Monastic Tradition feature
18th +6 1d10 18+Wis mod +30 ft Harmony Improvement
+30 ft Ability Score Improvement
19th +6 1d10 19+Wis mod
20th +6 1d10 20+Wis mod +30 ft Enlightenment
3 MONK | The Monk Table
Class Features Unarmored Movement (improved)
Starting at 2nd level, your speed increases by 10 feet while
As a monk, you gain the following class features. you are not wearing armor or wielding a shield. This bonus
increases when you reach certain monk levels, as shown in
Hit Points the Monk table. Additionally, when falling, you can use your
reaction to reduce your fall damage by an amount equal to
Hit Dice: 1d8 per monk level five times your monk level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
modifier per monk level after 1st during the move.
Proficiencies At 15th level, you learn to use your bonus action to remain
stable when on vertical surfaces and liquids, and not fall until
Armor: None the beginning of your next turn.
Weapons: Simple weapons, improvised weapons and one
Avatar Aang
martial weapon of your choice.
Tools: Choose one type of artisan’s tools or one musical nymre
instrument MONK | Class Features | 1
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Nature, Medicine, Perception, and Stealth.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) spear or (b) quarterstaff
(a) 10 Dart or (b) any Simple Weapons
(a) an explorer's pack or (b) a dungeoneer's pack
If you are using starting wealth, you have 2d4 x 10 gp in
funds.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Martial Arts (improved)
At 1st level, your practice of martial arts gives you mastery of
combat styles that use unarmed strikes and monk weapons,
which are any Simple and Martial Weapons, that lack the
heavy and special properties. You gain the following benefits
while you are unarmed or wielding only monk weapons, and
you aren't wearing heavy armor or wielding a shield:
When unarmored, you can use Dexterity instead of
Strength for the attack and damage rolls of your unarmed
strikes and monk weapons.
When wearing an armor, your hit point maximum
increases by an amount equal to twice your monk level.
(When you hit with an unarmed strike, you can decide
between doing damage, grabbing or shoving.) UA
Once per turn, when you hit a creature with an unarmed
strike, you can move it 5 feet to an unoccupied space. You
cannot push opponents two sizes larger than you, but you
can use the rebound to move 5 feet away.
You can roll a d4 damage to your unarmed strike or monk
weapon. This die changes as you gain monk levels, as
shown in the Martial Arts column of the Monk table.
You can make one unarmed strike as a bonus action.
4
Ki Cultivation (improved) Ki Martial Arts (new)
Starting at 2nd level, your training allows you to harness the Starting at 3rd level, you can manipulate your enemy's ki
mystic energy of ki. Your access to this energy is represented when you harness your own via pressure points. You learn
by a number of ki points. Your monk level + your Wisdom two Ki Martial Arts techniques of your choice and two
modifier determines the number of points you have, as shown additional at 5th, 8th, 12th, and 16th level. Each time you
in the Ki Points column of the Monk table. You can spend learn a new techniques, you can also replace these with
these points to fuel various ki features. others of the same level. You can use only one technique per
attack, this cannot be repeated on the same creature in the
When you spend a ki point, it is unavailable until you finish same turn, and each consumes 1 ki point.
a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30 A level prerequisite refers to your level in this class. A
minutes of the rest meditating to regain your ki powers. dependence of the subclasses, there are alternative Ki
Martial Arts techniques (Monastic Ki Martial Arts, p. 21).
Some of your ki features require your target to make a
saving throw to resist the feature's effects. The saving throw 3rd level:
DC is calculated as follows:
Spell save DC = 8 + your proficiency bonus + your Wisdom Evasive Footwork. When you move, roll one martial arts
die and add the number rolled to your AC until you stop.
modifier Grappler. When you try to grapple, roll one martial arts
Flurry of Blows. As a bonus action, you can spend 1 ki die and add the number rolled to your Athletics check.
point to make two unarmed strikes. Lunging Strike. When you make an unarmed strike on
Life Force. As an action, you can spend 2 ki points and your turn, your reach increase by 5 feet for that attack.
roll a Martial Arts die. You regain a number of hit points Push Strike. When you hit a creature with an unarmed
equal to the number rolled plus your proficiency bonus. strike, you can attempt to push the target back. The
Lightning Step. You can spend 1 ki point to take the creature must make a Strength saving throw. If it fails,
Disengage or Dash action as a bonus action on your turn, you can push it up to 15 feet away from you.
and uring the move, you gain a fly speed equal to your Throwing Strike. When you hit a creature with an
speed. At 13th level, your movement becomes so fast that unarmed strike, you can attempt to knock it down. It must
it looks like teleportation, and you have advantage in the make a Dexterity saving throw or be knocked prone.
first melee attack you made before the end of the turn.
Tongue of Ki. As an action you can spend 3 ki points and 5th level:
for 1 hour you can touch the ki of other minds so that you
understand all spoken languages and any creature that Disarming Strike. When you hit a creature with an
can understand a language can understand what you say. unarmed strike, you can attempt to disarm the target,
Yin-Yang Stance. You can spend 1 ki point to take the forcing it to drop one item that it's holding. The creature
Dodge action as a bonus action on your turn. At 13th level, must make a Strength saving throw. On a failed save, it
while in this Stance, you can make an additional reaction. drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with an
Yoga chakra unarmed strike, you can distract the creature, giving your
allies an opening. The next attack roll against the target by
Suresh Machu an attacker other than you has advantage if the attack is
made before the start of your next turn.
5 MONK | Class Features | 2 Freezing Strike. When you hit a creature with an
unarmed strike, you can block its motion. The creature
must succeed on a Charisma saving throw or not be able
to move until the end of your next turn. An airborne
creature affected safely descends at 60 feet per round
until it reaches the ground.
Deflect Missiles. When you are hit by a ranged weapon
attack, you can use your reaction to deflect it. The damage
is reduced by one Martial Arts die roll + Wisdom mod.
Additionally, you can make a ranged attack with 20/60 of
range using the weapon or ammunition you just deflected.
The missile counts as a monk weapon for this attack.
Precision. When you make an unarmed strike, you can
roll one martial arts die and add it to the roll. You can use
this technique before or after making the attack roll, but
before any effects of the attack are applied.
8th level: 16th level:
Absorb Force. When another creature damages you with Counter Strike. When a creature misses you with a
a melee attack, you can use your reaction and reduce the melee attack, you can use your reaction to make an
damage by one Martial Arts die roll + your Wisdom mod. unarmed strike against that creature.
Blinding Strike. When you hit a creature with an Devious Strike. Whenever a creature within your reach
unarmed strike, you can target its eyes with your fingers. attacks an ally, you can use your reaction to make one
The creature must succeed on a Dexterity saving throw unarmed strike against that creature.
or be blind until the end of your next turn. Focus Breaker. When you hit a creature with an unarmed
Daunting Strike. When you hit a creature with an strike, you can attempt to shatter their concentration. If
unarmed strike, you can attempt to frighten it. The the creature makes a Constitution save to maintain
creature must make a Wisdom saving throw. On a failed concentration on a spell, roll one martial arts die and
save, it is frightened of you until the end of your next turn. subtract the number rolled from the creature's roll.
Focused Stance. As a bonus action on your turn, you can Mental Strike. When you hit a creature with an unarmed
take a focused combat stance. Until the start of your next strike, you can attempt to damage its mind with your ki.
turn or until you are incapacitated, you ignore the The creature must succeed on a Charisma saving throw,
disadvantage on all weapon or unarmed attack rolls. or it must roll a d8 and subtract the number rolled from
Goad Strike. When you hit a creature with an unarmed the next attack roll or saving throw it makes before the
strike, you can attempt to goad the target into attacking end of your next turn.
you. The target must make a Wisdom saving throw. On a Reactive Strike. You con use your reaction to instantly
failed save, the target has disadvantage on all attack rolls leap at one creature that has fallen prone in your reach
against targets other than you until the end of your next and make an unarmed strike.
turn.
12th level:
Anti-Critics. When a creature does a critical hit against
you, you can use your reaction to avoid this critical
damage. The target must make an Intelligence saving
throw. If it fails, its critical hit becomes a normal hit.
Dazing Strike. When you hit another creature with an
unarmed strike, you can blow to the enemy temple. The
creature must make an Intelligence saving throw. If it
fails, it can’t take a reaction until the end of its next turn.
Moreover, on its next turn, it must choose whether it gets
a move, an action, or a bonus action; it gets only one of the
three.
Stunning Strike. When you hit another creature with an
unarmed strike, you can interfere with the flow of ki in an
opponent's body. The creature must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.
Sweeping Strike. When you hit a creature with an
unarmed strike, you can attempt to damage another
creature with the same attack. Choose another creature
within 5 feet of the original target and within your reach. If
the original attack roll would hit the second creature takes
a damage equal to one Martial Arts die roll + your
Wisdom mod.
Throat Strike. When you hit a creature with an unarmed
strike, you can blow the enemy throat. The creature must
succeed on a Constitution saving throw or not being able
to speak until the end of your next turn.
Ryu - Street Fighter
DHK88
MONK | Class Features | 3 6
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic
tradition. Your tradition grants you features at 3rd level and
again at 6th, 11th, and 17th level.
Ability Score Increase (improved)
When you reach 4th level, and again at 8th, 10th, 12th, 16th
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Ki-Empowered Body
Starting at 6th level, your hard training has made your body a
weapon. Your unarmed strikes count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon's lightning
breath or a fireball spell. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Stillness of Mind (improved)
Starting at 7th level, you can use your action to end one effect
on yourself that is causing you or one willing creature that
you touch to be charmed or frightened. If the monk's action is
controlled by an external factor, it can still use this feature as
if the monk's mental action did not interact in its manipulated
action.
Body Cultivation (improved)
At 10th level, your mastery of the ki flowing through you
makes you proficiency in Constitution saving throw and
immune to disease and poison. Additionally, every time you
use a Ki Martial Arts attack, you can add your Martial Arts
die to the damage.
Le Sumi-e Art Koi Tat
Jean-Marc Moschetti Dylan Helman
7 MONK | Class Features | 4
Siddhartha
Gianluca Rolli
Soul Cultivation Timeless Body (improved)
Beginning at 13th level, your mastery of ki grants you At 14th level, your ki sustains you so that you suffer none of
proficiency in all saving throw. Additionally, whenever you the frailty of old age, For every 10 years, your body ages only
make a saving throw and fail, you can spend 1 ki point to 1 year and you can't be aged magically. You can still die of old
reroll it and take the second result. age, however. In addition, you no longer need food or water.
Additionally, you can spend 8 ki points to cast the astral
Harmony (new) projection spell, without needing material components. When
At the 14th level, the harmony achieved between body and you do so, you can't take any other creatures with you.
mind allows your Ki Martial Arts techniques to be performed Enlightenment (improved)
more naturally and in balance with nature. Choose a 3rd and At 20th level, you go beyond the human limit. Your body is so
a 5th level Ki Martial Arts technique that you already know used to certain movements that have become one with your
and that have "Strike" in the name. Once per round, you can being. You can take an additional reaction between each of
perform one of this techniques without spending ki points. At your turns. Moreover, you can use both inner ki and the ki of
the 18th level, you can choose a 8th and 12th level techniques heaven and earth, every time you roll for initiative, you have at
that you already know and perform once per round two last 5 + your Wisdom modifier ki available.
harmony techniques without spending ki points. By spending
8 hours in meditation, it is possible to exchange one or both MONK | Class Features | 5
of the chosen Ki Martial Arts techniques for other techniques.
8
Monastic Traditionsen traditions of monastic pursuit are common Each monastic order has its own secret Ki Martial Art
in the monasteries scattered across the techniques, techniques accessible only if you are a member.
multiverse. Most monasteries practice one Even if these 10 monasteries respect each other, this does
tradition exclusively, but a few honor the ten not mean that there is no confrontation and rivalry, because
only from these are their movement and thus evolution.
Ttraditions and instruct each monk according to
his or her aptitude and interest. All ten Along with their choice of the Monastic Traditions, the
traditions rely on the same basic techniques,
diverging as the student grows more adept. Thus, a monk monk will gain access to Monastic Ki Martial Art techniques
need choose a tradition only upon reaching 3rd level. specific to its subclass (Monastic Ki Martial Arts, p. 21).
Ramakien
เอกชัย มิลินทะภาส
9 Monastic Traditions
Way of the Shadow Shadow Step
Monks of the Way of Shadow follow a tradition that values
stealth and subterfuge. These monks might be called ninjas At 6th level, you gain the ability to step from one shadow into
or shadowdancers, and they serve as spies and assassins. another. When you are in dim light or darkness, as a bonus
Sometimes the members of a ninja monastery are family action you can teleport up to 60 feet to an unoccupied space
members, forming a clan sworn to secrecy about their arts you can see that is also in dim light or darkness. You then
and missions. Other monasteries are more like thieves' have advantage on the first melee attack you make before the
guilds, hiring out their services to nobles, rich merchants, or end of the turn.
anyone else who can pay their fees. Regardless of their
methods, the heads of these monasteries expect the Cloak of Shadows
unquestioning obedience of their students.
By 11th level, you have learned to become one with the
Shadow Arts shadows. When you are in an area of dim light or darkness,
you can use your action to become invisible. You remain
Starting when you choose this tradition at 3rd level, you can invisible until you make an attack, cast a spell, or are in an
use your ki to duplicate the effects of certain spells. As an area of bright light.
action, you can spend 2 ki points to cast Darkness,
Darkvision, Mirror Image, Pass without Trace, or Silence, Opportunist
without providing material components. Additionally, the
Darkvision spell you can perform allows one to see into your At 17th level, you can exploit a creature's momentary
magical darkness. distraction when it is hit by an attack. Whenever a creature
within 5 feet of you is hit by an attack made by a creature
ki Shadow Arts other than you, you can use your reaction to make a melee
2 Darkness attack against that creature.
2 Darkvision
2 Mirror Image
2 Pass without Trace
2 Silence
Shadow Attack
Beginning at 3rd level, you know how to strike subtly and
exploit a foe's distraction. Once per turn, you can deal an
extra Martial Arts die damage to one creature you hit with an
attack if you have advantage on the attack roll. The attack
must use a monk weapon or be a unarmed attack.
Additionally, you can take a bonus action on each of your
turns to make the Dash, Disengage, or Hide action.
The amount of the extra damage increases as you gain
levels in this class. At 11th level, the damage increases by one
Martial Arts die on a hit (2d8) and 17th level yet another
(3d10).
Batman
Marie Bergeron
Ensō (円相), Wu
Takeda-art
Monastic Traditions | Way of the Shadow 10
Way of the Open Hand Amida Buddha
Monks of the Way of the Open Hand are the ultimate masters
of martial arts combat. They have a wide range of martial arts Sig. Mikado
techniques, a powerful ability to recover ki, and practice
advanced meditation that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, your
trainings lead you to have a deeper knowledge in the martial
arts and its uses through ki. Once per turn, when using
Flurry of Blows, you can use 1 Ki Martial Arts technique
without spending ki point. Additionally, you learn one extra
3nd level Ki Martial Arts technique and another one of 8th
level at 11th level.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action,
you can regain hit points equal to three times your monk
level. You must finish a long rest before you can use this
feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation
that surrounds you with an aura of peace. At the end of a long
rest, you gain the effect of a Sanctuary spell that lasts until
the start of your next long rest (the spell can end early as
normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus. Additionally, you
can still spend 1 ki point to recast this abjuration, but the
effect is the standard one.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in
someone's body. When you hit a creature with an unarmed
strike, you can spend 3 ki points to start these imperceptible
vibrations, which last for a number of days equal to your
monk level. The vibrations are harmless unless you use your
action to end them. To do so, you and the target must be on
the same plane of existence. When you use this action, the
creature must make a Constitution saving throw. If it fails, it
is reduced to 0 hit points. If it succeeds, it takes 10d10
necrotic damage.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Kung Fu-Semiotics
Martial Arts Studies
11 Monastic Traditions | Way of the Open Hand
Way of the Elements Spellcasting Ability. Wisdom is your spellcasting ability for
You follow a monastic tradition that teaches you to harness your Monk spells, being spells powered by your ki.
the elements. When you focus your ki, you can align yourself Spell save DC = 8 + your proficiency bonus + your Wisdom
with the forces of creation and bend the elements to your will,
using them as an extension of your body. Some members of modifier
this tradition dedicate themselves to a single element, but Spell attack modifier = your proficiency bonus + your
others weave the elements together.
Wisdom modifier
Many monks of this tradition tattoo their bodies with Spellcasting Focus. You can use a Ki focus as a spellcasting
representations of their ki powers, commonly imagined as focus for your Monk spells. A Ki focus can be a bandage, a
coiling dragons, but also as phoenixes, fish, plants, tattoo or necklace, a staff made entirely from an ancient tree,
mountains, and cresting waves. or an object incorporating elemental rocks.
Disciple of the Elements Master of Elements
When you choose this tradition at 3rd level, you learn At 6th level, you learn to modify elements to your liking. All
elemental spell-Ki that harness the power of the elements. A spells-ki that contain the elements in the table below can be
elemental spell-Ki requires you to spend ki points each time exchanged for another element. If the spell requires a saving
you use it. The number of spells you know is based on your throw this is based on the chosen element and not on the
level in this class. original spell information.
Spells-Ki know Elements Save
Acid / Fire / Lightening Dexterity
level 0 1 2 3 4
Cold / Poison / Thunder Constitution
3rd 2 1 - - -
Force Strength
6th 321 - -
11th 4321 - Elemental Martial Arts
17th 44321 At 11th level, when you perform a melee attack action, you
can cast one of your cantrips in place of one of your attacks.
Whenever you learn a new elemental spell-Ki, you can also
replace one elemental spell-Ki that you already know with a Wonder of the Elements
different.
At 17th level, you can choose one spell per level that is found
Casting Elemental Spell-Ki. To cast one of these spells, in your list, these spells now cost one ki less as if they were of
you use its casting time and other rules, but you don't need to a lower level.
provide material components for it. Each spell has a base
price that is equal to its level in ki points. Once you reach 5th
level in this class, you can spend additional ki points to
increase the level of an elemental spell-Ki that you cast,
provided that the spell has an enhanced effect at a higher
level, as Burning Hands does. The Spell-Ki's level increases
by 1 for each additional ki point you spend. For example, if
you are a 5th-level monk and you cast Burning Hands, you
can spend 2 ki points to cast it as a 2nd-level spell.
The maximum number of ki points you can spend to cast a
Spell-Ki in this way (including its base ki point cost and any
additional ki points you spend to increase its level) is
determined by your monk level, as shown in the Spells-Ki
table.
Monk level Ki
5th-8th 2
9th-12th 3
13th-16th 4
17th-20th 5
Avatar Aang
MyCks Sato
Monastic Traditions | Way of the Elements |1 12
Elements Spell List
Cantrips (0 Level) 2nd Level 3rd Level 4th Level
Acid Splash Aganazzar's Scorcher Ashardalon's Stride Arcane Eye
Booming Blade Continual Flame Call Lightning Conjure Minor Elementals
Control Flames Darkvision Create Food and Water Control Water
Create Bonfire Dragon's Breath Daylight Elemental Bane
Dancing Lights Dust Devil Elemental Weapon Fire Shield
Fire Bolt Earthbind Erupting Earth Freedom of Movement
Frostbite Flame Blade Fireball Galder's Speedy Courier
Green-Flame Blade Flaming Sphere Flame Arrows Gravity Sinkhole
Gust Gust of Wind Flame Stride (UA) Ice Storm
Light Heat Metal Fly Stone Shape
Lightning Lure Icingdeath's Frost (UA) Freedom of the Waves HB Stoneskin
Mold Earth Kinetic Jaunt Gaseous Form Storm Sphere
Poison Spray Levitate Glyph of Warding Summon Elemental
Produce Flame Magic Weapon Haste Summon Construct
Ray of Frost Maximillian's Earthen Grasp Lightning Arrow Vitriolic Sphere
Shape Water Melf's Acid Arrow Lightning Bolt Wall of Fire
Shocking Grasp Protection from Poison Meld into Stone Watery Sphere
Thunderclap Pyrotechnics Melf's Minute Meteors Widogast's Web of Fire HB
Rime's Binding Ice Protection from Energy
1st Level Scorching Ray Pulse Wave Avatar Kora
See Invisibility Sleet Storm
Absorb Elements Shatter Stinking Cloud penelopeloveprints-deactivated2
Acid Stream (UA) Skywrite Thunder Step
Arcane Weapon (UA) Snilloc's Snowball Storm Tidal Wave
Armor of Agathys Warding Wind Wall of Water
Burning Hands Water Breathing
Catapult Water Walk
Chaos Bolt Wind Wall
Chromatic Orb
Create or Destroy Water
Detect Poison and Disease
Earth Tremor
Faerie Fire
Feather Fall
Fog Cloud
Frost Fingers
Guiding Bolt
Hellish Rebuke
Ice Knife
Longstrider
Magnify Gravity
Searing Smite
Thunderous Smite
Thunderwave
Witch Bolt
Zephyr Strike
13 Monastic Traditions | Way of the Elements |2
Way of the Kensei Sharpen the Blade
Monks of the Way of the Kensei train relentlessly with their
weapons, to the point that the weapon becomes like an At 11th level, you gain the ability to augment your weapons
extension of the body. Founded on a mastery of sword further with your ki. As a bonus action, you can expend up to
fighting, the tradition has expanded to include many different 3 ki points to grant one kensei weapon you touch a bonus to
weapons. attack and damage rolls when you attack with it. The bonus
equals the number of ki points you spent. If the weapon is
A kensei sees a weapon much in the same way a magical and already has a bonus, this fature can enhance this
calligrapher or a painter regards a pen or brush. Whatever bonus, but the sum of the bonuses must not exceed +3.
the weapon, the kensei views it as a tool used to express the Additionally, any attack roll you make with this weapon is a
beauty and precision of the martial arts. That such mastery critical hit on a roll of 18-20 on the d20. This bonus lasts for
makes a kensei a peerless warrior is but a side effect of 1 minute or until you use this feature again.
intense devotion, practice, and study.
Unerring Accuracy
Path of the Kensei
At 17th level, your mastery of weapons grants you
When you choose this tradition at 3rd level, your special extraordinary accuracy. If you miss with an attack roll using a
martial arts training leads you to master the all the weapons. kensei weapon on your turn, you can reroll it. You can use
This path also includes instruction in the deft strokes of this feature only once on each of your turns.
calligraphy or painting. You gain the following benefits:
Kensei Fighting Style. You adopt a particular style of
fighting as your specialty. Choose one among Archer,
Blind Fighting, Dueling, Great Weapon Fighting, Superior
Technique and Thrown Weapon Fighting. You can't take a
Fighting Style option more than once, even if you later get
to choose again.
Kensei Weapon. Your special martial arts training give
you proficiency with any martial weapons. These weapons
are monk weapons for you, and you are no longer limited
on using weapons that lack the heavy and special
properties. Additionally, your Ki Martil Arts unarmed
techniques can be used with a kensei weapon.
Way of the Brush. You gain proficiency with your choice
of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons,
granting you the following benefits.
Agile Parry. If you make an unarmed strike as part of the
Attack action on your turn and are holding a kensei
weapon, you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonuses to AC until the start of
your next turn, while the weapon is in your hand, and you
aren’t incapacitated.
Deft Strike. When you hit a target with a kensei weapon,
you can spend 1 ki point to cause the weapon to deal extra
damage to the target equal to your Martial Arts die. You
can use this feature only once on each of your turns.
Flurry of Weapon Attacks. When you use your Flurry of
Blow f eature, you can use your kensei weapon as if it
were an unarmed strike.
Tatoo #145
lisabradford
Monastic Traditions | Way of the Kensei 14
Way of the Immortal Half-Orc Monk Reading
Monks of the Way of the immortal are obsessed with the
meaning of dying. They capture creatures and prepare Pathfinder 2e
elaborate experiments to capture, record, and understand the
moments of their demise. They then use this knowledge to
guide their understanding of martial arts, yielding a undying
fighting style.
Knowing Death
Starting when you choose this tradition at 3rd level, you gain
proficiency in the Nature and Medicine skills, and you gain
proficiency with the herbalism kit.
Approaching Death
At 3rd level, your study of death allows you to extract energy
from the feeling of death. You gain the following benefits:
Dying. When you are hit by an enemy attack, the next turn
you can use a feature that requires ki by wasting 1 ki point
less.
Give Death. When you reduce a creature within 5 feet of
you to 0 hit points, you gain temporary hit points equal to
your Wisdom modifier + your monk level (minimum of 1).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those
around you as an action, for your soul has been touched by
the shadow of death. When you take this action, each
creature within 30 feet of you that can see you must succeed
on a Wisdom saving throw or be frightened of you until the
end of your next turn.
Mastery of Life and Death
Beginning at 11th level, you use your familiarity with death to
escape its grasp. When you are reduced to 0 hit points, you
can expend 1 ki point (no action required) to have 1 hit point
instead.
Touch of Death
Starting at 17nd level, you can channel the energy of death to
destroy another creature's life force by touch. When you hit a
creature with a melee attack, you can choose to expend 1 ki
points. The target must make a Constitution saving throw,
and it takes 2d12 necrotic damage on a failed save, or half as
much damage on a successful one.
15 Monastic Traditions | Way of the Immortal
Way of the Sun Soul Elemental Radiation
Monks of the Way of the Sun Soul learn to channel their own
life energy into searing bolts of light. They teach that At 6th level, you can choose to change your radiant damage to
meditation can unlock the ability to unleash the indomitable fire damage or lightning damage only for the features of this
light shed by the soul of every living creature. subclass.
Radiant Sun ki Blinding Sun
Starting when you choose this tradition at 3rd level, you learn At 11th level, before or after using lightning step, every enemy
one Radiant Sun techniques of your choice. You learn one who is within 30 feet of you must pass a constitution saving
additional technique at 11th, and 17th level. Each time you throw or be blinded until the end of your next turn.
learn new techniques, you can also replace one technique you Additionally, your radiating ki grants you resistance to cold
know with a different one. and fire damage.
You can spend 2 ki point to make an attack against one Sunshine Aura
creature within 5 feet of you as an action and combine it with
a Radiant Sun technique. On a hit, the target suffers your At 17th level, you become wreathed in a luminous, magical
normal attack plus the radiant damage. The amount of the aura. You shed bright light in a 30-foot radius and dim light
radiant damage is equal to your wisdom modifier. for an additional 30 feet. You can extinguish or restore the
light as a bonus action. Your light brings the same
Your Radiant damage increases as you gain levels in this characteristics as the sun and eradicates magical darkness.
class. At 5th level, the damage increases by one Martial Arts
die on a hit (1d6 / 1d8 + wis mod), at 11th level increase by Whenever a creature hits you with a melee attack while
another (2d8 / 2d10 + wis mod) and 17th level yet another this light shines, your light erupts with radiant energy. The
(3d12 + wis mod). You can add special effects to your ki radiant damage equals 5 + your Wisdom modifier.
attack.
Human Monk
Ki Beam When you have attacked your target, you can
choose to release a beam of radiant energy. All enemies Wizards - D&D 5e
behind the target hit in a straight line within 10 feet must
succeed on a Dexterity saving throw or take your radiant
damage. Leveling up in this subclass increases the range
attack. At 5th level the beam is 15 feet, at 11th level 20
feet, and at 17th level 30 feet.
Ki Blast. When you have attacked your target, you can
choose to release a blast that can damage all the enemies
that are 5 feet away from you. All enemies 5 feet away
from you must succeed on a Dexterity saving throw or
take your radiant damage. Leveling up in this subclass
increases the blast radius. At 11th level 10 feet, at 17th
level 15 feet.
Ki Radiation. When you have attacked your target, you
can choose to release radiation energy in the area of 10
feet around your target. The radiant energy lingers in the
affected area, making it a difficult terrain until the end of
your next turn. Every enemy who ends his turn in this
radioactive terrain must succeed on a Constitution saving
throw or takes your radiant damage. Leveling up in this
subclass increases the radius area. At 5th level the area is
15 feet, at 11th level 20 feet, at 17th level 30 feet and the
radiation can persist for 2 turns.
Ki Burst. You gain the ability to create an orb of light that
erupts into a devastating explosion. You can attack an
enemy 30 feet away by creating a sphere of energy, if you
hit, it receives the normal damage and all enemies around
it by 5 feet must succeed on a Constitution saving throw
or take your radiant damage. Leveling up in this subclass
increases the range attack. At 5th level the beam is 60
feet, at 11th level 90 feet, and at 17th level 150 feet.
Monastic Traditions | Way of the Sun Soul 16
Way of the Drunken Master Fierce Drunker
The Way of the Drunken Master teaches its students to move
with the jerky, unpredictable movements of a drunkard. A Starting at 11th level, the properties of your brewer's supplies
drunken master sways, tottering on unsteady feet, to present take on special effects on you, every time you drink you can
what seems like an incompetent combatant who proves choose to have one of these effects.
frustrating to engage. The drunken master’s erratic stumbles
conceal a carefully executed dance of blocks, parries, Drunkard's Luck. You always seem to get a lucky bounce
advances, attacks, and retreats. at the right moment. When you make an ability check, an
attack roll, or a saving throw and have disadvantage, as a
A drunken master often enjoys playing the fool to bring free action you can drink and spend 1 ki points to cancel
gladness to the despondent or to demonstrate humility to the the disadvantage for that roll.
arrogant, but when battle is joined, the drunken master can Drunkard's Constitution. When you drink thanks to
be a maddening, masterful foe. "The Drunken God of the Jar"feature, you can choice to
spend 1 ki points to gain temporary hit points equal to one
Alcoholic Dance roll of your Martial Arts die + your own Wisdom modifier.
A Drunkard's Breath. When you drink thanks to "The
When you choose this tradition at 3rd level, you gain Drunken God of the Jar" feature, you can choice to spend
proficiency in the Performance skill if you don't already have 1 ki points and spit it on a creature within 5 feet of you, it
it. Your martial arts technique mixes combat training with the must succeed on a Dexterity saving throw. On a failed
precision of a dancer and the antics of a jester. You also gain save, the target has disadvantage on the next attack roll it
proficiency with brewer's supplies if you don't already have it. make. Or you can choose to ignite the alcohol and the
You can take a sip of your brewer's supplie as a bonus action target take 1 martial art die plus your Wisdom modified of
and gain temporary hit points equal your Wisdom modifier. fire damage.
Drunken Technique Intoxicated Frenzy
At 3rd level, you learn how to twist and turn quickly as part of At 17th level, you gain the ability to make an overwhelming
your movement. Whenever you use yours ki features. number of attacks against a group of enemies. When you use
your Flurry of Blows your walking speed increases by
Drunken Movement. If you use at least 1 ki point in your another 10 feet, and you can make up to three additional
turn, your movement becomes very difficult to follow. You attacks with it, provided that each Flurry of Blows attack
gain the benefit of the Disengage action, and your walking targets a different creature this turn.
speed increases by 10 feet until the end of the current
turn.
Drunken Stance. When you make a reaction attacks, you
can automatically push your opponent 5 feet.
Drunken Fall. When you have been attacked with a melee
attack roll, as a reaction you can fall prone and rolling half
your speed without taking opportunity attacks, and until
the beginning of your next turn your enemies have no
advantage in hitting you because you are prone.
The Drunken Gods Style
Starting at 6th level, you can move in sudden, swaying ways.
You gain the following benefits.
The Drunken God of the Jar. Once per turn, when a
creature misses or hit you with a melee attack roll, as a
free action you can drink a sip of your brewer's supplie.
The Drunken God Limp. When you're prone, you can
stand up by spending 5 feet of movement, rather than half
your speed.
The Drunken God Seeing Double. When a creature
misses you with a melee attack roll, as a reaction you can
cause that attack to hit one creature of your choice, other
than the attacker and that you can see within 5 feet of you
or the creature that is attacking you.
17 MMoasntaesrtic Traditions | Way of the Drunken King of Fighters XII - Chin Gentsai
Creative Uncut
Way of the Astral Self Body of the Astral Self
A monk who follows the Way of the Astral Self believes their
body is an illusion. They see their ki as a representation of Starting at 11th level, when you have both your astral arms
their true form, an astral self. This astral self has the capacity and visage summoned, you can cause the body of your astral
to be a force of order or disorder, with some monasteries self to appear (no action required). This spectral body covers
training students to use their power to protect the weak and your physical form like a suit of armor, connecting with the
other instructing aspirants in how to manifest their true arms and visage. You determine its appearance.
selves in service to the mighty.
While the spectral body is present, you gain the following
Arms of the Astral Self benefits.
At 3rd level, your mastery of your ki allows you to summon a Deflect Energy. When you take acid, cold, fire, force,
portion of your astral self. As a bonus action, you can spend 1 lightning, or thunder damage, you can use your reaction to
ki point to summon the arms of your astral self. When you do deflect it. When you do so, the damage you take is reduced
so, each creature of your choice that you can see within 10 by 1d10 + your Wisdom modifier (minimum reduction of
feet of you must succeed on a Dexterity saving throw or take 1). Additionally, the first time you hit with a melee attack in
force damage equal to two rolls of your Martial Arts die. your next turn, the target suffers an additional Martial Art
die of the deflected element.
For 10 minutes, these spectral arms hover near your Empowered Arms. Once on each of your turns when you
shoulders or surround your arms (your choice). You hit a target with the Arms of the Astral Self, you can deal
determine the arms' appearance, and they vanish early if you extra damage to the target equal to your Martial Arts die.
are incapacitated or die.
Awakened Astral Self
While the spectral arms are present, you gain the following
benefits: Starting at 17th level, your connection to your astral self is
complete, allowing you to unleash its full potential. As a
You can use your Wisdom modifier in place of your bonus action, you can spend 3 ki points to summon the arms,
Strength modifier when making Strength checks and visage, and body of your astral self and awaken it for 10
Strength saving throws. minutes. This awakening ends early if you are incapacitated
You can use the spectral arms to make unarmed strikes. or die.
When you make an unarmed strike with the arms on your
turn, your reach for it is 5 feet greater than normal. While your astral self is awakened, you gain the following
The unarmed strikes you make with the arms can use benefits.
your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and Armor of the Spirit. You gain a +2 bonus to Armor Class.
their damage type is force. Astral Barrage. Whenever you use the Extra Attack
feature to attack twice, you can instead attack three times
Visage of the Astral Self if all the attacks are made with your astral arms.
When you reach 6th level, you can summon the visage of your
astral self. As a bonus action, or as part of the bonus action
you take to activate Arms of the Astral Self, you can spend 1
ki point to summon this visage for 10 minutes. It vanishes
early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask.
You determine its appearance.
While the spectral visage is present, you gain the following
benefits.
Astral Sight. You can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom
(Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your
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. Alternatively, you can amplify your voice so that all
creatures within 600 feet can hear you.
Ancient Civilizations
Silviu Sadoschi
Monastic Traditions | Way of the Astral Self 18
Way of Mercy Flurry of Healing and Harm
Monks of the Way of Mercy learn to manipulate the life and
death force of others to bring aid to those in need. They are Starting at 11th level, you can now mete out a flurry of
wandering physicians to the poor and hurt. However, to those comfort and hurt. When you use Flurry of Blows, you can use
beyond their help, they bring a swift end as an act of mercy. your Hands of Healing or Hand of Harm without spending ki
points. You can still use Hands of Harm only once per turn.
The walkers of this way usually don robes with deep cowls,
and they often conceal their faces with masks, presenting Hand of Ultimate Mercy
themselves as the faceless bringers of life and death. Some
might be gentle-voiced healers, beloved by their communities, By 17th level, Your mastery of life and death energy opens the
while others might be masked bringers of macabre mercies. door to the ultimate mercy. As an action, you can touch the
corpse of a creature that died within the past 24 hours and
Implements of Mercy expend 5 ki points. The creature then returns to life,
regaining a number of hit points equal to 4d12 + your
When you choose this tradition at 3rd level, you gain Wisdom modifier. If the creature died while subject to any of
proficiency in the Insight and Medicine skills, and you gain the following conditions, it revives with them removed:
proficiency with the herbalism kit. blinded, deafened, paralyzed, poisoned, and stunned. Also, as
an action you can perform the finger of death spell by
You also gain a special mask, which you often wear when touching the enemy using 5 ki points.
using the features of this subclass. You determine its
appearance, or generate it randomly by rolling on the Once you use these features, you can't use it again until you
Merciful Mask table. finish a long rest.
Merciful Mask Mask Appearance Executioner
Raven
d6 Creative Uncut
1 Blank and white
2 Crying visage
3 Laughing visage
4 Skull
5
Butterfly
6
Hands of Healing
When you attack, you can replace one of the unarmed strikes
with a Hands of Healing. You can spend 1 ki point to touch a
creature and restore a number of hit points equal to one rolls
of your Martial Arts die + your Wisdom modifier.
Hands of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a
creature with an unarmed strike, you can spend 1 ki point to
deal extra necrotic damage equal to one roll of your Martial
Arts die + your Wisdom modifier. 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 dreadful harm.
When you use Hands 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 cure someone of a negative condition you can
retain it and when you use the Hand of Harm you can
transmit one of the retained condition at a time to one of your
opponents. This condition persists until the end of your next
turn. You can retain a maximum of conditions equals to your
proficiency bonus. These conditions are cancelled each long
rest. If you do not have negative conditions, poison can
always be used.
19 Monastic Traditions | Way of Mercy
Way of the Ascendant Dragon At 11th level, the damage of this feature increases to three
The fundamental teaching of this tradition holds that by rolls of your Martial Arts die.
emulating dragons, a monk becomes a more integrated part
of the world and its magic. By altering their spirit to resonate You can use this feature a number of times equal to your
with draconic might, monks who follow this tradition proficiency bonus, and you regain all expended uses when
augment their prowess in battle, bolster their allies, and can you finish a long rest. While you have no uses available, you
even soar through the air on draconic wings. But all this can spend 2 ki points to use this feature again.
power is in service of a greater goal: achieving a spiritual
unity with the essence of the Material Plane. Dragon Constitution
As a follower of this Monastic Tradition, you decide how At 6th level your hit point maximum increases by an amount
you unlocked the power of dragons through your ki. The equal to once your level then by +1 at each level. Additionally
Ascendant Dragon Origin table offers some possibilities. you gain a +1 bonus to armor class.
Ascendant Dragon Origin Aspect of the Wyrm
d6 Origin At 11th level the power of your draconic spirit now radiates
1 You honed your abilities by observing a dragon and from you, warding your allies or inspiring fear in your
enemies. As a bonus action, you can create an aura of
aligning your ki with their world altering power. draconic power that radiates 10 feet from you for 1 minute.
2 A dragon personally took an active role in shaping your For the duration, you gain one of the following effects of your
choice:
inner energy.
3 You studied at a monastery that traces its teachings Frightful Presence. When you create this aura, and as a
bonus action on subsequent turns, you can choose a
back centuries or more to a single dragon’s instruction. creature within the aura. The target must succeed on a
4 You spent long stretches meditating in the region of Wisdom saving throw against your ki save DC or become
frightened of you for 1 minute. The target can repeat the
influence of an ancient dragon’s lair, absorbing its saving throw at the end of each of its turns, ending the
ambient magic. effect on itself on a successful save.
Resistance. Choose a damage type when you activate this
5 You found a scroll written in Draconic that contained aura: acid, cold, fire, lightning, or poison. You and your
inspiring new techniques. allies within the aura have resistance to that damage.
6 After a dream that featured a five-handed dragonborn Once you create this aura, you can’t create it again until
you awoke with altered ki, reflecting the breaths of you finish a long rest, unless you expend 3 ki points to create
dragons it again.
Draconic Disciple Ascendant Aspect
At 3rd level, you can channel draconic power to magnify your At 17th level, your draconic spirit reaches its peak. You gain
presence and imbue your unarmed strikes with the essence the following benefits:
of a dragon’s breath. You gain the following benefits:
Augment Breath. When you use your Breath of the
Draconic Presence. If you fail a Charisma (Intimidation) Dragon, you can spend 1 ki point to augment its shape
or Charisma (Persuasion) check, you can use your and power. The exhalation of draconic energy becomes
reaction to reroll the check, as you tap into the mighty either a 60-foot cone or a 90-foot line that is 5 feet wide
presence of dragons. Once this feature turns a failure into (your choice), and each creature in that area takes damage
a success, you can’t use it again until you finish a long rest. equal to four rolls of your Martial Arts die on a failed save,
Draconic Strike. When you damage a target with an or half as much damage on a successful one.
unarmed strike, you can change the damage type to acid, Blindsight. You gain blindsight out to 10 feet. Within that
cold, fire, lightning, or poison. range, you can effectively see anything that isn’t behind
Tongue of Dragons. You learn to speak, read, and write total cover, even if you’re blinded or in darkness. Moreover,
Draconic or one other language of your choice. you can see an invisible creature within that range, unless
the creature successfully hides from you.
Breath of the Dragon Explosive Fury. When you activate your Aspect of the
Wyrm, draconic fury explodes from you. Choose any
At 3rd level you can channel destructive waves of energy, like number of creatures you can see in your aura. Each of
those created by the dragons you emulate. When you take the those creatures must succeed on a Dexterity saving throw
Attack action on your turn, you can replace one of the attacks against your ki save DC or take 3d10 acid, cold, fire,
with an exhalation of draconic energy in either a 20-foot cone lightning, or poison damage (your choice).
or a 30-foot line that is 5 feet wide (your choice). Choose a
damage type: acid, cold, fire, lightning, or poison. Each
creature in that area must make a Dexterity saving throw
against your ki save DC, taking damage of the chosen type
equal to two rolls of your Martial Arts die on a failed save, or
half as much damage on a successful one.
Monastic Traditions | Way of the AscDernadgaonnt 20
Monastic Ki Martial Arts 8th level:
At 3rd level, a Monk gains the Ki Martial Arts feature. Here
are new playtest options for that feature. Many of these new Venom Strike (Prerequisite: Shadow) When you hit a
Martial Arts are based on your direction in the martial arts creature with a unarmed strike, you can poison him. The
world. Each subclass has the ability to have specific creature must succeed on a Constitution saving throw or
techniques based on their characteristics and understanding be poisoned for three turns. At the end of each of its turns,
in martial arts. the target can make another Constitution saving throw.
On a success, the effect ends.
3rd level: Crippling Strike (Prerequisite: Open Hand) When you
hit a creature with a unarmed strike, you can attempt to
Shadow (Prerequisite: Shadow) When you make a Crippling their minds. The creature must make an
Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom Intelligence saving throw. On a failed save, the target is
(Perception) check, you can roll one Martial Arts die and incapacitated until the start of your next turn.
add it to the ability check, provided you aren't Elemental Strike (Prerequisite: Elements) When you
incapacitated. make a unarmed strike on your turn, you can increase
Freeze Strike (Prerequisite:e Open Hand) When you hit your reach for that attack by 10 feet. If you hit, you can
a creature with a unarmed strike, you can block his change the type of damage with one of your elements.
reaction. The creature can't take reactions until the end of Drain Life Force (Prerequisite: Immortal) When you hit
your next turn. a creature with a unarmed strike, you can attempt to drain
Elements (Prerequisite: Elements) When you make an life force from it to heal your wounds. Roll one Martial
Intelligence (Arcana), an Intelligence (Nature) or a Arts die and you regain hit points equal to your martial
Wisdom (Insight) check or an initiative roll, you can roll arts dice rolled. When you use this ability, the damage
one Martial Arts die and add it to the ability check. turns into necrotic damage.
Yin-Yang (Prerequisite: Immortal) As a bonus action, Draconic Strike (Prerequisite: Ascendant Dragon)
you can roll one Martial Arts die and you or one willing When you take damage from a creature within your reach,
creature that you touch regain a number of hit points you can use your reaction to make an unarmed strike
equal to the number rolled plus your proficiency bonus. against that creature.
Additionally, you can do the reverse operation to recover 1 Ki Weapon Strike (Prerequisite: Kensei) When you
ki point. make an attack with your kense weapon on your turn, you
Sharp (Prerequisite: Kensei) When you make a Strength can damage all the enemies that surround you. All
(Athletics), a Dexterity (Acrobatics) or a Wisdom enemies 5 feet away from you must succeed on a
(Perception) check, you can roll one Martial Arts die and Dexterity saving throw or take a damage equal to your
add it to the ability check. Martial Arts die + your wisdom modifier.
Strike of Light (Prerequisite: Sun Soul) When you hit a Radiant Missile (Prerequisite: Sun Soul) As a bonus
creature with a unarmed strike, you can cast light on an action, you create three glowing darts of radiant light.
object held or worn by the creature you hit. The creature Each dart hits a creature of your choice that you can see
must succeed on a Dexterity saving throw, or one of its within range of 120 feet. A dart deals 1d4 + 1 radiant
objects is lighted. damage to its target. The darts all strike simultaneously,
Alcoholic (Prerequisite: Drunken Master) When you and you can direct them to hit one creature or several.
take damage from a creature, you can use your reaction to Lucky Strike (Prerequisite: Drunken Master) When you
drink a sip of your brewer's supplies. take damage from a creature in range, as a reaction you
Vigilant (Prerequisite: Astral Self) When you make an can unbalance yourself against one creature of your
Intelligence (Investigation), a Wisdom (Perception) or a choice, other than the attacker, that you can see within 5
Wisdom (Insight) check or an initiative roll, you can roll feet of you to make an unarmed attack on it.
one Martial Arts die and add it to the ability check.
Herbalist (Prerequisite: Mercy) When you make an Praying Mantis
Intelligence (Nature), a Wisdom (Medicine) or a Wisdom
(Survival) check, you can roll one Martial Arts die and add Ropear
it to the ability check.
Draconian Charisma (Prerequisite: Ascendant
Dragon) Whenever you make a Charisma check when
interacting with dragons and Lesser Dragons, you can roll
one Martial Arts die and add it to the ability check.
21 Monastic Traditions | Special Ki Martial Arts |1
Hand of Darkness (Prerequisite: Astral Self) As an Drunken Strike (Prerequisite: Drunken Master) When
action, you can expend 1 additional ki point to the KMA you use your drunken fall, as you roll you can make an
technique for summon the Darkness spell without unarmed strike against someone in your path.
providing material components. Buddha Hand (Prerequisite: Astral Self) As an action,
Filth Fever (Prerequisite: Mercy) When you hit a you can summon the Bigby's Hand spell without providing
creature with a unarmed strike, a raging fever sweeps material components. This summoning is only active for
through the creature’s body. The creature must make a this turn, but you can maintain it by consuming 1 ki point
Constitution saving throw. On a failed save, it has each turn.
disadvantage on DEX/STR checks, on DEX/STR saving Physician Strike (Prerequisite: Mercy) When a creature
throws, and attack rolls that use Strength or Dexterity has a condition imposed by your Physician's Touch
until the end of your next turn. feature, you can use your reaction to make an unarmed
attack against it.
16th level:
和太鼓
Ripper Strike (Prerequisite: Shadow) When you hit a
creature with a unarmed strike, you can cause internal Hidekichi Shigemoto
bleeding. At the start of each of its turns, it must succeed
on a Constitution saving throw or take one Martial Arts
dice of bleeding damage. After three saving throw the
internal bleeding ends.
No Mercy (Prerequisite: Open Hand) When you have an
enemy prone beside you as a reaction you instantly leap at
it, and make a single unarmed strike. If you hit, the target’s
movement speed is reduced by 10 feet until the end of
their next turn and they must make a Constitution saving
throw or be poisoned until the end of your next turn.
Elemental Reaction (Prerequisite: Elements) When
you hit a creature with a unarmed strike, you can cause an
elemental reaction. If you performed a spell during your
action, you can change your damage to that type of
element. At the start of each of its turns, it must succeed
on a saving throw (based on the element type) or take
one Martial Arts dice of elemental damage. After three
saving throw the elemental reaction ends.
Nightmare Strike (Prerequisite: Immortal) When a
creature is frightened, you can use your reaction to make
an unarmed attack against that creature.
Ki Weapon Release (Prerequisite: Kensei) When you
make an attack with your kense weapon on your turn, you
can increase your reach for that attack by 30 feet. All
enemies in a straight line within these 30 feet must
succeed on a Dexterity saving throw or take a damage
equal to one Martial Arts die you just rolled + your
wisdom modifier.
Trail of Cinders (Prerequisite: Ascendant Dragon)
Flames of a dragon blast from your feet. For this turn,
when you move within 5 feet of a creature, it must
succeed on a Dexterity saving throw or takes one Martial
Arts die fire damage from your trail of heat. A creature or
object can take this damage only once during a turn.
Wall Of Light (Prerequisite: Sun Soul) As an action, you
can summon the Wall Of Light spell without providing
material components. This summoning is only active for
this turn, but you can maintain it by consuming 1 ki point
each turn.
Monastic Traditions | Special Ki Martial Arts |2 22
Credits
POSITION CONTEXT ARTIST LINK
Producer: Homebrew Aanx https://www.reddit.com/user/Chemical_Regret_5668
D&D5e
Program The Scott Tolksdorf https://www.patreon.com/stolksdorf
Homebrewery
Cover: D&D Cover Alts AeronDrake https://imgur.com/a/NbTia
Cover: Zenyatta Thomas Elliott https://www.artstation.com/artwork/DqQV0
Page 1 Kung-fu Panda Henrik Tamm https://www.henriktamm.com/?project=kung-fu-panda
Page 2 Pathfinder YamaOrce https://www.deviantart.com/yamaorce/art/Cyranni-comm-545205947
Page 4 Avatar Aang nymre https://a-lot-of-korra.tumblr.com/post/118263724708/nymre-this-
was-inspired-by-the-episode-the
Page 6 Ryu - Street JDHK88 https://www.deviantart.com/dhk88/art/Ryu-Alternate-Street-Fighter-V-
Fighter 558575139
Page 7.1 Le Sumi-e Art Jean-Marc Moschetti https://www.encre-zen.com/
Page 7.2 KOI TAT Dylan Helman https://www.behance.net/gallery/54122585/Koi-Oi
Page 8 Siddhartha Gianluca Rolli https://www.artstation.com/artwork/KEOBy
Page 9 Ramakien เอกชัย มิลินทะภาส https://kooper.co/th-digital-art-by-thai-artist-ekachai-milintapas/
Page 10.1 Ensō (円相), Wu Takeda-art https://www.redbubble.com/i/sticker/Martial-Wu-Calligraphy-by-
Takeda-art/34499569.EJUG5
Page 10.2 Batman Marie Bergeron https://www.behance.net/gallery/13912399/The-Bat
Page 11.1 Amida Buddha Sig. Mikado https://sumie-okazu.top/kokuuzoubosatu
Page 11.2 Kung Fu- Martial Arts Studies https://martialartsstudies.blogspot.com/2015/06/the-semiotics-of-
Semiotics kung-fu.html
Page 12 Avatar Aang MyCks Sato https://www.deviantart.com/mycks
Page 13 Avatar Kora penelopeloveprints- https://critter-of-habit.tumblr.com/image/173712804094
deactivated2
Page 14 Tatoo #145 lisabradford https://www.pinterest.ch/pin/96264510774396904/
Page 15 Half-Orc Monk Pathfinder 2e https://www.tumgir.com/tag/Pandesmos
Reading
Page 16 Human Monk Wizards - D&D 5e https://www.pinterest.ch/pin/527976756320512611/
Page 17 King of Fighters Chin Gentsai Art https://www.creativeuncut.com/gallery-09/kof12-chin-gentsai.html
XII
Page 18 Ancient Silviu Sadoschi https://www.artstation.com/contests/ancient-
Civilizations civilizations/challenges/14/submissions/14248?sorting=survivors
Page 19 Executioner Creative Uncut https://www.creativeuncut.com/gallery-24/ooam-executioner.html
Page 21 Praying Mantis Ropear https://www.pinterest.ch/pin/846606429965805153/
Page 22 和太鼓 Hidekichi Shigemoto http://www.hidekichi.com/works_japanese.html
Special Brush sets Denny Tang https://pstutorialsws.deviantart.com/art/Watercolor-Splatters-
160738581
Special Brush sets Daniel Kamarudin https://thedurrrrian.deviantart.com/art/Durian-Brushes-533653041
Context: Dungeons and Dragons 5th Edition by Wizards of Texts taken and edited from the books "Player's
the Coast, LLC. Handbook," "Tasha's Cauldron of Everything," "Xanathar's
Guide to Everything, "Xanathar's Guide to Everything,"
Monk - Master of Martial Arts is unofficial Fan Content "Adventurer's Guide to the Sword Coast," "Treasure of Fizban
permitted under the Fan Content Policy. Not Dragons."
approved/endorsed by Wizards. Portion of the materials used
are property of Wizards of the Coast. Wizard of Coast LLC.
23 Credits
Math Original Monk 1st level
I have noticed that so many people like to compare different Without ki:
classes with the use of math. So I tried to calculate the
average damage of the Monk without ki and with ki. I added 2d4 + (3x2) / 1d8 + 1d4 + (3x2) = ~10 / ~12
the monk's reaction attacks, as they are easier to use with
KMA. On the right is the original monk and fighter. Original Monk 5th level
Monk 1st level
Without ki:............1 ki: (FoB) + (MW+1):
Without ki:
3d6 + (3x3) / 2d8 + 1d6 + (3x3) +3 = ~21/~23 ----------------->
2d4 + (3x2) / 1d8 + 1d4 + (3x2) = ~10 / ~12 ~21/~23 + (1d6+3) +1 = ~28/~30
Monk 5th level Original Monk 11th level
Without ki + magic weapon +1: Without ki:............1 ki: (FoB) + (MW+2):
3d6 + (3x3) + (+3) / 2d8 + 1d6 + (3x3) + (+3) = ~21 / ~23 3d8 + (4x3) +6 = ~30 -------------------> ~30 + (1d8+4) +2 = ~40
1 ki point: (FoB): Original Monk 17th level
~21 / ~23 + (1d6+3) +1 = ~28 / ~30 Without ki:............1 ki: (FoB) + (MW+3):
Monk 11th level 3d10 + (5x3) +9 = ~39 -----------------> ~39 + (1d10+5) +3 = ~52
Without ki + (MW+2): Original Monk 20th level
3d8 + (4x3) + (2x3)= ~30 Without ki:............1 ki: (FoB) + (MW+3):
1 ki point: (FoB): 3d10 + (5x3) +9 = ~39 -----------------> ~39 + (1d10+5) +3 = ~52
~30 + (1d8+4) +3 = ~41 Fighter 1st level
5 ki points: (FoB) + (4 KMA): Regular:
~30 + (1d8+4) +3 + (4d8) = ~57 1d12 + (3x2) / = ~12
Monk 17th level Fighter 5th level
Without ki + (1 KMA) + (MW+3): Regular (MW+1):.......... (+ Action Surge):
3d10 + (5x3) + 1d10 + (3x3) = ~44 2d12 + (3x2) +2 = ~20 -----------------------> ~20x2 = ~40
2d10 + 1d4 + (3x3) +3 = ~24 --------> ~24+(18) = ~42 (PM)
1 ki point: (FoB):
Fighter 11th level
~44 + (1d10+5) +3 = ~57
Regular (MW+2):............ (+ AS):
4 ki points: (FoB) + (3 KMA):
3d12 + (4x3) +6 = ~36 ------------------------> ~36x2 = ~72
~44 + (1d10+5) +3 + (3d10) = ~72 3d10 + 1d4 + (4x4) +9 = ~42 --------> ~42+(33) = ~75 (PM)
5 ki points: (FoB) + (3 KMA+ 1Reaction): Fighter 17th level
~72 + 1d10 + 5 +3 = ~85 Regular (MW+3):............ (+ AS):
Monk 20th level 3d12 + (5x3) +9 = ~42 -----------------------> ~42x2 = ~84
3d10 + 1d4 + (5x4) +12 = ~49 ------> ~49+(39) = ~88 (PM)
Without ki: (2 KMA) + (MW+3):
Fighter 20th level
3d10 + (5x3) + 2d10 + (3x3) = ~49
Regular (MW+3):............ (+ AS):
1 ki point: (FoB):
4d12 + (5x4) +9 = ~53 ------------------------> ~53x2 = ~106
~49 + (1d10+5) +3 = ~62 4d10 + 1d4 + (5x5) +12 = ~59 ------> ~59+(49) = ~108 (PM)
3 ki points: (FoB) + (2 KMA):
~49 + (1d10+5) +3 (2d10) = ~72
5 ki points: (FoB) + (2 KMA+ 2R):
~72 + 2d10 + (5x2) +6 = ~98
Wondrous Tattoos Empowered Body Tattoo +2 (Rare)
A magic tattoo artist is a master of the physiognomy of the
body and its energy points. The magical artist introduces Prerequisite: Empowered Body Tattoo +1. The tattoo artist
under the client's skin a strange coloring ink produced from modifies and enhances your Empowered Body Tattoo +1.
exotic precious materials. The designs are characterized by Your unarmed strikes have a +2 bonus to attack and damage
artfully distributed forms of magical seals and runes, which rolls.
provide its possessor with incredible body enhancement.
Empowered Body Tattoo +3 (Very Rare)
Empowered Body Tattoo (Common)
Prerequisite: Empowered Body Tattoo +2. The tattoo artist
The tattoo artist draws a tattoo on your body, which channels modifies and enhances your Empowered Body Tattoo +2.
your body's energy to make it a weapon. Your unarmed Your unarmed strikes have a +3 bonus to attack and damage
strikes count as magical for the purpose of overcoming rolls.
resistance and immunity to nonmagical attacks and damage.
Empowered Body Tattoo +1 (Uncommon)
Prerequisite: Empowered Body Tattoo. The tattoo artist
modifies and enhances your Empowered Body Tattoo. Your
unarmed strikes have a +1 bonus to attack and damage rolls.
Tattoo artist
Kim Jung Gi