SIGNING IN

Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

STR , DEX

Monk Rework

Stufe Übungsbonus Eigenschaften Martial Arts Unarmored Movement Ki Features
1 + 2 Martial Arts Meditation Unarmored Defense 1d6 +0 0
2 + 2 Martial Arts Meditation Unarmored Defense 1d6 +10 3
3 + 2 Martial Arts Meditation Unarmored Defense 1d6 +10 3
4 + 2 Martial Arts Meditation Unarmored Defense 1d6 +10 3
5 + 3 Martial Arts Meditation Unarmored Defense 1d6 +15 4
6 + 3 Martial Arts Meditation Unarmored Defense 1d8 +15 4
7 + 3 Martial Arts Meditation Unarmored Defense 1d8 +15 5
8 + 3 Martial Arts Meditation Unarmored Defense 1d8 +20 5
9 + 4 Martial Arts Meditation Unarmored Defense 1d8 +20 6
10 + 4 Martial Arts Meditation Unarmored Defense 1d8 +20 6
11 + 4 Martial Arts Meditation Unarmored Defense 1d10 +25 7
12 + 4 Martial Arts Meditation Unarmored Defense 1d10 +25 7
13 + 5 Martial Arts Meditation Unarmored Defense 1d10 +25 8
14 + 5 Martial Arts Meditation Unarmored Defense 1d10 +30 8
15 + 5 Martial Arts Meditation Unarmored Defense 1d10 +30 9
16 + 5 Martial Arts Meditation Unarmored Defense 1d12 +30 9
17 + 6 Martial Arts Meditation Unarmored Defense 1d12 +35 9
18 + 6 Martial Arts Meditation Unarmored Defense 1d12 +35 10
19 + 6 Martial Arts Meditation Unarmored Defense 1d12 +35 10
20 + 6 Martial Arts Meditation Unarmored Defense 1d12 +35 10

Klasseneigenschaften

Stufe 1

Martial Arts
Meditation
Unarmored Defense

Stufe 10

Ability Score Improvement

Stufe 11

Monastic Tradition feature

Stufe 12

Ability Score Improvement

Stufe 13

Timeless Body

Stufe 14

Unrelenting Soul

Stufe 15

Extra Attack (2)

Stufe 16

Ability Score Improvement

Stufe 17

Monastic Tradition feature

Stufe 18

Martial Arts improvement

Stufe 19

Quickened Recovery

Stufe 2

Ki
Unarmored Movement

Stufe 20

Ability Score Improvement
Perfect Self

Stufe 3

Monastic Tradition

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack
Ki-Empowered Strikes

Stufe 6

Ability Score Improvement
Monastic Tradition feature

Stufe 7

Meditation improvement

Stufe 8

Ability Score Improvement

Stufe 9

Martial Arts improvement

Übungen

Armor

light

medium

Weapons

simple

shortswords

Skills

Startausrüstung

(a) a shortsword or (b) any simple weapon
(a) 10 darts or (b) a shortbow and 20 arrows

Klasseneigenschaften

Martial Arts (Level 1)

At 1st level, you are adept at a combat style focused on hand to hand combat and the use of monk weapons, represented by a special die called Martial Arts die, as shown in the Martial Arts column of the Monk table.

While all martial arts share some principles, each monk adapts them to better suit themselves, thus specializing in one Martial Arts Style or combining them to create their own. Each syle is described below, each defining what are considered as your monk weapons. You can't benefit from a style if you wield a weapon not included in its description.

You learn two Martial Arts Features of your choice from any style. When you reach 9th and 18th level in this class, you learn an additional martial arts feature of your choice from any style. If a martial arts feature requires a level, you must meet that level in this class to learn it.

You lose the benefits of your Martial Arts if you are wielding a non-monk weapon or wearing heavy armor.

Mixed Style

An adaptable and balanced style. Your monk weapons are any melee weapon that doesn't have the heavy, two-handed, or special property.

Grappling Style

You trained to control the weight of your opponents with your own, crushing them in the process. Your monk weapons are any melee weapon that doesn't have the heavy, reach, two-handed, or special property.

Unarmed Style

You conditioned your body to throw swift and precise unarmed strikes. Your monk weapons are shortswords and any simple melee weapon that doesn't have the heavy, two-handed, or special property.

Weapon Style

You are capable of wielding a larger variety of weapons, specially for defensive movements. Your monk weapons are longbows and any weapon that doesn't have the heavy, two-handed, or special property.

Meditation (Level 1)

At 1st level, you know how to block your senses from the external world, entering a state of absolute focus, called meditation. While in this state you remain motionless and unconscious, and the only action you can take is to awaken yourself from it. Your meditation ends if you take damage or another creature uses its action to reach and awaken you.

With uninterrupted meditation you can finish a short or long rest in half the time, and gain the same benefits of 8 hours of sleep in 4 hours.

Starting at 7th level, you're no longer rendered unconscious while meditating, and you can see and hear as normal.

Unarmored Defense (Level 1)

Some characters have access to a specialized form of defense called Unarmored Defense. If your character has proficiency with it, your AC equals to 10 + your Dexterity modifier + your ability modifier listed in parenthesis, while you aren't wearing armor. You also lose this benefit if you wield a shield and lack proficiency with it.

If you have proficiency in this trait with different abilities, you can only benefit from one at the time.

Each ability offers a different interpretation of this trait. For instance, Wisdom allows you to predict attacks and increases your overall awareness of your surroundings; Constitution prevents harm by increasing your studiness; and Charisma makes your presence tangible to others, making them think twice before laying a finger on you.

Ki (Level 2)

Starting at 2nd level, you have reached the stage in which you can harness the mystic energy of ki, which can be used to perform superhuman feats through a variety of techniques.

Ki Points

Your access to this energy is represented by a number of ki points. You have an amount of ki points equal to your monk level + your Wisdom modifier, unless that modifier is negative. You regain 1 + your Wisdom modifier (minimum of 2) ki points if you finish a short rest meditating, and all of them if you finish a long rest with it.

Ki Features

Your ki fuels various techniques called Ki Features, each detailed in the Ki Features section of this class. The number of ki features you know is shown in the Ki Features column of the Monk table.

If a ki feature has prerequisites, you must meet them to learn it. You can learn a ki feature at the same time that you meet its prerequisites. A level prerequisite referes to your level in this class.

Whenever you gain a level in this class, you can choose one of the ki features you know and replace it with another one that you could learn at that level.

Ki Saving Throws

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki

Ki Rules and Restrictions

Some subclass features use ki to fuel an ability, these count as Ki Features for the purpose of this section.

When a Ki Feature uses one of your Ability modifiers for calculation, the minimum modifier you can use is 1.

You can't use ki and lose the benefits of any Ki Feature you have active if you are wielding a non-monk weapon or wearing heavy armor, if you are unconscious, or dead.

You can neither apply on the same effect multiple ki features that impose a saving throw nor one such a feature together with Weakening Strike.

Some of your Ki Features allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Wisdom is your spellcasting ability for spells cast in this way.

Unarmored Movement (Level 2)

Starting at 2nd level, you gain a bonus to your movement speed, as shown in the Unarmored Movement column of the Monk table. You lose this benefit if you lose the benefits of your Martial Arts.

Monastic Tradition (Level 3)

When you reach 3rd level, you commit yourself to a monastic tradition, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 15th level in this class.

Ki-Empowered Strikes (Level 5)

Starting at 5th level, your attacks with unarmed strikes and monk weapons count as magical, as well as the damage of your grapples and shoves.

Ability Score Improvement (Level 6)

When you reach 6th 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.

If your DM allows the use of feats, you may instead take a feat.

Monastic Tradition feature (Level 6)

At 6th level, you gain a feature granted by your Monastic Tradition.

Meditation improvement (Level 7)

At 7th level, you're no longer rendered unconscious while meditating, and you can see and hear as normal.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Martial Arts improvement (Level 9)

At 9th level, you learn an additional Martial Arts Feature of your choice from any style.

Ability Score Improvement (Level 10)

When you reach 10th 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.

If your DM allows the use of feats, you may instead take a feat.

Monastic Tradition feature (Level 11)

At 11th level, you gain a feature granted by your Monastic Tradition.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Timeless Body (Level 13)

At 13th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age.

In addition, you can ignore your food and water requirements for a day if you spend it in uninterrupted medidtation. You can do so a number of times equal to your Wisdom modifier before you consume the amount of food and water your body needs to not suffer from exhaustion.

Unrelenting Soul (Level 14)

Starting at 14th level, when you roll for initiative and have no ki points remaining, you regain 2 ki points. You also regain 1 ki point at the start of each of your turns during combat, unless you are unconscious.

Extra Attack (2) (Level 15)

At 15th level, you can attack three times whenever you take the Attack action on your turn.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Monastic Tradition feature (Level 17)

At 17th level, you gain a feature granted by your Monastic Tradition.

Martial Arts improvement (Level 18)

At 18th level, you learn an additional Martial Arts Feature of your choice from any style.

Quickened Recovery (Level 19)

At 19th level, you can take a breather and recover almost immediatly. At the start of your turn, you can choose to forgo your turn and reaction to regain your energies. If you take no damage and don't fail a saving throw until the start of your next turn, you gain the benefits of a short rest and regain up to 10 spent ki points.

Once you use this feature, you can't use it again until you finish a long rest.

Ability Score Improvement (Level 20)

When you reach 20th 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.

If your DM allows the use of feats, you may instead take a feat.

Perfect Self (Level 20)

At 20th level, you have cultivated your techniques to the point where they can never be mediocre. Choose one of the following type of rolls: saving throws, Athletics checks, attacks with unarmed strikes, or attacks with monk weapons. You can't roll below a 10 on the d20 against your will when you perform a die roll of the chosen type.

In addition, when you finish a long rest, you can choose one of the ki features you know and replace it with a different one.

Multiklassen

Multiklassen-Voraussetzungen

{"dex":13,"wis":13}

Erworbene Übungen

Weapons simple , shortswords

Unterklassen

Way of the Elements
DZC:ANA:M
Way of the Inner Strength
DZC:ANA:M
Way of the Shadows
DZC:ANA:M

Unterklassen-Eigenschaften

Way of the Elements

Way of the Elements (Level 3)

This tradition teaches you to harness the energy of the four elements in ways that improve your combat prowess. Bend the forces of nature to invoke harmful effects on your enemies, or to surpass the mortal limits of your body. Some members of this tradition dedicate themselves to a single element, others explore different paths with them, and a few can weave the four elements together.

Each element is often associated with an aspect of an individual's personality or ideology. Air is associated with playfulness, peace, and solving problems from different angles. Earth with toughness, stability, and stubborness. Fire with anger, passion, and direct confrontation. Water with sadness, kindness, and adaptability.

Elemental Arts

Each element is contained within a field of study, known as Elemental Arts. Each elemental art has its own set of abilities, reflected as options within the features of this subclass. Whenever you gain a feature from this subclass you learn one of its options, each associated to an elemental art (air, earth, fire, and water).

Another property of these arts is that each has associated damage types, as shown in the Elemental Arts Damage table. Whenever a feature in this subclass refers to the damage of your elemental art, it refers to the ones in the table.

Elemental Arts Damage
Elemental ArtMaximum Ki Points for a Spell

Air

Thunder

Earth

Bludgeoning, Piercing, Slashing

Fire

Fire

Water

Cold

Elemental Strike

Starting when you choose this tradition at 3rd level, you learn to release elemental energy from your attacks. Once on your turn, when you hit a target with a weapon attack, you can spend 1 ki point to use an Elemental Strike option you know, dealing extra damage equal to one roll of your Martial Arts die, choosing from one of the damage types of its associated art. Each option has additional effect you can apply with it.

Thunderous Strike (Air Art)

A bubble of compressed air burst from your attack, sending your enemy flying away. If the target is a creature or an unsecured object that is no more than one size larger than you, then you can push it up to 10 feet away from you.

Rocky Strike (Earth Art)

A thick layer of stones forms around your attack, making it so heavy it temporarily disorientates your enemy. The target has disadvantage on the next attack roll it makes before the start of your next turn.

Igneous Strike (Fire Art)

A short lived blaze sparks from your attack, hot enough to burn through flesh. You add your Wisdom modifier to the extra damage of this strike.

Gelid Strike (Water Art)

You cover your attacks with freezing water that hinders your enemy's movement. The target's speed is reduced by 15 feet until the start of your next turn.

Elemental Manifestation

Also at 3rd level, you learn to shape the elements' energy into different effects. Once on your turn, you can spend 1 ki point to replace an attack from the Attack action with an Elemental Manifestation option you know.

Wind Blast (Air Art)

A line of compressed air 30 feet long and 5 feet wide blasts from you in a direction you choose. Each creature in that area must succeed on a Constitution saving throw or take thunder damage equal to one roll of your Martial Arts die and be pushed up to 10 feet away from you in a direction following the line.

Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the feature's effect.

Stone Boulder (Earth Art)

You hurl a Medium rock against a creature you can see within 30 feet from you. The creature must succeed on a Strength saving throw or take bludgeoning damage equal to one roll of your Martial Arts die and be knocked prone.

Flaming Blast (Fire Art)

You shoot a fire projectile towards a point you choose that you can see within 30 feet from you. The projectile explodes when it reaches its destination or impacts against a solid surface. Each creature within 5 feet of the point where the projectile explodes must make a Dexterity saving throw, taking fire damage equal to two rolls of your Martial Arts die on a failed save.

The explosion damages objects in the area that aren't being worn or carried.

Water Swirl (Water Art)

A pillar of swirling water appears in a point you can see within 30 feet from you. Each creature in a 10-foot-radius, 15-foot-high cylinder centered on a point within range must make a Strength saving throw. On a failed save, a creature takes cold damage equal to one roll of your Martial Arts die and is pushed 5 feet in any direction you choose.

Primal Stances (Level 6)

At 6th level, you learn to infuse yourself with elemental energy. As a bonus action, you can spend 2 ki points to enter a Primal Stance option you know for 1 minute. For the duration, you gain the benefits of the chosen option. Your Primal Stance ends early if you are knocked unconscious, if you end it as a bonus action, or until you use this feature again.

Alternatively, you can learn an additional option from one of your previous features.

Wind Stance (Air Art)

Soft currents move you out of harms way. When you take the Disengage or Dodge action, until the start of your next turn you gain a bonus to your AC and Dexterity saving throws equal to half your Wisdom modifier (rounded up) against attacks and effects you can see. You don't benefit from this stance while your speed is 0.

Mountain Stance (Earth Art)

Your skin adopts the sturdiness of the rock. Bludgeoning, piercing and slashing damage that you take is reduced by an amount equal to twice your Wisdom modifier.

Flame Stance (Fire Art)

Your limbs become wreathed in flames. You gain a bonus to melee weapon attack rolls, grapple and shove checks equal to half your Wisdom modifier (rounded up). Creatures take fire damage equal to that bonus when you hit them with a melee weapon attack, or you successfully grapple or shove them.

River Stance (Water Art)

Water tendrils sprout from your limbs. The range of your melee weapon attacks, grapples, and shoves increases by a number of feet equal to five times your Wisdom modifier. In addition, when you hit a creature with a melee weapon attack, the target's speed is reduced by 10 feet until the start of your next turn.

Wind Blast (Air Art)

A line of compressed air 30 feet long and 5 feet wide blasts from you in a direction you choose. Each creature in that area must succeed on a Constitution saving throw or take thunder damage equal to one roll of your Martial Arts die and be pushed up to 10 feet away from you in a direction following the line.

Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the feature's effect.

Stone Boulder (Earth Art)

You hurl a Medium rock against a creature you can see within 30 feet from you. The creature must succeed on a Strength saving throw or take bludgeoning damage equal to one roll of your Martial Arts die and be knocked prone.

Flaming Blast (Fire Art)

You shoot a fire projectile towards a point you choose that you can see within 30 feet from you. The projectile explodes when it reaches its destination or impacts against a solid surface. Each creature within 5 feet of the point where the projectile explodes must make a Dexterity saving throw, taking fire damage equal to two rolls of your Martial Arts die on a failed save.

The explosion damages objects in the area that aren't being worn or carried.

Water Swirl (Water Art)

A pillar of swirling water appears in a point you can see within 30 feet from you. Each creature in a 10-foot-radius, 15-foot-high cylinder centered on a point within range must make a Strength saving throw. On a failed save, a creature takes cold damage equal to one roll of your Martial Arts die and is pushed 5 feet in any direction you choose.

Step Shift (Level 11)

At 11th level, you learn how to move as one with the elements. Choose one of the Step Shift

Alternatively, you can learn an additional option from one of your previous features.

Aerial Lift (Air Art)

Soft currents move you out of harms way. When you take the Disengage or Dodge action, until the start of your next turn you gain a bonus to your AC and Dexterity saving throws equal to half your Wisdom modifier (rounded up) against attacks and effects you can see. You don't benefit from this stance while your speed is 0.

Rock Walk (Earth Art)

With solid footing you can stride through any terrain. You ignore difficult terrain on solid surfaces. You also gain a climbing speed equal to your walking speed. If a vertical surface is made of soil or rock, you don't need your hands to climb.

Jet Burst (Fire Art)

Your fire can propel you to new heights. Once on your turn, you can move up to 30 feet in a straight line in any direction you choose. If you are grappled or restrained, you can instead forgo this movement to attempt to escape the effect or creature causing the condition, as long as it asks for a successful Strength check or saving throw to escape.

Underwater Adaptations (Water Art)

Your body becomes one with the ocean. You gain a swimming speed equal to your walking speed and you can breath normally underwater.

Wind Stance (Air Art)

Soft currents move you out of harms way. When you take the Disengage or Dodge action, until the start of your next turn you gain a bonus to your AC and Dexterity saving throws equal to half your Wisdom modifier (rounded up) against attacks and effects you can see. You don't benefit from this stance while your speed is 0.

Mountain Stance (Earth Art)

Your skin adopts the sturdiness of the rock. Bludgeoning, piercing and slashing damage that you take is reduced by an amount equal to twice your Wisdom modifier.

Flame Stance (Fire Art)

Your limbs become wreathed in flames. You gain a bonus to melee weapon attack rolls, grapple and shove checks equal to half your Wisdom modifier (rounded up). Creatures take fire damage equal to that bonus when you hit them with a melee weapon attack, or you successfully grapple or shove them.

River Stance (Water Art)

Water tendrils sprout from your limbs. The range of your melee weapon attacks, grapples, and shoves increases by a number of feet equal to five times your Wisdom modifier. In addition, when you hit a creature with a melee weapon attack, the target's speed is reduced by 10 feet until the start of your next turn.

Wind Blast (Air Art)

A line of compressed air 30 feet long and 5 feet wide blasts from you in a direction you choose. Each creature in that area must succeed on a Constitution saving throw or take thunder damage equal to one roll of your Martial Arts die and be pushed up to 10 feet away from you in a direction following the line.

Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the feature's effect.

Stone Boulder (Earth Art)

You hurl a Medium rock against a creature you can see within 30 feet from you. The creature must succeed on a Strength saving throw or take bludgeoning damage equal to one roll of your Martial Arts die and be knocked prone.

Flaming Blast (Fire Art)

You shoot a fire projectile towards a point you choose that you can see within 30 feet from you. The projectile explodes when it reaches its destination or impacts against a solid surface. Each creature within 5 feet of the point where the projectile explodes must make a Dexterity saving throw, taking fire damage equal to two rolls of your Martial Arts die on a failed save.

The explosion damages objects in the area that aren't being worn or carried.

Water Swirl (Water Art)

A pillar of swirling water appears in a point you can see within 30 feet from you. Each creature in a 10-foot-radius, 15-foot-high cylinder centered on a point within range must make a Strength saving throw. On a failed save, a creature takes cold damage equal to one roll of your Martial Arts die and is pushed 5 feet in any direction you choose.

Elemental Mastery (Level 17)

At 17th level, you have perfected the primal arts, learning to shape them in special ways. You gain the following benefits:

  • Once on your turn, when you hit a target with a weapon attack, you can deal extra damage equal to one roll of your Martial Arts die, choosing from one of the damage types of an elemental art you know.

  • You gain resistance to one of the damage types of an elemental art you know. If you have four arts in a single element, you ignore resistance to that damage.

You also gain one of the following Elemental Mastery options of your choice. You must know the amount of elemental arts shown in parenthesis in order to take it.

Air Master (Four Air Arts)

Once on your turn, when you use your Thunderous Strike or Wind Blast, you can spend up to 3 additional ki points on it to increase its damage by one roll of your Martial Arts die per ki point spent.

Earth Master (Four Earth Arts)

Once on your turn, when you use your Rocky Strike or Stone Boulder, you can spend up to 3 additional ki points on it to increase its damage by one roll of your Martial Arts die per ki point spent.

Fire Master (Four Fire Arts)

Once on your turn, when you use your Igneous Strike or Flaming Blast, you can spend up to 3 additional ki points on it to increase the damage by one roll of your Martial Arts die per ki point spent.

Water Master (Four Water Arts)

Once on your turn, when you use your Gelid Strike or Water Swirl, you can spend up to 3 additional ki points on it to increase the damage by one roll of your Martial Arts die per ki point spent.

Lightning Adept (Two or more Air Arts)

You can spend 1 ki point when you take the Dash or Disengage action to charge yourself with electricity. Until the end of your turn, a creature takes lightning damage equal to 5 + your Wisdom modifier the first time you move within 5 feet from it.

Acid Adept (Two or more Earth Arts)

You can spend 1 ki point when you take the Dodge action to protect yourself with acid. Until the start of your next turn, a creature that hits you with a melee weapon attack takes acid damage equal to 5 + your Wisdom modifier.

Light Adept (Two or more Fire Arts)

You can spend 1 ki point when you take the Attack action to engulf your arms in radiance. Until the end of your turn, your melee weapon attacks deal extra radiant damage equal to your Wisdom modifier.

Heal Adept (Two or more Water Arts)

Immediatly after you take the Help action on your turn, you can spend 1 ki point to heal a creature you can touch. That creature can spend up to a number of Hit Die equal to your Wisdom modifier to heal itself.

Nature's Vessel (One Art in each Elemental)

When you finish a long rest, you can replace one of the elemental arts that you know with another one from the same element. In addition, you can spend 3 ki points to enter your Primal Stance. When you do so, you gain the benefits of two different stance options that you know.

Way of the Inner Strength

Way of the Inner Strength (Level 3)

Monks of the Way of the Inner Strength are dedicated to cultivating the true potential of ki. They take on a path of diligent meditation and self discovery, searching for the mysteries that dwelve deep within them, rather than those of the universe around them.

More often than not, practicioners of this tradition isolate themselves for long periods of time, disconnecting their terrenal senses in order to heighten their spiritual eye. Only a few can endure this journey, and even less monks can achieve the state of true enlightenment.

Ki Specialist

With the liberation of your spiritual energy, you are less restricted in the use of your ki abilities. Beginning at 3rd level, choose two ki features that you know, that don't have a level restriction, to become your Specialized Ki Features. Once before the start of each of your turns, you can use a Specialized Ki Feature without spending ki points.

By spending 4 hours meditating or when you gain a level in this class, you can exchange one of your Specialized Ki Features for a different one with the same restrictions.

Purity of Body

Also at 3rd level, the ki flowing through your body makes you immune to disease and poison.

Wholeness of Body (Level 6)

At 6th level, whenever you finish a rest by meditating and spend at least one Hit Die to heal yourself, you regain additional hit points equal to three times your monk level.

Blank Mind (Level 11)

At 11th level, you can reach an state of absolute concentration, in which you, through uninterrupted meditation, can finish a short rest in 1 minute and a long rest in 1 hour. Once you do either of those, you can't do it again before 24 hours.

Enlightenment (Level 17)

By reaching deep within yourself, your soul blossomed to its maximum potential. At 17th level, you can now add one ki feature with a 5th level restriction and one with a 9th level restriction to your Specialized Ki Features.

Way of the Shadows

Way of the Shadows (Level 3)

Monks of the Way of the Shadows follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins.

Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees.

Regardless of their methods, the heads of these monasteries expect from their students unquestioning obedience, to show no scruple on their actions, and to carry their missions without failure. Otherwise, they won't hesitate to deliver severe punishment.

Shadow Arts

With your training you are capable of replicating certain spells. At 3rd level, you gain the message and minor illusion cantrips if you don't already know them. In addition, you can spend 1 ki point to cast fog cloud, silent image, or jump, and you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence.

When you cast silent image in this way, you can only use it to create an image of yourself, and you can only cast jump on yourself in this way.

Shadow Step (Level 6)

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make on that turn.

Cloak of Shadows (Level 11)

At 11th level, you learn how to become one with the shadows. You can spend 2 ki points when you use your Shadow Step to become invisible. You remain invisible until you make an attack, cast a spell, or until you get into an area of bright light.

Opportunist (Level 17)

At 17th level, you can exploit a creature's momentary 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 other than you, you can use your reaction to make an attack against that creature.