SIGNING IN

Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

STR , DEX

Monk

Niva Dyktighetsbonus Egenskaper Martial Arts Ki Points Unarmored Movement
1 + 2 Unarmored Defense Martial Arts 1d4 0 +0
2 + 2 Unarmored Defense Martial Arts 1d4 2 +10
3 + 2 Unarmored Defense Martial Arts 1d4 3 +10
4 + 2 Unarmored Defense Martial Arts 1d4 4 +10
5 + 3 Unarmored Defense Martial Arts 1d6 5 +10
6 + 3 Unarmored Defense Martial Arts 1d6 6 +15
7 + 3 Unarmored Defense Martial Arts 1d6 7 +15
8 + 3 Unarmored Defense Martial Arts 1d6 8 +15
9 + 4 Unarmored Defense Martial Arts 1d6 9 +15
10 + 4 Unarmored Defense Martial Arts 1d6 10 +20
11 + 4 Unarmored Defense Martial Arts 1d8 11 +20
12 + 4 Unarmored Defense Martial Arts 1d8 12 +20
13 + 5 Unarmored Defense Martial Arts 1d8 13 +20
14 + 5 Unarmored Defense Martial Arts 1d8 14 +25
15 + 5 Unarmored Defense Martial Arts 1d8 15 +25
16 + 5 Unarmored Defense Martial Arts 1d8 16 +25
17 + 6 Unarmored Defense Martial Arts 1d10 17 +25
18 + 6 Unarmored Defense Martial Arts 1d10 18 +30
19 + 6 Unarmored Defense Martial Arts 1d10 19 +30
20 + 6 Unarmored Defense Martial Arts 1d10 20 +30

Klasseegenskaper

Niva 1

Unarmored Defense
Martial Arts

Niva 10

Purity of Body

Niva 11

Monastic Tradition feature

Niva 12

Ability Score Improvement

Niva 13

Tongue of the Sun and Moon

Niva 14

Diamond Soul

Niva 15

Timeless Body

Niva 16

Ability Score Improvement

Niva 17

Monastic Tradition feature

Niva 18

Empty Body

Niva 19

Ability Score Improvement

Niva 2

Ki
Dedicated Weapon
Unarmored Movement

Niva 20

Perfect Self

Niva 3

Deflect Missiles
Monastic Tradition
Ki-Fueled Attack

Niva 4

Ability Score Improvement
Slow Fall
Quickened Healing

Niva 5

Extra Attack
Stunning Strike
Focused Aim

Niva 6

Ki-Empowered Strikes
Monastic Tradition feature

Niva 7

Evasion
Stillness of Mind

Niva 8

Ability Score Improvement

Niva 9

Unarmored Movement improvement

Kyndigheter

Weapons

simple

shortswords

Skills

Startutstyr

(a) a shortsword or (b) any simple weapon
Alternativt kan du starte med: 5d4|5d4|Starting Gold

Klasseegenskaper

Unarmored Defense (Level 1)

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 (Level 1)

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • You can roll a d4 in place of the normal damage of 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.

  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Ki (Level 2)

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

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

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Dedicated Weapon (Level 2)

2nd-level monk optional feature

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.

  • You must be proficient with it.

  • It must lack the heavy and special properties.

Unarmored Movement (Level 2)

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles (Level 3)

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monastic Tradition (Level 3)

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ki-Fueled Attack (Level 3)

3rd-level monk optional feature

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

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.

Slow Fall (Level 4)

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing (Level 4)

4th-level monk optional feature

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Extra Attack (Level 5)

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

Stunning Strike (Level 5)

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Focused Aim (Level 5)

5th-level monk optional feature

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes (Level 6)

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monastic Tradition feature (Level 6)

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

Evasion (Level 7)

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 (Level 7)

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

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.

Unarmored Movement improvement (Level 9)

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Purity of Body (Level 10)

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Monastic Tradition feature (Level 11)

At 11th level, you gain one 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.

Tongue of the Sun and Moon (Level 13)

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul (Level 14)

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body (Level 15)

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

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 one feature granted by your Monastic Tradition.

Empty Body (Level 18)

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Ability Score Improvement (Level 19)

When you reach 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.

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

Perfect Self (Level 20)

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Multiklassing

Multiklassekrav

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

Oppnådde Kyndigheter

Weapons simple , shortswords

Underklasser

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You can't affect an artifact or a sentient weapon in this way.","The divine blade appears to be a sword hilt that you are proficient with, it has the light property and is a monk weapon for you. If the weapon had any magical properties, those properties persist. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, the weapon has the finesse and thrown (20/60) properties. The luminous blade emits bright light of a colour you choose in a 5-foot radius and dim light for an additional 15 feet.","It deals radiant damage, and its damage die is a {@damage d6}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The blade returns to your hand immediately after it is used to make a ranged attack.","You can only create one divine blade at 3rd level, and up to two at 11th level. If you create another divine blade over your limit, you choose which weapon reverts to normal."],"level":3,"name":"Divine Blade","source":"FFDivineBlade","subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],"level":3,"name":"Way of the Divine Blade","source":"FFDivineBlade","subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells or from creatures you have detected the presence of. To gain this benefit, you can't be {@condition incapacitated}."],"header":2,"level":6,"name":"Blessed Reflexes","source":"FFDivineBlade","subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],"header":2,"level":6,"subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 6th level you can use your action to spend 1 ki point and open your mind to the souls of those around you. You detect the presence of all creatures within 30 feet of you that are not constructs or undead, but this feature does not reveal their location.","You instantly learn the prevailing emotion of each creature in range, whether it's love, anger, pain, fear, calm, or something else. If a creature is immune to being {@condition charmed}, you sense that it is calm. The feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","Additionally you can spend 2 ki points to cast the spell {@spell detect thoughts|PHB}."],"header":2,"level":6,"name":"Spiritual Insight","source":"FFDivineBlade","subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],"header":2,"level":6,"subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level you have honed your fighting skills with your divine blade, granting you several new abilities.",{"entries":["Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two attacks with your divine blade as a bonus action."],"name":"Blade Flurry","type":"entries"},{"entries":["You can use your reaction when hit by an attack to spend 1 ki point and gain a +5 bonus to your AC, including against the triggering attack, until the start of your next turn."],"name":"Defensive Flourish","type":"entries"},{"entries":["When you use the {@action Attack} action with your divine blade on your turn, you can cast a spell of 1st level or higher you have prepared that has a casting time of 1 action as a bonus action, spending ki points equal to 1 plus the normal cost for the spell."],"name":"Spell Weave","type":"entries"}],"header":2,"level":11,"name":"Blade Techniques","source":"FFDivineBlade","subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],"header":2,"level":11,"subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level you are able to channel your ki to work wonders. By spending 5 ki points you can cast one 5th level spell of your choice from the {@filter cleric spell list|spells|level=5|subclass=Monk: Divine Blade (FFWoDB)}, without needing material components.","Once you use this feature, you can't do so again until you finish a long rest."],"header":2,"level":17,"name":"Miraculous Intervention","source":"FFDivineBlade","subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}],"header":2,"level":17,"subclassShortName":"Divine Blade","subclassSource":"FFDivineBlade","type":"entries"}]],"subclassSpells":[{"className":"Cleric","classSource":"PHB"}],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=Monk: Divine Blade (FFWoDB)}","Maximum Spell Level","Max Ki Points for a Spell"],"rows":[[0,0,0],[0,0,0],[2,"1st",1],[2,"1st",1],[2,"1st",3],[2,"1st",3],[2,"2nd",3],[2,"2nd",3],[2,"2nd",4],[3,"2nd",4],[3,"2nd",4],[3,"2nd",4],[3,"3rd",5],[3,"3rd",5],[3,"3rd",5],[3,"3rd",5],[3,"4th",6],[3,"4th",6],[3,"4th",6],[3,"4th",6]],"subclasses":[{"name":"Divine Blade","source":"FFDivineBlade"}]}]},{"__prop":"subclass","_fMisc":[],"_fSources":"WayOfTheDragon","className":"Monk","classSource":"PHB","name":"Dragon","shortName":"Dragon","source":"WayOfTheDragon","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Dragon study and idolize draconic beings. They fight like dragons.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can speak, read, and write Draconic. Choose one type of dragon for your dragonheart. Your dragonheart is used by features you gain later.",{"caption":"Dragonheart","colLabels":["Dragon","Damage Type","Breath Weapon"],"colStyles":["col-3 text-center","col-3 text-center","col-6"],"rows":[["Black","{@filter Acid|spells|damage type=acid}","5 by 30 ft. line (Dex. save)"],["Blue","{@filter Lightning|spells|damage type=lightning}","5 by 30 ft. line (Dex. save)"],["Brass","{@filter Fire|spells|damage type=fire}","5 by 30 ft. line (Dex. save)"],["Bronze","{@filter Lightning|spells|damage type=lightning}","5 by 30 ft. line (Dex. save)"],["Copper","{@filter Acid|spells|damage type=acid}","5 by 30 ft. line (Dex. save)"],["Gold","{@filter Fire|spells|damage type=fire}","15 ft. cone (Dex. save)"],["Green","{@filter Poison|spells|damage type=poison}","15 ft. cone (Con. save)"],["Red","{@filter Fire|spells|damage type=fire}","15 ft. cone (Dex. save)"],["Silver","{@filter Cold|spells|damage type=cold}","15 ft. cone (Con. save)"],["White","{@filter Cold|spells|damage type=cold}","15 ft. cone (Con. save)"]],"type":"table"}],"level":3,"name":"Dragonheart","page":76,"source":"WayOfTheDragon","subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you weave dragon-like motions into your martial arts. You gain the following benefits:",{"items":["When you use Step of the Wind, you gain a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.","When you use Patient Defense, parts of your skin become covered by a thin sheen of dragon-like scales. You gain temporary hit points equal to your Wisdom modifier that last until the start of your next turn.","When you use Flurry of Blows, you can change the damage type of your unarmed strikes to that of your dragonheart.","As a reaction to taking damage of the same type as your dragonheart, you can spend 1 ki to cast {@spell absorb elements} at its lowest level."],"type":"list"}],"level":3,"name":"Dragon Style","page":76,"source":"WayOfTheDragon","subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],"level":3,"name":"Way of the Dragon","page":76,"source":"WayOfTheDragon","subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn to release a powerful breath attack. You can spend up to 3 ki points and use your action to exhale destructive energy. Your dragonheart determines the size, shape, and damage type of the exhalation.","When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragonheart. A creature takes 2 Martial Arts dice of damage for each ki point spend on a failed save, and half as much damage on a successful one.","The maximum number of ki you can expend increase to 4 at 9th level, 5 at 13th level, and 6 at 17th level."],"header":2,"level":6,"name":"Breath Weapon","page":76,"source":"WayOfTheDragon","subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],"header":2,"level":6,"subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you gain the ability to mimic a dragon's terrifying roar. When you use Flurry of Blows, you can replace one attack with a draconic roar to force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours."],"header":2,"level":11,"name":"Frightening Presence","page":76,"source":"WayOfTheDragon","subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],"header":2,"level":11,"subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 17th level you have taken upon the aspect of a true dragon. You move with nearly unmatched grace and speed. When a creature other than you ends it's turn you can use your reaction to do one of the following:",{"items":["{@bold Detect.} You make a Wisdom (Perception) check.","{@bold Attack.} You spend 1 ki point to make a melee weapon attack.","{@bold Wing Attack.} While your dragon wings are out, you can spend 2 ki points perform a wing attack. All Large or smaller creatures within 10 ft. of you must succeed a Dexterity saving throw or take damage equal to your unarmed strike and be knocked prone. You can then move up to half your flying speed."],"type":"list"}],"header":2,"level":17,"name":"Legendary Reaction","page":76,"source":"WayOfTheDragon","subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}],"header":2,"level":17,"subclassShortName":"Dragon","subclassSource":"WayOfTheDragon","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MFOV:CP1","className":"Monk","classSource":"PHB","name":"Drunken Fist","shortName":"Drunken Fist","source":"MFOV:CP1","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow the Way of the Drunken Fist swear off any notion of sobriety when beginning on their path. By wobbling, tripping, and blundering about with expert intention, as if completely inebriated, you can surprise even the most trained enemy and strike them when it's most unexpected. Moreover, when you do imbibe alcohol, you can perform astounding feats of strength and bravery.",{"entries":["Starting when you choose this tradition at 3rd level, you have learned to catch your enemies off-guard with a drunken, staggering school of martial arts. You are proficient with improvised weapons and improvised weapons are now considered as monk weapons. In addition, creatures have disadvantage on Opportunity Attacks against you."],"name":"Drink like a Demon","type":"entries"}],"level":3,"name":"Way of the Drunken Fist","page":76,"source":"MFOV:CP1","subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, you can metabolize alcohol differently. You may take a drink of alcohol and spend 1 Ki as a bonus action to regain hit points equal to 1d4 + your Monk level. You must complete a short or long rest before using this feature again."],"header":2,"level":6,"name":"For Medicinal Purposes","page":76,"source":"MFOV:CP1","subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}],"header":2,"level":6,"subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you have learned how to better take advantage of openings in your opponent's defenses and strike when they least suspect it. When an attack with Advantage or Disadvantage made by a creature within 5 feet of you misses, you may use your reaction to make an attack on that creature with a monk weapon or improvised weapon."],"header":2,"level":11,"name":"Staggering Strike","page":76,"source":"MFOV:CP1","subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}],"header":2,"level":11,"subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can ignite the alcohol in your mouth and release it in a spray of flame. As an action, you can take a drink of alcohol and spend 3 ki points to ignite it. You can hold this in your mouth for a number of rounds equal to your Constitution modifier, after which the effect is lost. As a bonus action while the alcohol is held in your mouth, you can spray it in a 20 foot cone. All creatures in this area must make a Dexterity save. Creatures take 6d10 fire damage on a failed save, or half as much on a successful one."],"header":2,"level":17,"name":"Belch of Flame","page":76,"source":"MFOV:CP1","subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}],"header":2,"level":17,"subclassShortName":"Drunken Fist","subclassSource":"MFOV:CP1","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"WayofTheNinja","className":"Monk","classSource":"PHB","name":"Ninja","shortName":"Ninja","source":"WayofTheNinja","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of The Ninja study and idolize draconic beings. They fight like Ninjas.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn to make ninja tools to assist your martial arts, once per short rest you can make up to 3 ninja tools, you may save them for later.",{"caption":"Ninja Tools","colLabels":["Ninja Tool","Description","Uses"],"colStyles":["col-3 text-center","col-3 text-center","col-6"],"rows":[["Caltrops","Small sharp objects that litter the floor, causing pain and disability to those traversing them. Choose a 10 ft area within 15 ft. The chosen terrain is difficult terrain and any creature moving into and starting their turn in the caltrops takes {@dice d4} piercing damge.","1"],["Smoke Bomb","Creats a 20ft circle of smoke that persists for one round, it is non magical and causes the dark condition.","3"],["Kunai","light, throwable, 10/60ft, finesse, 1d6 slashing damage","2"]],"type":"table"}],"level":3,"name":"Ninja Tools","page":2,"source":"WayofTheNinja","subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you weave Ninja motions into your martial arts. You gain the following benefits:",{"items":["When you use Step of the Wind, you may use a Ninja tool.","When you use Patient Defense, the first time you are hit you may swap places with an object within 30 ft of you.","When you use Flurry of Blows, you may kick off the target and go up to 10 ft away from it.","As a reaction to taking damage you may use a Ninja tool."],"type":"list"}],"level":3,"name":"Ninja Style","page":2,"source":"WayofTheNinja","subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],"level":3,"name":"Way of The Ninja","page":2,"source":"WayofTheNinja","subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn to make ninja tools to assist your martial arts, once per short rest you can now make up to 4 ninja tools, you may save them for later.",{"caption":"Ninja Tools","colLabels":["Ninja Tool","Description","Uses"],"colStyles":["col-3 text-center","col-3 text-center","col-6"],"rows":[["Ninja Stars","Small sharp objects that are thrown, the target takes {@dice d4} piercing damage, target must make a DC 12 Con save or begin bleeding.","2"],["Kusari-Fundo","Small weights connected on each end of a chain, can be used to restrain a creature as a reaction, canceling their attack.","1"],["Trip wires","when you move from one space to another up to 30ft, you may place a trip wire along the path you traveled. the first creature that walks through this area has to make a DC 14 dexterity saving throw or be knocked prone","2"]],"type":"table"}],"header":2,"level":6,"name":"Ninja Tools","page":2,"source":"WayofTheNinja","subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],"header":2,"level":6,"subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you gain the ability to create a decoy of yourself and blink a short distance. Creatures must make a DC 16 + Dex perception check to know where you went."],"header":2,"level":11,"name":"Honed Stealth","page":2,"source":"WayofTheNinja","subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],"header":2,"level":11,"subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 17th level you have taken upon the aspect of a true Ninja. You move with nearly unmatched grace and speed. When a creature other than you ends it's turn you can use your reaction to do one of the following:",{"items":["{@bold Deployment.} You spend 1 ki point to use 2 ninja tools.","{@bold Attack.} You spend 1 ki point to make a melee weapon attack.","{@bold Sneak Attack.} You spend 2 ki points to teleport beind a target and attack them, you have advantage unless the target has true sight. "],"type":"list"}],"header":2,"level":17,"name":"Masterful Reaction","page":2,"source":"WayofTheNinja","subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}],"header":2,"level":17,"subclassShortName":"Ninja","subclassSource":"WayofTheNinja","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"FFSevenBeasts","className":"Monk","classSource":"PHB","name":"Seven Beasts","shortName":"Seven Beasts","source":"FFSevenBeasts","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Through their deep study of nature adherents to the Way of the Seven Beasts develop a collection of uniquely inspired fighting styles. From the vice-like talons of the eagle to the deft dodging of the monkey, monks of this tradition blend their various styles together as they fight, with the most adept able to switch between each strike.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your training leads you to master the use of various different styles of martials arts inspired by your observations of the natural world.","Choose two of the following styles: Flying Crane, Soaring Eagle, Striking Mantis, Drunken Monkey, Fanged Snake, Crouching Tiger. Each style grants you benefits at different levels as shown in the animal styles table.","When you roll initiative and as a bonus action on your turn you can choose to enter a style you know. You can use the benefits of each style for 1 minute or until you enter a different style.","You learn two additional styles at 6th level, and two more at 11th level.",{"caption":"Animal Styles","colLabels":["Level","Feature","Effect"],"colStyles":["col-1 text-center","col-1 text-center","col-10"],"rows":[["{@b {@i Flying Crane}}","",""],["3rd","Long Beak","While in this style, the reach of your unarmed strikes is increased by 5 feet. Additionally you may choose to deal piercing damage instead of bludgeoning damage with your unarmed strikes."],["6th","Flying Kick","When you take the Attack action on your turn, you can replace one of your attacks with a powerful kick against one creature within the reach of your unarmed strikes. On a hit, in addition to the normal damage for an unarmed strike, the target must succeed a Strength saving throw against your ki save DC or be pushed 15 feet back and knocked {@condition prone}."],["11th","Vital Blow","When a creature misses you with a melee attack, you can use your reaction and expend 1 ki point to make a melee weapon attack against the creature. If you hit, the creature is {@condition incapacitated} until the end of its next turn."],["{@b {@i Soaring Eagle}}","",""],["3rd","Seizing Fist","While in this style, when you hit a creature with an unarmed strike you may attempt to {@action grapple} them as part of that attack."],["6th","Joint Lock","When a creature you have grappled makes an attack, you may use your reaction to force them to make a Strength saving throw against your ki save DC. On a failure, the creature is {@condition incapacitated} until the end of its next turn."],["11th","Winged Step","At the start of your turn you may spend 1 ki point to gain a flying speed equal to your current walking speed for 1 minute. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft."],["{@b {@i Striking Mantis}}","",""],["3rd","Hook & Pull","When you hit a creature with an unarmed strike, you can move the creature 5 feet in a direction you choose provided it is not more than one size category larger than you."],["6th","Whip Deflect","When you are hit by a melee attack, you may use your reaction to attempt to deflect the attack. Make an opposed Dexterity check; if you succeed then the triggering attack misses you, otherwise it hits you as normal."],["11th","Rolling Strikes","When you score a critical hit with an attack you make on your turn, you may spend 1 ki point to make another attack against the same target as part of that action."],["{@b {@i Drunken Monkey}}","",""],["3rd","Agile Footwork","When you make a melee attack with an unarmed strike you can move 5 feet without using any of your speed or provoking opportunity attacks. You can't move this way if your movement speed is 0, you are {@condition prone}, or are otherwise unable to move."],["6th","Trickster Thief","When you are the target of a melee attack, you may use your reaction to attempt to disarm your attacker. After the triggering attack is resolved, make an attack roll contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}). You make the roll with advantage if the triggering attack missed or if you're larger than the target. On a success you force the creature to drop one item it is holding."],["11th","Lost Monkey","When you use your Flurry of Blows, you may replace one of the additional attacks you make with the Dodge action."],["{@b {@i Fanged Snake}}","",""],["3rd","Hidden Viper","At the start of your turn while in this style, you can choose to become invisible until the start of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person. This invisibility ends early if you use any of your movement speed, speak, or take any action, bonus action or reaction."],["6th","Serpent Sway","When you take the Attack action on your turn, you can replace one of your attacks with a snake-like swaying motion, lowering the guard of one creature of your choice within 5 feet of you. That creature must succeed a Wisdom saving throw against your ki save DC. On a failure, until the end of your turn it becomes charmed by you and you have advantage on attack rolls against it."],["11th","Venomous Bite","When you hit a creature with an unarmed strike, you can spend 1 ki point to force that creature to succeed a Constitution saving throw against your ki save DC or become {@condition poisoned} for 1 minute. While {@condition poisoned} the creature takes poison damage equal to your martial arts die at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on a success."],["{@b {@i Crouching Tiger}}","",""],["3rd","Iron Claws","While in this style, you gain a +2 bonus to the damage rolls of your unarmed strikes. Additionally you may choose to deal slashing damage instead of bludgeoning damage with your unarmed strikes."],["6th","Feral Pounce","When you are the target of a ranged attack, you may use your reaction to spend 1 ki point and leap up to your movement speed towards the attacking creature. If you end this movement within 5 feet of the creature it must succeed a Strength saving throw against your ki save DC or be knocked {@condition prone}."],["11th","Low Sweep","When you take the Attack action on your turn, you can replace one of your attacks with a sweeping kick against all creatures of your choice within 5 feet of you. Each creature must succeed a Strength saving throw against your ki save DC or be knocked {@condition prone}. A creature that fails this save by 5 or more has its movement speed reduced to 0 until the end of its next turn."]],"type":"table"}],"level":3,"name":"Animal Styles","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you gain proficiency in the {@skill Nature} skill if you don't already have it. If you are already proficient in the skill then your proficiency bonus is doubled for any ability check you make with that skill."],"level":3,"name":"Bonus Proficiency","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],"level":3,"name":"Way of the Seven Beasts","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn two additional styles at 6th level, and two more at 11th level."],"header":2,"level":6,"name":"Additional Animal Styles","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],"header":2,"level":6,"subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn two additional styles at 11th level."],"header":2,"level":11,"name":"Additional Animal Styles","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],"header":2,"level":11,"subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, when you hit with an unarmed strike you may change your current style as part of that attack."],"header":2,"level":17,"name":"Strike Stance Shifting","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],"header":2,"level":17,"subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, having mastered each of the six previous styles you are gifted with a revelation of the Hidden Dragon Style, which functions the same way as your other styles and when entered you gain the following benefits:",{"items":[{"entries":["When you hit with an unarmed strike, you may choose to deal acid, cold, fire, lightning or poison damage instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"entries":["When you reduce a creature to 0 hit points with an attack, you may use your reaction to regain any ki points you expended on that attack."],"type":"entries"},{"entries":["When you hit with an unarmed strike, you may choose to spend up to 3 ki points to increase the power of that attack. Roll an additional martial arts die for each ki point spent and add that to the attack's damage roll, the attack also deals force damage instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"}],"type":"list"}],"header":2,"level":17,"name":"The Seventh Beast","source":"FFSevenBeasts","subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}],"header":2,"level":17,"subclassShortName":"Seven Beasts","subclassSource":"FFSevenBeasts","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"tgd","className":"Monk","classSource":"PHB","foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","name":"Shou Disciple","shortName":"Shou","source":"tgd","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The varied peoples of Kara-Tur have a long and storied history of using the study of martial arts to attain enlightenment. Monasteries exist where students spend their lives trying to achieve spiritual perfection.","But not all are so dedicated to enlightenment. Some seek to focus on the practical aspects of martial combat. This is particularly evident by those who have left monasteries or never fully dedicated themselves to a teacher or their ideas. Many of the Shou refugees who settled in Thesk after fleeing the Tuigan Horde fall into this category. These individuals care less about self-actualization and more about surviving the attacks of thugs from the Nine Golden Swords."],"foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","level":3,"name":"Shou Disciple","source":"tgd","subclassShortName":"Shou","subclassSource":"tgd","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your training and discipline enable you to shrug off injuries in the midst of combat. On your turn, you can use a bonus action to regain hit points equal to {@dice 1d8} + your monk level. Once you use this feature, you must finish a short or long rest before you can use it again."],"foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","level":3,"name":"Inner Strength","source":"tgd","subclassShortName":"Shou","subclassSource":"tgd","type":"entries"},{"__prop":"subclassFeature","armorProficiencies":[{"light":true}],"className":"Monk","classSource":"PHB","entries":["Although you have studied the unarmored defense techniques of the fighting monks of Kara-Tur, you recognize the value of armor and weapons.","Starting at 3rd level, all finesse weapons are considered monk weapons for you. Additionally, you gain proficiency with all melee and ranged martial weapons, but unless specified otherwise these are not considered monk weapons for you.","You also gain proficiency with light armor. You may use your Martial Arts feature while wearing light armor. Although you cannot benefit from your Unarmored Defense or Unarmored Movement features while wearing armor, you are still faster than most and your speed increases by 5 feet while wearing light armor."],"foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","level":3,"name":"Pragmatic Defense","source":"tgd","subclassShortName":"Shou","subclassSource":"tgd","type":"entries","weaponProficiencies":[{"martial":true}]}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, your awareness of danger allows you to dodge away from dangerous attacks. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to spend 1 ki point to impose disadvantage on an attack roll that targets you before the outcome of that attack is determined."],"foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","level":6,"name":"Warding Senses","source":"tgd","subclassShortName":"Shou","subclassSource":"tgd","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, the bonus to your speed while wearing light armor increases to 10 feet. You may now use any one-handed martial weapon as a monk weapon."],"foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","level":11,"name":"Combat Discipline","source":"tgd","subclassShortName":"Shou","subclassSource":"tgd","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level, your martial skills are so formidable that any simple or martial weapon is considered a monk weapon for you.","Additionally, once per turn when you hit a target with a monk weapon, you may spend 4 ki points to turn a normal hit into a critical hit."],"foundryImg":"icons/magic/control/silhouette-hold-change-blue.webp","level":17,"name":"Focused Fury","source":"tgd","subclassShortName":"Shou","subclassSource":"tgd","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"FFSohei","additionalSpells":[{"expanded":{"13":[{"all":"level=3|class=Cleric"}],"17":[{"all":"level=4|class=Cleric"}],"3":[{"all":"level=0|class=Cleric"},{"all":"level=1|class=Cleric"}],"7":[{"all":"level=2|class=Cleric"}]}}],"cantripProgression":[0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"casterProgression":"1/3","className":"Monk","classSource":"PHB","name":"Sohei","preparedSpells":"<$level$> /3 + <$wis_mod$>","shortName":"Sohei","source":"FFSohei","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Sohei mix martial prowess with divine power that grants them access to spells, the ability to heighten their strength and speed in battle, and protection from mental and bodily harm. Very experienced sohei can shrug off physical damage and even ignore grievous wounds while using their spells in battle to grant protection, enhance attacks, and damage foes.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, as a conduit for divine power, you can cast cleric spells by channeling your ki.",{"entries":["You learn two cantrips of your choice from the {@filter cleric spell list|spells|class=cleric}. You learn an additional cleric cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["The Sohei Spellcasting table shows how many spell slots you have to cast your {@filter cleric spells|spells|class=cleric}. To cast one of your cleric spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.","You prepare the list of cleric spells that are available for you to cast, choosing from the {@filter cleric spell list|spells|class=cleric}. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.","For example, if you are a 7th-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell cure wounds|PHB}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.","You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in practice and meditation: at least 1 minute per spell level for each spell on your list."],"name":"Preparing and Casting Spells","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.",{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"name":"Spellcasting Ability","type":"entries"}],"level":3,"name":"Spellcasting","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you can focus your ki into a frenzy of berserk energy as a bonus action.","While in a ki frenzy, you gain the following benefits:",{"items":[{"entries":["You gain a bonus to your AC and damage rolls equal to your proficiency bonus."],"type":"entries"},{"entries":["Your speed increases by 10 feet."],"type":"entries"},{"entries":["When you use flurry of blows, you can choose to not expend a ki point, but instead take a -5 penalty to the attack rolls you make as part of that bonus action."],"type":"entries"}],"type":"list"},"You are unable to cast spells or concentrate on them while in a ki frenzy. Your ki frenzy lasts for 1 minute. It ends early if you are knocked {@condition unconscious} or if you end it as a bonus action. You a can use this feature once. You gain an additional use at 11th level, and a third use at 17th level. You regain all expended uses when you finish a long rest."],"level":3,"name":"Ki Frenzy","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],"level":3,"name":"Way of the Sohei","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, When a creature misses you with a melee attack roll after you have taken the {@action Dodge} action on your previous turn, you gain advantage on attack rolls against that creature until the end of your next turn."],"header":2,"level":6,"name":"Defensive Strike","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],"header":2,"level":6,"subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 6th level you are immune to magic that would put you to sleep and have advantage on saving throws against being {@condition stunned} by spells.","At 17th level you are immune to being {@condition stunned} by spells."],"header":2,"level":6,"name":"Strength of Mind","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],"header":2,"level":6,"subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level your resilience lets you survive attacks that would break others; you reduce all damage you take by 2.","At 17th level the damage reduction increases to 4."],"header":2,"level":11,"name":"Extraordinary Resilience","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],"header":2,"level":11,"subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level you can channel your ki to remain fighting when by all rights you should be dead. When you are reduced to 0 hit points or when you start your turn with 0 hit points, you can spend 2 ki points to not fall {@condition unconscious} until the start of your next turn, however your movement speed is halved.","You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until you start your turn with no ki or choose not to spend ki points to remain conscious, and you die then only if you still have 0 hit points."],"header":2,"level":17,"name":"Unyielding Soul","source":"FFSohei","subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}],"header":2,"level":17,"subclassShortName":"Sohei","subclassSource":"FFSohei","type":"entries"}]],"subclassSpells":[{"className":"Cleric","classSource":"PHB"}],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=Monk: Sohei (FFWotS)}"],"rows":[[0],[0],[2],[2],[2],[2],[2],[2],[2],[3],[3],[3],[3],[3],[3],[3],[3],[3],[3],[3]],"subclasses":[{"name":"Sohei","source":"FFSohei"}]},{"colLabels":["{@filter 1st|spells|level=1|subclass=Monk: Sohei (FFSohei)}","{@filter 2nd|spells|level=2|subclass=Monk: Sohei (FFSohei)}","{@filter 3rd|spells|level=3|subclass=Monk: Sohei (FFSohei)}","{@filter 4th|spells|level=4|subclass=Monk: Sohei (FFSohei)}"],"rowsSpellProgression":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]],"subclasses":[{"name":"Sohei","source":"FFSohei"}],"title":"Spell Slots per Spell Level"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"EBCotOSCC","className":"Monk","classSource":"PHB","name":"Stonefist","shortName":"Stonefist","source":"EBCotOSCC","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["A small monastery of the Stonefists exists in the Shandar Mountains, which is related to some unspeakable horrors of legend that supposedly lurk on the top of the highest peaks. The monks of the Stonefist practice the fighting techniques of earth elementals by studying and imitating their combat maneuvers. Their daily practice involves hardening their bodies to withstand blows and the rigorous focusing of their strength. Masters of this monastic tradition become almost impervious to non-magical attacks and reach a level of ascendance where they can turn themselves into earth elementals.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can channel your ki into resisting damage from a blow. As a reaction, you can spend 1 ki point to reduce the damage you take from an attack by 1d10 + your Strength modifier + your monk level."],"level":3,"name":"Resist Strikes","source":"EBCotOSCC","subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],"level":3,"name":"Way of the Stonefist","source":"EBCotOSCC","subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can tighten your muscles to enter a steady stance making you immovable and hard to grapple with. As a bonus action, you can spend 1 ki point to gain advantage on contests involving Strength (Athletics) ability checks made against you and on Strength saving throws for 1 minute. If you move, you lose this advantage until the start of your next turn."],"header":2,"level":6,"name":"Mountain Stance","source":"EBCotOSCC","subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you can evoke a protective layer of stony skin over your entire body. As a bonus action, you can spend 3 ki points to gain damage resistance from bludgeoning, piercing, and slashing damage for 1 minute."],"header":2,"level":11,"name":"Stone Body","source":"EBCotOSCC","subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":11,"subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you can become one of the elemental creatures you learned to imitate your whole life. As a bonus action, you can spend 6 ki points to transform into an earth elemental for 1 minute as if you were using the Wild Shape ability of the druid class. You can use all of your monk abilities in this new form. Once you use this feature, you can't use it again until you finish a short or long rest."],"header":2,"level":17,"name":"Elemental Transformation","source":"EBCotOSCC","subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":17,"subclassShortName":"Stonefist","subclassSource":"EBCotOSCC","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MFOV:CP2","className":"Monk","classSource":"PHB","name":"Swordsage","shortName":"Swordsage","source":"MFOV:CP2","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["A master of martial maneuvers, the Swordsage is a physical adept—a blade wizard whose knowledge of the Sublime Way lets her unlock blinding speed and spiritual transcendence. Unlike other monks, the Swordsage trains with his weapon as well as his martial arts, practicing relentless discipline to hone her skills and perfect her combat maneuvers. The Masters of the Sublime way are a blur of deadly strikes on the battlefield, evidence of years of intensive training and meditation.",{"entries":["When you choose this path at 3rd level, you gain proficiency in {@filter martial weapons|items|type=martial weapon|rarity=none|property=!heavy} that do not have the Heavy property. Martial weapons are also treated as monk weapons for the purposes of monk class features."],"name":"Bonus Proficiencies","type":"entries"},{"entries":["Beginning at 3rd level, your training and discipline have taught you to channel your Ki into deadly combat maneuvers.",{"entries":["You can prepare five maneuvers of your choice, which are detailed under \"{@filter Maneuvers|optionalfeatures|type=MV:B}\" in the Fighter class description. You may reselect these maneuvers each time you complete a long rest. You learn to prepare two additional maneuvers of your choice at 6th, 11th, and 17th level.","Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Once you have used a prepared maneuver it becomes unprepared and you may not use it again until you complete short or long rest. You may, however, use your action to meditate on a single maneuver to prepare it again."],"name":"Maneuvers","type":"entries"},{"entries":["Your superiority dice begin as d4s, and change as shown in the Martial Arts column of the Monk table. When you elect to use a maneuver, you may use a superiority die by expending 1 Ki point."],"name":"Superiority Dice","type":"entries"},{"entries":["When one of your maneuvers requires your target to make a saving throw to resist the maneuver's effects, use your Ki save DC."],"name":"Saving Throws","type":"entries"}],"name":"Combat Discipline","type":"entries"}],"level":3,"name":"Way of the Swordsage","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 6th level, you are exceptionally quick to act, and have advantage on initiative rolls."],"header":2,"level":6,"name":"Quick to Act","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],"header":2,"level":6,"subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn two additional maneuvers of your choice."],"header":2,"level":6,"name":"Additional Maneuvers","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],"header":2,"level":6,"subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can strike an enemy within the span of a moment. As a bonus action, you can spend 2 Ki points to teleport up to 60 feet to a space that you can see adjacent to an enemy. You then have advantage on the first attack you make before the end of your turn."],"header":2,"level":11,"name":"Mystic Jaunt","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],"header":2,"level":11,"subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn two additional maneuvers of your choice."],"header":2,"level":11,"name":"Additional Maneuvers","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],"header":2,"level":11,"subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 17th level, you have mastered the Sublime Way and can strike with perfect form. You may now use two different maneuvers on a single attack, expending Ki points separately for each."],"header":2,"level":17,"name":"Sublime Way","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],"header":2,"level":17,"subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you learn two additional maneuvers of your choice."],"header":2,"level":17,"name":"Additional Maneuvers","page":76,"source":"MFOV:CP2","subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}],"header":2,"level":17,"subclassShortName":"Swordsage","subclassSource":"MFOV:CP2","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"XLNEE","className":"Monk","classSource":"PHB","name":"Way of Atonement","page":21,"shortName":"Atonement","source":"XLNEE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Atonement seek to absolve themselves for their past transgressions, sins, and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Seeking not the zealot's path, they believe that through calming and controlling their fervor, they can bolster the universal well-being of all mortal creatures. These monks seek to protect delicate balance struck by the presence of the pantheons. and strike out in malice only to defend those who can't defend themselves.","Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice, not only in material possessions but, flesh to find their way to forgiveness and often carve or brand the markings of the gods on their skin in homage.","In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers of this path endeavor to abstain from anger, envy, and corruption. Not so naïve as to believe that the gods' designs won't require skirting the edges of temptation, and sometimes justify ends by their means, they willingly pay the price in flesh for their actions. As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, unadorned club that each refers to as their {@i {@b penance}}.","To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before atonement.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your Hit Dice represent a pool of vitality you can exhaust to fuel your Way of Atonement features.","Atonement requires absolutely commitment, and constant reminder of the pain you inflict on others by inflicting that pain on yourself during deep contemplation or prayer. To atone, roll the Hit Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest, and it can't be reduced in anyway.",{"entries":[{"entries":["Also at 3rd level, you learn a ritual prayer that creates a divine bond between you and one unadorned, nonmagical simple weapon of your choice. You perform these prayers over the course of 1 hour, which can be done during a short rest. During this ritual, you carve notches that represent your past transgressions, and each time you atone, you are compelled to consider any additional sins you have committed and add notches to its stock to atone. While your penance is paid, your weapon is bonded to you, counts as a monk weapon for you, and you can't be disarmed of that weapon unless you are incapacitated."],"name":"Penance Weapon","page":22,"type":"entries"},{"entries":["You can deliver your own form of justice to others. When you hit with your penance weapon, or an unarmed attack, you can spend one Hit Die and expend one ki point, to add {@dice 2d8} force damage to the attack."],"name":"Strength of Faith","page":22,"type":"entries"},{"entries":["For each permanent magic item you currently own, the cost of Hit Dice and ki points used by your Way of Atonement features increases by 1, and again each time you acquire an additional permanent magic item. The increased cost remains until you no longer possess any permanent magic items."],"name":"Trials of Temptation","page":22,"type":"entries"}],"type":"entries"}],"level":3,"name":"Path of Atonement","page":21,"source":"XLNEE","subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],"level":3,"name":"Way of Atonement","page":21,"source":"XLNEE","subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your strict adherence of a simple life has earned you the gods' favor.",{"entries":["When you wield your penance weapon in one hand, and nothing in the other, you gain a +1 bonus to attack and damage rolls with your penance weapon and unarmed strikes. Your penance and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."],"name":"Faithful Strike","page":22,"type":"entries"},{"entries":["While you hold your penance weapon, you gain a +1 bonus to Armor Class and saving throws."],"name":"Flagellant Hide","page":22,"type":"entries"},{"entries":["The bonuses from your Faithful Strike and Flagellant Hide features increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level."],"name":"Zealot","page":22,"type":"entries"}],"header":2,"level":6,"name":"Armament of Atonement","page":22,"source":"XLNEE","subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend a Hit Die, roll it, and recover hit points equal to that number plus your Constitution modifier. You can't use this feature again until you finish a short or long rest.","At 17th level, you gain one additional use of this feature between rests, and can spend a number of Hit Dice equal to half your monk level instead of one."],"header":2,"level":11,"name":"Labor of the Gods","page":22,"source":"XLNEE","subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, your time spent in quiet contemplation, prayer and servitude has granted you supreme wisdom. Whenever you make an ability or skill check that you are not proficient with, you can spend 1 ki point to gain proficiency in that check and use your Wisdom modifier in place of the skill's ability modifier.","Additionally, when in counsel with any creature that you are able to speak with, and can understand you, you can spend a number of Hit Dice equal to half your monk level or less and add the total to the result of any one Charisma, Intelligence, or Wisdom check or saving throw.","You can't use this feature again until you complete a short or long rest. If you use this feature to deceive or bribe, you can't use it again until you complete a long rest."],"header":2,"level":17,"name":"Enlightened Voice","page":22,"source":"XLNEE","subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Atonement","subclassSource":"XLNEE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"KaOSCaTGtID","className":"Monk","classSource":"PHB","name":"Way of Brutality","shortName":"Brutality","source":"KaOSCaTGtID","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While most monks hone their abilities through years of strict discipline and practice, others find less onerous ways of developing their craft. Monks of the Way of Brutality are mean and love to fight dirty.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you gain proficiency in the {@skill Intimidation} skill."],"level":3,"name":"Bonus Proficiencies","page":15,"source":"KaOSCaTGtID","subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn how to fight dirty. Whenever you hit a creature with an attack granted by Flurry of Blows, you can impose one of the following effects on that target:",{"items":["It must succeed on a Dexterity saving throw or be blinded until the end of your next turn.","It must succeed on a Constitution saving throw or be unable to breathe or vocalize until the end of your next turn.","It must succeed on a Strength saving throw or have its speed reduce to 5 feet until the end of your next turn."],"type":"list"},"Alternatively, you can use your Flurry of Blows to make a ranged weapon attack against a target within 30 feet with an improvised weapon—such as a mug of ale, a chair, or any other similarly sized object you can reach. The attack uses your Martial Arts die for damage, regardless of what you attack with."],"level":3,"name":"Dirty Fighting","page":15,"source":"KaOSCaTGtID","subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],"level":3,"name":"Way of Brutality","page":15,"source":"KaOSCaTGtID","subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 6th level, you are able to manipulate the ki in others to strike them with fear. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn."],"header":2,"level":6,"name":"Frightful Presence","page":15,"source":"KaOSCaTGtID","subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],"header":2,"level":6,"subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn how to place your blows for maximum effect. When you hit a creature with an attack granted by your Flurry of Blows, the attack deals an additional die of damage."],"header":2,"level":11,"name":"Brutal Blows","page":15,"source":"KaOSCaTGtID","subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],"header":2,"level":11,"subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, when a creature provokes an opportunity attack from you, you can use your Flurry of Blows as a reaction."],"header":2,"level":17,"name":"Reactive Flurry","page":15,"source":"KaOSCaTGtID","subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}],"header":2,"level":17,"subclassShortName":"Brutality","subclassSource":"KaOSCaTGtID","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of Concordant Motion","page":91,"shortName":"Concordant Motion","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting when you choose this tradition at 3rd level, when you spend {@classFeature Ki|Monk||2} on certain features, you can share some of the effects with your allies.",{"entries":["When you spend {@classFeature Ki|Monk||2} to use {@classFeature Flurry of Blows|Monk||2}, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your {@classFeature Martial Arts|Monk||1} die + your Wisdom modifier."],"name":"Flurry of Blows","page":92,"type":"entries"},{"entries":["When you spend {@classFeature Ki|Monk||2} to use {@classFeature Patient Defense|Monk||2}, you can spend 1 additional Ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the {@action Dodge} action as a reaction."],"name":"Patient Defense","page":92,"type":"entries"},{"entries":["When you spend {@classFeature Ki|Monk||2} to use {@classFeature Step of the Wind|Monk||2}, you can spend 1 additional Ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke {@action opportunity attack|PHB|opportunity attacks}."],"name":"Step of the Wind","page":92,"type":"entries"}],"level":3,"name":"Cooperative Ki","page":92,"source":"ToH","subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of Concordant Motion","page":91,"source":"ToH","subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["At 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 {@classFeature Ki|Monk||2} points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by {@damage 1d10} + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker."],"header":1,"level":6,"name":"Deflect Strike","page":92,"source":"ToH","subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 11th level, when you use your {@subclassFeature Cooperative Ki|Monk|PHB|Concordant Motion|ToH|3} feature to share your {@classFeature Patient Defense|Monk||2} or {@classFeature Step of the Wind|Monk||2}, you can target a number of allies equal to your proficiency bonus. You must spend 1 {@classFeature Ki|Monk||2} point for each ally you target.","In addition, when you use your {@subclassFeature Cooperative Ki|Monk|PHB|Concordant Motion|ToH|3} feature to empower your allies with your {@classFeature Flurry of Blows|Monk||2}, you can make two unarmed strikes as part of the same bonus action."],"header":2,"level":11,"name":"Coordinated Maneuvers","page":92,"source":"ToH","subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":["At 17th level, you have mastered the ability to empower your allies with your {@classFeature Ki|Monk||2}. As an action, you can expend 5 {@classFeature Ki|Monk||2} points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your {@subclassFeature Cooperative Ki|Monk|PHB|Concordant Motion|ToH|3} features. This allows each empowered ally to both move and take the {@action Dodge} action as a reaction. Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}."],"header":2,"level":17,"name":"Concordant Mind","page":92,"source":"ToH","subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Concordant Motion","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TCEE2","className":"Monk","classSource":"PHB","name":"Way of Devils","shortName":"Devils","source":"TCEE2","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Devils are part of an ancient and unholy order, one dedicated to serving the legions of devils in their war against the demons of the abyss, as well as serving their infernal masters' interests on the Material Plane. Whereas most monks train in the art of self-defense, those of the Way of Devils focus on inflicting punishment and controlling their enemies. It is said that the first of these monks were Duergar, newly bound into pacts with Asmodeus and willing to wield his devilish chains over the prospect of becoming chained themselves.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain the ability to summon a spectral, fiendish chain of burning iron to attack and bind your foes. Whenever you take the Attack action, you can summon the chain to your empty hand and use it for the attack. The chain uses the statistics of a whip, but with a reach of 15 feet, and it counts as a monk weapon for you. You can only have one chain summoned at a time. It disappears after 1 minute, if you are reduced to 0 hit points, or if you dismiss it early as a bonus action.","Additionally, whenever you hit a creature with your chain, you can spend 1 ki point to apply one of the following effects. You can only use one of these effects each time you make an attack with the chain.",{"entries":["The creature must make a Strength saving throw. On a failed save, the creature is restrained until the start of your next turn and cannot move more than 15 feet away from you. A creature restrained by the chain can use its action to make a Strength saving throw, freeing itself on a success. While a creature is restrained in this way, you cannot use the chain to make other attacks."],"name":"Binding Chain","type":"entries"},{"entries":["You deal additional acid, cold, or fire damage (your choice when you use this feature) equal to one martial arts die."],"name":"Burning Chain","type":"entries"},{"entries":["If the creature is one size larger than you or smaller, you pull the creature up to 10 feet closer to you."],"name":"Luring Chain","type":"entries"}],"level":3,"name":"Devilish Chain","source":"TCEE2","subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],"level":3,"name":"Way of Devils","source":"TCEE2","subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have learned to speak in the wicked tongue of the nine hells, compelling your foes to obey in and out of battle. As a bonus action, you can spend 1 ki point to cast the {@spell command} spell. The target has disadvantage on the saving throw if it is restrained by your chain."],"header":2,"level":6,"name":"Vile Edict","source":"TCEE2","subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":6,"subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can bind a foe to you in torturous turmoil. When you restrain a target using the Binding Chain option from your Devilish Chain feature, you can spend an additional 2 ki points to change the duration of the restraining effect to 1 minute. The creature must repeat the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, it takes {@dice 2d6} of acid, cold, or fire damage (your choice)."],"header":2,"level":11,"name":"Hellish Tether","source":"TCEE2","subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":11,"subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your commitment to the nine hells has been proven and you have been rewarded in kind. On your turn, you can spend 5 ki points as a bonus action to take on the qualities of a fiend for 1 minute. You can end these traits early as a bonus action.","While in your fiendish form, you gain the following benefits:",{"items":["You gain immunity to fire and poison damage, and resistance to cold damage and bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.","Your weapon attacks deal an additional {@dice 1d10} acid, cold, or fire damage (your choice).","You gain a flying speed equal to your current walking speed."],"type":"list"}],"header":2,"level":17,"name":"Fiendish Form","source":"TCEE2","subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":17,"subclassShortName":"Devils","subclassSource":"TCEE2","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"XLNEE","className":"Monk","classSource":"PHB","name":"Way of Empathy","page":22,"shortName":"Empathy","source":"XLNEE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Empathy follow the tradition instilled with compassion for all living beings. While their training includes martial practice as a form of selfdiscipline, their teachings also focus on a healing art of rare form, known as Empathy. Using these techniques, they learn to manipulate the ki to transfer malady and pain from another to themselves. Some members of this tradition dedicate themselves to the sick and the poor, while others find their calling side by side with soldiers, rehabilitating the fallen in battle. Their scars might telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn to extend the bounds of your internal fortitude through focus and deep concentration to recover from injury at an accelerated pace. During a short rest, when you roll a hit die to regain hit points, you regain twice the number rolled before adding your Constitution modifier."],"level":3,"name":"Healing Chakra","page":23,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, your depths of compassion allow you to take the wounds of others at the cost of your own health. As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 × your monk level. You take damage equal to the amount of hit points healed.","This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way (except the Improved Empathic Bond class feature)."],"level":3,"name":"Empathy","page":23,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],"level":3,"name":"Way of Empathy","page":22,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can unlock the chakra pathways within other creatures. You learn the {@spell friends} cantrip, and can spend 2 ki points to cast {@spell calm emotions} or {@spell detect thoughts}."],"header":2,"level":6,"name":"Sense Emotion","page":23,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 6th level, you can create a metaphysical link between you and another creature at the end of a short or long rest. While the creature is within 60 feet of you it has resistance to all damage. Also, each time it takes damage, you take the same amount, and this damage can't be reduced in any way. This feature doesn't transfer any other effects that might accompany the damage.","If the creature you are linked to is reduced to 0 hit points but isn't killed outright, it is stabilized as any excess damage carries over to you, and the bond is severed. You can also end this link on your turn as a bonus action."],"header":2,"level":6,"name":"Empathetic Bond","page":23,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, as a bonus action, you can expend 5 ki points to push your allies to peak performance. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gain temporary hit points equal to your monk level, provided the creature can see or hear you."],"header":2,"level":11,"name":"Adrenal Surge","page":23,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can use your Empathetic Bond feature to create two bonds instead of one, and you can use your Empathy feature as an action to replace some of their hit points if they are within 30 feet.","Additionally, while both links are active, you gain resistance to all damage, including damage from your Empathy and your Empathic Bond features. If either link is lost, so is this resistance, and you can't use this feature again until you finish a long rest.","You can end one or both links on your turn as a bonus action."],"header":2,"level":17,"name":"Improved Empathetic Bond","page":23,"source":"XLNEE","subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Empathy","subclassSource":"XLNEE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of Ferocity","shortName":"Ferocity","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While monks of every Tradition strive for mastery over their physical form, honing their bodies into deadly weapons, and mastering ancient martial arts techniques, creatures born with natural weapons; vicious claws, imposing horns, sharp teeth, thick scales, or lashing tails, have a natural advantage in their quest to weaponize their bodies for combat.","Monks with these natural advantages often adopt the Way of Ferocity. Through the practice of this ancient and savage tradition they enhance their physical features with secret techniques, and combine their mastery of ki with the primal ferocity that dwells within all creatures of wild heritage.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon adopting this Tradition at 3rd level, your enhance your natural abilities with one of the disciplines below. Creatures often master disciplines that enhance their natural features.",{"items":[{"entries":["This discipline is most often adopted by creatures with sharp claws and teeth. Your unarmed strikes now deal slashing damage, and inflict deep wounds on your target. Each time you hit a creature with an unarmed strike, its movement speed is reduced by a cumulative 5 feet until the start of your next turn. If you reduce a creature's speed to 0, they are {@condition restrained} until the start of your next turn."],"name":"Bestial Rend","type":"entries"},{"entries":["This discipline is most often adopted by creatures with scales or shells. When a creature you can see hits you with an attack you can use your reaction to add your proficiency bonus to your Armor Class against the attack."],"name":"Natural Defense","type":"entries"},{"entries":["This discipline is most often adopted by creatures with hooves or horns. If move at least 15 feet in a straight line toward a creature, you have advantage on the first unarmed strike you make against that creature."],"name":"Savage Charge","type":"entries"}],"style":"list-no-bullets","type":"list"}],"level":3,"name":"Natural Predator","source":"llms","subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your body itself has evolved to be a natural weapon. Whether you have claws, teeth, spines, or scales, your physical form has an innate advantage in combat. At 3rd level your Martial Arts damage die increases to a {@dice d6} for your unarmed strikes.","Your Martial Arts die for your unarmed strikes increases again as you gain levels in this class: at 5th level ({@dice 1d8}), 11th level ({@dice 1d10}), and 17th level ({@dice 1d12})."],"level":3,"name":"Savage Strikes","source":"llms","subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"},{"entries":["The Way of Ferocity is typically practiced only by creatures of bestial ancestry. Only creatures with natural weapons, such as Lizardfolk, Tortles, Tabaxi, Minotaurs, Leonin, or other beastfolk can practice this Monastic Tradition. Though, your table may lift this restriction to suit your campaign setting."],"name":"Optional Rule: Race Restriction","type":"insetReadaloud"}],"level":3,"name":"Way of Ferocity","source":"llms","subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You training has honed your instincts and senses along with your physical prowess. At 6th level, choose a skill proficiency you gained from your race. You add double your proficiency bonus to any ability check you make with that skill.","If you didn't gain a skill proficiency from your race, you gain proficiency in one of the following skills: {@skill Athletics}, {@skill Insight}, {@skill Intimidation}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}."],"header":2,"level":6,"name":"Primal Intuition","source":"llms","subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["In your training you have learned to augment your physical strikes with the power of ki. Starting at 11th level, when you hit a creature with an unarmed strike you can expend 1 ki point to deal an additional {@dice 2d6} damage to the target."],"header":2,"level":11,"name":"Power of the Wild","source":"llms","subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have brought forth the true potential of your wild body. At 17th level, you learn one of the following disciplines:",{"items":[{"entries":["You can whip yourself into a primal fury when hunting your foes. When you score a critical hit against a creature with an unarmed strike, its speed is reduced to 0, and you have advantage on any unarmed strikes you make against that creature until the start of your next turn."],"name":"Bestial Fury","type":"entries"},{"entries":["You can harden your body to absorb incoming assaults. Whenever you take damage and are not incapacitated, you can expend ki to reduce the damage you would take by {@dice 1d12} for each ki point you spend."],"name":"Natural Resilience","type":"entries"},{"entries":["You can draw upon primal speed to trample those in your path. As an action, you can expend 4 ki points and move up to your full movement speed in a straight line. Any creature you pass through must make a Dexterity saving throw. On a failure, a creature takes {@dice 8d6} bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half damage and is not knocked prone."],"name":"Savage Rush","type":"entries"}],"style":"list-no-bullets","type":"list"}],"header":2,"level":17,"name":"Apex Predator","source":"llms","subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Ferocity","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"NLC","className":"Monk","classSource":"PHB","name":"Way of Frost","shortName":"Frost","source":"NLC","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@note Most fear the cold and its embrace, the numbness that overtakes you, the lethargy that sweeps over. The ice freezing you to the bones, like knives digging in your flesh.}","Monks of the Way of the Frost are the opposite, trained in monasteries in the heart of the arctic weather, they learn to focus their ki to harness the powers of frost, pushing far beyond their limitations to reach mastery over this element. They can freeze anything and shatter their opponents' will Even their breath seems to condense as they breathe. It is said that their body creates this absolute zero cold, as they permanently radiate this freezing aura.",{"entries":["Many of the monk abilities can be reflavored to fit this ice theme. Stunning strike could trap the enemy in ice, and the extra movement could be seen as you sliding on ice, etc..."],"type":"inset"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, your training in below zero temperatures has given you new ways to spend your ki points:",{"entries":["You are able to create 2 one-handed weapons made of ice, one in each hand, using the ambient humidity. You can spend 1 ki points to create them as a bonus action. The created weapons have the Light, Range (20/60), Thrown properties and count as monk weapons. They deal your martial hit die cold damage + Dex mod + Wis mod on a hit, and last until the end of your next turn."],"name":"Frost Weapons","type":"entries"},{"entries":["You can create a flurry of ice shards that erupt from your hand like a blizzard. As an action, you can spend 2 ki point, and all creatures within a 15ft cone from you must make a Dex Saving throw or take {@dice 4d4} cold damage and have their movement reduced by half, the ice encasing them. On a success they only take half damage and their movement remains unaffected.","The damage for this ability increases by {@dice 2d4} for each additionnal 1 ki point spent to use it."],"name":"Frost Shards","type":"entries"}],"level":3,"name":"Frost Weaponry","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, when an attack is made against you, you can use your reaction to cover your body with a thick layer of ice, gaining +3 to your AC until the start of your next turn. You * can use this ability a number of times equal to 1 + Wisdom Modifier (minimum of 1) per long rest."],"level":3,"name":"Frost Body","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, your brutal training and way of life makes you scary to the common folk, you gain proficiency in the {@skill Intimidation} skill. If you're already proficient, your proficiency bonus is doubled for any ability check you make using that skill instead.","In addition, as an action you can choose an area of water that you can see within 60ft and that fits within a 5-foot cube, you can freeze it, shatter it, and levitate the ice."],"level":3,"name":"Chill and Shivers","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],"level":3,"name":"Way of Frost","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your ability to harness the cold becomes second nature, you gain resistance to cold damage."],"header":2,"level":6,"name":"Absolute Zero","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Frost","subclassSource":"NLC","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, when you use your frost body ability and block a hit with it, you can instead teleport, leaving an ice clone of yourself that takes the hit. You teleport 5ft behind the attacker and can make a single weapon attack."],"header":2,"level":6,"name":"Frozen Clone","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at level 11, when you use your flurry of blows ability while equipped with your Frost Weapons, you can choose to attack with them instead of making unarmed strikes.","In addition any damage you deal that does cold damage ignores resistance to cold."],"header":2,"level":11,"name":"Unyielding Blizzard","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],"header":2,"level":11,"subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can spend an action to push your ice powers to their limit. As a bonus action you can choose a number of creature that you can see within 120ft around you equal to 1 + Wisdom modifier (minimum of 1) and expose their weakness. For the next minute, all cold damage that you deal is doubled against those creatures.","This ability requires you to maintain concentration, as you would for a spell.","This power takes a toll on your body, the first time you use it you suffer no adverse effect. If you use this feature again before you finish a long rest, you take {@dice 4d12} cold damage immediately. Each time you use this feature again before finishing a long rest, the cold damage increases by {@dice 2d12}. This damage ignores resistance and immunity."],"header":2,"level":17,"name":"Arctic Pressure","source":"NLC","subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}],"header":2,"level":17,"subclassShortName":"Frost","subclassSource":"NLC","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TTAtPoG","className":"Monk","classSource":"PHB","name":"Way of Gravitation","page":5,"shortName":"Gravitation","source":"TTAtPoG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Gravitation harness the very power of gravity. They have meditated on this natural force to be able to tap their ki into it and alter gravitation around them. They often see gravity not only as a force of nature, but as an extension of their arts.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, your blows are so heavy that they reform gravity around them. You gain the following benefits to your Flurry of Blows.",{"items":["Whenever hit two different creatures with the unarmed strikes granted by your Flurry of Blows, you can create a gravitational pull between the two creatures. Until the end of your next turn, the creatures can't willingly move while more than 20 feet away from each other, unless they are moving closer together.","Whenever you hit the same creature with both of the unarmed strikes granted by your Flurry of Blows, you can create a vortex of high gravity within it, halving its speed until the end of your next turn."],"type":"list"}],"level":3,"name":"Gravitational Punches","page":5,"source":"TTAtPoG","subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you gain the ability to reduce your own gravity. When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed."],"level":3,"name":"Light as a Feather","page":5,"source":"TTAtPoG","subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],"level":3,"name":"Way of Gravitation","page":5,"source":"TTAtPoG","subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you gain the following abilities.",{"entries":["You can spend 1 ki point to cast {@spell feather fall} without providing material components."],"name":"Catch","page":5,"type":"entries"},{"entries":["As a reaction to being forcibly moved, you can increase your gravity and not be moved instead."],"name":"Heavy Stance","page":5,"type":"entries"}],"header":2,"level":6,"name":"Fluctuate","page":5,"source":"TTAtPoG","subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, when you use your Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your turn.","In addition, when you affect a creature with your Gravitational Punches feature, it takes force damage equal to your Martial Arts die."],"header":2,"level":11,"name":"Low Gravity","page":5,"source":"TTAtPoG","subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, once per turn, when you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to change the creature's gravitational pull. The creature's gravity is changed and it begins to fall in any direction of your choice. The creature must make a Strength saving throw against your Ki save DC. On a failed save, the creature falls up to 60 feet in the chosen direction. On a successful save, it falls up to 30 feet in the chosen direction. In either case, if a solid object is encountered in this fall, the creature strikes it just as it would during a normal downward fall. The creature's gravity returns to normal after the fall or after it collides with anything."],"header":2,"level":17,"name":"Plummet","page":5,"source":"TTAtPoG","subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Gravitation","subclassSource":"TTAtPoG","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Reprinted"],"_fSources":"DarkMatter","className":"Monk","classSource":"PHB","name":"Way of Gravity","page":89,"reprintedAs":[{"edition":"one","uid":"Gravity|Monk|XPHB|DarkMatter24"}],"shortName":"Gravity","source":"DarkMatter","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks that have spent ample time in artificial gravity can feel the difference in their ki; natural gravity is substantial and wholesome, like an embrace from a great planet itself, whereas artificial gravity hums with a flimsy electrical artifice. With practice, these monks learn to manipulate their own gravity using their ki, throwing their center of mass about in defiance of physical conventions and tweaking gravitational fields around them.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this monastic tradition at 3rd level, you can choose your own center of gravity. On your turn, you can use half your movement to choose a solid surface (such as a wall or ceiling) within 30 feet of you to act as the ground for your subjective gravity. You are pulled down to this surface, as if by gravity. Your subjective gravity follows this surface along any smooth contours, but stops at any corners that turn 90 degrees or more. Only you and objects you wear or carry are influenced by your subjective gravity."],"level":3,"name":"Subjective Gravity","page":89,"source":"DarkMatter","subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],"level":3,"name":"Way of Gravity","page":89,"source":"DarkMatter","subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can spend 2 ki points to cast the spell {@spell levitate}."],"header":2,"level":6,"name":"Negate Mass","page":89,"source":"DarkMatter","subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],"header":2,"level":6,"subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you can use your bonus action and spend 1 ki point to create an invisible 10-foot diameter sphere of gravitational distortion, centered on a point you can see within 60 feet. This distortion lasts for 1 minute. If a creature enters this space, its movement stops. At the beginning of each of its turns, the creature can use half its movement and make a Strength saving throw to escape the distortion field, moving to an adjacent unoccupied space of its choice on a success. On a failed save, the creature can't move. Any projectile that passes through your distortion field stops instantly in midair."],"header":2,"level":11,"name":"Distortion Field","page":89,"source":"DarkMatter","subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],"header":2,"level":11,"subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, your attacks carry massive fields in their wake. When you hit a creature with two or more unarmed strikes on your turn, you form a gravitational field around it. Until the beginning of your next turn, the creature can't willingly move unless it first uses the {@action Disengage} action and spends half its movement to escape this field."],"header":2,"level":17,"name":"Singularity Strike","page":89,"source":"DarkMatter","subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}],"header":2,"level":17,"subclassShortName":"Gravity","subclassSource":"DarkMatter","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"AbiDalzims","className":"Monk","classSource":"PHB","name":"Way of Hate","page":25,"shortName":"Hate","source":"AbiDalzims","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Hate ignore their schools' teachings about the dispassionate use of violence as a last resort, but absorb every bit of anatomical education. These cruel outcasts from more traditional schools of martial arts exploit their knowledge of the body's weaknesses and the flow of ki to fight with cruel precision and vicious delight.","When they fight, these sadistic monks inflict as much pain as possible before their inevitable victory. Their unfortunate targets limp away with broken bones and shattered pride—if they survive the encounter at all."],"level":3,"name":"Way of Hate","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you can analyze enemy pressure points to identify their most valuable assets. If you spend at least 1 minute observing or interacting with another creature outside combat, the DM chooses a number of the target's features or traits equal to your Wisdom modifier, and shares their names with you.","You can also learn this information as a bonus action if you spend 1 ki point and succeed on a contested Wisdom (Insight) check against the target's Charisma (Deception) check. You must be able to see the target in order to use this feature, and creatures that cannot be sensed through magical means (such as the {@spell nondetection} spell) are immune to this feature."],"header":2,"level":3,"name":"Eye for Weakness","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":3,"subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, your precise strikes to nerves and chakra painfully sever your victims' access to their innate abilities. Once on your turn when you hit with an unarmed strike, you can spend 2 ki points to choose one of your target's features or traits, such as an {@creature earth elemental|mm|earth elemental's} Earth Glide, an {@creature orc war chief|mm|orc war chief's} Gruumsh's Fury, or a {@creature lich|mm|lich's} ability to cast the {@spell disintegrate} spell.","The target can't use that feature until the start of your next turn."],"header":2,"level":3,"name":"Ki Disruption","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":3,"subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your Stunning Strikes deal an additional {@dice 1d6} psychic or necrotic damage (your choice), as do your attacks against a creature suffering from your Ki Disruption. You can deal this damage once per turn, and deal the additional damage even if the target succeeds on its saving throw against being {@condition stunned}."],"header":2,"level":6,"name":"System Shock","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":6,"subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 6th level, you gain proficiency in your choice of Medicine or {@item torturer's implements|AbiDalzims}."],"header":2,"level":6,"name":"Vicious Intellect","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":6,"subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you combine your prowess with cruel opportunism. Once per turn when you attack a creature that is suffering at least one condition or suffering from your Ki Disruption, or force it to make a saving throw, you can add a roll of your Martial Arts die to the attack or subtract it from the saving throw."],"header":2,"level":11,"name":"Below the Belt","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":11,"subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you give in to the temptation to brutalize helpless opponents. When you spend ki points to stun a creature or disrupt its ki, you can spend 2 additional ki points to deal doubled damage to it until the end of your turn."],"header":2,"level":17,"name":"Maximize Harm","page":25,"source":"AbiDalzims","subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":17,"subclassShortName":"Hate","subclassSource":"AbiDalzims","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"HTotE","className":"Monk","classSource":"PHB","name":"Way of Hundred Hands","shortName":"Hundred Hands","source":"HTotE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["An orc smirks, arms crossed across her chest as three marbled hands dispatch a group of ghouls. A figure in a grey uniform gestures at a fleeing criminal. Two hands emerge from the shadows of the alley and pin the hapless snatchpurse.","These heroes are adherents to an esoteric order. Practitioners of the Way of Hundred Hands seek to emulate the fighting style of ancient many-armed giants who fought in times of myth. Like those titans, these monks wish to bring down obstacles with demonstrations of overwhelming force.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The appearance of the spectral hands summoned by your monk can represent their own views on their discipline or connect them to the monastery or teacher that guided them to this style.","Consider deciding the tradition your character's heraldry represents - images or symbols that hold a special link to your character's background or convictions. Think about how this tradition might affect your character's actions."],"level":3,"name":"Spectral Armament","source":"HTotE","subclassShortName":"Hundred Hands","subclassSource":"HTotE","type":"entries"},{"caption":"Spectral Armament","colLabels":["{@dice d4}","Armament"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"roll":{"exact":1},"type":"cell"},"{@b Solid.} Your arms adopt near tangible forms; marbled stone, shining metal or knotted wood.."],[{"roll":{"exact":2},"type":"cell"},"{@b Diaphonous.} Your arms adopt sheer forms, embracing their spectral nature; twisting water or shaped air.."],[{"roll":{"exact":3},"type":"cell"},"{@b Wild.} Your arms embrace the bestial nature of the forms you practice; tiger's claws, hawk's talons or scorpion mandibles."],[{"roll":{"exact":4},"type":"cell"},"{@b Strange.} Your arms embrace the esoteric; hissing cobra maws or fizzling hooks pulled from your own shadow."]],"type":"table"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of Hundred Hands feature}","Beginning at 3rd level you can channel ki to conjure spectral hands. You can have a number of hands conjured equal to your proficiency bonus. You can conjure 1 hand as a bonus action or any number as an action, spending 1 ki point for each hand conjured. Your spectral hands last until the beginning of your next short or long rest. They can be dismissed as part of any other action. If you fall unconscious all spectral hands are immediately dismissed. Your spectral hands are treated as unarmed strikes that deal force damage equal to your Martial Arts damage die + your Wisdom modifier.","While conjured, each spectral hand provides the following benefits:",{"items":["Increases your carrying capacity by a number of pounds equal to your monk level.","Increases your Athletics skill by 1.","Adds an additional point of force damage to your unarmed strikes."],"type":"list"}],"level":3,"name":"Spectral Hands","source":"HTotE","subclassShortName":"Hundred Hands","subclassSource":"HTotE","type":"entries"}],"level":3,"name":"Way of Hundred Hands","source":"HTotE","subclassShortName":"Hundred Hands","subclassSource":"HTotE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of Hundred Hands feature}","Beginning at 6th level, whenever you perform a Flurry of Blows you can make 1 additional attack with a spectral hand.","At 13th level, you can also expend any number of spectral hands after the first to make that many additional attacks with them."],"level":6,"name":"Master's Flurry","source":"HTotE","subclassShortName":"Hundred Hands","subclassSource":"HTotE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 1th-level Way of Hundred Hands feature}","At 11th level, you can use your spectral hands to throw your opponents off-balance. You can expend a spectral hand to make a {@action shove} attack that can target a creature up to a number of feet away equal to your proficiency bonus × 5. You may expend a second hand as part of this attack to additionally {@condition restrained|PHB|restrain} the target until the end of your next turn."],"level":11,"name":"Daili's Strike","source":"HTotE","subclassShortName":"Hundred Hands","subclassSource":"HTotE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of Hundred Hands feature}","At 17th level as an action you can spend any number of ki points and spectral hands to make a number of spectral unarmed strikes equal to the amount of spent ki points and expended spectral hands. You can't use this ability again until after you finish a long rest."],"level":17,"name":"Endless Assault","source":"HTotE","subclassShortName":"Hundred Hands","subclassSource":"HTotE","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"UltimateAdventurer","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/subclasses/monk/way-of-internal-alchemy.webp"},"type":"image"}]},"name":"Way of Internal Alchemy","page":85,"shortName":"Internal Alchemy","source":"UltimateAdventurer","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks following the Way of Internal Alchemy use a mystical practice to transmute their ki that mirrors traditional alchemy. Along with practicing traditional and internal alchemy, these monks subscribe to a life philosophy that emphasizes harmony and spontaneity. Some practitioners ingest alchemical reagents designed to extend their lives or enhance their mystical powers.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you learn a special meditative practice that allows you to refine your ki. When you regain your expended ki at the end of a {@quickref resting|phb|2|0|short or long rest}, divide your ki points into two pools: bright ki and dim ki. Unless a feature or ability specifies it requires a dim ki or a bright ki, you can spend either to activate the ability.","Additionally, some of your ki features gain additional benefits depending on the type of ki used to activate them.",{"items":[{"entries":["When you use bright ki to activate this feature and you miss with at least one of the attacks, you can make one additional unarmed strike as part of the same bonus action. When you use dim ki to activate this feature, each creature hit by one of these unarmed strikes cannot take reactions until the start of its next turn."],"name":"Flurry of Blows","type":"item"},{"entries":["When you use dim ki to activate this feature, you also roll your {@classFeature Martial Arts|Monk||1} die and gain that many {@quickref temporary hit points||3|0}{@sup {@variantrule Temporary Hit Points|XPHB|'24}}. You lose any remaining temporary hit points granted by this feature after 1 minute."],"name":"Patient Defense","type":"item"},{"entries":["When you use bright ki to activate this feature, you can use a bonus action to take the {@action Disengage} and {@action Dash} action instead of having to choose just one."],"name":"Step of the Wind","type":"item"}],"style":"list-hang-notitle","type":"list"}],"level":3,"name":"Alchemical Cauldron-Body","page":85,"source":"UltimateAdventurer","subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}{@sup {@item alchemist's supplies|XPHB|'24}}."],"level":3,"name":"Bonus Proficiency","page":86,"source":"UltimateAdventurer","subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","toolProficiencies":[{"alchemist's supplies":true}],"type":"entries"}],"level":3,"name":"Way of Internal Alchemy","page":85,"source":"UltimateAdventurer","subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 6th level, when you deal damage to a creature with an unarmed strike or {@classFeature Martial Arts|Monk||1||monk weapon}, you can spend 1 ki point to afflict the creature with an energy imbalance for 1 minute.","If you spent {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||dim ki}, while the creature is imbalanced and uses any of its movement on its turn, it has disadvantage on all ability checks and attack rolls it makes until the end of its turn.","If you spent {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||bright ki}, while the creature is imbalanced, it has disadvantage on all ability checks and attack rolls it makes on its turn until it has used all of its movement.","The creature can use an action on its turn to end the energy imbalance early, taking {@damage 1d6} + half your monk level damage when it does so. This damage is necrotic if you spent dim ki or radiant if you spent bright ki."],"header":2,"level":6,"name":"Imbalance Enemy","page":86,"source":"UltimateAdventurer","subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your spiritual essence has been refined to the degree that you need only suspire the pure energy of the multiverse. While you have 1 or more ki points, you have a {@quickref Flying Movement|PHB|3|0|flying speed}{@sup {@variantrule Fly Speed|XPHB|'24}} equal to your walking speed and you do not need to breathe."],"header":2,"level":11,"name":"Breath Mastery","page":86,"source":"UltimateAdventurer","subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have learned to temporarily enter a state of total alchemical balance. As a bonus action on your turn, you can enter this state for 1 minute. While in a state of alchemical balance, the first time you spend ki each turn, you gain 1 ki point. If you spend a {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||bright ki}, you gain a {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||dim ki}. If you spend a dim ki, you gain a bright ki. After you use this feature, you cannot use it again until you complete a {@quickref resting|phb|2|0|short or long rest}."],"header":2,"level":17,"name":"Perfect Balance","page":86,"source":"UltimateAdventurer","subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Internal Alchemy","subclassSource":"UltimateAdventurer","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MagnetMonk","additionalSpells":[{"known":{"11":["telekinesis"],"3":["mage hand#c"]}}],"className":"Monk","classSource":"PHB","name":"Way of Iron and Steel","shortName":"Magnet Monk","source":"MagnetMonk","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, your magnetic abilities let you lift and move metallic objects. You know the {@spell mage hand} cantrip, the mage hand is invisible and you can only use it to lift metal objects or objects with metal in them."],"header":2,"level":3,"name":"Magnetic Affinity","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":3,"subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Also at 3rd level, you unlock magnetic abilities. As an action you may choose a metallic object within 10 feet of you that you can see and isn't being worn or carried by another creature, and push on it telekinetically. If the object weighs more than 1,5 times your weight, you are pushed up to 30 feet away from it. If it weighs less than half your weight it is pushed up to 30 feet away from you. If its weight is similar to your own, you are both pushed up to 15 feet from each other. You may do this as a bonus action by spending 1 ki point.","Furthermore, using this same ability, you can do the following:",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["If the object is on the ground directly below you, you may use it to push up into the air as an action. You can levitate up to 30 feet in the air. You can remain hovering as a bonus action on each of your subsequent turns and choose to levitate up or down up to a maximum of 30 feet as part of this bonus action. If the object is moved, you fall back down to the ground. You can also use this action to increase your jump distance by 15 feet by running over the object as you jump. You may do this as a bonus action by spending 1 ki point."],"level":3,"name":"Steel Jump","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["If you are holding the metal object and it weighs 5 ounces or less, you may fire it as a projectile. The object counts as a ranged monk weapon that you are proficient with and a range of 45/60 feet, it deals piercing damage equal to your monk die and you use your Dexterity modifier for attack and damage rolls with it. Whenever you would make an unarmed strike during your turn, you may make a steel strike instead (including with Flurry of Blows)."],"level":3,"name":"Steel Strike","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":3,"name":"Steelpush","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":3,"subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 6th level, you can use your magnetic abilities to pull things towards you. As an action, you may choose a metallic object within 30 feet of you that you can see and isn't being worn by a creature, and pull it towards you telekinetically.","If it weighs more than 1,5 times your weight, you are pulled up to 30 feet towards it. If it weighs less than half your weight, it is pulled up to 30 feet towards you. If its weight is similar to your own, you are both pulled up to 15 feet towards each other. You may use this to lift yourself into the air if the object is higher than you. You may do this as a bonus action by spending 1 ki point.","Furthermore, using this ability you can do the following:",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["As an action, you can use this ability to try and disarm a foe. If a creature you can see within 45 feet of you is holding a metallic object that weighs less than half your weight, you may attempt to disarm them. The creature makes a Strength (athletics) check against your Ki save DC, if they fail they lose their grip on their weapon and you may pull it up to 45 feet towards you, and catch it if you have a free hand. You may do this as a bonus action by spending 2 ki points."],"level":6,"name":"Disarming Pull","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Whenever you use your Steel Strike feature to attack, you may spend 1 ki point to return the object you fired to your hand (no action required). If the attack hit, the creature takes additional damage equal to two times your monk die. You may not use this feature more than once each turn."],"level":6,"name":"Returning Strike","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":6,"name":"Ironpull","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":6,"subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["At 11th level, your magnetic abilities are truly formidable. As an action you may cast the {@spell telekinesis} spell without using a spell slot or material components, but may only use it to lift metallic objects or creatures wearing or containing metal when you do so. When you cast this spell this way, you do not need to concentrate on it. Once you have done this, you may not use this feature again until you've finished a long rest unless you spend 2 ki points to do so."],"header":2,"level":11,"name":"Metallic Mastery","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":11,"subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can return all your projectiles to you. You are no longer restricted to using your returning strike once each turn. Additionally, the first time you would use this feature during your turn, you may do so without spending any ki points."],"header":2,"level":17,"name":"Magnetic Rebound","page":1,"source":"MagnetMonk","subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}],"header":2,"level":17,"subclassShortName":"Magnet Monk","subclassSource":"MagnetMonk","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"UltimateAdventurer","cantripProgression":[0,0,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3],"casterProgression":"1/3","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/subclasses/monk/way-of-kabuki.webp"},"type":"image"}]},"name":"Way of Kabuki","page":86,"shortName":"Kabuki","source":"UltimateAdventurer","spellcastingAbility":"wis","spellsKnownProgression":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of Kabuki is not practiced or taught in a stationary monastery, but in traveling theater troupes that seek to delight, awe, and shock audiences with bizarre, over-the-top performances. Monks of this tradition wear gaudy, avante-garde costumes with mask-like face paint, and utilize exaggerated movements and sounds to put on dance-dramas featuring outlandish humor and often ribald scenarios. They use stage names, and many actor monks go through several over the span of their career, reinventing themselves as they see fit, or as offended nobles and politicians demand retribution for perceived insults.","Despite its appearance of irreverence and iconoclasm, the Way of Kabuki is rooted in a long tradition of honor and respect for the art and magic of showmanship and fellow actors. Performer monks too old to continue traveling, or wanting to use a new stage name, take on an apprentice and teach them the art of kabuki, eventually passing their moniker to the young performer in elaborate ceremonies called shumei. This young monk then spends their life continuing the legacy of the name, and eventually passes it to an apprentice of their own.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in your choice of one of the following skills: {@skill Acrobatics}, {@skill Insight}, {@skill Performance}, or {@skill Sleight of Hand}. Alternatively, you can choose to gain proficiency with {@item disguise kit|PHB|disguise kits} or an {@item musical instrument|PHB|instrument} of your choice."],"level":3,"name":"Theater Training","page":86,"skillProficiencies":[{"choose":{"count":1,"from":["acrobatics","insight","performance","sleight of hand"]}}],"source":"UltimateAdventurer","subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","toolProficiencies":[{"disguise kit":true,"musical instrument":true}],"type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you tap into the enthralling magic of performance, allowing you to cast spells. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting, and {@book Chapter 11|PHB|11|chapter 11} for the {@filter bard spell list|spells|source=|class=bard|components & miscellaneous==}.",{"entries":["You learn {@filter two cantrips of your choice from the bard spell list|spells|source=|level=0|class=bard|components & miscellaneous==}. You learn another bard cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["The Kabuki Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all of your expended spell slots when you finish a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}."],"name":"Spell Slots","type":"entries"},{"entries":["You know three 1st-level bard spells of your choice, two of which you must choose from the {@filter enchantment and illusion spells on the bard spell list|spells|source=|level=1|class=bard|components & miscellaneous==|school=e;i}.","The Spells Known column of the Kabuki Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.","The spells you learn at 8th, 14th, and 20th level can come from any school of magic.","Whenever you gain a level in this class, you can replace one bard spell you know with another spell from the bard spell list. The new spell must be of a level for which you have spell slots, and must be an {@filter enchantment or illusion spell|spells|source=|level=1;2;3;4|class=bard|components & miscellaneous==|school=e;i}, unless you're replacing the spell you gained at 8th, 14th, or 20th level."],"name":"Spells Known of 1st-Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your bard spells, since the effectiveness of your magic depends on your ability to understand your audience's proclivities as you perform. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.",{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"name":"Spellcasting Ability","type":"entries"}],"level":3,"name":"Spellcasting","page":87,"source":"UltimateAdventurer","subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],"level":3,"name":"Way of Kabuki","page":86,"source":"UltimateAdventurer","subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 6th level, you can use your ki to enliven your performances. You gain the following benefits.",{"items":[{"entries":["When you make a Charisma ({@skill Performance}) check, you can spend 1 ki point to gain advantage on the roll."],"name":"Ki-Fueled Flourish","type":"item"},{"entries":["You can spend 1 ki point as an action to make your voice boom up to three times as loud as normal for 10 minutes. You can end this effect at any time (no action required by you)."],"name":"Projection Specialist","type":"item"},{"entries":["When you use your {@classFeature ki|Monk||2||Patient Defense}, you can spend an additional 1 ki point to engage in a distracting performance. If you do, until the start of your next turn, when an enemy makes an attack against a creature within 5 feet of you, it makes the attack roll with disadvantage if it can see or hear you. This ability has no effect on a creature that is immune to being {@condition charmed}."],"name":"Distracting Defense","type":"item"}],"style":"list-hang-notitle","type":"list"}],"header":2,"level":6,"name":"Outlandish Showman","page":87,"source":"UltimateAdventurer","subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 11th level, you gain the ability to combine your magic with your martial skills, creating a grander show. Casting a {@filter cantrip with a casting time of 1 action|spells|source=|level=0|class=bard|components & miscellaneous==|cast time=action} counts as taking the {@action Attack} action for the purpose of your Martial Arts' bonus action attack and using your {@classFeature ki|Monk||2||Flurry of Blows}.","Additionally, when you cast a {@filter spell of 1st level or higher with a casting time of 1 action|spells|source=|level=1;2;3;4|class=bard|components & miscellaneous==|school=e;i|cast time=action} on your turn, you can spend 1 ki point and use your bonus action to gain a bonus to your AC until the start of your next turn. The bonus is equal to the spell's level."],"header":2,"level":11,"name":"Performance Arts","page":87,"source":"UltimateAdventurer","subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you learn to use your audience's delight to fuel your spiritual power. When you use your action to cast a {@filter bard spell of 1st level or higher|spells|source=|level=1;2;3;4|class=bard|components & miscellaneous==|school=e;i|cast time=action}, you can use your bonus action this turn to bask in your audience's energy. When you do, you regain a number of your expended ki points equal to the spell's level. At least one other creature must have seen or heard you cast the spell for you to use this feature."],"header":2,"level":17,"name":"Consummate Performer","page":88,"source":"UltimateAdventurer","subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Kabuki","subclassSource":"UltimateAdventurer","type":"entries"}]],"subclassSpells":[{"className":"Bard","classSource":"PHB"}],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|class=bard}","{@filter Spells Known|spells|level=1;2;3;4|class=bard|school=e;i}"],"rows":[[0,0],[0,0],[2,3],[2,4],[2,4],[2,4],[2,5],[2,6],[2,6],[3,7],[3,8],[3,9],[3,10],[3,10],[3,11],[3,11],[3,11],[3,11],[3,12],[3,13]],"subclasses":[{"name":"Way of Kabuki","source":"UltimateAdventurer"}]},{"colLabels":["{@filter 1st|spells|level=1|class=bard|school=e;i}","{@filter 2nd|spells|level=2|class=bard|school=e;i}","{@filter 3rd|spells|level=3|class=bard|school=e;i}","{@filter 4th|spells|level=4|class=bard|school=e;i}"],"rowsSpellProgression":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]],"subclasses":[{"name":"Way of Kabuki","source":"UltimateAdventurer"}],"title":"Spell Slots per Spell Level"}]},{"__prop":"subclass","_fMisc":["Has Images","Reprinted"],"_fSources":"TCE","className":"Monk","classSource":"PHB","edition":"classic","hasFluffImages":true,"name":"Way of Mercy","page":49,"reprintedAs":["Mercy|Monk|XPHB|XPHB"],"shortName":"Mercy","source":"TCE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.","Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.","The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of Mercy feature}","You gain proficiency in the {@skill Insight} and {@skill Medicine} skills, and you gain proficiency with the {@item herbalism kit|PHB}.","You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.",{"caption":"Merciful Mask","colLabels":["d6","Mask Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Raven"],["2","Blank and white"],["3","Crying visage"],["4","Laughing visage"],["5","Skull"],["6","Butterfly"]],"type":"table"}],"level":3,"name":"Implements of Mercy","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["{@i 3rd-level Way of Mercy feature}","Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.","When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing."],"level":3,"name":"Hand of Healing","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["{@i 3rd-level Way of Mercy feature}","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."],"level":3,"name":"Hand of Harm","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],"level":3,"name":"Way of Mercy","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of Mercy feature}","You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.","When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}.","When you use Hand of Harm on a creature, you can subject that creature to the {@condition poisoned} condition until the end of your next turn."],"header":2,"level":6,"name":"Physician's Touch","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of Mercy feature}","You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.","In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn."],"header":2,"level":11,"name":"Flurry of Healing and Harm","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":["{@i 17th-level Way of Mercy feature}","Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to {@dice 4d10} + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.","Once you use this feature, you can't use it again until you finish a long rest."],"header":2,"level":17,"name":"Hand of Ultimate Mercy","page":49,"source":"TCE","subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Mercy","subclassSource":"TCE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TCEE1","className":"Monk","classSource":"PHB","name":"Way of Mundanity","shortName":"Mundanity","source":"TCEE1","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["There are those who study the arcane as a means to change the world around them. There is a certain arrogance in that concept, so in order to maintain balance there exists a group dedicated to preservation of the natural and the mundane. Monks who follow the Way of Mundanity use both the study of magic and the mastery of their own internal energies to battle those who use the arcane.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain proficiency in the Arcana skill if you do not already have it. Additionally, you can spend 1 ki point to cast the {@spell detect magic} spell as an action."],"level":3,"name":"Arcane Detection","page":26,"source":"TCEE1","subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can use your Deflect Missiles ability to reduce the damage you take from magical sources. When targeted by any magical damage that isn't bludgeoning, slashing, or piercing you can spend 1 ki point to reduce the damage dealt as you would with Deflect Missiles. If you reduce the damage to 0, you can choose to cause your next melee attack to deal additional force damage equal to 1 of your martial arts dice."],"level":3,"name":"Spell Deflection","page":26,"source":"TCEE1","subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],"level":3,"name":"Way of Mundanity","page":26,"source":"TCEE1","subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You've learned to use your ki to disrupt the magical nature of other creatures or objects. You can spend 3 ki points to cast {@spell counterspell}, {@spell dispel magic}, {@spell nondetection}, or {@spell remove curse}, using Wisdom as your spellcasting modifier. Beginning at 17th level, you can also spend 8 ki points to cast {@spell antimagic field} as an action."],"header":2,"level":6,"name":"Suppressing Ki","page":26,"source":"TCEE1","subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":6,"subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you hit a creature that has the Magic Resistance trait with an unarmed strike, you can expend 2 ki points to nullify that trait until the end of your next turn."],"header":2,"level":11,"name":"Magical Rending","page":26,"source":"TCEE1","subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":11,"subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you make a saving throw against a spell or other magical effect, you can use your reaction to gain advantage on the saving throw and resistance to damage from the spell. If the effect is a spell, you also regain a number of ki points equal to the level of the spell cast.","Once you have used this ability, you may not do so again until you finish a long rest."],"header":2,"level":17,"name":"Coalescence","page":26,"source":"TCEE1","subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":17,"subclassShortName":"Mundanity","subclassSource":"TCEE1","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"CombatWheelchair","className":"Monk","classSource":"PHB","name":"Way of Pandemonium","shortName":"Pandemonium","source":"CombatWheelchair","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Pandemonium use the energy gathered from the effects of force exuded upon them - i.e. impact, friction, pressure - and convert it back into their ki for booming explosions, rippling waves of force, and painful effects on enemies. They are a noisy and disorienting warrior on the battlefield, prone to great feats of athleticism and awe-inspiring efficiency.","Those who follow the Way of the Pandemonium come from all backgrounds across all lands. They aren't necessarily religious and their boisterous fighting style isn't an indicator of an individual's personality by any means. Those who take this path usually don simple cut robes with their limbs often bare, exposed to the forces naturally encountered on their travels, but they appear to follow a shared style of wearing intricate chains, bangles, cuffs, and earrings. Items, they say, that help them continue to collect small amounts of energy they can draw upon to transfer into their ki - twisting a ring causes friction, the slight bounce of a pendant causes impact, etc. When you adorn yourself (and your {@item combat wheelchair|CombatWheelchair}) with these decorations, choose their appearance, or roll for it randomly on the Energy Trinket table.",{"caption":"Energy Trinket","colLabels":["{@dice d8}","Trinket"],"colStyles":["col-1 text-center"],"intro":["Consider your monk's way of dress, what taste they may have in fashion. Perhaps their heritage may also influence the style of jewellery or trinkets they wear about their person. You can also roll randomly on the following table if you prefer."],"rows":[["1","Fine chains with charms of cut crystals."],["2","Rings with small mechanical parts you can fidget with."],["3","Bracelets made of leather straps and wooden beads."],["4","Earrings with hooped, loose pendants."],["5","Necklaces adorned with glittering beads."],["6","Loose-fitting anklets with chains and glass pendants."],["7","Metallic bangles made from copper and brass."],["8","A chain-link belt made of bronze."]],"type":"table"},{"entries":["This subclass was initially made for use with the {@item combat wheelchair|CombatWheelchair} ruleset but that doesn't mean your character {@i has} to use one in order to play this subclass. This goes for {@i all} the subclasses I've made - they exist more to demonstrate how the wheelchair can be used in D&D rather than trying to limit characters who use wheelchairs to specific subclasses.","If you do use the combat wheelchair ruleset with this subclass, the chair counts as a monk weapon you are proficient in and you can choose to use your martial arts die on the tyre strike attack when rolling its damage. Additionally, as per the An Extension of the Self feature, you can use your ki whilst using the chair."],"name":"Your Wheelchair","type":"entries"},{"entries":["Despite your attacks often using sound, they will still affect creatures that are deaf or hard of hearing (HoH). Instead of hearing the resulting sound, they experience the physicality of the sound waves produced by your releasing of harsh and powerful energies."],"name":"Rule Tip: Deaf or Hard of Hearing","type":"inset"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Once per day, at 3rd level, you can spend 15 minutes to draw on the Energy Trinkets you wear about your person and/or wheelchair to regain 1 ki point. You can only use this feature if you have already used 1 or more of your ki points and cannot stack in order to exceed the amount of ki you have that is determined by your monk level.","When you reach 17th level, you can use this feature twice per day. You still can't exceed your ki level in this manner."],"level":3,"name":"Energy Centre","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you can spend 1 additional ki point when using your {@classFeature Ki|Monk||2||flurry of blows} to transfer the flow of energy gathered by the impact of your chair's wheels or your feet on the ground into a ripple of force that imbues your attack. The target creature is forced to make a Dexterity save as a pulse of energy jolts through them, rattling their very bones, the DC being the same as your ki save DC. If the creature fails, they crumple to the ground, falling {@condition prone}.","The sound produced by this wave is a distorted bend of noise, like a drumbeat played in reverse."],"level":3,"name":"Off-Kilter","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you know how to manipulate the energy gathered from frictional burns, whether they come from pushing your wheelchair or handling certain weapons, even saddle sores from long periods riding a mount may be the cause. When you hit a creature with an {@classFeature Martial Arts|Monk||1||unarmed strike}, you can spend 1 ki point to deal extra fire damage equal to one roll of your martial arts die. If the creature is incapacitated, vulnerable, or made from plant life, the creature takes fire damage equal to three rolls of your martial arts die instead.","You can use this feature once on each of your turns."],"level":3,"name":"Frictional Ferocity","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],"level":3,"name":"Way of Pandemonium","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you have learned to harness the energy gathered from knocks and even blows against you and your wheelchair. As a bonus action, you spend 1 ki point to blast the energy out of you in a cracking sonic boom that snaps through the air. This blast extends out from you in a 10ft radius, but doesn't penetrate total cover. Each creature in this area must make a Dexterity saving throw - the DC equal to your ki save DC - or take {@damage 2d8} thunder damage, half as much on a success. If the creature fails, they have disadvantage on their next attack made against you."],"header":2,"level":6,"name":"Sonic Barrage","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],"header":2,"level":6,"subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you have mastered absorbing the energy from forces placed upon you by outside forces when in battle - essentially, attacks from your enemies. When a melee weapon or spell attack next successfully hits you, you can choose to spend 1 ki point to use your reaction to only take half of the resulting damage and grab the residual energy to fling the remaining damage back at a target of your choice within 20ft of you.","You can choose how this volley of energy is returned back to your target - perhaps you channel it into one arm before throwing a mean pitch, or perhaps you feed it into one of your chair's rear wheels before pivoting into a swivel to sling it with momentum. If the initial attack requires you to make a saving throw against a condition, the target you throw the residual damage onto must also make the same throw against it.","The sound this energy makes as you volley it is akin to that of the crack of a whip amplified tenfold."],"header":2,"level":11,"name":"Playback","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],"header":2,"level":11,"subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, your tight control over energy conversion allows you to create an overwhelmingly loud and jarring explosion of discordant sound. When you next make a successful attack against a creature, you can expend 4 ki points to unleash a devastating blast of pure sound and energy. The target creature must make a Constitution saving throw - the DC equal to your ki save DC - at disadvantage. If it fails, it takes six of your martial arts die's worth of force damage and is stunned until it succeeds the saving throw on one of its turns. Whilst stunned, all attacks made against it have advantage. If the creature succeeds the save, they only take half damage and aren't stunned.","Additionally, after passing through the initial target, the exploding wave of sound ripples out into a 30ft radius. Each creature within this range, including allies, must make a Dexterity saving throw. Those that fail are thrown back 5ft and fall {@condition prone}. Those that succeed will only be pushed back 5ft."],"header":2,"level":17,"name":"Cacophonous Din","source":"CombatWheelchair","subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}],"header":2,"level":17,"subclassShortName":"Pandemonium","subclassSource":"CombatWheelchair","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"UEREDPRED","className":"Monk","classSource":"PHB","name":"Way of Predation","page":1,"shortName":"Predation","source":"UEREDPRED","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The discipline and focus of monastic practice can be bent to many ends, not all of them noble. Monks of the Way of Predation believe in their innate superiority, and claim power is its own reward and its own justification. Some are direct, sworn servants of powerful vampire sires. And some Way of Predation monks may simply find the vampire's ethos admirable - a belief that all creatures exist as prey to serve the strong. Way of Predation monks meditate on the secrets of vampirism, seeking to harness the power of vampirism while avoiding its curse.","Way of Predation monks may come from any background, but they are rarely good-aligned. At best they will be antiheroes, monsters who yet find themselves serving a righteous cause. At worst, they are loyal servants of evil or ravening killers.","The following are some optional quirks for a player of this subclass to choose from:",{"caption":"Way of Predation quirks","colLabels":["{@dice d6}","Quirk"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"roll":{"exact":1},"type":"cell"},"You have filed your teeth to points."],[{"roll":{"exact":2},"type":"cell"},"You have an unnatural pallor, and only ever look vigorous in battle."],[{"roll":{"exact":3},"type":"cell"},"You have a bad habit of staring at your comrades intently around mealtimes."],[{"roll":{"exact":4},"type":"cell"},"Every now and then, you fight the urge to say 'Bleh!' mid-conversation."],[{"roll":{"exact":5},"type":"cell"},"When you engage in silent meditation, you sometimes lick your lips."],[{"roll":{"exact":6},"type":"cell"},"You are always, {@italic always} hungry."]],"type":"table"}],"header":1,"level":3,"name":"Way of Predation","page":0,"source":"UEREDPRED","subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, your senses sharpen, and you gain some of the vampire's strength and cunning. You gain darkvision out to 60 feet; if you already have darkvision, its range increases by 30 feet.","In addition, you gain proficiency in your choice of Athletics, Acrobatics or Survival. You can then choose one of the three skills above with which you are proficient to gain expertise in, doubling your proficiency bonus for any ability checks you make that uses the chosen proficiency."],"header":2,"level":3,"name":"Blood Hunt","page":0,"source":"UEREDPRED","subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"}],"header":2,"level":3,"subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, your blows are able to sap the life from your enemies. When you damage an enemy of CR 1/4 or higher with an unarmed strike, you may expend 1 ki point to gain temporary hit points equal to the number rolled on your Martial Arts die. If you are below half your maximum hit points, you regain this amount as hit points instead of gaining temporary hit points.","If you are within 5 feet of a humanoid when it dies, you may use your reaction to leech their life force and regain 1 ki point. You may use this ability an number of times equal to your proficiency bonus, regaining all uses after a long rest."],"header":2,"level":3,"name":"Bloodthirsty Strike","page":0,"source":"UEREDPRED","subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"}],"header":2,"level":3,"subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your unnatural power grows. Once per turn when you sap life from a creature using your Bloodthirsty Strike, you may choose one of the following benefits:",{"items":["You gain advantage on your next Strength (Athletics) check against the same creature.","The next unarmed strike you make against the same creature, if it hits, deals damage as if it were a critical hit.","You may use your Step of the Wind without spending ki to do so."],"type":"list"}],"header":1,"level":6,"name":"Monstrous Might","page":0,"source":"UEREDPRED","subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can unleash the screams of your past victims to help secure new ones. When you take the Attack action on your turn, you can replace one of the attacks and instead conjure wailing specters to attack your enemies.","Select a number of creatures equal to your Wisdom modifier within 20 feet. They take necrotic damage equal to three rolls of your Martial Arts die, or half as much on a successful Dexterity saving throw against your ki save DC.","For each creature targeted, you can spend 1 ki to leech their life. You gain temporary hit points equal to one roll of your Martial Arts die per ki spent. If you are below half your maximum hit points, you regain this amount as hit points instead of gaining temporary hit points.","You can use this feature at no cost once, regaining its use after a long rest. While you have no uses available, you can spend 3 ki points to use this feature again."],"header":1,"level":11,"name":"Sapping Spirits","page":0,"source":"UEREDPRED","subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of the hunt is unrivaled, and nothing can keep you from your prey. After drawing health from an enemy using your Bloodthirsty Strike, or Sapping Spirits, you can tap into your predatory instincts. For 1 minute, you gain the following benefits:",{"items":["You regain one spent ki point after the first time you deal damage on each of your turns","You are immune to the frightened, restrained and grappled conditions","Once per round, when you damage an enemy with an attack, you may force it to make a Wisdom saving throw against your ki save DC or become frightened until the end of your next turn."],"type":"list"},"You can use this ability once, regaining its use after a long rest. While you have no uses available, you can spend 8 ki points to use this feature again."],"header":1,"level":17,"name":"Unrivaled Predator","page":0,"source":"UEREDPRED","subclassShortName":"Predation","subclassSource":"Unearthed Arcana - Reddit","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Reprinted"],"_fSources":"GHPG","className":"Monk","classSource":"PHB","name":"Way of Pride","reprintedAs":[{"edition":"one","uid":"Pride|Monk|XPHB|GrimHollowPG24"}],"shortName":"Pride","source":"GHPG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Pride value themselves above all others. These monks focus on mastering their form, ego, and destructive power. They use their monastic traditions publicly, with the intention of gaining the respect and admiration of \"lesser beings.\"","The prideful traditions of this order include adorning oneself with jewelry, hiding their scars from prying eyes, and commanding respect from those that would oppose them.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you have gained a knack for telling embellished tales of your past achievements. You gain proficiency in your choice of one of the following skills: {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion}."],"level":3,"name":"Tall Tales","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, your ego bolsters your vitality, strengthening as you fight to prove your vigor. Whenever you expend a ki point, you can also choose to gain temporary hit points equal to your Proficiency Bonus. While your current hit points are equal to or less than half your maximum hit points, you can also add your Wisdom modifier to the amount of temporary hit points gained."],"level":3,"name":"Bruised Ego","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, while your current hit points are equal to or less than half your maximum hit points, your Martial Arts die counts as being one higher than normal.","For example, if you are a 6th-level monk, your Martial Arts die goes from a {@dice d6} to a {@dice d8}. At 17th level and higher you Martial Arts die goes from a {@dice d10} to a {@dice d12}."],"level":3,"name":"Assertive Attacker","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],"level":3,"name":"Way of Pride","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, damage dealt to you is damage dealt to your pride, and that is something you simply cannot allow. Whenever a creature deals damage to you, you can use your reaction to expend 2 ki points to target that creature. Until the end of your next turn, all attacks you make against the target creature have advantage."],"header":2,"level":6,"name":"Irrational Retaliation","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Additionally at 6th level, while your current hit points are equal to or less than half your maximum hit points, you can roll one additional Martial Arts die when determining the extra damage dealt by a critical hit."],"header":2,"level":6,"name":"Redoubled Efforts","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your muscle memory takes over. When your hit points are reduced to 0 you are not knocked {@condition unconscious}, but you must still make death saving throws and suffer all the normal effects of taking damage while at 0 hit points. At the beginning of each of your turns whilst in this state you can spend 1 ki point to remain in this state. If you do not spend a ki point at the start of your turn whilst at 0 hit points you suffer all the normal effects of being reduced to 0 hit points.","The following also apply:",{"items":["You cannot speak.","You cannot cast or concentrate on spells.","Critical hits against you count as one failed death saving throw instead of 2."],"type":"list"}],"header":2,"level":11,"name":"Ever Prideful","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you gain the benefits of this class' features that state 'while your current hit points are equal to or less than half your maximum hit points' whenever you are below your hit point maximum instead, provided you have been damaged by a hostile creature within the past minute."],"header":2,"level":17,"name":"Egotistical","page":55,"source":"GHPG","subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Pride","subclassSource":"GHPG","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MFOV:SM","className":"Monk","classSource":"PHB","name":"Way of Repair","shortName":"Repair","source":"MFOV:SM","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["In a forgotten corner of a dark and wicked city, there stands a rundown repair shop, ignored by most. On most days, a blind old man wearing simple garments and a belt of tools, waits in the shop for customers and tinkers with his projects, items seemingly broken beyond repair. Despite his calm demeanor and soft-spoken voice, many who encounter the old man can sense that, despite his age and blindness, there is more to him than meets the eye. Some even think the old man is dangerous; they are right.","In truth, the old man, who responds only to \"Slim\", was a martial arts master of unparalleled ability. He dedicated his life and skill to the protection of his city, which is plagued by criminals and corrupt lords. His repair shop was once a great school, and he trained a number of capable, powerful warriors. Sadly, his greatest pupil betrayed him, putting out his eyes and joining the ranks of his foes. His spirit broken, the old man shuttered his school for decades, and vowed never to take another student.","Yet, as the old man began to approach his final years, he found himself ill-content to take his knowledge with him to the grave. He began training new students, hoping that one may surpass his former pupil, and exact the justice upon her that she deserves.",{"entries":["When you choose this tradition at 3rd level, you gain proficiency with the spiked chain and improvised weapons, and can treat them as monk weapons. Additionally, you gain proficiency with tinker's tools and smith's tools.","This spiked chain is a double, finesse, reach, two-handed weapon that deals 1d4 damage on a hit. A double weapon has two damage-dealing ends. While wielding this weapon, you are treated as if you are wielding two weapons, and, while engaging in two-weapon fighting, you can use either end of the weapon to make bonus attacks."],"name":"Bonus Proficiencies","type":"entries"},{"entries":["At 3rd level, when you select this subclass, you learn to adopt a specialized fighting stance. You can adopt one of the following stances as a bonus action on your turn, and it lasts until you are incapacitated, take a rest, or use a bonus action to switch into a different stance. You can only be in one stance at a time.",{"items":[{"entries":["Damage dealt by your monk weapons or unarmed strikes ignores damage resistance."],"name":"Alternating Tiger Claw Stance","type":"entries"},{"entries":["When you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss. "],"name":"Driving Mantis Stance","type":"entries"},{"entries":["When you take this stance, select a damage type: your unarmed strikes and monk weapons deal that type of damage instead of their normal type. When you make an unarmed strike or an attack with a monk weapon, you can spend a ki point to change the damage type. "],"name":"Grease Monkey Fist Stance","type":"entries"},{"entries":["When you hit a creature with a monk weapon or an unarmed strike, you can spend a point of ki to throw that creature off balance. The next creature other than you who makes an attack against that creature gains advantage on the attack roll."],"name":"Riveting Crane Stance","type":"entries"}],"type":"list"}],"name":"Stance","type":"entries"}],"level":3,"name":"Way of Repair","page":76,"source":"MFOV:SM","subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you have gained significant skill in fighting with specific monk weapons. Select one of the Tool Fighting Styles listed below. You can use an action to switch to a new tool fighting style.",{"items":[{"entries":["While using this fighting style, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. When you engage in two-weapon fighting with monk weapons, you gain a +2 bonus to damage rolls. Additionally, you can use Flurry of Blows using a monk weapon you are holding. "],"name":"Dual Crowbar Style","type":"entries"},{"entries":["Hoist Chain Style. When you hit a creature with a spiked chain, it has disadvantage on the next attack roll it makes."],"name":"","type":"entries"},{"entries":["While wielding a versatile monk weapon, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target."],"name":"Jack Handle Style","type":"entries"},{"entries":["Pipe Wrench Style. You gain a +1 bonus to AC and damage rolls while you are wielding a monk weapon in one hand and nothing in the other. "],"name":"","type":"entries"},{"entries":["Whenever you throw a monk weapon, it immediately returns to your hand, and you can use Flurry of Blows with a throwing monk weapon."],"name":"Tire Iron Style","type":"entries"}],"type":"list"}],"header":2,"level":6,"name":"Tool Fighting Style","page":76,"source":"MFOV:SM","subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}],"header":2,"level":6,"subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn to disorient and confuse your foes with your shifting styles and stances. When you change either your Stance or your Tool Fighting Style, you deal an additional +1 damage on all unarmed strikes until the end of your next turn. If you change both your Stance and your Style in the same turn, your unarmed strikes deal an additional 1d6 damage until the end of your next turn instead."],"header":2,"level":11,"name":"Harmony","page":76,"source":"MFOV:SM","subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}],"header":2,"level":11,"subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you learn to push yourself beyond what is normally possible. When you use the attack action on your turn, you can spend 7 ki points to take an additional action."],"header":2,"level":17,"name":"Overdrive","page":76,"source":"MFOV:SM","subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}],"header":2,"level":17,"subclassShortName":"Repair","subclassSource":"MFOV:SM","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"FFXIVBeforetheFall","className":"Monk","classSource":"PHB","name":"Way of Rhalgr","page":76,"shortName":"Rhalgr","source":"FFXIVBeforetheFall","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devastating blows.","These monks spend their time traveling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Rhalgr feature}","Beginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus."],"level":3,"name":"Greased Lightning","page":76,"source":"FFXIVBeforetheFall","subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],"level":3,"name":"Way of Rhalgr","page":76,"source":"FFXIVBeforetheFall","subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Rhalgr feature}","Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.",{"entries":[{"entries":["You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone in front of you. You make an unarmed strike against a number of creatures equal to the Ki points used."],"name":"Fists of Fire","type":"entries"},{"entries":["Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage."],"name":"Body of Earth","type":"entries"},{"entries":["You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the {@spell jump}, {@spell longstrider} or spend 4 ki points to cast the {@spell levitate} spell on yourself."],"name":"Legs of Wind","type":"entries"}],"type":"entries"}],"header":2,"level":6,"name":"Embodied Element","page":76,"source":"FFXIVBeforetheFall","subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],"header":2,"level":6,"subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Rhalgr feature}","Beginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.",{"entries":[{"entries":["You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw agaisnt your Ki save DC, taking {@dice 3d8} force damage on a failure and half as much on a success."],"name":"Howling Fist","type":"entries"},{"entries":["You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Constitution saving throw against your Ki save DC, taking {@dice 3d6} force damage on a failure and half as much on a success."],"name":"Elixir Field","type":"entries"},{"entries":["You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing {@dice 3d10} bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage."],"name":"Tornado Kick","type":"entries"}],"type":"entries"}],"header":2,"level":11,"name":"Forbidden Chakra","page":76,"source":"FFXIVBeforetheFall","subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],"header":2,"level":11,"subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of the Rhalgr feature}","Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may expend a number of Ki points up to your Wisdom modifier, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must then finish a long rest to use Perfect Balance again."],"header":2,"level":17,"name":"Perfect Balance","page":76,"source":"FFXIVBeforetheFall","subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}],"header":2,"level":17,"subclassShortName":"Rhalgr","subclassSource":"FFXIVBeforetheFall","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Legacy","Reprinted"],"_fSources":"PHB","additionalSpells":[{"ability":"wis","innate":{"3":{"resource":{"2":["darkness","darkvision","pass without trace","silence"]}}},"known":{"3":["minor illusion#c"]},"resourceName":"Ki"}],"className":"Monk","classSource":"PHB","edition":"classic","name":"Way of Shadow","page":80,"reprintedAs":["Shadow|Monk|XPHB|XPHB"],"shortName":"Shadow","source":"PHB","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, 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 the unquestioning obedience of their students.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, or {@spell silence}, without providing material components. Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it."],"level":3,"name":"Shadow Arts","page":80,"source":"PHB","subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],"level":3,"name":"Way of Shadow","page":80,"source":"PHB","subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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 melee attack you make before the end of the turn."],"header":2,"level":6,"name":"Shadow Step","page":80,"source":"PHB","subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],"header":2,"level":6,"subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become {@condition invisible}. You remain {@condition invisible} until you make an attack, cast a spell, or are in an area of bright light."],"header":2,"level":11,"name":"Cloak of Shadows","page":80,"source":"PHB","subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],"header":2,"level":11,"subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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 a melee attack against that creature."],"header":2,"level":17,"name":"Opportunist","page":80,"source":"PHB","subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}],"header":2,"level":17,"subclassShortName":"Shadow","subclassSource":"PHB","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"VSS","className":"Monk","classSource":"PHB","name":"Way of Street Fighting","shortName":"Street Fighting","source":"VSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of Street Fighting is an urban discipline founded on necessity, whose blindingly fast, unique brand of martial arts has been honed and perfected in back-alley brawls and tournaments alike. Monks who adopt this relatively new technique place comparatively little value on spiritual enlightenment and karmic balance; the thrill of split-second timing, rapid combos, and decisive knock-outs drive them to become the best combatants in the world.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you gain bonuses for successful consecutive hits on a single target. On your turn, you gain a +2 bonus to the attack rolls of your unarmed strikes for each hit that you have made on that target on your turn, to a maximum of +6. This bonus resets to 0 if you take damage on your turn."],"level":3,"name":"Combo","page":227,"source":"VSS","subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],"level":3,"name":"Way of Street Fighting","page":227,"source":"VSS","subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 6th level, your unarmed strikes and monk weapons ignore the damage threshold of objects and deal maximum damage to them."],"header":2,"level":6,"name":"Iron Fist","page":227,"source":"VSS","subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you have memorized and mastered patterns of discrete movements that unlock your ki, allowing you to use the following special moves:",{"items":["{@bold Ki Blast.} You can channel your ki into a blast of energy. As an action, you can expend 2 ki points to make a ranged spell attack (using your Wisdom modifier + your proficiency bonus) against a creature you can see within 120 feet of you. On a hit, the target takes force damage equal to {@dice 6d8} + half your monk level.","{@bold Uppercut.} Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to perform an uppercut. Make an unarmed strike as a bonus action. On a hit, if the target is Large or smaller and doesn't have all of its hit points, it takes damage as normal and is then knocked off its feet and falls {@condition prone}.","{@bold Whirlwind Strike.} Whenever you make a melee attack on your turn against a creature you can see, you can spend 1 ki point to lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you do not land on solid ground."],"style":"list-no-bullets","type":"list"}],"header":2,"level":11,"name":"Special Moves","page":227,"source":"VSS","subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you can spend 3 ki points to channel your ki into a single strike, knocking a foe {@condition unconscious}. As an action, make an unarmed strike against a creature within your reach. On a hit, the target takes damage as normal. If the creature has 100 or fewer hit points after you deal damage, it is reduced to 0 hit points, is knocked {@condition unconscious}, and becomes stable."],"header":2,"level":17,"name":"K.O.","page":227,"source":"VSS","subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Street Fighting","subclassSource":"VSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"GriffonsSaddlebag2","className":"Monk","classSource":"PHB","fluff":{"images":[{"height":1523,"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag2/Subclasses/Way-of-the-Aether.webp"},"type":"image","width":1067}]},"name":"Way of the Aether","page":218,"shortName":"Aether","source":"GriffonsSaddlebag2","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Aether tap into the energy of spirits and the Ethereal Plane. This energy is the fifth element, aether, which is contained by every living—and nonliving—soul. Sometimes called ghostfists, monks of this tradition explore the Material and Ethereal Planes on lifelong missions to give the souls of the dead a final resting place. By aligning the ki and aether within themselves, monks of this tradition treat their spirit as an extension of their physical bodies and move through the world unimpeded by material obstacles like a ghost.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn to send out blue flashes of spiritual energy to attack your foes. Whenever you make an unarmed strike, you can choose to make a melee spell attack with your spirit instead. You are proficient with this attack, which has a reach of 30 feet, and you add your Wisdom modifier to its attack and damage rolls. Its damage type is force, and its damage die is a {@dice d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.","When you reach 6th level in this class, you can use your Stunning Strike feature when you hit a creature with your Spirit Strike."],"level":3,"name":"Spirit Strike","page":218,"source":"GriffonsSaddlebag2","subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you learn the {@spell mage hand} cantrip, which you can cast and control as a bonus action. When you cast it, it doesn't require verbal or somatic components. The hand from the spell appears as a blue, spiritual copy of your own."],"level":3,"name":"Spirit Hand","page":218,"source":"GriffonsSaddlebag2","subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],"header":1,"level":3,"name":"Way of the Aether","page":218,"source":"GriffonsSaddlebag2","subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can't be possessed by ghosts or similar undead creatures, and you can use an action to spend 2 ki points to cast either the {@spell gentle repose} or {@spell see invisibility} spell, without providing material components. You also gain the {@spell spare the dying} cantrip if you don't already know it.","Furthermore, you learn how to free certain souls from their undead vessels when you harness your ki. You gain the following ability:",{"entries":["When you hit an undead with one of the attacks granted by your Flurry of Blows, you can force it to make a Wisdom saving throw against your ki save DC. On a failed save, its spirit leaves and is put to rest, causing the creature to either vanish or become an unmoving corpse once more. If the creature's challenge rating is above the threshold shown in the following table, it automatically succeeds on the saving throw.",{"colLabels":["Monk Level","CR Threshold"],"colStyles":["col-3 text-center","col-9 text-left"],"rows":[["6th","1/2 or lower"],["8th","1 or lower"],["11th","2 or lower"],["14th","3 or lower"],["17th","4 or lower"]],"type":"table"},"If a creature has a bonus or penalty against any effect that turns undead, that bonus or penalty also applies to this effect."],"name":"Dismiss Undead","type":"entries"}],"header":2,"level":6,"name":"Spectral Guide","page":218,"source":"GriffonsSaddlebag2","subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],"header":2,"level":6,"subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you are familiar with how ghosts and creatures of the Border Ethereal meld into the Material Plane. You can choose to partially slip into the Ethereal Plane, granting you the following benefits:",{"entries":["You can spend 1 ki point as a bonus action to turn {@condition invisible} until the end of your next turn, or until you make an attack or cast a spell.","Alternatively, you can spend an extra ki point as part of your Step of the Wind to gain this benefit. When you do, you can also move through hostile creatures and solid objects no more than 4 inches thick for as long as you remain {@condition invisible}."],"name":"Etherstep","type":"entries"},{"entries":["When you are hit by an attack, you can use your reaction to reduce the attack's damage against you by an amount equal to your monk level as you partially slip into the Border Ethereal. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest."],"name":"Phase","type":"entries"}],"header":2,"level":11,"name":"Ghost Walker","page":219,"source":"GriffonsSaddlebag2","subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],"header":2,"level":11,"subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you gain {@sense truesight} and telepathy out to 60 feet, as you are able to clearly see the world and connect to the souls within it using aether.","In addition, you can use an action to cast the {@spell etherealness} spell. When you do, the spell has a duration of 1 minute. Once you cast this spell, you can't cast it again until you finish a long rest."],"header":2,"level":17,"name":"Sight Beyond Sight","page":219,"source":"GriffonsSaddlebag2","subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}],"header":2,"level":17,"subclassShortName":"Aether","subclassSource":"GriffonsSaddlebag2","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MFOV:WW","className":"Monk","classSource":"PHB","name":"Way of the Apache","page":3,"shortName":"Apache","source":"MFOV:WW","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You are a proud warrior of the Apache people, and a skilled combatant both unarmed and with your trusty tomahawk. You are in tune with your own body and nature, and know well the mystical arts of connecting to the spirit world.",{"entries":["Starting when you choose this tradition at 3rd level, you have proficiency in Animal Handling and Survival."],"name":"Bonus Proficiencies","type":"entries"},{"entries":["At 3rd level, you are a veteran of the Apache tomahawk, a light, adaptable {@item handaxe|PHB} (for which you use the handaxe statistics in the Player's Handbook.)","The tomahawk is a monk weapon. You may throw your tomahawk as a bonus action, and retrieve it from the ground without using an action. Additionally, when you use Flurry of Blows, you can choose to make melee or ranged attacks with your tomahawk, rather than unarmed strikes.","Finally, when you score a critical hit using the tomahawk, you gain 1 ki point, up to your ki point maximum."],"name":"Tomahawk Master","type":"entries"}],"level":3,"name":"Way of the Apache","page":3,"source":"MFOV:WW","subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can, using special herbs and remedies, induce a state closer to the spirit world, from which you can gain profound insight and wisdom. You can, as a ritual requiring 1 hour of concentration, cast {@spell commune} or {@spell commune with nature}. After using this ability, you cannot use it again until you complete a long rest."],"header":2,"level":6,"name":"Vision Quest","page":3,"source":"MFOV:WW","subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}],"header":2,"level":6,"subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you are skilled in guerilla warfare and taking your enemies by surprise. You may take the Hide action on your turn as a bonus action. Once per round, when you attack a creature that can't see you, you can expend up to 5 ki points to deal an additional {@damage 1d6} additional damage for each ki point expended."],"header":2,"level":11,"name":"Ambush Tactics","page":3,"source":"MFOV:WW","subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}],"header":2,"level":11,"subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 17th level, you can call upon your ancestors for aid in times of great peril. As a reaction expending 2 ki points when you take damage, each hostile creature adjacent to you must make a Dexterity saving throw. On a failed save, the creature takes {@damage 2d8} piercing and {@damage 2d8} slashing damage from magical weapons, specifically from a hail of spectral arrows, tomahawks, and daggers, or half as much damage on a successful save."],"header":2,"level":17,"name":"Ancestor's Axe","page":3,"source":"MFOV:WW","subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}],"header":2,"level":17,"subclassShortName":"Apache","subclassSource":"MFOV:WW","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Info","Has Images"],"_fSources":"GuideDrakkenheim","casterProgression":"1/3","className":"Monk","classSource":"PHB","hasFluff":true,"hasFluffImages":true,"name":"Way of the Arcane Hand","shortName":"Arcane Hand","source":"GuideDrakkenheim","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who practice the Way of the Arcane Hand have trained their bodies and souls to be attuned to the weave of arcane magic. They can harness those cosmic energies and use them to fuel their martial practices. Monks of this tradition, although not mageborn, have gained control over the rawest and most natural forms of power.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain proficiency in the {@skill Arcana} skill. Whenever you make an Intelligence ability check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1)"],"level":3,"name":"Erudite Education","page":161,"skillProficiencies":[{"arcana":true}],"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you reach 3rd level, you gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.",{"entries":["You can use a monk weapon as an {@item arcane focus|PHB} for your spellcasting."],"name":"Arcane Focus","type":"entries"},{"entries":["You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["The Way of the Arcane Hand Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.","For example, if you know the 1st-level spell {@spell thunderwave} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell thunderwave} using either slot."],"name":"Spell Slots","type":"entries"},{"entries":["You know three 1st-level wizard spells of your choice.","The Spells Known column of the Way of the Arcane Hand Spellcasting table shows when you learn more wizard spells of 1st level or higher of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.","Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots."],"name":"Spell Known of 1st-Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through contemplation and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.",{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"name":"Spellcasting Ability","type":"entries"}],"level":3,"name":"Spellcasting","page":161,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Whenever you take the {@action Attack} action on your turn, you can cast one of your cantrips in place of one of those attacks.","When you use your Flurry of Blows, you can cast a spell with a casting time of 1 action as a bonus action instead of making unarmed strikes. Finally, when you use your action to cast a spell, you may treat this as taking an attack with a monk weapon for the purposes of your other monk features."],"level":3,"name":"Eldritch Flurry","page":162,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],"level":3,"name":"Way of the Arcane Hand","page":161,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While you are concentrating on a spell, you add twice the spell's level to the damage rolls of your unarmed strikes and attacks made with monk weapons."],"header":2,"level":6,"name":"Arcane Empowerment","page":162,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":6,"subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you cast a spell, you can expend ki points to increase the level of the spell as if you'd cast the spell using a higher-level spell slot. You must use a spell slot as normal to cast the spell, then expend 1 ki point for each level you increase the spell in this way. You can increase the spell's level higher than your highest-level spell slot to a maximum level equal to your proficiency bonus.","For example, if you're an 11th-level Way of the Arcane Hand monk, when you cast the spell {@spell scorching ray} using a 2nd-level spell slot, you could expend 2 ki points to cast the spell as 4th-level spell."],"header":2,"level":11,"name":"Focus Power","page":162,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":11,"subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have advantage on saving throws against spells and magical effects. Furthermore, you have resistance to damage from spells and magical effects."],"header":2,"level":11,"name":"Spell Resistance","page":162,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":11,"subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, when you cast a spell with a casting time of 1 action that requires your concentration, you can expend ki points equal to the spell's level to modify the spell so that it does not require your concentration. Instead, the spell lasts up to 1 minute, or its maximum duration, whichever is shorter."],"header":2,"level":17,"name":"Meditative Casting","page":162,"source":"GuideDrakkenheim","subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":17,"subclassShortName":"Arcane Hand","subclassSource":"GuideDrakkenheim","type":"entries"}]],"subclassSpells":[{"className":"Wizard","classSource":"PHB"},{"className":"Wizard","classSource":"XPHB"}],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=monk: arcane hand (scgtd)}","{@filter Spells Known|spells|subclass=monk: arcane hand (scgtd)}"],"rows":[[0,0],[0,0],[3,3],[3,4],[3,4],[3,4],[3,5],[3,6],[3,6],[4,7],[4,8],[4,8],[4,9],[4,10],[4,10],[4,11],[4,11],[4,11],[4,12],[4,13]],"subclasses":[{"name":"Way of the Arcane Hand","source":"GuideDrakkenheim"}]},{"colLabels":["{@filter 1st|spells|level=1|subclass=monk: arcane hand (scgtd)}","{@filter 2nd|spells|level=2|subclass=monk: arcane hand (scgtd)}","{@filter 3rd|spells|level=3|subclass=monk: arcane hand (scgtd)}","{@filter 4th|spells|level=4|subclass=monk: arcane hand (scgtd)}"],"rowsSpellProgression":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]],"subclasses":[{"name":"Way of the Arcane Hand","source":"GuideDrakkenheim"}],"title":"Spell Slots per Spell Level"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"MorgraveMiscellany","className":"Monk","classSource":"PHB","name":"Way of the Argent Fist","shortName":"Argent Fist","source":"MorgraveMiscellany","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Argent Fist uses ki energy to channel radiant power, healing the injured and blasting unclean creatures. This tradition was first mastered by followers of the Silver Flame, and the the Silver Forge has a number of fortress monasteries spread across Thrane. However, an Argent Fist could also be a champion of Dol Arrah, a Ghaash'kala orc, or even a warforged built to battle the undead.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can harness your ki to rekindle the flame represented within all life. You have a well of cleansing flame that replenishes when you take a long rest. With that well, you can restore a total number of hit points equal to your monk level multipled by your Wisdom modifier.","As an action, you can touch a creature and spend 1 ki point to draw power from that well to restore a number of hit points to that creature, up to the maximum amount remaining in your well.","This feature improves when you reach 11th level, when you can expend 1 ki point and 5 hit points from your well of cleansing flame to end one effect that is causing the creature to be charmed or frightened. You can cleanse multiple effects with a single use of Balm of the Flame, expending hit points separately for each one.","The healing effects of this feature have no effect on undead and constructs"],"level":3,"name":"Balm of the Flame","page":48,"source":"MorgraveMiscellany","subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose to make each fiend, monstrosity, or undead within 30 feet of you make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.","A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.","Once you use this feature, you can't use it again until you finish a long rest. You can use this feature twice between long rests starting at 11th level."],"level":3,"name":"Faithful Seekers","page":48,"source":"MorgraveMiscellany","subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],"level":3,"name":"Way of the Argent Fist","page":47,"source":"MorgraveMiscellany","subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, you can expend 2 ki points to wreath your fists or monk weapons in a sacred flame. For the next minute, your firsts shed bright light out to 10 feet, and dim light up to 15 feet. In addition, your monk weapon attacks and unarmed strikes deal an extra {@damage 1d4} radiant damage. When you hit a fiend, monstrosity, or undead the radiant damage increases to {@damage 2d4}.","At 17th level, you can spend 4 ki points to increase this radiant damage to {@damage 2d4}, and the damage to a fiend, monstrosity, or undead increases to {@damage 4d4}."],"header":2,"level":6,"name":"Wrath of the Argent","page":48,"source":"MorgraveMiscellany","subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],"header":2,"level":6,"subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, when you attempt to stun a fiend, monstrosity, or undead with your Stunning Strike feature, you can instead expend an additional 5 ki points to force the target to make a Wisdom saving throw or be paralyzed for up to 1 minute. The target repeats the saving throw each time it takes damage or at the end of each of its turns. On a success, the effect ends on the target."],"header":2,"level":11,"name":"Bound by Faith","page":48,"source":"MorgraveMiscellany","subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],"header":2,"level":11,"subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, as an action, you stoke the embers within you into a torrent of holy fire. For 1 minute, you gain the following benefits.",{"items":["You radiate light as if you were the center of the {@spell daylight} spell.","While you have at least 1 hit point, you regenerate hit points equal to your Wisdom modifier at the start each of your turns.","Your monk weapon attacks and unarmed strikes score critical hits on a 19 or 20. Against a fiend, monstrosity, or undead creature, you score critical hits with your monk weapon attacks and unarmed strikes on a roll of 18-20."],"type":"list"},"Once you use this feature, you can't use it again until you finish a long rest."],"header":2,"level":17,"name":"Radiant Embrace","page":48,"source":"MorgraveMiscellany","subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}],"header":2,"level":17,"subclassShortName":"Argent Fist","subclassSource":"MorgraveMiscellany","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"FTD","className":"Monk","classSource":"PHB","edition":"classic","hasFluffImages":true,"name":"Way of the Ascendant Dragon","page":13,"shortName":"Ascendant Dragon","source":"FTD","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.","As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.",{"caption":"Ascendant Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","You honed your abilities by aligning your spirit with a dragon's world-altering power."],["2","A dragon personally took an active role in shaping your inner energy."],["3","You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god."],["4","You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic."],["5","You found a scroll written in Draconic that contained inspiring new techniques."],["6","After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons."]],"type":"table"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Ascendant Dragon feature}","You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:",{"items":[{"entry":"If you fail a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.","name":"Draconic Presence","type":"item"},{"entry":"When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.","name":"Draconic Strike","type":"item"},{"entry":"You learn to speak, read, and write {@language Draconic} or one other language of your choice.","name":"Tongue of Dragons","type":"item"}],"style":"list-hang-notitle","type":"list"}],"level":3,"name":"Draconic Disciple","page":13,"source":"FTD","subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Ascendant Dragon feature}","You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the {@action Attack} action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone 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.","At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.","You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again."],"level":3,"name":"Breath of the Dragon","page":13,"source":"FTD","subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],"level":3,"name":"Way of the Ascendant Dragon","page":13,"source":"FTD","subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Ascendant Dragon feature}","When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.","You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."],"header":2,"level":6,"name":"Wings Unfurled","page":13,"source":"FTD","subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],"header":2,"level":6,"subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Ascendant Dragon feature}","The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:",{"items":[{"entry":"When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become {@condition frightened} of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.","name":"Frightful Presence","type":"item"},{"entry":"Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.","name":"Resistance","type":"item"}],"style":"list-hang-notitle","type":"list"},"Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again."],"header":2,"level":11,"name":"Aspect of the Wyrm","page":13,"source":"FTD","subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],"header":2,"level":11,"subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of the Ascendant Dragon feature}","Your draconic spirit reaches its peak. You gain the following benefits:",{"items":[{"entry":"When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.","name":"Augment Breath","type":"item"},{"entry":"You gain {@sense blindsight} out to 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you.","name":"Blindsight","type":"item"},{"entry":"When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take {@damage 3d10} acid, cold, fire, lightning, or poison damage (your choice).","name":"Explosive Fury","type":"item"}],"style":"list-hang-notitle","type":"list"}],"header":2,"level":17,"name":"Ascendant Aspect","page":13,"source":"FTD","subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}],"header":2,"level":17,"subclassShortName":"Ascendant Dragon","subclassSource":"FTD","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"TCE","className":"Monk","classSource":"PHB","edition":"classic","hasFluffImages":true,"name":"Way of the Astral Self","page":50,"shortName":"Astral Self","source":"TCE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.","When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self."],"level":3,"name":"Forms of Your Astral Self","page":50,"source":"TCE","subclassShortName":"Astral Self","subclassSource":"TCE","type":"inset"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["{@i 3rd-level Way of the Astral Self feature}","Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.","For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are {@condition incapacitated} or die.","While the spectral arms are present, you gain the following benefits:",{"items":["You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.","You can use the spectral arms to make unarmed strikes.","When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.","The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force."],"type":"list"}],"level":3,"name":"Arms of the Astral Self","page":50,"source":"TCE","subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],"level":3,"name":"Way of the Astral Self","page":50,"source":"TCE","subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["{@i 6th-level Way of the Astral Self feature}","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 {@condition 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.",{"entries":["You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet."],"name":"Astral Sight","type":"entries"},{"entries":["You have advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Intimidation}) checks."],"name":"Wisdom of the Spirit","type":"entries"},{"entries":["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."],"name":"Word of the Spirit","type":"entries"}],"header":2,"level":6,"name":"Visage of the Astral Self","page":50,"source":"TCE","subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Astral Self feature}","When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.","While the spectral body is present, you gain the following benefits.",{"entries":["When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by {@dice 1d10} + your Wisdom modifier (minimum reduction of 1)."],"name":"Deflect Energy","type":"entries"},{"entries":["Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die."],"name":"Empowered Arms","type":"entries"}],"header":2,"level":11,"name":"Body of the Astral Self","page":50,"source":"TCE","subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":["{@i 17th-level Way of the Astral Self feature}","Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are {@condition incapacitated} or die.","While your astral self is awakened, you gain the following benefits.",{"entries":["You gain a +2 bonus to Armor Class."],"name":"Armor of the Spirit","type":"entries"},{"entries":["Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms."],"name":"Astral Barrage","type":"entries"}],"header":2,"level":17,"name":"Awakened Astral Self","page":50,"source":"TCE","subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Astral Self","subclassSource":"TCE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"DXBeyond","className":"Monk","classSource":"PHB","name":"Way of the Beyond","shortName":"Beyond","source":"DXBeyond","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Beyond are incredibly rare. The number of people that believe that such a power exists or existed at all could be counted in the double digits. With the number training in such arts in the single digits. These monks learn techniques that follow the will of the masters they have never, and probably will never meet. Methods of which to pry open the very fabric of the world itself to meddle with it in ways never intended.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can use your ki to pass through solid objects with ease. Whenever you use your Step of the Wind, you can spend an additional 1 ki point to gain the ability to pass through solid objects as though they were difficult terrain. If you end your turn inside of an object, you {@dice 4d6} force damage and are shuntted to the last unoccupied space you were in. This effect lasts until the end of your turn.","If no creatures that are within 30 feet of you can see you, this feature does not cost a ki point."],"level":3,"name":"Unnatural Passage","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, your training in the myterious ways of the Beyond has lead you to an equally mysterious method of defense. Whenever you use your Patient Defense, you can spend an additional 1 ki point to gain immunity to one of the following conditions of your choice until the start of your next turn: blinded, charmed, deafened, frightened, grappled, paralyzed, poisoned, prone, restrained, or stunned. You cannot choose a condition that is currently affecting you."],"level":3,"name":"Unnatural Defense","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],"level":3,"name":"Way of the Beyond","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can quicken your recovery of certain effects. If you are affected by a condition for which you would make a saving throw at the end of your turn, such as with the {@spell hold person} spell, you can attempt to end it early. As a reaction, you can spend 1 ki point and make the saving throw at the beginning of your turn instead.","You can use this reaction even if you would normally be incapable of doing so."],"header":2,"level":6,"name":"Disrupt Timing","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],"header":2,"level":6,"subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, your able to draw strength directly from your enemies to regain ki. As an action, you can regain 2 ki points as you reach into the soul of a creature within 5 feet of you that you can see. The creature takes psychic damage equal to two rolls of your Martial Arts die.","This damage increases to three rolls of your Martial Arts die at 17th level.","You can use this feature a number of times equal to your Wisdom modifier (minimum of 1 use), and you regain all expended uses when you finish a short or long rest."],"header":2,"level":11,"name":"Harvest Ki","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],"header":2,"level":11,"subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you become able to partially split your body between the Etheral Plane and the plane you're on. As a bonus action, you can spend 3 ki points to gain truesight out to a range of 60 feet for 1 minute.","Additionally, you can touch and attack a creature in the Ethereal Plane that you can see with your hand or any weapon you're holding. Whenever you reach into the Ethereal Plane in this way, your arm and weapon vanish from your plane as it fades into the Ethereal Plane."],"header":2,"level":17,"name":"Ethereal Contact","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],"header":2,"level":17,"subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you're able to temporarily disconnect the soul of a creature from the planes. Whenever you hit a creature with both of the attacks granted by your Flurry of Blows, you can attempt to sever their soul from their body. The target must succeed on a Charisma saving throw to avoid the effect. On a failed save, the taget's soul leaves their body, and is pushed outside the planes until the end of your next turn. While their soul is separated from their body, the target is vulnerable to all damage that it isn't already immune to.","A creature that has had its soul severed by this feature has advantage against it for the next 24 hours. This feature has no effect on undead or constructs.","Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 5 ki points to use it again."],"header":2,"level":17,"name":"Soul Sever","source":"DXBeyond","subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}],"header":2,"level":17,"subclassShortName":"Beyond","subclassSource":"DXBeyond","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"COFSA","className":"Monk","classSource":"PHB","name":"Way of the Black Star","page":44,"shortName":"Black Star","source":"COFSA","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The night sky has offered peace and solace in times of turmoil, exposing the insignificance of those who walk upon the earth, yet you do not call out for peace. Your meditations have taken you to the void where the Fallen Exile once shined, filling your spirit with a blackened and sorrowful power. This may have come to pass by the intervention of the Exile, spiritual enlightenment you have sought yourself, or the teachings of a master who has traveled this dark path. Regardless of your original intention, your ki has been corrupted by this unnatural void within the cosmic order, granting you the ability to draw it forth to form a deadly weapon of light and eerie blackness. Fueling your techniques with the anguish of your foes, you strive ever closer to understanding the secrets within the eternal black star that lies at the center of the cosmos.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn to pull the corruption in your ki forth to create a weapon from light and shadow. This monk weapon inflicts {@dice 1d8} slashing damage and has the light, finesse, and thrown (30/60) properties. You can choose to manifest this weapon whenever you would attack with it, and it vanishes when it leaves your grasp or after being thrown. You can choose the appearance of this weapon whenever you summon it, but it always appears to be constructed of pure blackness clad in streamers of light."],"level":3,"name":"Void Blade","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, your meditations unlock the powers hidden within your void blade, and you can channel your ki to activate them. You can spend 1 ki point to cast {@spell black lotus assault|COFSA}, {@spell duskwalk|COFSA}, {@spell falling spider's spite|COFSA}, or {@spell masterful focus|COFSA} without providing material components."],"level":3,"name":"Moonlight Techniques","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"level":3,"name":"Way of the Black Star","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your ki begins to manifest around your body as tiny motes of shadow that seek to preserve life even as it is taken. Whenever you cast a spell by spending ki points, you can use your bonus action to enter a defensive stance until the start of your next turn. The first time you take damage while in this stance, you can reduce that damage by three times the number of ki points you spent to cast the spell."],"header":2,"level":6,"name":"Acolyte of the Lost Sun","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"header":2,"level":6,"subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 6th level, the darkness within your void blade deepens, granting you further power. Your void blade's damage is now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can spend 2 ki points to cast {@spell tormented flurry|COFSA}, {@spell shadow armor|COFSA}, {@spell dark secret|COFSA}, or {@spell heartripper|COFSA} without providing material components. Finally, you can spend 2 ki points to cast the spells granted by your Moonlight Techniques feature as if they were cast using a 2nd-level spell slot."],"header":2,"level":6,"name":"Starlight Techniques","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"header":2,"level":6,"subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your ki has become completely consumed by the space between the stars, leaving you with a soul laid bare to the secrets of the universe and open to consume the ki of others. Whenever you reduce a creature to 0 hit points using a monk weapon or unarmed strike, you gain advantage on your next attack roll, ability check, or saving throw."],"header":2,"level":11,"name":"Open Soul","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"header":2,"level":11,"subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 11th level, your devotion to the darkness beyond the sky allows you to call forth even greater power. You can spend 3 ki points to cast {@spell creeping dark|COFSA}, {@spell fox's fangs|COFSA}, {@spell shadow refuge|COFSA}, or {@spell shadow toxin|COFSA} without providing material components. Finally, you can spend 3 ki points to cast the spells granted by your other Path of the Black Star features as if they were cast using a 3rd-level spell slot."],"header":2,"level":11,"name":"Sunless Techniques","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"header":2,"level":11,"subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your spiritual journey has led you to gaze into the black heart of the stars themselves, where all light is eventually consumed, and it has gazed into you, granting you the collective wisdom of the universe. As an action, you can open your mind to this for 10 minutes. During this time, you gain proficiency in all skills and tools, and you can use your Wisdom modifier, instead of another ability modifier, for any skill check.","Once you use this feature, you can't do so again until you finish a short or long rest."],"header":2,"level":17,"name":"Otherworldly Knowledge","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"header":2,"level":17,"subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 17th level, you complete your explorations of your void blade and have finally seen the truth beyond the dark within. You can spend 4 ki points to cast {@spell assassin's promise|COFSA}, {@spell crimson cloak|COFSA}, {@spell flashing blades|COFSA}, or {@spell unseen claw|COFSA} without providing material components. Finally, you can spend 4 ki points to cast the spells granted by your other Path of the Black Star features as if they were cast using a 4th-level spell slot."],"header":2,"level":17,"name":"Eclipse Techniques","page":44,"source":"COFSA","subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}],"header":2,"level":17,"subclassShortName":"Black Star","subclassSource":"COFSA","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"DAPC","className":"Monk","classSource":"PHB","name":"Way of the Bloodied Fist","page":14,"shortName":"Bloodied Fist","source":"DAPC","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood - a powerful tool that is not to be underestimated. Their monasteries practice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate.","Many monks of this tradition are covered in scars - some self-inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i (3rd-level Way of the Bloodied Fist feature)}","Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell blackblood|DAPC|blackblood†}, {@spell blood seal|DAPC|blood seal†}, or {@spell sanguine rope|DAPC|sanguine rope†} as 2nd-level spells without providing material components. Additionally, you gain the {@spell bloodletting|DAPC|bloodletting†} cantrip if you don't already know it. You must still pay the hemomancy costs associated with each spell."],"level":3,"name":"Sanguine Arts","page":14,"source":"DAPC","subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],"level":3,"name":"Way of the Bloodied Fist","page":14,"source":"DAPC","subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i (6th-level Way of the Bloodied Fist feature)}","At 6th level, you gain the ability to convert your blood into a well of energy. Whenever you spend your ki points, you can choose to take necrotic damage equal to the number of ki points spent. This damage cannot be reduced through any means. If you take this damage, until the start of your next turn you gain a bonus to your speed equal to 10 times the damage taken."],"header":2,"level":6,"name":"Toll of the Mystic","page":14,"source":"DAPC","subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i (11th-level Way of the Bloodied Fist feature)}","Beginning at 11th level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you regain {@dice 1d4} hit points, or {@dice 2d4} hit points if the attack was a critical hit."],"header":2,"level":11,"name":"Transfusion","page":14,"source":"DAPC","subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],"header":2,"level":11,"subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i (17th-level Way of the Bloodied Fist feature)}","At 17th level, you can take complete control of a creature by manipulating its blood. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under your control. Constructs and elementals automatically succeed on this saving throw.","On every subsequent turn after assuming control, you must use your action to take total and precise control of the target. To assert your control, you must be able to see the target and it must be within 120 feet of you. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not take this action on your turn, the control ends prematurely. This control can last for up to 1 hour, or until you lose your concentration (as if you were concentrating on a spell).","Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends."],"header":2,"level":17,"name":"Dominion of Blood","page":14,"source":"DAPC","subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}],"header":2,"level":17,"subclassShortName":"Bloodied Fist","subclassSource":"DAPC","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Boulder","shortName":"Boulder","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["As ancient as the mountains themselves, this Tradition has been passed down from master to student since the earliest days of civilization. Building their monasteries on mountain peaks and deep in subterranean caverns, monks who pursue this Tradition focus on becoming as large and immovable as the mountains that surround them. They grow in girth and size, and use their weight to rain down devastating blows.","As a follower of the Way of the Boulder, you strive to be as immovable as the bedrock of the world, as imposing as a mountain's peak, and as fruitful as fertile soil. Boulder monks are stubborn and inflexible, but their loyalty is unshakable.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt this Tradition at 3rd level, you can use your physical bulk to enhance your offense and defense. When not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier.","You can also use your Constitution, in place of Strength or Dexterity, for your attack and damage rolls for your unarmed strikes and your melee monk weapon attacks."],"level":3,"name":"Solid Body","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you can use your ki to draw upon the earth below to reinforce your robust frame. As a reaction when you make a Strength ability check or Strength saving throw, you can grant yourself advantage on the roll.","You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses available, you can spend 1 ki point to use this reaction."],"level":3,"name":"Strength of the Mountains","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],"level":3,"name":"Way of the Boulder","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can use your massive body to absorb and reflect all but the most powerful attacks. As a reaction when you are hit by a melee weapon attack, you can expend 1 ki point to reduce the damage by an amount equal to {@dice 1d12} + your Constitution modifier (minimum of 1) + your monk level.","If you reduce the damage of the triggering attack to 0, you can rebound the blow off your great girth back at the attacker, making a melee weapon attack against the attacker, as part of your reaction. You make this attack with proficiency, and the rebounded attack counts as a monk weapon for the purposes of this special reaction attack."],"header":2,"level":6,"name":"Rebounding Defense","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, your dense, ki-infused, physical form allows you to resist both physical and elemental assaults. At the end of each short or long rest, choose one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, lighting, or thunder. You are resistant to that type of damage until the end of your next short or long rest.","As a bonus action, you can pend 2 ki points to realign your ki and switch the damage resistance you gained from this ability to another damage resistance from the list above."],"header":2,"level":11,"name":"Ki-Infused Bulk","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level, your body surpasses the normal mortal limits of density and mass. Both your Constitution score, and maximum Constitution score, increase by 2."],"header":2,"level":17,"name":"Mighty Form","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Boulder","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you can use your supernatural density to shake the earth. As an action, you can expend 3 ki points to crush the earth beneath you, forcing creatures of your choice within 15 feet to make a Strength saving throw. On a failure, creatures take {@dice 2d10} bludgeoning damage and fall {@condition prone}. On a success, they take half damage and remain upright. The ground in this 15-foot radius becomes difficult terrain.","When you use this feature, you can expend additional ki points, increasing the damage of your stomp by {@dice 1d10} for each additional ki point you spend, to a maximum of {@dice 10d10}."],"header":2,"level":17,"name":"Earthshaker","source":"llms","subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Boulder","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLMT","className":"Monk","classSource":"PHB","name":"Way of the Boulder","page":1,"shortName":"Boulder","source":"LLMT","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Boulder is a tradition as old as the mountains themselves. Dwelling in secluded monasteries on high mountain peaks and deep in subterranean caverns, monks of this tradition focus on becoming as large and immovable as the mountains that surround them. They seek to grow in girth and size, and use their weight to land devastating blows in combat.","As a practitioner of the Way of the Boulder, you seek to become solid like diamond, imposing like a jagged mountain peak, unmoving like the bedrock of the earth, and fruitful like fertile soil. Boulder monks are often stubborn and inflexible in their thinking, and take a great deal of time to come to a decision. But once won over to your cause, they will stand by your side no matter the dangers you must face.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon adopting this monastic tradition at 3rd level, you learn to use your physical bulk to enhance your defenses and empower your strikes. When not wearing armor or using a shield your armor class is equal to 10 + your Constitution modifier + your Wisdom modifier. You can also use your Constitution, in place of Strength or Dexterity, for the attack and damage rolls of your unarmed strikes or with a monk weapon. However, your great girth has made you slower then most other monks. The bonus to your speed you gain from your Unarmored Movement feature is reduced by half.","In addition, you have learned to use your ki to reinforce your robust frame. As a bonus action, you can spend one ki point to grant yourself advantage on all Strength ({@skill Athletics}) checks until the beginning of your next turn."],"level":3,"name":"Solid Body","source":"LLMT","subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],"level":3,"name":"Way of the Boulder","source":"LLMT","subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can use your massive body to absorb or reflect all but the most powerful blows. As a reaction, when you are hit by a melee weapon attack, you can spend 1 ki point to reduce the damage by an amount equal to {@dice 1d12} + your Constitution modifier + your monk level.","If you reduce the damage of the attack to 0, you can use your great girth to rebound the attack back at the attacker. If you stop an attack in this way, you make a melee weapon attack as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and it counts as a monk weapon for the purposes of this attack."],"header":2,"level":6,"name":"Rebounding Defense","source":"LLMT","subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],"header":2,"level":6,"subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, your dense physical form lets you resist physical as well as elemental assaults. When you finish a short or long rest, you choose one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, poison, lighting, or thunder. You are resistant to that type of damage until the end of your next short or long rest.","As a bonus action, you can spend 2 ki points to switch the damage resistance you gained from this ability to another damage resistance from the list above."],"header":2,"level":11,"name":"Thick Fat","source":"LLMT","subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],"header":2,"level":11,"subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level your body has surpassed the normal mortal limits of density and mass. Your Constitution score, and maximum Constitution score, both increase by 2.","In addition, you can use your immense bulk to shake the world around you. As an action you expend 3 ki points and stomp ground beneath your feet. The ground in a 15-foot radius around you becomes difficult terrain and creatures of your choice within the 15-foot radius must make a Strength saving throw. Creatures take {@dice 2d10} bludgeoning damage and fall {@condition prone} on a failed save. On a successful save they take half damage and don't fall {@condition prone}.","When you use this feature, you can expend additional ki points, increasing the damage of your stomp by {@dice 1d10} for each additional ki point, to a maximum of {@dice 10d10}."],"header":2,"level":17,"name":"Mighty Form","source":"LLMT","subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}],"header":2,"level":17,"subclassShortName":"Boulder","subclassSource":"LLMT","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"VSS","className":"Monk","classSource":"PHB","name":"Way of The Bow","shortName":"Bow","source":"VSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks that follow the Way of the Bow find serenity in the perfect, precise arc of an arrow's flight. You have been trained in archery on horseback, to fire a bow while blindfolded, and to pinpoint the wings of an insect in flight. As you attain peace and oneness with your arrow, no feat of archery will prove to be beyond your grasp.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons. You can't take a Fighting Style option more than once, even if you later get to choose again"],"level":3,"name":"Archery Fighting Style","page":222,"source":"VSS","subclassShortName":"Bow","subclassSource":"VSS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you gain proficiency in the {@item longbow|PHB} and {@item shortbow|PHB}, which are considered monk weapons for you. Any ranged weapon attacks you make while within 5 feet of a hostile creature do not have disadvantage. Also, you can spend ki points to use the Flurry of Arrows and Soul Arrow features.","At 6th level, you can make a ranged weapon attack to deliver a Stunning Strike.",{"items":["{@bold Flurry of Arrows.} Immediately after you take the {@action Attack} action on your turn to make a ranged weapon attack or an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack as a bonus action.","{@bold Soul Arrow.} When you take the Attack action on your turn to make a ranged weapon attack, you can spend 1 ki point to fire a soul arrow for the first attack. A soul arrow is a normal arrow of its type which ignores partial cover and deals extra damage equal to your Wisdom modifier on a hit. Firing a soul arrow doesn't consume ammunition."],"style":"list-no-bullets","type":"list"}],"level":3,"name":"Bow Arts","page":222,"source":"VSS","subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],"level":3,"name":"Way of The Bow","page":222,"source":"VSS","subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, when an attacker you can see makes an attack against you, you can make a ranged attack roll as a reaction to interrupt the attack. If the result of your roll is greater than the result of the attacker, you can reduce the attack roll targeting you by 5, to a minimum of 1."],"header":2,"level":6,"name":"Intercepting Shot","page":222,"source":"VSS","subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you can listen to the wind to see the otherwise invisible. As a bonus action, you can spend 1 ki point to gain {@sense blindsight} with a range of 120 feet until the end of your next turn.","At 17th level, you always have {@sense blindsight} out to 30 feet."],"header":2,"level":11,"name":"Serenity of The Wind","page":222,"source":"VSS","subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, if you make a ranged weapon attack on your turn and miss, you can immediately make another ranged weapon attack against the same target. You can only gain one additional attack during your turn with this ability."],"header":2,"level":17,"name":"Zen Archery","page":222,"source":"VSS","subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Bow","subclassSource":"VSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Brawler","shortName":"Brawler","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Brawler is an informal Monastic Tradition that masters use to denote those who never received formal martial arts training. Brawlers are those who learn to fight in the back alleys and fighting pits. They are often underdogs who come from nothing, and will do whatever it takes to win. To these brutish scrapers, every fight is a fight for survival.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have learned martial arts skills not not taught by formal Traditions. At 3rd level, you gain the following features:",{"items":[{"entries":["You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Fighter Archetype. You can use only one Maneuver per attack. When you gain a level in this class you can replace one Maneuver you know with another Maneuver of your choice."],"name":"Maneuvers","type":"entries"},{"entries":["You have three Superiority Dice, which are {@dice d6}s for you. You must expend a Superiority Die as part of your attack to use a Maneuvers, and you regain all expended Superiority Dice when you finish a short or long rest."],"name":"Superiority Dice","type":"entries"},{"entries":["Some of your Maneuvers require your target to make a saving throw to resist the Maneuver's effects. The saving throw DC is calculated as follows:",{"attributes":["str","dex"],"name":"Maneuver","type":"abilityDc"}],"name":"Saving Throws","type":"entries"}],"style":"list-no-bullets","type":"list"}],"level":3,"name":"Combat Superiority","source":"llms","subclassShortName":"Brawler","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Rather then join a formal Monastic Tradition, you learned to fight in the streets. At 3rd level you gain the benefits below:",{"items":["You can use Dexterity ({@skill Acrobatics}), in place of Strength ({@skill Athletics}) whenever you make a {@action grapple} or {@action shove} attack.","You learn to communicate and understand {@language Thieves' Cant}, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.","You gain proficiency in {@skill Intimidation}. You can also make Dexterity ({@skill Intimidation}) checks using your martial arts."],"type":"list"}],"level":3,"name":"Underhanded","source":"llms","subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],"level":3,"name":"Way of the Brawler","source":"llms","subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your underhanded fighting style has improved. At 7th level, you gain one additional Superiority Die (for a total of four), and all of your Superiority Dice become {@dice d8}s. You also learn two additional Maneuvers of your choice (for a total of four)."],"header":2,"level":6,"name":"Improved Technique","source":"llms","subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your reputation as a ruthless brawler proceeds you. Starting at 11th level, you can use a bonus action to spend 1 ki point and force a creature within 30 feet that can see you to make a Wisdom saving throw. On a failure, that creature is {@condition frightened} of you until the beginning of your next turn.","Creatures that are {@condition frightened} of you have disadvantage on their saving throws against your Maneuvers."],"header":2,"level":11,"name":"Infamous Reputation","source":"llms","subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You are the unquestioned master of the ruthless combat used in the underworld. Starting at 17th level, any attack you make against creatures that are {@condition frightened}, {@condition grappled}, {@condition prone}, or {@condition stunned} score a critical hit on a roll of 19 or 20 on the d20.","You also gain another Superiority Die (for a total of five), and your Superiority Dice become {@dice d10}s. You also learn two additional Maneuvers of your choice (for a total of six)."],"header":2,"level":17,"name":"Champion of the Underworld","source":"llms","subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Brawler","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"tgs1","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/TGS1/Way-of-the-Celestial.webp"},"type":"image"}]},"name":"Way of the Celestial","page":161,"shortName":"Celestial","source":"tgs1","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Celestial are peacekeepers and protectors of their chosen kin. These monks meditate to achieve a greater understanding of a divine being, granting them the ability to channel celestial energies into their own. These martial defenders are pensive, patient, and understanding, but offer little mercy when evil intentions are made clear.","The Way of the Celestial originated from the lost city of Hearth as a tribute to the city's guardian couatl protectors. While these teachings are far from common knowledge, there's no telling what small, protected monasteries may still exist after the city's untimely destruction. Regardless of how you come upon this tradition, the wisdom of the celestials guides its every principle.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can telepathically speak to any creature you can see within 30 feet of you. When you do, you don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language."],"level":3,"name":"Celestial Connection","page":161,"source":"tgs1","subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you can spend 1 ki point when you touch a creature to peer into its soul. Until the start of your next turn, or for 1 minute if you are not in combat, you are aware of the creature's emotional state and its most obvious desire. At the GM's option, you may also discern its current number of hit points or one piece of the creature's history. During this effect, you have advantage on any Wisdom ({@skill Insight}) checks made to interact with that creature, and the next attack roll you make against that creature before the end of your turn has advantage.","If you use this feature when you hit a creature with one of the attacks granted by your Flurry of Blows, you do not need to spend a ki point to use it."],"level":3,"name":"Soul-Searching Strike","page":161,"source":"tgs1","subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],"level":3,"name":"Way of the Celestial","page":161,"source":"tgs1","subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can harness healing celestial energy and channel it using your ki. As an action, you can touch a willing creature with less than half its hit points left and spend 1 or more ki points. That creature regains 5 hit points for each point you spend, restoring it to no more than half its hit point maximum.","In addition, you can spend 2 ki points as an action to cast {@spell enhance ability}, {@spell lesser restoration}, or {@spell protection from evil and good}, requiring no material components."],"header":2,"level":6,"name":"Stabilizing Ki","page":161,"source":"tgs1","subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],"header":2,"level":6,"subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, your connection to celestials can be used to expand your mind's reach. You can cast the {@spell dream} or {@spell scrying} spell, requiring no material components, using your ki save DC. When you cast dream using this feature, only you can act as the dream's messenger. Once you cast a spell in this way, you can't cast it again until you finish a long rest.","In addition, you are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location."],"header":2,"level":11,"name":"Celestial Emissary","page":162,"source":"tgs1","subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],"header":2,"level":11,"subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your energy is perfectly intertwined with both harmful and healing celestial magic. Your unarmed strikes deal an extra {@damage 1d4} radiant damage, and you can now use your Stabilizing Ki as a bonus action, instead of an action, to heal a creature up to 30 feet away from you.","In addition, you gain a flying speed equal to your current walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft."],"header":2,"level":17,"name":"Heavenborne","page":162,"source":"tgs1","subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}],"header":2,"level":17,"subclassShortName":"Celestial","subclassSource":"tgs1","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"TalDoreiCampaignSettingReborn","className":"Monk","classSource":"PHB","edition":"classic","hasFluffImages":true,"name":"Way of the Cobalt Soul","page":173,"shortName":"Cobalt Soul","source":"TalDoreiCampaignSettingReborn","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Driven by the pursuit of knowledge and its scholars' worship of {@deity The Knowing Mentor|Exandria|TalDoreiCampaignSettingReborn}, the {@book Library of the Cobalt Soul|TalDoreiCampaignSettingReborn|2|Library of the Cobalt Soul} is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the {@book Cobalt Soul's|TalDoreiCampaignSettingReborn|2|Library of the Cobalt Soul} cause. To become a member of the {@book Cobalt Soul|TalDoreiCampaignSettingReborn|2|Library of the Cobalt Soul} is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.","The monks of the {@book Cobalt Soul|TalDoreiCampaignSettingReborn|2|Library of the Cobalt Soul} are the embodiment of the maxim: \"Know your enemy.\" Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a {@quickref resting|PHB|2|0|short or long rest}.","Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities."],"level":3,"name":"Extract Aspects","page":173,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":1,"level":3,"name":"Way of the Cobalt Soul","page":173,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with {@quickref Advantage and Disadvantage|PHB|2|0|advantage} for up to 10 minutes. You know if it succeeded or failed on its {@quickref saving throws|PHB|2|1|saving throw}.","An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.","If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit."],"header":2,"level":6,"name":"Extort Truth","page":174,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also by 6th level, you have extensively studied the history and lore within the archives of the {@book Cobalt Soul|TalDoreiCampaignSettingReborn|2|Library of the Cobalt Soul}. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency."],"header":2,"level":6,"name":"Mystical Erudition","page":174,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain an additional language and an additional skill proficiency from the list: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}—(or you can double the bonus of an existing proficiency from the list) at 11th level."],"header":2,"level":11,"name":"Mystical Erudition (11th Level)","page":174,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":2,"level":11,"subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect."],"header":2,"level":11,"name":"Mind of Mercury","page":174,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":2,"level":11,"subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain an additional language and an additional skill proficiency from the list: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}—(or you can double the bonus of an existing proficiency from the list) at 17th level."],"header":2,"level":17,"name":"Mystical Erudition (17th Level)","page":174,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":2,"level":17,"subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":["Upon reaching 17th level, you've gained the knowledge to manipulate a creature's ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.","If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours."],"header":2,"level":17,"name":"Debilitating Barrage","page":174,"source":"TalDoreiCampaignSettingReborn","subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}],"header":2,"level":17,"subclassShortName":"Cobalt Soul","subclassSource":"TalDoreiCampaignSettingReborn","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TalDorei","className":"Monk","classSource":"PHB","name":"Way of the Cobalt Soul","page":104,"shortName":"Cobalt Soul","source":"TalDorei","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Driven by the pursuit of knowledge and their worship of the Knowing Mistress, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one's self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.","The monks of the Cobalt Soul are the embodiment of the phrase \"know your enemy\". Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.",{"entries":["Upon choosing this tradition at 3rd level, you've undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery's collected volumes. You learn one language of your choice, and you choose one skill from the following list to gain proficiency in: {@skill Arcana}, {@skill History}, {@skill Nature}, and {@skill Religion}.","You gain an additional language and an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency."],"name":"Mystical Erudition","type":"entries"},{"entries":["Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities"],"name":"Extract Aspects","type":"entries"}],"level":3,"name":"Way of the Cobalt Soul","page":104,"source":"TalDorei","subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 1 ki point to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration. You know if they succeeded or failed on their saving throw.","An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts."],"header":2,"level":6,"name":"Extort Truth","page":104,"source":"TalDorei","subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature."],"header":2,"level":6,"name":"Preternatural Counter","page":104,"source":"TalDorei","subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can only use one reaction per trigger."],"header":2,"level":11,"name":"Mind of Mercury","page":104,"source":"TalDorei","subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],"header":2,"level":11,"subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level, you've gained the knowledge to temporarily lower a creature's fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.","Creatures with resistance or immunity to the chosen damage type do not suffer vulnerability. Instead, their resistance to the chosen damage type is lost for the duration, or their immunity is reduced to resistance for the duration. "],"header":2,"level":17,"name":"Debilitating Barrage","page":104,"source":"TalDorei","subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}],"header":2,"level":17,"subclassShortName":"Cobalt Soul","subclassSource":"TalDorei","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"WotCS","className":"Monk","classSource":"PHB","name":"Way of the Cobalt Soul","shortName":"Cobalt Soul","source":"WotCS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Driven by the pursuit of knowledge and their worship of the Knowing Mentor, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one's self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.","The monks of the Cobalt Soul are the embodiment of the phrase \"know your enemy\". Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.","In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities."],"level":3,"name":"Extract Aspects","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"level":3,"name":"Way of the Cobalt Soul","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can hit a hidden cluster of nerves on a creature with precision, temporarily causing them to become mentally malleable. If you hit a creature with an unarmed attack, you can spend 1 ki point to force them to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if they succeeded or failed on their saving throw.","An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts."],"header":2,"level":6,"name":"Extort Truth","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, you've undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery's collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion}. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.","You gain an additional language and an additional skill proficiency from the above list (with the ability to double the bonus of an existing proficiency from the list) at 11th and 17th level. "],"header":2,"level":6,"name":"Mystical Erudition","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction."],"header":2,"level":11,"name":"Mind of Mercury","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain an additional language and an additional skill proficiency from the above list at 11th level. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency."],"header":2,"level":11,"name":"Mystical Erudition (Additional)","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level, you've gained the knowledge to temporarily lower a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type. A creature who is affected by this feature cannot be affected by it again for 24 hours."],"header":2,"level":17,"name":"Debilitating Barrage","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain an additional language and an additional skill proficiency from the above list at 17th level. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency."],"header":2,"level":17,"name":"Mystical Erudition (Additional)","source":"WotCS","subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Cobalt Soul","subclassSource":"WotCS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ArchEb","className":"Monk","classSource":"PHB","name":"Way of the Conduit","page":28,"shortName":"Conduit","source":"ArchEb","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Conduit learn to listen to spirits and ghosts in the world around them, giving each a voice in exchange for augmenting the monk's own abilities. Followers of this path teach that true enlightenment cannot be found by one's self, but rather, wisdom must come from the spirits of those around you. After all, those who fail to learn from history are doomed to repeat it.","The most common practitioners of this Way are kalashtar mystics channeling the former hosts of their line, as well as Karrnathi monks who bind heroic spirits to help them in battle. A more unusual tradition exists among the orcs and shifters of the Eldeen Reaches and Shadow Marches, who communicate with spirits of nature and bargain with them for aid. Certain halfling adepts of the Talenta Plains also communicate with nature spirits as well.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain the ability to call forth a spirit and borrow its power. After you finish a long rest during which you spent at least 30 minutes meditating, you can call one of the following spirit types to inhabit you, gaining its benefits until you next use this feature to call a different spirit. You can only have one spirit inhabiting you at a time; if you call another spirit to inhabit you, you lose the benefits of the spirit that previously inhabited you. Any time you use this feature to cause a target to make a saving throw, use your ki save DC.",{"entries":["When you call this spirit, you can throw bolts of raw arcane force. As an action, make a ranged spell attack with a range of 60 feet. On a hit, you throw a single blast of force that deals force damage equal to your Martial Arts die + your Wisdom modifier. When you reach certain levels in this class, you learn to throw additional blasts as part of the same action, increasing to two blasts at 5th level, three at 11th level, and four at 17th level."],"name":"Eldritch Spirit","type":"entries"},{"entries":["When you call this spirit, you gain a +1 bonus to all melee damage rolls made with a monk weapon or unarmed strike. This bonus increases when you reach certain levels in this class, increasing to +2 at 5th level, +3 at 11th level, and +4 at 17th level. Additionally, when you see a hostile creature within 15 feet of you reduced to 0 hit points, you can use your reaction to move up to half your speed without provoking opportunity attacks and make one melee attack."],"name":"Spirit of Conflict","type":"entries"},{"entries":["When you call this spirit, you gain proficiency with {@skill Insight} and {@skill Persuasion}; if you already have proficiency in one or both of these skills, your proficiency bonus is doubled for that skill. In addition, you can charm a creature with a touch. As an action, you cause a creature within 5 feet of you to make a Wisdom saving throw, rolled with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you for one hour or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was {@condition charmed} by you. If the creature succeeds on its saving throw, it is immune to being {@condition charmed} by this feature for 24 hours."],"name":"Spirit of Eloquence","type":"entries"},{"entries":["When you call this spirit, you gain proficiency with {@skill Deception} and {@skill Stealth}; if you already have proficiency in one or both of these skills, your proficiency bonus is doubled for that skill. In addition, once per turn, you can deal an extra {@damage 1d4} points of damage when you hit with an unarmed attack or a monk weapon if you did not suffer disadvantage on the attack roll. This extra damage increases when you reach certain levels in this class, increasing to {@damage 2d4} at 5th level, {@damage 3d4} at 11th level, and {@damage 4d4} at 17th level."],"name":"Spirit of Subtlety","type":"entries"},{"entries":["When you call this spirit, you can minimize damage dealt by melee attacks. As a reaction to being hit with a melee attack, you can reduce the damage you take from the attack by {@damage 1d10} + your Wisdom modifier + your monk level. Additionally, when you use your reaction with this feature or with your Deflect Missiles feature, you gain a bonus to your AC equal to +1 until the end of your next turn. This bonus increases when you reach certain levels in this class, increasing to +2 at 5th level, +3 at 11th level, and +4 at 17th level."],"name":"Stalwart Spirit","type":"entries"}],"level":3,"name":"Spiritual Channel","page":28,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you are skilled in maintaining control of yourself while allowing spiritual entities to inhabit you. You are immune to unwanted possession.","Additionally, if a creature attempts to possess you against your will, you can use your reaction to cause it to make a Wisdom saving throw against your ki save DC. On a failed save, it becomes trapped inside you, is incapacitated, and cannot control you or escape on its own. When you use this feature, you lose the benefits of the spirit that previously inhabited you through your Spiritual Channel feature, and instead gain the benefits of the invading spirit's type. The DM will choose a spirit type from your Spiritual Channel ability that best matches the spirit you have trapped.","When you trap a creature in this way, it cannot escape until you choose to release it as an action or you use your Spiritual Channel ability to call a different spirit type to inhabit you. When you do so, it is banished to its home plane. If the creature is native to the plane of existence you're on, you banish it to a harmless demiplane for 1 hour; while there, the creature is incapacitated, and after 1 hour, it reappears in the space it left or in the nearest unoccupied space if that space is occupied."],"level":3,"name":"Vessel of the Spirits","page":29,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],"level":3,"name":"Way of the Conduit","page":28,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you have increased focus when calling to spirits. After you finish a short rest during which you spent at least 30 minutes meditating, you can use your Spirit Channel feature. In addition, you can cast {@spell speak with dead} using this feature once per short or long rest, requiring no components."],"header":2,"level":6,"name":"Equivalent Exchange","page":29,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":6,"subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your bond with the spirits strengthen, and you can channel more of your inhabiting spirit's abilities. When you use your Spirit Channel feature to select a spirit type, you also gain the following benefits for that type:",{"entries":["You learn deeper secrets of arcana from your spirit, enabling you to fight spellcasters on their own turf. You gain the ability to cast {@spell dispel magic} and {@spell counterspell} if you expend 3 ki points. In addition, the target of the spells takes an amount of force damage equal to twice the level of the spell countered or dispelled."],"name":"Eldritch Spirit","type":"entries"},{"entries":["After you hit a creature with a melee attack, you can immediately spend 2 ki points to invigorate yourself as you prove yourself over the inferiority of your foe. You get a bonus {@dice 1d4} to attack rolls, damage rolls, and saving throws. Your opponent must succeed on a Charisma save or take a {@dice 1d4} penalty to attack rolls and saving throws. Both of these effects last for 1 minute."],"name":"Spirit of Conflict","type":"entries"},{"entries":["You can cast {@spell dominate person} on a humanoid within 5 feet if you expend 5 ki points. It has disadvantage on this save if it is {@condition charmed} by you."],"name":"Spirit of Eloquence","type":"entries"},{"entries":["You can cast {@spell nondetection} on yourself without expending a spell slot or expensive material components at will. In addition, you can spend 5 ki points to cast {@spell modify memory}, though the only modification that you can make is to remove an event in which you were involved."],"name":"Spirit of Subtlety","type":"entries"},{"entries":["When you use your reaction to reduce damage using your Deflect Missiles or Spiritual Channel, you can immediately spend 3 ki points to grant yourself a number of temporary hit points equal to your Wisdom modifier + your monk level. Any damage that would have reduced your hit points instead is applied as a reduction of your temporary hit points. These temporary hit points last until you take a short or long rest."],"name":"Stalwart Spirit","type":"entries"}],"header":2,"level":11,"name":"Enhanced Channeling","page":29,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":11,"subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 11th level, you can reach out to all the spirits in the world to seek the answers to your questions. Once per long rest, you can cast {@spell commune} using this feature, requiring no components."],"header":2,"level":11,"name":"Vision Quest","page":29,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":11,"subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your duality of body and spirit reaches its apex. When you use your Spirit Channel ability, you can select two different spirits to inhabit you simultaneously instead of one, gaining the benefits of each. If you attempt to channel a third spirit, you must select one of the previous two to release, losing its benefits."],"header":2,"level":17,"name":"Double Synthesis","page":29,"source":"ArchEb","subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":17,"subclassShortName":"Conduit","subclassSource":"ArchEb","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TCEE2","className":"Monk","classSource":"PHB","name":"Way of the Cosmic Mind","shortName":"Cosmic Mind","source":"TCEE2","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Cosmic Mind learn to harness their ki to create fantastical telepathic and telekinetic effects. Githzerai are among this tradition's most common practitioners, but followers can be found throughout many peoples across many planes.","All creatures have latent innate psionic abilities, but very few ever unlock the secrets which lie beyond sentience. Monks who dedicate their lives to the mastery of their own mind eventually learn to produce incredible telepathic and telekinetic effects.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn the {@spell message} and {@spell mage hand} cantrips. When you cast {@spell mage hand} using this feature, you can make unarmed strikes through the spectral hand. It can carry a number of pounds up to twenty times your Wisdom modifier (minimum of 20 pounds), instead of up to 10 pounds."],"level":3,"name":"Gifts of the Third Eye","source":"TCEE2","subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],"level":3,"name":"Way of the Cosmic Mind","source":"TCEE2","subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["As an action, choose any number of creatures within 60 feet of you that you can see or hear, and spend 1 ki point for each. Each target makes a Wisdom saving throw. On a failed save, you, your equipment, and your mage hand are invisible and silent to them for 1 minute. On a successful save, nothing happens. You know whether each target fails or succeeds on its save."],"header":2,"level":6,"name":"Bend Perception","source":"TCEE2","subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":6,"subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["As an action, you can spend 4 ki points to cast {@spell mass suggestion}, {@spell modify memory}, {@spell telekinesis}, or {@spell wall of force} without providing material components."],"header":2,"level":11,"name":"Third Eye Awakened","source":"TCEE2","subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":11,"subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["As an action, you can spend 4 ki points and punch a hole in the fabric of reality. Every creature within 10 feet of you, besides yourself, must make a Wisdom saving throw. On a failed save, a creature takes {@dice 8d12} force damage and moves forward in time. A target moved forward in time vanishes until the start of your next turn. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it is occupied. On a successful save, the creature takes half as much damage and suffers no other effects."],"header":2,"level":17,"name":"Void Impact","source":"TCEE2","subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":17,"subclassShortName":"Cosmic Mind","subclassSource":"TCEE2","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"WotCo","className":"Monk","classSource":"PHB","name":"Way of the Courtesan","page":1,"shortName":"Courtesan","source":"WotCo","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Courtesan have mastered the ability to use their surroundings and their charming presence to defend themselves from unwanted suitors. Highly sought after as bodyguards by kings and queens alike, they can also make for excellent assassins.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your special martial arts training allows you to master your environment, turning common objects into weapons. Additionally, your grace and skill grants you a natural bonus in the arts and in performance. You gain the following benefits.",{"entries":["You gain proficiency with {@item whip|phb|whips} and improvised weapons, and they count as monk weapons for you."],"name":"Courtesan's Weapons","type":"optfeature"},{"entries":["If you hit a creature with one of the attacks granted by your Flurry of Blows, you can force it to make a Wisdom saving throw. On a failed save, it can't see any creatures other than you until the start of your next turn."],"name":"Lover's Blindness","type":"optfeature"},{"entries":["As a reaction when you are hit by an attack, you can spend 2 ki points to gain a +5 bonus to your AC against that attack."],"name":"Lover's Denial","type":"optfeature"},{"entries":["You gain proficiency in the {@skill Performance} skill if you don't have it already, and either {@item painter's supplies|phb} or your choice of one musical instrument."],"name":"Bonus Proficiencies","type":"optfeature"}],"level":3,"name":"A Thousand Courtesan Ways","page":1,"source":"WotCo","subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],"level":3,"name":"Way of the Courtesan","page":1,"source":"WotCo","subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you reach 6th level, you have honed your skills even further, you gain the following benefits.",{"entries":["You gain proficiency in {@skill Insight} and {@skill Persuasion}, if you don't have it already. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make using that skill."],"name":"Wise-Eyed Courtier","type":"optfeature"},{"entries":["As an action, you touch a creature within reach and force it to make a Constitution saving throw. On a failed save, it is {@condition poisoned} for 1 hour. On a successful save, it is immune to this ability for 24 hours and isn't poisoned."],"name":"Venomous Snake's Grace","type":"optfeature"}],"header":2,"level":6,"name":"Masterful Courtesan Techniques","page":1,"source":"WotCo","subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],"header":2,"level":6,"subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you have learned to channel your ki into a sinuous dance, able to enrapture even the most strong-willed. As an action, you can spend 1 to 10 ki points and start your dance. For each ki point spent, you target one creature within 30 feet of you that can see you. The target must succeed on a Wisdom saving throw or be charmed by you. While a target is charmed in this way, it is incapacitated, and its movement speed is 0. A creature affected in this way can repeat its saving throw if it takes any damage, ending the effect on a successful save. The effect also ends if you move more than 30 feet away from your target, you lose your concentration (as if concentrating on a spell), or after 1 minute.","If a target succeeds on its saving throw, the target has no hint that you tried to charm it."],"header":2,"level":11,"name":"Dance of the Seven Veils","page":2,"source":"WotCo","subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],"header":2,"level":11,"subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you channel deadly energies into a hapless creature. As an action, you can spend 4 ki points and touch a creature within reach. The creature takes 12d10 psychic damage, or half as much on a successful Constitution save. A creature ({@condition charmed}) by you has disadvantage on its saving throw but is no longer charmed after it takes this damage."],"header":2,"level":17,"name":"Kiss of Deadly Temptation","page":2,"source":"WotCo","subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}],"header":2,"level":17,"subclassShortName":"Courtesan","subclassSource":"WotCo","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of the Dragon","page":92,"shortName":"Dragon","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.",{"colLabels":["Dragon","Associated skill","Damage Type"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center"],"name":"Draconic Affiliation","rows":[["Black or Copper","{@skill Stealth}","Acid"],["Blue or Bronze","{@skill Insight}","Lightning"],["Brass, Gold, or Red","{@skill Intimidation}","Fire"],["Green","{@skill Deception}","Poison"],["Silver or White","{@skill History}","Cold"]],"type":"table"},"When you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill."],"expertise":[{"stealth":true},{"insight":true},{"intimidation":true},{"deception":true},{"history":true}],"level":3,"name":"Draconic Affiliation","page":92,"resist":[{"choose":{"from":["acid","lightning","fire","poison","cold"]}}],"skillProficiencies":[{"choose":{"count":1,"from":["stealth","insight","intimidation","deception","history"]}}],"source":"ToH","subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, when you use {@classFeature Step of the Wind|Monk||2} then hit with an attack, the attack deals an extra {@damage 2d6} damage of the type associated with your {@subclassFeature Draconic Affiliation|Monk|PHB|Dragon|ToH|3}."],"level":3,"name":"Draconic Onslaught","page":93,"source":"ToH","subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of the Dragon","page":91,"source":"ToH","subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 6th level, when you take the {@action} Dash action, you can spend 1 {@classFeature Ki|Monk||2} point to gain a {@quickref Flying Movement|PHB|3|0|flying speed} equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an {@action opportunity attack} takes {@damage 2d6} damage of the type associated with your {@subclassFeature Draconic Affiliation|Monk|PHB|Dragon|ToH|3}."],"header":1,"level":6,"name":"Take Flight","page":93,"source":"ToH","subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["Beginning at 11th level, when you take the {@action Attack} action after using {@classFeature Step of the Wind|Monk||2} in the same turn, you can spend an extra 2 {@classFeature Ki|Monk||2} points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra {@damage 4d6} of the type associated with your {@subclassFeature Draconic Affiliation|Monk|PHB|Dragon|ToH|3}. You can't use this feature and your {@subclassFeature Draconic Onslaught|Monk|PHB|Dragon|ToH|3} feature in the same round."],"header":2,"level":11,"name":"Conquering Wyrm","page":93,"source":"ToH","subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":4,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":4,"name":"Ki"},"entries":["At 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 {@classFeature Ki|Monk||2} points to increase your Armor Class by 2, gain {@quickref temporary hit points|PHB|3|0} to your monk level, and gain immunity to the {@condition frightened} condition for 10 minutes. For the duration, when you take damage of the type associated with your {@subclassFeature Draconic Affiliation|Monk|PHB|Dragon|ToH|3}, you can use your reaction to reduce the damage you take from that source to 0."],"header":2,"level":17,"name":"Scales of the Wyrm","page":93,"source":"ToH","subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Dragon","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"CotDDPRaS","className":"Monk","classSource":"PHB","name":"Way of the Dragon Turtle","page":36,"shortName":"Dragon Turtle","source":"CotDDPRaS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who favors tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained in the Way of the Dragon Turtle. Ominous strength and appropriate balance coalesce to both apply and contain enormous force. Recognized for their impressive physiques and unmatched endurance; these martial artists are well known for being kind hearted and eager to help others. These monks believe that every jar of water delivered, and every tree trunk carried, is time spent training.",{"entries":["Some monks favor strength over agility. To reflect this, you can choose to use this variant with your DM's permission. Using this variant, all mentions of your character's Dexterity score or modifier in the Unarmored Defense and Deflect Missiles class features are replaced with Strength."],"name":"Variant: Stability over Agility","type":"inset"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level you gain proficiency in the {@skill Athletics} skill.","When you learn this tradition at 3rd level, you learn to defend yourself as a turtle would, facing blows directly with a hardened body of iron. When an attacker hits you with a melee weapon attack, you can use your reaction to reduce the damage of the attack by {@dice 1d6} + your Strength modifier + half your monk level (rounded down).","In addition, creatures other than you gain advantage on attack rolls against creatures you are grappling. If a creature you are grappling is {@condition restrained}, then it can only use its actions to escape."],"level":3,"name":"Turtle Stance","page":36,"source":"CotDDPRaS","subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level you can choose any blunt object larger than 1 cubic foot and smaller than yourself to imbue with ki, which can be done over the course of a short rest. After imbuing it so, the object acquires artistic marks showing prayers to the dragon turtle and chants of might and bravery in your mother tongue. It is now your Pennant of Dragon Strength and counts as a monk weapon for you for which you have proficiency. Your pennant gains the weapon traits from the Pennant of Dragon Strength table. Attack and damage rolls using your pennant must be done with your Strength Modifier. You can enchant your pennant as if it was a nonmagical weapon, but if the object already has magical properties then it retains these instead. Your pennant size is at minimum small, it is weightless for you but its weight is modified for any other creature that tries to lift it (see the table). You can choose to end your link to your pennant at any time, making it lose its imbued ki in a soft golden flash.","While holding your pennant, you can't be disarmed of it, and you gain advantage on checks and saving throws against being pushed or knocked {@condition prone}.",{"caption":"Pennant of Dragon Strength","colLabels":["Level","Damage","Weight Modifier","Properties"],"colStyles":["col-2 text-center","col-4 text-center","col-3 text-center","col-3 text-center"],"rows":[[3,"{@dice 1d6} (bludgeoning)","2x","Versatile ({@dice 1d8})"],[5,"{@dice 1d8} (bludgeoning)","2x","Versatile ({@dice 1d10})"],[11,"{@dice 1d10} (bludgeoning)","3x","Versatile ({@dice 1d12})"],[17,"{@dice 1d12} (bludgeoning)","4x","Versatile ({@dice 2d6})"]],"type":"table"}],"level":3,"name":"Pennant of Dragon Strength","page":36,"source":"CotDDPRaS","subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],"level":3,"name":"Way of the Dragon Turtle","page":36,"source":"CotDDPRaS","subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can react with clasping strength on your foes. When a creature misses you with a melee attack or provokes an opportunity attack from you, you can use your reaction to make a grapple check against them.","Immediately after you have successfully grappled a creature, or as a bonus action on your turn, you can spend 1 ki point to throw a creature you are grappling. The target must make a Strength saving throw against your ki save DC. On a failure, the creature is thrown up to 10 feet in a direction of your choice, takes damage equal to your Martial Arts die, has its speed reduced to 0 until the beginning of its next turn, and is knocked {@condition prone}. Any additional damage the creature takes from colliding with an environmental hazard (for example a pit, a trap, or a weapon's rack) is doubled. On a successful save, the creature resists your attempt, but remains {@condition grappled} by you."],"header":2,"level":6,"name":"Snap Dragon","page":36,"source":"CotDDPRaS","subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your training allows you to infuse your ki with the power of the dragon turtle. You no longer have to spend a reaction when you use your Snap Dragon feature to make grapple checks. After using the Snap Dragon feature to make a grapple check this way, you can't use it again this way until the beginning of your next turn.","In addition, at the start of your turn, you can choose to activate one of the following effects until the start of your next turn:",{"items":["You gain advantage on Strength checks and Strength saving throws, and your AC increases by 2.","You gain advantage on your melee attack rolls.","Your ki save DC increases by 2, and creatures you knock {@condition prone} have their speed reduced to 0 until the end of their next turn."],"type":"list"},"You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest."],"header":2,"level":11,"name":"Ki of the Tidebringer","page":36,"source":"CotDDPRaS","subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have perfected your connection with the essence of the dragon turtle, allowing its being to become truly one with yours in mind and body. As an action, you can manifest the dragon turtle, creating a gargantuan translucent form of a dragon turtle around you. If you do, then for 1 minute you gain the game statistics of the {@creature dragon turtle|mm} as if under the effect of a {@spell true polymorph} spell. You retain your mental ability scores, but you can't use your class features except for your Unarmored Movement feature. Your attacks count as magical for the purpose of overcoming damage resistance and immunity against nonmagical attacks. If there isn't enough room for this form in a space available, then this form instead attains the maximum possible size.","Once you transform in this way, you can't do so again until you finish a long rest.",{"entries":["Created by MisterLupor, and added as a collaboration."],"type":"inset"}],"header":2,"level":17,"name":"Defiance of the Dragon Turtle","page":36,"source":"CotDDPRaS","subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Dragon Turtle","subclassSource":"CotDDPRaS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"LEGDRAG","className":"Monk","classSource":"PHB","name":"Way of the Dragon Turtle","page":57,"shortName":"Dragon Turtle","source":"LEGDRAG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who favor tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained in the Way of the Dragon Turtle. Recognized for their impressive physiques and unmatched endurance; these martial artists are well known for being kind hearted and eager to help others. These monks believe that every jar of water delivered, and every tree trunk carried, is time spent training. Their fighting style involves keeping foes away from their allies, facing blows with steely resolve, and locking down their opponents with powerful grapples.","{@b Variant: Stability over Agility:} Some monks favor stability over agility. To reflect this, you can choose this variant when creating your character. When using this variant, all mentions of your character's Dexterity score or modifier in the Unarmored Defense and Deflect Missiles class features are replaced with Strength.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 3rd level, you learn to defend yourself as a turtle would, facing blows directly with a hardened body of iron. When an attacker hits you with a melee weapon attack, you can use your reaction to reduce the damage of the attack by an amount equal to one roll of your Martial Arts die + your Strength modifier (minimum of 1).","When you make an {@i opportunity attack}, you can replace the {@i melee attack} with a {@i grapple check}.","Creatures other than you gain advantage on attack rolls against creatures you are grappling. If a creature you are grappling is restrained, it can only use its actions to escape."],"level":3,"name":"Turtle Stance","page":57,"source":"LEGDRAG","subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level you gain proficiency in the Athletics skill. If you have proficiency in this skill from another source, then your proficiency bonus is doubled for any ability check you make that uses Athletics.","As an action, you can touch any blunt object larger than 1 cubic foot and smaller than yourself and imbue it with your ki. After imbuing it so, the object acquires artistic marks showing prayers to the dragon turtle. It is now your Totem of Dragon Strength and counts as a monk weapon for you for which you have proficiency. Your totem gains the weapon traits from the Totem of Dragon Strength table. Attack and damage rolls using your totem must be done with your Strength Modifier. Your totem is weightless for you, and sticks to your hand if you want it to. Your totem gains the magical attributes of one magic melee monk weapon that you are attuned to, unless it already is a magical weapon. You decide which weapon after finishing a short or long rest. You can only have a single totem at a time, and ending the link with the object is instantaneous.","While holding your totem, you can't be disarmed of it, and you gain advantage on all saving throws instead of only Dexterity when you take the Dodge action.",{"caption":"Totem of Dragon Strength","colLabels":["Level","Damage","Properties"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["3","1d6 bludgeoning","Versatile (1d8)"],["5","1d8 bludgeoning","Versatile (1d10)"],["11","1d10 bludgeoning","Versatile (1d12)"],["17","1d12 bludgeoning","Versatile (2d6)"]],"type":"table"}],"level":3,"name":"Totem of Dragon Strength","page":57,"skillProficiencies":[{"athletics":true}],"source":"LEGDRAG","subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],"header":1,"level":3,"name":"Way of the Dragon Turtle","page":57,"source":"LEGDRAG","subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can react with clasping strength on your foes. Once per round, when a creature misses you with a melee attack, you can make a grapple check against them.","In addition, immediately after you have successfully grappled a creature, or as a bonus action on your turn, you can throw a creature you are grappling. The target must make a Strength saving throw against your ki save DC. On a failure, you can throw the creature up to 15 feet in a direction of your choice after which it takes damage equal to one roll of your Martial Arts die, it has its speed reduced to 0 until the start of its next turn, and it is knocked prone. Any extra damage the creature takes from colliding with an environmental hazard (for example a pit, trap, or weapon's rack) is doubled. On a successful save, the creature resists your attempt but remains grappled by you. You can use this feature to (try to) throw a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again."],"header":2,"level":6,"name":"Snap Dragon","page":57,"source":"LEGDRAG","subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, provided your totem is at least half your size or larger, you gain half cover while holding your Totem of Dragon Strength.","As a bonus action, you can spend 1 ki point and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.","Whenever you spend any ki points, you build up energy in your body which you can unleash as a blast of steam. Until the end of your next turn, the first time you hit a creature with an unarmed strike you can choose to roll two Martial Arts dice and deal fire damage equal the amount rolled to each creature other than you within 10 feet of the target, blasting them all with boiling hot steam. You can only unleash steam this way once per round."],"header":2,"level":11,"name":"Ki of tHe Tidebringer","page":57,"source":"LEGDRAG","subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have perfected your connection with the essence of the dragon turtle, allowing its being to become truly one with yours in mind and body. As an action, you can spend 10 ki points to manifest the dragon turtle, creating a huge translucent form of a dragon turtle around you. If you do, then for 1 minute you gain the game statistics of the {@creature dragon turtle spirit|LEGDRAG} (see page 58).","Your game statistics aside from your mental ability scores are replaced by the statistics of the dragon turtle spirit, but you retain your alignment and personality. You assume the hit points of your new form. You can revert to your normal form at any point as a bonus action, and you automatically revert to your normal form if your hit points are reduced to 0. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. While in your dragon turtle form, you can't wield weapons, nor can you use your other class features. If you have spells, you can't cast them while in this form, but you can maintain concentration on existing spells. If there isn't enough room for this form in a space available, then this form instead attains the maximum possible size."],"header":2,"level":17,"name":"Defiance of the Dragon Turtle","page":57,"source":"LEGDRAG","subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Dragon Turtle","subclassSource":"LEGDRAG","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"LeGeneralHugsDragonWarrior","className":"Monk","classSource":"PHB","name":"Way of the Dragon Warrior","page":1,"shortName":"Dragon Warrior","source":"LeGeneralHugsDragonWarrior","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Long ago, the dragon gods Ryuujin, Fuujin and Raijin raised the Islands of Ukishima from the sea and imbued them with gravity-defying magic. The floating islands became home to the many dragons and draconic creatures wandering the Feywild.","At the center of Ukishima was The Coral Palace, an ancient monastery built atop the oldest of the islands. It was helmed by the Oracle, an Ancient Solar Dragon and offspring of Amaterasu. Alongside her were four dragons, each pertaining to one of the four seasons, Haruhi of Spring, Natsuki of Summer, Akito of Autumn and Fuyuji of Winter. Each of them inhabited a different part of Ukishima.","One day, a lone traveler made pilgrimage to the sacred palace. They asked the dragons for guidance and strength. The dragons accepted but only on the condition that the traveler use the gifts given to them for the good of dragonkind. Upon accepting their terms, the traveler was imparted the dragons' wisdom and trained in the sacred art of harnessing draconic energy.","Maintaining their sacred oath, the traveler set out to forge new bonds between the world beyond and the dragons of Ukishima. They became known as the first Dragon Warrior. Since then, disciples have also made pilgrimage to the Coral Palace with hopes of learning the Way of the Dragon Warrior.",{"entries":["You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:",{"items":["{@b Draconic Presence}. If you fail a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.","{@b Draconic Strike.} When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. Damaging a target this way also allows you to add your Wisdom modifier to the damage roll.","{@b Tongue of Dragons.} You learn to speak, read and write {@language Draconic}."],"style":"list-hang-notitle","type":"list"}],"name":"Draconic Disciple","type":"entries"}],"level":3,"name":"Way of the Dragon Warrior","page":1,"source":"LeGeneralHugsDragonWarrior","subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th-level, your close study of dragons allows you to weave dragon-like motions into your martial arts. You gain the following benefits:",{"items":["When you use {@b Step of the Wind}, you gain a flying speed equal to half your walking speed until the end of your turn.","When you use {@b Patient Defense}, parts of your skin become covered by a thin sheen of dragon scales. You gain a +1 bonus to your AC until the end of your next turn.","When you make an attack granted by your {@b Flurry of Blows}, you can spend 1 ki point to deal extra acid, cold, fire, lightning or poison damage of your Martial Arts die to the damage. You can use this feature only once per turn."],"type":"list"}],"header":2,"level":6,"name":"Draconic Technique","page":1,"source":"LeGeneralHugsDragonWarrior","subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}],"header":2,"level":6,"subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you reach 11th-level, the power of your draconic ki now radiates from you, protecting your allies from harm and inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 15 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:",{"items":["{@b Resistance.} Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within your aura gain resistance to the chosen damage type.","{@b Frightful Presence.} When you create this aura, hostile creatures within the aura must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours."],"style":"list-hang-notitle","type":"list"},"Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 3 ki points to use it again."],"header":2,"level":11,"name":"Aspect of the Dragon Warrior","page":2,"source":"LeGeneralHugsDragonWarrior","subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}],"header":2,"level":11,"subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have achieved mastery over the draconic energy flowing through you. You gain the following benefits:",{"items":["{@b Mind of the Dragon.} You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you.","{@b Body of the Dragon.} You have advantage on saving throws against effects that cause you to be {@condition paralyzed}, {@condition stunned} or {@condition petrified}.","{@b Breath of the Dragon.} You can channel destructive waves of energy, like those created by the dragons you emulate. As an action, you can exhale draconic energy in either a 60-foot cone or a 90-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 four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one."],"style":"list-hang-notitle","type":"list"},"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 3 ki points to use this feature again."],"header":2,"level":17,"name":"Enter the Dragon","page":2,"source":"LeGeneralHugsDragonWarrior","subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}],"header":2,"level":17,"subclassShortName":"Dragon Warrior","subclassSource":"LeGeneralHugsDragonWarrior","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"XGE","className":"Monk","classSource":"PHB","edition":"classic","hasFluffImages":true,"name":"Way of the Drunken Master","page":33,"shortName":"Drunken Master","source":"XGE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.","A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill Performance} skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with {@item brewer's supplies|phb} if you don't already have it."],"level":3,"name":"Bonus Proficiencies","page":33,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the {@action Disengage} action, and your walking speed increases by 10 feet until the end of the current turn."],"level":3,"name":"Drunken Technique","page":33,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],"level":3,"name":"Way of the Drunken Master","page":33,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.",{"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed."],"level":6,"name":"Leap to Your Feet","page":34,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you."],"level":6,"name":"Redirect Attack","page":34,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],"type":"options"}],"header":2,"level":6,"name":"Tipsy Sway","page":33,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll."],"header":2,"level":11,"name":"Drunkard's Luck","page":33,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn."],"header":2,"level":17,"name":"Intoxicated Frenzy","page":33,"source":"XGE","subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Drunken Master","subclassSource":"XGE","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Info"],"_fSources":"RyokoGuideToYokaiRealms","className":"Monk","classSource":"PHB","edition":"classic","hasFluff":true,"name":"Way of the Eight Gates","page":180,"shortName":"Eight Gates","source":"RyokoGuideToYokaiRealms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@bold Optional Proficiencies.} Monks can have proficiency with the following new weapons: {@item chakram|RyokoGuideToYokaiRealms}, {@item kusarigama|RyokoGuideToYokaiRealms}, {@item meteor hammer|RyokoGuideToYokaiRealms}, {@item nunchaku|RyokoGuideToYokaiRealms}, {@item rope dart|RyokoGuideToYokaiRealms}, {@item shuriken|RyokoGuideToYokaiRealms}, and {@item tessen|RyokoGuideToYokaiRealms}.","Monks of this order strive for meaning and perfection through mastery of the Eight Gates, internal loci of spiralling energy through which ki is channelled. By way of personal contemplation and intense training, each gate can be opened in turn, and once brought into harmony, allow for a stronger channel of ki and the ability to push one's body beyond mortal limitations. Those who follow the Way of the Eight Gates might be hermits, retreating from the chaos of the wider world and to a place of contemplative isolation. Others may be wanderers, embracing and celebrating all experiences, believing this to be the path to internal harmony. In any case, monks who walk this path eschew organised religious and spiritual practices, preferring to carve their own path of potential, freedom, and growth.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Eight Gates Feature}","The Gate of Earth reflects a being's strong physical and spiritual foundation. Your ki grounds your centre, fortifying your body. When you use your Patient Defense or Step of the Wind, you regain hit points equal to your Wisdom modifier (minimum of 1)."],"level":3,"name":"Gate of Earth","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Eight Gates Feature}","The Gate of Water reflects a being's natural ebb and flow of ki through the open gates. You have an additional number of ki points equal to your Wisdom modifier (minimum of 1)."],"level":3,"name":"Gate of Water","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Eight Gates Feature}","The Gate of Air expresses a being's power of voice—the tool through which it communicates with the world. When you hit a creature with a melee attack, you can spend 1 ki point to issue a challenging roar. If the creature can hear you, it has {@bold disadvantage} on attack rolls it makes against creatures other than you until the end of your next turn."],"level":3,"name":"Gate of Air","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],"level":3,"name":"Way of the Eight Gates","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Eight Gates Feature}","The Gate of Flame reflects a monk's blistering power and speed, an internal pool of coiling, frenetic energy. When you use your Flurry of Blows, you can make one additional unarmed strike as a part of that same bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest."],"header":2,"level":6,"name":"Gate of Flame","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Eight Gates Feature}","The Gate of Presence reflects a being's voice, social wellness, and confidence. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1)."],"header":2,"level":6,"name":"Gate of Presence","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Eight Gates Feature}","The Gate of Spirit represents a being's ki flowing beyond their physical form; you have the power to share your ki with those around you. As a bonus action, you can touch one willing creature and expend 2 ki points. That creature gains temporary hit points equal to your proficiency bonus + your Wisdom modifier (minimum of 1), and it can immediately use its reaction to make a single weapon attack, take the Dodge action, or move up to its speed without provoking opportunity attacks."],"header":2,"level":11,"name":"Gate of Spirit","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Eight Gates Feature}","The Gate of Mind represents a monk's consciousness expanding beyond their physical form. You can cast the telepathic bond spell, requiring no components. Once you cast the spell with this feature, you can't do so again until you finish a short or long rest."],"header":2,"level":11,"name":"Gate of Mind","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of the Eight Gates Feature}","You have reached total harmony within yourself. Your gates align and converge with your ki, opening the final gate: the Gate of Infinity.","As an action, you can spend 6 ki points to transcend to a state of apotheosis. You gain the following benefits for 1 minute:",{"items":["Your walking speed increases by {@bold 20 feet}.","You have a {@bold +2 bonus} to AC.","When you take the Attack action, you can make one additional unarmed strike as a part of that action.","You can add your Wisdom modifier to your attack and damage rolls."],"type":"list"}],"header":2,"level":17,"name":"Gate of Infinity","page":180,"source":"RyokoGuideToYokaiRealms","subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Eight Gates","subclassSource":"RyokoGuideToYokaiRealms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"SeanTerraElementalistsPocketbook","className":"Monk","classSource":"PHB","name":"Way of the Elements","page":13,"shortName":"Elements","source":"SeanTerraElementalistsPocketbook","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn to integrate elemental magic into your attacks. When you make an unarmed strike on your turn, you can use one of the following features to enhance the attack. You can only use one enhancement per unarmed strike:",{"entries":["You cast forth gouts of flame. Your reach with the attack increases to 10 feet, and it deals fire damage instead of the regular damage type. When the attack hits, you can spend 1 ki point to deal an extra 1d10 fire damage."],"name":"Fire","type":"entries"},{"entries":["You wrap your limbs in tendrils of water. Your reach with the attack increases to 10 feet, and it deals cold damage instead of the regular damage type. When the attack hits, you can spend 1 ki point to halve the target's speed until the end of their next turn."],"name":"Water","type":"entries"},{"entries":["Your unarmed strikes impact with the force of boulders. When the attack hits, the target is pushed 5 feet away from you, and you can spend 1 ki point to knock the target prone if it is Huge or smaller."],"name":"Earth","type":"entries"},{"entries":["You create forceful blasts of air from your hands and feet. Your reach with the attack increases to 15 feet, and when the attack hits, you can spend 1 ki point to push the target up to 10 feet in a direction of your choice."],"name":"Air","type":"entries"}],"header":2,"level":3,"name":"Elemental Disciple","page":13,"source":"SeanTerraElementalistsPocketbook","subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],"header":2,"level":3,"subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you learn to channel your ki into elemental spells, using the Elemental Spell List on the next page.",{"entries":["You learn three cantrips of your choice from the elemental spell list. You learn an additional elemental cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["Instead of expending spell slots like other spellcasters, you spend ki points to cast your elemental spells. To cast an elemental spell of 1st level or higher, you must spend a number of ki points equal to 1 + the spell's level. When casting an elemental spell with ki points, you always cast it at its lowest level.","When you cast one of these spells, you use its casting time and other rules. but you don't need to provide material components for it."],"name":"Ki-Casting","type":"entries"},{"entries":["You know two 1st-level elemental spells of your choice. The Spells Known column of the Elemental Spellcasting table shows when you learn more elemental spells of 1st level or higher. Each of these spells can't be of a higher level than the Max Spell Level entry on the table corresponding to your monk level.","Whenever you gain a level in this class, you can replace one of the elemental spells you know with another spell of your choice from the elemental spell list. The spell can't be of a higher level than the Max Spell Level entry on the table corresponding to your monk level."],"name":"Spells Known of 1st Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your elemental spells, as they are manifestations of your inner power of Ki You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elemental spell you cast and when making an attack roll with one.",{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"name":"Spellcasting Ability","type":"entries"}],"header":2,"level":3,"name":"Elemental Spellcasting","page":13,"source":"SeanTerraElementalistsPocketbook","subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],"header":2,"level":3,"subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, when you use your action to cast an elemental spell, you can make a number of unarmed strikes as a bonus action. The number of unarmed strikes equals the number of Ki points you spent to cast the spell, up to a maximum of five attacks (one attack for cantrips)."],"header":2,"level":6,"name":"Mixed Blending Arts","page":13,"source":"SeanTerraElementalistsPocketbook","subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],"header":2,"level":6,"subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 10th level, you learn the Absorb Elements spell, which does not count against your number of spells known, and you can spend 1 ki point to cast it."],"header":2,"level":11,"name":"Elemental Defense","page":13,"source":"SeanTerraElementalistsPocketbook","subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],"header":2,"level":11,"subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you can spend 10 ki points to cast the Elemental Avatar spell. Whenever you reduce a creature to 0 hitpoints during the spell, you regain 1 ki point."],"header":2,"level":17,"name":"Master of the Elements","page":13,"source":"SeanTerraElementalistsPocketbook","subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}],"header":2,"level":17,"subclassShortName":"Elements","subclassSource":"SeanTerraElementalistsPocketbook","type":"entries"}]],"subclassSpells":["control flames|xge","create bonfire|xge","frostbite|xge","gust|xge","mold earth|xge","Produce Flame","Ray of Frost","sculpt snow|seanterraelementalistspocketbook","shape water|xge","splash|seanterraelementalistspocketbook","stone fist|seanterraelementalistspocketbook","thunderclap|xge","absorb elements|xge","Burning Hands","Create or Destroy Water","earth tremor|xge","earthen disk|seanterraelementalistspocketbook","Fog Cloud","ice knife|xge","redirect missile|seanterraelementalistspocketbook","Searing Smite","snowdrift|seanterraelementalistspocketbook","swim|seanterraelementalistspocketbook","Thunderous Smite","Thunderwave","water whip|seanterraelementalistspocketbook","aganazzar's scorcher|xge","air kick|seanterraelementalistspocketbook","blasting bubble|seanterraelementalistspocketbook","chilling breeze|seanterraelementalistspocketbook","earth launch|seanterraelementalistspocketbook","Flaming Sphere","geysers|seanterraelementalistspocketbook","Gust of Wind","maximilian's earthen grasp|xge","pyrotechnics|xge","redirect lightning|seanterraelementalistspocketbook","Scorching Ray","Shatter","skywrite|xge","snilloc's snowball swarm|xge","warding wind|xge","erupting earth|xge","Elemental Weapon","Fireball","Meld into Stone","melf's minute meteors|xge","Protection From Energy","Sleet Storm","tidal wave|xge","wall of sand|xge","wall of water|xge","Water Breathing","Water Walk","whirling ascent|seanterraelementalistspocketbook","Wind Wall","cold snap|seanterraelementalistspocketbook","Control Water","Fire Shield","Ice Storm","overpressure blast|seanterraelementalistspocketbook","Stone Shape","Stoneskin","storm sphere|xge","swirling rubble|seanterraelementalistspocketbook","Wall of Fire","watery sphere|xge","vortex|seanterraelementalistspocketbook","Cone of Cold","control winds|xge","downpour|seanterraelementalistspocketbook","flame seeds|seanterraelementalistspocketbook","immolation|xge","maelstrom|xge","transmute rock|xge","Wall of Stone","bones of the earth|xge","investiture of flame|xge","investiture of ice|xge","investiture of stone|xge","investiture of wind|xge","Move Earth","Otiluke's Freezing Sphere","pyroclastic flow|seanterraelementalistspocketbook","sea glide|seanterraelementalistspocketbook","Wall of Ice","Wind Walk","akhenaten's warding tablets|seanterraelementalistspocketbook","Delayed Blast Fireball","Fire Storm","hailstone swarm|seanterraelementalistspocketbook","malec-keth's flame fist|seanterraelementalistspocketbook","sonic boom|seanterraelementalistspocketbook","whirlwind|xge","Control Weather","Earthquake","frostburn|seanterraelementalistspocketbook","Incendiary Cloud","Tsunami","absolute zero|seanterraelementalistspocketbook","elemental avatar|seanterraelementalistspocketbook","Meteor Swarm","Storm of Vengeance","produce flame|xphb","ray of frost|xphb","burning hands|xphb","create or destroy water|xphb","fog cloud|xphb","searing smite|xphb","thunderous smite|xphb","thunderwave|xphb","flaming sphere|xphb","gust of wind|xphb","scorching ray|xphb","shatter|xphb","elemental weapon|xphb","fireball|xphb","meld into stone|xphb","protection from energy|xphb","sleet storm|xphb","water breathing|xphb","water walk|xphb","wind wall|xphb","control water|xphb","fire shield|xphb","ice storm|xphb","stone shape|xphb","stoneskin|xphb","wall of fire|xphb","cone of cold|xphb","wall of stone|xphb","move earth|xphb","otiluke's freezing sphere|xphb","wall of ice|xphb","wind walk|xphb","delayed blast fireball|xphb","fire storm|xphb","control weather|xphb","earthquake|xphb","incendiary cloud|xphb","tsunami|xphb","meteor swarm|xphb","storm of vengeance|xphb"],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=Monk: Way of the Elements}","{@filter Spells Known|spells|subclass=Monk: Way of the Elements}","{@filter Max Spell Level|spells|subclass=Monk: Way of the Elements}"],"rows":[["-","-","-"],["-","-","-"],[3,2,"1st"],[3,2,"1st"],[3,3,"1st"],[3,3,"1st"],[3,4,"2nd"],[3,4,"2nd"],[3,5,"2nd"],[4,5,"2nd"],[4,6,"2nd"],[4,6,"2nd"],[4,7,"3rd"],[4,7,"3rd"],[4,8,"3rd"],[4,8,"3rd"],[4,9,"3rd"],[4,9,"3rd"],[4,10,"4th"],[4,10,"4th"]],"subclasses":[{"name":"Way of the Elements","source":"SeanTerraElementalistsPocketbook"}]}]},{"__prop":"subclass","_fMisc":[],"_fSources":"DZC:ANA:MsE","className":"Monk","classSource":"PHB","foundryImg":"icons/magic/symbols/elements-air-earth-fire-water.webp","name":"Way of the Elements","page":1,"shortName":"Elements","source":"DZC:ANA:MsE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Each element is contained within a field of study, known as {@filter Elemental Arts|optionalfeatures|feature type=DZC:EA}. 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 ({@filter air|optionalfeatures|feature type=DZC:EA:A}, {@filter earth|optionalfeatures|feature type=DZC:EA:E}, {@filter fire|optionalfeatures|feature type=DZC:EA:F}, and {@filter water|optionalfeatures|feature type=DZC:EA:W}).","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.",{"caption":"Elemental Arts Damage","colLabels":["Elemental Art","Maximum Ki Points for a Spell"],"colStyles":["col-5 text-center","col-9 text-left"],"rows":[["Air","Thunder"],["Earth","Bludgeoning, Piercing, Slashing"],["Fire","Fire"],["Water","Cold"]],"type":"table"}],"foundryImg":"icons/magic/nature/beam-hand-leaves-green.webp","level":3,"name":"Elemental Arts","page":6,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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 {@filter Elemental Strike|optionalfeature|feature type=DZC:EA:ES} 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.",{"count":1,"entries":[{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","foundrySystem":{"actionType":"other","activation.condition":"Once on your turn, when you hit with a weapon attack","activation.cost":1,"activation.type":"special","damage.parts":[["@scale.monk.die","thunder"]]},"name":"Thunderous Strike (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","foundrySystem":{"actionType":"other","activation.condition":"Once on your turn, when you hit with a weapon attack","activation.cost":1,"activation.type":"special","damage.parts":[["@scale.monk.die + @abilities.wis.mod"]],"rsr5e.quickDamage.context.0":"Your choice of bludgeoning, piercing, or slashing"},"name":"Rocky Strike (Earth Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","foundrySystem":{"actionType":"other","activation.condition":"Once on your turn, when you hit with a weapon attack","activation.cost":1,"activation.type":"special","damage.parts":[["@scale.monk.die + @abilities.wis.mod","fire"]]},"name":"Igneous Strike (Fire Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","foundrySystem":{"actionType":"other","activation.condition":"Once on your turn, when you hit with a weapon attack","activation.cost":1,"activation.type":"special","damage.parts":[["@scale.monk.die","cold"]]},"name":"Gelid Strike (Water Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"}],"type":"options"}],"foundryImg":"icons/magic/fire/flame-burning-fist-strike.webp","level":3,"name":"Elemental Strike","page":6,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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 {@filter Elemental Manifestation|optionalfeature|feature type=DZC:EA:EM} option you know.",{"count":1,"entries":[{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","thunder"]],"save.ability":"con","save.scaling":"wis"},"name":"Wind Blast (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","bludgeoning"]],"save.ability":"str","save.scaling":"wis"},"name":"Stone Boulder (Earth Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["[email protected]","fire"]],"save.ability":"dex","save.scaling":"wis"},"name":"Flaming Blast (Fire Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","cold"]],"save.ability":"con","save.scaling":"wis"},"name":"Water Swirl (Water Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"}],"type":"options"}],"foundryImg":"icons/magic/earth/projectile-stone-boulder-brown.webp","level":3,"name":"Elemental Manifestation","page":6,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],"foundryImg":"icons/magic/symbols/elements-air-earth-fire-water.webp","header":1,"level":3,"name":"Way of the Elements","page":1,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn to infuse yourself with elemental energy. As a bonus action, you can spend 2 ki points to enter a {@filter Primal Stance|optionalfeature|feature type=DZC:EA:PS} 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.",{"count":1,"entries":[{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","name":"Wind Stance (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","name":"Mountain Stance (Earth Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","name":"Flame Stance (Fire Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","name":"River Stance (Water Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","thunder"]],"save.ability":"con","save.scaling":"wis"},"name":"Wind Blast (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","bludgeoning"]],"save.ability":"str","save.scaling":"wis"},"name":"Stone Boulder (Earth Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["[email protected]","fire"]],"save.ability":"dex","save.scaling":"wis"},"name":"Flaming Blast (Fire Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","cold"]],"save.ability":"con","save.scaling":"wis"},"name":"Water Swirl (Water Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"}],"type":"options"}],"foundryImg":"icons/magic/water/elemental-water.webp","header":2,"level":6,"name":"Primal Stances","page":6,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],"foundryImg":"icons/magic/water/elemental-water.webp","header":2,"level":6,"subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn how to move as one with the elements. Choose one of the {@filter Step Shift|optionalfeature|feature type=DZC:EA:SS}","Alternatively, you can learn an additional option from one of your previous features.",{"count":1,"entries":[{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","name":"Aerial Lift (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","name":"Rock Walk (Earth Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","name":"Jet Burst (Fire Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","entries":["Your body becomes one with the ocean. You gain a swimming speed equal to your walking speed and you can breath normally underwater."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","name":"Underwater Adaptations (Water Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","name":"Wind Stance (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","name":"Mountain Stance (Earth Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","name":"Flame Stance (Fire Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":2,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","name":"River Stance (Water Art)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","thunder"]],"save.ability":"con","save.scaling":"wis"},"name":"Wind Blast (Air Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","bludgeoning"]],"save.ability":"str","save.scaling":"wis"},"name":"Stone Boulder (Earth Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["[email protected]","fire"]],"save.ability":"dex","save.scaling":"wis"},"name":"Flaming Blast (Fire Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","foundrySystem":{"actionType":"save","activation.condition":"Spend 1 ki to replace an attack from the Attack action","activation.type":"special","damage.parts":[["@scale.monk.die","cold"]],"save.ability":"con","save.scaling":"wis"},"name":"Water Swirl (Water Art)","page":6,"source":"DZC:ANA:MsE","type":"entries"}],"type":"options"}],"foundryImg":"icons/creatures/abilities/wings-birdlike-blue.webp","header":2,"level":11,"name":"Step Shift","page":7,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],"foundryImg":"icons/creatures/abilities/wings-birdlike-blue.webp","header":2,"level":11,"subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have perfected the primal arts, learning to shape them in special ways. You gain the following benefits:",{"items":["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."],"type":"list"},"You also gain one of the following {@filter Elemental Mastery|optionalfeatures|feature type=DZC:EA:EMa} options of your choice. You must know the amount of elemental arts shown in parenthesis in order to take it.",{"count":1,"entries":[{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/air/wind-tornado-funnel-gray.webp","name":"Air Master (Four Air Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/earth/projectile-boulder-dust.webp","name":"Earth Master (Four Earth Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/fire/projectile-smoke-swirl-red.webp","name":"Fire Master (Four Fire Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","entries":["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."],"foundryImg":"icons/magic/water/projectile-ice-snowball.webp","name":"Water Master (Four Water Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/lightning/bolt-strike-sparks-blue.webp","name":"Lightning Adept (Two or more Air Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/acid/dissolve-drip-droplet-smoke.webp","name":"Acid Adept (Two or more Earth Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/light/beam-rays-orange-large.webp","name":"Light Adept (Two or more Fire Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":1,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/life/heart-cross-blue.webp","name":"Heal Adept (Two or more Water Arts)","page":7,"source":"DZC:ANA:MsE","type":"entries"},{"__prop":"optionalfeature","consumes":{"amount":3,"name":"Ki"},"entries":["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."],"foundryImg":"icons/magic/control/silhouette-hold-change-green.webp","name":"Nature's Vessel (One Art in each Elemental)","page":7,"source":"DZC:ANA:MsE","type":"entries"}],"type":"options"}],"foundryImg":"icons/magic/nature/explosion-flame-blue.webp","header":2,"level":17,"name":"Elemental Mastery","page":7,"source":"DZC:ANA:MsE","subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}],"foundryImg":"icons/magic/nature/explosion-flame-blue.webp","header":2,"level":17,"subclassShortName":"Elements","subclassSource":"DZC:ANA:MsE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"YAG","className":"Monk","classSource":"PHB","name":"Way of the Esoteric Ki","shortName":"Esoteric Ki","source":"YAG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Esoteric Ki are masters of connecting to the power of the Weave via manipulating their ki. They learn how to channel their ki to access arcane magic, granting them the ability to conjure forth mighty creatures and devastate their foes with powerful blasts of energy.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you have expanded your knowledge regarding the arcane, and have learned simple magic. You gain proficiency in the Arcana skill if you don't already have it. You also learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 11th level."],"level":3,"name":"Arcane Knowledge","source":"YAG","subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you reach 3rd level, you learn how to channel your ki to cast spells.","The Way of the Esoteric Ki Spellcasting table shows how many spells you have of 1st level or higher that you can cast.","Choose two schools of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the two schools of magic that you selected on the wizard spell list.","The Spells Known column of the Way of the Esoteric Ki Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from one of the two schools of magic that you chose, and must be of a level which corresponds to the Way of the Esoteric Ki Spellcasting table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.","To cast one of these spells, you must expend a number of ki points equal to the spell's level or higher. You use its casting time and other rules, but you don't need to provide material components for it, provided that the material component does not require a gold cost. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is six.","The spells you learn at 8th, 14th, and 20th level can come from any school of magic.","Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from one of the two schools of magic that you chose, unless you're replacing the spell you gained at 8th, 14th, or 20th level.","Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through the discipline of manipulating ki with arcane energy. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.",{"attributes":["int"],"name":"Spell","type":"abilityDc"},{"attributes":["int"],"name":"Spell","type":"abilityAttackMod"},{"caption":"WAY OF THE ESOTERIC KI SPELLCASTING","colLabels":["Level","Cantrips Known","Spells Known","1st","2nd","3rd","4th"],"rows":[["3rd","2","3","2","—","—","—"],["4th","2","4","3","—","—","—"],["5th","2","4","3","—","—","—"],["6th","2","4","3","—","—","—"],["7th","2","5","4","2","—","—"],["8th","2","6","4","2","—","—"],["9th","2","6","4","2","—","—"],["10th","2","7","4","3","—","—"],["11th","3","8","4","3","—","—"],["12th","3","8","4","3","—","—"],["13th","3","9","4","3","2","—"],["14th","3","10","4","3","2","—"],["15th","3","10","4","3","2","—"],["16th","3","11","4","3","3","—"],["17th","3","11","4","3","3","—"],["18th","3","11","4","3","3","—"],["19th","3","12","4","3","3","1"],["20th","3","13","4","3","3","1"]],"type":"table"}],"level":3,"name":"Ki Casting","source":"YAG","subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],"level":3,"name":"Way of the Esoteric Ki","source":"YAG","subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you learn how to sense magic around you. You can cast {@spell detect magic|phb} at will, without expending ki points to do so. Additionally, you gain the ability to draw in a thread of the weave to recover a portion of your ki. As an action, you can regain ki points equal to half your monk level, rounded up. You must finish a long rest before you can use this feature again."],"header":2,"level":6,"name":"Replenishing Weave","source":"YAG","subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you have learned how to attune to magic to perfectly cast spells. Choose two spells that you have learned via your Ki Casting feature. You can cast both of these spells once per long rest without expending ki points or requiring material components."],"header":2,"level":11,"name":"Ultimate Spells","source":"YAG","subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, as an action, you can unleash the power of ki and magic, emitting strands of magic across your entire body. While in this state, you have resistance to all damage and any spell that you cast using your Ki Casting feature has its ki point cost reduced by 1 (minimum of 1). This form lasts for 1 minute or you become incapacitated."],"header":2,"level":17,"name":"Esoteric Being","source":"YAG","subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Esoteric Ki","subclassSource":"YAG","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"BDPC","className":"Monk","classSource":"PHB","name":"Way of the Eternal Spirit","page":21,"shortName":"Eternal Spirit","source":"BDPC","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Eternal Spirit learn to channel the energy of the positive plane, using the powers that it grants to defend their allies and come to the aid of those that need it most. Unlike the monks of most monastic traditions, monks of the way of the eternal spirit don't typically live in monasteries or cloisters. Monks that follow this tradition are wanderers that travel through the lands, and sometimes even across planes, as they train and lend their aid to those they encounter. It is common for these monks to travel in small groups, where a single master leads and teaches one to three students.","Monks of this tradition are often easily identifiable by the intricate, magical tattoos that they adorn their bodies with. These tattoos are thought to improve their connection to the positive plane, so that they can more easily channel its energy. When a monk of this tradition harnesses their ki, their tattoos can change color or even begin to glow.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill Medicine} skill if you don't already have it. You also gain proficiency in the {@item herbalism kit|PHB} if you don't already have it."],"level":3,"name":"Bonus Proficiencies","page":21,"skillProficiencies":[{"medicine":true}],"source":"BDPC","subclassShortName":"Eternal Spirit","subclassSource":"BDPC","toolProficiencies":[{"herbalism kit":true}],"type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you can manipulate your ki to come to the defense of your allies. You gain the following options:",{"items":["As a bonus action, you can cause a creature you can see within 30 feet of you to gain temporary hit points equal to a roll of your Martial Arts die. When you use this option, you can choose to spend up to 2 ki to increase the number of temporary hit points gained by one Martial Arts die per ki point spent. These temporary hit points last until the end of your next turn.",{"entries":["When another creature within 30 feet of you takes damage, you can use your reaction and spend 1 ki point to disappear in a flash of light. You teleport to an unoccupied location within 5 feet of that creature, and grant it resistance to the triggering instance of damage. When you do so, you take damage equal to the damage that creature takes.","When you use this option, you can choose to spend 2 ki points, rather than 1. If you do so, you don't take damage equal to the damage the creature takes.","If you are within 5 feet of your target when you use this option, you can choose to not teleport. In that case, the total ki cost for this option decreases by 1, to a minimum of 0."],"page":21,"type":"entries"}],"page":21,"type":"list"}],"level":3,"name":"Radiant Guardian","page":21,"source":"BDPC","subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],"level":3,"name":"Way of the Eternal Spirit","page":21,"source":"BDPC","subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, tapping into the magic of ki mends your wounds. Whenever you spend ki, you regain hit points equal to the number of ki points you spend.","When you regain hit points in this way, you can choose to regain additional hit points equal to half your monk level. Once you do so, you can't do so again until you finish a long rest."],"header":2,"level":6,"name":"Restoring Spirit","page":21,"source":"BDPC","subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, the positive energy that runs through your body causes you to age more slowly. For every 10 years that pass, your body only ages 1 year.","You can also harness this energy to help your body brush off attacks. As a bonus action, you can spend up to 3 ki points to increase the effectiveness of your unarmored defense. For the next minute, your AC equals 10 + your Dexterity modifier + your Wisdom modifier + the number of ki points spent, as long as you are wearing no armor and not wielding a shield."],"header":2,"level":11,"name":"Enduring Body","page":21,"source":"BDPC","subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],"header":2,"level":11,"subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you gain the ability to commune with those you meet, and come to their defense in their time of need. You can, for 1 minute, touch your palm to the chest of a willing creature that speaks at least one language to grant them your protection. As long as that creature is under your protection, you know the distance and direction to its location, and you can sense its current emotional state and whenever it takes any damage. You can have up to six creatures under your protection at any one time, and a creature remains under your protection until you choose to end it (no action required), or until the creature is ever on a different plane of existence than you.","As an action, you can spend 10 ki points to teleport yourself and up to eight willing creatures of your choice within 10 feet of you to the location of one of the creatures under your protection. You and the creatures you transport with you appear in unoccupied locations within 60 feet of the targeted creature.","Once you teleport in this way, you can't teleport to a target more than 5 miles away from you until you finish a long rest."],"header":2,"level":17,"name":"Spiritual Defender","page":21,"source":"BDPC","subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}],"header":2,"level":17,"subclassShortName":"Eternal Spirit","subclassSource":"BDPC","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLMT","className":"Monk","classSource":"PHB","name":"Way of the Feral Warrior","page":1,"shortName":"Feral Warrior","source":"LLMT","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of all traditions seek to gain physical mastery over themselves and in the process these spiritual warriors hone their flesh into a potent weapon. However, creatures born with natural weapons; vicious claws, imposing horns, and hardened scales, have an advantage other monks don't","These creatures of bestial heritage follow the Way of the Feral Warrior. They hone their imposing natural features into deadly weapons, and train to master the primal ferocity that dwells within their blood.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Feral Warrior is typically practiced by creatures of bestial ancestry. In my home setting, only creatures with natural weapon attacks can choose this Monastic Tradition, but your DM can lift that restriction to better suit the campaign."],"level":3,"name":"Optional Rule: Race Restriction","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"inset"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your body itself evolved to be a weapon. Whether it be claws, teeth, spines, or scales, your physical form has innate combat potential. Starting at 3rd level your Martial Arts damage die increases to a {@dice d6} for your unarmed strikes.","The size of your Martial Arts die for your unarmed strikes increases as you gain levels in this class; to {@dice 1d8} at 5th level, {@dice 1d10} at 11th level, and {@dice 1d12} at 17th level."],"level":3,"name":"Fist of Scale & Bone","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon adopting this Monastic Tradition at 3rd level, you enhance your natural ability with a discipline of your choice from the options listed below. Most creatures adopt the discipline that aligns with their heritage, but the disciplines of this tradition can be mastered by anyone without restriction.",{"entries":[{"count":1,"entries":[{"entries":["This discipline is often adopted by creatures with natural claws; {@race aarakocra|EEPC}, {@race tabaxi|VGM}, the {@race leonin|MOT} of Theros, and the {@race shifter|ERLW|shifters} peoples of Eberron. Your unarmed strikes deal slashing damage and inflict deep wounds in your target. Each time you hit a creature with an unarmed strike, its movement speed is reduced by 5 feet until the start of your next turn. If you reduce a creature's speed to 0, they are {@condition restrained} until the beginning of your next turn."],"name":"Bestial Rend","page":2,"type":"entries"},{"entries":["This discipline is often adopted by creatures with hooves or horns; {@race centaurs|MOT}, {@race minotaurs|MOT}, or the {@race satyrs|MOT} of Theros. Once per turn, when you move at least 20 feet and hit a creature with an unarmed strike, you can use a bonus action to force the creature to make a Strength saving throw. On a failed save, they are knocked {@condition prone} and take bludgeoning damage equal to your monk level."],"name":"Ungulate Charge","page":2,"type":"entries"},{"entries":["This discipline is often adopted by creatures with natural defenses, like the scaled {@race lizardfolk|VGM} or {@race tortle|TTP|tortles} with their protective shell. When fighting you position yourself to more easily defend against your foes. The last creature you hit with an unarmed strike on your turn has disadvantage on any attack rolls they make against you until the start of your next turn."],"name":"Reptilian Defense","page":2,"type":"entries"}],"type":"options"}],"type":"entries"}],"level":3,"name":"Natural Predator","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],"level":3,"name":"Way of the Feral Warrior","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have worked to master your instinctual abilities along with your physical form. At 6th level you gain proficiency in either {@skill Insight}, {@skill Perception}, or {@skill Survival}. In addition, whenever you make an {@skill Insight}, {@skill Perception}, or {@skill Survival} check you can expend 1 ki point to grant yourself advantage on the roll."],"header":2,"level":6,"name":"Primal Intuition","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],"header":2,"level":6,"subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["In your training you have learned to augment your physical strikes with the power of ki. Starting at 11th level, when you hit a creature with an unarmed strike you can expend 1 ki point to increase the damage of your unarmed strike by {@dice 2d6}."],"header":2,"level":11,"name":"Feral Strikes","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],"header":2,"level":11,"subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level, you have mastered your physical form and brought forth its wild potential. You learn one of the following disciplines of your choice.",{"entries":[{"count":1,"entries":[{"entries":["You can whip yourself into a primal fury when hunting your foes. When you score a critical hit against a creature with an unarmed strike, its speed is reduced to 0, and you have advantage on any unarmed strikes you make against that creature until the start of your next turn."],"name":"Bestial Fury","page":2,"type":"entries"},{"entries":["You can draw upon primal speed to trample those in your path. As an action, you can expend 4 ki points and move up to your full movement speed in a straight line. Any creatures you pass through must make a Dexterity saving throw or take {@dice 8d6} bludgeoning damage and fall {@condition prone}."],"name":"Ungulate Trample","page":2,"type":"entries"},{"entries":["You can harden your exterior to deflect incoming blows. As a reaction when you are hit by an attack, you can expend ki to increase your Armor Class until the start of your next turn. For each ki point you expend your Armor Class increases by 2, up to a maximum of 5 ki points."],"name":"Reptilian Resilience","page":2,"type":"entries"}],"type":"options"}],"type":"entries"}],"header":2,"level":17,"name":"Apex Predator","source":"LLMT","subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}],"header":2,"level":17,"subclassShortName":"Feral Warrior","subclassSource":"LLMT","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Info","Has Images"],"_fSources":"SGttEH","className":"Monk","classSource":"PHB","hasFluff":true,"hasFluffImages":true,"name":"Way of the Fire Dancer","page":147,"shortName":"Fire Dancer","source":"SGttEH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The fire dancers carry an almost extinct tradition. Once a trading group, they considered themselves a family of a single creed: \"Those who harm us will bathe in flames.\" This nomadic group of seasoned warriors welcomed all walks of life, regardless of origin, status, or influence; as long as one conducted oneself with respect towards their fellows, the caravans would open their door. Their ironclad creed and welcoming nature was their downfall.","Upon arriving in Luyarnha, they were accused of bringing the scourge with them. After all, the dancing flames didn't affect the city before their arrival. This lie, like so many told, carried a kernel of truth that was exploited to bend others to the city's will. For this sin, they were imprisoned, left to starve, and forbidden from practicing their martial arts.","Such a treatment couldn't break their will; to hide their practice of martial arts, the traveling band took the name of fire dancers and hid their powers within their dance. For years they have endured, many escaping the prison with the aid of their fellows, yet the bonds of family entrap more firmly than any chain could. Even those who escape refuse to leave the city until their kin are freed and their name is cleared.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you've trained your body to dance through flames. You gain proficiency in the {@skill Performance} or {@skill Acrobatics} skill (your choice), and your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.","In addition, you gain resistance to fire damage. If you already have this resistance, instead, if you take fire damage, you can reduce that damage by {@dice 1d6} (after the resistance applies)."],"expertise":[{"performance":true},{"acrobatics":true}],"level":3,"name":"Blazing Performer","page":147,"resist":["fire"],"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you are a master at weaving flames through your use of ki, creating a deadly dance. When you spend a ki point during your turn, your monk weapons and unarmed strikes catch fire until the start of your next turn. While on fire, they deal extra fire damage equal to your Wisdom modifier, and you gain a bonus to your AC equal to half your Wisdom modifier for the duration.","In addition, while your flames are active, if a creature misses you with a melee attack, you can use your reaction to make an unarmed strike or spend a ki point to use your {@classFeature Flurry of Blows|Monk|PHB|2|PHB} feature against it."],"level":3,"name":"Dance of Fire","page":147,"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"}],"header":1,"level":3,"name":"Way of the Fire Dancer","page":147,"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you learn to entrap your foes in the flames of your dance.","When you use {@classFeature Step of the Wind|Monk|PHB|2|PHB}, if you move through each space adjacent to a creature on your turn, you create a vortex of fire around them. The target must make a Dexterity saving throw against your ki save DC, taking {@damage 2d6} fire damage and becoming trapped in a vortex of flames that appears in its space on a failed save. On a successful save, the target takes half as much damage and the vortex fails to appear. The vortex is opaque and obstructs line of sight. If the target attempts to move out of the flames, it must first succeed on a Wisdom saving throw against your ki save DC. On a failure, it takes {@damage 1d6} fire damage and is {@condition charmed} by the flames, reducing its speed to 0 until the start of its next turn, at which point the vortex and its effects end. On a success, it moves through the vortex, ending the effect. These flames do not damage other creatures.","Once you use this feature a number of times equal to 1 + your Wisdom modifier, you can't do so again until you finish a long rest."],"header":1,"level":6,"name":"Scorching Vortex","page":147,"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, any fire damage that you deal ignores fire resistance. In addition, the clarity of your mind allows you to generate flames that many would call divine; you can replace any fire damage that you deal with radiant damage.",{"data":{"isNoOutline":true},"entries":["The unfair treatment that some fire dancers have received in their life has created deep resentment, warping their pure nature and the flames they wield. These fire dancers wield a dark flame, said to devour life. If you wish to play such a character, replace any mention of fire damage, resistance, or immunity in the subclass abilities with necrotic damage, resistance, or immunity, respectively, and you can choose not to gain the {@subclassFeature Flames of Redemption|Monk|PHB|Fire Dancer|SGttEH|11|SGttEH} feature."],"name":"GM Note:","page":148,"type":"inset"}],"header":1,"isClassFeatureVariant":true,"level":11,"name":"Flames of Redemption","page":148,"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["At 11th level, your flames burn away all impurities. As an action, you can spend 2 ki points to touch a creature and infuse them with your flames. The target can end one {@condition poisoned|PHB|poison}, {@condition charmed|PHB|charm}, or {@table short-term madness|SGttEH} afflicting it."],"header":1,"level":11,"name":"Purifying Flames","page":148,"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you are a master of the flames. When you deal fire damage with a monk weapon, if the target is a creature or a flammable object, it ignites. Until the target or a creature within 5 feet of it takes an action to douse the flames, the target takes fire damage equal to your Wisdom modifier at the start of each of its turns.","In addition, while under the effects of {@subclassFeature Dance of Fire|Monk|PHB|Fire Dancer|SGttEH|3|SGttEH}, your body merges with the flames. For the duration, you become immune to fire damage and have resistance to bludgeoning, piercing, and slashing damage."],"header":1,"level":17,"name":"One With The Fire","page":148,"source":"SGttEH","subclassShortName":"Fire Dancer","subclassSource":"SGttEH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"GPCodex","className":"Monk","classSource":"PHB","name":"Way of the Firedancer","shortName":"Firedancer","source":"GPCodex","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While many who use firearms do so merely for power, to make an impression, or for tactical reasons, monks known as firedancers have turned the use of small guns into an art form. Gracefully dancing between opponents, firing at close range and deflecting enemy attacks, firedancers are whirlwinds on the battlefield.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this monastic tradition at 3rd level, you gain proficiency with all one-handed firearms. Additionally, one-handed firearms count as monk weapons for you. You also gain proficiency in the {@skill Acrobatics} skill, if you are not already proficient in it."],"level":3,"name":"Proficiencies","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon choosing this monastic tradition at 3rd level, you gain proficiency with {@item Tinker's Tools|PHB}. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting."],"level":3,"name":"Gunsmith","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."],"level":3,"name":"Two-Weapon Fighting","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 3rd level, making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. Additionally, if you make an attack with a one-handed firearm and no creature other than your target is within 5 feet of you, you may spend a ki point to gain advantage on the attack roll. You may use this ability only once per round."],"level":3,"name":"Point Blank","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],"level":3,"name":"Way of the Firedancer","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you extend your ki into your one-handed firearms, granting you the following benefits.","{@b Magic Guns.} Your attacks with your one-handed firearms count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.","{@b Precise Strike.} When you hit a target with a one-handed firearm, 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."],"header":2,"level":6,"name":"One with the Gun","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],"header":2,"level":6,"subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you have learned to anticipate the movements of enemies who use ranged weapons and disrupt their aim. Whenever an enemy that you can see within 15 feet of you makes a ranged weapon attack against you or an ally, you may use your reaction and spend 1 ki point to make a flying leap. You may move up to 15 feet in this leap, and when landing you impact your target enough to impose disadvantage on their ranged attack roll."],"header":2,"level":11,"name":"Firedancer's Parry","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],"header":2,"level":11,"subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can reload your guns with preternatural grace and speed. By spending 1 ki point as a free action on your turn, you can make a DC 10 Dexterity ({@skill Acrobatics}) check to reload one piece of ammunition into any one-handed firearm you are holding. You may load one additional piece of ammunition into each gun for every 5 that you exceed the DC (2 bullets at 15, 3 at 20, et cetera)."],"header":2,"level":17,"name":"Firedancer's Reload","source":"GPCodex","subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}],"header":2,"level":17,"subclassShortName":"Firedancer","subclassSource":"GPCodex","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"SCOE","className":"Monk","classSource":"PHB","name":"Way of the Five Forms","shortName":"Five Forms","source":"SCOE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You belong to a monastic tradition that emphasizes your ki as a connection to instinct, ferocity, and the natural order. The ancient sages and martial artists who shaped your tradition described the stances and strikes with various animals of the natural world.","Monasteries who follow the way of the five forms are typically close communities that constantly watch over each other like animals in a pack. It is customary for masters of this discipline to be knowledgeable in all of the animal astances; they strive to become perfect examples of the versatility of nature. At your option, you can pick from or roll on the Way of the Five Forms Quirks table to create a quirk for your character.",{"caption":"Way of the Five Forms Quirks","colLabels":["d6","Quirk"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","You refuse to eat cooked meat, preferring it raw."],["2","You sleep incredibly lightly, ready to wake up and pounce at a moment's notice."],["3","You grow excessive hair on your face and arms."],["4","You feel at home in high up places, and staying close to the ground tends to make you anxious."],["5","You constantly wring your hands and tilt your head."],["6","You like to eat bugs, even picking them from your companion's hair or fur. It's not that weird."]],"type":"table"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill Animal Handling} skill. Additionally, you learn to cast the {@spell speak with animals} spell as a ritual, using Wisdom as your spellcasting ability."],"level":3,"name":"Wild at Heart","source":"SCOE","subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you've meditated on the ebb and flow of animal life around you, learning to imitate their movements. Choose two of the following animal styles: Crane, Mantis, Monkey, Snake, and Tiger. You gain the ability to enter the stance of your chosen styles, listed below. Your choices grant you additional benefits as you gain levels in this class.","As a bonus action, you can spend 1 ki point to enter the stance of one animal style you have learned. This stance lasts for 1 minute, and it ends early if you are knocked {@condition unconscious}, you enter another stance, or if you end it on your turn (no action required).",{"entries":["While you are in this stance, you can use Step of the Wind without expending a ki point."],"name":"Crane","type":"entries"},{"entries":["While you are in this stance and a creature within 5 feet of you makes a melee attack, you can use your reaction to make an unarmed strike against that creature."],"name":"Mantis","type":"entries"},{"entries":["While in this stance, you can use your {@skill Acrobatics} modifier in place of your {@skill Athletics} modifier when making a {@action Grapple} check, and if you are grappling a creature, you may use Flurry of Blows without expending a ki point, provided those are made attacks against the {@condition grappled} creature."],"name":"Monkey","type":"entries"},{"entries":["While in this stance, you can use Patient Defense without expending a ki point. You can do so only if you haven't moved more than half your walking speed on your turn, and after you use Patient Defense, your remaining walking speed is halved until the end of the current turn."],"name":"Snake","type":"entries"},{"entries":["While you are in this stance and you are not wearing armor or using a shield, you gain a +1 bonus to your AC."],"name":"Tiger","type":"entries"},"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace an animal style you've learned with another animal style you don't already know."],"level":3,"name":"Initiate of the Forms","source":"SCOE","subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],"header":1,"level":3,"name":"Way of the Five Forms","source":"SCOE","subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, your animalistic tendencies strengthen. You gain the following abilities based on your chosen animal styles, whether you are in an animal stance or not:",{"entries":["When a creature you can see hits you with an attack, you can use your reaction to gain resistance to the triggering damage."],"name":"Crane","type":"entries"},{"entries":["Once per turn, when you miss a creature with an unarmed strike, you can reroll the attack."],"name":"Mantis","type":"entries"},{"entries":["Creatures have disadvantage on opportunity attacks made against you, and you gain a climbing speed equal to your walking speed."],"name":"Monkey","type":"entries"},{"entries":["Whenever you use your Stunning Strike feature, you deal additional poison damage to the target equal to your Wisdom modifier (minimum of 1 poison damage)."],"name":"Snake","type":"entries"},{"entries":["When you hit a creature with an unarmed strike, you can spend 1 ki point to deal additional slashing damage to the creature equal to one roll of your Martial Arts die."],"name":"Tiger","type":"entries"}],"header":2,"level":6,"name":"Disciple of the Forms","source":"SCOE","subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your connection to your animalistic self deepens. You learn a third animal style, and you gain the following abilities based on your chosen animal styles.",{"entries":["While you are in Crane stance, you have a flying speed equal to half your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft."],"name":"Crane","type":"entries"},{"entries":["While you are in Mantis stance, making an unarmed strike does not consume your reaction, though you can only make one unarmed strike per turn."],"name":"Mantis","type":"entries"},{"entries":["While you are in Monkey stance, whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are unarmed strikes or {@action Grapple} checks."],"name":"Monkey","type":"entries"},{"entries":["While you are in Snake stance, the range of your unarmed strikes is 5 feet greater than normal on your turn."],"name":"Snake","type":"entries"},{"entries":["While you are in Tiger stance, your unarmed strikes deal additional damage equal to your Strength modifier (minimum +1 damage)."],"name":"Tiger","type":"entries"}],"header":2,"level":11,"name":"Wild Spirit","source":"SCOE","subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you learn to blend your animal styles fluidly, even leading to animalistic transformations. Whenever you enter an animal stance, you may enter two stances at the same time, gaining the benefits of both.","Additionally, as an action, you can spend 3 ki points to cast {@spell polymorph} on yourself, becoming one of the creatures associated with your chosen animal styles: Crane (using the {@creature Giant Eagle|MM} statblock, except your size is Medium), Mantis (using the {@creature Giant Spider|MM} statblock, except your size is Tiny), Monkey (using the {@creature Ape|MM} statblock), Snake (using the {@creature Jaculi|ToA} statblock, except your size is Small), or Tiger (using the {@creature Tiger|MM} statblock). While you are transformed, you can enter that animal's stance without expending a ki point, you use your Martial Arts die for your melee attacks, and you can make two attacks on your turn when you take the {@action Attack} action, regardless of whether your statblock has the Multiattack action.","Once you cast {@spell polymorph} using this feature, you can't do so again until you finish a short or long rest."],"header":2,"level":17,"name":"Master of the Forms","source":"SCOE","subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Five Forms","subclassSource":"SCOE","type":"entries"}]],"subclassSpells":["Speak with Animals","Polymorph","speak with animals|xphb","polymorph|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"VSS","className":"Monk","classSource":"PHB","name":"Way of The Flagellant","shortName":"Flagellant","source":"VSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Flagellant teaches an extreme, sometimes heretical, view of asceticism: peace comes through suffering, purity through pain. Its practitioners shun all indulgences and embrace pain to harness their ki, isolating themselves further from the material world. As such, these monks often carry their eponymous flails and whips to use on both themselves and their foes. Their pain is a mortal penitence and an act of focusing, letting them block out all else and manipulate their ki with expert intent.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn the techniques of the Way of the Flagellant, including their signature weapons. You gain proficiency with {@item flail|PHB|flails} and {@item whip|PHB|whips}, which count as monk weapons for you.","Additionally, you can choose to deal slashing instead of bludgeoning damage with your unarmed strikes."],"level":3,"name":"Ascetic Implements","page":223,"source":"VSS","subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, when you start your turn, you can sharpen your focus by spending 1 ki point and striking yourself with a ritualistic flail. You take {@dice 2d4} slashing damage and gain advantage on the first attack you make with a monk weapon or unarmed strike on your turn. If you instead choose to take {@dice 4d4} slashing damage, you instead gain advantage on all attack rolls you make on your turn. This ability has no effect if you reduce or avoid taking the slashing damage. "],"level":3,"name":"Penitent Lash","page":223,"source":"VSS","subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],"level":3,"name":"Way of The Flagellant","page":223,"source":"VSS","subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 6th level, your expertise in the purifying discipline of pain has granted you new ways to share agony. You gain the following abilities:",{"items":["{@bold Branding Palm.} When you hit a creature with an unarmed strike, you can spend 1 ki point as a bonus action to brand the creature. The next attack that hits a branded creature within the next minute deals an extra {@dice 2d8} fire damage. At 11th level, this damage increases to {@dice 3d8}, and at 17th level, this damage increases to {@dice 4d8}.","{@bold Electroshock Strike.} Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to cast the {@spell shocking grasp|PHB} cantrip as a bonus action. Wisdom is your spellcasting ability for this spell.","{@bold Scissorhand Technique.} If you deal slashing damage to a creature with a monk weapon or unarmed strike, you can spend 1 ki point to give the target a bleeding wound. Constructs, oozes, and undead can't get bleeding wounds. A creature loses {@dice 1d6} hit points at the start of each of its turns for each of its bleeding wounds unless it uses an action to staunch the bleeding of all of its wounds. While a target is bleeding, it can't regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus."],"style":"list-no-bullets","type":"list"}],"header":2,"level":6,"name":"Art of Punishment","page":223,"source":"VSS","subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you enter a rapturous frenzy when wounded. Whenever you take damage in excess of your character level, you can use your reaction to regain {@dice 1d4} ki points. You can use this ability a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you finish a long rest."],"header":2,"level":11,"name":"Purity Through Pain","page":223,"source":"VSS","subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, when you use your Penitent Lash feature, you can choose to increase the slashing damage taken to {@dice 6d4}. When you do so, you gain all the benefits of that feature, and your unarmed strikes deal an extra {@dice 1d4} slashing damage on a hit until the end of your turn."],"header":2,"level":17,"name":"Exsanguinate","page":223,"source":"VSS","subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Flagellant","subclassSource":"VSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ar15","className":"Monk","classSource":"PHB","name":"Way of the Flesh","shortName":"Flesh","source":"ar15","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["A dwarf swings through the streets of a desert city, limbs stretching impossibly as she grabs the edges of rooftops before flinging herself forward at bone-breaking velocity. A dragonborn snaps a guard's neck and, as he lowers the corpse, assumes his victim's face, form, and voice. Flesh sloughs from the body of a human, their very being unraveling before they reform as an elf with long, scythe-like limbs that lash out at enemies in every direction, unleashing a maelstrom of gore.","This is the Way of the Flesh. Some adherents start down this path after becoming afflicted with disease, poisoned by alchemical concoctions, or suffering from aberrant parasites. They discover the Way of the Flesh as a method for survival in a hostile body. Other practitioners are philosophers, musing on the relationship between self and body and how deeply the mind can warp its housings. As a disciple becomes more skilled in this tradition, the distinction between their flesh and that of their victims blurs; the adherent's true body becomes an amorphous mass, optimized for mobility and violence.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you unlock the first secrets of the Way of the Flesh. You sprout lethal pseudopod, capable of ripping apart your foes and pulling you across your environment. The reach of your unarmed strikes increases to 10 feet. This reach increases to 15 feet at 11th level and 20 feet at 17th level. You can use these pseudopod to {@action grapple} other creatures, but they don't increase the number of creatures you can {@action grapple} and they can't wield weapons, shields, or spellcasting foci. Creatures you {@action grapple} can make melee attacks against you no matter how far away you are.","Additionally, you can spend 1 ki point on your turn to make your limbs stronger and more flexible for 10 minutes (no action required). For the duration, you can use the Dexterity ({@skill Acrobatics}) skill instead of Strength ({@skill Athletics}) when you attempt to grapple or maintain a grapple. In addition, when you take the {@action Attack} action, you can forgo one attack to grab a Medium or larger object within reach of your unarmed strike and pull yourself to an unoccupied space within 5 feet of the object. This movement doesn't provoke opportunity attacks."],"level":3,"name":"Shape the Flesh","source":"ar15","subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],"level":3,"name":"Way of the Flesh","source":"ar15","subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn the second secret of the Way of the Flesh—that all people are meat, and that the only thing separating your identity from others is that they aren't part of you yet. When you reduce a Humanoid within your reach to 0 hit points, or use an action to handle a Humanoid's corpse, you can absorb a sample of its flesh. You can hold a number of samples equal to your proficiency bonus, though you can only ever collect one sample from any given Humanoid. If you gain a sample while you have the maximum number of samples, you replace an existing sample of your choice.","While you have a sample, you can spend 1 ki point to take either of the following actions:",{"items":[{"entries":["You consume your sample to take on the form of the sampled creature for 1 hour or until you end your transformation as a bonus action. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look like the creature. Your statistics remain the same, except for your size, which changes to match the creature's size. While disguised in this manner, you can use the Wisdom ({@skill Insight}) skill instead of Charisma ({@skill Deception} or {@skill Performance}) to impersonate the creature. When the transformation ends, the sample is destroyed."],"name":"Impersonate","type":"entries"},{"entries":["You rip memories from the absorbed creature. After performing this action, you have 10 minutes to ask one question of the creature's flesh, and it responds as if it were an intact corpse and you had cast {@spell speak with dead} on it, except that the answers are thorough, and the creature can't lie to you or withhold information. After answering the question, the sample is destroyed."],"name":"Interrogate","type":"entries"}],"style":"list-no-bullets","type":"list"}],"header":2,"level":6,"name":"Mind is Matter","source":"ar15","subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],"header":2,"level":6,"subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you shed more of your body's limitations, your bones snapping and melting away as you become a creature of unrestrained, violent movement. As a bonus action, you gain the following benefits for 10 minutes:",{"items":["Whenever you successfully {@action grapple} another creature, you can pull your target into an unoccupied space within 5 feet of you or pull yourself to an unoccupied space within 5 feet of the target.1","You can move through a space as narrow as 1 inch wide without squeezing.","Moving through difficult terrain costs you no extra movement, and spells and other magical effects can't reduce your speed or make you {@condition paralyzed} or {@condition restrained}.","You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you {@condition grappled}.","You have a swimming speed equal to your walking speed."],"type":"list"},"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."],"header":2,"level":11,"name":"Free the Flesh","source":"ar15","subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],"header":2,"level":11,"subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you understand that your body is just a collection of mass you can unravel and knit together with a moment's thought. As an action, you can spend 5 ki points to dissolve into a pool of flesh and reform, teleporting to an unoccupied space that you can see within 30 feet of you. After you reform, all creatures of your choice within 30 feet of you must make a Dexterity saving throw. On a failure, a creature takes {@dice 5d10} slashing damage and is pushed five feet away from you and knocked {@condition prone}. On a success, a creature takes half as much damage and isn't pushed or knocked {@condition prone}. Damage from this feature is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks."],"header":2,"level":17,"name":"Charnel Apotheosis","source":"ar15","subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}],"header":2,"level":17,"subclassShortName":"Flesh","subclassSource":"ar15","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Flowing River","shortName":"Flowing River","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes non-violence and only using force when necessary. Named for the masterful grace and fluidity that these warriors exhibit, practitioners of the Flowing River are often known as dancing monks.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt this Monastic Tradition you learn to move with a delicate grace rarely found among warriors. At 3rd level, you gain proficiency in Acrobatics and Performance. Whenever you make an {@skill Acrobatics} or {@skill Performance} check, you can treat a roll of 7 or lower on the {@dice d20} as an 8.","Monks of your Tradition are known for their graceful dancing. You can make Dexterity ({@skill Performance}) checks."],"level":3,"name":"Dancing Monk","source":"llms","subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have learned to utilize signature defensive stance of your Tradition. Starting at 3rd level, you can use an action to enter the Flowing River Stance, which lasts until the start of your next turn. While you are in this stance, you have a number of additional reactions equal to your proficiency bonus.","When a creature misses you with a melee attack while in your Flowing River Stance, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it falls {@condition prone} and its speed is reduced to 0 until the start of your next turn."],"level":3,"name":"Flowing River Stance","source":"llms","subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"},{"entries":["While the themes of the monk class encourage you to play as an ascetic eastern warrior, the Way of the Flowing River grants features that can be reflavored in a number of different ways. Your Flowing River Stance could be the seductive performance of a dancer, or the amazing acrobatics of a performer."],"name":"Acrobats, Dancers, and Performers","type":"insetReadaloud"}],"level":3,"name":"Way of the Flowing River","source":"llms","subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can move about the battlefield and skirt incoming blows with the gentle grace of a stream. Beginning at 6th level, you can use Step of the Wind without expending ki points.","Additionally, when you enter your Flowing River Stance, you can use Patient Defense without expending ki points."],"header":2,"level":6,"name":"Graceful Step","source":"llms","subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you can expend 2 ki points when you enter your Flowing River Stance to allure the foes around you. For the duration of that Stance, any creature that starts its turn within 10 feet of you has disadvantage on attacks against creatures other than you until the end of their turn."],"header":2,"level":11,"name":"Enchanting Flow","source":"llms","subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Sometimes even the gentle stream runs with the waters of a flood. At 17th level, when a creature misses you with a melee attack while in your Flowing River Stance, you can force it to make a Strength saving throw as a reaction. On a failure, it is knocked back a number of feet depending on its size:",{"rows":[["Tiny","60 feet"],["Small","40 feet"],["Medium","30 feet"],["Large","20 feet"],["Huge","15 feet"],["Gargantuan","10 feet"]],"type":"table"}],"header":2,"level":17,"name":"Wrath of the Flowing River","source":"llms","subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Flowing River","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TEB","className":"Monk","classSource":"PHB","name":"Way of the Flying Fist","page":44,"shortName":"Flying Fist","source":"TEB","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Flying Fist teaches that true martial power is found in the air, when one escapes from the pull of gravity. These monks train their bodies to leap great heights, channel that power into their strikes, and even pursue the ancient techniques that enable them to fly through the air.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can channel the force of your mighty leaps into your attacks. When you spend a ki point to use the Step of the Wind feature, your jump distance is tripled instead of doubled.","When you use the Step of the Wind feature and jump or fly at least 10 feet toward a target, you can change the first attack you make against it at the end of the movement into a leaping strike. On a hit, the attack deals bonus damage equal to two of your Martial Arts dice + twice your Dexterity modifier, and you can choose to spend 1 extra ki point. If you do, the target must make a Strength saving throw, falling {@condition prone} on a failure. You only can use this feature with a monk weapon or an unarmed strike, and you can only do so once per turn."],"level":3,"name":"Leaping Strike","page":44,"source":"TEB","subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you can grapple a willing creature without making an attack, an ability check, or using an action, and when you spend a ki point to use the Step of the Wind feature, you can carry a creature you are grappling your full speed instead of half your speed."],"level":3,"name":"Carrying the Team","page":44,"source":"TEB","subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],"level":3,"name":"Way of the Flying Fist","page":44,"source":"TEB","subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can intercept a foe when they move. When a creature moves within 15 feet of you, you• can spend 1 ki point and use your reaction to jump (or fly if you have a flying speed) up to 15 feet to a space adjacent to them. If you do, you make an unarmed attack against the creature immediately at the end of the movement. If you hit, the creature's speed becomes 0 for the rest of the turn."],"header":2,"level":6,"name":"Interception","page":44,"source":"TEB","subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],"header":2,"level":6,"subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you have advantage on saving throws and ability checks to avoid or escape a grapple or to avoid becoming {@condition restrained}, and you never require more than 5 feet of movement to stand up when {@condition prone}.","Difficult terrain never costs you more than 2 feet of speed for every 1 feet of movement, and when you spend a ki point to use the Step of the Wind feature, you ignore difficult terrain until the end of your turn.","Finally, you can move through enemy spaces on any turn you have {@action Dash|PHB|dashed}, {@action Dodge|PHB|dodged}, or {@action Disengage|PHB|disengaged}, but you can't end your turn there."],"header":2,"level":11,"name":"Fleet of Foot","page":44,"source":"TEB","subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],"header":2,"level":11,"subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you have mastered the Flying Fist's ultimate art: becoming weightless and walking on air itself. You have a base flying speed of 60 feet and you can hover. The bonus damage of your Leaping Strike also increases to four of your Martial Arts dice + twice your Dexterity modifier."],"header":2,"level":17,"name":"Empty and Become Wind","page":44,"source":"TEB","subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}],"header":2,"level":17,"subclassShortName":"Flying Fist","subclassSource":"TEB","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Legacy","Reprinted"],"_fSources":"PHB","className":"Monk","classSource":"PHB","edition":"classic","name":"Way of the Four Elements","optionalfeatureProgression":[{"featureType":["ED"],"name":"Elemental Disciplines","progression":{"11":4,"17":5,"3":2,"6":3},"required":{"3":["Elemental Attunement|PHB"]}}],"page":80,"reprintedAs":["Elements|Monk|XPHB|XPHB"],"shortName":"Four Elements","source":"PHB","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.","Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.","You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.","Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.",{"entries":["Some elemental disciplines allow you to cast spells. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting. 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.","Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell burning hands} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast {@spell burning hands}, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).","The maximum number of ki points you can spend to cast a spell 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 and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.",{"caption":"Spells and Ki Points","colLabels":["Monk Levels","Maximum Ki Points for a Spell"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["5th-8th",3],["9th-12th",4],["13th-16th",5],["17th-20th",6]],"type":"table"}],"name":"Casting Elemental Spells","type":"entries"}],"level":3,"name":"Disciple of the Elements","page":80,"source":"PHB","subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.",{"count":2,"entries":[{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"6":["cone of cold"]}}},"resourceName":"Ki"}],"entries":["You can spend 6 ki points to cast {@spell cone of cold}."],"name":"Breath of Winter (17th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["hold person"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell hold person}."],"name":"Clench of the North Wind (6th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","entries":["You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:",{"items":["Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.","Instantaneously light or snuff out a candle, a torch, or a small campfire.","Chill or warm up to 1 pound of nonliving material for up to 1 hour.","Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute."],"type":"list"}],"name":"Elemental Attunement","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["stoneskin"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell stoneskin}, targeting yourself."],"name":"Eternal Mountain Defense (17th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","entries":["When you use the {@action Attack} action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra {@damage 1d10} fire damage."],"name":"Fangs of the Fire Snake","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["thunderwave"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell thunderwave}."],"name":"Fist of Four Thunders","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","entries":["You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes {@damage 3d10} bludgeoning damage, plus an extra {@damage 1d10} bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it {@condition prone}. On a successful save, the creature takes half as much damage, and you don't push it or knock it {@condition prone}."],"name":"Unbroken Air","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["fireball"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell fireball}."],"name":"Flames of the Phoenix (11th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["shatter"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell shatter}."],"name":"Gong of the Summit (6th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["gaseous form"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell gaseous form}, targeting yourself."],"name":"Mist Stance (11th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["fly"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell fly}, targeting yourself."],"name":"Ride the Wind (11th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["wall of fire"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell wall of fire}."],"name":"River of Hungry Flame (17th Level Required)","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["gust of wind"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell gust of wind}."],"name":"Rush of the Gale Spirits","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","entries":["As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area."],"name":"Shape the Flowing River","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["burning hands"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell burning hands}."],"name":"Sweeping Cinder Strike","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","entries":["You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes {@damage 3d10} bludgeoning damage, plus an extra {@damage 1d10} bludgeoning damage for each additional ki point you spend, and you can either knock it {@condition prone} or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it {@condition prone}."],"name":"Water Whip","page":81,"source":"PHB","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"6":["wall of stone"]}}},"resourceName":"Ki"}],"entries":["You can spend 6 ki points to cast {@spell wall of stone}."],"name":"Wave of Rolling Earth (17th Level Required)","page":81,"source":"PHB","type":"entries"}],"type":"options"}],"level":3,"name":"Elemental Disciplines","page":80,"source":"PHB","subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],"level":3,"name":"Way of the Four Elements","page":80,"source":"PHB","subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.","Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline."],"header":2,"level":6,"name":"Extra Elemental Discipline","page":80,"source":"PHB","subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],"header":2,"level":6,"subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.","Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline."],"header":2,"level":11,"name":"Extra Elemental Discipline","page":80,"source":"PHB","subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],"header":2,"level":11,"subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.","Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline."],"header":2,"level":17,"name":"Extra Elemental Discipline","page":80,"source":"PHB","subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}],"header":2,"level":17,"subclassShortName":"Four Elements","subclassSource":"PHB","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TCEE1","className":"Monk","classSource":"PHB","name":"Way of the Four Elements","shortName":"Four Elements","source":"TCEE1","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.","Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn one of the following cantrips of your choice: {@spell control flames|XGE}, {@spell gust|XGE}, {@spell mold earth|XGE}, or {@spell shape water|XGE}. You also learn one of the following cantrips of your choice: {@spell magic stone|XGE}, {@spell produce flame}, {@spell ray of frost}, or {@spell thunderclap|XGE}. You learn an additional cantrip from either list at 6th level and again at 11th level.","Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast a cantrip you've learned from this feature as a bonus action. If you cast {@spell magic stone} in this way, you can make an attack with one of the pebbles targeted by the spell as part of the same bonus action."],"level":3,"name":"Elemental Acolyte","page":29,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can speak, read, and write Primordial, and you know magical disciplines that harness the power of the four elements. Most disciplines require you to spend ki points each time you use it.","Whenever you finish a long rest, you can prepare two Elemental Disciplines of your choice, all of which are detailed in the \"Elemental Disciplines\" section below. If an Elemental Discipline has prerequisites, you must meet them to prepare it. A level prerequisite refers to your monk level. You can prepare one additional Elemental Discipline at a time at 6th, 11th, and 17th levels.",{"entries":["Some elemental disciplines allow you to cast spells. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting. 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.","The maximum number of ki points you can spend to cast a spell 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 and Ki Points table.",{"caption":"Spells and Ki Points","colLabels":["Monk Levels","Maximum Ki Points for a Spell"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["5th-8th",3],["9th--16th",4],["17th-20th",5]],"type":"table"}],"name":"Casting Elemental Spells","type":"entries"}],"level":3,"name":"Disciple of the Elements","page":29,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["If a discipline requires a level, you must be that level in this class to prepare that discipline.","{@note Note: {@filter Elemental Disciplines|optionalfeatures|feature type=ED|source=TCEE1} can be found in other features}"],"level":3,"name":"Elemental Disciplines","page":29,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],"level":3,"name":"Way of the Four Elements","page":28,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can prepare one additional Elemental Discipline at a time at 6th level.","You also learn an additional cantrip from the Elemental Acolyte lists."],"header":2,"level":6,"name":"Extra Elemental Discipline","page":80,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":6,"subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can prepare one additional Elemental Discipline at a time at 11th level.","You also learn an additional cantrip from the Elemental Acolyte lists."],"header":2,"level":11,"name":"Extra Elemental Discipline","page":80,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":11,"subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can prepare one additional Elemental Discipline at 17th level."],"header":2,"level":17,"name":"Extra Elemental Discipline","page":80,"source":"TCEE1","subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":17,"subclassShortName":"Four Elements","subclassSource":"TCEE1","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ABYSS","className":"Monk","classSource":"PHB","name":"Way of the Four Elements (Expanded)","page":15,"shortName":"Four Elements (Expanded)","source":"ABYSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The following elemental disciplines are also available to you.",{"entries":["You can spend 5 ki points to cast {@spell steam vent|ABYSS}."],"name":"Boiling Breath (17th Level Required)","type":"entries"},{"entries":["You can spend 5 ki points to cast {@spell drown|ABYSS}."],"name":"Breath of the Sea (17th Level Required)","type":"entries"},{"entries":["You can spend 4 ki points to cast {@spell aqueous form|ABYSS}, targeting yourself. You can speak, attack, and cast spells as normal while transformed by the spell."],"name":"Fluid State (11th Level Required)","type":"entries"},{"entries":["You can spend 2 ki points to cast {@spell riptide|ABYSS}."],"name":"Forceful Flow","type":"entries"},{"entries":["You can spend 6 ki points to cast {@spell instant iceberg|ABYSS}."],"name":"Glacial Embrace (17th Level Required)","type":"entries"},{"entries":["You can spend 5 ki points to cast {@spell crushing depths|ABYSS}."],"name":"Grasp of the Deep Sea (17th Level Required)","type":"entries"},{"entries":["You can spend 4 ki points to cast {@spell aqueous blast|ABYSS}."],"name":"Instant Storm (11th Level Required)","type":"entries"},{"entries":["You can transfer the force of your strikes through water. Being underwater doesn't impose disadvantage on your unarmed strikes. Additionally, when you take the Attack action on your turn, you can spend 1 ki point to channel rippling energy around your form. For the rest of your turn, when you make an unarmed strike while you are within 5 feet of a body of water, you can choose a point within 30 feet of you that is within the same body of water. The attack is made as if you were at the chosen point, but you must use your own senses. When you hit a creature with such an attack, you can spend 1 ki point to attempt to push the target away. It must succeed on a Strength saving throw or be pushed up to 15 feet away from the point you chose."],"name":"Rippling Strike","type":"entries"},{"entries":["You can spend 2 ki points to cast {@spell waterspout|ABYSS}."],"name":"Rising Sea Serpent","type":"entries"},{"entries":["You can spend 4 ki points to cast {@spell geyser|ABYSS}."],"name":"Scalding Stream (11th Level Required)","type":"entries"},{"entries":["You can spend 3 ki points to cast {@spell crashing wave|ABYSS}."],"name":"Wave Dash (6th Level Required)","type":"entries"},{"entries":["You can spend 3 ki points to cast {@spell freeze|ABYSS}."],"name":"Winter's Grasp (6th Level Required)","type":"entries"}],"header":2,"level":3,"name":"Elemental Disciplines (Expanded)","page":15,"source":"ABYSS","subclassShortName":"Four Elements (Expanded)","subclassSource":"ABYSS","type":"entries"}],"header":2,"level":3,"subclassShortName":"Four Elements (Expanded)","subclassSource":"ABYSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":["BelzorMM",{"_sortName":null,"isIgnoreRed":true,"isOtherSource":true,"item":"ABYSS","itemFull":"All Beneath the Yonder Seas and Streams","rendered":null,"searchText":null}],"className":"Monk","classSource":"PHB","name":"Way of the Four Elements (Expanded)","otherSources":[{"source":"ABYSS"}],"shortName":"Four Elements (Expanded)","source":"BelzorMM","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The following elemental disciplines are also available to you.",{"entries":["You can spend 5 ki points to cast {@spell steam vent|BelzorMM}."],"name":"Boiling Breath (17th Level Required)","type":"entries"},{"entries":["You can spend 5 ki points to cast {@spell drown|BelzorMM}."],"name":"Breath of the Sea (17th Level Required)","type":"entries"},{"entries":["You can spend 4 ki points to cast {@spell aqueous form|BelzorMM}, targeting yourself. You can speak, attack, and cast spells as normal while transformed by the spell."],"name":"Fluid State (11th Level Required)","type":"entries"},{"entries":["You can spend 2 ki points to cast {@spell riptide|BelzorMM}."],"name":"Forceful Flow","type":"entries"},{"entries":["You can spend 6 ki points to cast {@spell instant iceberg|BelzorMM}."],"name":"Glacial Embrace (17th Level Required)","type":"entries"},{"entries":["You can spend 5 ki points to cast {@spell crushing depths|BelzorMM}."],"name":"Grasp of the Deep Sea (17th Level Required)","type":"entries"},{"entries":["You can spend 4 ki points to cast {@spell aqueous blast|BelzorMM}."],"name":"Instant Storm (11th Level Required)","type":"entries"},{"entries":["You can transfer the force of your strikes through water. Being underwater doesn't impose disadvantage on your unarmed strikes. Additionally, when you take the Attack action on your turn, you can spend 1 ki point to channel rippling energy around your form. For the rest of your turn, when you make an unarmed strike while you are within 5 feet of a body of water, you can choose a point within 30 feet of you that is within the same body of water. The attack is made as if you were at the chosen point, but you must use your own senses. When you hit a creature with such an attack, you can spend 1 ki point to attempt to push the target away. It must succeed on a Strength saving throw or be pushed up to 15 feet away from the point you chose."],"name":"Rippling Strike","type":"entries"},{"entries":["You can spend 2 ki points to cast {@spell waterspout|BelzorMM}."],"name":"Rising Sea Serpent","type":"entries"},{"entries":["You can spend 4 ki points to cast {@spell geyser|BelzorMM}."],"name":"Scalding Stream (11th Level Required)","type":"entries"},{"entries":["You can spend 3 ki points to cast {@spell crashing wave|BelzorMM}."],"name":"Wave Dash (6th Level Required)","type":"entries"},{"entries":["You can spend 3 ki points to cast {@spell freeze|BelzorMM}."],"name":"Winter's Grasp (6th Level Required)","type":"entries"}],"header":2,"level":3,"name":"Elemental Disciplines (Expanded)","otherSources":[{"source":"ABYSS"}],"page":"15 (ABYSS)","source":"BelzorMM","subclassShortName":"Four Elements (Expanded)","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":3,"otherSources":[{"source":"ABYSS"}],"subclassShortName":"Four Elements (Expanded)","subclassSource":"BelzorMM","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"WotFA","className":"Monk","classSource":"PHB","name":"Way of the Four Elements (Remastered)","shortName":"Four Elements (Re)","source":"WotFA","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.","Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: {@spell control flames|xge}, {@spell gust|xge}, {@spell mold earth|xge}, or {@spell shape water|xge}. You learn two additional cantrips from this list at 6th level."],"level":3,"name":"Initiate of the Way","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them.","You learn two elemental disciplines of your choice, which are detailed in the elemental disciplines sections below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.","Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.","{@bold @italic Casting Elemental Spells.} Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. 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. When you cast a spell with a discipline, it is cast at the spell's lowest level unless otherwise specified.","Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell burning hands} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast {@spell burning hands}, you can spend 2 ki points to cast it as a 2nd-level spell (the discipline's base cost of 1 ki point plus 1).","The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on the spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level."],"level":3,"name":"Disciple of the Elements","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"entries":[{"entries":["You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast {@spell absorb elements|xge}."],"name":"Become the Teapot","type":"entries"},{"entries":["The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping."],"name":"Effortless Step","type":"entries"},{"entries":["Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the {@action Dodge} action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability."],"name":"Enduring Mountain Stance","type":"entries"},{"entries":["Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed attack on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 ki point to deal an extra {@dice 1d10} fire damage."],"name":"Fangs of the Fire Snake","type":"entries"},{"entries":["You summon a shard of razor-sharp ice and fling it at your foe. You can spend 1 ki point to cast {@spell ice knife|xge}."],"name":"Fang of the Frost Wolf","type":"entries"},{"entries":["You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 ki point to cast {@spell thunderwave}."],"name":"Fist of Four Thunders","type":"entries"},{"entries":["You summon a swirling wind and concentrate it around your fist. When you make an unarmed attack on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can spend 1 ki point to force the target to make a Strength saving throw or be pushed back 10 feet and be knocked {@condition prone}."],"name":"Fist of Unbroken Air","type":"entries"},{"entries":["Whenever you take the {@action Dash} action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn."],"name":"Golden Snake's Icy Path","type":"entries"},{"entries":["You shake the ground, causing a tremor that knocks over your foes. You can spend 1 ki point to cast {@spell earth tremor|xge}."],"name":"Rumbling Badger","type":"entries"},{"entries":["You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast {@spell gust of wind}."],"name":"Rush of Gale Spirits","type":"entries"},{"entries":["You can spend 1 ki point to cast {@spell create or destroy water}."],"name":"Shape the Raincloud","type":"entries"},{"entries":["With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast {@spell burning hands}."],"name":"Sweeping Cinder Strike","type":"entries"},{"entries":["You summon a long, rubbery whip of pure water that you grip by one end. You can spend 1 ki point as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra {@dice 1d10} bludgeoning damage for each additional ki point you spend, and you can either knock it {@condition prone} or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it {@condition prone}. You can't use Water Whip and cast a spell during the same turn."],"name":"Water Whip","type":"entries"}],"type":"options"}],"level":3,"name":"3rd Level Elemental Disciplines","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],"level":3,"name":"Way of the Four Elements","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"entries":[{"entries":["A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall."],"name":"A Leaf on the Wind","type":"entries"},{"entries":["You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 ki points to cast {@spell pyrotechnics|xge}."],"name":"Burning Ember Flourish","type":"entries"},{"entries":["You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast {@spell Maximilian's earthen grasp|xge}."],"name":"Crushing Hand of the Mountain","type":"entries"},{"entries":["You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to cast {@spell warding wind|xge}."],"name":"Curtain of Unyielding Wind","type":"entries"},{"entries":["You strike the air as if it were a gong. You can spend 2 ki points to cast {@spell shatter}."],"name":"Gong of the Summit","type":"entries"},{"entries":["You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast {@spell Aganazzar's scorcher|xge}."],"name":"Hatchling's Flame","type":"entries"},{"entries":["You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can't make an attack with it."],"name":"Impenetrable Iron Tortoise Shell","type":"entries"},{"entries":["Your ki manifests as a roaring orb of fire. You can spend 2 ki points to cast {@spell flaming sphere}."],"name":"Mote of the Sun","type":"entries"},{"entries":["You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses."],"name":"Patient Badger Listens","type":"entries"},{"entries":["Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 ki points to cast {@spell scorching ray}."],"name":"Red Dragon's Claws","type":"entries"},{"entries":["A flurry of magic snowballs erupts from a point you choose within range. You can spend 2 ki points to cast {@spell Snilloc's snowball swarm|xge}."],"name":"Swarming Ice Rabbit","type":"entries"},{"entries":["You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line."],"name":"Water Jet","type":"entries"}],"type":"options"}],"header":2,"level":6,"name":"6th Level Elemental Disciplines","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],"header":2,"level":6,"subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"entries":[{"entries":["You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast {@spell Melf's minute meteors|xge}."],"name":"Dance of Three Ways","type":"entries"},{"entries":["Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast {@spell erupting earth|xge}."],"name":"Earth Reaches for Sky","type":"entries"},{"entries":["Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast {@spell stoneskin}, targeting yourself."],"name":"Eternal Mountain Defense","type":"entries"},{"entries":["With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast {@spell fireball}."],"name":"Flames of the Phoenix","type":"entries"},{"entries":["The elements swirl around your weapon. You can spend 3 ki points to cast {@spell elemental weapon}, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline."],"name":"Fist of the Elements","type":"entries"},{"entries":["You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki to cast {@spell watery sphere|xge}."],"name":"Hua's Water Prison","type":"entries"},{"entries":["A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast {@spell gaseous form}, targeting yourself."],"name":"Mist Stance","type":"entries"},{"entries":["You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater."],"name":"One with the Tides","type":"entries"},{"entries":["You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast {@spell sleet storm}."],"name":"Rain of the Frigid Glacier","type":"entries"},{"entries":["You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki to cast {@spell wall of sand|xge}."],"name":"Raise the Troubled Earth","type":"entries"},{"entries":["Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki to cast {@spell wall of water|xge}."],"name":"Raise the Still Waters","type":"entries"},{"entries":["You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 ki points to cast {@spell fly}, targeting yourself, except your fly speed is equal to your movement speed."],"name":"Ride the Wind","type":"entries"},{"entries":["You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast {@spell wall of fire}."],"name":"River of Hungry Flame","type":"entries"},{"entries":["You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast {@spell tidal wave|xge}."],"name":"Sea's Fury","type":"entries"},{"entries":["You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast {@spell control water}."],"name":"Shape of the Flowing River","type":"entries"},{"entries":["You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows."],"name":"Spellfist Stance","type":"entries"}],"type":"options"}],"header":2,"level":11,"name":"11th Level Elemental Disciplines","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],"header":2,"level":11,"subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"entries":[{"entries":["As an ultimate display of your mastery of the elements, you can spend 5 ki as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:","* You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@dice 1d6} bludgeoning damage and is knocked {@condition prone}.","* You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@dice 3d6} fire damage on a failed save, or half as much damage on a successful one.","* You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes {@dice 1d10} bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.","* You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes {@dice 2d6} cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn."],"name":"Avatar of the Elements","type":"entries"},{"entries":["You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast {@spell cone of cold}."],"name":"Breath of Winter","type":"entries"},{"entries":["Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast {@spell see invisibility} without expending any ki. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn."],"name":"Eyes of Fire","type":"entries"},{"entries":["You stretch out your ki to embrace the winds. You can spend 5 ki points to cast {@spell control winds|xge}."],"name":"Eye of the Hurricane","type":"entries"},{"entries":["You master the many forms that earth may take. You can spend 5 ki to cast {@spell transmute rock|xge}."],"name":"Mold the Mountain","type":"entries"},{"entries":["Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast {@spell maelstrom|xge}."],"name":"Swirling Crab's Revenge","type":"entries"},{"entries":["The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast {@spell wall of stone}."],"name":"Wave of Rolling Earth","type":"entries"}],"type":"options"}],"header":2,"level":17,"name":"17th Level Elemental Disciplines","page":76,"source":"WotFA","subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}],"header":2,"level":17,"subclassShortName":"Four Elements (Re)","subclassSource":"WotFA","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"4EL-S","className":"Monk","classSource":"PHB","name":"Way of the Four Elements Streamlined","shortName":"Four Elements (St)","source":"4EL-S","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body. Some monks of this tradition are dedicated to a single element, but others weave the elements together.","Many monks of this tradition tattoo their bodies with imagery of their ki powers, commonly seen as coiling dragons, but also as phoenixes, fish, plants, mountains, cresting waves, and more.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn magical disciplines, powered by your ki, that harness the power of the four elements.",{"entries":["You learn two mantras of your choice, detailed under Elemental Disciplines below. A mantra allows you to cast its associated cantrip without needing to provide the cantrip's material components. You learn another mantra of your choice at 10th level."],"name":"Mantras","type":"entries"},{"entries":["You know two elemental disciplines of your choice, choosing from the options listed in the Minor Disciplines section of the Elemental Disciplines below. The Disciplines Known column of the Four Elements Spellcasting table shows when you learn more disciplines of your choice, which must be of a level for which you have spell slots from this feature. For instance, when you reach 7th level in this class, you can learn one new minor or lesser discipline.","Each time you gain a level in this class, you can replace one discipline that you know with a different discipline. The new discipline must be of a classification for which you have spell slots."],"name":"Disciplines Known","type":"entries"},{"entries":["The Four Elements Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You can also expend ki when you cast a spell to increase the spell's level for that casting by the amount of ki spent, up to the highest level spell slot available to you. You regain expended spell slots from this feature when you finish a short or long rest."],"name":"Spell Slots and Ki","type":"entries"},{"entries":["Knowing an elemental discipline allows you to cast that discipline's associated spell. You follow the normal rules for spellcasting when you cast a spell through a discipline, but you don't need to provide material components for the spell. Wisdom is your spellcasting ability for your mantras and disciplines, as you draw elemental magic from the environment around you through patience and practice."],"name":"Casting Elemental Spells","type":"entries"}],"level":3,"name":"Disciple of the Elements","page":0,"source":"4EL-S","subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, through training, you have learned to identify and examine the elements of the world, and to call forth small amounts of elemental energy at will.","You gain proficiency in the {@skill Nature} skill if you don't already have it. If you already have it, your proficiency is doubled for any ability check you make that uses the skill.","Additionally, you can use your action and choose a valid target within 30 feet of you to cause one following effect of your choice:",{"items":["Instantly light or snuff out fire that fits entirely into a 10-foot cube.","Create a blast of air that moves one object weighing 10 lbs or less and that isn't being held or carried up to 30 feet away from you.","Move loose earth or water that fits into a 10-foot cube up to 10 feet in any direction. This movement doesn't deal damage.","Freeze water that fits into a 10-foot cube, provided there are no creatures in it, for 1 hour.","Cause earth, fire, water, or mist that can fit within a 10-foot cube to shape itself into a crude form you designate for 10 minutes."],"type":"list"}],"level":3,"name":"Elemental Attunement","page":0,"source":"4EL-S","subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],"level":3,"name":"Way of the Four Elements","page":0,"source":"4EL-S","subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can weave elemental energy into your attacks and movement in a display akin to a dance.","Choose one of the options below when you gain this feature. When you attack with an unarmed strike or a monk weapon, you can expend a ki point to gain the benefit listed under that option. When you finish a short or long rest, you can choose a different option for this feature, replacing your previous choice with the new one.",{"entries":["You gain temporary hit points equal to your martial arts die + your Wisdom modifier, and on a hit, you can impose your Stunning Strike on the target without spending its ki cost."],"name":"Body of Unbreakable Earth","type":"entries"},{"entries":["Your reach with your unarmed strikes increases by 10 feet, your unarmed strikes deal fire damage instead of their normal damage type, and your unarmed strikes deal {@dice 1d4} extra fire damage. These benefits last until the start of your next turn."],"name":"Fangs of the Fire Snake","type":"entries"},{"entries":["Your speed increases by 10 feet until the start of your next turn (this benefit can stack). On a hit, the target takes {@dice 1d10} slashing damage, and you can push a Huge or smaller target up to 20 feet away from you if it fails a Strength saving throw."],"name":"Violent Tornado's Grip","type":"entries"},{"entries":["Your reach increases to 30 feet for this attack, and instead of making an attack roll, your target must make a Dexterity saving throw. On a failed save, the target takes cold damage equal to {@dice 1d10} + your Martial Arts die + your Wisdom modifier, and if it is Huge or smaller, you can pull it 20 feet towards you or knock it {@condition prone}."],"name":"Whips of Crushing Water","type":"entries"}],"header":2,"level":6,"name":"Primal Dance","page":0,"source":"4EL-S","subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],"header":2,"level":6,"subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn to convert ki into a cloak of elemental energy.","You can spend 4 ki points to cast one of the following spells: {@spell investiture of flame|XGE}, {@spell investiture of ice|XGE}, {@spell investiture of stone|XGE}, or {@spell investiture of wind|XGE}.","Also, whenever you use the action granted by one of these spells, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows."],"header":2,"level":11,"name":"Avatar's Mantle","page":0,"source":"4EL-S","subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],"header":2,"level":11,"subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of elemental magic grants you greater control over the elements around you.","Your Elemental Attunement gains the following changes:",{"items":["A valid target can be within 120 feet of you, instead of 30 feet.","You can affect a 30-foot cube of material, instead of a 10-foot cube, and the materials you affect now include ice, solid stone, and densely packed earth.","The blast of air can move an object that weighs no more than 60 lbs up to 180 feet away from you."],"type":"list"},"Also, you don't need to concentrate on your Avatar's Mantle spells, you add your Wisdom modifier to the damage you deal with the spells' actions, and you regain ki spent to cast the spells when they end."],"header":2,"level":17,"name":"Graceful Elementalist","page":0,"source":"4EL-S","subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}],"header":2,"level":17,"subclassShortName":"Four Elements (St)","subclassSource":"4EL-S","type":"entries"}]],"subclassSpells":["Frostbite","Lightning Lure","Create Bonfire","Shillelagh","Light","Magic Stone","Thaumaturgy","Absorb Elements","Earth Tremor","Thunderwave","Entangle","Fog Cloud","Jump","Thunderous Smite","Burning Hands","Create or Destroy Water","Ice Knife","Hold Person","Maximilian's Earthen Grasp","Scorching Ray","Shatter","Dust Devil","Heat Metal","Barkskin","Calm Emotions","Gust of Wind","Continual Flame","Ice Storm","Conjure Minor Elementals","Aura of Purity","Stoneskin","Watery Sphere","Wall of Fire","Storm Sphere","Wall of Stone","shillelagh|xphb","light|xphb","thaumaturgy|xphb","thunderwave|xphb","entangle|xphb","fog cloud|xphb","jump|xphb","thunderous smite|xphb","burning hands|xphb","create or destroy water|xphb","hold person|xphb","scorching ray|xphb","shatter|xphb","heat metal|xphb","barkskin|xphb","calm emotions|xphb","gust of wind|xphb","continual flame|xphb","ice storm|xphb","conjure minor elementals|xphb","aura of purity|xphb","stoneskin|xphb","wall of fire|xphb","wall of stone|xphb"],"subclassTableGroups":[{"colLabels":["{@filter Mantras Known|optionalfeatures|feature type=Mantra}","{@filter Disciplines Known|optionalfeatures|source=4EL-S|feature type=ED}"],"rows":[[0,0],[0,0],[2,2],[2,2],[2,3],[2,3],[2,4],[2,4],[2,4],[3,5],[3,5],[3,5],[3,6],[3,6],[3,6],[3,7],[3,7],[3,7],[3,8],[3,8]],"subclasses":[{"name":"Way of the Four Elements Streamlined","source":"4EL-S"}]},{"colLabels":["{@filter 1st|optionalfeatures|feature type=MiD}","{@filter 2nd|optionalfeatures|feature type=LeD}","{@filter 3rd|optionalfeatures|feature type=GrD}","{@filter 4th|optionalfeatures|feature type=MaD}"],"rows":[[0,0,0,0],[0,0,0,0],[1,0,0,0],[1,0,0,0],[1,0,0,0],[1,0,0,0],[1,1,0,0],[1,1,0,0],[1,1,0,0],[1,1,0,0],[1,1,0,0],[1,1,0,0],[1,1,1,0],[1,1,1,0],[1,1,1,0],[1,1,1,0],[1,1,1,0],[1,1,1,0],[1,1,1,1],[1,1,1,1]],"subclasses":[{"name":"Way of the Four Elements Streamlined","source":"4EL-S"}],"title":"Spell Slots per Spell Level"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"VSS","className":"Monk","classSource":"PHB","name":"Way of The Four Fists","shortName":"Four Fists","source":"VSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Through the careful manipulation of their ki, monks of the Way of the Four Fists strive to emulate the unusual fighting style of the legendary Monkey King. As they progress in their training, these monks undergo a magical transformation, slowly gaining more simian features. In combat, a master of this monastic tradition is a whirling, leaping blur of elbows, fur, and fists.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you undergo a permanent magical transformation, lengthening your fingers and toes, strengthening your arms and legs, and sprouting a tail. You gain a climbing speed equal to your walking speed, your jumping distance is doubled, and you have advantage on ability checks and saving throws made to climb, maintain your balance, and grip objects such as ledges or ropes. You can hold and manipulate objects and weapons with your hands, feet, and tail, but you can't make attacks with weapons held by your tail."],"level":3,"name":"Grasp of The Monkey","page":224,"source":"VSS","subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, whenever you roll initiative and aren't surprised, you can spend 1 ki point to move up to half your speed or jump into the air, and then make one unarmed strike."],"level":3,"name":"Simian Swift","page":224,"source":"VSS","subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],"level":3,"name":"Way of The Four Fists","page":224,"source":"VSS","subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can use your bonus action to summon a cloud to ride upon. Until the start of your next turn, you have a flying speed equal to your walking speed. When you begin your turn, you can maintain this effect by spending 1 ki point. Otherwise, if you begin your turn and have nothing holding you aloft, you fall."],"header":2,"level":6,"name":"Nimbus","page":224,"source":"VSS","subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you."],"header":2,"level":11,"name":"Uncanny Dodge","page":224,"source":"VSS","subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, by walking on your hands and twirling erratically, you can fight with your feet as nimbly as you do with your fists. You make three unarmed strikes, rather than two, when you use Flurry of Blows on your turn."],"header":2,"level":17,"name":"Flurry of Limbs","page":224,"source":"VSS","subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Four Fists","subclassSource":"VSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"arkadia","className":"Monk","classSource":"PHB","name":"Way of the Gladiator","page":32,"shortName":"Gladiator","source":"arkadia","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow the Way of the Gladiator live and die on the bloody sands of the arena in pursuit of glory, gold, and perfection of their martial art. From the dirty fighting of the pits to the flashy spectacle of grand coliseums, there are few who can match their skill with a bronze blade and wrapped fist.",{"entries":["Starting at 3rd level you specialize in an exotic signature weapon, such as a {@item trident|phb}, {@item net|phb}, or {@item khopesh|arkadia}. The weapon can be any simple or martial melee weapon that does not have the heavy or two handed property. Weapons of the chosen type are considered monk weapons for you. The first attack you make each round with a monk weapon has advantage."],"name":"Combatant's Gambit","type":"entries"}],"level":3,"name":"Way of the Gladiator","page":32,"source":"arkadia","subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level your attacks with monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","Additionally, whenever you are able to make an unarmed attack, you may spend 1 ki point to make the attack with your monk weapon instead, if you are wielding one. This attack deals bonus damage equal to your Martial Arts die."],"header":2,"level":6,"name":"Flash of Bronze","page":32,"source":"arkadia","subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}],"header":2,"level":6,"subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level you can enter a special meditation that prepares you for battle. Following a long rest, the next attack you make with a monk weapon you may treat the d20 roll as a 20, scoring a critical hit."],"header":2,"level":11,"name":"Superior Opponent","page":32,"source":"arkadia","subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}],"header":2,"level":11,"subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, when another character's turn ends, you may take an immediate additional turn this round. During this turn you have advantage on all {@skill Acrobatics}, {@skill Athletics}, and {@skill Performance} skill checks. You must complete a short rest before you can use this feature again."],"header":2,"level":17,"name":"Glorious Spectacle","page":32,"source":"arkadia","subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}],"header":2,"level":17,"subclassShortName":"Gladiator","subclassSource":"arkadia","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"SCOE","className":"Monk","classSource":"PHB","name":"Way of the Great Oak","shortName":"Great Oak","source":"SCOE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monastaries that follow the way of the flowering vine tend to be reclusive and anchorite, its members more likely than not observing vows of silence and fasting. Such monks revere great, ancient trees, seeing the immense strength in their unwavering fortitude. Any slight to the glorious flora surrounding them is taken as a personal offense, and if one of their sacred trees was ever felled, these monks will often use this hard bark as protective armor, swearing vengeance on whatever force dared destroy such a beautiful testament to life.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you treat natural armor as a second skin. You gain proficiency with the {@skill Nature} skill. You also gain proficiency with light and medium armor."],"level":3,"name":"Bonus Proficiencies","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you learn to align your ki with the spirits that inhabit the living tissue in your armor, becoming one with its protective skin. Whenever you finish a short or long rest, you can touch one set of light or medium armor that isn't made of metal and focus your ki on it. While you are wearing this armor, you gain the following benefits until you use this feature again:",{"items":["You can use your Wisdom modifier in place of your Dexterity modifier to calculate your AC.","You can use Martial Arts and Unarmored Movement even while you are wearing this armor.","You can cast the {@spell druidcraft} and {@spell thorn whip} cantrips. Additionally, as an action, you can spend 1 ki point to cast the {@spell entangle} spell. Wisdom is your spellcasting ability for these spells."],"type":"list"}],"level":3,"name":"Natural Defense","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],"header":1,"level":3,"name":"Way of the Great Oak","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can plant yourself in the ground, becoming remarkably resilient. You have advantage on saving throws made to resist being knocked {@condition prone} or moved against your will."],"header":2,"level":6,"name":"Rooted in Place","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 6th level, you learn to harden your skin, growing a bark-like layer on your hands and feet. As a bonus action, you can spend 1 ki point to harden your limbs for 1 minute. For the duration, when you make an unarmed strike, your damage die increases to a {@dice d8}. The damage die for this feature increases again when you reach certain levels in this class: to a {@dice d10} at 11th level and a {@dice d12} at 17th level."],"header":2,"level":6,"name":"Strong Limbs","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, whenever you are hit by a melee attack, you can use your reaction to spend 1 ki point to attempt to reduce the damage you take by {@dice 1d10} + your Constitution modifier + half your monk level.","If you reduce the damage to 0, you can make an unarmed strike against the attacking creature as part of the same reaction, provided it is within range."],"header":2,"level":11,"name":"Heart of Oak","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your presence sings life into the world around you. Whenever you walk, vibrant patches of grass, flowers, and fungi follow your path. You can supress this effect at any time, no action required, and any plant life created this way fades within 1 hour.","Additionally, your body becomes protected from corruption, such as a snake's venom or the {@spell contagion} spell. When you are subjected to an effect that allows you to make a Constitution 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."],"header":2,"level":17,"name":"Paragon of Nature","source":"SCOE","subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Great Oak","subclassSource":"SCOE","type":"entries"}]],"subclassSpells":["Druidcraft","Thorn Whip","Entangle","Contagion","druidcraft|xphb","thorn whip|xphb","entangle|xphb","contagion|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"MH","className":"Monk","classSource":"PHB","name":"Way of the Gun Fu","page":10,"shortName":"Gun Fu","source":"MH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.","The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency with heavy pistols and machine pistols. These weapons are monk weapons for you, and you gain the following benefits:",{"items":["Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.","Immediately after you take the {@action Attack} action on your turn to make an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack with a firearm as a bonus action."],"page":10,"type":"list"}],"level":3,"name":"Gun Fu Technique","page":10,"source":"MH","subclassShortName":"Gun Fu","subclassSource":"MH","type":"entries"}],"header":1,"level":3,"name":"Way of the Gun Fu","page":10,"source":"MH","subclassShortName":"Gun Fu","subclassSource":"MH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, when an enemy misses you with a melee attack, you can use your reaction to make a single ranged weapon attack with a firearm against the attacker. Once you use this feature, you can't use it again until you finish a short or long rest."],"header":1,"level":6,"name":"Countershot","page":10,"source":"MH","subclassShortName":"Gun Fu","subclassSource":"MH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you gain proficiency with submachine guns and tactical shotguns. These weapons are also considered as monk weapons for you.","Additionally, when you hit a target with a firearm which is a monk 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."],"header":1,"level":11,"name":"Gun Fu Mastery","page":10,"source":"MH","subclassShortName":"Gun Fu","subclassSource":"MH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of firearms grants you extraordinary accuracy. If you make an attack roll with a firearm which is a monk weapon for you and miss, you can reroll it. You can use this feature only once on each of your turns."],"header":1,"level":17,"name":"Bullseye","page":10,"source":"MH","subclassShortName":"Gun Fu","subclassSource":"MH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of the Humble Elephant","page":93,"shortName":"Humble Elephant","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting when you choose this tradition at 3rd level, when you use {@classFeature Patient Defense|Monk||2} and an attack hits you, you can use your reaction to halve the damage that you take. When you use {@classFeature Patient Defense|Monk||2} and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked {@condition prone}.","When you use either of these reactions, you can spend 1 {@classFeature Ki|Monk||2} point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your {@classFeature Martial Arts|Monk||1} die + your Wisdom modifier."],"level":3,"name":"Slow to Anger","page":94,"source":"ToH","subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of the Humble Elephant","page":93,"source":"ToH","subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 6th level, you can spend 1 {@classFeature Ki|Monk||2} point on your turn to ignore {@quickref difficult terrain|PHB|4|0} for 1 minute or until you are {@condition incapacitated}. For the duration, your speed can't be reduced below 15 feet. If you use this feature while {@condition grappled}, the creature can use its reaction to move with you whenever you move; otherwise, the {@action grapple} ends. If you use this feature while {@condition restrained} but not {@condition grappled}, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you."],"header":1,"level":6,"name":"Unyielding Step","page":94,"source":"ToH","subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, when you spend 1 {@classFeature Ki|Monk||2} point as part of your {@subclassFeature Slow to Anger|Monk|PHB|Humble Elephant|ToH|3} feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your {@classFeature Martial Arts|Monk||1} die + your Wisdom modifier."],"header":2,"level":11,"name":"Decisive in Wrath","page":94,"source":"ToH","subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":["At 17th level, you can spend 5 {@classFeature Ki|Monk||2} points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes."],"header":2,"level":17,"name":"Thick Hide","page":94,"source":"ToH","subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Humble Elephant","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TRo12subclasses","className":"Monk","classSource":"PHB","name":"Way of the Hurler","page":7,"shortName":"Hurler","source":"TRo12subclasses","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Hurlers practice a style of combat using thrown weapons. While other styles apply ki through a direct pathway of body to limb to weapon to target, hurlers let their ki empower their weapons and make them an extension of themselves. In doing so, they are able to perform seemingly impossible throwing maneuvers appearing as a storm of blades flying out at targets.",{"entries":["At 3rd level, immediately after you take the Attack action on your turn, you can spend 1 ki point to make two ranged weapon attacks with weapons that have the thrown property as a bonus action."],"name":"Flurry of Blades","type":"entries"},{"entries":["At 3rd level, when you make a thrown weapon attack you can draw another weapon with the thrown property.","Whenever you hit a creature with one of the attacks granted by Flurry of Blades, you can use one of the following techniques on the target:"],"name":"Thrower Technique","type":"entries"},{"items":["You can pin it to a vertical solid surface within 5 feet of the target. When you do so the creature must succeed on a Dexterity saving throw against your ki save DC or have its speed reduced to 0. The creature can use an action on its turn to free itself. Another creature within 5 feet can use their action to free them as well.","If you hit with the first bonus action attack granted by flurry of blades, you twirl your weapons to distract the creature you just hit. The next ranged weapon attack with a weapon with the thrown property you make against that creature before the end of your next turn has advantage.","Your projectile bounces off its original target to strike another within 10 feet of your original target and takes damage equal to your Strength or Dexterity modifier."],"type":"list"}],"level":3,"name":"Way of the Hurler","page":7,"source":"TRo12subclasses","subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can use your action spend 1 ki point to throw a thrown weapon in a 30 foot line, up to its range. Each creature in the line must make a Dexterity saving throw against your Ki save DC or take damage equal to your martial arts die + your Dexterity or Strength modifier. You then mentally command the weapon to magically fly back to your hand, forcing creatures in the line to repeat the saving throw or take the same damage again."],"header":2,"level":6,"name":"Returning Strike","page":7,"source":"TRo12subclasses","subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}],"header":2,"level":6,"subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can use your action to make a thrown weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have a weapon for each target, as normal, and you make a separate attack roll for each target. When you hit with these attacks you may spend 1 ki point to per attack to apply one of your techniques from the Thrower Technique feature."],"header":2,"level":11,"name":"Thrown Volley","page":7,"source":"TRo12subclasses","subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}],"header":2,"level":11,"subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can spend 5 ki points to cast {@spell conjure volley} with a thrown weapon instead of ammunition as the material component."],"header":2,"level":17,"name":"Hail of Blades","page":7,"source":"TRo12subclasses","subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}],"header":2,"level":17,"subclassShortName":"Hurler","subclassSource":"TRo12subclasses","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Hurricane","shortName":"Hurricane","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While most monks master styles of martial arts that focus on rapid strikes and elusive movement, those who embrace the Way of the Hurricane utilize mighty weapons alongside their martial arts. Using their signature technique, monks of this Tradition become walls of whirling steel, cutting down any who would dare to stand against them.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have trained to wield heavy weapons in conjunction with your martial arts. When you adopt this Tradition at 3rd level, you gain proficiency with all martial melee weapons with the heavy property, and they count as monk weapons for you.","In addition, while you are wielding a melee weapon with the heavy property, you have advantage on saving throws to resist being {@condition grappled} or moved against your will."],"level":3,"name":"Heavy Warrior","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn to wield the heaviest weapons with the fury of a storm. As an action while you are wielding a heavy melee weapon, you can lash out, forcing creatures within 10 feet to make a Dexterity saving throw. On a failed save, they take {@dice 2d4} damage of the weapon's damage type.","As you gain levels in this class, this damage increases: at 5th level ({@dice 2d6}), 11th level ({@dice 2d8}), and 17th level ({@dice 2d10})."],"level":3,"name":"Whirling Strike","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],"level":3,"name":"Way of the Hurricane","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn to use the weight of your weapon to rebuke your attackers. When you are hit by an attack while you are wielding a heavy melee weapon, you can use your heavy weapon to make an attack against the attacker as a reaction. On hit, the attacker's movement speed is reduced to 0 until the beginning of your next turn."],"header":2,"level":6,"name":"Crushing Counter","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You use the weight of your weapon to create gusts of wind which empower your strikes. Starting at 11th level, when you hit a creature with a heavy weapon, you can force it to make a Strength saving throw. On a failed save, the creature is either knocked {@condition prone}, or it is knocked back a number of feet equal to five times your proficiency bonus (your choice).","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can spend 1 ki point to use it again."],"header":2,"level":11,"name":"Buffeting Winds","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 11th level, your Whirling Strike improves. When you use Whirling Strike, creatures take additional damage equal to your Dexterity modifier (minimum of 1).","Also, creatures take half damage when they succeed on their saving throw against your Whirling Strike."],"header":2,"level":11,"name":"Improved Whirling Strike","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You wield your weapon as a blur of steel. Starting at 17th level, you can use an action to make a separate melee attack against up to five creatures you can see within 60 feet. You must be wielding a heavy melee weapon to use this feature.","Once you use this feature you must finish a short or long rest before you can use it again, unless you pend 5 ki points to use it again."],"header":2,"level":17,"name":"Tempest of Steel","source":"llms","subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Hurricane","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"jwi","className":"Monk","classSource":"PHB","name":"Way of the Inner Eye","shortName":"Inner Eye","source":"jwi","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of this tradition dedicate themselves to the perfection of their mystic senses, called the inner eye. They do this by purposefully blinding themselves, usually merely by covering their eyes, although some go so far as to remove their eyes or blind themselves permanently in order to rely solely on their inner eye. Monks of this tradition also often recruit blind people to their order, to teach them to go beyond their limited sense and reach new heights of perception.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this monastic tradition at 3rd level, your other senses are sharper and your awareness is heightened as long as you cannot see. As long as you are {@condition blinded}, you gain the following benefits:",{"items":["You have a {@sense blindsight} of 15 feet.","You have advantage on all Wisdom ({@skill perception}) checks you make that don't rely on sight (therefore, ones that rely solely on hearing, smell, taste or touch).","Attack rolls made against you do not gain advantage because of the {@condition blinded} condition."],"type":"list"},"You cannot merely close your eyes to gain these benefits, as the temptation to open them would be too great. Instead, you must cover your eyes with a piece of cloth, a modified helmet or something similar, remove your eyes permanently, or be {@condition blinded} from another source in order to do so. You can cover or uncover your eyes with a piece of cloth, a modified helmet or something similar as a bonus action."],"level":3,"name":"Heightened Awareness","source":"jwi","subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, your reflexes are also heightened when you cannot see. Whenever a creature misses you with an attack, if you are {@condition blinded} you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. You may spend a ki point to make two unarmed strikes against the same target instead of one when you do so."],"level":3,"name":"Greater Reflexes","source":"jwi","subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],"level":3,"name":"Way of the Inner Eye","source":"jwi","subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you become even harder to hit. While you are {@condition blinded}, you may use your patient defense feature without spending a ki point. You may do this a number of times equal to your Wisdom modifier (minimum of once), after which you cannot do so again (without spending a ki point) until you finish a long rest.","Additionally, the {@sense blindsight} you may gain from your heightened awareness feature increases to 30 feet."],"header":2,"level":6,"name":"Untouchable","source":"jwi","subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],"header":2,"level":6,"subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can sense things that are far away with your inner eye. You may cast the {@spell Arcane Eye} spell without consuming a spell slot or material components, if you are {@condition blinded} when you do, your arcane eye has a {@sense blindsight} equal to yours when {@condition blinded} instead of its normal vision. Once you have done this, you may not use this feature again until you finish a long rest unless you spend 2 ki points to do so.","Additionally, the {@sense blindsight} you may gain from your heightened awareness feature increases to 45 feet."],"header":2,"level":11,"name":"Far Sight","source":"jwi","subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],"header":2,"level":11,"subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have perfected the use of your inner eye. While you are {@condition blinded} you gain the following benefits:",{"items":["You cannot be surprised.","After you've made a reaction, you can make an additional reaction once before the beginning of your next turn. You can use only one reaction per triggering effect.","The {@sense blindsight} you gain from your heightened awareness feature increases to 60 feet, and you gain a {@sense tremorsense|MM} of 30 feet while {@sense blinded} as well."],"type":"list"}],"header":2,"level":17,"name":"Inner Eye","source":"jwi","subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}],"header":2,"level":17,"subclassShortName":"Inner Eye","subclassSource":"jwi","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TCEE1","className":"Monk","classSource":"PHB","name":"Way of the Iron Grasp","shortName":"Iron Grasp","source":"TCEE1","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Balance is lost when one disrupts the livelihood of another. Monks of the Way of the Iron Grasp are taught to establish safety and order within their sphere of influence, training relentlessly in martial techniques to pin down foes and protect allies. Many of this tradition wear gauntlets that they forge themselves as a symbol of their dedication and ideals.","Monasteries that teach this tradition often act as militias for nearby settlements or as a council that oversees and rules adjacent villages and towns. The heads of these monasteries offer respect towards even the lowest of peasants, but have no tolerance for troublemakers. Still, they risk life and limb to hold the peace when external threats arise, regardless of who needs protection.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While you benefit from your Unarmored Defense feature, you gain a +1 bonus to AC."],"level":3,"name":"Tempered Soul","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can disrupt the flow of ki in another creature's body with grappling techniques that prevent it from moving and harming allies.","You master special martial arts techniques used to disable opponents and safeguard allies. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that creature is no more than one size category larger than you, you can force the creature to make a Strength or Dexterity saving throw (its choice) against your ki save DC. On a failed save, the target is grappled by you. You must use a free hand for the grapple as normal.","While grappled in this way, the creature has disadvantage on attack rolls against targets other than you. If the creature uses its action to try to escape the grapple, it makes its ability check against your ki save DC. When it does so, you can expend 1 ki point as a reaction to impose disadvantage on its ability check."],"level":3,"name":"Iron Grasp Technique","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],"level":3,"name":"Way of the Iron Grasp","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can grapple incorporeal creatures, such as ghosts, even if they are normally immune to the grappled condition."],"header":2,"level":6,"name":"Ethereal Grasp","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":6,"subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When a ranged attack hits a target you can see, you can use your Deflect Missiles feature to reduce the damage that target takes from the attack—and possibly catch the missile—just as you would for yourself. You must be either within 5 feet of the target or the attacker, or be providing the target with half cover against the attack."],"header":2,"level":6,"name":"Iron Sentinel","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":6,"subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can use your Iron Grasp Technique to grapple creatures up to three size categories larger than you, rather than one, though you can't drag such a creature with you when you move."],"header":2,"level":11,"name":"Colossal Grasp","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":11,"subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["If a creature or effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by a number of feet up to half your speed."],"header":2,"level":11,"name":"Iron Stance","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":11,"subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your grasp allows you to more easily interfere with the flow of ki in an opponent's body. When you attempt a stunning strike against a creature you're grappling with your Iron Grasp Technique, the creature has disadvantage on its saving throw."],"header":2,"level":17,"name":"Crushing Grasp","page":27,"source":"TCEE1","subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}],"header":2,"level":17,"subclassShortName":"Iron Grasp","subclassSource":"TCEE1","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MFOV:EA","className":"Monk","classSource":"PHB","name":"Way of the Jiangshi","shortName":"Jiangshi","source":"MFOV:EA","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["All living things are inhabited by two types of ki energy, positive ki and negative ki, often called yin and yang. When a spirit is in harmony, the yin and yang are in balance, and when a spirit is in discord, one energy overpowers the other, and throws the creature into chaos, mentally and physically.","The Jiangshi are an order of monks that have shunned harmony, and embraced negative ki within their own spirits. These monks have discovered that a spirit suffused with negative ki can achieve a type of balance of its own, as it becomes sustained by the necromantic energies of negative ki itself.","Commoners often call the Jiangshi 'ki vampires,' because of their unique ability to draw ki energy from a living creature, and because their negative ki influences their bodies in horrifying ways, making them appear like shades of death.",{"entries":["Starting whenever you chose this tradition at 3rd level, your skin becomes a sickly grey and your joints stiffen in a perpetual rigor mortis, causing you to adopt a unique style of fighting. To move, you hop and bend abruptly, and other creatures have disadvantage on opportunity attacks against you."],"name":"Semblance of Death","type":"entries"},{"entries":["At 3rd level, whenever you reduce a creature to 0 hit points, you regain spent ki points equal to half your proficiency bonus, rounded down."],"name":"Steal Ki","type":"entries"}],"level":3,"name":"Way of the Jiangshi","page":76,"source":"MFOV:EA","subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, as an action, you can gain temporary hit points equal to twice your monk level, which last for one minute. Once you use this feature, you must complete a short or long rest before using it again."],"header":2,"level":6,"name":"Perfect Undeath","page":76,"source":"MFOV:EA","subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}],"header":2,"level":6,"subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 10th level, you can cast the spell {@spell animate dead} without using a spell slot or spell components. After using this ability, you must complete a long rest before using it again."],"header":2,"level":11,"name":"The Dead Walk","page":76,"source":"MFOV:EA","subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}],"header":2,"level":11,"subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can fatally drain a creature of ki. You can use your action and spend 4 ki points to make an unarmed strike against a creature that has less than half its hit points remaining. This creature must succeed a Constitution saving throw or be reduced to 0 hit points."],"header":2,"level":17,"name":"A Thousand Deaths","page":76,"source":"MFOV:EA","subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}],"header":2,"level":17,"subclassShortName":"Jiangshi","subclassSource":"MFOV:EA","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Info","Has Images"],"_fSources":"XGE","className":"Monk","classSource":"PHB","edition":"classic","hasFluff":true,"hasFluffImages":true,"name":"Way of the Kensei","page":34,"shortName":"Kensei","source":"XGE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.","A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.",{"entries":["Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any {@filter simple or martial weapon that lacks the heavy and special properties|items|source=phb|type=simple weapon;martial weapon|property=!heavy;!special|category=basic|miscellaneous=}. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above."],"name":"Kensei Weapons","type":"entries"},{"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["If you make an unarmed strike as part of the {@action 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 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't {@condition incapacitated}."],"level":3,"name":"Agile Parry","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn."],"level":3,"name":"Kensei's Shot","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],"type":"options"},{"entries":["You gain proficiency with your choice of {@item calligrapher's supplies|phb} or {@item painter's supplies|phb}."],"name":"Way of the Brush","type":"entries"}],"level":3,"name":"Path of the Kensei","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],"level":3,"name":"Way of the Kensei","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.",{"entries":["Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."],"name":"Magic Kensei Weapons","type":"entries"},{"entries":["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."],"name":"Deft Strike","type":"entries"}],"header":2,"level":6,"name":"One with the Blade","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":["At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls."],"header":2,"level":11,"name":"Sharpen the Blade","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns."],"header":2,"level":17,"name":"Unerring Accuracy","page":34,"source":"XGE","subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Kensei","subclassSource":"XGE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"KenRev","className":"Monk","classSource":"PHB","name":"Way of the Kensei (Revised)","shortName":"Kensei","source":"KenRev","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Kensei train relentlessly with implements of war, to the point where their equipment becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons and armor.","A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study."],"header":1,"level":3,"name":"Way of the Kensei","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your special martial arts training leads you to master the intricate dance of martial arts with certain weapons and armor. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits."],"header":2,"level":3,"name":"Warrior-Monk Training","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":2,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the loading and special properties. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons.When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.","Using a {@filter heavy|items|type=weapon|property=heavy} melee weapon as a kensei weapon requires intense focus and control; the first time that you make an attack using such a weapon during a turn, you must spend 1 ki point, or you become unable to use your Martial Arts feature, as well as unable to spend any Ki, until the start of your next turn."],"header":3,"level":3,"name":"Kensei Weapons","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You retain the benefits of your Unarmored Defense and Martial Arts features even while wearing light armor or medium armor which doesn't impose disadvantage on your Stealth checks. You can use the armor's AC if your Unarmored Defense feature would leave you with lower AC."],"header":3,"level":3,"name":"Kensei Armor","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain proficiency with your choice of {@item calligrapher's supplies|PHB} or {@item painter's supplies|PHB}."],"header":3,"level":3,"name":"Way of the Brush","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","toolProficiencies":[{"choose":{"count":0,"from":["calligrapher's supplies","painter's supplies"]}}],"type":"entries"}],"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","toolProficiencies":[{"choose":{"count":0,"from":["calligrapher's supplies","painter's supplies"]}}],"type":"entries"}],"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","toolProficiencies":[{"choose":{"count":0,"from":["calligrapher's supplies","painter's supplies"]}}],"type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Training with kensei weapons makes it possible for you to express your martial arts in the following ways, suited to the warrior-monk's unique way of fighting."],"header":2,"level":3,"name":"Flowing Arts","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":2,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you take the {@action Attack} action and attack at least once with a melee weapon that is also your kensei weapon or an unarmed strike, you can use the weapon to defend yourself. Until the start of your next turn, you can use your reaction when you are attacked to gain a +1 bonus to your AC until the start of your next turn, while the weapon is in your hand and you aren't {@condition incapacitated}."],"foundrySystem":{"activation.condition":"you are attacked, and you attacked with your kensei weapon or unarmed strike previously","activation.cost":"1","activation.type":"reaction"},"header":3,"level":3,"name":"Agile Parry","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"foundrySystem":{"activation.condition":"you are attacked, and you attacked with your kensei weapon or unarmed strike previously","activation.cost":"1","activation.type":"reaction"},"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"foundrySystem":{"activation.condition":"you are attacked, and you attacked with your kensei weapon or unarmed strike previously","activation.cost":"1","activation.type":"reaction"},"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn. At 11th level in this class, the extra damage increases to {@damage 1d6}."],"foundrySystem":{"activation.cost":"1","activation.type":"bonus"},"header":3,"level":3,"name":"Kensei's Shot","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"foundrySystem":{"activation.cost":"1","activation.type":"bonus"},"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"foundrySystem":{"activation.cost":"1","activation.type":"bonus"},"header":3,"level":3,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you extend your ki into your kensei weapons, granting you the following benefits."],"header":2,"level":6,"name":"One with the Blade","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":2,"level":6,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."],"header":3,"level":6,"name":"Magic Kensei Weapons","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":6,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":6,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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."],"header":3,"level":6,"name":"Deft Strike","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":6,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":3,"level":6,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. If the weapon is a magical weapon that already has such a bonus, its bonus instead becomes the amount of ki points you spent. This bonus lasts for 1 minute or until you use this feature again."],"foundrySystem":{"activation.cost":"1","activation.type":"bonus"},"header":2,"level":11,"name":"Ki Honing","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"foundrySystem":{"activation.cost":"1","activation.type":"bonus"},"header":2,"level":11,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns."],"header":2,"level":17,"name":"Unerring Accuracy","source":"KenRev","subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}],"header":2,"level":17,"subclassShortName":"Kensei","subclassSource":"KenRev","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Reprinted"],"_fSources":"GHPG","additionalSpells":[{"ability":"wis","innate":{"17":["dispel evil and good","hold monster","telekinesis","wall of force"],"3":["mage hand#c","detect evil and good","protection from evil and good","hold person","levitate","shatter"]}}],"className":"Monk","classSource":"PHB","name":"Way of the Leaden Crown","reprintedAs":[{"edition":"one","uid":"Leaden Crown|Monk|XPHB|GrimHollowPG24"}],"shortName":"Leaden Crown","source":"GHPG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["In contrast to the esoteric ideals of other monastic traditions, monks of the Way of the Leaden Crown have practical aims: the self-governance of humanoid peoples. These monks see the history of the world as a series of clashes between groups of powerful beings, where humanoids were at best collateral damage and at worst disposable pawns. To break this cycle of dependence and destruction, monks of the Way of the Leaden Crown master mental powers to fight back against the otherworldly powers of the multiverse and protect humanoid sovereignty.","One component of this plan involves training to do battle with powerful outsiders. The other equally important component is ensuring that humanoid societies are prepared to overthrow those powerful outsiders already dominating them. To that end, these monks seek political positions that place them in or near decision-making roles where they can influence humanoids to fight back against arch seraphs, arch daemons, and primordials.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, your martial arts are enhanced by a capacity for telekinetic strikes. On your turn your reach is 10 feet when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals force damage instead."],"level":3,"name":"Subtle Hand","page":54,"source":"GHPG","subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, your psychic powers have manifested in the ability to cast certain spells. You gain the {@spell mage hand} cantrip if you don't already know it. When you cast the spell, the spectral hand is {@condition invisible}.","In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast {@spell detect evil and good} or {@spell protection from evil and good.} You can also use an action and spend 2 kit points to cast {@spell hold person}, {@spell levitate}, or {@spell shatter}. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way."],"level":3,"name":"Psionic Prowess","page":54,"source":"GHPG","subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],"level":3,"name":"Way of the Leaden Crown","page":54,"source":"GHPG","subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, when you hit a creature with an unarmed strike or monk weapon, you can force it to make a Strength saving throw against your ki save DC. On a failure, you can choose to push or pull the creature 10 feet. Once you use this feature, you can't use it again until the start of your next turn."],"header":2,"level":6,"name":"Unsubtle Strike","page":54,"source":"GHPG","subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, each time you hit a creature with an unarmed strike it gains a pressure point. A creature loses all pressure points if you give a different creature a pressure point or 1 minute after the last time it gained a pressure point. As a bonus action on your turn, you can spend 1 ki points to telekinetically crush a creature with 1 or more of your pressure points.","When you do, the creature must make a Strength saving throw against your ki save DC. On a failure, the creature takes {@dice 1d8} force damage per pressure point they have and they are {@condition restrained} until the end of your next turn. On a success, they take half as much damage and aren't {@condition restrained}. Either way, the creature then loses all pressure points."],"header":2,"level":11,"name":"Psychic Crush","page":54,"source":"GHPG","subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have mastered the psionic disciplines necessary to defend mortals from outsiders. As an action, you can spend 5 ki points to cast {@spell dispel evil and good}, {@spell hold monster}, {@spell telekinesis}, or {@spell wall of force}. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way."],"header":2,"level":17,"name":"Psionic Mastery","page":54,"source":"GHPG","subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Leaden Crown","subclassSource":"GHPG","type":"entries"}]],"subclassSpells":["mage hand","detect evil and good","protection from evil and good","hold person","levitate","shatter","dispel evil and good","hold monster","telekinesis","wall of force","mage hand|xphb","detect evil and good|xphb","protection from evil and good|xphb","hold person|xphb","levitate|xphb","shatter|xphb","dispel evil and good|xphb","hold monster|xphb","telekinesis|xphb","wall of force|xphb"]},{"__prop":"subclass","_fMisc":["Reprinted"],"_fSources":"ExploringEberron","className":"monk","classSource":"PHB","name":"Way of the Living Weapon","page":218,"reprintedAs":[{"edition":"one","uid":"Living Weapon|Monk|XPHB|ExploringEberron24"}],"shortName":"Living Weapon","source":"ExploringEberron","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon.",{"items":["The Forged Heart is a recent path, developed by warforged exploring the potential of their constructed frames. This involves both the physical evolution of the body and harnessing the strength of steel and stone.","The Nightmare Shroud is a kalashtar tradition. Rather than physically transforming, nightmare monks generate ectoplasmic projections, manifesting claws of shadow. Blending physical blows with psychic attacks, they strike fear into the mind of their enemies. A kalashtar typically surrounds themselves with the image of their quori spirit, but the shroud can take any shape.","The Traveler's Blade was developed by tribal changelings, providing the practitioner with versatile weapons that can't be taken away. A practitioner can grow bone blades or knuckle ridges, or stretch their limbs to strike a distant foe.","The Weretouched techniques were developed by shifter champions of Olarune, honing the natural weapons and strengths of the shifter."],"type":"list"},"As a Living Weapon monk, you may draw on a singular technique, or you may instead combine different styles. Both the abilities you gain from this subclass and the base abilities of the monk class can reflect your ability to control and alter your physical form. When you use Slow Fall, you might be shifting shape to craft gliding membranes (Traveler's Blade) or catching the air in an ectoplasmic cloak (Nightmare Shroud). Unarmored Defense reflects defensive shapeshifting, and when you develop Ki-Empowered Strikes it reflects an enhancement of your natural weapons.","Most of the Living Weapon techniques make use of natural gifts; for example, the Traveler's Blade assumes that you possess the malleable form of a changeling. However, any member of any species can follow these paths. If you don't possess any innate shapeshifting gifts or a bond to a quori spirit, it's up to you and your DM to explain how you manifest these gifts. If you're not a kalashtar, your Nightmare Shroud could be the ghost of an ancestor or lover, clinging to you and helping you fight. If you're not a changeling, perhaps you were altered by the daelkyr or part of a Vadalis supersoldier program--you can't change your face, but you can still grow bone blades and stretch your limbs to strike distant foes.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a {@damage d6} in place of the normal damage for your unarmed strike. This die changes to a {@damage d8} at 5th level; a {@damage d10} at 11th level; and a {@damage d12} at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon."],"level":3,"name":"Fist of Bone and Steel","page":218,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.",{"entries":["Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes {@damage 2d6} additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes {@damage 1d6} points of additional damage and is not pushed back."],"name":"Forged Heart","type":"entries"},{"entries":["When you hit a creature with an unarmed attack, you can spend 1 ki point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes {@damage 1d6} points of psychic damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours."],"name":"Nightmare Shroud","type":"entries"},{"entries":["Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 4 ki points to extend your reach further. For every point of ki you spend, your reach extends by an additional 5 feet until the end of your turn."],"name":"Traveler's Blade","type":"entries"},{"entries":["Once per turn, when you hit a creature with an unarmed attack, you can spend 1 ki point to rend your target and inflict deep bleeding wounds. At the start of each of the creature's turns for the next minute, it takes {@damage 1d4} points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer's kit, or makes a successful Wisdom (Medicine) check with a DC equal to your ki save DC."],"name":"Weretouched","type":"entries"},"When you reach 6th level, this slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."],"level":3,"name":"Martial Discipline","page":218,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack."],"level":3,"name":"Mutable Strike","page":219,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],"header":1,"level":3,"name":"Way of the Living Weapon","page":218,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional {@damage 1d6} points of damage of that type. If you select bludgeoning, piercing, or slashing damage, it benefits from your Ki-Empowered Strikes class feature and counts as magical damage.","Nightmare Shroud monks typically inflict psychic damage with this ability, Forged Heart monks enhance their bludgeoning damage, and Weretouched grow sharper claws. However, you can choose any damage type, regardless of your discipline(s)."],"header":2,"level":6,"name":"Manifest Blow","page":219,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],"header":2,"level":6,"subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, when you make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check, you can spend 1 ki point to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage.","In addition, the extra damage dealt by the Manifest Blow class feature increases to {@damage 2d6}."],"header":2,"level":11,"name":"Reflexive Adaption","page":219,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],"header":2,"level":11,"subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you transform your body to become a weapon of war. You gain a feature based on a discipline of your choice. You can choose the same discipline you selected at 3rd level or a different one.",{"entries":["When you are hit by an attack, you can use your reaction to add your Wisdom modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn."],"name":"Forged Heart","type":"entries"},{"entries":["When you damage a creature with your Manifest Blow, excess psionic energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of psychic damage equal to half of your monk level."],"name":"Nightmare Shroud","type":"entries"},{"entries":["When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional {@damage 1d8} poison damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn."],"name":"Traveler's Blade","type":"entries"},{"entries":["When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. You have advantage on these attacks."],"name":"Weretouched","type":"entries"}],"header":2,"level":17,"name":"Perfect Form","page":219,"source":"ExploringEberron","subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}],"header":2,"level":17,"subclassShortName":"Living Weapon","subclassSource":"ExploringEberron","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"SCAG","className":"Monk","classSource":"PHB","edition":"classic","name":"Way of the Long Death","page":130,"shortName":"Long Death","source":"SCAG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. 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 temporary hit point)."],"level":3,"name":"Touch of Death","page":130,"source":"SCAG","subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],"level":3,"name":"Way of the Long Death","page":130,"source":"SCAG","subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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 {@condition frightened} of you until the end of your next turn."],"header":2,"level":6,"name":"Hour of Reaping","page":130,"source":"SCAG","subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["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."],"header":2,"level":11,"name":"Mastery of Death","page":130,"source":"SCAG","subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes {@damage 2d10} necrotic damage per ki point spent on a failed save, or half as much damage on a successful one."],"header":2,"level":17,"name":"Touch of the Long Death","page":130,"source":"SCAG","subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Long Death","subclassSource":"SCAG","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ASoS","className":"Monk","classSource":"PHB","name":"Way of the Lunar Soul","page":19,"shortName":"Lunar Soul","source":"ASoS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["As fluid as the changing moon and the tides which it controls, monks of this monastic tradition excel at gracefully and meticulously meandering through the battlefield. They deliver dangerous strikes from the shadows, skillfully dart away from risk, and wield luminous lunar light to both attack or defend, depending on the immediate demands of their sparring or skirmishes. These monks prize their bodily and mental flexibility above all else, as it allows them to make decisive actions and ward against harm.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, your monastic tradition teaches you to quickly shift your attacks and tactics in combat by taking different stances that embody the lunar phases. At the start of each of your turns while in combat you move from one stance to the next in the following order; New Moon, Quarter Moon, Full Moon, Quarter Moon, and back to New Moon, repeating the cycle. You gain the effects associated with each phase while in its stance, detailed below:",{"items":[{"entries":["At the end of your turn, you, along with anything you are wearing or carrying, are {@condition invisible} until you attack, cast a spell, or until the end of your next turn."],"name":"New Moon.","type":"item"},{"entries":["Once per turn, you can teleport up to 10 feet to a currently unoccupied space that you can see immediately after hit you a creature with an attack."],"name":"Quarter Moon.","type":"item"},{"entries":["You shed bright light in a 5-foot radius and dim light for an additional 5 feet. When you make an unarmed strike, you can project this light as moonbeams, making a ranged weapon attack at a range of up to 30 feet and changing the damage type of the attack to radiant. Starting when you hit 5th level in this class, you can use your Stunning Strikes feature with these ranged attacks."],"name":"Full Moon.","type":"item"}],"type":"list"}],"level":3,"name":"Phasing Stances","page":19,"source":"ASoS","subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],"header":1,"level":3,"name":"Way of the Lunar Soul","page":19,"source":"ASoS","subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, when you attack a creature within 5 feet of you with an unarmed strike and deal damage, you can expend 1 ki point to deal an amount of damage to another creature you choose within 5 feet of you equal to half the damage dealt ."],"header":2,"level":6,"name":"Crescent Kick","page":19,"source":"ASoS","subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can create a shield of pale moonlight that absorbs incoming damage. As a reaction when you are hit by a spell attack or make a saving throw against a damaging spell, you can spend 1 ki point to absorb up to {@dice 2d6} damage from the attack or spell.","You can increase the amount of damage that the shield absorbs by spending ki points. Each point you spend, up to a maximum of 3, increases the amount absorbed by {@dice 2d6}."],"header":2,"level":11,"name":"Effulgent Ward","page":19,"source":"ASoS","subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 17th level, your skill to smoothly weave your way through lunar stances has reached its apex. At the start of your turn, you can spend 3 ki points to gain the effects of any stance from your Phasing Stances feature you are not currently in. You now also gain additional effects for each stance, detailed below:",{"items":[{"entries":["You no longer lose the invisibility you gain from this phase when you attack or cast a spell."],"name":"New Moon.","type":"item"},{"entries":["The range at which you can teleport with the effect from this phase increases to 30 feet."],"name":"Quarter Moon.","type":"item"},{"entries":["When you hit a creature with an unarmed strike in this phase, the creature also sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, you score a critical hit on a roll of 19 or 20 when making a ranged weapon attack with your unarmed strikes in this phase."],"name":"Full Moon.","type":"item"}],"type":"list"}],"header":2,"level":17,"name":"Eclipsing Stances","page":19,"source":"ASoS","subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Lunar Soul","subclassSource":"ASoS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"PGInsec","className":"Monk","classSource":"PHB","name":"Way of the Mantis","shortName":"Mantis","source":"PGInsec","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Mantis is a path not many monks choose to tread. To master this tradition, one has to master absolute patience first. Only monks that achieve absolute serenity within themselves can focus their strikes precisely enough to disable the flow of ki in living creatures. Monks of the Way of the Mantis stay in perfect stillness, not moving a single muscle, waiting for just the right time to strike.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can use your bonus action and spend 1 ki point to enter a defensive stance that lasts 1 minute. During this duration,, you can use a bonus action to go in and out of the stance.","While in the Mantis Stance, you can't use your movement. Additionally, you can use your Patient Defense feature without spending ki points.","Furthermore, when a creature misses you with a melee weapon attack, you can use your reaction to make an unarmed attack against it."],"level":3,"name":"Mantis Stance","source":"PGInsec","subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, through stillness of mind and body, you can react quickly to the happenings of the battlefield. While in the Mantis Stance, you can spend 2 ki points to make one additional reaction. You can do so only once per turn."],"level":3,"name":"Serene Counter","source":"PGInsec","subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],"level":3,"name":"Way of the Mantis","source":"PGInsec","subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn how to debilitate your foes by cutting off their flow of ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows feature, you can choose which body part you want to target. The creature must succeed on a Constitution saving throw, or suffer the effects detailed in the table below. The creature can't suffer the effects of a body part it doesn't posess.",{"colLabels":["Body Part","Effect"],"colStyles":["col-2 text-center","col-10 text-center"],"rows":[["Arm","The creature can't make weapon attacks until the end of its next turn."],["Eyes","The creature is {@condition blinded} until the end of its next turn."],["Legs","The creature is knocked {@condition prone}."],["Throat","The creature is silenced and can't speak until the end of its next turn."]],"type":"table"}],"header":2,"level":6,"name":"Pressure Strike","source":"PGInsec","subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],"header":2,"level":6,"subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, while you are in the Mantis Stance, the reach of your unarmed attacks increases by 5 feet.","In addition, while you are in the Mantis Stance, any enemy you hit must make a Constitution saving throw. On a failure, the creature loses all of its movement speeds except walking speed (such as flying, climbing and swimming speeds), as well as the ability to jump until the end of its next turn."],"header":2,"level":11,"name":"Reaching Tibia","source":"PGInsec","subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],"header":2,"level":11,"subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, when you are in the Mantis Stance, you regain 2 ki points at the start of your turn."],"header":2,"level":17,"name":"Perfect Stillness","source":"PGInsec","subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}],"header":2,"level":17,"subclassShortName":"Mantis","subclassSource":"PGInsec","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"VSS","className":"Monk","classSource":"PHB","name":"Way of The Mask","shortName":"Mask","source":"VSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you put on your mask, you're not an ordinary (albeit impossibly handsome) commoner anymore; you're the greatest wrestler the world has ever known. You'll wrestle anyone—or anything—that comes within arm's reach. Sometimes you wrestle inanimate objects just to prove that you can. That one time you wrestled an owlbear? Totally happened. For real.","People come from all around to get a shot against you, to unmask you and take your championship belt. Everyone wants to beat the champ; too bad no one ever will.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The roar of the crowd lives inside you. Starting when you choose this tradition at 3rd level, you can choose to add your Charisma modifier, instead of your Wisdom modifier, to your ki save DC. Additionally, your Unarmored Defense is calculated as follows: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Charisma modifier."],"level":3,"name":"Crowd Favorite","page":225,"source":"VSS","subclassShortName":"Mask","subclassSource":"VSS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When presented with an obstacle, your first instinct is to wrestle it, even if the obstacle in question is not conventionally wrestle-able, like a dragon, an ooze, or an awkward conversation. At 3rd level, you gain the following features:",{"items":["You can attempt to {@action grapple} any creature, regardless of its size.","You can use your action to try to pin a creature grappled by you. To do so, make another {@action grapple} check. If you succeed, you and the creature are both {@condition restrained} until the {@action grapple} ends","If you have the {@feat Grappler} feat, you can choose whether a target grappled by you must make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to escape."],"type":"list"}],"level":3,"name":"Heavyweight Champion","page":225,"source":"VSS","subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],"level":3,"name":"Way of The Mask","page":225,"source":"VSS","subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you master a signature move, which soon becomes synonymous with your exploits. Choose one of the following features of your choice. Each of these features has a suggested name, but you can choose any name for your signature move, preferably one that sounds good being chanted by a crowd and yelled by you while you perform it.",{"items":["{@bold Foreign Object.} You are proficient with improvised weapons, which count as monk weapons for you. Once on each of your turns, you can spend 1 ki point to add half your monk level to the damage of an improvised weapon.","{@bold Headbutt of Justice.} Once on each of your turns when you miss with an unarmed strike, you can spend 1 ki point to follow it up with a quick headbutt. Make a second unarmed strike against the same target. The damage die of this unarmed strike is {@dice 1d8}.","{@bold Infinity Suplex.} While you are grappling another creature, you can use your bonus action and spend 1 ki point to end the grapple early by hurling your opponent over your shoulder and slamming them into the ground. Make an attack roll against the creature you are grappling. On a hit, the creature takes bludgeoning damage equal to {@dice 2d10} + your Strength modifier and is knocked prone. The grapple then ends."],"style":"list-no-bullets","type":"list"}],"header":2,"level":6,"name":"Signature Move","page":225,"source":"VSS","subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, once per turn whenever you fall 5 feet or more immediately before making an unarmed strike, you can choose to either make a stunning strike without expending ki or to knock the target {@condition prone} and automatically {@action grapple} the target on a hit."],"header":2,"level":11,"name":"Off The Top Rope","page":225,"source":"VSS","subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 17th level, your chokeholds can knock out dragons. When you pin a creature grappled by you, you can spend 2 ki points to attempt to choke the creature out. The creature must make a Constitution saving throw with advantage against your ki save DC. On a failure, the creature is knocked {@condition unconscious}, rather than {@condition restrained}, until the start of your next turn."],"header":2,"level":17,"name":"Choked Out","page":225,"source":"VSS","subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Mask","subclassSource":"VSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"GriffonsSaddlebag3","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag3/Way-of-the-Meridian.webp"},"type":"image"}]},"name":"Way of the Meridian","page":0,"shortName":"Meridian","source":"GriffonsSaddlebag3","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Meridian are capable healers and acupuncturists that learn to activate the bodys own restorative and self-destructive functions through careful application of pressure and piercing strikes. With precision and speed, they can enhance their allies or cripple their enemies using knowledge and techniques that have stood the test of time.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your special training has led you to master additional weapons as part of your craft. You gain proficiency with blowguns, which are considered monk weapons for you. Darts and blowgun needles are also considered monk weapons for you, which can be used as either melee or thrown weapons with a normal range of 20 feet and a long range of 60 feet.","When you hit a creature with an unarmed strike or monk weapon that deals piercing damage, you can expend 1 ki point to impose one of the following effects on the target. You can use this feature twice on each of your turns.",{"entries":["You weaken the creatures motor skills and coordination. The next attack roll the creature makes before the end of your next turn is made with disadvantage."],"name":"Disable","type":"entries"},{"entries":["You cause the creatures body to become sluggish and vulnerable. The next attack roll that you or another creature makes against the target before the end of your next turn is made with advantage."],"name":"Expose","type":"entries"},"Alternatively, you can apply one of these effects to the first target you hit as part of your Flurry of Blows, without spending the ki point for this feature."],"foundryImg":"icons/skills/ranged/dart-thrown-poison-green.webp","level":3,"name":"Pointed Strikes","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries","weaponProficiencies":[{"blowgun|phb":true}]},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, your knowledge of the body and the energy that runs through it grants you proficiency in the Medicine skill. If you already have this proficiency, you instead gain proficiency in the Insight or Sleight of Hand skill (your choice). When you make a Wisdom (Medicine) check, you can choose to expend 1 ki point to reroll the d20. You must use the new roll. You can choose to do so after you roll the die, but before the outcome is determined.","In addition, you can use an action to touch a creature and expend 2 ki points to cast the {@spell enhance ability} spell on it. Starting when you reach 6th level in this class, you can harmlessly launch a blowgun needle or dart at the target, instead of touching it, in order to deliver the spell. The target must be within the weapons normal range."],"foundryImg":"icons/consumables/potions/potion-tube-corked-glowing-red.webp","level":3,"name":"Medicinal Knowledge","page":0,"skillProficiencies":[{"medicine":true}],"source":"GriffonsSaddlebag3","subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag3/Way-of-the-Meridian.webp","level":3,"name":"Way of the Meridian","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 6th level, you can cause a creatures body to rapidly heal itself. As an action, or in place of one of the attacks granted by your Flurry of Blows, you can touch a willing creature to cause it to supernaturally regain hit points as if it finished a short rest. Alternatively, you can harmlessly launch a blowgun needle or dart at the target to deliver the effect, instead of touching it. The target must be within the weapons normal range.","The creature rolls a number of Hit Dice equal to your proficiency bonus, without expending them, and adds its Constitution modifier to the result of each die as normal. The creature regains a number of hit points equal to the total. Once a creature regains hit points in this way, it can not do so again until it finishes a short or long rest.","You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest."],"foundryImg":"icons/skills/melee/unarmed-punch-fist.webp","header":2,"level":6,"name":"Restoring Touch","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"foundryImg":"icons/skills/melee/unarmed-punch-fist.webp","header":2,"level":6,"subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you have become a master of precision with your debilitating strikes. When you hit a creature and use either your Disable or Expose feature, you can apply both effects at the same time without spending another ki point.","If you attack a creature under the effect of your Expose feature and hit it, that creature also takes a penalty to any Constitution saving throw it makes as a result of or as part of the attack, such as from your Stunning Strike. The penalty is equal to your Wisdom modifier."],"header":2,"level":11,"name":"Improved Pointed Strikes","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"header":2,"level":11,"subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can restore the balance of energy and health to creatures under your care. You can use an action to touch a creature and expend 5 ki points to simultaneously cast the {@spell lesser restoration} and {@spell greater restoration} spells on it, requiring no material components, and cause the target to regain up to 5 expended Hit Dice. Alternatively, you can harmlessly launch a blowgun needle or dart at the target, instead of touching it, in order to deliver the spells. The target must be within the weapons normal range.","Once a creature has benefited from this feature, it can not do so again until it finishes a long rest. "],"header":2,"level":17,"name":"Total Restoration","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"header":2,"level":17,"subclassShortName":"Meridian","subclassSource":"GriffonsSaddlebag3","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"WRSTONW","additionalSpells":[{"ability":"wis","innate":{"11":{"resource":{"4":["dispel magic","magic circle"],"5":["banishment"]}},"17":{"resource":{"4":["spirit guardians"],"6":["dispel evil and good","greater restoration","hallow"]}},"6":{"resource":{"2":["protection from evil and good"],"3":["branding smite"],"4":["remove curse"]}}},"known":{"1":["thaumaturgy|phb#c"]}}],"className":"Monk","classSource":"PHB","name":"Way of the Miko","shortName":"Miko","source":"WRSTONW","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"entries":["Miko are also called Shrine Maidens, and often develop into priestesses of the Shinto religion. They are always female, though male priests exist as well. Miko take vows of purity and chastity for their time of service; priests and priestesses have been known to marry. Miko and the priests are responsible for Shinto shrines and running/assisting worship and rites. In Wuxia, they also fight and banish unearthly entities like ghosts and other undead, spirits, true fey, demons, devils, and other outsiders. They seemed to be a natural for a Monk Tradition with a divine theme."],"name":"A Brief History","type":"entries"},"Starting at 3rd level, a monk of the Miko has the following features.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon entering service to a Shrine at 3rd level, the monk is initiated into Shinto. You gain proficiency in {@skill Religion}, and learn the {@spell thaumaturgy|PHB} cantrip, Wisdom being your casting modifier for this spell, as with other spells gained via this subclass.","Additionally, you become proficient in the use of {@item Ofuda|WRSTONW}, a piece of paper with mystical writings. You treat them as a simple ranged weapon, which has the the light, thrown(20/80), and finesse properties. They deal 1d4-1 bludgeoning damage on a hit, and whenever you would make an unarmed strike, you may replace any number of these attacks with an {@item ofuda|WRSTONW} attack, and if you spent at least 1 ki point this turn they instead deal radiant damage. They cost 6 cp, and their weight is negligible."],"level":3,"name":"Initiate of the Kami","page":1,"skillProficiencies":[{"religion":true}],"source":"WRSTONW","subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],"header":1,"level":3,"name":"Way of the Miko","page":1,"source":"WRSTONW","subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, the Miko begins to learn to use her Ki to connect to the spirit realm, and form spells. You can cast {@spell protection from evil and good|PHB}, {@spell branding smite|PHB}, and {@spell remove curse|PHB} spells for 2, 3 and 4 ki points respectively. When casting it in this way, branding smite can be used with {@item Ofuda|WRSTONW}.","Additionally, when you cast a spell gained via this class, you can spend an extra 2 ki points, to cast it as if it were cast at a higher level. You can do this multiple times per casting."],"header":2,"level":6,"name":"Novice of the Kami","page":1,"source":"WRSTONW","subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],"header":2,"level":6,"subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, the Miko gains spells to truly act in her role against spirits and other outsiders. You can now also cast {@spell dispel magic|PHB} and {@spell magic circle|PHB} for 4 ki points, and {@spell banishment|PHB} for 5."],"header":2,"level":11,"name":"Adept of the Kami","page":1,"source":"WRSTONW","subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],"header":2,"level":11,"subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, a Miko has reached the pinnacle of her power. Not quite a priestess, but quite capable of defending herself, others, and her shrine against evil forces. You can now, again, also cast {@spell spirit guardians|PHB} for 4 ki points, and {@spell dispel evil and good|PHB}, {@spell greater restoration|PHB}, and hallow for 6 ki points.","Finally, any spell casted through this subclass has it's cost reduced by 1 ki point, and upcasting as per Novice of the Kami now costs 1 ki point per level upcast."],"header":2,"level":17,"name":"Spirit Mistress","page":1,"source":"WRSTONW","subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}],"header":2,"level":17,"subclassShortName":"Miko","subclassSource":"WRSTONW","type":"entries"}]],"subclassSpells":["thaumaturgy","protection from evil and good","branding smite","remove curse","dispel magic","magic circle","banishment","spirit guardians","dispel evil and good","greater restoration","hallow","thaumaturgy|xphb","protection from evil and good|xphb","shining smite|xphb","remove curse|xphb","dispel magic|xphb","magic circle|xphb","banishment|xphb","spirit guardians|xphb","dispel evil and good|xphb","greater restoration|xphb","hallow|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"KOMA","className":"Monk","classSource":"PHB","name":"Way of the Moonlit Guile","shortName":"Moonlit Guile","source":"KOMA","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The way of the moonlit guile is a path few travel. The monks who follow the way of the moonlit guile are often masters of hiding in plain sight. They use their ki to become one with the shadows, and to steal the most precious thing everyone holds- their lives.","Most of the monks who travel this path agree on one thing; If you have to strike, you should only ever need to strike once."],"header":1,"level":3,"name":"Way of the Moonlit Guile","page":1,"source":"KOMA","subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend ki points equal to the level of a spell slot to cast {@spell silent image}, {@spell invisibility}, {@spell major image}, or {@spell silence}, without providing material components.","Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it."],"header":2,"level":3,"name":"Moonraker","page":1,"source":"KOMA","subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],"header":2,"level":3,"subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you gain the ability to strike true. You can expend one Ki point whenever you knock a creature unconscious. Any creature you knock unconscious this way takes 1 necrotic damage, automatically failing a Death Saving Throw.","Additionally, whenever you have advantage on an attack and hit with it, you can spend Ki points to deal an additional 1d8 necrotic damage per Ki point used. You can spend a number of Ki points on a single target up to half your Monk level."],"header":2,"level":6,"name":"License to Kill","page":1,"source":"KOMA","subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],"header":2,"level":6,"subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you have learned to thrive in the ample darkness of moonlight, and move silently within it. When in dim light or darkness, gain advantage in {@skill Stealth}, {@skill Deception}, and {@skill Perception}.","You also gain the ability to teleport short distances. As a bonus action, you can spend 2 Ki points to teleport 30 feet, as if you had cast the {@spell misty step} spell. If the space is occupied, you can make one melee attack against that creature, then move an additional 5 feet in any direction."],"header":2,"level":11,"name":"Midnight Hour","page":1,"source":"KOMA","subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],"header":2,"level":11,"subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can exploit the life force around you. Whenever a creature within 30 feet is healed by magical means, you can use your reaction to steal half of the hit points it heals for yourself. You can use this feature a number of times up to your Wisdom modifier per Long Rest."],"header":2,"level":17,"name":"Die Another Day","page":1,"source":"KOMA","subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}],"header":2,"level":17,"subclassShortName":"Moonlit Guile","subclassSource":"KOMA","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"CodexOfAllies","className":"Monk","classSource":"PHB","name":"Way of the Mystic Force","shortName":"Mystic Force","source":"CodexOfAllies","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow the way of the Mystic Force keep their minds in a strange, rarified state. These monks have a keen sense of the ki that surrounds all things, and their ability to manipulate it makes their tradition unique. These monks learn to manifest psionic powers through spiritual practice and a steadfast will.",{"entries":["Starting when you choose this tradition at 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to and receive telepathic messages back from any creature you can see within 60 feet of you in this manner. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time."],"name":"Speech of Mind","type":"entries"},{"entries":["Starting when you choose this tradition at 3rd level, you learn to channel ki through your hands to move objects and strike foes at a distance.","You can use your bonus action and spend a number of ki points up to half your monk level to enter a heightened state that lasts for 1 minute. Whenever you make an unarmed strike on your turn while you are in this state, you can project waves of energy with your strike, extending your reach by 5 feet per ki point spent.","In addition, you learn the {@i {@spell mage hand}} cantrip. When you cast mage hand, you can make the spectral hand invisible. The weight you can lift with your mage hand increases to 10 lbs at 6th level, 15 lbs at 11th level, and 25 lbs at 17th level."],"name":"Mystic Hands","type":"entries"}],"level":3,"name":"Way of the Mystic Force","page":76,"source":"CodexOfAllies","subclassShortName":"Mystic Force","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can use your bonus action to fling an object you are lifting with your mage hand by spending 2 ki points.","The object flies in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw against your Ki save DC. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take {@dice 1d8} bludgeoning damage for each 5 lbs the object weighs.","Starting at 17th level, you can use your bonus action to fling a paralyzed creature you are holding with your {@i {@spell hold person}} or {@i {@spell hold monster}} spell by spending 4 ki points. The paralyzed creature behaves as though it were an object. When the creature strikes something, the creature and what it strikes each take {@dice 5d8} bludgeoning damage if it is a medium creature, or {@dice 7d8} if it is a large creature."],"level":6,"name":"Telekinetic Throw","page":76,"source":"CodexOfAllies","subclassShortName":"Mystic Force","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you can spend 2 ki points to cast one of the following spells. {@i {@spell Hold person}}, {@i {@spell levitate}}, or {@i {@spell suggestion}}, requiring no material components. Wisdom is your spellcasting ability score for these spells, and you use your Ki save DC for the saving throws of these spells.","Starting at 17th level you can also spend 6 ki points to cast {@i {@spell bigby's hand}}, {@i {@spell hold monster}}, or {@i {@spell rary's telepathic bond}} in this way."],"level":11,"name":"Force of Will","page":76,"source":"CodexOfAllies","subclassShortName":"Mystic Force","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, your inner ki force has aligned with that of the universe, ascending your mystical striking power to its peak. Whenever you enter a heightened state with your Mystic Hands, the waves you can project extend by an extra 25 feet. In addition, whenever you make an unarmed strike while in a heightened state you may spend a number of ki points up to half your monk level to create a devastating shockwave. Each creature in a 15-foot sphere around your target must make a Strength saving throw against your Ki save DC. On a failed save, a creature takes {@dice 1d8} damage and is pushed 5 feet away from the target for each ki point spent. On a failed save, a creature takes half damage and is not pushed back."],"level":17,"name":"Mastery of Force","page":76,"source":"CodexOfAllies","subclassShortName":"Mystic Force","subclassSource":"CodexOfAllies","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"EBCotOSCC","className":"Monk","classSource":"PHB","name":"Way of the Nine Seals","shortName":"Nine Seals","source":"EBCotOSCC","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Only a handful of devil-bound individuals practice the Way of the Nine Seals in Aglarion or the neighboring regions. This monastic tradition was forged in the flames of Hell, and it is infused with the accuracy and mettle of the fiends who practice it. Devils teach it only to those who pledge eternal servitude in return for the knowledge of the secret combat techniques. A monk of the Nine Seals is hard to fool and even harder to overcome. Masters of the Nine Seals are offered a fate-bound contract by their superiors, allowing them to alter their fate. In return, they are obedient tools of the armies of Hell.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can spend 1 ki point as an action to inflame a melee weapon you touch or your fists with hellish fire for 1 minute. Your unarmed or melee attacks deal an extra 1d4 fire damage."],"level":3,"name":"Hellfire Fist","source":"EBCotOSCC","subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],"level":3,"name":"Way of the Nine Seals","source":"EBCotOSCC","subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can demand equal chances from your enemies. As a bonus action, you can spend 1 ki point to have one creature of your choice within 30 feet lose its advantage on all ability checks, saving throws, skill checks, and attack rolls until the start of your next turn."],"header":2,"level":6,"name":"Deny Advantage","source":"EBCotOSCC","subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, the powers of Hell grant you the ability to see reality as it is for a short period of time. As a bonus action, you can spend 3 ki points to gain the benefits of a true seeing spell for 1 minute."],"header":2,"level":11,"name":"Pierce Deception","source":"EBCotOSCC","subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":11,"subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you can benefit from your hellish contract that has promised to protect you from unwanted outcomes of your fate in return for your service. As a reaction, you can automatically succeed on one ability check, saving throw, or skill check instead of rolling. Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 5 ki points."],"header":2,"level":17,"name":"Contractual Fate","source":"EBCotOSCC","subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":17,"subclassShortName":"Nine Seals","subclassSource":"EBCotOSCC","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"COFSA","className":"Monk","classSource":"PHB","name":"Way of the Noble Serpent","page":80,"shortName":"Noble Serpent","source":"COFSA","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By lineage or accident of fate, spiritual enlightenment or inner turmoil, you've taken your first steps down the path of a servant of the Serpent Empress, a ruler from beyond the planes whose power rivals the gods themselves. Residing in her palace of gold and turquoise, her imperial majesty sleeps in solitude for countless ages, traveling slowly between the planes. When her palace arrives upon a new world and she awakens, her reign of cruelty commences. Your style of martial arts has been taught to you by one of her handmaidens or was discovered in scrolls containing these forbidden techniques that were left behind when the Empress departed from your world ages ago for unknown reasons.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn to ensnare your foes, crushing the life from them as punishment for their transgressions. You can choose to use your Dexterity modifier instead of your Strength modifier when you make a Strength (Athletics) check. Once per turn when you hit a creature with one of the attacks granted by your Flurry of Blows feature, you can choose to attempt to grapple the target. While you are grappling a creature, you can spend 1 ki point as a bonus action to constrict them, dealing bludgeoning damage equal to your Martial Arts die + your Dexterity modifier. The target is also {@condition restrained} until the start of your next turn or until the grapple ends."],"level":3,"name":"Constricting Vice","page":80,"source":"COFSA","subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],"level":3,"name":"Way of the Noble Serpent","page":80,"source":"COFSA","subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn to adapt your body to the movements of the more advanced techniques of this style. You can move at full speed while you are {@condition prone}, and you gain the benefits of the Disengage action while you are {@condition prone}. You can stand up from {@condition prone} without spending additional movement. When you are the target of an attack, you can use your reaction and spend 1 ki point to stand up from {@condition prone} or drop {@condition prone} before the attack roll is made."],"header":2,"level":6,"name":"Ophidian Stance","page":80,"source":"COFSA","subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],"header":2,"level":6,"subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your reptilian ki infuses your eyes, sharpening your vision and causing your pupils to become snake-like slits. You gain darkvision out to 60 feet, and your darkvision is not impeded by magical darkness. As an action, you can attempt to transfix a target that can see you, overpowering their senses with your mental influence. The target must make a Wisdom saving throw against your Ki save DC. If it fails, it is {@condition charmed} until the start of your next turn. You can use this feature on a creature who failed its saving throw as a bonus action on your next turn. A creature who succeeds on its saving throw is immune to the effect to this feature for 1 minute."],"header":2,"level":11,"name":"Eyes of the Empress","page":80,"source":"COFSA","subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],"header":2,"level":11,"subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, your fingers drip with a deadly toxin whose effects mimic the fearsome power of the Empress. Whenever a creature is grappled by you and is struck by your Stunning Strike feature, you can spend 2 additional ki points to {@condition paralyze} the target until the end of its next turn. If you critically hit a creature, you can spend 3 ki points to {@condition petrify} it. The target must make a Wisdom saving throw against your Ki save DC. If it fails, it is {@condition petrified} as though it had failed three saves against a {@spell flesh to stone} spell. If you maintain concentration on this effect for 1 minute, the creature is permanently turned to stone, and the petrification can only be reversed by a {@spell remove curse} or {@spell dispel magic} spell cast at 6th level or higher."],"header":2,"level":17,"name":"Basilisk Venom","page":80,"source":"COFSA","subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}],"header":2,"level":17,"subclassShortName":"Noble Serpent","subclassSource":"COFSA","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"CodexOfAllies","className":"Monk","classSource":"PHB","name":"Way of the Nomad","shortName":"Nomad","source":"CodexOfAllies","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Ki flows through all things, and by manipulating this flow, monks who follow the Way of the Nomad are able to teleport and move through the spaces between worlds. Nomads are travelers, explorers, and mystics. They quest to unravel the mysteries of the multiverse and seek to uncover the underlying structure of all things.",{"entries":["Starting when you choose this tradition at 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can teleport up to 20 feet to an unoccupied space you can see. If you teleport to a space that is within 5 feet of an enemy, you gain advantage on the next unarmed strike you make against that enemy until the end of your turn."],"name":"Strike of a Dozen Paces","type":"entries"},{"entries":["Starting when you choose this tradition at 3rd level, you gain the ability to perfectly recall your steps. As a reaction when you are hit by an attack, you can spend 1 ki point to teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest."],"name":"Path of One Thousand Steps","type":"entries"}],"level":3,"name":"Way of the Nomad","page":76,"source":"CodexOfAllies","subclassShortName":"Nomad","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, the flow of ki can mystically move your body without expending your energy. Once on each of your turns, you can forfeit a number of feet of your movement to teleport up to half the number of feet you forfeited. You must teleport to an unoccupied space you can see.","In addition, difficult terrain doesn't slow your group's overland travel."],"level":6,"name":"Effortless Journey","page":76,"source":"CodexOfAllies","subclassShortName":"Nomad","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level if you haven't moved yet on your turn, as an action you can spend 4 ki points choose one creature you can see within 120 feet of you. The creature must make a Wisdom saving throw against your Ki save DC. On a failed save, you and that creature teleport, swapping places, and your speed is reduced to 0 until the beginning of your next turn. This ability fails and is wasted if either of you can't fit in the destination space. Allies can choose to willingly fail this saving throw."],"level":11,"name":"Transposition","page":76,"source":"CodexOfAllies","subclassShortName":"Nomad","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, once during your turn when you teleport you may choose up to six allies you can see that are within 30 feet of you and spend 1 ki point for each ally to teleport the chosen allies along with you. Each ally appears within 5 feet of your destination space. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted."],"level":17,"name":"Nomad's Caravan","page":76,"source":"CodexOfAllies","subclassShortName":"Nomad","subclassSource":"CodexOfAllies","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"HHHVIII","className":"Monk","classSource":"PHB","name":"Way of the Observed Form","page":113,"shortName":"Observed Form","source":"HHHVIII","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Observed Form follow the belief that the best style of combat is to have no style at all. Instead, their belief is that one should learn from their opponents, adapt their methods, and then throw them back at them with deadly results. These monks are known to be almost impossible to predict on the battlefield, possessing as many techniques as there are creatures in the world.","As part of their emphasis on observing and adapting to one's opponent, these monks tend to have a keen interest in biology and anatomy. They use their keen senses to study the bodies of others and are often able to pick out the minutest detail in a creature's bone or muscle movement. These traits make these monks renowned as warriorscholars that are sought out as much for their knowledge as they are for their martial ability.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Starting when you choose this tradition at 3rd level, you learn to observe your opponents through battle and adopt their strengths into your fighting style. As a bonus action, you may expend 1 ki point to focus on a hostile creature you can see within 60 feet of you. If you do so, you learn their creature type and you adopt one of the stances below based on that type. You remain in this stance for 1 minute ending it early if you are incapacitated, if you use this feature again, or if you end it as a free action.",{"entries":[{"__prop":"optionalfeature","entries":["Your erratic stance makes it difficult for your opponent to read your movements, preventing them from getting an edge on you in battle. While in this stance, if a creature attempts to make an attack roll with advantage against you, you can use your reaction to cancel that advantage and any other advantages they may have on attack rolls against you for the rest of the turn."],"name":"Aberration","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your primal stance imbues your strikes with greater ferocity. When you hit a creature with an unarmed strike while in this stance, you may add your Strength modifier as a bonus to the damage roll. You may only use this ability once per turn."],"name":"Beast","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your graceful stance allows you to move easily around the battlefield. While in this stance, you act as if you are under the effect of the {@spell freedom of movement} spell."],"name":"Celestial","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your sturdy stance makes you harder to knock down and to be moved around. While in this stance, you have advantage on saving throws and ability checks against being knocked {@condition prone} or moved against your will."],"name":"Construct","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your ancient stance grants you mystical abilities drawn from the most powerful creatures in the multiverse. When you adopt this stance, you choose to gain either a flying or swimming speed equal to half your current speed. On subsequent turns, you may use your bonus action to change your choice to the other movement type."],"name":"Dragon","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your chaotic stance makes the primordial forces of creation regard you as one of their own, bestowing you their protection. While in this stance, you have resistance to one of the following damage types of your choice: fire, lightning, cold, or thunder."],"name":"Elemental","page":113,"resist":[{"choose":{"from":["fire","lightning","cold","thunder"]}}],"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your elusive stance allows you to slip between opponents easily and avoid harm. While in this stance, melee weapon attacks against you are made at disadvantage if you are within 5 feet of two or more hostile creatures."],"name":"Fey","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","consumes":{"name":"Ki"},"entries":["Your vicious stance allows you to capitalise on your opponent's mistakes and punish them accordingly. Whenever you hit a creature with an {@action opportunity attack} while in this stance, you may immediately use your {@classFeature Flurry of Blows|Monk|PHB|2} feature as a free action. You still need to spend 1 ki point to use it in this way."],"name":"Fiend","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your large stance leverages internal forces that allow you to fight against even the biggest opponents. While in this stance, your size is considered Huge regardless of the actual dimensions of your body."],"name":"Giant","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your natural stance allows you to fight freely and utilise your energy efficiently. While in this stance, whenever you spend 1 or more ki points to use an ability, you may roll a {@dice d20}. If you roll an 18, 19, or 20 on this roll, you instantly regain the ki points you just spent."],"name":"Humanoid","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your versatile stance allows you to be prepared for any situation. While in this stance, whenever you make a saving throw, you may use your reaction to add your Wisdom modifier as a bonus to the result. You may choose to do this after making the roll but before the DM says whether you succeeded or failed."],"name":"Monstrosity","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your flexible stance allows you to move through the battlefield unimpeded and with ease. While in this stance, you can move through spaces occupied by hostile creatures, and you have advantage on saving throws and ability checks against being {@condition grappled} and being {@condition restrained}."],"name":"Ooze","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your rooted stance allows you to gather power and energy from the ground. While in this stance, you have advantage on attack rolls so long as you have not moved since the end of your last turn."],"name":"Plant","page":113,"source":"HHHVIII","type":"entries"},{"__prop":"optionalfeature","entries":["Your rigid stance allows you to suffer large damage and continue fighting. Whenever you take damage, you may use your reaction to expend 1 ki point to reduce the total damage taken by an amount equal to your monk level."],"name":"Undead","page":113,"source":"HHHVIII","type":"entries"}],"style":"list-hang-notitle","type":"options"}],"level":3,"name":"Mirrored Stance","page":113,"source":"HHHVIII","subclassShortName":"Observed Form","subclassSource":"HHHVIII","type":"entries"}],"header":1,"level":3,"name":"Way of the Observed Form","page":113,"source":"HHHVIII","subclassShortName":"Observed Form","subclassSource":"HHHVIII","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Beginning at 6th level, you learn to study your opponent through combat. Whenever you hit a creature with an unarmed strike, you may spend 1 ki point to gain the benefits of a successful {@book Appraise|HHHVI|2|Appraising} check on that creature as well as learning that creature's Armor Class, current hit points, and any damage resistances and immunities they may have."],"header":1,"level":6,"name":"Observant Fist","page":113,"source":"HHHVIII","subclassShortName":"Observed Form","subclassSource":"HHHVIII","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["Starting at 11th level, you are able to adapt quickly to your opponent's attacks, allowing you to mitigate potential harm that comes your way. Whenever you are hit by a spell or weapon attack, you may use your reaction to spend 2 ki points and gain resistance to all damage types inflicted by that attack until the start of your next turn."],"header":1,"level":11,"name":"Adaptive Defence","page":113,"source":"HHHVIII","subclassShortName":"Observed Form","subclassSource":"HHHVIII","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["At 17th level you learn how to weave your stances together into greater and more powerful combinations. When you enter a stance, you may choose to spend up to 2 additional ki points in order to gain the benefits of the same number of additional stances of your choice. You retain these benefits so long as you remain in the original stance."],"header":1,"level":17,"name":"Hybrid Stance","page":113,"source":"HHHVIII","subclassShortName":"Observed Form","subclassSource":"HHHVIII","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Oni","shortName":"Oni","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Oni, vicious demons of the ancient world that prey upon the blood of innocents. As a student of this Tradition, one such vile creature has been sealed within you. You have been taught to draw on this creature's sinister power in order to empower your own abilities and use its Ki for noble ends.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you join this Tradition at 3rd level, you learn to unleash the infernal Ki you harbor within your soul. As a bonus action, you can take on your Infernal Form. While transformed, you retain your game statistics, your body resembles a demonic Oni in appearance, and you gain the following benefits:",{"items":["At the start of each turn, you must expend 1 Ki Point to keep your Infernal Form active, or it immediately ends.","You can choose to grow and become Large in size.","Your hands grow wicked claws. Your unarmed strikes deal {@dice 1d8} slashing damage on hit, and you can use Wisdom, in place of Strength or Dexterity, for their attack and damage rolls. These attacks still count as Monk Weapon attacks.","You gain an (additional) bonus to your Armor Class equal to half your Wisdom modifier (minimum of 1)."],"type":"list"},"Your transformation ends early if you fail to expend Ki at the start of your turn, if you are incapacitated, or if you end it as a bonus action. Once you use this transformation, you must finish a short or long rest before you can do so again.","If you have no uses of your Infernal Form transformation remaining, you can spend 3 Ki Points to transform again."],"level":3,"name":"Infernal Form","source":"llms","subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],"level":3,"name":"Way of the Oni","source":"llms","subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 6th level, you can siphon the Ki from others to fuel your own vitality. Once per turn, while you are in your Infernal Form and you hit a creature with a Monk Weapon attack, you can choose to gain temporary hit points equal to your Wisdom modifier (minimum of temporary hit point).","Moreover, your unarmed strikes while you are in your Infernal Form deal {@dice 1d10} slashing damage on hit."],"header":2,"level":6,"name":"Sinister Regeneration","source":"llms","subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you can draw on the the hellish Ki within your spirit to teleport closer to your would be victims. As an action, you can spend 1 Ki Point to teleport up to 30 feet to an unoccupied space within 5 feet of a creature you can see. When you appear next to this creature, you must immediately make one Monk Weapon attack against them.","Moreover, your unarmed strikes while you are in your Infernal Form deal {@dice 1d12} slashing damage on hit."],"header":2,"level":11,"name":"Malicious Step","source":"llms","subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have mastered the infernal power that dwells within you. Beginning at 17th level, your Infernal Form lasts until you choose to end it, and you don't need to expend a Ki Point at the start of each turn to maintain it. Also, while you are in your Infernal Form, you gain the additional benefits below:",{"items":["You can spend 2 Ki Points to use your Malicious Step ability as a bonus action on your turn.","You are immune to bludgeoning, piercing, and slashing damage from non-magical attacks.","You gain a flying speed equal to your walking speed."],"type":"list"}],"header":2,"level":17,"name":"Awakened Hellfire","source":"llms","subclassShortName":"Oni","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Oni","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":["SRD 5.1","Legacy","Reprinted"],"_fSources":"PHB","additionalSpells":[{"ability":"wis","innate":{"11":{"daily":{"1":["sanctuary"]}}}}],"className":"Monk","classSource":"PHB","edition":"classic","name":"Way of the Open Hand","page":79,"reprintedAs":["Open Hand|Monk|XPHB|XPHB"],"shortName":"Open Hand","source":"PHB","srd":true,"subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.",{"items":["It must succeed on a Dexterity saving throw or be knocked {@condition prone}.","It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.","It can't take reactions until the end of your next turn."],"type":"list"}],"level":3,"name":"Open Hand Technique","page":79,"source":"PHB","srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],"level":3,"name":"Way of the Open Hand","page":79,"source":"PHB","srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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."],"header":2,"level":6,"name":"Wholeness of Body","page":79,"source":"PHB","srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],"header":2,"level":6,"srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["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 {@spell 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."],"header":2,"level":11,"name":"Tranquility","page":79,"source":"PHB","srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],"header":2,"level":11,"srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":["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 {@damage 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."],"header":2,"level":17,"name":"Quivering Palm","page":79,"source":"PHB","srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}],"header":2,"level":17,"srd":true,"subclassShortName":"Open Hand","subclassSource":"PHB","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"HippocampersCompleteCookbook","className":"Monk","classSource":"PHB","name":"Way of the Opened Eye","shortName":"Opened Eye","source":"HippocampersCompleteCookbook","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The mysteries of of the mind are locked behind a thousand nested doors: but the keys to open all of them lie within reach of anyone looking inward with an open eye. Monks who walk this path to enlightenment must take two steps inward for each one they outwardly take on their pilgrimage, for the journey through the mind is longer than any travel on foot.","By releasing the power of their thoughts from behind the many locks we build for ourselves, masters of this mysticism gain a sixth sense for the energies of the world, and can even push their thoughts through this flow to move objects, connect their minds to others, or fight. The will of a monk of the Opened Eye strikes as rapidly as their feet or fists. They stand stoic and serene while the violently ignorant are tumbled around them, overwhelmed by the force of a mind that looks upon itself without fear.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Through the awakening of your inner senses to a higher degree of existence, you are able to connect to ki everywhere in the world, not just in your own body. You gain proficiency in the Perception skill if you don't already have it. In addition, you can express the profound new perspective offered by your psychic eye through the powers below.",{"entries":["You can tap into the energies of the universe. As a bonus action, you can roll a Martial Arts die. If the result is a 4 or higher, you regain a number of ki points equal to your proficiency bonus. Once you take this bonus action, you can't do so again until you finish a short or long rest."],"name":"Draw Ki","type":"entries"},{"entries":["Your strikes can redirect a creature's ki to awaken hidden parts of its potential. As an action, you can spend 1 ki point to touch a creature and roll a Martial Arts die. Until the end of its next short or long rest, the target adds the number rolled to ability checks it makes using a skill you choose when you use this action. A creature cannot benefit from this feature again until it completes a short or long rest.","When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this action without spending a ki point."],"name":"Open the Path","type":"entries"},{"entries":["You learn the {@spell mage hand|PHB}, {@spell message|PHB}, and {@spell mind sliver|TCE} cantrips. You use your Ki save DC for these spells. When you cast one of these spells, it requires no verbal, material, or somatic components."],"name":"Unfettered Mind","type":"entries"}],"level":3,"name":"Mystic Enlightenment","source":"HippocampersCompleteCookbook","subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Through the awakening of your inner senses to a higher degree of existence, you are able to connect to ki everywhere in the world, not just in your own body. You gain proficiency in the Perception skill if you don't already have it. In addition, you can express the profound new perspective offered by your psychic eye through the powers below.",{"items":["Your unarmed strikes have a range of 30 feet, and you do not need to physically move to attack with them. As part of the Attack action, you can spend 1 ki point to extend the range of your unarmed strikes to 60 feet until the start of your next turn.","Once per turn, you can replace one of your unarmed strikes with a telekinetic push applied to a creature or object within range. An unwilling target makes a Strength saving throw against your Ki save DC. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.","You can use your Deflect Missiles feature to defend any target within range of your unarmed strikes."],"type":"list"}],"level":3,"name":"Psionic Style","source":"HippocampersCompleteCookbook","subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],"level":3,"name":"Way of the Opened Eye","source":"HippocampersCompleteCookbook","subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Standing still as a pillar, you can nonetheless move as freely as flowing thought. Whenever you use your Step of the Wind or Patient Defense, you gain a hover speed equal to your movement speed that lasts until the end of your next turn."],"header":2,"level":6,"name":"Ascendant Serenity","source":"HippocampersCompleteCookbook","subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],"header":2,"level":6,"subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have merged your martial and mental abilities into a seamless flow that can strike at both mind and body. You gain the following benefits:",{"items":["When a creature fails its save against your telekinetic push, you can use your mind to grapple it. You can grapple a number of creatures up to your Wisdom modifier in this way. When you move, grappled creatures move with you as normal, remaining at the same distance from you as when they were grappled. A creature attempting to free itself from the grapple rolls against your Ki save DC.","When you use your Flurry of Blows, you can replace one of the unarmed strikes with the {@spell mind sliver|TCE} cantrip."],"type":"list"}],"header":2,"level":11,"name":"Perfected Psionic Style","source":"HippocampersCompleteCookbook","subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],"header":2,"level":11,"subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have reached the final pinnacle of enlightenment, marked by the permanent opening of a third eye upon your forehead. You gain advantage on saving throws against being blinded, and you can no longer be surprised.","In addition, you gain truesight out to a distance of 60 feet. You can spend 5 ki points to extend the range of your truesight out to a distance of 300 feet for 1 minute."],"header":2,"level":17,"name":"Eye Unblinking","source":"HippocampersCompleteCookbook","subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}],"header":2,"level":17,"subclassShortName":"Opened Eye","subclassSource":"HippocampersCompleteCookbook","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"UltimateAdventurer","additionalSpells":[{"prepared":{"3":["calm emotions"]}}],"className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/subclasses/monk/way-of-the-presence.webp"},"type":"image"}]},"name":"Way of the Peaceful Warrior","page":88,"shortName":"Peaceful Warrior","source":"UltimateAdventurer","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Peaceful Warrior understand that violence is sometimes necessary to accomplish objectives, but far prefer to disarm their opponents than maim or kill them. They believe in mercy and redemption, and will always try to guide those they meet to a better path, to a higher road. These monks excel at diffusing tense situations and resolving conflicts with the fewest possible injuries and casualties.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting when you choose this tradition at 3rd level, you can use your ki points for a variety of effects:",{"items":["You can spend 2 ki points to cast {@spell calm emotions}. Wisdom is your spellcasting ability for the spell.","When you hit a creature with a melee attack using a {@classFeature Martial Arts|Monk||1||monk weapon} or an unarmed strike, you can spend 1 ki point to attempt to disarm the target. The target must succeed on a Strength saving throw or drop an object of your choice that it's holding.","When you end your turn in combat without having dealt damage to a creature, you can spend 1 ki point to gain {@quickref temporary hit points||3|0}{@sup {@variantrule Temporary Hit Points|XPHB|'24}} equal to your monk level."],"type":"list"},"Additionally, when you hit a creature with a monk weapon or unarmed strike, you can choose to have the attack deal no damage, but still apply the attack's other effects."],"level":3,"name":"Give Peace a Chance","page":88,"source":"UltimateAdventurer","subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],"level":3,"name":"Way of the Peaceful Warrior","page":88,"source":"UltimateAdventurer","subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 6th level, when you would reduce a hostile creature to 0 hit points with a {@classFeature Martial Arts|Monk||1||monk weapon} or unarmed strike, you can choose to reduce it to 1 hit point instead. If you do, the creature becomes {@condition charmed} by you for 10 minutes. While it is charmed this way, it can't make attacks or cast harmful spells, and you have advantage on Wisdom ({@skill Insight}) checks you make involving the creature.","This effect ends early if it is in any way harmed by you or your companions. When the charmed condition ends, the creature chooses whether to remain friendly to you based on how you and your companions treated it while it was charmed. Once you use this feature, you must finish a {@quickref resting||2|0|short or long rest} before you can use it again."],"header":2,"level":6,"name":"Fist of Mercy","page":88,"source":"UltimateAdventurer","subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["Starting at 11th level, you can use your reaction to deflect or parry the blow when you are hit by a melee attack. The damage you take from the attack is reduced by {@dice 1d10} + your Dexterity modifier + your monk level.","If you reduce the damage to 0 and the attacker is within your reach, you can spend 2 ki points to quickly strike the attacker's pressure points as part of the same reaction. If you do, the attacker must succeed on a Constitution saving throw or have disadvantage on attack rolls for 1 minute. As an action, the creature can repeat the saving throw, ending the effect on itself on a successful save."],"header":2,"level":11,"name":"Pacifist's Rebuke","page":88,"source":"UltimateAdventurer","subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":["Starting at 17th level, you learn to manifest your will for peace as an aura around yourself. As an action, you can spend 3 ki points to create this 30-foot radius aura centered on you. The aura stays centered on you as you move. You and each other creature inside the aura has disadvantage on attack rolls and resistance to all damage.","The aura lasts for 1 minute. It ends early if you cause a creature to take damage or if you choose to end it on your turn as a bonus action."],"header":2,"level":17,"name":"Aura of Tranquility","page":88,"source":"UltimateAdventurer","subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Peaceful Warrior","subclassSource":"UltimateAdventurer","type":"entries"}]],"subclassSpells":["calm emotions","calm emotions|xphb"]},{"__prop":"subclass","_fMisc":["Has Images","Reprinted"],"_fSources":"CrookedMoon14","additionalSpells":[{"ability":"wis","innate":{"3":{"daily":{"1e":["animal messenger|phb"]}}}}],"className":"Monk","classSource":"PHB","edition":"classic","fluff":{"images":[{"credit":"Jo Cordisco","height":1200,"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Subclasses/Monk_Way_Pestilent_Haze.webp"},"type":"image","width":849}]},"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclasses/Pestilent%20Haze.webp","name":"Way of the Pestilent Haze","page":80,"reprintedAs":["Pestilent Haze|Monk|XPHB|CrookedMoon24"],"shortName":"Pestilent Haze","source":"CrookedMoon14","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i Spread Virulent Plague with a Touch}","Warriors of the Pestilent Haze draw plague into their very beings, folding it into their energy and becoming one with the disease. Monks who follow this tradition wander, often following or even preceding waves of pestilence. Some walk with caution, their touch measured, unleashing sickness only where dense populations must be culled. Others revel in the miasma spreading as far and fast as possible.","Your Miasmic Plague is a unique magical contagion that can take many forms that you weave through your deep connection to the affliction. The Plague Manifestations table offers suggestions for what magical form your signature disease takes as it spreads, as well as its hallmark symptoms.",{"caption":"Plague Manifestations","colLabels":["1d10","Manifestation"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Bloodbreath.} Bruise-colored miasma, the edges of which form into slithering tentacles—painful bruises and a hoarse, bloody cough"],["2","{@b Drone Spew.} Swarm of monstrous, mutated flies that buzz with a horrifying drone—bleeding ears and intense vomiting"],["3","{@b Festergut.} Viscous, gray sewer water that leaves a film on surfaces—intense stomach pain, dehydration, and blood loss"],["4","{@b Gutterpox.} Globs of toxic, greenish sludge that oozes erratically to the touch—swollen, green papules and oppressive mucus buildup"],["5","{@b Knell Fever.} Hot wind that prickles the skin and howls with the sound of a tolling bell—heat blisters and feverish hallucinations"],["6","{@b Rotface.} Numerous spiked, fungal spores that float through the air—rapid rotting of flesh, especially around the eyes and mouth"],["7","{@b The Unclean.} Undulating mass of pallid flesh, teeth, and tongues—grotesque, mutated growths such as new tentacle-like appendages and gnashing mouths"],["8","{@b Toadscale.} Infected rains filled with venomous, spectral toads—hardened, itchy patches of scaly skin that turn vibrantly colorful and fits of agonized croaking"],["9","{@b Verminplague.} Scurrying mass of ravenous, spectral plague rats that gnaw and scratch victims—painful boils and pustules and an incessant, squeaking cough"],["10","{@b Yellow Death.} Billowing, skull-shaped clouds of foul-smelling fumes with a sickly yellow hue—debilitating fatigue, muscle aches, and sunken, sallow skin"]],"type":"table"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have brewed and concentrated disease within yourself and can now push manifestations of it outward. You gain the following benefits.",{"entries":["Your nails grow into a set of vermin-like claws. You can deal slashing damage when you hit with an unarmed strike instead of bludgeoning damage. When you hit a creature with an attack granted by your Flurry of Blows, you deal extra necrotic damage equal to one roll of your Martial Arts die."],"name":"Claws of Pestilence","type":"entries"},{"entries":["When you hit a creature with an unarmed strike, you can expend 1 ki point to force the creature to succeed on a Constitution saving throw or be cursed for 1 minute. While cursed, the creature has the {@condition poisoned} condition, and it takes extra necrotic damage from your unarmed strikes equal to one roll of your Martial Arts die. A creature can take this damage only once per turn. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.","If you forego the extra damage granted by Claws of Pestilence, you can use Miasmic Plague without paying its ki point cost."],"name":"Miasmic Plague","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Contagious%20Discipline.webp","level":3,"name":"Contagious Discipline","page":80,"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Through your observation and meditation, you are attuned to the nature of pestilence and the creatures believed to carry it. You gain the following benefits.",{"entries":["You have advantage on saving throws to avoid or end the {@condition poisoned} condition or diseases, and you have resistance to poison and necrotic damage."],"name":"Inoculation","type":"entries"},{"entries":["Through chittering sounds and hand gestures, you can communicate simple concepts to vermin, such as rats, pigeons, and insects, and you gain the ability to decipher their noises and motions. Vermin lack the intelligence to convey or understand sophisticated concepts, but friendly vermin could relay what they have seen or heard in the recent past. Additionally, you can cast {@spell Animal Messenger} using Wisdom as the spellcasting ability targeting a Tiny Beast that is considered vermin and thought to spread plague and disease. Once you cast the spell in this way, you can't do so again until you finish a long rest."],"name":"Vermin Kinship","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Gift%20of%20Pestilence.webp","level":3,"name":"Gift of Pestilence","page":81,"resist":["poison","necrotic"],"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],"level":3,"name":"Way of the Pestilent Haze","page":80,"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The strain of your plague becomes more virulent and deadly. When you deal necrotic or poison damage, you ignore the target's resistance to those damage types, if any."],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Potent%20Plague.webp","header":2,"level":6,"name":"Potent Plague","page":81,"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Potent%20Plague.webp","header":2,"level":6,"subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can unleash a cloud of miasma upon your enemies. As an action, you can expend 2 ki points to magically unleash a cloud of miasma in a 20-foot radius around you. Each creature of your choice in that area must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to two rolls of your Martial Arts die and is cursed by your {@subclassFeature Contagious Discipline|Monk|PHB|Pestilent Haze|CrookedMoon14|3|CrookedMoon14|Miasmic Plague}. On a successful save, it takes half as much damage only."],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Tolling%20Censer.webp","header":2,"level":6,"name":"Tolling Censer","page":81,"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Tolling%20Censer.webp","header":2,"level":6,"subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The strength of your {@subclassFeature Contagious Discipline|Monk|PHB|Pestilent Haze|CrookedMoon14|3|CrookedMoon14|Miasmic Plague} has increased, granting you the following benefits.",{"entries":["Constitution saving throws against your {@subclassFeature Contagious Discipline|Monk|PHB|Pestilent Haze|CrookedMoon14|3|CrookedMoon14|Miasmic Plague} have disadvantage."],"name":"Choking Miasma","type":"entries"},{"entries":["When you use your Step of the Wind, until the end of the turn, when you enter a space within 5 feet of any creature of your choice, it must succeed on a Constitution saving throw or be cursed by your {@subclassFeature Contagious Discipline|Monk|PHB|Pestilent Haze|CrookedMoon14|3|CrookedMoon14|Miasmic Plague}. A creature makes this save only once per turn."],"name":"Scurrying Spread","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Miasmic%20Contagion.webp","header":2,"level":11,"name":"Miasmic Contagion","page":81,"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Miasmic%20Contagion.webp","header":2,"level":11,"subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your plague has reached the height of its potency and its symptoms rapidly afflict your foes. Your {@subclassFeature Contagious Discipline|Monk|PHB|Pestilent Haze|CrookedMoon14|3|CrookedMoon14|Miasmic Plague} ignores a target's immunity to the {@condition poisoned} condition. Additionally, when you deal necrotic damage to a target cursed by your {@subclassFeature Contagious Discipline|Monk|PHB|Pestilent Haze|CrookedMoon14|3|CrookedMoon14|Miasmic Plague}, it takes extra necrotic damage equal to one roll of your Martial Arts die."],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Epidemic.webp","header":2,"level":17,"name":"Epidemic","page":81,"source":"CrookedMoon14","subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CrookedMoon24/Foundry/Subclass/Monk/Epidemic.webp","header":2,"level":17,"subclassShortName":"Pestilent Haze","subclassSource":"CrookedMoon14","type":"entries"}]],"subclassSpells":["animal messenger|phb","animal messenger|xphb"]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"UltimateAdventurer","additionalSpells":[{"name":"Dark","prepared":{"6":["shocking grasp"]}},{"name":"Light","prepared":{"6":["guidance"]}}],"className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/subclasses/monk/way-of-the-presence.webp"},"type":"image"}]},"name":"Way of the Presence","optionalfeatureProgression":[{"featureType":["Dis"],"name":"Presence Disciplines","progression":{"11":9,"13":10,"15":11,"17":12,"19":13,"3":3,"4":4,"5":5,"6":6,"7":7,"9":8},"required":{"3":["Presence Attunement|UltimateAdventurer"]}}],"page":88,"shortName":"Presence","source":"UltimateAdventurer","spellcastingAbility":"wis","subSubclassSpells":{"Dark":["shocking grasp","shocking grasp|xphb"],"Light":["guidance","guidance|xphb"]},"subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You follow a monastic tradition that teaches you to harness the energy field created by and connecting all living things. While monks of this tradition refer to this field as The Great Presence, it is known by many names, such as the Weave, the Life Wind, and the Force. Using your ki, you tap into The Great Presence to affect your body and the world around you. Some Presence monasteries teach their acolytes to seek enlightenment by forgoing their earthly attachments and moving past emotion, while others train their acolytes to use emotional extremes as fuel for their powers, to utilize any and all means to attain their goals and grasp their destiny.","No matter which path you choose to follow, all aspects of the Presence are available for you to explore, and your mystic training gives you greater understanding of the workings of the multiverse.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn to see how all aspects of the multiverse are connected. You gain proficiency in the {@skill Arcana} skill, and can use Wisdom, instead of Intelligence, for ability checks you make using the skill."],"level":3,"name":"Acolyte of the Multiverse","page":89,"skillProficiencies":[{"arcana":true}],"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Also at 3rd level, you learn magical disciplines that utilize the bonds that connect all things. A discipline requires you to spend ki points each time you use it.","You know the {@optfeature Presence Attunement|UltimateAdventurer} discipline and two other presence disciplines of your choice, which are detailed in the {@filter Presence Disciplines|optionalfeatures|feature type=dis}. You learn an additional presence discipline of your choice at 4th, 5th, 6th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. Each discipline is classified as Dark, Light, or Neutral, which are referenced by later Way of the Presence features. You can learn any presence discipline, regardless of its classification.","Whenever you gain a level in this class, you can replace one presence discipline you know with a different discipline.",{"entries":["Some presence disciplines allow you to cast spells. See {@book Chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting. 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 your presence discipline spells.","Once you reach 7th level in this class, you can spend additional ki points to increase the level of a presence discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell cure wounds} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 7th-level monk and use Presence Heal to cast {@spell cure wounds}, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).","The maximum number of ki points you can spend to cast a spell 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 and Ki Points table.",{"caption":"Spells and Ki Points","colLabels":["Monk Level","Maximum Ki Points for a Spell"],"colStyles":["col-2 text-center","col-2 text-center"],"rows":[["7th–12th","3"],["13th–18th","4"],["19th–20th","5"]],"type":"table"}],"name":"Casting Presence Spells","type":"entries"}],"level":3,"name":"Disciple of the Presence","page":89,"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The presence disciplines are presented in the order of level requirement, and in alphabetical order within those categories. If a discipline requires a level, you must be at least that level in this class to learn the discipline.",{"count":3,"entries":[{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["animal friendship","beast bond|XGE"],"5":["animal friendship","beast bond|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast either the {@spell animal friendship} or {@spell beast bond|XGE} spell. Once you reach 19th level in this class, you can cast either spell by spending 5 ki points. If you do, the spell can target monstrosities, in addition to beasts."],"name":"Animal Bond (Neutral)","page":90,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["detect evil and good","detect magic"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast either the {@spell detect evil and good} or {@spell detect magic} spell."],"name":"Aura Detection (Neutral)","page":90,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["heroism"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell heroism}."],"name":"Battlemind (Light)","page":90,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["absorb elements|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell absorb elements|XGE}."],"name":"Energy Absorption (Neutral)","page":90,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["dissonant whispers"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell dissonant whispers}."],"name":"Mental Whispers (Dark)","page":90,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"innate":{"_":["mage hand"]}}],"entries":["You can use your action to access minor presence powers. When you use this discipline, choose one of the following effects:",{"items":["For the next 10 minutes, you can hold your breath for three times as long.","For 1 hour, you understand all spoken languages. This effect does not grant the ability to speak those languages.","You cast the {@spell mage hand} cantrip. When you cast the spell this way, you can spend 1 ki point to cause the hand to be invisible to other creatures for the duration.","For 1 minute, you can use your Wisdom, instead of Strength, to calculate the height of your high jump and the distance of your long jump. For the duration, whenever you would take damage due to {@quickref falling|XGE|2|0} falling, you reduce the damage by your monk level."],"type":"list"}],"name":"Presence Attunement (Neutral)","page":90,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["drain|UltimateAdventurer"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell drain|UltimateAdventurer}."],"name":"Presence Drain (Dark)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["cure wounds"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell cure wounds}."],"name":"Presence Heal (Light)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["As an action, you can spend 1 ki point and choose a creature or object you can see within 30 feet of you. If it is a creature, it must make a Strength saving throw. If the target fails its save or is an object, you push it up to 20 feet in a straight line away from you, plus an extra 10 feet for each additional ki point you spend. This discipline has no effect on a creature that is Huge or larger unless 5 or more ki points were spent to use it."],"name":"Presence Push (Neutral)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["catapult|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell catapult|XGE}."],"name":"Presence Throw (Neutral)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["bless"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell bless}."],"name":"Reinforce Will (Light)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["bane"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell bane}."],"name":"Weaken Will (Dark)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["As a bonus action, you can spend 1 ki point to bond with a melee {@classFeature Martial Arts|Monk||1||monk weapon} you're holding for 1 minute. For the duration, the weapon becomes magical if it isn't already, gains the thrown (range 20/60) property, and returns to your hand immediately following each ranged weapon attack you make with it."],"name":"Weapon Throwing (Neutral)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["calm emotions"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell calm emotions}."],"name":"Conquer Emotion (Light, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["mind spike|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell mind spike|XGE}."],"name":"Invade Mind (Dark, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["detect thoughts"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell detect thoughts}."],"name":"Mind Search (Neutral, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["suggestion"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell suggestion}."],"name":"Mind Trick (Neutral, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["blindness/deafness"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell blindness/deafness}. When you cast the spell with this discipline, it can't be used to {@condition deafened||deafen} the target."],"name":"Presence Blind (Light, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["throat rend|UltimateAdventurer"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell throat rend|UltimateAdventurer}."],"name":"Presence Choke (Dark, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["levitate"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell levitate} targeting a creature or object other than yourself."],"name":"Presence Hold (Neutral, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["hold person"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell hold person}."],"name":"Presence Grip (Neutral, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You can spend 2 or more ki points to gain {@sense blindsight} to a radius of 30 feet for 1 minute. For each additional ki point you spend, the radius increases by 10 feet for the duration."],"name":"Presence Sight (Neutral, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["dust devil|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell dust devil|XGE}."],"name":"Presence Whirlwind (Neutral, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["see invisibility"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell see invisibility}."],"name":"See Truth (Light, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["darkness"]}}},"resourceName":"Ki"}],"entries":["You can spend 3 ki points to cast {@spell darkness}."],"name":"Summon Darkness (Dark, 7th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["premonition|UltimateAdventurer"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell premonition|UltimateAdventurer}."],"name":"Danger Vision (Light, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["clairvoyance"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell clairvoyance}."],"name":"Farsight (Neutral, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["feign death"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell feign death}."],"name":"Hibernation Trance (Light, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["intellect fortress|TCE"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell intellect fortress|TCE}."],"name":"Mental Defense (Neutral, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["mage barrier|UltimateAdventurer"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell mage barrier|UltimateAdventurer}."],"name":"Presence Deflection (Neutral, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["lightning bolt"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell lightning bolt}."],"name":"Presence Lightning (Dark, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["enemies abound|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell enemies abound|XGE}."],"name":"Seed Paranoia (Dark, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["fear"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell fear}."],"name":"Summon Fear (Dark, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"4":["daylight"]}}},"resourceName":"Ki"}],"entries":["You can spend 4 ki points to cast {@spell daylight}."],"name":"Summon Light (Light, 13th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["blight"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell blight}."],"name":"Destroy Life (Dark, 19th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["freedom of movement"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell freedom of movement}."],"name":"Enhance Prowess (Neutral, 19th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["duel of destiny|UltimateAdventurer"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell duel of destiny|UltimateAdventurer}."],"name":"Honorable Combat (Light, 19th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["aura of purity"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell aura of purity}."],"name":"Presence Resilience (Light, 19th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"5":["storm sphere|XGE"]}}},"resourceName":"Ki"}],"entries":["You can spend 5 ki points to cast {@spell storm sphere|XGE}."],"name":"Presence Storm (Dark, 19th Level Required)","page":91,"source":"UltimateAdventurer","type":"entries"}],"type":"options"}],"level":3,"name":"Presence Disciplines","page":90,"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],"level":3,"name":"Way of the Presence","page":88,"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, each follower of the Presence must choose an ideological path to follow on their journey to mystic mastery: Dark, Gray, or Light. Your choice grants you immediate benefits, and is used by later Way of the Presence features.",{"entries":["You embrace the path of emotion, training yourself to draw power from emotional extremes. You specialize in disciplines that harm and demoralize your foes. You learn the {@spell shocking grasp} cantrip. Wisdom is your spellcasting ability for it, and casting {@spell shocking grasp} counts as you taking the {@action Attack} action with an unarmed strike for the purpose of your monk features."],"name":"Dark","type":"entries"},{"entries":["You seek balance between the two extremes of Dark and Light, choosing not to deny your emotions but also refusing to allow them to consume you. You specialize in both Dark and Light techniques, seeking greater understanding of the Presence through their interweaving. You learn one additional {@filter Dark discipline|optionalfeatures|source=|feature type=ddis|level=!level 10;!level 18;!level 5;!level 3;!level 7;!level 15;!level 9;!level 12;!level 13;!level 19} of your choice and one additional {@filter Light discipline|optionalfeatures|source=|feature type=ldis|level=!level 10;!level 18;!level 5;!level 3;!level 7;!level 15;!level 9;!level 12;!level 13;!level 19} of your choice. Neither discipline can have a level prerequisite."],"name":"Gray","type":"entries"},{"entries":["You embrace the path of logic, training yourself to suppress strong emotions and draw power from tranquility. You specialize in disciplines that aim to avoid conflict, but that bolster your allies if you must engage in violence. You learn the {@spell guidance} cantrip. Wisdom is your spellcasting ability for it, and when you cast {@spell guidance}, you can roll your Martial Arts die and gain that many {@quickref temporary hit points||3|0}{@sup {@variantrule Temporary Hit Points|XPHB|'24}}."],"name":"Light","type":"entries"}],"header":2,"level":6,"name":"Disciple's Decision","page":90,"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["At 11th level, your efficiency with your presence disciplines increases, granting you a benefit depending on which path you chose as your {@subclassFeature Disciple's Decision|Monk||Presence|UltimateAdventurer|6}. Each benefit reduces the ki point costs of certain types of disciplines. You can reduce the cost of disciplines with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}.",{"entries":["When you use a {@filter Dark or Neutral discipline|optionalfeatures|source=|feature type=ndis;ldis}, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use."],"name":"Dark","type":"entries"},{"entries":["When you use a {@filter Dark or Light discipline|optionalfeatures|source=|feature type=ldis;ddis}, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use."],"name":"Gray","type":"entries"},{"entries":["When you use a {@filter Light or Neutral discipline|optionalfeatures|source=|feature type=ndis;ldis}, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use."],"name":"Light","type":"entries"}],"header":2,"level":11,"name":"Presence Adept","page":90,"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you attain mastery of your path's disciplines, granting you a benefit depending on which path you chose as your {@subclassFeature Disciple's Decision|Monk||Presence|UltimateAdventurer|6}.",{"entries":["It costs you 1 fewer ki point to use {@filter Dark disciplines|optionalfeatures|source=|feature type=ddis}."],"name":"Dark","type":"entries"},{"entries":["When you use a {@filter Dark or Light discipline|optionalfeatures|source=|feature type=ldis;ddis}, you can choose for this use of it to cost 1 fewer ki point. Once you use this ability, you can't use it again unless you use it to reduce the cost of a discipline of the other type."],"name":"Gray","type":"entries"},{"entries":["It costs you 1 fewer ki point to use {@filter Light disciplines|optionalfeatures|source=|feature type=ldis}."],"name":"Light","type":"entries"}],"header":2,"level":17,"name":"Mystic Mastery","page":90,"source":"UltimateAdventurer","subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Presence","subclassSource":"UltimateAdventurer","type":"entries"}]],"subclassSpells":["animal friedship","beast bond|XGE","detect evil and good","detect magic","heroism","absorb elements|XGE","disonant whispers","mage hand","drain|UltimateAdventurer","cure wounds","catapult|XGE","bless","bane","calm emotions","mind spike|XGE","detect thoughts","suggestion","blindness|deafness","throat rend|UltimateAdventurer","levitate","hold person","dust devil|XGE","see invisibility","darkness","premonition|UltimateAdventurer","clairvoyance","feign death","intellect fortress|TCE","mage barrier|UltimateAdventurer","lightning bolt","enemies abound|XGE","fear","daylight","blight","freedom of movement","duel of destiny|UltimateAdventurer","aura of purity","storm sphere|XGE","detect evil and good|xphb","detect magic|xphb","heroism|xphb","mage hand|xphb","cure wounds|xphb","bless|xphb","bane|xphb","calm emotions|xphb","detect thoughts|xphb","suggestion|xphb","levitate|xphb","hold person|xphb","see invisibility|xphb","darkness|xphb","clairvoyance|xphb","feign death|xphb","lightning bolt|xphb","fear|xphb","daylight|xphb","blight|xphb","freedom of movement|xphb","aura of purity|xphb"],"subclassTableGroups":[{"colLabels":["{@filter Disciplines Known|optionalfeatures|source=|feature type=dis}"],"rows":[[0],[0],[3],[4],[5],[6],[7],[7],[8],[8],[9],[9],[10],[10],[11],[11],[12],[12],[13],[13]],"subclasses":[{"name":"Way of the Presence","source":"UltimateAdventurer"}]}]},{"__prop":"subclass","_fMisc":[],"_fSources":"TTT","cantripProgression":[0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2],"casterProgression":"1/3","className":"Monk","classSource":"PHB","name":"Way of the Primal Forces","shortName":"Primal Forces","source":"TTT","spellcastingAbility":"wis","spellsKnownProgression":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Primal Forces are in tune with the chaotic forces of nature. The elements that compose the world and bind reality together are powerful tools for any that dare to attempt mastering them.","In an age where civilization has become untethered from the world it resides in, the primal powers seem irrelevant. It can be easy to discard the forces of water, earth, air, and fire from the comfort of an air-conditioned skyscraper, until a natural disaster serves a sharp reminder of one's own insignificance in the universe.","By weaving together the elements, and shaping them with their will, monks of this tradition can become as unstoppable as the crushing tsunami, the raging earthquake, the swirling tempest, or the blazing wildfire.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you reach 3rd level, you can channel the primal elements to aid you. See below for the primal forces spell list.",{"items":[{"entry":"You learn a cantrip of your choice from the primal forces spell list. You learn another primal forces cantrip of your choice at 10th level.","name":"Cantrips.","type":"item"},{"entries":["The Primal Forces Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.","For example, if you know the 1st-level spell {@spell Burning Hands} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell Burning Hands} using either slot."],"name":"Spell Slots.","type":"item"},{"entry":"You know three 1st-level spells of your choice from the primal forces spell list.","name":"Spells Known of 1st Level and Higher.","type":"item"}],"style":"list-hang-notitle","type":"list"},"The Spells Known column of the Primal Forces Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.","Additionally, when you gain a level in this class, you can choose one of the primal forces spells you know and replace it with another spell from the primal forces spell list, which also must be of a level for which you have spell slots.",{"items":[{"entry":"Wisdom is your spellcasting ability for your primal forces spells, since you learn your spells through your spiritual link to nature and the elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a primal forces spell you cast and when making an attack roll with one.","name":"Spellcasting Ability.","type":"item"}],"style":"list-hang-notitle","type":"list"},{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"},"{@bold PRIMAL FORCES SPELL LIST}","{@filter Here|spells|subclass=Monk: Primal Forces (TTT)}'s the list of spells you consult when you learn a primal forces spell. The list is organized by spell level, not character level."],"level":3,"name":"Spellcasting","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can begin weaving and shaping the elements of the world around you. Choose to learn one of the following cantrips: {@spell control flames|xge}, {@spell gust|xge}, {@spell mold earth|xge}, or {@spell shape water|xge}. You can choose an additional cantrip from this list at 6th, 11th, and 17th level. These cantrips don't count against your number of cantrips known."],"level":3,"name":"Elemental Bond","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you can spend 1 ki point to cast a cantrip from your primal forces spell list or your Elemental Bond as a bonus action."],"level":3,"name":"Focused Chaos","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],"level":3,"name":"Way of the Primal Forces","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your familiarity with the elements allows you to wield them as an extension of your limbs. When you take the Attack action on your turn, you can choose to have your unarmed strikes deal cold, fire, thunder, or bludgeoning damage (your choice for each attack). When you do so, your reach with your unarmed strikes increases by 10 feet until the end of your turn."],"header":2,"level":6,"name":"Primal Martial Arts","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],"header":2,"level":6,"subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, when you cast a primal forces spell of 1st-level or higher, you can cast that spell one level higher than the spell slot you expend. For example, if you cast burning hands at 1st-level, then it is effectively cast at 2nd- level, and deals increased damage since it is cast at a higher level.","At 11th level, you can cast spells two levels higher than the spell slot you expend, and at 17th level, you can cast spells three levels higher than the spell slot you expend."],"header":2,"level":6,"name":"Primordial Might","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],"header":2,"level":6,"subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, blending martial arts and primal powers comes second nature to you. Immediately after you take the Attack action on your turn, you can use a bonus action to cast a primal forces spell of 1st level or higher by spending ki equal to the level of the spell slot expended."],"header":2,"level":11,"name":"Channel Primeval Power","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],"header":2,"level":11,"subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of the elements allows you to traverse them unhindered. As a bonus action, you can spend up to 4 ki points to gain a number of the following benefits of your choice for 10 minutes. The amount of benefits you can choose equals the number of ki points you spent.",{"items":[{"entry":"You have a flying speed equal to your current walking speed.","name":"Air.","type":"item"},{"entry":"You can move through solid earth or stone, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you are stunned until the end of your next turn.","name":"Earth.","type":"item"},{"entry":"Your speed increases by 60 feet.","name":"Fire.","type":"item"},{"entry":"You have a swimming speed equal to your current walking speed, and you can breathe underwater.","name":"Water.","type":"item"}],"style":"list-hang-notitle","type":"list"}],"header":2,"level":17,"name":"Harness Elements","source":"TTT","subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}],"header":2,"level":17,"subclassShortName":"Primal Forces","subclassSource":"TTT","type":"entries"}]],"subclassSpells":["Fire Bolt","frostbite|xge","Mending","Ray of Frost","Shocking Grasp","absorb elements|xge","Burning Hands","Create or Destroy Water","earth tremor|xge","Feather Fall","Fog Cloud","ice knife|xge","Thunderwave","aganazzar's scorcher|xge","Flaming Sphere","Gust of Wind","Levitate","maximilian's earthen grasp|xge","Misty Step","pyrotechnics|xge","Scorching Ray","Shatter","snilloc's snowball swarm|xge","warding wind|xge","erupting earth|xge","Fireball","Fly","Gaseous Form","Lightning Bolt","Meld into Stone","Protection From Energy","Sleet Storm","thunder step|xge","tidal wave|xge","wall of water|xge","Wind Wall","Control Water","Fire Shield","Ice Storm","Stone Shape","storm sphere|xge","Wall of Fire","watery sphere|xge","fire bolt|xphb","mending|xphb","ray of frost|xphb","shocking grasp|xphb","burning hands|xphb","create or destroy water|xphb","feather fall|xphb","fog cloud|xphb","thunderwave|xphb","flaming sphere|xphb","gust of wind|xphb","levitate|xphb","misty step|xphb","scorching ray|xphb","shatter|xphb","fireball|xphb","fly|xphb","gaseous form|xphb","lightning bolt|xphb","meld into stone|xphb","protection from energy|xphb","sleet storm|xphb","wind wall|xphb","control water|xphb","fire shield|xphb","ice storm|xphb","stone shape|xphb","wall of fire|xphb"],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0;1|subclass=Monk: Primal Forces (TTT)}","{@filter Spells Known|spells|subclass=Monk: Primal Forces (TTT)}","{@filter 1st|spells|level=1|subclass=Monk: Primal Forces (TTT)}","{@filter 2nd|spells|level=2|subclass=Monk: Primal Forces (TTT)}","{@filter 3rd|spells|level=3|subclass=Monk: Primal Forces (TTT)}","{@filter 4th|spells|level=4|subclass=Monk: Primal Forces (TTT)}"],"rows":[["-","-","-","-","-","-"],["-","-","-","-","-","-"],["1","3","2","-","-","-"],["1","4","3","-","-","-"],["1","4","3","-","-","-"],["1","4","3","-","-","-"],["1","5","4","2","-","-"],["1","6","4","2","-","-"],["1","6","4","2","-","-"],["2","7","4","3","-","-"],["2","8","4","3","-","-"],["2","8","4","3","-","-"],["2","9","4","3","2","-"],["2","10","4","3","2","-"],["2","10","4","3","2","-"],["2","10","4","3","2","-"],["2","11","4","3","3","-"],["2","11","4","3","3","-"],["2","12","4","3","3","1"],["2","13","4","3","3","1"]]}]},{"__prop":"subclass","_fMisc":[],"_fSources":"BookOfEbonTides","additionalSpells":[{"ability":"wis","innate":{"2":{"resource":{"1":["charm person","command"],"2":["suggestion"]}}},"resourceName":"Ki"}],"className":"Monk","classSource":"PHB","name":"Way of the Prophet","shortName":"Prophet","source":"BookOfEbonTides","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow the Way of the Prophet refuse to cloister the wisdom they have learned. They are driven to spread their knowledge to all the peoples of the land. Some are set on this path by divine intervention. Others take up the prophet's mantle out of a sense of personal obligation, and they all share a deep-rooted faith that empowers their actions.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill Performance} and {@skill Persuasion} skills. Additionally, whenever you roll an ability check using a Charisma-based skill, you can use your Wisdom modifier instead of your Charisma modifier."],"level":2,"name":"Wise Words","source":"BookOfEbonTides","subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Additionally, when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend a ki point to cast {@spell charm person} or {@spell command}, or you can expend 2 ki points to cast {@spell suggestion}."],"level":2,"name":"Charming Aura","source":"BookOfEbonTides","subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],"level":2,"name":"Way of the Prophet","source":"BookOfEbonTides","subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, when you hit a target with an unarmed strike, you can spend 1 ki point to cause the attack to deal either radiant (if you are good-aligned or neutral-aligned) or necrotic (if you are evil-aligned) damage equal to your proficiency bonus. You can use this feature only once on each of your turns."],"header":2,"level":6,"name":"Righteous Strike","source":"BookOfEbonTides","subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],"header":2,"level":6,"subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you are protected by the forces who spur your mission. If you are reduced to 0 hit points, you immediately regain hit points equal to your monk level. Alternatively, you can use an action to touch a fallen creature that has been dead for no longer than 10 minutes, and they return to life with hit points equal to your monk level.","You must finish a long rest before you can use this feature again."],"header":2,"level":11,"name":"Blessed Chosen","source":"BookOfEbonTides","subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],"header":2,"level":11,"subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Whenever any creature tries to attack you for the first time on a turn, you can use your reaction to roll a Charisma ({@skill Performance} or {@skill Persuasion}) ability check. If your check is higher than the creature's Wisdom ability score, it can't attack you on this turn, and it must choose a new target for its attack, or the attack is wasted."],"header":2,"level":17,"name":"Force of Personality","source":"BookOfEbonTides","subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}],"header":2,"level":17,"subclassShortName":"Prophet","subclassSource":"BookOfEbonTides","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"VSS","className":"Monk","classSource":"PHB","name":"Way of The Rose","shortName":"Rose","source":"VSS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["One of several flower-themed monastic traditions practiced in the Feywild, the Way of the Rose emphasizes the importance of love and compassion in all things. Although the monastery is closely associated with the Rose Court, all are welcome to join, including human visitors from the Material Plane.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, your spirit has taken on a floral aspect, causing you to smell of roses at all times. You have advantage on Charisma ({@skill Persuasion}) checks relating to love or romance. Furthermore, creatures with the Keen Smell trait (or similar abilities) have disadvantage on ability checks made to track you."],"level":3,"name":"Sweet Aroma","page":226,"source":"VSS","subclassShortName":"Rose","subclassSource":"VSS","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, once on each of your turns when you hit a creature with an unarmed strike, you can spend 1 ki point to produce a vibrant eruption of flower petals which obscures the target's vision. Until the end of the target's next turn, it can see out to 5 feet but is {@condition blinded|PHB|blind} beyond this radius. The flower petals follow the creature when it moves unless the creature takes the {@action Dash} action or moves more than 40 feet on its turn."],"level":3,"name":"Blossom Burst","page":226,"source":"VSS","subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],"level":3,"name":"Way of The Rose","page":226,"source":"VSS","subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can perform a special technique that allows you to disappear in a blizzard of rose petals. Whenever you use your Flurry of Blows, you can spend 1 additional ki point to teleport up to 10 feet in any direction. This movement can take place before, during, or after the attacks, but can't be split into two moves."],"header":2,"level":6,"name":"Falling Petal Flurry","page":226,"source":"VSS","subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you can manifest the love represented by the rose in a faintly glowing aura. When you finish a long rest, choose one of the following auras, which lasts until you use this feature to choose a different one. The aura radiates 5 feet from you.",{"items":["{@bold Pink.} The color of gratitude, attuning to the pink rose turns a good deed into its own reward. You can use the {@action Help} action as a bonus action to assist an ally within your aura.","{@bold Red.} The color of desire, attuning to the red rose fills you with burning passion. A friendly creature other than you within the aura can use its bonus action when it hits with an attack to deal an extra {@dice 1d6} damage.","{@bold White.} The color of purity, attuning to the white rose aligns your ki with the heavens. When a friendly creature other than you ends its turn within your aura, it gains temporary hit points equal to your Wisdom modifier."],"style":"list-no-bullets","type":"list"}],"header":2,"level":11,"name":"Colors of Love","page":226,"source":"VSS","subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Once you reach 17th level, you distract your foes with your stunning beauty and bouquets of flowers, opening them up to lightning-quick counterattacks. When you take damage from a creature you can see within 5 feet of you, you can spend 1 ki point as a reaction to make an unarmed strike against that creature."],"header":2,"level":17,"name":"Wreathed In Thorns","page":226,"source":"VSS","subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Rose","subclassSource":"VSS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"BITCSubclasses","className":"Monk","classSource":"PHB","name":"Way of the Sacred Body","shortName":"Sacred Body","source":"BITCSubclasses","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Religious orders, cults, and zealous organisations and groups do not solely employ acolytes and priests; they also attract a class of individual so dedicated that they turn their very bodies towards service. Their flesh is an extension of their cult's will, and whether through flagellation or discipline they become weapons to their cause or master.","There are many cults both dark and benign that may attract such people, and the devotion they display can cause even blessed clerics tremble before their absolute resolve.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amountMax":3,"amountMin":1,"name":"Ki"},"entries":["At 3rd level, you gain the ability to, upon making a death saving throw, expend a number of ki points to, rather than roll, gain a number of successful death saves (up to a total of 3) equal to the number of ki points spent."],"level":3,"name":"Resolve of Near Death","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At level 3 you can, at the start of your turn, choose to take bludgeoning damage equal to one roll of your martial arts die in exchange for gaining a ki point. This damage cannot be reduced in any way. Additionally, if you use {@classFeature Flurry of Blows|Monk|PHB|2|PHB} before the end of your turn, you do additional damage on each additional strike equal to the damage taken. The damage you take at the beginning of your turn cannot be reduced in any way."],"level":3,"name":"Power through Pain","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"}],"header":1,"level":3,"name":"Way of the Sacred Body","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["At 6th level you can spend 2 ki points to gain a temporary bonus to Constitution, Dexterity, or Strength. The bonus is equal to +2, and lasts for one hour. This bonus cannot allow you to increase your score beyond 20. You may only have one bonus granted by this feature active at a time. You can dismiss the bonus as a free action on your turn.","At 17th level, you can spend 4 ki points to gain a temporary bonus equal to +4, and can increase an attribute beyond 20, up to 24.","If you use either {@classFeature Patient Defense|Monk|PHB|2|PHB} or {@classFeature Step of the Wind|Monk|PHB|2|PHB} whilst this feature is active, you gain a number of temporary hit points equal to your Wisdom modifier that remains until the start of your next turn."],"header":1,"level":6,"name":"Hardened Body","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["When you reach 11th level, you can inspire those around you to push past their limits. When you use either {@classFeature Flurry of Blows|Monk|PHB|2|PHB}, {@classFeature Patient Defense|Monk|PHB|2|PHB} or {@classFeature Step of the Wind|Monk|PHB|2|PHB}, you can spend an additional ki point to grant a number of creatures up to your Wisdom modifier that you can see temporary hit points equal to a roll of your martial arts die."],"header":1,"level":11,"name":"Exalted Inspiration","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":6,"name":"Ki"},"entries":["At 17th level, before the end of your turn if you are not {@condition incapacitated}, you can expend 6 ki points to move up to your full movement speed, and perform an additional action and bonus action. You can only use this ability once per round. Any attack rolls {@homebrew |using} taken as part of the additional action and bonus action have advantage.","At the start of your next turn, you take poison damage equal to your monk level as the strain rebounds and harms your body. This damage cannot be reduced in any way."],"header":1,"level":17,"name":"Sacred Act","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":4,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":4,"name":"Ki"},"entries":["At 17th level, you can spend 4 ki points to gain a temporary bonus equal to +4, and can increase an attribute beyond 20, up to 24."],"header":2,"level":17,"name":"Improved Hardened Body","source":"BITCSubclasses","subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"}],"header":2,"level":17,"subclassShortName":"Sacred Body","subclassSource":"BITCSubclasses","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLMT","className":"Monk","classSource":"PHB","name":"Way of the Sacred Ink","page":1,"shortName":"Sacred Ink","source":"LLMT","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Those who seek to master the Way of the Sacred Ink spend years practicing the calligraphy of their sacred rite. Once they are ready, the monks mark their bodies with increasingly complex celestial tattoos, granting them access to small amounts divine power. As the monk's spiritual connection to the divine grows, so does the beauty of their celestial tattoos. Monks of this Sacred Tradition usually travel the world, supporting those who treasure beauty and light, and using their divine power to smite those who stand against them.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt this Monastic Tradition at 3rd level your training pays off, and you master the techniques necessary to become a monk of the sacred ink. You gain proficiency with {@item calligrapher's supplies|phb}, and add double your proficiency bonus to any ability check you make with these tools.","In addition, you can speak, read, and write Celestial."],"level":3,"name":"Celestial Artist","source":"LLMT","subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your Celestial tattoos allow you to channel the radiant power of the upper planes through your hands. You can perform a short meditation to align yourself with an aspect of the upper planes. At the end of a short or long rest, choose one of the following abilities, which lasts until the end of your next rest.",{"entries":[{"entries":[{"entries":["You can channel ki through your sacred tattoos shield you from harm. As a bonus action you can grant yourself temporary hit points equal to your monk level. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) at no cost. After which, you must expend 1 ki point to use this ability again."],"name":"Divine Shield","page":3,"type":"entries"},{"entries":["You channel ki through your sacred tattoos to heal. As an action, you can restore {@dice 1d8} hit points to a creature you touch. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) at no cost. After which, you must expend 1 ki point to use this ability again. This feature has no effect on constructs or undead."],"name":"Healing Touch","page":3,"type":"entries"},{"entries":["You channel ki through your sacred tattoos to smite your enemies. When you hit a creature with an unarmed strike, you can choose to deal an extra {@dice 2d6} radiant damage to the target. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) at no cost. After which, you must expend 2 ki points to use this ability again."],"name":"Radiant Strike","page":2,"type":"entries"}],"type":"options"}],"type":"entries"}],"level":3,"name":"Divine Conduit","source":"LLMT","subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],"level":3,"name":"Way of the Sacred Ink","source":"LLMT","subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 6th level, your connection to the divine, and the complexity of your celestial tattoos has grown, allowing you to protect yourself from death. You can cast {@spell death ward}, targeting only yourself, without expending a spell slot.","Once you cast {@spell death ward} in this way you must finish a short or long rest before you can cast it in this way again."],"header":2,"level":6,"name":"Heavenly Protection","source":"LLMT","subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],"header":2,"level":6,"subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your sacred tattoos can provide a glimpse of the divine. Starting at 11th level, you can cause your celestial tattoos to emit the light of the upper planes. As a bonus action, you can emit bright sunlight in a 10-foot radius. While this feature is active, you add your Wisdom modifier (minimum of 1) to any temporary hit points you grant, hit points you restore, or damage you deal using your Divine Conduit features.","This feature lasts for 1 minute unless you end it as a bonus action or fall {@condition unconscious}. Once you use this feature you must finish a short or long rest before you can use it again."],"header":2,"level":11,"name":"Light of the Heavens","source":"LLMT","subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],"header":2,"level":11,"subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have become a master of the Sacred Ink, and the divine art that covers your body is a direct reflection of otherworldly beauty. Starting at 17th level, you can use an action to briefly assume a celestial form. For the next minute you gain the following benefits:",{"items":["Your celestial tattoos manifest angelic wings. You gain a flying speed equal to your movement speed.","Your unarmed strikes deal radiant damage in place of the normal bludgeoning damage.","Your attacks deal an additional {@dice 1d6} radiant damage on hit.","You gain access to all three abilities from your Divine Conduit feature for the duration."],"type":"list"},"Once you use this feature you must finish a long rest before you can use it again."],"header":2,"level":17,"name":"Celestial Aspect","source":"LLMT","subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}],"header":2,"level":17,"subclassShortName":"Sacred Ink","subclassSource":"LLMT","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Sacred Inks","shortName":"Sacred Inks","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Initiates of the Sacred Inks spend years practicing celestial calligraphy. Once they are ready, the monks mark their bodies with increasingly complex celestial tattoos, granting them access to divine power. As the monk's spiritual connection to the divine grows, so does the beauty of their celestial tattoos.","Monks who practice this Tradition usually travel the world, aiding to those who treasure beauty and kindling hope in the hearts of the despairing. They stand as champions of all that is good, and will pour out radiant wrath on their enemies.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt this Tradition at 3rd level, you are taught the techniques of a celestial tattoo artist. You learn to speak, read, and write {@language Celestial}. Though most monks will refuse to speak in {@language Celestial} out loud out of reverence for the divine.","You also gain proficiency with {@item calligrapher's supplies|phb}, and add double your proficiency bonus to any ability check you make that uses your {@item calligrapher's supplies|phb} proficiency."],"level":3,"name":"Celestial Artist","source":"llms","subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your celestial tattoos allow you to channel the radiant power of the upper planes through your hands. Starting at 3rd level, you can align yourself with an aspect of the upper planes. At the end of a short or long rest, choose one of the following abilities, which lasts until the end of your next rest.",{"items":[{"entries":["Your sacred tattoos grant you a measure of divine protection. You can add half your proficiency bonus (rounded down) to your Unarmored Defense Armor Class.","In addition, you can spend 1 ki point as a bonus action to grant yourself temporary hit points equal to your monk level."],"name":"Divine Shield","type":"entries"},{"entries":["Your sacred tattoos can channel the gift of divine healing. When you spend a Hit Die to regain hit points your regain the maximum amount, in place of rolling.","In addition, you can use your action to spend 2 ki points and touch a creature, restoring their hit points by an amount equal to {@dice 1d8} + your Wisdom modifier."],"name":"Healing Touch","type":"entries"},{"entries":["Your sacred tattoos channel divine wrath. When you hit with an unarmed strike or monk weapon, you can expend ki points to deal additional radiant damage to the target equal to one roll of your martial arts die per ki point. The maximum number of ki points you can expend at once is equal to your Wisdom modifier (minimum of 1 ki point)."],"name":"Radiant Strike","type":"entries"}],"style":"list-no-bullets","type":"list"}],"level":3,"name":"Divine Conduit","source":"llms","subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],"level":3,"name":"Way of the Sacred Inks","source":"llms","subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Upon reaching 6th level, your connection to the divine, and the complexity of your celestial tattoos has grown, granting you a measure of protection from death. You can cast {@spell death ward}, targeting only yourself, without expending a spell slot.","Once you cast {@spell death ward} in this way you must finish a long rest before you can cast it in this way again."],"header":2,"level":6,"name":"Heavenly Protection","source":"llms","subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, your sacred tattoos provide a glimpses of the divine. As a bonus action, you can unveil your celestial tattoos and emit bright sunlight in a 10-foot radius from you. While active, you add your Wisdom modifier (minimum of 1) to your temporary hit points from Divine Shield, the hit points you restore with Healing Touch, and the additional radiant damage you deal with each hit of Radiant Strike.","This feature lasts for 1 minute unless you end it as a bonus action or fall unconscious. Once you use this feature you must finish a short or long rest before you can use it again."],"header":2,"level":11,"name":"Light of the Heavens","source":"llms","subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have become a master of the Order of Sacred Inks, and your celestial tattoos are a direct reflection of divine beauty. At 17th level, you can use an action to assume a celestial form. For the next minute you gain the following benefits:",{"items":["Your tattoos manifest angelic wings. You gain a flying speed equal to your movement speed and can hover.","When you hit a creature with an unarmed strike you can choose to deal radiant in place of bludgeoning damage.","Your attacks deal an additional {@dice 1d6} radiant damage on hit.","You gain access to all of your Divine Conduit features for the duration, and their ki point costs are reduced by 1."],"style":"list-no-bullets","type":"list"},"Once you use this feature you must finish a long rest before you can use it again, unless you expend 6 ki points to use it."],"header":2,"level":17,"name":"Celestial Aspect","source":"llms","subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Sacred Inks","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"JBoE","className":"Monk","classSource":"PHB","name":"Way of the Sea Mother","page":33,"shortName":"Sea Mother","source":"JBoE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"by":"Jarlaxle","entries":["Nothing wins more loyalty than water to the thirsty."],"type":"quote"},"Monks of the Way of the Sea Mother are most commonly kuo-toan warriors dedicated to the defense of their homes from outside threats. In rare circumstances, a member of another race may come to be a disciple of a Koa-Toan master who passes on this monastic technique to them. These powerful monks are most at home when fighting in or near a source of water.","Though they don't often leave the guardianship of their own homes and cities, some monks of this order do become adventurers, seeking to better understand the world so that they may return and teach future generations to better adapt to potential threats from the world above the waves.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Sea Mother feature}","As a monk initiated into the Way of the Sea Mother, you gain the following benefits:",{"items":["You gain a swimming speed equal to your walking speed and can breathe underwater. If your race already grants you a swimming speed, that speed is increased to 60 feet.","You gain proficiency in the {@skill Athletics} skill, and you can double your proficiency bonus for Strength ({@skill Athletics}) checks you make while underwater.","When you deal damage with an unarmed strike while underwater, you can add your proficiency bonus to the damage dealt."],"type":"list"}],"level":3,"name":"Aquatic Adaptation","page":33,"source":"JBoE","subclassShortName":"Sea Mother","subclassSource":"JBoE","type":"entries"}],"level":3,"name":"Sea Mother","page":33,"source":"JBoE","subclassShortName":"Sea Mother","subclassSource":"JBoE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Sea Mother feature}","Your martial form flows like the waves of the sea, with fluid movements that baffle your foes. As an action, you can spend 2 Ki points to move up to your movement speed without provoking opportunity attacks. While moving in this way, you can make one unarmed strike against each hostile creature that you pass."],"level":6,"name":"Flow through the Battlefield","page":33,"source":"JBoE","subclassShortName":"Sea Mother","subclassSource":"JBoE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Sea Mother feature}","When you hit a creature that is standing on a solid surface with an unarmed strike, you can spend 1 Ki point to slick the ground beneath its feet, creating a 5 foot square of difficult terrain, and causing the creature to make a Dexterity saving throw. On a failed save, the creature slips and falls {@condition prone}.","Additionally, a creature must expend its full movement to get up from {@condition prone} while on a slick surface you created."],"level":11,"name":"Slippery Strike","page":33,"source":"JBoE","subclassShortName":"Sea Mother","subclassSource":"JBoE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of the Sea Mother feature}","As a bonus action, you can cause a 5-foot diameter orb of water to form around you for 1 minute. The orb moves with you as you move, forming a pillar of water below you up to a height of 60 feet above ground or a body of water if you use your movement to travel upward. You gain a number of benefits while within the orb:",{"items":["You can use your swim speed to move and are considered to be underwater.","You gain a +2 to AC.","You become resistant to acid, cold, and fire damage."],"type":"list"},"Once you use this feature, you can't use it again until you finish a long rest, unless you expend 5 Ki points to use it again."],"level":17,"name":"Scion of the Sea","page":33,"source":"JBoE","subclassShortName":"Sea Mother","subclassSource":"JBoE","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Info","Has Images"],"_fSources":"GuideDrakkenheim","className":"Monk","classSource":"PHB","hasFluff":true,"hasFluffImages":true,"name":"Way of the Serpent","page":163,"shortName":"Serpent","source":"GuideDrakkenheim","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Master of the spear, this nimble warrior uses polearms not only as a weapon, but as an extension of themselves, using their weapon to amplify mobility, maneuverability, and combat. Like a snake in the grass, the Way of the Serpent hones one's ability to predict oncoming attacks, deflect from a distance, and strike with deadly precision.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain proficiency with the {@item glaive}, {@item halberd}, {@item pike}, {@item trident}, and similar spears and polearms. These weapons count as monk weapons for you, even if they have the {@itemProperty H||heavy} or {@itemProperty 2H||two-handed} properties. Furthermore, your grace and mastery of these weapons does not limit your ability to make unarmed strikes while wielding a {@itemProperty 2H||two-handed} weapon.","While wielding a {@item quarterstaff}, {@item spear}, or {@item trident} in two hands, that weapon gains the {@itemProperty R||Reach} property."],"level":3,"name":"Serpent Style","page":163,"source":"GuideDrakkenheim","subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can use polearm weapons to vault into the air. While you are wielding a weapon with the {@itemProperty R||Reach} property, your jump distance is doubled.","While wielding a weapon with the {@itemProperty R||Reach} property, when you expend a ki point to use your Step of the Wind feature, your jump distance is instead tripled for the turn, and you gain advantage on your next melee weapon attack you make this turn."],"level":3,"name":"Serpent Spring","page":163,"source":"GuideDrakkenheim","subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],"level":3,"name":"Way of the Serpent","page":163,"source":"GuideDrakkenheim","subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learn the following techniques to augment your attacks:",{"items":["{@bold Cobra Strike} When a creature you can see moves into your reach, you can use your reaction to make one attack against that creature.","{@bold Python Strike} When you hit a creature with an opportunity attack, you can also use your Stunning Strike on that attack without expending a ki point.","{@bold Viper Strike} Once on your turn when you hit a creature with a melee weapon attack, you can expend 1 or more ki points, up to a number equal to your proficiency bonus. The attack deals {@damage 1d6} poison damage, plus {@damage 1d6} additional poison damage per ki point spent, and the target is poisoned until the end of your next turn."],"type":"list"}],"header":2,"level":6,"name":"Serpent Strikes","page":163,"source":"GuideDrakkenheim","subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":6,"subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At the start of your turn, you can adopt a serpent stance (no action required). When you do, choose one of the following serpent stances, which last until you are {@condition incapacitated} or use this feature again.",{"items":["{@bold Anaconda Stance.} While using this stance, increase the reach of your melee weapon attacks and unarmed strikes by 10 feet.","{@bold Black Mamba Stance.} While using this stance, once per turn when you miss with a weapon attack, you may make an additional melee attack as part of the same action.","{@bold Couatl Stance.} While using this stance, you gain a flying speed equal to your walking speed.","{@bold Marilith Stance.} While using this stance, you can take one reaction on every turn in combat, instead of once each round."],"type":"list"}],"header":2,"level":11,"name":"Serpent Stances","page":163,"source":"GuideDrakkenheim","subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":11,"subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt a Serpent Stance, you can instead adopt two serpent stances at the same time, gaining the benefits of both effects."],"header":2,"level":17,"name":"Supreme Serpent","page":163,"source":"GuideDrakkenheim","subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}],"header":2,"level":17,"subclassShortName":"Serpent","subclassSource":"GuideDrakkenheim","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ArcanumWorldsOdysseyoftheDragonlords","className":"Monk","classSource":"PHB","name":"Way of the Shield","page":329,"shortName":"Shield","source":"ArcanumWorldsOdysseyoftheDragonlords","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Shield, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in phalanx formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.","Temples that teach the Way of the Shield are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.",{"entries":["Starting when you choose this tradition at 3rd level, you gain proficiency with shields. Additionally, wielding a shield does not impede your Martial Arts, Unarmored Movement, or Unarmored Defense features. You may also use your shield as a \"free hand\"to catch and hold missile weapons with your Deflect Missiles feature.","As long as you are wielding a shield, opportunity attacks against you are made with disadvantage."],"name":"Aresian Technique","type":"entries"}],"level":3,"name":"Way of the Shield","page":329,"source":"ArcanumWorldsOdysseyoftheDragonlords","subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you have learned new techniques for using shields on the battlefield.",{"items":[{"entry":"As a bonus action on your turn, you may spend 1 ki point to vault yourself into the air, leaping up to 15 feet in any direction. If you are wielding a shield, then this leap does not provoke opportunity attacks. If you take an Attack action immediately after leaping, then you have advantage on your first melee attack, and it scores a critical hit on a roll of 19 or 20","name":"Vaulting Strike.","type":"item"},{"entry":"Whenever a creature makes an opportunity attack against you and misses, if you are using a shield, you may use your reaction to spin around and make a single melee weapon attack against that creature, without interrupting your movement.","name":"Counterattack.","type":"item"}],"style":"list-hang-notitle","type":"list"}],"header":2,"level":6,"name":"Shield Dancer","page":330,"source":"ArcanumWorldsOdysseyoftheDragonlords","subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}],"header":2,"level":6,"subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you have learned to think of your shield as an extension of your body. As a reaction when you are attacked, you may spend 1 ki point to gain an additional +3 AC from your shield, including against the triggering attack, until the beginning of your next turn."],"header":2,"level":11,"name":"Shell of the Dragon Turtle","page":330,"source":"ArcanumWorldsOdysseyoftheDragonlords","subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}],"header":2,"level":11,"subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all attacks made against creatures that are Huge in size or larger. Additionally, you cannot be {@condition frightened} or {@condition paralyzed} by spells or abilities used by such creatures."],"header":2,"level":17,"name":"Undaunted Spirit","page":330,"source":"ArcanumWorldsOdysseyoftheDragonlords","subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}],"header":2,"level":17,"subclassShortName":"Shield","subclassSource":"ArcanumWorldsOdysseyoftheDragonlords","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"OotDLPG","className":"Monk","classSource":"PHB","name":"Way of the Shield","page":43,"shortName":"Shield","source":"OotDLPG","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Shield, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in phalanx formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.","Temples that teach the Way of the Shield are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.",{"entries":["Starting when you choose this tradition at 3rd level, you gain proficiency with shields. Additionally, wielding a shield does not impede your Martial Arts, Unarmored Movement, or Unarmored Defense features. You may also use your shield as a \"free hand\" to catch and hold missile weapons with your Deflect Missiles feature.","As long as you are wielding a shield, opportunity attacks against you are made with disadvantage."],"name":"Aresian Technique","type":"entries"}],"level":3,"name":"Way of the Shield","page":43,"source":"OotDLPG","subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you have learned new techniques for using shields on the battlefield.",{"items":[{"entry":"As a bonus action on your turn, you may spend 1 ki point to vault yourself into the air, leaping up to 15 feet in any direction. If you are wielding a shield, then this leap does not provoke opportunity attacks. If you take an Attack action immediately after leaping, then you have advantage on your first melee attack, and it scores a critical hit on a roll of 19 or 20","name":"Vaulting Strike.","type":"item"},{"entry":"Whenever a creature makes an opportunity attack against you and misses, if you are using a shield, you may use your reaction to spin around and make a single melee weapon attack against that creature, without interrupting your movement.","name":"Counterattack.","type":"item"}],"style":"list-hang-notitle","type":"list"}],"header":2,"level":6,"name":"Shield Dancer","page":43,"source":"OotDLPG","subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you have learned to think of your shield as an extension of your body. As a reaction when you are attacked, you may spend 1 ki point to gain an additional +3 AC from your shield, including against the triggering attack, until the beginning of your next turn."],"header":2,"level":11,"name":"Shell of the Dragon Turtle","page":43,"source":"OotDLPG","subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all attacks made against creatures that are Huge in size or larger. Additionally, you cannot be frightened or paralyzed by spells or abilities used by such creatures."],"header":2,"level":17,"name":"Undaunted Spirit","page":43,"source":"OotDLPG","subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Shield","subclassSource":"OotDLPG","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"Stream","className":"Monk","classSource":"PHB","name":"Way of the Soul Knife (Livestream)","shortName":"Soul Knife (Stream)","source":"Stream","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.}","Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes' minds.","Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.","In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn."],"level":3,"name":"Soul Knife","page":76,"source":"Stream","subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks.","Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:",{"entries":["You gain temporary hit points equal to half the damage your attack deals."],"name":"Life Drain","type":"entries"},{"entries":["The target must succeed on a Wisdom saving throw or become {@condition frightened} of you until the end of your next turn."],"name":"Invoke Terror","type":"entries"},{"entries":["The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn."],"name":"Invoke Wrath","type":"entries"},{"entries":["You teleport the target up to 10 feet to a destination you can see."],"name":"Astral Slide","type":"entries"},{"entries":["The target gains vulnerability to psychic damage until the end of your next turn."],"name":"Synaptic Overload","type":"entries"}],"level":3,"name":"Psychic Slash","page":76,"source":"Stream","subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],"level":3,"name":"Way of the Soul Knife (Livestream)","page":76,"source":"Stream","subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you gain the ability to perceive the auras of other creatures.","As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you.","If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest."],"header":2,"level":6,"name":"Aura Sight","page":76,"source":"Stream","subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],"header":2,"level":6,"subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can cause your blades to phase through physical objects and defenses.","Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds."],"header":2,"level":11,"name":"Spectral Blades","page":76,"source":"Stream","subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],"header":2,"level":11,"subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you gain resistance to all types of damage, a fly speed of 30 feet, and the ability to pass through solid objects but not end your movement within them. This benefit lasts for 1 minute. You cannot use it again until you complete a long rest."],"header":2,"level":17,"name":"Psychic Form","page":76,"source":"Stream","subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}],"header":2,"level":17,"subclassShortName":"Soul Knife (Stream)","subclassSource":"Stream","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"Psions Primer","className":"Monk","classSource":"PHB","name":"Way of the Soulknife","page":20,"shortName":"Soulknife","source":"Psions Primer","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who adhere to the Way of the Soulknife meditate on the nature of the self and reality, and learn to cut through all perceived barriers, both within themselves and between others.","By recognizing these barriers within themselves, these \"soulknives\" can remove the borders between mind, soul, and body, allowing them to use their ki power to physically manifest blades of pure psionic energy from their fists.",{"entries":["Starting at 3rd level, you know the {@spell mindblade|Psions Primer} psionic talent. Wisdom is your psionic ability for this power. When you cast this spell, the mindblade you create with it counts as a monk weapon for you."],"name":"Soulknife Talent","type":"entries"},{"entries":["Also at 3rd level, you learn all {@filter psionic powers|spells|subschool=aumb} that augment {@spell mindblade|Psions Primer}. Wisdom is your psionic ability for these powers.","In order to manifest an augment you learned with this feature, you must expend a number of ki points equal to augment's power level (including any intensified adjustments) + 1, instead of the power's normal psi cost.","For example, to manifest {@spell psychic strike|Psions Primer} at its minimum strength as a 1st-level power, you must spend 2 ki points. To manifest it as though you spent 4 psi points on it to increase it to a 2nd-level power, you must spend 3 ki points.","The maximum amount of ki points you can expend on any one manifestation of a psionic augment is limited, as shown in the table below. This will prevent you from manifesting some augments you learned with this feature until you reach higher levels in the monk class."],"name":"Discipline of the Mindblade","type":"entries"}],"level":3,"name":"Way of the Soulknife","page":20,"source":"Psions Primer","subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you gain martial and spiritual mastery over the mindblade. You gain the following benefits:",{"entries":["Choose a type of damage you believe your soul to most closely identify with: radiant or necrotic. Whenever you cast {@spell mindblade|Psions Primer}, you may choose for your mindblades to deal the damage type you choose for this feature, instead of the damage types normally available. If you do, your mindblades appear to be made of solid light or shadow, as appropriate for your choice.","Additionally, whenever you manifest the {@spell psychic strike|Psions Primer} power, you may choose for it to deal the same type of damage as the one you choose for this ability."],"name":"Manifest Soul","type":"entries"},{"entries":["You may create two mindblades when you cast mindblade instead of one. If you do, one appears around each of your fists, and you may make one attack with a mindblade as a bonus action after you use the Attack action to attack with the other mindblade. While you have two mindblades created, neither one can be forced from your hands, preventing you from using your hands for any other purpose while you focus on the mindblade talent."],"name":"Twin Blades","type":"entries"}],"header":2,"level":6,"name":"Master the Blade","page":20,"source":"Psions Primer","subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you gain martial and spiritual mastery over the mindblade. You gain the following benefits:",{"entries":["Mindblades you create with the mindblade talent have the thrown property, with a range of 60/120. While you focus on {@spell mindblade|Psions Primer}, you may let go of a mindblade but only to make ranged weapon attack with it. Immediately following each ranged attack with a mindblade, the mindblade teleports, returning to your grip."],"name":"Nomadic Throw","type":"entries"},{"entries":["You may spend 2 ki points as a bonus action to teleport up to 100 feet to an unoccupied space you can see."],"name":"Nomadic Leap","type":"entries"},{"entries":["Whenever you hit a creature with a melee attack using a mindblade, you may spend 2 ki points to force the creature to make a Charisma saving throw. On a failure, the creature is teleported up to 100 feet away from its previous position, in any direction you choose, to an unoccupied space you can see that includes a solid surface that can support the creature's weight."],"name":"Nomadic Strike","type":"entries"}],"header":2,"level":11,"name":"Nomadic Technique","page":20,"source":"Psions Primer","subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, whenever you hit a creature with a melee attack using a mindblade, you may spend 8 ki to forgo the attack's normal damage and immediately cast {@spell feeblemind} on the target, requiring no components and ignoring the spell's normal casting time. You can use this feature once, and you must finish a long rest before you can do so again."],"header":2,"level":17,"name":"Knife to the Soul","page":20,"source":"Psions Primer","subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Soulknife","subclassSource":"Psions Primer","type":"entries"}]],"subclassTableGroups":[{"colLabels":["Max Ki Points for a Power"],"rows":[["—"],["—"],[2],[2],[3],[3],[3],[3],[4],[4],[4],[4],[5],[5],[5],[5],[6],[6],[6],[6]],"subclasses":[{"name":"Soulknife","source":"Psions Primer"}]}]},{"__prop":"subclass","_fMisc":[],"_fSources":"StarsMonk","additionalSpells":[{"known":{"6":["thunderwave"]}}],"className":"Monk","classSource":"PHB","name":"Way of the Stars","shortName":"Stars Monk","source":"StarsMonk","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You learned an ancient technique that mimics a shooting star. By releasing your ki you can propel yourself through the air.","You gain flying speed equal to your walking speed. This benefit works only in short bursts: you fall if you end your turn in the air and nothing else is holding you aloft."],"header":2,"level":3,"name":"Shooting Star","page":1,"source":"StarsMonk","subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],"header":2,"level":3,"subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["You learned an ancient technique that mimics an impacting meteor. You can focus your ki to attack with cosmic energy.","When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Constitution saving throw. On a failed save, the creature takes radiant damage equal to 1 martial arts die + your Wisdom modifier, and your strike sends a shockwave through the creature, casting the Color Spray spell, originating from the creature. On a successful save, it only takes half damage and no spell is cast.","You can increase the damage and the spells level by spending additional ki points. Each additional ki point you spend increases the damage by 1 martial arts die, and the spell-level by 1. The maximum number of ki points (1 plus any additional points) that you can spend equals half your monk level.","When you hit an object with an unarmed strike, that has the size of small or larger, you can spend 1 ki point to trigger the spells, originating from the object."],"header":2,"level":3,"name":"Crackling Star Strike","page":1,"source":"StarsMonk","subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],"header":2,"level":3,"subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["You can cast the Thunderwave spell when you initiate your flight or when you land after traveling for at least 15-feet through the air, by spending 1 ki point.","You can cast the spell by spending additional ki points. Each additional ki point you spend increases the spells level by 1. The maximum number of ki points (1 plus any additional points) that you can spend equals half your monk level."],"header":2,"level":6,"name":"Booming Star","page":1,"source":"StarsMonk","subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],"header":2,"level":6,"subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You can move through other creatures and objects as if they were difficult terrain while you're flying. Every creature you pass through this way takes radiant damage equal to 1 martial arts die + your Wisdom modifier, and must succeed a Constitution saving throw or be knocked prone. A creature can only be affected by this once per round. If you end your turn in another creature or object you take 5 force damage and are pushed 5 feet in a random direction away from the creature or object."],"header":2,"level":11,"name":"Starlight Pulse","page":1,"source":"StarsMonk","subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],"header":2,"level":11,"subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Once per round, you can spend 3 ki points to align your ki with the burning intensity of the stars. You become a conduit for the stars, as you are wreathed in a luminous aura. For 10 minutes, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light (no action required). Your flying is no longer limited to short bursts, and you can add one martial arts die to your unarmed stikes attack and damage rolls. When this effect ends, you suffer 1 level of exhaustion."],"header":2,"level":17,"name":"Starchild","page":1,"source":"StarsMonk","subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}],"header":2,"level":17,"subclassShortName":"Stars Monk","subclassSource":"StarsMonk","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of the Still Waters","page":94,"shortName":"Still Waters","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, when you spend a {@classFeature Ki|Monk||2} point on {@classFeature Flurry of Blows|Monk||2}, {@classFeature Patient Defense|Monk||2}, or {@classFeature Step of the Wind|Monk||2}, you also have advantage on one saving throw of your choice that you make before the end of your next turn."],"level":3,"name":"Perfect Calm","page":94,"source":"ToH","subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your {@classFeature Martial Arts|Monk||1} die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute."],"level":3,"name":"Turbulent Waters","page":94,"source":"ToH","subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of the Still Waters","page":94,"source":"ToH","subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a {@subclassFeature Turbulent Waters|Monk|PHB|Still Waters|ToH|3||Turbulence die}.","When you hit with an attack and use two or more {@subclassFeature Turbulent Waters|Monk|PHB|Still Waters|ToH|3||Turbulence dice} on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the {@subclassFeature Turbulent Waters|Monk|PHB|Still Waters|ToH|3||Turbulence dice} you rolled. If you spend 1 {@classFeature Ki|Monk||2} point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage."],"header":1,"level":6,"name":"Spreading Ripples","page":95,"source":"ToH","subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, when you have no {@subclassFeature Turbulent Waters|Monk|PHB|Still Waters|ToH|3||Turbulence dice}, you have advantage on saving throws against being {@condition frightened}, and you have resistance to fire damage. When you have at least one {@subclassFeature Turbulent Waters|Monk|PHB|Still Waters|ToH|3||Turbulence die}, you have advantage on saving throws against being {@condition charmed}, and you have resistance to cold damage."],"header":2,"level":11,"name":"Duality of Water","page":95,"source":"ToH","subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, when you spend any number of {@classFeature Ki|Monk||2} points, you can also choose to gain an equal number of {@subclassFeature Turbulent Waters|Monk|PHB|Still Waters|ToH|3||Turbulence dice}, up to your proficiency bonus."],"header":2,"level":17,"name":"Tempestuous Waters","page":95,"source":"ToH","subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Still Waters","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"CodexOfAllies","className":"Monk","classSource":"PHB","name":"Way of the Storm Fist","shortName":"Storm Fist","source":"CodexOfAllies","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Storm Fists are monks who are in tune with the natural energy of ki, and can manifest it as strikes of thunder and lightning that augment their blows. These monks are high-flying martial artists who strike with the ferocity of a raging storm.",{"entries":["Starting when you choose this tradition at 3rd level, you learn the {@i {@spell shocking grasp}} cantrip.","Whenever you make an unarmed strike, you can you use your reaction and spend 1 ki point to empower your fist with lightning. An unarmed strike made in this way has advantage on the attack roll if the target is wearing armor made of metal. The attack deals its normal damage and you can cast shocking grasp as part of that attack, using the attack roll of your unarmed strike for the melee spell attack of your shocking grasp."],"name":"Lightning's Strike","type":"entries"}],"level":3,"name":"Way of the Storm Fist","page":76,"source":"CodexOfAllies","subclassShortName":"Storm Fist","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, whenever you use Step of the Wind you can briefly manifest clouds under your feet, gaining a flying speed equal to your walking speed until the end of your turn. If you end this flight in the air, you fall unless something else holds you aloft."],"level":6,"name":"Rising Wind","page":76,"source":"CodexOfAllies","subclassShortName":"Storm Fist","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, whenever you perform a Stunning Strike with an unarmed strike, you can empower your fist with a tremendous clap of thunder that blasts back your foe. If the target fails their saving throw against your Stunning Strike, you can also push that creature up to 20 feet away from you in a straight line."],"level":11,"name":"Thunderous Assault","page":76,"source":"CodexOfAllies","subclassShortName":"Storm Fist","subclassSource":"CodexOfAllies","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, whenever you take lightning or thunder damage, you can use your reaction to halve the damage taken. In addition, you can deflect the energy at a creature you can see within 30 feet of you. The target must succeed on a Dexterity saving throw against your Ki save DC or take the same amount of damage you reduced with your reaction."],"level":11,"name":"Storm Deflection","page":76,"source":"CodexOfAllies","subclassShortName":"Storm Fist","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, as an action, you may spend 6 ki points to let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Ki save DC, taking {@dice 5d8} lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can spend a number of additional ki points up to half your monk level when you use this ability. You can increase this ability's damage by 1d8 per additional ki point spent on it."],"level":17,"name":"Ride the Lightning","page":76,"source":"CodexOfAllies","subclassShortName":"Storm Fist","subclassSource":"CodexOfAllies","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"GriffonsSaddlebag4","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag4/Subclasses/Way-of-the-Stormfist.webp"},"type":"image"}]},"name":"Way of the Stormfist","page":0,"shortName":"Stormfist","source":"GriffonsSaddlebag4","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Stormfist train on tempestuous mountaintops and in unforgiving conditions to harness the power of legends: lightning. Using their ki, these monks can create, redirect, and move through bolts of lightning like the stories of old.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, you can replace one or more of the attacks granted by your Flurry of Blows with a special one using a spear made of pure lightning. You create each spear with ki. The spears are considered monk weapons for you and have the thrown property (30/120). On a hit, a target takes lightning damage equal to one roll of your Martial Arts die plus your Dexterity modifier. If the target is made of metal or is wearing metal armor, the attack is made with advantage. A spear disappears immediately after the attack.","Once you reach 5th level in this class, you can use your Stunning Strike with the attacks from your thrown lightning spears."],"level":3,"name":"Lightning Spears","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you can use your Deflect Missiles feature when-ever you take lightning damage; if you reduce the lightning damage to 0, you can immediately make an attack with a lightning spear as part of the same reaction. Reducing the lightning damage you take in this way doesn't reduce the damage dealt to any other affected creature. In addition, when you use your Deflect Missiles in this way, or to deflect or catch a missile made of metal, the damage you take from the triggering effect is reduced by an additional amount equal to one roll of your Martial Arts die."],"level":3,"name":"Improved Deflect Missiles","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag4/Subclasses/Way-of-the-Stormfist.webp","level":3,"name":"Way of the Stormfist","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 6th level, your abilities are heightened when you're electrified. You also become electrified whenever you take lightning damage from a source other than you. While you're electrified, you gain the following additional benefits:",{"items":["Attacking at long range with a lightning spear or being within 5 feet of a hostile creature doesn't impose disadvantage on the ranged attack roll.","Whenever a creature hits you with a melee attack, that creature takes lightning damage equal to your Wisdom modifier (minimum of 1).","Whenever you deal lightning damage to a creature, it can't use its reaction until the end of the turn."],"type":"list"}],"header":2,"level":6,"name":"Electrical Surge","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"header":2,"level":6,"subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can become one with the elements when you use your Step of the Wind. When you do, you can immediately teleport to an unoccupied space that you can see, up to a distance equal to your remaining movement. You then reappear in a flash of lightning at the location and become electrified, emitting a thunderous boom that can be heard up to 150 feet away: each creature within 5 feet of that space, other than you, takes thunder damage equal to half your monk level. Your remaining movement is reduced by an amount equal to the distance you teleported in this way."],"header":2,"level":11,"name":"Storm Step","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"header":2,"level":11,"subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you can use an action to spend 6 ki points to become electrified and cast the {@spell chain lightning} spell, using your ki save DC.","Furthermore, whenever you take lightning damage, the damage is reduced to 0, and you can immediately use your reaction to make a single attack with a lightning spear."],"header":2,"level":17,"name":"Galvanic Hand","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"header":2,"level":17,"subclassShortName":"Stormfist","subclassSource":"GriffonsSaddlebag4","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ccg","className":"Monk","classSource":"PHB","name":"Way of the Streets","page":52,"shortName":"Streets","source":"ccg","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Streets learn their techniques not through traditional monastic training, rather, they learn to defend themselves on the streets, taught by those they fight and others who must similarly fight to survive. They use these techniques not only in street brawls, but also in underground fighting tournaments, where monks of this way have made a name for themselves as powerful warriors capable of unleashing devastating combos.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you gain proficiency in the {@skill Intimidation}, {@skill Streetwise|ccg}, or {@skill Performance} skill (your choice)."],"level":3,"name":"Street Smarts","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you unleash powerful combos against your opponents. Once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to launch into a combo against that creature.","When you begin your combo, you deal {@damage 1d4} bludgeoning damage to the target. If you roll a 3 or lower on this damage die, you repeat this bludgeoning damage with a {@damage d6} instead. If you roll a 3 or lower again, the effect repeats, increasing to a {@damage d8}, then a {@damage d10}, and finally a {@damage d12}. You gain no benefit if you roll a 3 or lower on the final d12. Your combo recieves no additional benefit from a triggering attack that resulted in a critical hit.","When your combo ends, you can force the target to make a Strength saving throw. On a failure, it is pushed back 5 feet away from you for each damage dice you rolled as a part of the combo. If the target is against a wall or other solid structure when they fail this saving throw, they take bludgeoning damage equal to one roll of your Martial Arts die instead of moving.","Starting at 11th level, the damage threshold for continuing your combo increases to 4."],"level":3,"name":"Combos","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],"level":3,"name":"Way of the Streets","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn a special fighting technique that only you can utilize. Choose one of the following options for your signature art.","{@b Dragon Punch.} You finish your combos with a powerful uppercut. When a creature fails the Strength saving throw made at the end of one of your combos, they are also knocked {@condition prone}.","{@b Surging Fist.} You can unleash surges of energy from your fists. You can spend 2 ki points to cast the {@spell Guiding Bolt} spell as a bonus action, using Wisdom as your spellcasting ability.","{@b Wave Dash.} You move with incredible speed. Whenever you use your Step of the Wind, you gain the benefit of both the {@action Dash} and {@action Disengage} actions instead of only one of them, and you have advantage on the next attack roll you make on that turn."],"header":2,"level":6,"name":"Signature Art","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],"header":2,"level":6,"subclassShortName":"Streets","subclassSource":"ccg","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Once you reach 6th level, the damage dealt by your combos counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also, you can spend 3 ki points instead of 1 when you enter a combo. If you do, you roll two dice at each stage of your combo, dealing the total as the damage for that stage. If either dice is below the damage threshold, the combo continues."],"header":2,"level":6,"name":"Ki-Fueled Combos","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],"header":2,"level":6,"subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, when you are hit with a melee attack, you can use your reaction to deflect it by spending 1 ki point. When you do, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can make a single unarmed strike against the creature that attacked you as a part of the same reaction, provided they are within range."],"header":2,"level":11,"name":"Combo Breaker","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],"header":2,"level":11,"subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can unleash your ultimate technique at the end of a perfect combo. After you roll a d12 as a part of one of your combos, you can spend 1 ki point to unleash a powerful finishing move against the target. If you do and the target fails the Strength saving throw made at the end of the combo, the target is {@condition paralyzed} for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Once you use this feature, you can't use it again within the next minute."],"header":2,"level":17,"name":"Ultra Technique","page":52,"source":"ccg","subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}],"header":2,"level":17,"subclassShortName":"Streets","subclassSource":"ccg","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Info","Has Images"],"_fSources":["XGE",{"_sortName":null,"isIgnoreRed":true,"isOtherSource":true,"item":"SCAG","itemFull":"Sword Coast Adventurer’s Guide","rendered":null,"searchText":null}],"additionalSpells":[{"ability":"wis","innate":{"6":{"resource":{"2":["burning hands"]}}},"resourceName":"Ki"}],"className":"Monk","classSource":"PHB","edition":"classic","hasFluff":true,"hasFluffImages":true,"name":"Way of the Sun Soul","otherSources":[{"page":131,"source":"SCAG"}],"page":35,"shortName":"Sun Soul","source":"XGE","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.","You gain a new attack option that you can use with the {@action Attack} action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a {@damage d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.","When you take the {@action Attack} action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the {@action Attack} action."],"level":3,"name":"Radiant Sun Bolt","page":35,"source":"XGE","subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],"level":3,"name":"Way of the Sun Soul","otherSources":[{"page":131,"source":"SCAG"}],"page":35,"source":"XGE","subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the {@action Attack} action on your turn, you can spend 2 ki points to cast the {@spell burning hands} spell as a bonus action.","You can spend additional ki points to cast {@spell burning hands} as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level."],"header":2,"level":6,"name":"Searing Arc Strike","otherSources":[{"page":131,"source":"SCAG"}],"page":35,"source":"XGE","subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],"header":2,"level":6,"otherSources":[{"page":131,"source":"SCAG"}],"subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.","Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take {@damage 2d6} radiant damage. A creature doesn't need to make the save if the creature is behind {@quickref Cover||3||total cover} that is opaque.","You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by {@damage 2d6}."],"header":2,"level":11,"name":"Searing Sunburst","otherSources":[{"page":131,"source":"SCAG"}],"page":35,"source":"XGE","subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],"header":2,"level":11,"otherSources":[{"page":131,"source":"SCAG"}],"subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.","If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier."],"header":2,"level":17,"name":"Sun Shield","otherSources":[{"page":131,"source":"SCAG"}],"page":35,"source":"XGE","subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}],"header":2,"level":17,"otherSources":[{"page":131,"source":"SCAG"}],"subclassShortName":"Sun Soul","subclassSource":"XGE","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"KT-CLL","className":"Monk","classSource":"PHB","name":"Way of the Sword Saint","optionalfeatureProgression":[{"featureType":["KT:MT"],"name":"Mystical Techniques","progression":{"11":7,"17":9,"3":3,"6":5}}],"page":142,"shortName":"Sword Saint","source":"KT-CLL","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Sword Saint train in dedication to mastering a level of weapon expertise that surpasses normal limitations. They can strike like the wind, step into the sky, or even sunder stone. Though they most often treat their mastery of the weapons as an art, seeking spiritual understanding through martial perfection, turning this art to more practical ends can result in very deadly encounters for their foes.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn {@filter Mystical Techniques|optionalfeatures|Feature Type=KT:MT} that allow you to unleash supernatural feats with your weapons. You learn three techniques of your choice, which are detailed in the \"List of Mystic Techniques\" section below. You learn two additional techniques of your choice at 6th, 11th, and 17th level.","Mystical Techniques can only be performed with unarmed strikes or monk weapons. If a Mystical Technique uses a DC, it uses your Ki Save DC.","Whenever you gain a new level in this class, you can replace one Mystical Technique you already know with a different technique.","You can spend a number of ki points on Mystical Techniques equal to your proficiency bonus, after which you cannot spend more ki on Mystical Techniques until the start of your next turn."],"level":3,"name":"Mystical Techniques","page":142,"source":"KT-CLL","subclassShortName":"Sword Saint","subclassSource":"KT-CLL","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Additionally at 3rd level, you can choose to master a weapon that would not normally be a monk weapon. Choose a simple or martial melee weapon that lacks the heavy and special properties. You gain proficiency in the weapon, and it becomes a monk weapon for you. You can choose an additional weapon in this way at 6th, 11th, and 17th level."],"level":3,"name":"Weapon Mastery","page":142,"source":"KT-CLL","subclassShortName":"Sword Saint","subclassSource":"KT-CLL","type":"entries"},{"entries":["The following are some optional quirks for a player of this Way to choose from—these can be either preexisting, signaling their fated path toward this Way, or appear after they select this Way.",{"caption":"Sword Saint Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Life is a sword measuring contest."],["2","In combat you loudly yell the attack name for each of your moves."],["3","You deeply believe all other weapon types are way less cool than swords."],["4","You ask other warriors for the stories behind their weapons."],["5","One can never have too many swords, surely you'll wield them all someday."],["6","Cooler looking swords definitely do more damage than mundane ones."]],"type":"table"}],"name":"Way of the Sword Saint Quirks","type":"section"}],"level":3,"name":"Way of the Sword Saint","page":142,"source":"KT-CLL","subclassShortName":"Sword Saint","subclassSource":"KT-CLL","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your weapon becomes an extension of yourself, flowing naturally with your abilities.",{"items":["{@b Empowered Weapons.} Your attacks with your Monk Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","{@b Blade Flurry.} When you make a Flurry of Blows, you can make the additional attacks with a Monk Weapon."],"type":"list"}],"level":6,"name":"Perfect State","page":142,"source":"KT-CLL","subclassShortName":"Sword Saint","subclassSource":"KT-CLL","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, at the start of your turn, you gain 1 free ki point you can spend on a Mystic Technique before the start of your next turn. If it is not spent before the start of your next turn, it is lost."],"level":11,"name":"Empowered Techniques","page":143,"source":"KT-CLL","subclassShortName":"Sword Saint","subclassSource":"KT-CLL","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mastery of the weapons allows you eliminate any room for error. If you miss with an attack roll using a monk weapon on your turn, you can reroll the attack. You can only do this once on each of your turns."],"level":17,"name":"Flawless Form","page":143,"source":"KT-CLL","subclassShortName":"Sword Saint","subclassSource":"KT-CLL","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ArchEb","className":"Monk","classSource":"PHB","name":"Way of the Tashalatora","page":30,"shortName":"Tashalatora","source":"ArchEb","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The Way of the Tashalatora teaches that mind and body must be aligned and honed as one to truly ascend. Paragons of psionic power, they have learned not only to touch the minds of others, but to alter the flow of time itself.","The vast majority of adherents of this Way come from the Adaran mountain-fortresses that guard the passages into Adar from Riedra. In Khorvaire, the kalashtar and Adarans might rarely teach a chosen outsider this art; those first-generation students have started to teach as well, and are rather less selective with who they accept as students.","Certain undead and aberrant creatures also have a loose association with time and space, and although they can serve as an alternative source of the powers of a Tashalatora, it's rare to find a dolgaunt that's willing to take on a non-aberrant student, let alone to allow them survive the encounter.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you can speak telepathically to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.","When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within 30 feet of you. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.","If you can already communicate telepathically, this feature extends the range of your telepathy by 30 feet, in addition to the above benefits."],"level":3,"name":"Telepathic Anchor","page":30,"source":"ArchEb","subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 3rd level, your mind and body function as one, allowing you to channel the power of your mind through your unarmed strikes to devastating effect. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra psychic damage to the target equal to {@damage 1d6} + your Wisdom modifier."],"level":3,"name":"Psionic Assault","page":30,"source":"ArchEb","subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],"level":3,"name":"Way of the Tashalatora","page":30,"source":"ArchEb","subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your mind is evolving, and you not only view time as an artificial construct, but you know how to bend it.","As an action, you can touch a creature within 5 feet of you, causing it to make a Wisdom saving throw against your ki save DC; a creature can choose to fail this save if it wishes. On a failed save, it disappears in a shimmer of energy and is transported forwards in time 3 rounds. Other creatures cannot perceive, interact with, or affect it in any way during that time, and the target is {@condition incapacitated}, can't move or speak, and is unaware of its surroundings. The target must repeat the Wisdom saving throw at the end of each of your turns, ending the effect early on a success. Regardless of whether it succeeds or fails, after rolling 3 saving throws at the end of each of your turns, the effect ends and the target returns to the present time in the space it previously occupied. If it would arrive back into a place already occupied by another creature or object, both take {@damage 1d6} points of force damage, and the target appears in an unoccupied space nearest to it. On its return, from the target's point of view, no time has passed at all.","Alternatively, as an action, you can touch a nonmagical object that isn't worn or carried and weighs no more than 300 pounds. It disappears in a shimmer of energy and is transported forwards in time 3 rounds. Creatures cannot perceive, interact with, or affect it in any way during that time. 3 rounds later, at the end of your turn, the object returns to the present time in the space it previously occupied, in exactly the same orientation and condition as before. If it would arrive back into a place already occupied by another object or a creature, both take {@damage 1d6} points of force damage, and the object appears in an unoccupied space nearest to it.","You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest."],"header":2,"level":6,"name":"Time Hop","page":30,"source":"ArchEb","subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":6,"subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you can bend your will to increase your perception of time, making the rest of the world look like it's in slow motion. On your turn, you can spend 3 ki points to take an additional action, during which you can either make two unarmed strikes, or take the Dash, Disengage, or Dodge action. You can use this feature up to twice per turn."],"header":2,"level":11,"name":"Time Stands Still","page":30,"source":"ArchEb","subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":11,"subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, time is a mere matter of perspective for you. As a reaction to failing a saving throw or taking damage, you can expend 5 ki points to step a split second back in time. Until the end of your next turn, you become immune to all damage (including any triggering damage), you automatically succeed on all saving throws, and if this reaction was triggered by a failed saving throw, you change it to a success."],"header":2,"level":17,"name":"Temporal Backslip","page":30,"source":"ArchEb","subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}],"header":2,"level":17,"subclassShortName":"Tashalatora","subclassSource":"ArchEb","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"MagehandPressMonkTattoo","className":"Monk","classSource":"PHB","name":"Way of the Tattoo","shortName":"Tattoo","source":"MagehandPressMonkTattoo","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Certain monastic orders practice the art of heightening ki flow through the body by inscribing magic tattoos on their skin. Each tattoo is a permanent mark of wisdom, and a reminder of the serenity to be found in life. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and—in many cases—travel the countryside furthering their quest for enlightenment.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning when you choose this monastic tradition at 3rd level, you learn to craft magical tattoos that focus the bearer's ki into specific forms. You begin with two tattoos, and gain additional tattoos as you gain levels in this class, as shown in the Tattoos table.",{"caption":"Tattoos","colLabels":["Monk Level","Tattoos"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["3rd","2"],["6th","3"],["11th","5"],["17th","6"]],"type":"table"}],"level":3,"name":"Ki Tattoos","page":76,"source":"MagehandPressMonkTattoo","subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],"level":3,"name":"Way of the Tattoo","page":76,"source":"MagehandPressMonkTattoo","subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can use your bonus action to twist your tattoos into arcane wards. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this ability, you must complete a short or long rest before you can use it again."],"header":2,"level":6,"name":"Armor of Ink","page":76,"source":"MagehandPressMonkTattoo","subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],"header":2,"level":6,"subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you have learned to inscribe your tattoos using temporary ink. You can tattoo a willing creature with a temporary version of a tattoo you have, in a process that takes 10 minutes. This creature gains the benefits of this tattoo for 24 hours. Only one creature can gain the effects of a temporary tattoo at a time."],"header":2,"level":11,"name":"Temporary Tattoo","page":76,"source":"MagehandPressMonkTattoo","subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],"header":2,"level":11,"subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can use your action create a special mark, a tattoo that beckons death, on a creature within your reach. Make an attack roll against this creature. On a hit, you have marked the creature for the next minute. A marked creature cannot regain lost hit points, and has vulnerability to any damage you deal to it, provided it is not immune to this damage.","Once you use this ability, you must complete a long rest before you can use it again."],"header":2,"level":17,"name":"Marked for Death","page":76,"source":"MagehandPressMonkTattoo","subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}],"header":2,"level":17,"subclassShortName":"Tattoo","subclassSource":"MagehandPressMonkTattoo","type":"entries"}]],"subclassTableGroups":[{"colLabels":["{@filter Tattoos|optionalfeatures|feature type=tattoo}"],"rows":[[0],[0],[2],[2],[2],[3],[3],[3],[3],[3],[5],[5],[5],[5],[5],[5],[6],[6],[6],[6]],"subclasses":[{"name":"Way of the Tattoo","source":"MagehandPressMonkTattoo"}]}]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"UltimateAdventurer","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/subclasses/monk/way-of-the-tattooed-temple.webp"},"type":"image"}]},"name":"Way of the Tattooed Temple","optionalfeatureProgression":[{"featureType":["MysTattoo"],"name":"Mystical Tattoos","progression":{"11":6,"3":2,"6":4}}],"page":91,"shortName":"Tattooed Temple","source":"UltimateAdventurer","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Some monks treat their bodies as temples and adorn them with vivid art honoring their values. Practitioners of the Way of the Tattooed Temple ink their bodies as they reach milestones in their personal journey, infusing some of these tattoos with mystical energy that evokes magical properties from the ink. Although some look askance at the appearance of these monks, none doubt their supernatural power.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["Starting at 3rd level, you gain proficiency with {@item tattooist's tools|UltimateAdventurer}. In addition, choose and gain two {@filter mystical tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor}, which are detailed under \"Mystical Tattoos\" below. You choose and gain an additional two mystical tattoos at 6th level and again at 11th level. Wisdom is your spellcasting ability for any spells you cast using your mystical tattoos.","When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo."],"level":3,"name":"Inked","page":91,"source":"UltimateAdventurer","subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["When you gain a mystical tattoo, you tattoo yourself or instruct another to tattoo you.",{"count":2,"entries":[{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"1":["feather fall"]}}},"resourceName":"Ki"}],"entries":["You have a {@quickref Flying Movement|PHB|3|0|flying speed}{@sup {@variantrule Fly Speed|XPHB|'24}} equal to your walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Additionally, you can use a reaction when you are falling and spend 1 ki point to cast the {@spell feather fall} spell without material components."],"name":"Crane","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You have advantage on saving throws against illusion effects. As a bonus action, you can spend 2 ki points to gain {@sense blindsight} to a range of 30 feet for 1 minute."],"name":"Eye","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["Your ki point maximum is increased by 1. At 11th level this bonus increases to 2. When you are reduced to 0 hit points, you can spend 1 ki point to automatically stabilize yourself before falling {@condition unconscious}."],"name":"Mandala","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["disguise self"]}}},"resourceName":"Ki"}],"entries":["You can spend 2 ki points to cast {@spell disguise self}. When you use this feature to cast the spell, its duration becomes 8 hours."],"name":"Mask","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You can use your Dexterity modifier, instead of your Strength modifier, for {@skill Athletics} checks you make for grappling. When you take the {@action Attack} action, you can spend 1 ki point to make an additional attack as part of that action. This additional attack can only be used to {@action grapple}."],"name":"Monkey","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You gain a +1 bonus to AC when you are unarmed, unarmored, and have no shield. When you take bludgeoning, piercing, or slashing damage, you can use your reaction and spend 1 ki point to gain resistance against the triggering damage."],"name":"Mountain","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You gain resistance to poison damage. When you deal damage with an unarmed strike, you can spend 1 ki point to deal an additional {@damage 1d8} poison damage."],"name":"Snake","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"3":["web"]}}},"resourceName":"Ki"}],"entries":["You have a climbing speed of 30 feet. You can spend 3 ki points to cast the {@spell web} spell without material components."],"name":"Spider","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You gain resistance to radiant damage. Additionally, when you take damage, you can use your reaction and spend 1 ki point to cause light to erupt from your body. When you do, each creature within 5 feet of you must succeed on a Constitution saving throw or be {@condition blinded} until the end of your next turn."],"name":"Sun","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You can choose to deal slashing damage, instead of bludgeoning damage, with your unarmed strikes. When you deal slashing damage with your unarmed strike, you can spend 1 ki point to deal an extra {@damage 1d10} damage."],"name":"Tiger","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","additionalSpells":[{"ability":"wis","innate":{"_":{"resource":{"2":["entangle"]}}},"resourceName":"Ki"}],"entries":["You have advantage on saving throws against being knocked {@condition prone} or being moved against your will. You can spend 2 ki points to cast the {@spell entangle} spell."],"name":"Tree","page":92,"source":"UltimateAdventurer","type":"entries"},{"__prop":"optionalfeature","entries":["You can breathe air and water and gain a swimming speed of 30 feet. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to attempt to knock the creature down. When you do, the creature must succeed on a Strength saving throw or fall {@condition prone}."],"name":"Tsunami","page":92,"source":"UltimateAdventurer","type":"entries"}],"type":"options"}],"level":3,"name":"Mystical Tattoos","page":91,"source":"UltimateAdventurer","subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],"level":3,"name":"Way of the Tattooed Temple","page":91,"source":"UltimateAdventurer","subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You choose and gain two additional {@filter mystical tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor} of your choice. You should have 4 mystical tattoos.","When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo."],"header":2,"level":6,"name":"Extra Mystical Tattoos","page":88,"source":"UltimateAdventurer","subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You choose and gain two additional {@filter mystical tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor} of your choice. You should have 6 mystical tattoos.","When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo."],"header":2,"level":11,"name":"Extra Mystical Tattoos","page":91,"source":"UltimateAdventurer","subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, ink flows across your skin when you will it. When you complete a {@quickref resting||2|0|short or long rest} you can choose a {@filter mystical tattoo|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor}. You gain this tattoo until you use this feature again."],"header":2,"level":17,"name":"Living Canvas","page":92,"source":"UltimateAdventurer","subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Tattooed Temple","subclassSource":"UltimateAdventurer","type":"entries"}]],"subclassSpells":["feather fall","disguise self","web","entangle","feather fall|xphb","disguise self|xphb","web|xphb","entangle|xphb"],"subclassTableGroups":[{"colLabels":["{@filter Mystical Tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor}"],"rows":[[0],[0],[2],[2],[2],[4],[4],[4],[4],[4],[6],[6],[6],[6],[6],[6],[6],[6],[6],[6]],"subclasses":[{"name":"Way of the Tattooed Temple","source":"UltimateAdventurer"}]}]},{"__prop":"subclass","_fMisc":[],"_fSources":"EBCotOSCC","className":"Monk","classSource":"PHB","name":"Way of the Tentacle","shortName":"Tentacle","source":"EBCotOSCC","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["A few rare monks participate in unarmed combat practices that emulate the fighting techniques of their foul aberrant masters. They are trained in ancient monk traditions that eventually enable them to turn their limbs into tentacles, giving them combat superiority.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can turn your body into the form of an aberrant creature. As a bonus action, you can spend 1 ki point to transform your arm into a 10-foot long tentacle for 1 minute. The tentacle has reach and can be used as part of an unarmed strike. The tentacle deals bludgeoning damage equal to your Martial Arts die + your Strength or Dexterity modifier. You gain advantage on Strength (Athletics) skill checks to grapple an opponent with the tentacle. At 11th level, you can transform both of your arms into tentacle limbs."],"level":3,"name":"Tentacle Limb","source":"EBCotOSCC","subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],"level":3,"name":"Way of the Tentacle","source":"EBCotOSCC","subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you can channel psychic energies into your tentacle strikes. Your unarmed strikes with your tentacle limb count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can spend 1 ki point to deal additional psychic damage with one unarmed strike of your tentacle limb equal to one roll of your Martial Arts die + your Wisdom modifier."],"header":2,"level":6,"name":"Nerve-Wracking Strike","source":"EBCotOSCC","subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":6,"subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, your ability to channel harmful psychic powers intensifies. When you use Flurry of Blows after an attack made with Nerve-wracking Strike, you can replace each of the unarmed strikes with a use of your Nerve-wracking Strike without spending additional ki points."],"header":2,"level":11,"name":"Psychic Barrage","source":"EBCotOSCC","subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":11,"subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, you learn how to force your tentacle limb into the throat of your enemies to kill them. The reach of your tentacle limb becomes 15 feet. As an action, you can attempt to grapple your opponent with your tentacle limb. A successfully grappled target becomes unable to speak and if you choose, it starts to suffocate while being grappled by you."],"header":2,"level":17,"name":"Suffocating Strike","source":"EBCotOSCC","subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}],"header":2,"level":17,"subclassShortName":"Tentacle","subclassSource":"EBCotOSCC","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"cwt","className":"Monk","classSource":"PHB","name":"Way of the Thunderclap","shortName":"Thunderclap","source":"cwt","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Across the realms, one can encounter a vast variety of teachings and combat styles, each focusing on a different aspect of a warrior's arsenal. Many monastic traditions focus on the primal power within one's spirit, teaching students to release their ki in the form of elemental energy; which usually manifests as a specific element the user has affinity for.","The Way of the Thunderclap is a tradition tailored to those who have an affinity for lightning, being scarcely passed down within the lands of the material plane. Monks of this tradition learn how to use their elemental ki to generate an electric surge within their body, thus enhancing their speed of movement, as well as the effectiveness of their offense, to a level which can be considered unnatural.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill Acrobatics} skill.","Additionally, you learn the {@spell Shocking Grasp} and {@spell Lightning Lure|tce} cantrips, and can spend 1 ki point to cast either of them as a bonus action on your turn. This can be done only once per turn. Wisdom is your spellcasting ability for these spells."],"level":3,"name":"Innate Affinity","source":"cwt","subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn how to use the voltaic nature of the ki flowing through you to control your muscles well beyond human reaction time. Once per turn, you may choose one of the following benefits:",{"items":[{"entries":["You can spend an additional ki point to use Flurry of Blows on your turn without expending a bonus action. When you do, your strikes emit a thunderous boom audible out to 100 feet. Only one Flurry of Blows may be used per turn."],"name":"Sonic Burst","type":"entries"},{"entries":["After using Patient Defense, you can use your reaction to make one unarmed strike against any creature that misses you with a melee attack."],"name":"Counter Rush","type":"entries"},{"entries":["When using Step of the Wind, your movement is unaffected by difficult terrain, you can move through any creature's space, and you don't provoke opportunity attacks. Once you use this benefit, you can't use it again until you move 0 feet on one of your turns."],"name":"Static Blur","type":"entries"}],"style":"list-no-bullets","type":"list"}],"level":3,"name":"Lightning Reflexes","source":"cwt","subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],"level":3,"name":"Way of the Thunderclap","source":"cwt","subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can fully manifest your elemental power, enveloping yourself in a coat of lightning which grants an uncanny boost to your performance. As a bonus action, you can spend 2 ki points to enter a {@bold Charged} state, lasting for 1 minute. While in this state, you gain the following benefits:",{"items":["You shed bright light in a 5-foot radius and dim light for an additional 5 feet, as lightning furiously crackles around your body.","You gain resistance to lightning damage.","Your unarmed strikes deal an additional {@dice 1d4} lightning damage. This increases to {@dice 1d6} at 11th level. A creature can take this additional damage only once per turn.","Whenever a creature hits you with a melee attack, it must succeed on a Constitution saving throw or take lightning damage equal to your Wisdom modifier. This can happen only once per turn.","As a bonus action on your turn, you can expend 1 hit dice to gain 2 ki points. This can be done a number of times per use of Storm Charge equal to your proficiency bonus."],"type":"list"},"You may use this ki feature a number of times equal to half your Wisdom modifier (rounded up), and regain any expended uses when you finish a long rest."],"header":2,"level":6,"name":"Storm Charge","source":"cwt","subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],"header":2,"level":6,"subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you are able to push the limits of your body and spirit, intensifying the stream of energy flowing through you at the cost of your vitality. You gain further benefits while in Charged state:",{"items":["At the start of each of your turns, you gain a number of temporary hit points equal to your proficiency bonus, provided that you have at least 1 hit point. These temporary hit points disappear when your Storm Charge ends.","If you have half or less of your total hit dice remaining, you can expend a number of hit points equal to your martial arts die's highest roll in exchange for 1 ki point (no action required). This can be done only once per turn.","You can take one additional reaction per round. This can be done a number of times per use of Storm Charge equal to your Wisdom modifier."],"type":"list"}],"header":2,"level":11,"name":"Surging Flux","source":"cwt","subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],"header":2,"level":11,"subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you unlock the full potential of this elemental combat style. While in Charged state, you can take one additional bonus action per turn. Additionally, you gain access to the following ki feature:",{"entries":["As an action on your turn, you can spend 5 ki points to empower yourself and vanish in a burst of spark. Choose up to five creatures you can see within 60 feet of you. Make an unarmed strike or melee spell attack (your choice) against each target. On a hit, a target takes {@dice 6d10} lightning damage. You can then teleport to an unoccupied space you can see within 15 feet of one of the targets you hit or missed. All creatures within 10 feet of the space you teleported to must make a Constitution saving throw, taking {@dice 1d10} thunder damage and becoming {@condition deafened} for 1 round on a failed save. This maneuver emits a resounding rumble audible out to 1000 feet."],"name":"Thunderclap Blitz","type":"entries"}],"header":2,"level":17,"name":"Innate Mastery","source":"cwt","subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}],"header":2,"level":17,"subclassShortName":"Thunderclap","subclassSource":"cwt","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of the Tipsy Monkey","page":95,"shortName":"Tipsy Monkey","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.","Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with {@quickref improvised weapons|PHB|1|0|}, and you can treat them as {@classFeature Martial Arts|Monk||1||monk weapons}. When you use a {@filter magic item|items|source=|miscellaneous=Magic} as an {@quickref improvised weapons|PHB|1|0|improvised weapon}, you gain a bonus to attack and damage rolls with that {@quickref improvised weapons|PHB|1|0|improvised weapon} based on the magic item's rarity: +1 for {@filter uncommon|items|source=|rarity=uncommon}, +2 for {@filter rare|items|source=|rarity=rare}, or +3 for {@filter very rare|items|source=|rarity=very rare}. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons."],"level":3,"name":"Adaptive Fighting","page":95,"source":"ToH","subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an {@action opportunity attack} from you, you can spend 1 {@classFeature Ki|Monk||2} point to make an {@action opportunity attack} without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls {@condition prone}."],"level":3,"name":"Sway and Strike","page":95,"source":"ToH","subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of the Tipsy Monkey","page":95,"source":"ToH","subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.","When you are {@condition prone}, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend {@classFeature Ki|Monk||2} on your turn.","You have advantage on any ability check or saving throw you make to escape from a {@action grapple}. If you fail to escape a {@action grapple}, you can spend 1 Ki point to succeed instead."],"header":1,"level":6,"name":"Jester Style","page":95,"source":"ToH","subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra {@damage 1d6} damage of the weapon's type. If you make that attack using an {@quickref improvised weapons|PHB|1|0|}, it deals an extra {@damage 1d10} damage of the weapon's type instead."],"header":2,"level":11,"name":"Fortune Favors the Fool","page":95,"source":"ToH","subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[" At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on {@action opportunity attack|PHB|opportunity attacks}."],"header":2,"level":17,"name":"Stumbling Stance","page":95,"source":"ToH","subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Tipsy Monkey","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"BelzorMM","className":"Monk","classSource":"PHB","name":"Way of the Tortured Mind","otherSources":[{"source":"TIT"}],"shortName":"Tortured","source":"BelzorMM","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The tortured mind subclass represents monks who have endured the mental and emotional torments of Hell and emerged with hardened wills and unyielding spirits. These monks have honed their minds to resist and counteract the psychic assaults common in the Infernal Realms.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, your intense mental training has granted you exceptional resistance against psychic assaults. You gain the following benefits:",{"items":["You have advantage on saving throws against spells and effects that deal psychic damage or charm, frighten, or otherwise affect your mind.","When you succeed on a saving throw against a spell or effect that would charm, frighten, or otherwise affect your mind, you can spend 1 ki point to immediately use your Flurry of Blows as a reaction against the creature that targeted you, striking back with an unyielding spirit."],"type":"list"}],"level":3,"name":"Mental Fortitude","source":"BelzorMM","subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],"header":1,"level":3,"name":"Way of the Tortured Mind","otherSources":[{"source":"TIT"}],"source":"BelzorMM","subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, your connection to the tormented souls of Hell allows you to reflect harmful magic effects back at their originators. Whenever you succeed on a saving throw against a spell or effect, you can use your reaction to project a mirrored shield of psychic energy. The creature that targeted you with the spell or effect takes psychic damage equal to your Monk level. If the spell would deal psychic damage or charm, frighten, or otherwise affect your mind, you deal psychic damage equal to twice your Monk level instead."],"header":2,"level":6,"name":"Soul Mirror","otherSources":[{"source":"TIT"}],"source":"BelzorMM","subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":6,"otherSources":[{"source":"TIT"}],"subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your exposure to the torments of Hell has bestowed upon you the ability to disrupt psychic energy and manipulate the minds of others. Whenever a creature within 30 feet of you casts a spell, you can use your reaction to spend 3 ki points and create a psychic disruption. The creature must make a Wisdom saving throw against your ki save DC. On a failed save, the spell is disrupted, and the creature loses the spell slot expended to cast it."],"header":2,"level":11,"name":"Psychic Disruption","otherSources":[{"source":"TIT"}],"source":"BelzorMM","subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":11,"otherSources":[{"source":"TIT"}],"subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your mental fortitude reaches its pinnacle, allowing you to channel the torment you've endured into devastating attacks. As an action, you can enter a state of Mind Unleashed for 1 minute. While in this state, you gain the following benefits:","Once you use this feature, you can't use it again until you finish a long rest."],"header":2,"level":17,"name":"Mind Unleashed","otherSources":[{"source":"TIT"}],"source":"BelzorMM","subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":17,"otherSources":[{"source":"TIT"}],"subclassShortName":"Tortured","subclassSource":"BelzorMM","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"GriffonsSaddlebag4","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag4/Subclasses/Way-of-the-True-Mind.webp"},"type":"image"}]},"name":"Way of the True Mind","page":0,"shortName":"True Mind","source":"GriffonsSaddlebag4","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of the True Mind train both their physical and mental selves, enabling them to use psychic abilities. Using these psionics, monks of this tradition can extend their reach and control over others using telekinesis. Monks from these monasteries often spend their lives as sages or spiritual leaders, helping others to clear their minds and discover the best paths forward.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your ki unlocks deeper psionic abilities within yourself. As an action, you can spend 1 ki point to duplicate the effects of the {@spell levitate} spell, using your ki save DC. This version of the spell doesn't require your {@status concentration}, but it only lasts for a maximum number of rounds equal to your Wisdom modifier (minimum of 1). An unwilling creature makes an Intelligence saving throw (instead of Constitution) against this version of the spell, and if such a target takes damage while being levitated in this way, it can immediately repeat the saving throw, ending the effect on itself on a success. Furthermore, you can use a bonus action to move one levitating target up or down, instead of an action.","At 3rd level, you can maintain this effect on one target at a time. You can maintain it on additional creatures simultaneously when you reach certain levels in this class: two targets (6th level), three targets (11th level), and four targets (17th level). When you levitate a new target while already levitating your maximum number, the effect ends on one of them (your choice). You can also end the effect on a target at any time (no action required)."],"level":3,"name":"Levitate","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, you can make Intelligence checks and Intelligence saving throws using your Wisdom modifier instead."],"level":3,"name":"Psionic Wisdom","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 3rd level, the reach of your unarmed strikes is increased by 5 feet, as you can manifest telekinetic force to extend the impact of your limbs. In addition, you can use your Deflect Missiles feature whenever a missile from a ranged attack travels within the reach of your unarmed strikes, reducing the damage taken by the target of the attack.","This reach increases by another 10 feet when you reach certain levels in this class, for a total increase of 15 feet (at 11th level) and 25 feet (at 17th level)."],"level":3,"name":"Telekinetic Reach","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag4/Subclasses/Way-of-the-True Mind.webp","level":3,"name":"Way of the True Mind","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, attacks using your Flurry of Blows or Stunning Strike are considered psionic strikes. When you hit a creature with a psionic strike, it takes extra psychic damage equal to your Wisdom modifier. In addition, when you hit a creature with a Stunning Strike, you can attempt to either stun the target as normal or levitate it instead (as if by your Levitate feature). A levitating creature that's hit by a psionic strike doesn't repeat the saving throw against the levitation as a result of taking damage, and a {@condition stunned} creature automatically fails its saving throw against being or remaining levitated."],"header":2,"level":6,"name":"Psionic Strikes","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"header":2,"level":6,"subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, you can now move levitating targets horizontally. While levitating a target with your Levitate feature (including yourself), you can move it horizontally; it costs 2 feet for every 1 foot you move the target in this way. In addition, you can move a target you're levitating (other than yourself) as part of the same bonus action to use any of your other monk features. For example, when you use a bonus action to use your Flurry of Blows or Step of the Wind, you can also move a target that you're levitating."],"header":2,"level":11,"name":"Improved Levitation","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"header":2,"level":11,"subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your ki can clear your mind and open you up to additional benefits. You can use an action to spend 4 ki points to duplicate the effects of either the {@spell mind blank} spell on yourself or the {@spell project image} spell. In addition, while you're levitating, all of your melee attacks are considered to be psionic strikes."],"header":2,"level":17,"name":"Total Clarity","page":0,"source":"GriffonsSaddlebag4","subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}],"header":2,"level":17,"subclassShortName":"True Mind","subclassSource":"GriffonsSaddlebag4","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of the Unerring Arrow","page":95,"shortName":"Unerring Arrow","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The {@item shortbow|PHB} and {@item longbow|PHB} are {@classFeature Martial Arts|Monk||1||monk weapons} for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.","When you make an unarmed strike as a bonus action as part of your {@classFeature Martial Arts|Monk||1} feature or as part of a {@classFeature Flurry of Blows|Monk||2}, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow."],"level":3,"name":"Archery Training","page":96,"source":"ToH","subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries","weaponProficiencies":[{"longbow|phb":true,"shortbow|phb":true}]},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your {@classFeature Deflect Missiles|Monk||3} monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a {@item shortbow|PHB} or {@item longbow|PHB}, you can spend 1 {@classFeature Ki|Monk||2} point to make a ranged attack with your {@item shortbow|PHB} or {@item longbow|PHB}, using the missile you caught as ammunition.","At 9th level, when you use {@classFeature Deflect Missiles|Monk||3}, the damage you take from the attack is reduced by {@damage 2d10} + your Dexterity modifier + your monk level."],"level":3,"name":"Flurry of Deflection","page":96,"source":"ToH","subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of the Unerring Arrow","page":95,"source":"ToH","subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 6th level, your attacks with {@item shortbow|PHB|shortbows} and {@item longbow|PHB|longbows} count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a {@item shortbow|PHB} or {@item longbow|PHB}, you can spend 1 {@classFeature Ki|Monk||2} point to cause your ranged attacks to ignore {@quickref Cover|PHB|3|0|half cover and three-quarters cover} until the start of your next turn."],"header":1,"level":6,"name":"Needle Eye of Insight","page":96,"source":"ToH","subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"name":"Ki"},"entries":["At 11th level, you can fire arrows in a deadly rain. While wielding a {@item shortbow|PHB} or {@item longbow|PHB}, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your {@classFeature Martial Arts|Monk||1} die. A creature behind {@quickref Cover|PHB|3|0|total cover} automatically succeeds on this saving throw. You can increase the steel rain's damage by spending {@classFeature Ki|Monk||2} points. Each point you spend, to a maximum of 3, increases the damage by one {@classFeature Martial Arts|Monk||1} die.","In addition, when you would make an unarmed strike as a bonus action as part of your {@classFeature Martial Arts|Monk||1} feature or as part of a {@classFeature Flurry of Blows|Monk||2}, you can choose to make a ranged attack with a {@item shortbow|PHB} or {@item longbow|PHB} instead."],"header":2,"level":11,"name":"Steel Rain Blossom","page":96,"source":"ToH","subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":["At 17th level, when you use your {@subclassFeature Needle Eye of Insight|Monk|PHB|Unerring Arrow|ToH|6} feature to ignore {@quickref Cover|PHB|3|0|cover}, you can spend 3 {@classFeature Ki|Monk||2} points to ignore all forms of {@quickref Cover|PHB|3|0|cover} instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.","Alternatively, you can spend 5 Ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the {@spell plane shift} or {@spell rope trick} spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a {@quickref resting|phb|2|0|long rest}."],"header":2,"level":17,"name":"Improbable Shot","page":96,"source":"ToH","subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Unerring Arrow","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Vigilante","shortName":"Vigilante","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While all monks strive for perfection in one way or another, monks of this Tradition stand as paragons of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, Vigilante monks work to perform ever more impressive feats of heroism.","The signature mark of a Vigilante monk is their Heroic Persona, a mantle they create for themselves that protects their true identity. Vigilante monks almost always have a deeply personal reason for donning their Heroic Persona and working to thwart villains of all kinds. What is yours?",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt this Tradition at 3rd level, you gain the skills to succeed as a heroic Vigilante. You gain proficiency in your choice of either {@skill Intimidation} or {@skill Performance}.","You also gain proficiency with light armor, medium armor, and shields. When wearing armor or using a shield you still gain the benefits of Martial Arts and Unarmored Movement."],"level":3,"name":"Bonus Proficiencies","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you design your Heroic Persona, a lager than life identity usually marked by a thematic costume or flashy suit of armor. As a bonus action, so long as you cannot be seen, you can adopt your Heroic Persona, which can include a suit of light or medium armor and a shield. When you do so, you gain temporary hit points equal to your monk level, and while your Heroic Persona is active you gain the following benefits:",{"items":["As a bonus action, you can spend 1 ki point to gain temporary hit points equal to your Wisdom modifier.","When you hit with a melee attack, you can spend 1 ki point to deal an additional {@dice 1d10} bludgeoning damage.","You can use your Wisdom, in place of Dexterity, when calculating your Armor Class in light or medium armor.","Ability checks and divination spells that would discern your true identity automatically fail."],"type":"list"},"Your Heroic Persona lasts for 1 hour, and ends early if you use a bonus action to doff your Persona. Once you adopt your Heroic Persona you can't do so again until you finish a short or long rest, unless you expend 3 ki points to use it again."],"level":3,"name":"Heroic Persona","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"},{"entries":["The Way of the Vigilante is meant to evoke the feeling of playing the archetypal super hero. For the mechanics to match the fantasy of playing such a hero, replace the use of Wisdom in any monk class and Way of the Vigilante features with Charisma."],"name":"Variant Rule: Heroic Personality","type":"insetReadaloud"}],"level":3,"name":"Way of the Vigilante","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["As the reputation and power of your Heroic Persona grows, you gain enhanced physical abilities. At 6th level, you gain proficiency in your choice of either {@skill Acrobatics} or {@skill Athletics}.","Additionally, whenever you make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check while your Heroic Persona is active, you can treat a d20 roll of 9 or lower as a 10."],"header":2,"level":6,"name":"Valiant Action","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["The presence of your Heroic Persona inspires confidence in those who fight alongside you. Beginning at 11th level, while your Heroic Persona is active, creatures of your choice within 15 feet that can see or hear you have advantage on saving throws to resist being {@skill charmed} or {@skill frightened}.","At 17th level, the radius of this ability increases to 30 feet."],"header":2,"level":11,"name":"Inspiring Presence","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you can channel all that you are into one devastating blow. As an action, you can touch a creature and spend 1 or more ki points and force it to make a Strength saving throw. On a failure, it takes {@dice 1d10} bludgeoning damage and is knocked back 10 feet for each ki point you spent. On a success, it takes half that damage and is not moved."],"header":2,"level":17,"name":"Heroic Strike","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your true identity and your Heroic Persona have become one. Starting at 17th level, when you adopt your Heroic Persona, it lasts until you choose to dismiss it as a bonus action."],"header":2,"level":17,"name":"Paragon of Virtue","source":"llms","subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Vigilante","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"GriffonsSaddlebag3","className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag3/Way-of-the-Viper.webp"},"type":"image"}]},"name":"Way of the Viper","page":0,"shortName":"Viper","source":"GriffonsSaddlebag3","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks who follow the Way of the Viper embody the serpentine grace and cunning of their namesake. Masters of fluid movement and elusive strikes, these monks are as swift as striking vipers, their bodies flowing seamlessly like a coiled serpent ready to strike. With a deep understanding of timing, distance, and precision, they navigate the battlefield with unmatched reactivity and unmatched elusiveness.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you take on certain snakelike attributes to empower your other monk features. You gain the following benefits:",{"items":["The first unarmed strike of your Flurry of Blows that hits a creature becomes a Serpent Strike: a creature hit by a Serpent Strike takes extra poison damage equal to your Wisdom modifier (minimum of 1) and must make a Constitution saving throw against your ki save DC. On a failed save, the creature is {@condition poisoned} until the start of your next turn. At 17th level, this extra poison damage increases to 1d10 + your Wisdom modifier.","Moving while {@condition prone} does not cost you extra movement, and standing up from {@condition prone} uses only 5 feet of your movement.","When a missile that you can see comes within 10 feet of you, you can use your Deflect Missiles reaction to move up to 10 feet to intercept it, provided your speed is not 0; this movement does not provoke opportunity attacks. When you do, the damage taken by the missiles target is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile as normal."],"type":"list"}],"level":3,"name":"Serpentine","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"foundryImg":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/GriffonsSaddlebag3/Way-of-the-Viper.webp","level":3,"name":"Way of the Viper","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 6th level, you can escape all manner of illnesses and bindings. At the start of your turn, if you are {@condition blinded}, {@condition deafened}, {@condition grappled}, {@condition paralyzed}, {@condition poisoned}, or {@condition restrained}, roll a d6. On a 6, those conditions end on you. The minimum number you need to roll on the d6 to end those conditions is reduced when you reach certain levels in this class: 11th level (5 or 6) and 17th level (4, 5, or 6).","In addition, if a creature hits you with an opportunity attack, you can use your reaction to cause the attack to miss. You can not do so again until you finish a short or long rest."],"foundrySystem":{"activation":{"cost":1,"type":"reaction"},"uses.per":"sr"},"header":2,"level":6,"name":"Shed Skin","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"foundrySystem":{"activation":{"cost":1,"type":"reaction"},"uses.per":"sr"},"header":2,"level":6,"subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 11th level, your movements are entirely silent. You have advantage on Dexterity (Stealth) checks, and moving through another creatures space while {@condition prone} does not cost you extra movement. In addition, being {@condition prone} no longer imposes disadvantage on your attack rolls."],"header":2,"level":11,"name":"Slither","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"header":2,"level":11,"subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 11th level, your own immunity to poison allows you to infuse your poisons with ki, subverting the defenses of your enemies. Your attacks and effects ignore a creatures resistance or immunity to poison damage, as well as its immunity to the {@condition poisoned} condition."],"header":2,"level":11,"name":"Impossible Venom","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"header":2,"level":11,"subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["By 17th level, your movements and strikes are impossibly quick and precise. A creature provokes an opportunity attack from you when it enters a space within 10 feet of you, as well as when it misses with an attack from within that range; you can immediately move up to 10 feet towards the target, without provoking opportunity attacks, as part of this opportunity attack. Furthermore, whenever you make an opportunity attack using an unarmed strike, it becomes a Serpent Strike.","Once per turn, if you have already taken your reaction, you can spend 2 ki points to take an additional reaction. You can use only one reaction per triggering effect."],"header":2,"level":17,"name":"Lunging Strikes","page":0,"source":"GriffonsSaddlebag3","subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}],"header":2,"level":17,"subclassShortName":"Viper","subclassSource":"GriffonsSaddlebag3","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"ATLAS","className":"Monk","classSource":"PHB","name":"Way of the Void","page":12,"shortName":"Void (ATLAS)","source":"ATLAS","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks that follow the traditions of the Way of the Void look to the spaces between the stars for inspiration in their techniques. Their training emphasizes emptiness of mind and body, and monks of this tradition spend long hours in fasting and meditation.",{"entries":["At 3rd level, you learn the techniques of the void. You gain the following abilities:",{"entries":[{"entries":["When you hit a creature with a melee weapon attack, you can expend one ki point to attempt to knock the air from its body. The target must make a Constitution saving throw. On a failed save, it has the air knocked from its body, begins suffocating, and can't breathe until the end of your next turn."],"name":"Suffocate","type":"entries"},{"entries":["When you hit a creature with a melee weapon attack, you can expend one ki point to create a vacuum centered on the target. Each creature other than you within 10 feet of the target must make a Strength saving throw or be pulled 5 feet toward the target and take bludgeoning damage equal to your Martial Arts die."],"name":"Vacuum Pull","type":"entries"},{"entries":["When you take damage from a spell, you can expend one ki point and use your reaction to reduce or nullify the magic. When you do so, the damage you take from the attack is reduced by {@dice 1d10} + your Wisdom modifier + your monk level."],"name":"Deflect Spell","type":"entries"}],"type":"entries"}],"name":"Void Techniques","type":"entries"}],"level":3,"name":"Way of the Void","page":12,"source":"ATLAS","subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn to fight without being weighed down by your own life energy. When you have no ki remaining, your movement speed increases by 10 feet and you gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns."],"header":2,"level":6,"name":"Empty Soul","page":12,"source":"ATLAS","subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}],"header":2,"level":6,"subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn to remove your presence. You are always under the effects of a {@spell nondetection} spell. Additionally, you are immune to psychic damage."],"header":2,"level":11,"name":"Empty Mind","page":12,"source":"ATLAS","subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}],"header":2,"level":11,"subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can become so empty that not even magic can exist around you. You can use your action to spend 6 ki points to cast {@spell antimagic field}, without material components."],"header":2,"level":17,"name":"Nothing","page":12,"source":"ATLAS","subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}],"header":2,"level":17,"subclassShortName":"Void (ATLAS)","subclassSource":"ATLAS","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"llms","className":"Monk","classSource":"PHB","name":"Way of the Void","shortName":"Void","source":"llms","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you adopt this Tradition at 3rd level, you learn to draw upon the power of the void to destroy. As an action, you can touch a tiny, non-magical, object that is not being worn or carried and shunt it to an extradimensional space.","The object remains in this extradimensional space for as long as you can maintain your concentration on it, as if you were concentrating on a spell. If you maintain concentration for 1 hour, the object is permanently destroyed. If you break your concentration, the object reappears in an unoccupied space as close as possible to its previous location.","Once you use this feature to permanently destroy and object, you can't use it again until you finish a long rest, unless you expend 3 ki points to use this feature again.","The size of the non-magical objects you can destroy with this feature increases as you gain levels in this class: at 6th level (Medium), 11th level (Large), and 17th level (Huge)."],"level":3,"name":"Entropic Touch","source":"llms","subclassShortName":"Void","subclassSource":"llms","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, your connection to the nothingless void allows you to channel its power through your strikes. Once per turn, when you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki point to deal an additional {@dice 1d12} force damage to the target.","If you use this feature to deal force damage to a creature that is concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain its concentration."],"level":3,"name":"Void Wielder","source":"llms","subclassShortName":"Void","subclassSource":"llms","type":"entries"}],"level":3,"name":"Way of the Void","source":"llms","subclassShortName":"Void","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 6th level, when you use Step of the Wind, you draw upon the power of the void to discorporate. Until the end of your current turn, you can move through non-magical objects and creatures as if they were difficult terrain.","If you end this movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking {@dice 1d10} force damage for every 5 feet you are forced to move."],"header":2,"level":6,"name":"Vorpal Step","source":"llms","subclassShortName":"Void","subclassSource":"llms","type":"entries"}],"header":2,"level":6,"subclassShortName":"Void","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Your entropic touch can undo arcane magic. Starting at 11th level, you can use an action to touch a creature, object, or magical effect and spend 4 ki points to cast {@spell dispel magic} at 3rd-level, using Wisdom as your spellcasting modifier.","Also, when you pass through a creature with Vorpal Step, you can force it to make a Constitution saving throw. On a failed save it takes force damage equal to your Martial Arts die + your Wisdom modifier. You can only force a creature to make this saving throw once per turn."],"header":2,"level":11,"name":"Degraded Form","source":"llms","subclassShortName":"Void","subclassSource":"llms","type":"entries"}],"header":2,"level":11,"subclassShortName":"Void","subclassSource":"llms","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 17th level, you can use your action to touch a creature and force it to make a Constitution saving throw. On a failed save, the creature suffers the effects of {@spell disintegrate} as if it had been cast at 6th-level.","Once you use this ability you can't use it again until you finish a long rest, unless you spend 6 ki points to use it again."],"header":2,"level":17,"name":"Avatar of Entropy","source":"llms","subclassShortName":"Void","subclassSource":"llms","type":"entries"}],"header":2,"level":17,"subclassShortName":"Void","subclassSource":"llms","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":["BelzorMM",{"_sortName":null,"isIgnoreRed":true,"isOtherSource":true,"item":"ATLAS","itemFull":"All the Lights in the Sky are Stars","rendered":null,"searchText":null}],"className":"Monk","classSource":"PHB","name":"Way of the Void","otherSources":[{"source":"ATLAS"}],"shortName":"Void","source":"BelzorMM","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks that follow the traditions of the Way of the Void look to the spaces between the stars for inspiration in their techniques. Their training emphasizes emptiness of mind and body, and monks of this tradition spend long hours in fasting and meditation.",{"entries":["At 3rd level, you learn the techniques of the void. You gain the following abilities:",{"entries":[{"entries":["When you hit a creature with a melee weapon attack, you can expend one ki point to attempt to knock the air from its body. The target must make a Constitution saving throw. On a failed save, it has the air knocked from its body, begins suffocating, and can't breathe until the end of your next turn."],"name":"Suffocate","type":"entries"},{"entries":["When you hit a creature with a melee weapon attack, you can expend one ki point to create a vacuum centered on the target. Each creature other than you within 10 feet of the target must make a Strength saving throw or be pulled 5 feet toward the target and take bludgeoning damage equal to your Martial Arts die."],"name":"Vacuum Pull","type":"entries"},{"entries":["When you take damage from a spell, you can expend one ki point and use your reaction to reduce or nullify the magic. When you do so, the damage you take from the attack is reduced by {@dice 1d10} + your Wisdom modifier + your monk level."],"name":"Deflect Spell","type":"entries"}],"type":"entries"}],"name":"Void Techniques","type":"entries"}],"level":3,"name":"Way of the Void","otherSources":[{"source":"ATLAS"}],"source":"BelzorMM","subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn to fight without being weighed down by your own life energy. When you have no ki remaining, your movement speed increases by 10 feet and you gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns."],"header":2,"level":6,"name":"Empty Soul","otherSources":[{"source":"ATLAS"}],"source":"BelzorMM","subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":6,"otherSources":[{"source":"ATLAS"}],"subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn to remove your presence. You are always under the effects of a {@spell nondetection} spell. Additionally, you are immune to psychic damage."],"header":2,"level":11,"name":"Empty Mind","otherSources":[{"source":"ATLAS"}],"source":"BelzorMM","subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":11,"otherSources":[{"source":"ATLAS"}],"subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you can become so empty that not even magic can exist around you. You can use your action to spend 6 ki points to cast {@spell antimagic field}, without material components."],"header":2,"level":17,"name":"Nothing","otherSources":[{"source":"ATLAS"}],"source":"BelzorMM","subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}],"header":2,"level":17,"otherSources":[{"source":"ATLAS"}],"subclassShortName":"Void","subclassSource":"BelzorMM","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"RaidersSerpentSea","className":"Monk","classSource":"PHB","name":"Way of the Wanderer","page":55,"shortName":"Wanderer","source":"RaidersSerpentSea","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["There is only ever one Wanderer at any given time, a novice always inheriting the mantle from their teacher when the time is right. The Wanderer travels the world of Grimnir, exploring its mysteries, and creating some of their own. And the Wanderer's actions, they have consequences. Their choices impact those around them... and often they must take great strides to maintain balance. A good deed in one village might ultimately cost another village elsewhere.",{"entries":["The Wanderer does not need to come from the villages of the raiders. It is just as likely that a disgruntled Baendur knight or a merchant's child might have started following the Wanderer, learning the monk's ways, and preparing for the day when they replace their teacher. The world is theirs and as such, the borders of mortals mean little to them."],"name":"From All Walks of Life","type":"inset"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you become a force in the world, ever growing in power. Your disposition influences those around you. Different effects arise depending on whether you are creating mayhem or restoring order. At the end of your turn, your Path of Fate Score determines your current Fate Effect, replacing your prior one.","You begin In Balance.",{"caption":"Path of Fate Table","colLabels":["Path of Fate Score","Fate Effect"],"colStyles":["col-3 text-center","col-9"],"rows":[["3 or more","Disciplined Fortune"],["2","Bare the Burden"],["1, 0, -1","In Balance"],["-2","Malicious Parry"],["-3 or less","Misfortune of Chaos"]],"type":"table"},{"entries":[{"items":[{"entry":"Anyone within 30 feet of you (including yourself), rolls critical hits on a roll of 18 or higher.","name":"Disciplined Fortune","type":"item"},{"entry":"You may use a reaction to allow a target within 100 feet to ignore all damage from a single attack. You take this damage instead. You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.","name":"Bear the Burden","type":"item"},{"entry":"You may reroll any die roll and decide which result you will use. You may do this a number of times equal to your proficiency bonus and must then finish a long rest before using again.","name":"In Balance","type":"item"},{"entry":"You may use a reaction to ignore all damage delivered to you from a single attack. A random NPC within 1 mile takes the damage instead. You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.","name":"Malicious Parry","type":"item"},{"entry":"Anyone within 30 feet of you (including yourself) who rolls a 3 or under for an attack roll is considered to have suffered a critical miss.","name":"Misfortune of Chaos","type":"item"}],"type":"list"}],"name":"Fate Effects","type":"entries"}],"level":3,"name":"Path of Fate","page":56,"source":"RaidersSerpentSea","subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, when you hit a hostile creature with an unarmed strike you can change the damage type. Whenever you do so, you can add an additional {@damage 1d4} damage of the chosen damage type to the damage dealt. Additionally, the weather within 1 mile of you changes based on your decision. These changes last for 1 hour.",{"entries":["Once per turn, when you use Hands of Change, adjust your Path of Fate score by the indicated amount in the table."],"name":"Using the Table","type":"inset"},{"caption":"Hands of Change Table","colLabels":["Damage Type","Adjust Weather","Path of Fate"],"colStyles":["col-3 text-center","col-5","col-2 text-center"],"rows":[["Acid or Fire","Increase Temperature","-1"],["Cold or Poison","Reduce Temperature or Increase Snowfall","+1"],["Lightning or Thunder","Increase Rainfall or Increase Wind","-1"],["Radiant","Reduce Rainfall or Reduce Snowfall or Reduce Wind","+1"]],"type":"table"},"The game master adjusts the temperature, wind, and precipitation on a table they have available to them.","At 6th level, your unarmed strike ignores any resistance to the chosen damage type (does full damage). At 17th level, your unarmed strike now treats the target's immunity as if it were resistance (strike does half damage)."],"level":3,"name":"Hands of Change","page":56,"source":"RaidersSerpentSea","subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],"level":3,"name":"Way of the Wanderer","page":55,"source":"RaidersSerpentSea","subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, you gain several new abilities that can be activated by spending Ki. These abilities either derive from calm and order or result from chaos and mayhem.",{"entries":[{"items":[{"entry":"As a bonus action, after you have hit an opponent, you may attempt to banish them. If the target fails a Charisma saving throw against your Ki save DC, the target is banished as per the {@spell banishment} spell. After 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.","name":"Final Punch [Ki Cost: 5].","type":"item"},{"entry":"As a reaction, you may change a lethal melee attack that occurs within 5 feet of you to be non-lethal. An attack that would normally kill a target merely drops that target to zero hit points instead and they are {@condition unconscious} but stable.","name":"Twist of Fate [Ki Cost: 3].","type":"item"},{"entry":"Gain resistance to Cold, Poison, or Radiant damage for one minute.","name":"Resist Order Damage [Ki Cost: 1].","type":"item"}],"type":"list"}],"name":"Order Abilities","type":"entries"},{"entries":["Using an Order ability decreases your Path of Fate by one."],"name":"The Cost of Order","type":"inset"},{"entries":[{"items":[{"entry":"5]. You move from your current location to another location within 30 feet without spending movement or provoking opportunity attacks. Any unarmed strikes you make during this turn inflict an additional {@damage 1d6} lightning damage, each.","name":"Lightning Leap [Ki Cost:","type":"item"},{"entry":"3]. You may select another creature in the current combat and take their place in initiative order (and they take yours).","name":"Steal Fate [Ki Cost:","type":"item"},{"entry":"1]. Gain resistance to Acid, Fire, Lightning, or Thunder damage for one minute.","name":"Resist Mayhem Damage [Ki Cost:","type":"item"}],"type":"list"}],"name":"Mayhem Abilities","type":"entries"},{"entries":["Using a Mayhem ability increases your Path of Fate by one."],"name":"The Price of Mayhem","type":"inset"},{"entries":["Order abilities Ki cost is reduced by a number equal to your positive Path of Fate Score (maximum of 3). Mayhem abilities Ki cost is reduced by a number equal to your negative Path of Fate Score (maximum of 3). These abilities cannot cost less than 1 Ki.",{"items":[{"entries":["You have +3 to your Path of Fate and want to use Twist of Fate. Normally this costs 3 Ki, but based on your Path of Fate score, the cost is reduced to 1 Ki."],"name":"Example:","type":"entries"}],"style":"list-hang","type":"list"}],"name":"Spending Ki","type":"entries"}],"header":2,"level":6,"name":"Everchanging Fate","page":56,"source":"RaidersSerpentSea","subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],"header":2,"level":6,"subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you may use a bonus action and spend two Ki points to switch places with any ally your size or smaller within 5 feet. This movement costs no movement for either you or the ally and does not provoke opportunity attacks.","You also have the following additional movement speeds and types depending on the weather:",{"items":["{@b While moving through heavy rain.} You gain a flying speed equal to your walking speed.","{@b While moving through heavy snowfall.} {@quickref difficult terrain||3} is considered normal terrain and you gain 10 feet to your walking speed. You also do not provoke opportunity attacks.","{@b While strong wind is blowing.} You may use an action to change the direction the wind is blowing. This may allow you to influence the direction your ship or other vessels are moving in, or help dissipate a mist, fog, or cloud. The moment you use any of your movement, the wind begins to blow from its original direction."],"type":"list"}],"header":2,"level":11,"name":"Wandering Feet","page":57,"source":"RaidersSerpentSea","subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],"header":2,"level":11,"subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, your Path of Fate score provides additional abilities. Using a bonus action, you may activate one of the following abilities:",{"items":[{"entry":"Spend 2 Ki points. For one minute any {@dice d20} roll by you or an ally within 30 feet of you that is 9 or lower becomes a 10. You may only use this ability if your Path of Fate score is equal to or greater than +3.","name":"Graceful Save","type":"item"},{"entry":"Spend 1 Ki point. You make an extra unarmed strike. On a successful hit, you knock an item held by the opponent out of their hand and it lands up to 15 feet away from them in a space of your choosing.","name":"Graceful Deter","type":"item"},{"entry":"If you hit an opponent with an attack, spend 1 Ki point to deliver bonus damage. Roll your weapon damage four times and deliver this total as additional Lightning, Thunder, Acid, Poison, or Fire (your choice) damage. You may only use this ability if your Path of Fate score is equal to or less than -3.","name":"Graceful Strike","type":"item"}],"type":"list"}],"header":2,"level":17,"name":"Grace of the Wanderer","page":57,"source":"RaidersSerpentSea","subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}],"header":2,"level":17,"subclassShortName":"Wanderer","subclassSource":"RaidersSerpentSea","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"TCEE2","className":"Monk","classSource":"PHB","name":"Way of the Warshaper","shortName":"Warshaper","source":"TCEE2","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Form is fluid. Shape is a weapon. Release yourself from the constraints of your body and you can become made for war. Thus teaches the way of the warshaper, whose members learn how to alter their form on the fly. Though they do not focus on the full transformations that a druid's wild shape might, they can grow claws and teeth, flow around attacks, rebuild their shattered body, and other similar changes.","Monks who follow the way of the warshaper are often forthright defenders of the downtrodden, but not always. Their control over their own form can make them relentless, terrifying hunters able to infiltrate past defenders and terminate their targets without fail.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have mastered the core techniques of warshaping, allowing you to rebuild your body into whatever you need it to do at the time. When you use your Flurry of Blows, Patient Defense, or Step of the Wind monk features, you can choose to shift your form into something more suited to your action.",{"entries":["You grow natural weapons such as claws and teeth or otherwise shift part of your body into a weapon, such as a bone spike. Choose bludgeoning, slashing, or piercing; until the start of your next turn, your unarmed attacks deal damage of the chosen type. In addition, if you hit a single target with both attacks granted by your Flurry of Blows feature, you deal extra damage to the target equal to one Martial Arts die."],"name":"Flurry of Blows","type":"entries"},{"entries":["You grow a hard shell, resilient scales, or another natural defense feature. You have resistance to the damage of the first attack that hits you before the start of your next turn."],"name":"Patient Defense","type":"entries"},{"entries":["You grow small wings, gliding flaps, or some other feature that helps you travel through the air. Until the end of your turn, your jumping distance triples instead of doubles and you are immune to damage from falling."],"name":"Step of the Wind","type":"entries"}],"level":3,"name":"Warshaping Technique","source":"TCEE2","subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],"level":3,"name":"Way of the Warshaper","source":"TCEE2","subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You are capable of rapidly and easily reshaping your form. When you are knocked prone, you can stand up as a reaction.","As an action, you can spend 2 ki points to cast alter self or darkvision on yourself, or 1 ki point to cast enlarge/reduce or spider climb on yourself."],"header":2,"level":6,"name":"Fluid Form","source":"TCEE2","subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":6,"subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You know how to rebuild your damaged body, and how to reshape yourself to avoid and recover from damage. As a reaction, you can reshuffle your organs to turn any critical hit against you into a normal hit instead. Whenever you spend ki points to use your Flurry of Blows, Patient Defense, or Step of the Wind features in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)."],"header":2,"level":11,"name":"Rebuilding of Body","source":"TCEE2","subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":11,"subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You have mastered the techniques required to remold your form and gain the powers of an ancient warbeast. You can assume this new form as a bonus action. This form lasts for 1 hour, until you are reduced to zero hit points, or until you dismiss the effect as an action. While you are in this form, you gain the following benefits.",{"items":["Your size is Large.","If your Strength score is lower than your Dexterity score, it increases to match your Dexterity score.","Your Martial Arts die is {@dice 1d12}.","Your unarmed attacks deal your choice of bludgeoning, slashing, or piercing damage.","You gain darkvision for a radius of 120 feet, tremorsense for a radius of 60 feet, or blindsight for a radius of 30 feet (your choice when you transform)."],"type":"list"},"You can choose the details of the appearance of this form each time you assume it. A terrifying hybrid of humanoid and ancient beast that time forgot is the most common. You might choose to take the form of a six-legged beast with savage claws and bloodshot eyes, a shaggy-furred minotaur with great piercing horns, a scaled serpentine body with eerily muscular arms extending from below its head, or any other beast form hybrid you can imagine. Once you have used this feature, you may not do so again until you finish a long rest."],"header":2,"level":17,"name":"Ancient Warbeast","source":"TCEE2","subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}],"header":2,"level":17,"subclassShortName":"Warshaper","subclassSource":"TCEE2","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"CoH-CAPG","additionalSpells":[{"expanded":{"13":[{"all":"level=3|class=Wizard"}],"19":[{"all":"level=4|class=Wizard"}],"3":[{"all":"level=0|class=Wizard"},{"all":"level=1|class=Wizard"}],"7":[{"all":"level=2|class=Wizard"}]}}],"cantripProgression":[0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"casterProgression":"1/3","className":"Monk","classSource":"PHB","fluff":{"images":[{"credit":"{@link Jason Rainville|https://www.artofmtg.com/art/separatist-voidmage/}","href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/CoH-CAPG/img/4.webp"},"type":"image"}]},"name":"Way of the Weave","page":6,"shortName":"Weave","source":"CoH-CAPG","spellcastingAbility":"wis","spellsKnownProgression":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks following the Way of the Weave believe magic to be the one true answer to the enigma that is existence. They hone their ki by connecting to the mana of the world, becoming part of the Weave and learning how to manipulate magic. Most of these monks train relentlessly and in solitude, yet they find great company in arcane scholars and mages, always eager to exchange information and theories. Some others choose to join various organisations that hunt villainous spellcasters, holding the firm belief that the Art is pure and a force for good.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Weave feature}","When you choose this tradition, you form a connection to the Weave allowing you to shape a portion of your Ki into spells.",{"entries":["You learn three {@filter cantrips of your choice from the wizard spell list|spells|class=wizard|level=0}. You learn an additional wizard cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["The Way of the Weave Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell {@spell magic missile} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell magic missile} using either slot."],"name":"Spell Slots","type":"entries"},{"entries":["You know three {@filter 1st-level wizard spells|spells|class=wizard|level=1} of your choice.","The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.","Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the {@filter wizard spell list|spells|class=wizard}. The new spell must be of a level for which you have spell slots."],"name":"Spells Known of 1st-Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you can cast and when making an attack roll with one."],"name":"Spellcasting Ability","type":"entries"},{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"level":3,"name":"Spellcasting","page":6,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of the Weave feature}","Blending martial arts with magic has enlightened you, granting you intricate knowledge and skill. You gain the following benefits:",{"entries":["As a bonus action, you can spend 1 ki point to conjure an arcane weapon into one of your free hands. The arcane weapon must be a {@filter simple or martial weapon that lacks the heavy and special properties|items|type=simple weapon;martial weapon|property=!heavy;!special|miscellaneous=mundane}. While wielding an arcane weapon, you are considered proficient with it and it counts as a monk weapon for you. The weapon's damage type becomes force. If the arcane weapon has multiple damage types, all of its damage types become force. An arcane weapon vanishes after a minute of it being conjured or as a bonus action on your turn if you choose to dismiss it. When you attack with an arcane weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls."],"name":"Arcane Weapons","type":"entries"},{"entries":["When you use your action on your turn to cast a wizard spell, you can make an unarmed strike or an attack with an arcane weapon as a bonus action. At 6th level, immediately after you use your action on your turn to cast a wizard spell, you can spend 1 ki point to make two unarmed strikes or two attacks with an arcane weapon as a bonus action."],"name":"Arcane Flurry","type":"entries"},{"entries":["You gain proficiency in the {@skill Arcana} skill and you can use your Wisdom modifier instead of your Intelligence modifier whenever you make an {@skill Arcana} check."],"name":"Unearth Arcana","type":"entries"}],"level":3,"name":"Way of the Weave Technique","page":7,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],"header":1,"level":3,"name":"Way of the Weave","page":6,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Weave feature}","Whenever you take the {@action Attack} action on your turn, you can cast one of your wizard cantrips in place of one of your attacks."],"header":2,"level":6,"name":"Improved Way of the Weave Technique","page":7,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of the Weave feature}","When you cast a wizard spell of 1st level or higher, you can cast it by expending a spell slot as normal or by spending a number of ki points equal to 1 + the spell's level. If you cast the spell using ki points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell."],"header":2,"level":6,"name":"Arcane Channeling","page":7,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of the Weave feature}","As your understanding of arcane magic grows, so does your prowess. You gain the following benefits:",{"entries":["When you hit a creature with an unarmed strike or an arcane weapon, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn."],"name":"Arcane Empowerment","type":"entries"},{"entries":["After you hit a creature with an unarmed strike or an arcane weapon, you can force it to make a Constitution saving throw against your ki save DC. On a failed save, you can expend a number of ki points up to your proficiency bonus. The target is unable to cast spells with a level equal to or lower than the number of ki points you expended until the end of its next turn."],"name":"Disrupt Magic","type":"entries"},{"entries":["When you conjure an arcane weapon, you can expend up to 3 ki points to grant it a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again."],"name":"Improved Arcane Weapons","type":"entries"}],"header":2,"level":11,"name":"One With Magic","page":7,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of the Weave feature}","Learning the strength of magic has also aided you in evading its harmful effects by reading the flow of magic around you. You have advantage on saving throws you make against spells.","In addition, when you succeed on a saving throw against a spell that targets only you and would still affect you on a successful save (such as a {@spell fireball} spell), the spell has no effect on you instead."],"header":2,"level":17,"name":"Grandmaster of the Way of the Weave","page":7,"source":"CoH-CAPG","subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Weave","subclassSource":"CoH-CAPG","type":"entries"}]],"subclassSpells":[{"className":"Wizard","classSource":"PHB"}],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=Monk: Way of the Weave (CoH-CAPG)}","{@filter Spells Known|spells|subclass=Monk: Way of the Weave (CoH-CAPG)}"],"rows":[[0,0],[0,0],[3,3],[3,4],[3,4],[3,4],[3,5],[3,6],[3,6],[4,7],[4,8],[4,8],[4,9],[4,10],[4,10],[4,11],[4,11],[4,11],[4,12],[4,13]],"subclasses":[{"name":"Way of the Weave","source":"PHB"}]},{"colLabels":["{@filter 1st|spells|level=1|subclass=Monk: Way of the Weave (CoH-CAPG)}","{@filter 2nd|spells|level=2|subclass=Monk: Way of the Weave (CoH-CAPG)}","{@filter 3rd|spells|level=3|subclass=Monk: Way of the Weave (CoH-CAPG)}","{@filter 4th|spells|level=4|subclass=Monk: Way of the Weave (CoH-CAPG)}"],"rowsSpellProgression":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]],"subclasses":[{"name":"Way of the Weave","source":"CoH-CAPG"}],"title":"Spell Slots per Spell Level"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"SCOE","cantripProgression":[0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"casterProgression":"1/3","className":"Monk","classSource":"PHB","name":"Way of the Weave","shortName":"Weave","source":"SCOE","spellcastingAbility":"wis","spellsKnownProgression":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Through countless hours of meditation, monks who follow the Way of the Weave are able to form a connection to the arcane energy of the world, allowing them to will their ki into spells. These monks are known as Weavers, powerful practitioners of magic who blend martial arts and spellcasting to elicit devastating effect. Such monks specialize in the schools of divination and transmutation magic. They use divination magic to peer into the expansive knowledge of the Weave, and transmutation magic to alter their bodies and the world around them to meet any threat they may face.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you form a connection to arcane energy, allowing you to shape a portion of your ki into spells.",{"entries":["You learn two cantrips of your choice from the {@filter wizard spell list|spells|level=0|subclass=Monk: Weave (SCOE)}. You learn an additional wizard cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["The Way of the Weave Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.","For example, if you know the 1st-level spell {@spell feather fall} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell feather fall} using either slot."],"name":"Spell Slots","type":"entries"},{"entries":["You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.","The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.","The spells you learn at 8th, 14th, and 20th level can come from any school of magic.","Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level, which can be from any school of magic."],"name":"Spells Known of 1st-Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.",{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"name":"Spellcasting Ability","type":"entries"}],"level":3,"name":"Spellcasting","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn to focus the magical energy around you into a weapon of your choice, turning it into a conduit for your arcane abilities. Whenever you use your Dedicated Weapon feature, you gain the following additional benefits while wielding that weapon:",{"items":["The weapon deals force damage instead of its normal damage type.","You can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls you make with this weapon.","You can use the weapon as a spellcasting focus for your wizard spells."],"type":"list"}],"level":3,"name":"Elegant Weapon","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],"header":1,"level":3,"name":"Way of the Weave","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you can concentrate on the Weave, sensing a creature's movements before they happen. As a bonus action, you give yourself advantage on your next melee attack roll on the current turn.","Seeing the Weave in such a way requires intense focus; you can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed becomes 0 until the end of the current turn."],"header":2,"level":6,"name":"Fighting Foresight","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],"header":2,"level":6,"subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you learn to control the ebb and flow of magic directed toward you. When you are the target of a ranged spell attack, you can use your reaction to deflect or even catch the spell. If the spell has multiple ranged spell attacks, you can only catch or deflect one of them. When you do so, the damage you take from the attack is reduced by {@dice 1d10} + your Wisdom modifier + your monk level.","If you reduce the damage to 0 and one of your hands is free or holding your Elegant Weapon, you can seize control of the spell. If you do, you can spend 1 ki point per level of the seized spell (minimum of 1) to make a ranged spell attack as part of the same reaction. You use your Wisdom modifier for this ranged attack and the resulting damage, if relevant."],"header":2,"level":11,"name":"Flowing Defense","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Also at 11th level, you can connect more deeply to creatures and objects around you through the Weave, even learning to manipulate them. You can spend 5 ki points to cast the {@spell telekinesis} spell.","Once you use this feature, you can't use it again until you finish a short or long rest."],"header":2,"level":11,"name":"Grasp of the Weave","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],"header":2,"level":11,"subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your practied connection to the Weave grants you the power to freely shape the form of your ki into spells. You can use your ki points to gain additional spell slots.",{"entries":["As a bonus action, you can transform unexpended ki points into one spell slot. The Creating Spell Slots table below shows the cost of creating a spell slot of any given level. Any spell slot you create with this feature vanishes when you finish a short or long rest."],"name":"Creating Spell Slots","type":"entries"},{"caption":"Creating Spell Slots","colLabels":["Spell Slot Level","Ki Point Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","2"],["2nd","3"],["3rd","5"],["4th","6"]],"type":"table"}],"header":2,"level":17,"name":"Master of Mind and Spirit","source":"SCOE","subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}],"header":2,"level":17,"subclassShortName":"Weave","subclassSource":"SCOE","type":"entries"}]],"subclassSpells":[{"className":"Wizard","classSource":"PHB"}],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=Monk: Weave (SCOE)}","{@filter Spells Known|spells|subclass=Monk: Weave (SCOE)}","{@filter 1st|spells|level=1|subclass=Monk: Weave (SCOE)}","{@filter 2nd|spells|level=2|subclass=Monk: Weave (SCOE)}","{@filter 3rd|spells|level=3|subclass=Monk: Weave (SCOE)}","{@filter 4th|spells|level=4|subclass=Monk: Weave (SCOE)}"],"rows":[[0,0,0,0,0,0],[0,0,0,0,0,0],[2,3,2,0,0,0],[2,4,3,0,0,0],[2,4,3,0,0,0],[2,4,3,0,0,0],[2,5,4,2,0,0],[2,6,4,2,0,0],[2,6,4,2,0,0],[3,7,4,3,0,0],[3,8,4,3,0,0],[3,8,4,3,0,0],[3,9,4,3,2,0],[3,10,4,3,2,0],[3,10,4,3,2,0],[3,11,4,3,3,0],[3,11,4,3,3,0],[3,11,4,3,3,0],[3,12,4,3,3,1],[3,13,4,3,3,1]],"title":"Way of the Weave Spellcasting"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"ToH","className":"Monk","classSource":"PHB","name":"Way of the Wild Cat","page":97,"shortName":"Wild Cat","source":"ToH","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill Acrobatics} skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity ({@skill Acrobatics}) check you make before the start of your next turn."],"level":3,"name":"Enhanced Agility","page":97,"skillProficiencies":[{"acrobatics":true}],"source":"ToH","subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["Also at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 {@classFeature Ki|Monk||2} points when a creature you can see misses you with an attack, you can take the {@action Dodge} action as a reaction instead.","You can't benefit from this feature if your speed is 0."],"level":3,"name":"Feline Reflexes","page":96,"source":"ToH","subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}],"level":3,"name":"Way of the Wild Cat","page":95,"source":"ToH","subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 {@classFeature Ki|Monk||2} point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your {@classFeature Martial Arts|Monk||1} die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used {@classFeature Step of the Wind|Monk||2} to {@action Dash} before making the attack, the target has disadvantage on the saving throw.","You can use this feature only once per turn."],"header":1,"level":6,"name":"Springing Pounce","page":97,"source":"ToH","subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":["Starting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the {@classFeature Evasion|Monk||7} monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the {@spell fireball} that you avoided. If you end this movement within 5 feet of the source, you can spend 3 {@classFeature Ki|Monk||2} points to make one unarmed strike against it."],"header":2,"level":11,"name":"Improved Feline Reflexes","page":97,"source":"ToH","subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}],"header":2,"level":11,"subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["At 17th level, you can use your {@subclassFeature Springing Pounce|Monk|PHB|Wild Cat|ToH|6} feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 {@classFeature Ki|Monk||2} point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke {@action opportunity attack|PHB|opportunity attacks}. If you miss an attack, further movement provokes {@action opportunity attack|PHB|opportunity attacks} as normal.","If you use {@classFeature Flurry of Blows|Monk||2} with {@subclassFeature Springing Pounce|Monk|PHB|Wild Cat|ToH|6} and hit a different creature with each attack, you can make one additional {@subclassFeature Springing Pounce|Monk|PHB|Wild Cat|ToH|6} attack without spending Ki, provided you have the movement to do so."],"header":2,"level":17,"name":"Hundred Step Strike","page":96,"source":"ToH","subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}],"header":2,"level":17,"subclassShortName":"Wild Cat","subclassSource":"ToH","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"Honkonomicon","className":"Monk","classSource":"PHB","hasFluffImages":true,"name":"Way of the Wild Goose","page":15,"shortName":"Wild Goose","source":"Honkonomicon","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks that follow the path of the Wild Goose channel the unrelenting speed and aggression of the majestic goose. Monks who follow this path spend years training in mountain lakes and hidden monasteries, perfecting their movements to match their avian counterparts with unrelenting precision. Wild Goose monks are known for their unyielding spirit, razor-sharp strikes, and overwhelming self belief.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["You can use your bonus action and expend 1 ki point to assume a wide stance, your legs mirroring that of a goose's broad wings and your hands narrowing to replicate its fearsome beak. Your stance lasts for 1 minute, or until you end it as a bonus action, are knocked {@condition unconscious} or reduced to 0 hit points. While in this stance, your movement speed increases by 10 feet, and your unarmed strikes deal an additional {@damage 1d4} piercing damage on a hit."],"level":3,"name":"Fowl's Stance","page":15,"source":"Honkonomicon","subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],"header":1,"level":3,"name":"Way of the Wild Goose","page":15,"source":"Honkonomicon","subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You gain the ability to move across difficult terrain and through obstacles with ease, much like a goose gliding effortlessly across water. You gain a swim speed equal to your walking speed, and nonmagical terrain doesn't slow your movement."],"header":2,"level":6,"name":"Flowing Fowl","page":15,"source":"Honkonomicon","subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],"header":2,"level":6,"subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amountMax":10,"amountMin":1,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amountMax":10,"amountMin":1,"name":"Ki"},"entries":["When you would take damage as a result of failing a saving throw, you can expend a number of ki points up to your Wisdom modifier and reduce the incoming damage by {@dice 1d6} per ki point expended."],"header":2,"level":11,"name":"Fowl's Endurance","page":15,"source":"Honkonomicon","subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],"header":2,"level":11,"subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":5,"name":"Ki"},"entries":["You gain the ability to soar through the air like a wild goose, moving with incredible speed and agility. As an action, you can spend 5 kit points to gain a flight speed equal to your walking speed, which lasts for 1 minute. For the duration, you ignore magical and nonmagical difficult terrain, and can hover in place if you end your turn in midair, though you still fall to the ground if knocked {@condition prone}. In addition, if you fly at least 10 feet in a straight line before hitting a target with one of your unarmed strikes, you can channel the full force of your flight into your strike, dealing {@damage 1d10} force damage per 10 feet moved, to a maximum of {@damage 5d10}."],"header":2,"level":17,"name":"Fowl's Great Flight","page":15,"source":"Honkonomicon","subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}],"header":2,"level":17,"subclassShortName":"Wild Goose","subclassSource":"Honkonomicon","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"SproutingChaos","className":"Monk","classSource":"PHB","name":"Way of Thorns","shortName":"Thorns","source":"SproutingChaos","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["You follow a monastic tradition that teaches you to harness the power of nature. Nature has become an extension of yourself, and you have learned to use it to great effect. By following this Way, you learn techniques to manipulate plants, allowing them to bend to your will and aid you both in combat and out of it.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of nature. A discipline requires you to spend ki points each time you use it.","You know the Natural Attunement discipline and one other nature discipline of your choice, which are detailed in the \"{@filter Nature Disciplines|optionalfeatures|feature type=NatD}\" section.","Whenever you learn a new nature discipline, you can also replace one nature discipline that you already know with a different discipline.",{"items":[{"entry":"Some nature disciplines 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.","name":"Casting Nature Spells.","type":"item"}],"style":"list-hang-notitle","type":"list"},"Once you reach 5th level in this class, you can spend additional ki points to increase the level of a nature discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell slicing leaves|SproutingChaos} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Nature's Weapon to cast {@spell slicing leaves|SproutingChaos}, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).","The maximum number of ki points you can spend to cast a spell 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 and Ki Points table.",{"caption":"Spells and Ki Points","colLabels":["Monk Levels","Maximum Ki Points for a Spell"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["5th-8th","3"],["9th-12th","4"],["13th-16th","5"],["17th-20th","6"]],"type":"table"}],"level":3,"name":"Disciple of the Wilds","source":"SproutingChaos","subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],"level":3,"name":"Way of Thorns","source":"SproutingChaos","subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you learn an additional {@filter Nature Discipline|optionalfeatures|feature type=NatD}."],"header":2,"level":6,"name":"Additional Nature Discipline","source":"SproutingChaos","subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],"header":2,"level":6,"subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you learn an additional {@filter Nature Discipline|optionalfeatures|feature type=NatD}."],"header":2,"level":11,"name":"Additional Nature Discipline","source":"SproutingChaos","subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],"header":2,"level":11,"subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you learn an additional {@filter Nature Discipline|optionalfeatures|feature type=NatD}."],"header":2,"level":17,"name":"Additional Nature Discipline","source":"SproutingChaos","subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}],"header":2,"level":17,"subclassShortName":"Thorns","subclassSource":"SproutingChaos","type":"entries"}]]},{"__prop":"subclass","_fMisc":["Has Images"],"_fSources":"UltimateAdventurer","additionalSpells":[{"prepared":{"11":["plant growth","speak with animals"],"17":["wall of thorns"],"3":["druidcraft","thorn whip"],"6":["spike growth"]}}],"className":"Monk","classSource":"PHB","fluff":{"images":[{"href":{"type":"external","url":"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/subclasses/monk/way-of-thorns.webp"},"type":"image"}]},"name":"Way of Thorns","page":93,"shortName":"Thorns","source":"UltimateAdventurer","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Thorns embrace nature in all its aspects. They are at once in harmony with nature and ferocious guardians of its pristine condition. Monasteries of this tradition are sprawling gardens, where the monks learn to cultivate plants as beautiful as they are dangerous.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you gain proficiency with {@item herbalism kit|PHB|herbalism kits} and in one of the following skills or your choice: {@skill Nature} or {@skill Survival}."],"level":3,"name":"Herblore","page":197,"skillProficiencies":[{"choose":{"count":1,"from":["nature","survival"]}}],"source":"UltimateAdventurer","subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","toolProficiencies":[{"herbalism kit":true}],"type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":1,"name":"Ki"},"entries":["Starting at 3rd level, you learn the {@spell druidcraft} and {@spell thorn whip} cantrips, and can cast them without material components. Wisdom is your spellcasting ability for these spells. You can spend 1 ki point to cast one of these cantrips as a bonus action.","When you hit a creature with your {@spell thorn whip}, it takes additional piercing damage equal to your Wisdom modifier (minimum 1)."],"level":3,"name":"Thorn Style","page":93,"source":"UltimateAdventurer","subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],"level":3,"name":"Way of Thorns","page":197,"source":"UltimateAdventurer","subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":2,"name":"Ki"},"entries":["Starting at 6th level, you can harness the natural world to impede your foes and aid your allies. You can spend 2 ki points to cast the {@spell spike growth} spell, without material components. When you do so, you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the {@quickref difficult terrain||4}{@sup {@variantrule Difficult Terrain|XPHB|'24}} it creates. When a chosen creature starts its turn in the spell's area, it gains {@dice 2d4} {@quickref temporary hit points||3|0}{@sup {@variantrule Temporary Hit Points|XPHB|'24}}. Chosen creatures lose any temporary hit points granted in this way when the spell ends."],"header":2,"level":6,"name":"Nature's Thicket","page":93,"source":"UltimateAdventurer","subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":6,"subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":3,"name":"Ki"},"entries":["At 11th level, you learn to tap into the flora around you for aid. You can spend 3 ki points to cast the {@spell plant growth} or {@spell speak with plants} spells.","In addition, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the {@spell entangle} spell."],"header":2,"level":11,"name":"Plantspeaker","page":93,"source":"UltimateAdventurer","subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":11,"subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":8,"name":"Ki"},"entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","consumes":{"amount":8,"name":"Ki"},"entries":["Starting at 17th level, you can spend 8 ki points to cast the {@spell wall of thorns} spell. When you do, colorful flowers sprout along the wall and you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the {@quickref difficult terrain||4}{@sup {@variantrule Difficult Terrain|XPHB|'24}} it creates. Additionally, each chosen creature regains {@dice 1d8} hit points when it starts its turn within 5 feet of the wall."],"header":2,"level":17,"name":"Wall of Roses","page":93,"source":"UltimateAdventurer","subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}],"header":2,"level":17,"subclassShortName":"Thorns","subclassSource":"UltimateAdventurer","type":"entries"}]],"subclassSpells":["druidcraft","thorn whip","spike growth","plant growth","speak with animals","wall of thorns","druidcraft|xphb","thorn whip|xphb","spike growth|xphb","plant growth|xphb","speak with animals|xphb","wall of thorns|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"CodexOfAllies","className":"Monk","classSource":"PHB","name":"Way of Tranquility","shortName":"Tranquility","source":"CodexOfAllies","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in blocking energy by using their ki, and can preserve their allies in the face of daunting foes.",{"entries":["When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast {@i {@spell sanctuary}} on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.","Once you cast the spell in this way, you can't do so again for 1 minute.","If you have damaged a creature within the last hour, except by your Karmic Inversion feature, you cannot cast the spell in this way."],"name":"Figure of Tranquility","type":"entries"},{"entries":["Your mystical connection with ki can soften blows and diminish harmful magics. Starting at 3rd level, you have a pool of magical energy that replenishes when you take a long rest. With that pool, you can prevent a number of hit points of damage equal to your monk level * 5.","Whenever you or an ally that you can see within 30 feet of you takes damage, you can use your reaction to spend a number of hit points in your pool up to twice your monk level to reduce the damage by the number of points spent.","As a bonus action, you can spend 2 ki points to replenish a number of hit points in your pool equal to twice your monk level."],"name":"Abating Force","type":"entries"}],"level":3,"name":"Way of Tranquility","page":76,"source":"CodexOfAllies","subclassShortName":"Tranquility","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check.","You also gain proficiency in the Insight, Performance or Persuasion skill (choose one)."],"level":6,"name":"Emissary of Peace","page":76,"source":"CodexOfAllies","subclassShortName":"Tranquility","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 11th level, you can use the force of ki to send a creature's attacks back at it. As a bonus action, you can spend 2 ki points to seize control of the flow of ki around you to create a protective veil that can bounce back an attack. Until the end of your next turn, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself."],"level":11,"name":"Returning Veil","page":76,"source":"CodexOfAllies","subclassShortName":"Tranquility","subclassSource":"CodexOfAllies","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you have learned to influence karmic forces to punish the wicked without laying a hand upon them. Whenever a creature deals damage against an ally and you reduce that damage by using your Abating Force feature, you can deal the same number of hit points of damage that you reduced to the attacker. The damage type is the same as the damage that you reduced. You cannot deal lethal damage in this way."],"level":17,"name":"Karmic Inversion","page":76,"source":"CodexOfAllies","subclassShortName":"Tranquility","subclassSource":"CodexOfAllies","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"AbiDalzims","className":"Monk","classSource":"PHB","name":"Way of Transcendence","page":25,"shortName":"Transcendence","source":"AbiDalzims","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks seek spiritual and physical perfection, and monks of the Way of Transcendence are no different. Unfortunately, they recognize their superior prowess, which makes them haughty and arrogant. Over time, ambition corrupts their determination.","As they reach ever-greater heights, these conceited monks believe themselves the rightful rulers of all things. They needed to work to ascend to a higher plane rather than receiving such gifts when created, and thus have the right to rule the universe. Monks of the Way of Transcendence work to achieve enlightenment for one purpose: to find and supplant a god."],"level":3,"name":"Way of Transcendence","page":25,"source":"AbiDalzims","subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["When you choose this tradition at 3rd level, you can open a third eye in the center of your forehead when you roll initiative, attuning your senses to the immortal planes. This eye manifests as a physical eye, a tattoo or brand, a blazing sigil, or another appearance you choose.","When the eye opens, each creature you choose in a 15-foot cone that can see you must make a Wisdom saving throw against your ki save DC, falling {@condition prone} or becoming {@condition frightened} (your choice) on a failed save. This cone increases to 30 feet at 11th level in this class.","The eye is open for 1 minute, and can't be shut again until that minute ends. While it is open, you can see the true form of shapechangers and see through illusions. You can also predict the movements of mighty creatures; if you succeed on a saving throw to take half damage inflicted by a creature with Legendary Actions or the Legendary Resistance feature, you instead take no damage on a success."],"header":2,"level":3,"name":"Enlightened Vision","page":25,"source":"AbiDalzims","subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":3,"subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 6th level, each hit with an attack granted by your Flurry of Blows feature prevents your target from regaining one reaction or legendary action at the start of its next turn."],"header":2,"level":6,"name":"Thwart Legend","page":26,"source":"AbiDalzims","subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":6,"subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, your body and soul begin to shift between planes. You can use a bonus action to spend 3 ki points and make yourself incorporeal until the end of your turn, granting you the following benefits:",{"items":["Your unarmed strikes deal necrotic, radiant, or psychic damage (your choice).","You resist bludgeoning, piercing, and slashing damage and are immune to radiant damage. When you would take radiant damage, you gain temporary hit points equal to half the damage you would have taken instead.","You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object or creature, you take {@dice 2d10} force damage and are shunted to the nearest unoccupied space. This damage can't be reduced or avoided in any way."],"type":"list"}],"header":2,"level":11,"name":"Walker in the Spirit Realm","page":26,"source":"AbiDalzims","subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":11,"subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, you speak with the authority of the god you intend to supplant. The turn after your third eye opens, you can use an action to spend at least 5 ki and cast {@spell divine word}, excluding creatures you choose. If you use 6 or more ki, the hit point thresholds {@spell divine word} affects increase by 10 for every ki point spent above 5th.","For example, if you spend 7 ki points, you deafen creatures with 70 hit points or fewer and instantly kill creatures with 40 hit points or fewer.","Once you use this feature, you can't do so again until you finish a long rest."],"header":2,"level":17,"name":"Obliterate Soul","page":26,"source":"AbiDalzims","subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}],"header":2,"level":17,"subclassShortName":"Transcendence","subclassSource":"AbiDalzims","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"herohoard","className":"Monk","classSource":"PHB","name":"Way of Waves","shortName":"Waves","source":"herohoard","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Monks of the Way of Waves embody the sea itself. Created by the sea elves along the coast of Deva'lamirusandia, their goal is not only mastery of self, but perfect harmony with their longest love, the ocean.","Along with teaching the finer points of sailing and navigation, the techniques and forms of the Way of Waves attempt to emulate the motion of the sea, and the push and pull of its tides.",{"caption":"Waves Monk Quirks","colLabels":["{@dice d6}","Quirk"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"roll":{"exact":1},"type":"cell"},"Your skin is always somewhat damp"],[{"roll":{"exact":2},"type":"cell"},"You leave a puddle wherever you sleep"],[{"roll":{"exact":3},"type":"cell"},"You smell strongly of sea salt"],[{"roll":{"exact":4},"type":"cell"},"You always seem to be swaying"],[{"roll":{"exact":5},"type":"cell"},"Creatures near you faintly hear the ocean"],[{"roll":{"exact":6},"type":"cell"},"You leave foam footprints in your path"]],"type":"table"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of Waves feature}","When you choose this tradition at 3rd level, you gain proficiency in {@item navigator's tools|PHB} and vehicles (water) if you don't already have them."],"level":3,"name":"Bonus Proficiencies","page":9,"source":"herohoard","subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 3rd-level Way of Waves feature}","Starting at 3rd level, you become as inexorable as the tides. On your turn you can spend 1 ki point to release the power of the ocean within you, lasting until the end of your turn. During this time, any grapple attempt you make uses your ki save DC in place of a Strength ({@skill Athletics}) check, as well as to maintain on subsequent turns. Additionally, once before the end of your turn (requiring no action), you can choose to immediately move up to half your speed without provoking opportunity attacks. You can bring with you any creatures within 5 feet of you during the movement that are either willing or {@condition grappled} by you."],"level":3,"name":"Ebb and Flow","page":9,"source":"herohoard","subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],"level":3,"name":"Way of Waves","page":9,"source":"herohoard","subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 6th-level Way of Waves feature}","At 6th level, your affinity with water has bestowed you with new abilities. You can breathe in air and water, and you gain a swimming speed equal to your walking speed. If you already have a swimming speed from your race, it increases by 10 feet.","Additionally, when you use your Ebb and Flow feature, you can create a 5 foot deep swirling area of water in a 5 foot radius of you until the start of your next turn. While this water remains you gain the following benefits:",{"entries":["When a creature hits you with a melee attack with a melee weapon, you can use your reaction to force that creature to make a Strength saving throw. On a failure their weapon is torn from their grasp and thrown to a random space within 10 feet of you."],"name":"Low Tide","type":"entries"},{"entries":["When a ranged weapon attack against you misses, you can use your Deflect Missiles feature as if you had caught the missile, without requiring a free hand."],"name":"High Tide","type":"entries"}],"header":2,"level":6,"name":"Vortex","page":9,"source":"herohoard","subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],"header":2,"level":6,"subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 11th-level Way of Waves feature}","At 11th level, you learn to surge forward with all the force of the sea. As an action you can spend 2 ki points to move up to your speed. Any hostile creatures within 5 feet of you during this movement must succeed on a Strength saving throw or be knocked {@condition prone}. Until the end of your turn, creatures that fail this saving throw are considered {@condition grappled} for the purpose of your Ebb and Flow feature."],"header":2,"level":11,"name":"Tsunami","page":10,"source":"herohoard","subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],"header":2,"level":11,"subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["{@i 17th-level Way of Waves feature}","At 17th level, you gain increased mastery over the raging waters. As an action, while your Vortex feature is active, you can expand its size and force by spending ki points. Creatures hostile to you that start their turn in this area or enter it for the first time on a turn must succeed on a Strength saving throw or take {@damage 1d6} bludgeoning damage and be pulled up to 20 feet toward an unoccupied space of your choice within the area.","Each point you spend, to a maximum of 8, increases the radius of the area by 10 feet and the damage by 1d6."],"header":2,"level":17,"name":"Maelstrom","page":10,"source":"herohoard","subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}],"header":2,"level":17,"subclassShortName":"Waves","subclassSource":"herohoard","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"LEGDRAG","additionalSpells":[{"ability":"wis","innate":{"11":["cure wounds"],"13":["aura of vitality","revivify"],"17":["animate objects","hold monster","steel wind strike","wall of force"],"_":["mage hand|phb#c","friends|phb#c"]}}],"casterProgression":"1/3","className":"Monk","classSource":"PHB","name":"Way of Weave","page":67,"shortName":"Weave","source":"LEGDRAG","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"by":"Stella Dragonsong","entries":["For over a thousand generations, the Silver Knights were the guardians of peace and justice in the realms. Before the dark times, before the rise of Tiamat.\""],"type":"quote"},"Through countless hours of meditation, monks of the Way of the Weave are able to form a connection to the Weave, allowing them to cast arcane spells. These monks are known as Weavers, powerful practitioners of arcane magic who blend martial arts and spellcasting to devastating effect. The Weave is a way through which raw magic can be accessed, and used by casters of magic. It flows through the world, and touches all of existence. Weavers specialize in the schools of divination, enchantment, and transmutation magic. Using divination magic to peer into the expansive knowledge of the Weave, enchantment magic to manipulate the minds of the weak willed, and transmutation magic to alter their bodies and the world around them, they are prepared to meet any threat they may face. They are one with the Weave, and the Weave is with them.","This monastic tradition was founded by a group of half silver dragon Dragonsingers, wizards who use martial might in addition to their powerful magical abilities. This group sought to focus more on the body and the spiritual aspects of magic, and founded several monasteries where they could contemplate and meditate on using arcane magic without disruping the balance of all things. There have since been many branches, most still following the way of righteousness and justice, while others focus more on power and using it to further their own ends. Regardless, most monks of the Way of the Weave still hold strong connections with their Dragonsinger brethren, and often band together to achieve a common goal. These monks are also known as Silver Knights, to honor the half silver dragons that founded their order.","Most Silver Knights are famous for being defenders of truth and justice, but those that follow the path of evil are terrible villains. While the color of an arcane saber is different for each Weaver, their alignment often influences the color of the blade. Blue and green are often associated with good aligned Weavers, while red and purple are aligned with those following a darker or more pragmatic path. But sometimes the color is influenced by the type of enchantment on the shortsword or longsword that was transformed into an arcane saber.","{@b Variant: A Keen Mind:} Some Weavers focus more on using their keen intellect to understand the machinations of the Weave, as they seek to let their mind and body truly become one with it. To reflect this, you can choose this variant when creating your character. When using this variant, all mentions of your character's Wisdom score or modifier in the monk class and in this subclass are replaced with Intelligence.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level you form a connection to the Weave, allowing you to shape it in order to cast spells.",{"entries":["You learn the {@spell friends|PHB} and {@spell mage hand|PHB} cantrips. If you already know either cantrip from another source, you can choose a different {@filter wizard spell list cantrip|spells|level=0|class=Wizard} instead. You learn an extra wizard cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["When you cast the {@spell mage hand|PHB} cantrip, it doesn't require verbal components, and the hand is invisible. When you cast the {@spell friends|PHB} cantrip, it doesn't require material components."],"name":"Special","type":"entries"},{"entries":["The Way of the Weave Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.","For example, if you know the 1st-level spell {@spell feather fall} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell feather fall} using either slot."],"name":"Spell Slots","type":"entries"},{"entries":["You know three 1st-level {@filter wizard spells|spells|level=1|class=Wizard} of your choice; two of which you must choose from the divination, enchantment, and transmutation spells on the wizard spell list.","The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st-level or higher. Each of these spells must be a divination, enchantment, or transmutation spell of your choice, and must be of a level for which you have spell slots.","The spells you learn at 8th, 14th, and 20th level can come from any school of magic.","Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or transmutation spell, unless you are replacing the spell you gained at 3rd, 8th, 14th, or 20th level. At 17th and 18th level you can replace a known spell with a 4th-level spell, despite not having 4th-level spell slots.","You can learn the following spells as if they were enchantment spells from the wizard spell list, using the same rules as described above; {@spell bless}, {@spell command}, {@spell compelled duel}, {@spell gift of alacrity}, {@spell guiding bolt}, {@spell heroism}, {@spell pass without trace}, {@spell shield}, {@spell shield of faith}, {@spell witch bolt} (for thematic purposes it is recommended to use the revised witch bolt spell on page 103), {@spell immovable object}, {@spell zone of truth}, {@spell beacon of hope}, {@spell counterspell}, {@spell dispel magic}, {@spell nondetection}, {@spell pulse wave}, {@spell sending}, and {@spell gravity sinkhole}."],"name":"Spells Known of 1st-Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you can cast and when making an attack roll with one."],"name":"Spellcasting Ability","type":"entries"},{"caption":"Way of the Weave Spellcasting","colLabels":["Monk Level","Cantrips","Spells known","1st","2nd","3rd","4th"],"colStyles":["col-3 text-center","col-2 text-center","col-3 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center"],"rows":[["3rd","2","3","2","-","-","-"],["4th","2","4","3","-","-","-"],["7th","2","5","4","2","-","-"],["8th","2","6","4","2","-","-"],["10th","3","7","4","3","-","-"],["11th","3","8","4","3","-","-"],["13th","3","9","4","3","2","-"],["14th","3","10","4","3","2","-"],["16th","3","11","4","3","3","-"],["19th","3","12","4","3","3","1"],["20th","3","13","4","3","3","1"]],"type":"table"}],"level":3,"name":"Spellcasting","page":67,"source":"LEGDRAG","subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 3rd level, you learn a ritual that transforms one shortsword or longsword into an arcane saber. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it, returning your previous arcane blade(s) (if any) to normal. The blade disappears, leaving only the hilt. However, while holding the hilt you can ignite the weapon as part of an object interaction (including the object interaction you use to draw the weapon(s)), creating a blade of magical energy.","As part of this transformation, the weapon's damage type becomes force, and you can use your arcane saber as a spellcasting focus for your Way of the Weave spells. You can deactivate the energy blade as an object interaction or when you let go of the hilt (unless you throw your arcane saber and it immediately returns to your hand). This weapon counts as a monk weapon for you, and gains all the benefits as if it were an unarmed strike. For example, if a monk feature grants you additional unarmed strike attacks, you can attack with this weapon instead.","While holding this weapon and not wielding a shield, you can use this weapon for the Deflect Missiles feature against incoming projectiles. If you do, and you would reduce the damage of the missile attack to 0, you can choose not to catch it but immediately reflect it without having to spend any ki points. You can also use the Deflect Missiles feature against projectiles that target an ally within 5 feet of you."],"level":3,"name":"Arcane Saber","page":67,"source":"LEGDRAG","subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],"header":1,"level":3,"name":"Way of Weave","page":67,"source":"LEGDRAG","subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you have mastered the advanced fighting styles of the Silver Knights, granting you additional benefits.",{"items":["You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of 1).","As a bonus action you can throw one arcane saber at a creature within 60 feet, causing it to spin with deadly speed as it collides, and allowing you to use the Attack action to attack it. It immediately returns to your hand.","You can manipulate the Weave to choke or crush helpless enemies. As a reaction, you can deal 1d6 force damage to creatures of your choice within 30 feet of you that are restrained, stunned, or paralyzed. The damage increases by 1d6 each time you use your reaction this way against the same target. The damage resets when the target is no longer restrained, stunned, or paralyzed. This damage increases with your Martial Arts die.","While holding a one bladed arcane saber with both hands, you gain a +1 bonus to AC.","When performing the ritual to create your arcane saber, instead of a single shortsword or longsword, you can transform two shortswords (or longswords if you possess the Dual Wielder feat on page 136) or a large hilt with two blades (one on each end) instead. While dual wielding these two arcane sabers or holding this large hilt with both blades active, you can use the Flurry of Blows feature without having to spend a ki point, but you must spend a ki point when reflecting projectiles even when reflecting them with your arcane saber. While holding this large hilt with both blades active, you gain all the benefits as if you were dual wielding a separate light melee weapon in each hand, each using the weapon's regular damage dice. You can also choose to activate or deactivate only one blade of the large hilt, and wield it as a one bladed arcane saber instead."],"type":"list"}],"header":2,"level":6,"name":"Advanced Weaver Training","page":68,"source":"LEGDRAG","subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],"header":2,"level":6,"subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Beginning at 11th level, you choose a path which matches your interpretation and use of the Weave the most. Choose one of the following benefits:",{"items":["{@b Light.} You learn the cure wounds spell, and at 13th level you learn the aura of vitality and revivify spells, which don't count against your number of wizard spells known. When you use these spells to restore hit points to a creature, that creature regains additional hit points equal to your Wisdom modifier (minimum of 1).","{@b Dark.} You learn the witch bolt spell (page 103), which doesn't count against your number of wizard spells known. When you cast it, the damage increases by 2d12, the target becomes stunned instead of restrained on a failed save, and it can still be stunned this way on a successful save. ","{@b Gray.} You and friendly creatures within 10 feet of you have advantage on saving throws against spells and other magical effects. The range increases to 30 feet at 17th level."],"style":"list-no-bullets","type":"list"}],"header":2,"level":11,"name":"Flow of the Weave","page":68,"source":"LEGDRAG","subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],"header":2,"level":11,"subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 17th level, your practiced connection to the Weave grants you the power to freely shape your ki into spells. You can now also cast your spells by spending a number of ki points equal to the spell's level, but you cannot spend more than 5 ki points this way. You learn the 5th-level {@spell animate objects}, {@spell hold monster}, {@spell steel wind strike} and {@spell wall of force} spells, and at 17th, 18th, 19th, and 20th level you learn one additional 5th-level (or lower) divination, enchantment, or transmutation spell of your choice from the {@filter wizard spell list|spells|level=5|class=Wizard}."],"header":2,"level":17,"name":"One With the Weave","page":68,"source":"LEGDRAG","subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}],"header":2,"level":17,"subclassShortName":"Weave","subclassSource":"LEGDRAG","type":"entries"}]],"subclassSpells":["mage hand","friends","bless","command","compelled duel","gift of alacrity","guiding bolt","heroism","pass without trace","shield","shield of faith","witch bolt","immovable object","zone of truth","beacon of hope","counterspell","dispel magic","nondetection","pulse wave","sending","gravity sinkhole","cure wounds","aura of vitality","revivify","animate objects","hold monster","steel wind strike","wall of force",{"className":"Wizard","classSource":"PHB"},"mage hand|xphb","friends|xphb","bless|xphb","command|xphb","compelled duel|xphb","guiding bolt|xphb","heroism|xphb","pass without trace|xphb","shield|xphb","shield of faith|xphb","witch bolt|xphb","zone of truth|xphb","beacon of hope|xphb","counterspell|xphb","dispel magic|xphb","nondetection|xphb","sending|xphb","cure wounds|xphb","aura of vitality|xphb","revivify|xphb","animate objects|xphb","hold monster|xphb","wall of force|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"SEIISL","additionalSpells":[{"ability":"wis","innate":{"_":["frostbite|xge#c","lightning lure|tce#c","ray of frost|phb#c","fire bolt|phb#c"]}}],"casterProgression":"1/3","className":"Monk","classSource":"PHB","name":"Way of Wu Jen","shortName":"Wu Jen","source":"SEIISL","spellcastingAbility":"wis","subclassFeatures":[[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"entries":["Monks of the Way of the Wu Jen are those that seek to find the balance between the power of ki, and the abilities of those who dabble in the arcane. They learn techniques to create spell like effects through the use of their ki, and can recreate elemental effects as auras that swarm those nearby."],"name":"Monastic Tradition","type":"entries"},"Starting at 3rd level, a monk chooses their Monastic Tradition feature, shaping the way your wield your ki, and the skills available to you as you train. When selecting your Monastic Tradition, you can add the following origin to your list of options.",{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting when you choose this tradition at 3rd level, you learn to cast the cantrips {@spell frostbite|XGE}, {@spell fire bolt|PHB}, {@spell lightning lure|TCE}, and {@spell ray of frost|PHB}. Additionally, you gain proficiency with two of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Perception}, {@skill Religion}, or {@skill Survival}."],"level":3,"name":"Hermit's Study","page":4,"skillProficiencies":[{"choose":{"count":2,"from":["arcana","history","insight","perception","religion","survival"]}}],"source":"SEIISL","subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"},{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 3rd level, when a creature's resistance reduces the damage dealt by a cantrip or spell of yours, you can spend 1 ki point to ignore the creature's resistance."],"level":3,"name":"Elemental Attunement","page":4,"source":"SEIISL","subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],"header":1,"level":3,"name":"Way of Wu Jen","page":4,"source":"SEIISL","subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 6th level, you augment your martial prowess with the ability to cast spells.",{"entries":["The Wu Jen Spellcasting table shows how many ki points you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a ki point from the number of the table below."],"name":"Ki Costs","type":"entries"},{"entries":["You know three 1st-level {@filter sorcerer spells|spells|level=1|class=sorcerer} of your choice, two of which you must choose from the conjuration and evocation spells on the sorcerer spell list."],"name":"Spell Known of 1st Level and Higher","type":"entries"},{"entries":["Wisdom is your spellcasting ability for your Wu Jen spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Ki save DC for a sorcerer spell you cast and when making an attack roll with one.",{"items":["{@b Ki Save DC} = 8 + your proficiency bonus + your Wisdom modifier","{@b Ki attack modifier} = your proficiency bonus + your Wisdom modifier"],"style":"list-no-bullets","type":"list"},{"caption":"Spell Advancement","colLabels":["Level","Ki Cost","Spells Known","Slot Level"],"colStyles":["col-3 text-center","col-2 text-center","col-2 text-center","col-3 text-center"],"rows":[["6th","2","3","1st"],["7th","3","4","2nd"],["8th","4","4","3rd"],["9th","5","4","4th"],["10th","5","5","4th"],["11th","5","6","4th"],["12th","5","6","4th"],["13th","6","7","5th"],["14th","6","8","5th"],["15th","6","8","5th"],["16th","6","9","5th"],["17th","6","10","5th"],["18th","6","10","5th"],["19th","6","11","5th"],["20th","6","12","5th"]],"type":"table"}],"name":"Spellcasting Ability","type":"entries"}],"header":2,"level":6,"name":"Arcane Dabbler","page":4,"source":"SEIISL","subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],"header":2,"level":6,"subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["At 11th level, you call forth chaotic energies to harm the enemies around you. As an action, you can manifest an aura, forming a 15 ft. radius of chaotic energies for 1 minute. Roll a d8. The number rolled on that die determines the attacks damage type, as shown below.",{"caption":"Chaos Ward Damage Type","colLabels":["d8","Damage Type"],"colStyles":["col-3 text-center","col-6 text-center"],"rows":[["1","Acid"],["2","Cold"],["3","Fire"],["4","Force"],["5","Ligthing"],["6","Poison"],["7","Psychic"],["8","Thunder"]],"type":"table"},"When you activate this aura, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time or starts its turn there, it must make a Constitution saving throw against your ki save DC. On a failed save, the creature takes {@dice 2d6} damage of the rolled type. On a successful save, the creature takes half as much damage.","Once you have used this feature, you must complete a short or long rest before it can be used again.","You can increase the aura's damage by spending ki points, up to a maximum of 3. Each ki point you spend increases the damage of your aura by {@dice 1d6}."],"header":2,"level":11,"name":"Chaos Ward","page":4,"source":"SEIISL","subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],"header":2,"level":11,"subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":[{"__prop":"subclassFeature","className":"Monk","classSource":"PHB","entries":["Starting at 17th level, if you have resistance to a type of damage, you can spend 4 ki points as a reaction to taking damage of your resistance type to gain immunity to that damage type until the end of your next turn. Additionally you can cast a cantrip without expending a ki point until your next turn.","Once you have used this feature, you must complete a short or long rest before it can be used again."],"header":2,"level":17,"name":"Elemental Mastery","page":5,"source":"SEIISL","subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}],"header":2,"level":17,"subclassShortName":"Wu Jen","subclassSource":"SEIISL","type":"entries"}]],"subclassSpells":["frostbite","lightning lure","ray of frost","fire bolt",{"className":"Sorcerer","classSource":"PHB"},"ray of frost|xphb","fire bolt|xphb"]}]">
Brick Brawler
WayOfTheBrickBrawler
Cherry Blossom Sage
cbs
Divine Blade
FFDivineBlade
Dragon
WayOfTheDragon
Drunken Fist
MFOV:CP1
Ninja
WayofTheNinja
Seven Beasts
FFSevenBeasts
Shou Disciple
tgd
Sohei
FFSohei
Stonefist
EBCotOSCC
Swordsage
MFOV:CP2
Way of Atonement
XLNEE
Way of Brutality
KaOSCaTGtID
Way of Concordant Motion
ToH
Way of Devils
TCEE2
Way of Empathy
XLNEE
Way of Ferocity
llms
Way of Frost
NLC
Way of Gravitation
TTAtPoG
Way of Gravity
DarkMatter
Way of Hate
AbiDalzims
Way of Hundred Hands
HTotE
Way of Internal Alchemy
UltimateAdventurer
Way of Iron and Steel
MagnetMonk
Way of Kabuki
UltimateAdventurer
Way of Mercy
TCE
Way of Mundanity
TCEE1
Way of Pandemonium
CombatWheelchair
Way of Predation
UEREDPRED
Way of Pride
GHPG
Way of Repair
MFOV:SM
Way of Rhalgr
FFXIVBeforetheFall
Way of Shadow
PHB
Way of Street Fighting
VSS
Way of the Aether
GriffonsSaddlebag2
Way of the Apache
MFOV:WW
Way of the Arcane Hand
GuideDrakkenheim
Way of the Argent Fist
MorgraveMiscellany
Way of the Ascendant Dragon
FTD
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Underklasse-egenskaper

Brick Brawler

Way of the Brick Brawler (Level 3)

Monks of the Way of the Brick Brawler are taught to study the ways in which anything around them can be made into a weapon, from the smallest stone to the biggest brick.

Naturally lovers of street brawls and bar fights, these boisterous bruisers use all manner of tricks to gain the upper hand in fights, can almost supernaturally sense a skirmish before they happen and are as often found to be swinging or throwing the masonry of their namesake as they are to be found building with them.

Bonus Proficiencies

When you choose this tradition at 3rd level your martial arts technique allows you to make use of everything around you, turning bricks and large stones into deadly weapons, you gain proficiency with improvised weapons. You also gain proficiency with mason's tools if you don't already have it.

Resourceful Warrior

At 3rd level, improvised weapons are considered monk weapons for you. You can spend 1 ki point on your turn to increase the normal range of the thrown property for an improvised weapon you are holding by 10 feet until the end of your turn. At 11th level the range increases by 20 feet.

Additionally whenever you use Flurry of Blows, you may make two improvised weapon attacks as a bonus action instead of the normal unarmed strikes.

Cheap Tricks (Level 6)

Starting at 6th level, you learn to gain the upper hand however you can.

Dust in the Eyes

As a bonus action you spend 1 ki point to throw sand, kick up dirt, blow dust or otherwise attempt to impair the vision of a creature within 5 feet of you. The chosen creature must succeed a Dexterity saving throw or be blinded until the end of your next turn. A creature that is immune to the blinded condition, does not have eyes, or is gargantuan in size automatically succeeds on the saving throw.

Slap

When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt to draw its aggression. The creature must succeed on a Wisdom saving throw or it must use an attack, spell, or other ability with you as its target on its next turn. If the creature can't use any of those actions, even after moving, it instead takes the dash action to move towards you provided it is able to do so.

Street Tactics (Level 11)

Starting at 11th level, your love of big chaotic fights has given you great insights, expanding your unique fighting style.

Passionate Pugilist

If there is more than one hostile creature within 5 feet of you at the start of your turn, you gain advantage on your first attack roll if it is made against one of the hostile creatures within 5 feet of you.

From Nowhere

As long as you have a free hand you can use your bonus action to spend 1 ki point and create a small stone or brick of a size that fits in your free hand. Improvised weapons created in this way count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and disappear at the end of your turn if you are not holding them.

Ballistic Bounce

When you hit a creature with a thrown improvised weapon attack, you can spend 1 ki point to attempt to hit another creature within 5 feet of the first using its ricochet. The second target must succeed on a Dexterity saving throw or take a martial arts die of damage that is the same type as the initial attack.

Scrapper's Intuition (Level 17)

At 17th level, you can't be surprised while you are conscious.

Additionally you can use your action to sense the location of nearby creatures within 30ft of you. You also know if they hold hostile intent towards you or not. Creatures who are immune to divination magic are immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Finally you can use your action to spend 4 ki points to gain both truesight with a range of 30 feet, as well as advantage on Wisdom (Perception) checks for 1 minute.

Cherry Blossom Sage

Way of the Cherry Blossom Sage (Level 3)

Some monks spend their childhoods studding at the Cherry Blossom monastery to learn the art of story telling. Each monk of this discipline are known to be both wise and charismatic drawing friend and foes alike into enchanting worlds of adventure.

Gifted Narrator

3rd level Cherry Blossom Sage feature

At 3rd level, you gain proficiency with the Performance skill and you can use your Wisdom modifier in place of your Charisma modifier when making a Performance skill check.

Additionally, you gain proficiency with one gaming set of your choice.

Act 1: The Beginning

3rd level Cherry Blossom Sage feature

At 3rd level, as a bonus action, you can expend 1 Ki Point and choose a creature within 30ft of you and force that creature to make a Wisdom saving throw or be drawn into your story as the protagonist for 10 minutes. The protagonist is under one of the effects of your choice below:

Befallen by Illness. The protagonist has tragically contracted a disease for which there is no cure. The protagonist's movement speed is reduced by 10ft and is under the effects with the Bane spell.

Hunted like a Dog. The protagonist has gained the ire of a powerful figure and always has a target on their back. The protagonist takes an additional 1d4 psychic damage the first time they are hit with an unarmed strike or weapon attack on your turn.

Lost in the wilderness. The protagonist has strayed from the treaded path and has become lost. The protagonist can no longer see any living creature (not undead or a construct) besides you.

Act 2: The Conflict (Level 6)

6th level Cherry Blossom Sage feature

At 6th level, as a bonus action, you can expend 2 Ki Points to continue the story. You can use one of the options below while you have at least 1 creature under the effects of your Act 1: The Beginning feature:

Arrival of a Stranger. As the protagonist continues their journey they come upon a refection of their inner demon. You cast Summon Shadowspawn at 3rd level.

Betrayal of a Friend. The protagonist has been betrayed and can no longer see friend from foe. At the start of each of the protagonist's turns they must make a Wisdom saving throw. On a failed save, they must use their action to attack the closest creature to it.

Man Vs God. As the story unfolds the protagonist has come against a force greater than they can comprehend. They must make a Wisdom saving throw. On a failed save, the protagonist drops whatever they are holding and become frightened of you.

In Medias Res (Level 11)

11th level Cherry Blossom Sage feature

At 11th level, you can expend 3 Ki Points and choose a creature within 30ft of you and force that creature to make a Wisdom saving throw. On a failed save, the creature becomes your protagonist and begins at Act 2: The Conflict.

Act 3: The Climax (Level 17)

17th level Cherry Blossom Sage feature

At 17th level, as a bonus action, you can expend 3 Ki Points to finish the story. You can use one of the options below while you have at least 1 creature under the effects of your Act 2: The Conflict feature:

Tragic End. Alas the poor protagonist has found themselves at the end of their rope and this tale ends with tragedy. The protagonist must make a Wisdom saving throw. On a failed save, it is reduced to 0 Hit Points. On a successful save, it takes 10d10 psychic damage.

Fall from Grace. The protagonist has lost their old life shedding all connections to their former comrades. The protagonist must make a Wisdom saving throw. On a failed save, the protagonist is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

Exile from Home. After such a long struggle the protagonist is left with no attachments to their old home forced out as if they were an unwanted soul. The protagonist must make a Wisdom saving throw. On a failed save, they are sent to an outer plane of your choice by the rules of the plane shift spell.

Once you successfully use this feature the story ends and the creature is no longer your protagonist. A creature can not become your protagonist again for 24 hours.

Divine Blade

Way of the Divine Blade (Level 3)

A fundamentally religious tradition, those that follow the Way of the Divine Blade focus on channeling their ki in a similar manner to a cleric channeling the power of the gods. As a sign of their faith they first focus this power into a divine blade of radiant light before broadening it to enhance their reflexes, feel the presence of creatures around them and other magical miracles.

Divine Attunement

When you choose this tradition at 3rd level, as a conduit for divine power, you can cast cleric spells by channeling your ki.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Preparing and Casting Spells

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of one spell). The spells cannot be of a level higher than your maximum spell level as shown in the Maximum Spell Level table.

Class LevelSpell Level

3rd-6th

1st

7th-12th

2nd

13th-16th

3rd

17th-20th

4th

To cast one of your cleric spells of 1st level or higher, you must spend a number of ki points equal to the spell's level.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of a spell that you cast, provided that the spell has an enhanced effect at a higher level, as cure wounds does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and you cast cure wounds, 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 in this way is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.

Class LevelSpell Level

5th-8th

3

9th-12th

4

13th-16th

5

17th-20th

6

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC
Spell attack modifier

Divine Blade

Starting at 3rd level you've learned to create your tradition's namesake, a divine blade. You can magically transform one melee weapon you are proficient with by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. You can't affect an artifact or a sentient weapon in this way.

The divine blade appears to be a sword hilt that you are proficient with, it has the light property and is a monk weapon for you. If the weapon had any magical properties, those properties persist. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, the weapon has the finesse and thrown (20/60) properties. The luminous blade emits bright light of a colour you choose in a 5-foot radius and dim light for an additional 15 feet.

It deals radiant damage, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The blade returns to your hand immediately after it is used to make a ranged attack.

You can only create one divine blade at 3rd level, and up to two at 11th level. If you create another divine blade over your limit, you choose which weapon reverts to normal.

Blessed Reflexes (Level 6)

At 6th level you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells or from creatures you have detected the presence of. To gain this benefit, you can't be incapacitated.

Spiritual Insight (Level 6)

Also at 6th level you can use your action to spend 1 ki point and open your mind to the souls of those around you. You detect the presence of all creatures within 30 feet of you that are not constructs or undead, but this feature does not reveal their location.

You instantly learn the prevailing emotion of each creature in range, whether it's love, anger, pain, fear, calm, or something else. If a creature is immune to being charmed, you sense that it is calm. The feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Additionally you can spend 2 ki points to cast the spell detect thoughts.

Blade Techniques (Level 11)

Starting at 11th level you have honed your fighting skills with your divine blade, granting you several new abilities.

Blade Flurry

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two attacks with your divine blade as a bonus action.

Defensive Flourish

You can use your reaction when hit by an attack to spend 1 ki point and gain a +5 bonus to your AC, including against the triggering attack, until the start of your next turn.

Spell Weave

When you use the Attack action with your divine blade on your turn, you can cast a spell of 1st level or higher you have prepared that has a casting time of 1 action as a bonus action, spending ki points equal to 1 plus the normal cost for the spell.

Miraculous Intervention (Level 17)

At 17th level you are able to channel your ki to work wonders. By spending 5 ki points you can cast one 5th level spell of your choice from the cleric spell list, without needing material components.

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

Dragon

Way of the Dragon (Level 3)

Monks of the Way of the Dragon study and idolize draconic beings. They fight like dragons.

Dragonheart

You can speak, read, and write Draconic. Choose one type of dragon for your dragonheart. Your dragonheart is used by features you gain later.

Dragonheart
DragonDamage TypeBreath Weapon

Black

Acid

5 by 30 ft. line (Dex. save)

Blue

Lightning

5 by 30 ft. line (Dex. save)

Brass

Fire

5 by 30 ft. line (Dex. save)

Bronze

Lightning

5 by 30 ft. line (Dex. save)

Copper

Acid

5 by 30 ft. line (Dex. save)

Gold

Fire

15 ft. cone (Dex. save)

Green

Poison

15 ft. cone (Con. save)

Red

Fire

15 ft. cone (Dex. save)

Silver

Cold

15 ft. cone (Con. save)

White

Cold

15 ft. cone (Con. save)

Dragon Style

At 3rd level, you weave dragon-like motions into your martial arts. You gain the following benefits:

  • When you use Step of the Wind, you gain a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

  • When you use Patient Defense, parts of your skin become covered by a thin sheen of dragon-like scales. You gain temporary hit points equal to your Wisdom modifier that last until the start of your next turn.

  • When you use Flurry of Blows, you can change the damage type of your unarmed strikes to that of your dragonheart.

  • As a reaction to taking damage of the same type as your dragonheart, you can spend 1 ki to cast absorb elements at its lowest level.

Breath Weapon (Level 6)

At 6th level, you learn to release a powerful breath attack. You can spend up to 3 ki points and use your action to exhale destructive energy. Your dragonheart determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragonheart. A creature takes 2 Martial Arts dice of damage for each ki point spend on a failed save, and half as much damage on a successful one.

The maximum number of ki you can expend increase to 4 at 9th level, 5 at 13th level, and 6 at 17th level.

Frightening Presence (Level 11)

At 11th level, you gain the ability to mimic a dragon's terrifying roar. When you use Flurry of Blows, you can replace one attack with a draconic roar to force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Legendary Reaction (Level 17)

By 17th level you have taken upon the aspect of a true dragon. You move with nearly unmatched grace and speed. When a creature other than you ends it's turn you can use your reaction to do one of the following:

  • Detect. You make a Wisdom (Perception) check.

  • Attack. You spend 1 ki point to make a melee weapon attack.

  • Wing Attack. While your dragon wings are out, you can spend 2 ki points perform a wing attack. All Large or smaller creatures within 10 ft. of you must succeed a Dexterity saving throw or take damage equal to your unarmed strike and be knocked prone. You can then move up to half your flying speed.

Drunken Fist

Way of the Drunken Fist (Level 3)

Monks who follow the Way of the Drunken Fist swear off any notion of sobriety when beginning on their path. By wobbling, tripping, and blundering about with expert intention, as if completely inebriated, you can surprise even the most trained enemy and strike them when it's most unexpected. Moreover, when you do imbibe alcohol, you can perform astounding feats of strength and bravery.

Drink like a Demon

Starting when you choose this tradition at 3rd level, you have learned to catch your enemies off-guard with a drunken, staggering school of martial arts. You are proficient with improvised weapons and improvised weapons are now considered as monk weapons. In addition, creatures have disadvantage on Opportunity Attacks against you.

For Medicinal Purposes (Level 6)

Beginning at 6th level, you can metabolize alcohol differently. You may take a drink of alcohol and spend 1 Ki as a bonus action to regain hit points equal to 1d4 + your Monk level. You must complete a short or long rest before using this feature again.

Staggering Strike (Level 11)

By 11th level, you have learned how to better take advantage of openings in your opponent's defenses and strike when they least suspect it. When an attack with Advantage or Disadvantage made by a creature within 5 feet of you misses, you may use your reaction to make an attack on that creature with a monk weapon or improvised weapon.

Belch of Flame (Level 17)

At 17th level, you can ignite the alcohol in your mouth and release it in a spray of flame. As an action, you can take a drink of alcohol and spend 3 ki points to ignite it. You can hold this in your mouth for a number of rounds equal to your Constitution modifier, after which the effect is lost. As a bonus action while the alcohol is held in your mouth, you can spray it in a 20 foot cone. All creatures in this area must make a Dexterity save. Creatures take 6d10 fire damage on a failed save, or half as much on a successful one.

Ninja

Way of The Ninja (Level 3)

Monks of the Way of The Ninja study and idolize draconic beings. They fight like Ninjas.

Ninja Tools

You learn to make ninja tools to assist your martial arts, once per short rest you can make up to 3 ninja tools, you may save them for later.

Ninja Tools
Ninja ToolDescriptionUses

Caltrops

Small sharp objects that litter the floor, causing pain and disability to those traversing them. Choose a 10 ft area within 15 ft. The chosen terrain is difficult terrain and any creature moving into and starting their turn in the caltrops takes d4 piercing damge.

1

Smoke Bomb

Creats a 20ft circle of smoke that persists for one round, it is non magical and causes the dark condition.

3

Kunai

light, throwable, 10/60ft, finesse, 1d6 slashing damage

2

Ninja Style

At 3rd level, you weave Ninja motions into your martial arts. You gain the following benefits:

  • When you use Step of the Wind, you may use a Ninja tool.

  • When you use Patient Defense, the first time you are hit you may swap places with an object within 30 ft of you.

  • When you use Flurry of Blows, you may kick off the target and go up to 10 ft away from it.

  • As a reaction to taking damage you may use a Ninja tool.

Ninja Tools (Level 6)

You learn to make ninja tools to assist your martial arts, once per short rest you can now make up to 4 ninja tools, you may save them for later.

Ninja Tools
Ninja ToolDescriptionUses

Ninja Stars

Small sharp objects that are thrown, the target takes d4 piercing damage, target must make a DC 12 Con save or begin bleeding.

2

Kusari-Fundo

Small weights connected on each end of a chain, can be used to restrain a creature as a reaction, canceling their attack.

1

Trip wires

when you move from one space to another up to 30ft, you may place a trip wire along the path you traveled. the first creature that walks through this area has to make a DC 14 dexterity saving throw or be knocked prone

2

Honed Stealth (Level 11)

At 11th level, you gain the ability to create a decoy of yourself and blink a short distance. Creatures must make a DC 16 + Dex perception check to know where you went.

Masterful Reaction (Level 17)

By 17th level you have taken upon the aspect of a true Ninja. You move with nearly unmatched grace and speed. When a creature other than you ends it's turn you can use your reaction to do one of the following:

  • Deployment. You spend 1 ki point to use 2 ninja tools.

  • Attack. You spend 1 ki point to make a melee weapon attack.

  • Sneak Attack. You spend 2 ki points to teleport beind a target and attack them, you have advantage unless the target has true sight.

Seven Beasts

Way of the Seven Beasts (Level 3)

Through their deep study of nature adherents to the Way of the Seven Beasts develop a collection of uniquely inspired fighting styles. From the vice-like talons of the eagle to the deft dodging of the monkey, monks of this tradition blend their various styles together as they fight, with the most adept able to switch between each strike.

Animal Styles

When you choose this tradition at 3rd level, your training leads you to master the use of various different styles of martials arts inspired by your observations of the natural world.

Choose two of the following styles: Flying Crane, Soaring Eagle, Striking Mantis, Drunken Monkey, Fanged Snake, Crouching Tiger. Each style grants you benefits at different levels as shown in the animal styles table.

When you roll initiative and as a bonus action on your turn you can choose to enter a style you know. You can use the benefits of each style for 1 minute or until you enter a different style.

You learn two additional styles at 6th level, and two more at 11th level.

Animal Styles
LevelFeatureEffect

Flying Crane

3rd

Long Beak

While in this style, the reach of your unarmed strikes is increased by 5 feet. Additionally you may choose to deal piercing damage instead of bludgeoning damage with your unarmed strikes.

6th

Flying Kick

When you take the Attack action on your turn, you can replace one of your attacks with a powerful kick against one creature within the reach of your unarmed strikes. On a hit, in addition to the normal damage for an unarmed strike, the target must succeed a Strength saving throw against your ki save DC or be pushed 15 feet back and knocked prone.

11th

Vital Blow

When a creature misses you with a melee attack, you can use your reaction and expend 1 ki point to make a melee weapon attack against the creature. If you hit, the creature is incapacitated until the end of its next turn.

Soaring Eagle

3rd

Seizing Fist

While in this style, when you hit a creature with an unarmed strike you may attempt to grapple them as part of that attack.

6th

Joint Lock

When a creature you have grappled makes an attack, you may use your reaction to force them to make a Strength saving throw against your ki save DC. On a failure, the creature is incapacitated until the end of its next turn.

11th

Winged Step

At the start of your turn you may spend 1 ki point to gain a flying speed equal to your current walking speed for 1 minute. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Striking Mantis

3rd

Hook & Pull

When you hit a creature with an unarmed strike, you can move the creature 5 feet in a direction you choose provided it is not more than one size category larger than you.

6th

Whip Deflect

When you are hit by a melee attack, you may use your reaction to attempt to deflect the attack. Make an opposed Dexterity check; if you succeed then the triggering attack misses you, otherwise it hits you as normal.

11th

Rolling Strikes

When you score a critical hit with an attack you make on your turn, you may spend 1 ki point to make another attack against the same target as part of that action.

Drunken Monkey

3rd

Agile Footwork

When you make a melee attack with an unarmed strike you can move 5 feet without using any of your speed or provoking opportunity attacks. You can't move this way if your movement speed is 0, you are prone, or are otherwise unable to move.

6th

Trickster Thief

When you are the target of a melee attack, you may use your reaction to attempt to disarm your attacker. After the triggering attack is resolved, make an attack roll contested by the target's Strength (Athletics) or Dexterity (Acrobatics). You make the roll with advantage if the triggering attack missed or if you're larger than the target. On a success you force the creature to drop one item it is holding.

11th

Lost Monkey

When you use your Flurry of Blows, you may replace one of the additional attacks you make with the Dodge action.

Fanged Snake

3rd

Hidden Viper

At the start of your turn while in this style, you can choose to become invisible until the start of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person. This invisibility ends early if you use any of your movement speed, speak, or take any action, bonus action or reaction.

6th

Serpent Sway

When you take the Attack action on your turn, you can replace one of your attacks with a snake-like swaying motion, lowering the guard of one creature of your choice within 5 feet of you. That creature must succeed a Wisdom saving throw against your ki save DC. On a failure, until the end of your turn it becomes charmed by you and you have advantage on attack rolls against it.

11th

Venomous Bite

When you hit a creature with an unarmed strike, you can spend 1 ki point to force that creature to succeed a Constitution saving throw against your ki save DC or become poisoned for 1 minute. While poisoned the creature takes poison damage equal to your martial arts die at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.

Crouching Tiger

3rd

Iron Claws

While in this style, you gain a +2 bonus to the damage rolls of your unarmed strikes. Additionally you may choose to deal slashing damage instead of bludgeoning damage with your unarmed strikes.

6th

Feral Pounce

When you are the target of a ranged attack, you may use your reaction to spend 1 ki point and leap up to your movement speed towards the attacking creature. If you end this movement within 5 feet of the creature it must succeed a Strength saving throw against your ki save DC or be knocked prone.

11th

Low Sweep

When you take the Attack action on your turn, you can replace one of your attacks with a sweeping kick against all creatures of your choice within 5 feet of you. Each creature must succeed a Strength saving throw against your ki save DC or be knocked prone. A creature that fails this save by 5 or more has its movement speed reduced to 0 until the end of its next turn.

Bonus Proficiency

Also at 3rd level, you gain proficiency in the Nature skill if you don't already have it. If you are already proficient in the skill then your proficiency bonus is doubled for any ability check you make with that skill.

Additional Animal Styles (Level 6)

You learn two additional styles at 6th level, and two more at 11th level.

Additional Animal Styles (Level 11)

You learn two additional styles at 11th level.

Strike Stance Shifting (Level 17)

Starting at 17th level, when you hit with an unarmed strike you may change your current style as part of that attack.

Shou Disciple

Shou Disciple (Level 3)

The varied peoples of Kara-Tur have a long and storied history of using the study of martial arts to attain enlightenment. Monasteries exist where students spend their lives trying to achieve spiritual perfection.

But not all are so dedicated to enlightenment. Some seek to focus on the practical aspects of martial combat. This is particularly evident by those who have left monasteries or never fully dedicated themselves to a teacher or their ideas. Many of the Shou refugees who settled in Thesk after fleeing the Tuigan Horde fall into this category. These individuals care less about self-actualization and more about surviving the attacks of thugs from the Nine Golden Swords.

Inner Strength (Level 3)

Your training and discipline enable you to shrug off injuries in the midst of combat. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your monk level. Once you use this feature, you must finish a short or long rest before you can use it again.

Pragmatic Defense (Level 3)

Although you have studied the unarmored defense techniques of the fighting monks of Kara-Tur, you recognize the value of armor and weapons.

Starting at 3rd level, all finesse weapons are considered monk weapons for you. Additionally, you gain proficiency with all melee and ranged martial weapons, but unless specified otherwise these are not considered monk weapons for you.

You also gain proficiency with light armor. You may use your Martial Arts feature while wearing light armor. Although you cannot benefit from your Unarmored Defense or Unarmored Movement features while wearing armor, you are still faster than most and your speed increases by 5 feet while wearing light armor.

Warding Senses (Level 6)

Starting at 6th level, your awareness of danger allows you to dodge away from dangerous attacks. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to spend 1 ki point to impose disadvantage on an attack roll that targets you before the outcome of that attack is determined.

Combat Discipline (Level 11)

Beginning at 11th level, the bonus to your speed while wearing light armor increases to 10 feet. You may now use any one-handed martial weapon as a monk weapon.

Focused Fury (Level 17)

Upon reaching 17th level, your martial skills are so formidable that any simple or martial weapon is considered a monk weapon for you.

Additionally, once per turn when you hit a target with a monk weapon, you may spend 4 ki points to turn a normal hit into a critical hit.

Sohei

Way of the Sohei (Level 3)

Sohei mix martial prowess with divine power that grants them access to spells, the ability to heighten their strength and speed in battle, and protection from mental and bodily harm. Very experienced sohei can shrug off physical damage and even ignore grievous wounds while using their spells in battle to grant protection, enhance attacks, and damage foes.

Spellcasting

When you choose this tradition at 3rd level, as a conduit for divine power, you can cast cleric spells by channeling your ki.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Preparing and Casting Spells

The Sohei Spellcasting table shows how many spell slots you have to cast your cleric spells. To cast one of your cleric spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in practice and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell
Spell

Ki Frenzy

At 3rd level, you can focus your ki into a frenzy of berserk energy as a bonus action.

While in a ki frenzy, you gain the following benefits:

  • You gain a bonus to your AC and damage rolls equal to your proficiency bonus.

  • Your speed increases by 10 feet.

  • When you use flurry of blows, you can choose to not expend a ki point, but instead take a -5 penalty to the attack rolls you make as part of that bonus action.

You are unable to cast spells or concentrate on them while in a ki frenzy. Your ki frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if you end it as a bonus action. You a can use this feature once. You gain an additional use at 11th level, and a third use at 17th level. You regain all expended uses when you finish a long rest.

Defensive Strike (Level 6)

Starting at 6th level, When a creature misses you with a melee attack roll after you have taken the Dodge action on your previous turn, you gain advantage on attack rolls against that creature until the end of your next turn.

Strength of Mind (Level 6)

Also at 6th level you are immune to magic that would put you to sleep and have advantage on saving throws against being stunned by spells.

At 17th level you are immune to being stunned by spells.

Extraordinary Resilience (Level 11)

At 11th level your resilience lets you survive attacks that would break others; you reduce all damage you take by 2.

At 17th level the damage reduction increases to 4.

Unyielding Soul (Level 17)

At 17th level you can channel your ki to remain fighting when by all rights you should be dead. When you are reduced to 0 hit points or when you start your turn with 0 hit points, you can spend 2 ki points to not fall unconscious until the start of your next turn, however your movement speed is halved.

You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until you start your turn with no ki or choose not to spend ki points to remain conscious, and you die then only if you still have 0 hit points.

Stonefist

Way of the Stonefist (Level 3)

A small monastery of the Stonefists exists in the Shandar Mountains, which is related to some unspeakable horrors of legend that supposedly lurk on the top of the highest peaks. The monks of the Stonefist practice the fighting techniques of earth elementals by studying and imitating their combat maneuvers. Their daily practice involves hardening their bodies to withstand blows and the rigorous focusing of their strength. Masters of this monastic tradition become almost impervious to non-magical attacks and reach a level of ascendance where they can turn themselves into earth elementals.

Resist Strikes

Starting at 3rd level, you can channel your ki into resisting damage from a blow. As a reaction, you can spend 1 ki point to reduce the damage you take from an attack by 1d10 + your Strength modifier + your monk level.

Mountain Stance (Level 6)

Starting at 6th level, you can tighten your muscles to enter a steady stance making you immovable and hard to grapple with. As a bonus action, you can spend 1 ki point to gain advantage on contests involving Strength (Athletics) ability checks made against you and on Strength saving throws for 1 minute. If you move, you lose this advantage until the start of your next turn.

Stone Body (Level 11)

Starting at 11th level, you can evoke a protective layer of stony skin over your entire body. As a bonus action, you can spend 3 ki points to gain damage resistance from bludgeoning, piercing, and slashing damage for 1 minute.

Elemental Transformation (Level 17)

Starting at 17th level, you can become one of the elemental creatures you learned to imitate your whole life. As a bonus action, you can spend 6 ki points to transform into an earth elemental for 1 minute as if you were using the Wild Shape ability of the druid class. You can use all of your monk abilities in this new form. Once you use this feature, you can't use it again until you finish a short or long rest.

Swordsage

Way of the Swordsage (Level 3)

A master of martial maneuvers, the Swordsage is a physical adept—a blade wizard whose knowledge of the Sublime Way lets her unlock blinding speed and spiritual transcendence. Unlike other monks, the Swordsage trains with his weapon as well as his martial arts, practicing relentless discipline to hone her skills and perfect her combat maneuvers. The Masters of the Sublime way are a blur of deadly strikes on the battlefield, evidence of years of intensive training and meditation.

Bonus Proficiencies

When you choose this path at 3rd level, you gain proficiency in martial weapons that do not have the Heavy property. Martial weapons are also treated as monk weapons for the purposes of monk class features.

Combat Discipline

Beginning at 3rd level, your training and discipline have taught you to channel your Ki into deadly combat maneuvers.

Maneuvers

You can prepare five maneuvers of your choice, which are detailed under "Maneuvers" in the Fighter class description. You may reselect these maneuvers each time you complete a long rest. You learn to prepare two additional maneuvers of your choice at 6th, 11th, and 17th level.

Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Once you have used a prepared maneuver it becomes unprepared and you may not use it again until you complete short or long rest. You may, however, use your action to meditate on a single maneuver to prepare it again.

Superiority Dice

Your superiority dice begin as d4s, and change as shown in the Martial Arts column of the Monk table. When you elect to use a maneuver, you may use a superiority die by expending 1 Ki point.

Saving Throws

When one of your maneuvers requires your target to make a saving throw to resist the maneuver's effects, use your Ki save DC.

Quick to Act (Level 6)

By 6th level, you are exceptionally quick to act, and have advantage on initiative rolls.

Additional Maneuvers (Level 6)

At 6th level, you learn two additional maneuvers of your choice.

Mystic Jaunt (Level 11)

At 11th level, you can strike an enemy within the span of a moment. As a bonus action, you can spend 2 Ki points to teleport up to 60 feet to a space that you can see adjacent to an enemy. You then have advantage on the first attack you make before the end of your turn.

Additional Maneuvers (Level 11)

At 11th level, you learn two additional maneuvers of your choice.

Sublime Way (Level 17)

By 17th level, you have mastered the Sublime Way and can strike with perfect form. You may now use two different maneuvers on a single attack, expending Ki points separately for each.

Additional Maneuvers (Level 17)

At 17th level, you learn two additional maneuvers of your choice.

Way of Atonement

Way of Atonement (Level 3)

Monks of the Way of Atonement seek to absolve themselves for their past transgressions, sins, and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Seeking not the zealot's path, they believe that through calming and controlling their fervor, they can bolster the universal well-being of all mortal creatures. These monks seek to protect delicate balance struck by the presence of the pantheons. and strike out in malice only to defend those who can't defend themselves.

Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice, not only in material possessions but, flesh to find their way to forgiveness and often carve or brand the markings of the gods on their skin in homage.

In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers of this path endeavor to abstain from anger, envy, and corruption. Not so naïve as to believe that the gods' designs won't require skirting the edges of temptation, and sometimes justify ends by their means, they willingly pay the price in flesh for their actions. As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, unadorned club that each refers to as their penance.

To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before atonement.

Path of Atonement

When you choose this tradition at 3rd level, your Hit Dice represent a pool of vitality you can exhaust to fuel your Way of Atonement features.

Atonement requires absolutely commitment, and constant reminder of the pain you inflict on others by inflicting that pain on yourself during deep contemplation or prayer. To atone, roll the Hit Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest, and it can't be reduced in anyway.

Penance Weapon

Also at 3rd level, you learn a ritual prayer that creates a divine bond between you and one unadorned, nonmagical simple weapon of your choice. You perform these prayers over the course of 1 hour, which can be done during a short rest. During this ritual, you carve notches that represent your past transgressions, and each time you atone, you are compelled to consider any additional sins you have committed and add notches to its stock to atone. While your penance is paid, your weapon is bonded to you, counts as a monk weapon for you, and you can't be disarmed of that weapon unless you are incapacitated.

Strength of Faith

You can deliver your own form of justice to others. When you hit with your penance weapon, or an unarmed attack, you can spend one Hit Die and expend one ki point, to add 2d8 force damage to the attack.

Trials of Temptation

For each permanent magic item you currently own, the cost of Hit Dice and ki points used by your Way of Atonement features increases by 1, and again each time you acquire an additional permanent magic item. The increased cost remains until you no longer possess any permanent magic items.

Armament of Atonement (Level 6)

At 6th level, your strict adherence of a simple life has earned you the gods' favor.

Faithful Strike

When you wield your penance weapon in one hand, and nothing in the other, you gain a +1 bonus to attack and damage rolls with your penance weapon and unarmed strikes. Your penance and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flagellant Hide

While you hold your penance weapon, you gain a +1 bonus to Armor Class and saving throws.

Zealot

The bonuses from your Faithful Strike and Flagellant Hide features increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level.

Labor of the Gods (Level 11)

At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend a Hit Die, roll it, and recover hit points equal to that number plus your Constitution modifier. You can't use this feature again until you finish a short or long rest.

At 17th level, you gain one additional use of this feature between rests, and can spend a number of Hit Dice equal to half your monk level instead of one.

Enlightened Voice (Level 17)

Starting at 17th level, your time spent in quiet contemplation, prayer and servitude has granted you supreme wisdom. Whenever you make an ability or skill check that you are not proficient with, you can spend 1 ki point to gain proficiency in that check and use your Wisdom modifier in place of the skill's ability modifier.

Additionally, when in counsel with any creature that you are able to speak with, and can understand you, you can spend a number of Hit Dice equal to half your monk level or less and add the total to the result of any one Charisma, Intelligence, or Wisdom check or saving throw.

You can't use this feature again until you complete a short or long rest. If you use this feature to deceive or bribe, you can't use it again until you complete a long rest.

Way of Brutality

Way of Brutality (Level 3)

While most monks hone their abilities through years of strict discipline and practice, others find less onerous ways of developing their craft. Monks of the Way of Brutality are mean and love to fight dirty.

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation skill.

Dirty Fighting

At 3rd level, you learn how to fight dirty. Whenever you hit a creature with an attack granted by Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be blinded until the end of your next turn.

  • It must succeed on a Constitution saving throw or be unable to breathe or vocalize until the end of your next turn.

  • It must succeed on a Strength saving throw or have its speed reduce to 5 feet until the end of your next turn.

Alternatively, you can use your Flurry of Blows to make a ranged weapon attack against a target within 30 feet with an improvised weapon—such as a mug of ale, a chair, or any other similarly sized object you can reach. The attack uses your Martial Arts die for damage, regardless of what you attack with.

Frightful Presence (Level 6)

Upon reaching 6th level, you are able to manipulate the ki in others to strike them with fear. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Brutal Blows (Level 11)

At 11th level, you learn how to place your blows for maximum effect. When you hit a creature with an attack granted by your Flurry of Blows, the attack deals an additional die of damage.

Reactive Flurry (Level 17)

At 17th level, when a creature provokes an opportunity attack from you, you can use your Flurry of Blows as a reaction.

Way of Concordant Motion

Way of Concordant Motion (Level 3)

The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.

Cooperative Ki

Starting when you choose this tradition at 3rd level, when you spend Ki on certain features, you can share some of the effects with your allies.

Flurry of Blows

When you spend Ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die + your Wisdom modifier.

Patient Defense

When you spend Ki to use Patient Defense, you can spend 1 additional Ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.

Step of the Wind

When you spend Ki to use Step of the Wind, you can spend 1 additional Ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.

Deflect Strike (Level 6)

At 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 Ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.

Coordinated Maneuvers (Level 11)

Starting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 Ki point for each ally you target.

In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.

Concordant Mind (Level 17)

At 17th level, you have mastered the ability to empower your allies with your Ki. As an action, you can expend 5 Ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.

Way of Devils

Way of Devils (Level 3)

Monks of the Way of Devils are part of an ancient and unholy order, one dedicated to serving the legions of devils in their war against the demons of the abyss, as well as serving their infernal masters' interests on the Material Plane. Whereas most monks train in the art of self-defense, those of the Way of Devils focus on inflicting punishment and controlling their enemies. It is said that the first of these monks were Duergar, newly bound into pacts with Asmodeus and willing to wield his devilish chains over the prospect of becoming chained themselves.

Devilish Chain

You gain the ability to summon a spectral, fiendish chain of burning iron to attack and bind your foes. Whenever you take the Attack action, you can summon the chain to your empty hand and use it for the attack. The chain uses the statistics of a whip, but with a reach of 15 feet, and it counts as a monk weapon for you. You can only have one chain summoned at a time. It disappears after 1 minute, if you are reduced to 0 hit points, or if you dismiss it early as a bonus action.

Additionally, whenever you hit a creature with your chain, you can spend 1 ki point to apply one of the following effects. You can only use one of these effects each time you make an attack with the chain.

Binding Chain

The creature must make a Strength saving throw. On a failed save, the creature is restrained until the start of your next turn and cannot move more than 15 feet away from you. A creature restrained by the chain can use its action to make a Strength saving throw, freeing itself on a success. While a creature is restrained in this way, you cannot use the chain to make other attacks.

Burning Chain

You deal additional acid, cold, or fire damage (your choice when you use this feature) equal to one martial arts die.

Luring Chain

If the creature is one size larger than you or smaller, you pull the creature up to 10 feet closer to you.

Vile Edict (Level 6)

You have learned to speak in the wicked tongue of the nine hells, compelling your foes to obey in and out of battle. As a bonus action, you can spend 1 ki point to cast the command spell. The target has disadvantage on the saving throw if it is restrained by your chain.

Hellish Tether (Level 11)

You can bind a foe to you in torturous turmoil. When you restrain a target using the Binding Chain option from your Devilish Chain feature, you can spend an additional 2 ki points to change the duration of the restraining effect to 1 minute. The creature must repeat the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, it takes 2d6 of acid, cold, or fire damage (your choice).

Fiendish Form (Level 17)

Your commitment to the nine hells has been proven and you have been rewarded in kind. On your turn, you can spend 5 ki points as a bonus action to take on the qualities of a fiend for 1 minute. You can end these traits early as a bonus action.

While in your fiendish form, you gain the following benefits:

  • You gain immunity to fire and poison damage, and resistance to cold damage and bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

  • Your weapon attacks deal an additional 1d10 acid, cold, or fire damage (your choice).

  • You gain a flying speed equal to your current walking speed.

Way of Empathy

Way of Empathy (Level 3)

Monks of the Way of Empathy follow the tradition instilled with compassion for all living beings. While their training includes martial practice as a form of selfdiscipline, their teachings also focus on a healing art of rare form, known as Empathy. Using these techniques, they learn to manipulate the ki to transfer malady and pain from another to themselves. Some members of this tradition dedicate themselves to the sick and the poor, while others find their calling side by side with soldiers, rehabilitating the fallen in battle. Their scars might telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh.

Healing Chakra

When you choose this tradition at 3rd level, you learn to extend the bounds of your internal fortitude through focus and deep concentration to recover from injury at an accelerated pace. During a short rest, when you roll a hit die to regain hit points, you regain twice the number rolled before adding your Constitution modifier.

Empathy

At 3rd level, your depths of compassion allow you to take the wounds of others at the cost of your own health. As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 × your monk level. You take damage equal to the amount of hit points healed.

This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way (except the Improved Empathic Bond class feature).

Sense Emotion (Level 6)

At 6th level, you can unlock the chakra pathways within other creatures. You learn the friends cantrip, and can spend 2 ki points to cast calm emotions or detect thoughts.

Empathetic Bond (Level 6)

Also at 6th level, you can create a metaphysical link between you and another creature at the end of a short or long rest. While the creature is within 60 feet of you it has resistance to all damage. Also, each time it takes damage, you take the same amount, and this damage can't be reduced in any way. This feature doesn't transfer any other effects that might accompany the damage.

If the creature you are linked to is reduced to 0 hit points but isn't killed outright, it is stabilized as any excess damage carries over to you, and the bond is severed. You can also end this link on your turn as a bonus action.

Adrenal Surge (Level 11)

At 11th level, as a bonus action, you can expend 5 ki points to push your allies to peak performance. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gain temporary hit points equal to your monk level, provided the creature can see or hear you.

Improved Empathetic Bond (Level 17)

At 17th level, you can use your Empathetic Bond feature to create two bonds instead of one, and you can use your Empathy feature as an action to replace some of their hit points if they are within 30 feet.

Additionally, while both links are active, you gain resistance to all damage, including damage from your Empathy and your Empathic Bond features. If either link is lost, so is this resistance, and you can't use this feature again until you finish a long rest.

You can end one or both links on your turn as a bonus action.

Way of Ferocity

Way of Ferocity (Level 3)

While monks of every Tradition strive for mastery over their physical form, honing their bodies into deadly weapons, and mastering ancient martial arts techniques, creatures born with natural weapons; vicious claws, imposing horns, sharp teeth, thick scales, or lashing tails, have a natural advantage in their quest to weaponize their bodies for combat.

Monks with these natural advantages often adopt the Way of Ferocity. Through the practice of this ancient and savage tradition they enhance their physical features with secret techniques, and combine their mastery of ki with the primal ferocity that dwells within all creatures of wild heritage.

Natural Predator

Upon adopting this Tradition at 3rd level, your enhance your natural abilities with one of the disciplines below. Creatures often master disciplines that enhance their natural features.

  • Bestial Rend

    This discipline is most often adopted by creatures with sharp claws and teeth. Your unarmed strikes now deal slashing damage, and inflict deep wounds on your target. Each time you hit a creature with an unarmed strike, its movement speed is reduced by a cumulative 5 feet until the start of your next turn. If you reduce a creature's speed to 0, they are restrained until the start of your next turn.

  • Natural Defense

    This discipline is most often adopted by creatures with scales or shells. When a creature you can see hits you with an attack you can use your reaction to add your proficiency bonus to your Armor Class against the attack.

  • Savage Charge

    This discipline is most often adopted by creatures with hooves or horns. If move at least 15 feet in a straight line toward a creature, you have advantage on the first unarmed strike you make against that creature.

Savage Strikes

Your body itself has evolved to be a natural weapon. Whether you have claws, teeth, spines, or scales, your physical form has an innate advantage in combat. At 3rd level your Martial Arts damage die increases to a d6 for your unarmed strikes.

Your Martial Arts die for your unarmed strikes increases again as you gain levels in this class: at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Optional Rule: Race Restriction

The Way of Ferocity is typically practiced only by creatures of bestial ancestry. Only creatures with natural weapons, such as Lizardfolk, Tortles, Tabaxi, Minotaurs, Leonin, or other beastfolk can practice this Monastic Tradition. Though, your table may lift this restriction to suit your campaign setting.

Primal Intuition (Level 6)

You training has honed your instincts and senses along with your physical prowess. At 6th level, choose a skill proficiency you gained from your race. You add double your proficiency bonus to any ability check you make with that skill.

If you didn't gain a skill proficiency from your race, you gain proficiency in one of the following skills: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.

Power of the Wild (Level 11)

In your training you have learned to augment your physical strikes with the power of ki. Starting at 11th level, when you hit a creature with an unarmed strike you can expend 1 ki point to deal an additional 2d6 damage to the target.

Apex Predator (Level 17)

You have brought forth the true potential of your wild body. At 17th level, you learn one of the following disciplines:

  • Bestial Fury

    You can whip yourself into a primal fury when hunting your foes. When you score a critical hit against a creature with an unarmed strike, its speed is reduced to 0, and you have advantage on any unarmed strikes you make against that creature until the start of your next turn.

  • Natural Resilience

    You can harden your body to absorb incoming assaults. Whenever you take damage and are not incapacitated, you can expend ki to reduce the damage you would take by 1d12 for each ki point you spend.

  • Savage Rush

    You can draw upon primal speed to trample those in your path. As an action, you can expend 4 ki points and move up to your full movement speed in a straight line. Any creature you pass through must make a Dexterity saving throw. On a failure, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Way of Frost

Way of Frost (Level 3)

Most fear the cold and its embrace, the numbness that overtakes you, the lethargy that sweeps over. The ice freezing you to the bones, like knives digging in your flesh.

Monks of the Way of the Frost are the opposite, trained in monasteries in the heart of the arctic weather, they learn to focus their ki to harness the powers of frost, pushing far beyond their limitations to reach mastery over this element. They can freeze anything and shatter their opponents' will Even their breath seems to condense as they breathe. It is said that their body creates this absolute zero cold, as they permanently radiate this freezing aura.

Many of the monk abilities can be reflavored to fit this ice theme. Stunning strike could trap the enemy in ice, and the extra movement could be seen as you sliding on ice, etc...

Frost Weaponry

Starting at 3rd level, your training in below zero temperatures has given you new ways to spend your ki points:

Frost Weapons

You are able to create 2 one-handed weapons made of ice, one in each hand, using the ambient humidity. You can spend 1 ki points to create them as a bonus action. The created weapons have the Light, Range (20/60), Thrown properties and count as monk weapons. They deal your martial hit die cold damage + Dex mod + Wis mod on a hit, and last until the end of your next turn.

Frost Shards

You can create a flurry of ice shards that erupt from your hand like a blizzard. As an action, you can spend 2 ki point, and all creatures within a 15ft cone from you must make a Dex Saving throw or take 4d4 cold damage and have their movement reduced by half, the ice encasing them. On a success they only take half damage and their movement remains unaffected.

The damage for this ability increases by 2d4 for each additionnal 1 ki point spent to use it.

Frost Body

At 3rd level, when an attack is made against you, you can use your reaction to cover your body with a thick layer of ice, gaining +3 to your AC until the start of your next turn. You * can use this ability a number of times equal to 1 + Wisdom Modifier (minimum of 1) per long rest.

Chill and Shivers

Starting at 3rd level, your brutal training and way of life makes you scary to the common folk, you gain proficiency in the Intimidation skill. If you're already proficient, your proficiency bonus is doubled for any ability check you make using that skill instead.

In addition, as an action you can choose an area of water that you can see within 60ft and that fits within a 5-foot cube, you can freeze it, shatter it, and levitate the ice.

Absolute Zero (Level 6)

At 6th level, your ability to harness the cold becomes second nature, you gain resistance to cold damage.

Frozen Clone (Level 6)

At 6th level, when you use your frost body ability and block a hit with it, you can instead teleport, leaving an ice clone of yourself that takes the hit. You teleport 5ft behind the attacker and can make a single weapon attack.

Unyielding Blizzard (Level 11)

Starting at level 11, when you use your flurry of blows ability while equipped with your Frost Weapons, you can choose to attack with them instead of making unarmed strikes.

In addition any damage you deal that does cold damage ignores resistance to cold.

Arctic Pressure (Level 17)

At 17th level, you can spend an action to push your ice powers to their limit. As a bonus action you can choose a number of creature that you can see within 120ft around you equal to 1 + Wisdom modifier (minimum of 1) and expose their weakness. For the next minute, all cold damage that you deal is doubled against those creatures.

This ability requires you to maintain concentration, as you would for a spell.

This power takes a toll on your body, the first time you use it you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d12 cold damage immediately. Each time you use this feature again before finishing a long rest, the cold damage increases by 2d12. This damage ignores resistance and immunity.

Way of Gravitation

Way of Gravitation (Level 3)

Monks of the Way of Gravitation harness the very power of gravity. They have meditated on this natural force to be able to tap their ki into it and alter gravitation around them. They often see gravity not only as a force of nature, but as an extension of their arts.

Gravitational Punches

Starting when you choose this tradition at 3rd level, your blows are so heavy that they reform gravity around them. You gain the following benefits to your Flurry of Blows.

  • Whenever hit two different creatures with the unarmed strikes granted by your Flurry of Blows, you can create a gravitational pull between the two creatures. Until the end of your next turn, the creatures can't willingly move while more than 20 feet away from each other, unless they are moving closer together.

  • Whenever you hit the same creature with both of the unarmed strikes granted by your Flurry of Blows, you can create a vortex of high gravity within it, halving its speed until the end of your next turn.

Light as a Feather

Also at 3rd level, you gain the ability to reduce your own gravity. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Fluctuate (Level 6)

At 6th level, you gain the following abilities.

Catch

You can spend 1 ki point to cast feather fall without providing material components.

Heavy Stance

As a reaction to being forcibly moved, you can increase your gravity and not be moved instead.

Low Gravity (Level 11)

Beginning at 11th level, when you use your Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your turn.

In addition, when you affect a creature with your Gravitational Punches feature, it takes force damage equal to your Martial Arts die.

Plummet (Level 17)

Beginning at 17th level, once per turn, when you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to change the creature's gravitational pull. The creature's gravity is changed and it begins to fall in any direction of your choice. The creature must make a Strength saving throw against your Ki save DC. On a failed save, the creature falls up to 60 feet in the chosen direction. On a successful save, it falls up to 30 feet in the chosen direction. In either case, if a solid object is encountered in this fall, the creature strikes it just as it would during a normal downward fall. The creature's gravity returns to normal after the fall or after it collides with anything.

Way of Gravity

Way of Gravity (Level 3)

Monks that have spent ample time in artificial gravity can feel the difference in their ki; natural gravity is substantial and wholesome, like an embrace from a great planet itself, whereas artificial gravity hums with a flimsy electrical artifice. With practice, these monks learn to manipulate their own gravity using their ki, throwing their center of mass about in defiance of physical conventions and tweaking gravitational fields around them.

Subjective Gravity

Starting when you choose this monastic tradition at 3rd level, you can choose your own center of gravity. On your turn, you can use half your movement to choose a solid surface (such as a wall or ceiling) within 30 feet of you to act as the ground for your subjective gravity. You are pulled down to this surface, as if by gravity. Your subjective gravity follows this surface along any smooth contours, but stops at any corners that turn 90 degrees or more. Only you and objects you wear or carry are influenced by your subjective gravity.

Negate Mass (Level 6)

Starting at 6th level, you can spend 2 ki points to cast the spell levitate.

Distortion Field (Level 11)

Starting at 11th level, you can use your bonus action and spend 1 ki point to create an invisible 10-foot diameter sphere of gravitational distortion, centered on a point you can see within 60 feet. This distortion lasts for 1 minute. If a creature enters this space, its movement stops. At the beginning of each of its turns, the creature can use half its movement and make a Strength saving throw to escape the distortion field, moving to an adjacent unoccupied space of its choice on a success. On a failed save, the creature can't move. Any projectile that passes through your distortion field stops instantly in midair.

Singularity Strike (Level 17)

Starting at 17th level, your attacks carry massive fields in their wake. When you hit a creature with two or more unarmed strikes on your turn, you form a gravitational field around it. Until the beginning of your next turn, the creature can't willingly move unless it first uses the Disengage action and spends half its movement to escape this field.

Way of Hate

Way of Hate (Level 3)

Monks of the Way of Hate ignore their schools' teachings about the dispassionate use of violence as a last resort, but absorb every bit of anatomical education. These cruel outcasts from more traditional schools of martial arts exploit their knowledge of the body's weaknesses and the flow of ki to fight with cruel precision and vicious delight.

When they fight, these sadistic monks inflict as much pain as possible before their inevitable victory. Their unfortunate targets limp away with broken bones and shattered pride—if they survive the encounter at all.

Eye for Weakness (Level 3)

When you choose this tradition at 3rd level, you can analyze enemy pressure points to identify their most valuable assets. If you spend at least 1 minute observing or interacting with another creature outside combat, the DM chooses a number of the target's features or traits equal to your Wisdom modifier, and shares their names with you.

You can also learn this information as a bonus action if you spend 1 ki point and succeed on a contested Wisdom (Insight) check against the target's Charisma (Deception) check. You must be able to see the target in order to use this feature, and creatures that cannot be sensed through magical means (such as the nondetection spell) are immune to this feature.

Ki Disruption (Level 3)

Also at 3rd level, your precise strikes to nerves and chakra painfully sever your victims' access to their innate abilities. Once on your turn when you hit with an unarmed strike, you can spend 2 ki points to choose one of your target's features or traits, such as an earth elemental's Earth Glide, an orc war chief's Gruumsh's Fury, or a lich's ability to cast the disintegrate spell.

The target can't use that feature until the start of your next turn.

System Shock (Level 6)

At 6th level, your Stunning Strikes deal an additional 1d6 psychic or necrotic damage (your choice), as do your attacks against a creature suffering from your Ki Disruption. You can deal this damage once per turn, and deal the additional damage even if the target succeeds on its saving throw against being stunned.

Vicious Intellect (Level 6)

Also at 6th level, you gain proficiency in your choice of Medicine or torturer's implements.

Below the Belt (Level 11)

At 11th level, you combine your prowess with cruel opportunism. Once per turn when you attack a creature that is suffering at least one condition or suffering from your Ki Disruption, or force it to make a saving throw, you can add a roll of your Martial Arts die to the attack or subtract it from the saving throw.

Maximize Harm (Level 17)

Starting at 17th level, you give in to the temptation to brutalize helpless opponents. When you spend ki points to stun a creature or disrupt its ki, you can spend 2 additional ki points to deal doubled damage to it until the end of your turn.

Way of Hundred Hands

Way of Hundred Hands (Level 3)

An orc smirks, arms crossed across her chest as three marbled hands dispatch a group of ghouls. A figure in a grey uniform gestures at a fleeing criminal. Two hands emerge from the shadows of the alley and pin the hapless snatchpurse.

These heroes are adherents to an esoteric order. Practitioners of the Way of Hundred Hands seek to emulate the fighting style of ancient many-armed giants who fought in times of myth. Like those titans, these monks wish to bring down obstacles with demonstrations of overwhelming force.

Spectral Armament

The appearance of the spectral hands summoned by your monk can represent their own views on their discipline or connect them to the monastery or teacher that guided them to this style.

Consider deciding the tradition your character's heraldry represents - images or symbols that hold a special link to your character's background or convictions. Think about how this tradition might affect your character's actions.

Spectral Armament
d4Armament

Solid. Your arms adopt near tangible forms; marbled stone, shining metal or knotted wood..

Diaphonous. Your arms adopt sheer forms, embracing their spectral nature; twisting water or shaped air..

Wild. Your arms embrace the bestial nature of the forms you practice; tiger's claws, hawk's talons or scorpion mandibles.

Strange. Your arms embrace the esoteric; hissing cobra maws or fizzling hooks pulled from your own shadow.

Spectral Hands

3rd-level Way of Hundred Hands feature

Beginning at 3rd level you can channel ki to conjure spectral hands. You can have a number of hands conjured equal to your proficiency bonus. You can conjure 1 hand as a bonus action or any number as an action, spending 1 ki point for each hand conjured. Your spectral hands last until the beginning of your next short or long rest. They can be dismissed as part of any other action. If you fall unconscious all spectral hands are immediately dismissed. Your spectral hands are treated as unarmed strikes that deal force damage equal to your Martial Arts damage die + your Wisdom modifier.

While conjured, each spectral hand provides the following benefits:

  • Increases your carrying capacity by a number of pounds equal to your monk level.

  • Increases your Athletics skill by 1.

  • Adds an additional point of force damage to your unarmed strikes.

Master's Flurry (Level 6)

6th-level Way of Hundred Hands feature

Beginning at 6th level, whenever you perform a Flurry of Blows you can make 1 additional attack with a spectral hand.

At 13th level, you can also expend any number of spectral hands after the first to make that many additional attacks with them.

Daili's Strike (Level 11)

1th-level Way of Hundred Hands feature

At 11th level, you can use your spectral hands to throw your opponents off-balance. You can expend a spectral hand to make a shove attack that can target a creature up to a number of feet away equal to your proficiency bonus × 5. You may expend a second hand as part of this attack to additionally restrain the target until the end of your next turn.

Endless Assault (Level 17)

17th-level Way of Hundred Hands feature

At 17th level as an action you can spend any number of ki points and spectral hands to make a number of spectral unarmed strikes equal to the amount of spent ki points and expended spectral hands. You can't use this ability again until after you finish a long rest.

Way of Internal Alchemy

Way of Internal Alchemy (Level 3)

Monks following the Way of Internal Alchemy use a mystical practice to transmute their ki that mirrors traditional alchemy. Along with practicing traditional and internal alchemy, these monks subscribe to a life philosophy that emphasizes harmony and spontaneity. Some practitioners ingest alchemical reagents designed to extend their lives or enhance their mystical powers.

Alchemical Cauldron-Body

Starting when you choose this tradition at 3rd level, you learn a special meditative practice that allows you to refine your ki. When you regain your expended ki at the end of a short or long rest, divide your ki points into two pools: bright ki and dim ki. Unless a feature or ability specifies it requires a dim ki or a bright ki, you can spend either to activate the ability.

Additionally, some of your ki features gain additional benefits depending on the type of ki used to activate them.

  • Flurry of Blows

    When you use bright ki to activate this feature and you miss with at least one of the attacks, you can make one additional unarmed strike as part of the same bonus action. When you use dim ki to activate this feature, each creature hit by one of these unarmed strikes cannot take reactions until the start of its next turn.

  • Patient Defense

    When you use dim ki to activate this feature, you also roll your Martial Arts die and gain that many temporary hit points'24. You lose any remaining temporary hit points granted by this feature after 1 minute.

  • Step of the Wind

    When you use bright ki to activate this feature, you can use a bonus action to take the Disengage and Dash action instead of having to choose just one.

Bonus Proficiency

At 3rd level, you gain proficiency with alchemist's supplies'24.

Imbalance Enemy (Level 6)

At 6th level, when you deal damage to a creature with an unarmed strike or monk weapon, you can spend 1 ki point to afflict the creature with an energy imbalance for 1 minute.

If you spent dim ki, while the creature is imbalanced and uses any of its movement on its turn, it has disadvantage on all ability checks and attack rolls it makes until the end of its turn.

If you spent bright ki, while the creature is imbalanced, it has disadvantage on all ability checks and attack rolls it makes on its turn until it has used all of its movement.

The creature can use an action on its turn to end the energy imbalance early, taking 1d6 + half your monk level damage when it does so. This damage is necrotic if you spent dim ki or radiant if you spent bright ki.

Breath Mastery (Level 11)

At 11th level, your spiritual essence has been refined to the degree that you need only suspire the pure energy of the multiverse. While you have 1 or more ki points, you have a flying speed'24 equal to your walking speed and you do not need to breathe.

Perfect Balance (Level 17)

At 17th level, you have learned to temporarily enter a state of total alchemical balance. As a bonus action on your turn, you can enter this state for 1 minute. While in a state of alchemical balance, the first time you spend ki each turn, you gain 1 ki point. If you spend a bright ki, you gain a dim ki. If you spend a dim ki, you gain a bright ki. After you use this feature, you cannot use it again until you complete a short or long rest.

Way of Iron and Steel

Magnetic Affinity (Level 3)

At 3rd level, your magnetic abilities let you lift and move metallic objects. You know the mage hand cantrip, the mage hand is invisible and you can only use it to lift metal objects or objects with metal in them.

Steelpush (Level 3)

Also at 3rd level, you unlock magnetic abilities. As an action you may choose a metallic object within 10 feet of you that you can see and isn't being worn or carried by another creature, and push on it telekinetically. If the object weighs more than 1,5 times your weight, you are pushed up to 30 feet away from it. If it weighs less than half your weight it is pushed up to 30 feet away from you. If its weight is similar to your own, you are both pushed up to 15 feet from each other. You may do this as a bonus action by spending 1 ki point.

Furthermore, using this same ability, you can do the following:

Steel Jump

If the object is on the ground directly below you, you may use it to push up into the air as an action. You can levitate up to 30 feet in the air. You can remain hovering as a bonus action on each of your subsequent turns and choose to levitate up or down up to a maximum of 30 feet as part of this bonus action. If the object is moved, you fall back down to the ground. You can also use this action to increase your jump distance by 15 feet by running over the object as you jump. You may do this as a bonus action by spending 1 ki point.

Steel Strike

If you are holding the metal object and it weighs 5 ounces or less, you may fire it as a projectile. The object counts as a ranged monk weapon that you are proficient with and a range of 45/60 feet, it deals piercing damage equal to your monk die and you use your Dexterity modifier for attack and damage rolls with it. Whenever you would make an unarmed strike during your turn, you may make a steel strike instead (including with Flurry of Blows).

Ironpull (Level 6)

Starting at 6th level, you can use your magnetic abilities to pull things towards you. As an action, you may choose a metallic object within 30 feet of you that you can see and isn't being worn by a creature, and pull it towards you telekinetically.

If it weighs more than 1,5 times your weight, you are pulled up to 30 feet towards it. If it weighs less than half your weight, it is pulled up to 30 feet towards you. If its weight is similar to your own, you are both pulled up to 15 feet towards each other. You may use this to lift yourself into the air if the object is higher than you. You may do this as a bonus action by spending 1 ki point.

Furthermore, using this ability you can do the following:

Disarming Pull

As an action, you can use this ability to try and disarm a foe. If a creature you can see within 45 feet of you is holding a metallic object that weighs less than half your weight, you may attempt to disarm them. The creature makes a Strength (athletics) check against your Ki save DC, if they fail they lose their grip on their weapon and you may pull it up to 45 feet towards you, and catch it if you have a free hand. You may do this as a bonus action by spending 2 ki points.

Returning Strike

Whenever you use your Steel Strike feature to attack, you may spend 1 ki point to return the object you fired to your hand (no action required). If the attack hit, the creature takes additional damage equal to two times your monk die. You may not use this feature more than once each turn.

Metallic Mastery (Level 11)

At 11th level, your magnetic abilities are truly formidable. As an action you may cast the telekinesis spell without using a spell slot or material components, but may only use it to lift metallic objects or creatures wearing or containing metal when you do so. When you cast this spell this way, you do not need to concentrate on it. Once you have done this, you may not use this feature again until you've finished a long rest unless you spend 2 ki points to do so.

Magnetic Rebound (Level 17)

At 17th level, you can return all your projectiles to you. You are no longer restricted to using your returning strike once each turn. Additionally, the first time you would use this feature during your turn, you may do so without spending any ki points.

Way of Kabuki

Way of Kabuki (Level 3)

The Way of Kabuki is not practiced or taught in a stationary monastery, but in traveling theater troupes that seek to delight, awe, and shock audiences with bizarre, over-the-top performances. Monks of this tradition wear gaudy, avante-garde costumes with mask-like face paint, and utilize exaggerated movements and sounds to put on dance-dramas featuring outlandish humor and often ribald scenarios. They use stage names, and many actor monks go through several over the span of their career, reinventing themselves as they see fit, or as offended nobles and politicians demand retribution for perceived insults.

Despite its appearance of irreverence and iconoclasm, the Way of Kabuki is rooted in a long tradition of honor and respect for the art and magic of showmanship and fellow actors. Performer monks too old to continue traveling, or wanting to use a new stage name, take on an apprentice and teach them the art of kabuki, eventually passing their moniker to the young performer in elaborate ceremonies called shumei. This young monk then spends their life continuing the legacy of the name, and eventually passes it to an apprentice of their own.

Theater Training

When you choose this tradition at 3rd level, you gain proficiency in your choice of one of the following skills: Acrobatics, Insight, Performance, or Sleight of Hand. Alternatively, you can choose to gain proficiency with disguise kits or an instrument of your choice.

Spellcasting

Also at 3rd level, you tap into the enthralling magic of performance, allowing you to cast spells. See Chapter 10 in the Player's Handbook for the general rules of spellcasting, and Chapter 11 for the bard spell list.

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

The Kabuki Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest'24.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.

The Spells Known column of the Kabuki Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one bard spell you know with another spell from the bard spell list. The new spell must be of a level for which you have spell slots, and must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your bard spells, since the effectiveness of your magic depends on your ability to understand your audience's proclivities as you perform. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell
Spell

Outlandish Showman (Level 6)

Starting at 6th level, you can use your ki to enliven your performances. You gain the following benefits.

  • Ki-Fueled Flourish

    When you make a Charisma (Performance) check, you can spend 1 ki point to gain advantage on the roll.

  • Projection Specialist

    You can spend 1 ki point as an action to make your voice boom up to three times as loud as normal for 10 minutes. You can end this effect at any time (no action required by you).

  • Distracting Defense

    When you use your Patient Defense, you can spend an additional 1 ki point to engage in a distracting performance. If you do, until the start of your next turn, when an enemy makes an attack against a creature within 5 feet of you, it makes the attack roll with disadvantage if it can see or hear you. This ability has no effect on a creature that is immune to being charmed.

Performance Arts (Level 11)

At 11th level, you gain the ability to combine your magic with your martial skills, creating a grander show. Casting a cantrip with a casting time of 1 action counts as taking the Attack action for the purpose of your Martial Arts' bonus action attack and using your Flurry of Blows.

Additionally, when you cast a spell of 1st level or higher with a casting time of 1 action on your turn, you can spend 1 ki point and use your bonus action to gain a bonus to your AC until the start of your next turn. The bonus is equal to the spell's level.

Consummate Performer (Level 17)

Starting at 17th level, you learn to use your audience's delight to fuel your spiritual power. When you use your action to cast a bard spell of 1st level or higher, you can use your bonus action this turn to bask in your audience's energy. When you do, you regain a number of your expended ki points equal to the spell's level. At least one other creature must have seen or heard you cast the spell for you to use this feature.

Way of Mercy

Way of Mercy (Level 3)

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Implements of Mercy

3rd-level Way of Mercy feature

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask
d6Mask Appearance

1

Raven

2

Blank and white

3

Crying visage

4

Laughing visage

5

Skull

6

Butterfly

Hand of Healing

3rd-level Way of Mercy feature

Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm

3rd-level Way of Mercy feature

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 (Level 6)

6th-level Way of Mercy feature

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm (Level 11)

11th-level Way of Mercy feature

You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

Hand of Ultimate Mercy (Level 17)

17th-level Way of Mercy feature

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

Way of Mundanity

Way of Mundanity (Level 3)

There are those who study the arcane as a means to change the world around them. There is a certain arrogance in that concept, so in order to maintain balance there exists a group dedicated to preservation of the natural and the mundane. Monks who follow the Way of Mundanity use both the study of magic and the mastery of their own internal energies to battle those who use the arcane.

Arcane Detection

You gain proficiency in the Arcana skill if you do not already have it. Additionally, you can spend 1 ki point to cast the detect magic spell as an action.

Spell Deflection

You can use your Deflect Missiles ability to reduce the damage you take from magical sources. When targeted by any magical damage that isn't bludgeoning, slashing, or piercing you can spend 1 ki point to reduce the damage dealt as you would with Deflect Missiles. If you reduce the damage to 0, you can choose to cause your next melee attack to deal additional force damage equal to 1 of your martial arts dice.

Suppressing Ki (Level 6)

You've learned to use your ki to disrupt the magical nature of other creatures or objects. You can spend 3 ki points to cast counterspell, dispel magic, nondetection, or remove curse, using Wisdom as your spellcasting modifier. Beginning at 17th level, you can also spend 8 ki points to cast antimagic field as an action.

Magical Rending (Level 11)

When you hit a creature that has the Magic Resistance trait with an unarmed strike, you can expend 2 ki points to nullify that trait until the end of your next turn.

Coalescence (Level 17)

When you make a saving throw against a spell or other magical effect, you can use your reaction to gain advantage on the saving throw and resistance to damage from the spell. If the effect is a spell, you also regain a number of ki points equal to the level of the spell cast.

Once you have used this ability, you may not do so again until you finish a long rest.

Way of Pandemonium

Way of Pandemonium (Level 3)

Monks of the Way of the Pandemonium use the energy gathered from the effects of force exuded upon them - i.e. impact, friction, pressure - and convert it back into their ki for booming explosions, rippling waves of force, and painful effects on enemies. They are a noisy and disorienting warrior on the battlefield, prone to great feats of athleticism and awe-inspiring efficiency.

Those who follow the Way of the Pandemonium come from all backgrounds across all lands. They aren't necessarily religious and their boisterous fighting style isn't an indicator of an individual's personality by any means. Those who take this path usually don simple cut robes with their limbs often bare, exposed to the forces naturally encountered on their travels, but they appear to follow a shared style of wearing intricate chains, bangles, cuffs, and earrings. Items, they say, that help them continue to collect small amounts of energy they can draw upon to transfer into their ki - twisting a ring causes friction, the slight bounce of a pendant causes impact, etc. When you adorn yourself (and your combat wheelchair) with these decorations, choose their appearance, or roll for it randomly on the Energy Trinket table.

Consider your monk's way of dress, what taste they may have in fashion. Perhaps their heritage may also influence the style of jewellery or trinkets they wear about their person. You can also roll randomly on the following table if you prefer.

Energy Trinket
d8Trinket

1

Fine chains with charms of cut crystals.

2

Rings with small mechanical parts you can fidget with.

3

Bracelets made of leather straps and wooden beads.

4

Earrings with hooped, loose pendants.

5

Necklaces adorned with glittering beads.

6

Loose-fitting anklets with chains and glass pendants.

7

Metallic bangles made from copper and brass.

8

A chain-link belt made of bronze.

Your Wheelchair

This subclass was initially made for use with the combat wheelchair ruleset but that doesn't mean your character has to use one in order to play this subclass. This goes for all the subclasses I've made - they exist more to demonstrate how the wheelchair can be used in D&D rather than trying to limit characters who use wheelchairs to specific subclasses.

If you do use the combat wheelchair ruleset with this subclass, the chair counts as a monk weapon you are proficient in and you can choose to use your martial arts die on the tyre strike attack when rolling its damage. Additionally, as per the An Extension of the Self feature, you can use your ki whilst using the chair.

Rule Tip: Deaf or Hard of Hearing

Despite your attacks often using sound, they will still affect creatures that are deaf or hard of hearing (HoH). Instead of hearing the resulting sound, they experience the physicality of the sound waves produced by your releasing of harsh and powerful energies.

Energy Centre

Once per day, at 3rd level, you can spend 15 minutes to draw on the Energy Trinkets you wear about your person and/or wheelchair to regain 1 ki point. You can only use this feature if you have already used 1 or more of your ki points and cannot stack in order to exceed the amount of ki you have that is determined by your monk level.

When you reach 17th level, you can use this feature twice per day. You still can't exceed your ki level in this manner.

Off-Kilter

At 3rd level, you can spend 1 additional ki point when using your flurry of blows to transfer the flow of energy gathered by the impact of your chair's wheels or your feet on the ground into a ripple of force that imbues your attack. The target creature is forced to make a Dexterity save as a pulse of energy jolts through them, rattling their very bones, the DC being the same as your ki save DC. If the creature fails, they crumple to the ground, falling prone.

The sound produced by this wave is a distorted bend of noise, like a drumbeat played in reverse.

Frictional Ferocity

Starting at 3rd level, you know how to manipulate the energy gathered from frictional burns, whether they come from pushing your wheelchair or handling certain weapons, even saddle sores from long periods riding a mount may be the cause. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra fire damage equal to one roll of your martial arts die. If the creature is incapacitated, vulnerable, or made from plant life, the creature takes fire damage equal to three rolls of your martial arts die instead.

You can use this feature once on each of your turns.

Sonic Barrage (Level 6)

At 6th level, you have learned to harness the energy gathered from knocks and even blows against you and your wheelchair. As a bonus action, you spend 1 ki point to blast the energy out of you in a cracking sonic boom that snaps through the air. This blast extends out from you in a 10ft radius, but doesn't penetrate total cover. Each creature in this area must make a Dexterity saving throw - the DC equal to your ki save DC - or take 2d8 thunder damage, half as much on a success. If the creature fails, they have disadvantage on their next attack made against you.

Playback (Level 11)

At 11th level, you have mastered absorbing the energy from forces placed upon you by outside forces when in battle - essentially, attacks from your enemies. When a melee weapon or spell attack next successfully hits you, you can choose to spend 1 ki point to use your reaction to only take half of the resulting damage and grab the residual energy to fling the remaining damage back at a target of your choice within 20ft of you.

You can choose how this volley of energy is returned back to your target - perhaps you channel it into one arm before throwing a mean pitch, or perhaps you feed it into one of your chair's rear wheels before pivoting into a swivel to sling it with momentum. If the initial attack requires you to make a saving throw against a condition, the target you throw the residual damage onto must also make the same throw against it.

The sound this energy makes as you volley it is akin to that of the crack of a whip amplified tenfold.

Cacophonous Din (Level 17)

Starting at 17th level, your tight control over energy conversion allows you to create an overwhelmingly loud and jarring explosion of discordant sound. When you next make a successful attack against a creature, you can expend 4 ki points to unleash a devastating blast of pure sound and energy. The target creature must make a Constitution saving throw - the DC equal to your ki save DC - at disadvantage. If it fails, it takes six of your martial arts die's worth of force damage and is stunned until it succeeds the saving throw on one of its turns. Whilst stunned, all attacks made against it have advantage. If the creature succeeds the save, they only take half damage and aren't stunned.

Additionally, after passing through the initial target, the exploding wave of sound ripples out into a 30ft radius. Each creature within this range, including allies, must make a Dexterity saving throw. Those that fail are thrown back 5ft and fall prone. Those that succeed will only be pushed back 5ft.

Way of Predation

Way of Predation (Level 3)

The discipline and focus of monastic practice can be bent to many ends, not all of them noble. Monks of the Way of Predation believe in their innate superiority, and claim power is its own reward and its own justification. Some are direct, sworn servants of powerful vampire sires. And some Way of Predation monks may simply find the vampire's ethos admirable - a belief that all creatures exist as prey to serve the strong. Way of Predation monks meditate on the secrets of vampirism, seeking to harness the power of vampirism while avoiding its curse.

Way of Predation monks may come from any background, but they are rarely good-aligned. At best they will be antiheroes, monsters who yet find themselves serving a righteous cause. At worst, they are loyal servants of evil or ravening killers.

The following are some optional quirks for a player of this subclass to choose from:

Way of Predation quirks
d6Quirk

You have filed your teeth to points.

You have an unnatural pallor, and only ever look vigorous in battle.

You have a bad habit of staring at your comrades intently around mealtimes.

Every now and then, you fight the urge to say 'Bleh!' mid-conversation.

When you engage in silent meditation, you sometimes lick your lips.

You are always, always hungry.

Blood Hunt (Level 3)

At 3rd level, your senses sharpen, and you gain some of the vampire's strength and cunning. You gain darkvision out to 60 feet; if you already have darkvision, its range increases by 30 feet.

In addition, you gain proficiency in your choice of Athletics, Acrobatics or Survival. You can then choose one of the three skills above with which you are proficient to gain expertise in, doubling your proficiency bonus for any ability checks you make that uses the chosen proficiency.

Bloodthirsty Strike (Level 3)

Also at 3rd level, your blows are able to sap the life from your enemies. When you damage an enemy of CR 1/4 or higher with an unarmed strike, you may expend 1 ki point to gain temporary hit points equal to the number rolled on your Martial Arts die. If you are below half your maximum hit points, you regain this amount as hit points instead of gaining temporary hit points.

If you are within 5 feet of a humanoid when it dies, you may use your reaction to leech their life force and regain 1 ki point. You may use this ability an number of times equal to your proficiency bonus, regaining all uses after a long rest.

Monstrous Might (Level 6)

At 6th level, your unnatural power grows. Once per turn when you sap life from a creature using your Bloodthirsty Strike, you may choose one of the following benefits:

  • You gain advantage on your next Strength (Athletics) check against the same creature.

  • The next unarmed strike you make against the same creature, if it hits, deals damage as if it were a critical hit.

  • You may use your Step of the Wind without spending ki to do so.

Sapping Spirits (Level 11)

At 11th level, you can unleash the screams of your past victims to help secure new ones. When you take the Attack action on your turn, you can replace one of the attacks and instead conjure wailing specters to attack your enemies.

Select a number of creatures equal to your Wisdom modifier within 20 feet. They take necrotic damage equal to three rolls of your Martial Arts die, or half as much on a successful Dexterity saving throw against your ki save DC.

For each creature targeted, you can spend 1 ki to leech their life. You gain temporary hit points equal to one roll of your Martial Arts die per ki spent. If you are below half your maximum hit points, you regain this amount as hit points instead of gaining temporary hit points.

You can use this feature at no cost once, regaining its use after a long rest. While you have no uses available, you can spend 3 ki points to use this feature again.

Unrivaled Predator (Level 17)

At 17th level, your mastery of the hunt is unrivaled, and nothing can keep you from your prey. After drawing health from an enemy using your Bloodthirsty Strike, or Sapping Spirits, you can tap into your predatory instincts. For 1 minute, you gain the following benefits:

  • You regain one spent ki point after the first time you deal damage on each of your turns

  • You are immune to the frightened, restrained and grappled conditions

  • Once per round, when you damage an enemy with an attack, you may force it to make a Wisdom saving throw against your ki save DC or become frightened until the end of your next turn.

You can use this ability once, regaining its use after a long rest. While you have no uses available, you can spend 8 ki points to use this feature again.

Way of Pride

Way of Pride (Level 3)

Monks of the Way of Pride value themselves above all others. These monks focus on mastering their form, ego, and destructive power. They use their monastic traditions publicly, with the intention of gaining the respect and admiration of "lesser beings."

The prideful traditions of this order include adorning oneself with jewelry, hiding their scars from prying eyes, and commanding respect from those that would oppose them.

Tall Tales

At 3rd level, you have gained a knack for telling embellished tales of your past achievements. You gain proficiency in your choice of one of the following skills: Deception, Intimidation, Performance, and Persuasion.

Bruised Ego

At 3rd level, your ego bolsters your vitality, strengthening as you fight to prove your vigor. Whenever you expend a ki point, you can also choose to gain temporary hit points equal to your Proficiency Bonus. While your current hit points are equal to or less than half your maximum hit points, you can also add your Wisdom modifier to the amount of temporary hit points gained.

Assertive Attacker

At 3rd level, while your current hit points are equal to or less than half your maximum hit points, your Martial Arts die counts as being one higher than normal.

For example, if you are a 6th-level monk, your Martial Arts die goes from a d6 to a d8. At 17th level and higher you Martial Arts die goes from a d10 to a d12.

Irrational Retaliation (Level 6)

Beginning at 6th level, damage dealt to you is damage dealt to your pride, and that is something you simply cannot allow. Whenever a creature deals damage to you, you can use your reaction to expend 2 ki points to target that creature. Until the end of your next turn, all attacks you make against the target creature have advantage.

Redoubled Efforts (Level 6)

Additionally at 6th level, while your current hit points are equal to or less than half your maximum hit points, you can roll one additional Martial Arts die when determining the extra damage dealt by a critical hit.

Ever Prideful (Level 11)

At 11th level, your muscle memory takes over. When your hit points are reduced to 0 you are not knocked unconscious, but you must still make death saving throws and suffer all the normal effects of taking damage while at 0 hit points. At the beginning of each of your turns whilst in this state you can spend 1 ki point to remain in this state. If you do not spend a ki point at the start of your turn whilst at 0 hit points you suffer all the normal effects of being reduced to 0 hit points.

The following also apply:

  • You cannot speak.

  • You cannot cast or concentrate on spells.

  • Critical hits against you count as one failed death saving throw instead of 2.

Egotistical (Level 17)

Beginning at 17th level, you gain the benefits of this class' features that state 'while your current hit points are equal to or less than half your maximum hit points' whenever you are below your hit point maximum instead, provided you have been damaged by a hostile creature within the past minute.

Way of Repair

Way of Repair (Level 3)

In a forgotten corner of a dark and wicked city, there stands a rundown repair shop, ignored by most. On most days, a blind old man wearing simple garments and a belt of tools, waits in the shop for customers and tinkers with his projects, items seemingly broken beyond repair. Despite his calm demeanor and soft-spoken voice, many who encounter the old man can sense that, despite his age and blindness, there is more to him than meets the eye. Some even think the old man is dangerous; they are right.

In truth, the old man, who responds only to "Slim", was a martial arts master of unparalleled ability. He dedicated his life and skill to the protection of his city, which is plagued by criminals and corrupt lords. His repair shop was once a great school, and he trained a number of capable, powerful warriors. Sadly, his greatest pupil betrayed him, putting out his eyes and joining the ranks of his foes. His spirit broken, the old man shuttered his school for decades, and vowed never to take another student.

Yet, as the old man began to approach his final years, he found himself ill-content to take his knowledge with him to the grave. He began training new students, hoping that one may surpass his former pupil, and exact the justice upon her that she deserves.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with the spiked chain and improvised weapons, and can treat them as monk weapons. Additionally, you gain proficiency with tinker's tools and smith's tools.

This spiked chain is a double, finesse, reach, two-handed weapon that deals 1d4 damage on a hit. A double weapon has two damage-dealing ends. While wielding this weapon, you are treated as if you are wielding two weapons, and, while engaging in two-weapon fighting, you can use either end of the weapon to make bonus attacks.

Stance

At 3rd level, when you select this subclass, you learn to adopt a specialized fighting stance. You can adopt one of the following stances as a bonus action on your turn, and it lasts until you are incapacitated, take a rest, or use a bonus action to switch into a different stance. You can only be in one stance at a time.

  • Alternating Tiger Claw Stance

    Damage dealt by your monk weapons or unarmed strikes ignores damage resistance.

  • Driving Mantis Stance

    When you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss.

  • Grease Monkey Fist Stance

    When you take this stance, select a damage type: your unarmed strikes and monk weapons deal that type of damage instead of their normal type. When you make an unarmed strike or an attack with a monk weapon, you can spend a ki point to change the damage type.

  • Riveting Crane Stance

    When you hit a creature with a monk weapon or an unarmed strike, you can spend a point of ki to throw that creature off balance. The next creature other than you who makes an attack against that creature gains advantage on the attack roll.

Tool Fighting Style (Level 6)

At 6th level, you have gained significant skill in fighting with specific monk weapons. Select one of the Tool Fighting Styles listed below. You can use an action to switch to a new tool fighting style.

  • Dual Crowbar Style

    While using this fighting style, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. When you engage in two-weapon fighting with monk weapons, you gain a +2 bonus to damage rolls. Additionally, you can use Flurry of Blows using a monk weapon you are holding.

  • Hoist Chain Style. When you hit a creature with a spiked chain, it has disadvantage on the next attack roll it makes.

  • Jack Handle Style

    While wielding a versatile monk weapon, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

  • Pipe Wrench Style. You gain a +1 bonus to AC and damage rolls while you are wielding a monk weapon in one hand and nothing in the other.

  • Tire Iron Style

    Whenever you throw a monk weapon, it immediately returns to your hand, and you can use Flurry of Blows with a throwing monk weapon.

Harmony (Level 11)

At 11th level, you learn to disorient and confuse your foes with your shifting styles and stances. When you change either your Stance or your Tool Fighting Style, you deal an additional +1 damage on all unarmed strikes until the end of your next turn. If you change both your Stance and your Style in the same turn, your unarmed strikes deal an additional 1d6 damage until the end of your next turn instead.

Overdrive (Level 17)

At 17th level, you learn to push yourself beyond what is normally possible. When you use the attack action on your turn, you can spend 7 ki points to take an additional action.

Way of Rhalgr

Way of Rhalgr (Level 3)

Monks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devastating blows.

These monks spend their time traveling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras.

Greased Lightning

3rd-level Way of the Rhalgr feature

Beginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus.

Embodied Element (Level 6)

6th-level Way of the Rhalgr feature

Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.

Fists of Fire

You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone in front of you. You make an unarmed strike against a number of creatures equal to the Ki points used.

Body of Earth

Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage.

Legs of Wind

You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the jump, longstrider or spend 4 ki points to cast the levitate spell on yourself.

Forbidden Chakra (Level 11)

11th-level Way of the Rhalgr feature

Beginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.

Howling Fist

You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw agaisnt your Ki save DC, taking 3d8 force damage on a failure and half as much on a success.

Elixir Field

You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Constitution saving throw against your Ki save DC, taking 3d6 force damage on a failure and half as much on a success.

Tornado Kick

You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing 3d10 bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage.

Perfect Balance (Level 17)

17th-level Way of the Rhalgr feature

Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may expend a number of Ki points up to your Wisdom modifier, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must then finish a long rest to use Perfect Balance again.

Way of Shadow

Way of Shadow (Level 3)

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, 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 the unquestioning obedience of their students.

Shadow Arts

You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Shadow Step (Level 6)

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 melee attack you make before the end of the turn.

Cloak of Shadows (Level 11)

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in 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 a melee attack against that creature.

Way of Street Fighting

Way of Street Fighting (Level 3)

The Way of Street Fighting is an urban discipline founded on necessity, whose blindingly fast, unique brand of martial arts has been honed and perfected in back-alley brawls and tournaments alike. Monks who adopt this relatively new technique place comparatively little value on spiritual enlightenment and karmic balance; the thrill of split-second timing, rapid combos, and decisive knock-outs drive them to become the best combatants in the world.

Combo

Starting when you choose this tradition at 3rd level, you gain bonuses for successful consecutive hits on a single target. On your turn, you gain a +2 bonus to the attack rolls of your unarmed strikes for each hit that you have made on that target on your turn, to a maximum of +6. This bonus resets to 0 if you take damage on your turn.

Iron Fist (Level 6)

By 6th level, your unarmed strikes and monk weapons ignore the damage threshold of objects and deal maximum damage to them.

Special Moves (Level 11)

At 11th level, you have memorized and mastered patterns of discrete movements that unlock your ki, allowing you to use the following special moves:

  • Ki Blast. You can channel your ki into a blast of energy. As an action, you can expend 2 ki points to make a ranged spell attack (using your Wisdom modifier + your proficiency bonus) against a creature you can see within 120 feet of you. On a hit, the target takes force damage equal to 6d8 + half your monk level.

  • Uppercut. Immediately after you take the Attack action on your turn, you can spend 1 ki point to perform an uppercut. Make an unarmed strike as a bonus action. On a hit, if the target is Large or smaller and doesn't have all of its hit points, it takes damage as normal and is then knocked off its feet and falls prone.

  • Whirlwind Strike. Whenever you make a melee attack on your turn against a creature you can see, you can spend 1 ki point to lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you do not land on solid ground.

K.O. (Level 17)

Beginning at 17th level, you can spend 3 ki points to channel your ki into a single strike, knocking a foe unconscious. As an action, make an unarmed strike against a creature within your reach. On a hit, the target takes damage as normal. If the creature has 100 or fewer hit points after you deal damage, it is reduced to 0 hit points, is knocked unconscious, and becomes stable.

Way of the Aether

Way of the Aether (Level 3)

Monks of the Way of the Aether tap into the energy of spirits and the Ethereal Plane. This energy is the fifth element, aether, which is contained by every living—and nonliving—soul. Sometimes called ghostfists, monks of this tradition explore the Material and Ethereal Planes on lifelong missions to give the souls of the dead a final resting place. By aligning the ki and aether within themselves, monks of this tradition treat their spirit as an extension of their physical bodies and move through the world unimpeded by material obstacles like a ghost.

Spirit Strike

When you choose this tradition at 3rd level, you learn to send out blue flashes of spiritual energy to attack your foes. Whenever you make an unarmed strike, you can choose to make a melee spell attack with your spirit instead. You are proficient with this attack, which has a reach of 30 feet, and you add your Wisdom modifier to its attack and damage rolls. Its damage type is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you reach 6th level in this class, you can use your Stunning Strike feature when you hit a creature with your Spirit Strike.

Spirit Hand

Also at 3rd level, you learn the mage hand cantrip, which you can cast and control as a bonus action. When you cast it, it doesn't require verbal or somatic components. The hand from the spell appears as a blue, spiritual copy of your own.

Spectral Guide (Level 6)

Starting at 6th level, you can't be possessed by ghosts or similar undead creatures, and you can use an action to spend 2 ki points to cast either the gentle repose or see invisibility spell, without providing material components. You also gain the spare the dying cantrip if you don't already know it.

Furthermore, you learn how to free certain souls from their undead vessels when you harness your ki. You gain the following ability:

Dismiss Undead

When you hit an undead with one of the attacks granted by your Flurry of Blows, you can force it to make a Wisdom saving throw against your ki save DC. On a failed save, its spirit leaves and is put to rest, causing the creature to either vanish or become an unmoving corpse once more. If the creature's challenge rating is above the threshold shown in the following table, it automatically succeeds on the saving throw.

Monk LevelCR Threshold

6th

1/2 or lower

8th

1 or lower

11th

2 or lower

14th

3 or lower

17th

4 or lower

If a creature has a bonus or penalty against any effect that turns undead, that bonus or penalty also applies to this effect.

Ghost Walker (Level 11)

Beginning at 11th level, you are familiar with how ghosts and creatures of the Border Ethereal meld into the Material Plane. You can choose to partially slip into the Ethereal Plane, granting you the following benefits:

Etherstep

You can spend 1 ki point as a bonus action to turn invisible until the end of your next turn, or until you make an attack or cast a spell.

Alternatively, you can spend an extra ki point as part of your Step of the Wind to gain this benefit. When you do, you can also move through hostile creatures and solid objects no more than 4 inches thick for as long as you remain invisible.

Phase

When you are hit by an attack, you can use your reaction to reduce the attack's damage against you by an amount equal to your monk level as you partially slip into the Border Ethereal. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Sight Beyond Sight (Level 17)

At 17th level, you gain truesight and telepathy out to 60 feet, as you are able to clearly see the world and connect to the souls within it using aether.

In addition, you can use an action to cast the etherealness spell. When you do, the spell has a duration of 1 minute. Once you cast this spell, you can't cast it again until you finish a long rest.

Way of the Apache

Way of the Apache (Level 3)

You are a proud warrior of the Apache people, and a skilled combatant both unarmed and with your trusty tomahawk. You are in tune with your own body and nature, and know well the mystical arts of connecting to the spirit world.

Bonus Proficiencies

Starting when you choose this tradition at 3rd level, you have proficiency in Animal Handling and Survival.

Tomahawk Master

At 3rd level, you are a veteran of the Apache tomahawk, a light, adaptable handaxe (for which you use the handaxe statistics in the Player's Handbook.)

The tomahawk is a monk weapon. You may throw your tomahawk as a bonus action, and retrieve it from the ground without using an action. Additionally, when you use Flurry of Blows, you can choose to make melee or ranged attacks with your tomahawk, rather than unarmed strikes.

Finally, when you score a critical hit using the tomahawk, you gain 1 ki point, up to your ki point maximum.

Vision Quest (Level 6)

At 6th level, you can, using special herbs and remedies, induce a state closer to the spirit world, from which you can gain profound insight and wisdom. You can, as a ritual requiring 1 hour of concentration, cast commune or commune with nature. After using this ability, you cannot use it again until you complete a long rest.

Ambush Tactics (Level 11)

At 11th level, you are skilled in guerilla warfare and taking your enemies by surprise. You may take the Hide action on your turn as a bonus action. Once per round, when you attack a creature that can't see you, you can expend up to 5 ki points to deal an additional 1d6 additional damage for each ki point expended.

Ancestor's Axe (Level 17)

By 17th level, you can call upon your ancestors for aid in times of great peril. As a reaction expending 2 ki points when you take damage, each hostile creature adjacent to you must make a Dexterity saving throw. On a failed save, the creature takes 2d8 piercing and 2d8 slashing damage from magical weapons, specifically from a hail of spectral arrows, tomahawks, and daggers, or half as much damage on a successful save.

Way of the Arcane Hand

Way of the Arcane Hand (Level 3)

Monks who practice the Way of the Arcane Hand have trained their bodies and souls to be attuned to the weave of arcane magic. They can harness those cosmic energies and use them to fuel their martial practices. Monks of this tradition, although not mageborn, have gained control over the rawest and most natural forms of power.

Erudite Education

You gain proficiency in the Arcana skill. Whenever you make an Intelligence ability check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1)

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Arcane Focus

You can use a monk weapon as an arcane focus for your spellcasting.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Way of the Arcane Hand Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

Spell Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Way of the Arcane Hand Spellcasting table shows when you learn more wizard spells of 1st level or higher of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through contemplation and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell
Spell

Eldritch Flurry

Whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.

When you use your Flurry of Blows, you can cast a spell with a casting time of 1 action as a bonus action instead of making unarmed strikes. Finally, when you use your action to cast a spell, you may treat this as taking an attack with a monk weapon for the purposes of your other monk features.

Arcane Empowerment (Level 6)

While you are concentrating on a spell, you add twice the spell's level to the damage rolls of your unarmed strikes and attacks made with monk weapons.

Focus Power (Level 11)

When you cast a spell, you can expend ki points to increase the level of the spell as if you'd cast the spell using a higher-level spell slot. You must use a spell slot as normal to cast the spell, then expend 1 ki point for each level you increase the spell in this way. You can increase the spell's level higher than your highest-level spell slot to a maximum level equal to your proficiency bonus.

For example, if you're an 11th-level Way of the Arcane Hand monk, when you cast the spell scorching ray using a 2nd-level spell slot, you could expend 2 ki points to cast the spell as 4th-level spell.

Spell Resistance (Level 11)

You have advantage on saving throws against spells and magical effects. Furthermore, you have resistance to damage from spells and magical effects.

Meditative Casting (Level 17)

Starting at 17th level, when you cast a spell with a casting time of 1 action that requires your concentration, you can expend ki points equal to the spell's level to modify the spell so that it does not require your concentration. Instead, the spell lasts up to 1 minute, or its maximum duration, whichever is shorter.

Way of the Argent Fist

Way of the Argent Fist (Level 3)

The Argent Fist uses ki energy to channel radiant power, healing the injured and blasting unclean creatures. This tradition was first mastered by followers of the Silver Flame, and the the Silver Forge has a number of fortress monasteries spread across Thrane. However, an Argent Fist could also be a champion of Dol Arrah, a Ghaash'kala orc, or even a warforged built to battle the undead.

Balm of the Flame

Starting when you choose this tradition at 3rd level, you can harness your ki to rekindle the flame represented within all life. You have a well of cleansing flame that replenishes when you take a long rest. With that well, you can restore a total number of hit points equal to your monk level multipled by your Wisdom modifier.

As an action, you can touch a creature and spend 1 ki point to draw power from that well to restore a number of hit points to that creature, up to the maximum amount remaining in your well.

This feature improves when you reach 11th level, when you can expend 1 ki point and 5 hit points from your well of cleansing flame to end one effect that is causing the creature to be charmed or frightened. You can cleanse multiple effects with a single use of Balm of the Flame, expending hit points separately for each one.

The healing effects of this feature have no effect on undead and constructs

Faithful Seekers

At 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose to make each fiend, monstrosity, or undead within 30 feet of you make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.

Once you use this feature, you can't use it again until you finish a long rest. You can use this feature twice between long rests starting at 11th level.

Wrath of the Argent (Level 6)

Beginning at 6th level, you can expend 2 ki points to wreath your fists or monk weapons in a sacred flame. For the next minute, your firsts shed bright light out to 10 feet, and dim light up to 15 feet. In addition, your monk weapon attacks and unarmed strikes deal an extra 1d4 radiant damage. When you hit a fiend, monstrosity, or undead the radiant damage increases to 2d4.

At 17th level, you can spend 4 ki points to increase this radiant damage to 2d4, and the damage to a fiend, monstrosity, or undead increases to 4d4.

Bound by Faith (Level 11)

Starting at 11th level, when you attempt to stun a fiend, monstrosity, or undead with your Stunning Strike feature, you can instead expend an additional 5 ki points to force the target to make a Wisdom saving throw or be paralyzed for up to 1 minute. The target repeats the saving throw each time it takes damage or at the end of each of its turns. On a success, the effect ends on the target.

Radiant Embrace (Level 17)

At 17th level, as an action, you stoke the embers within you into a torrent of holy fire. For 1 minute, you gain the following benefits.

  • You radiate light as if you were the center of the daylight spell.

  • While you have at least 1 hit point, you regenerate hit points equal to your Wisdom modifier at the start each of your turns.

  • Your monk weapon attacks and unarmed strikes score critical hits on a 19 or 20. Against a fiend, monstrosity, or undead creature, you score critical hits with your monk weapon attacks and unarmed strikes on a roll of 18-20.

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

Way of the Ascendant Dragon

Way of the Ascendant Dragon (Level 3)

The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.

Ascendant Dragon Origin
d6Origin

1

You honed your abilities by aligning your spirit with a dragon's world-altering power.

2

A dragon personally took an active role in shaping your inner energy.

3

You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god.

4

You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic.

5

You found a scroll written in Draconic that contained inspiring new techniques.

6

After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.

Draconic Disciple

3rd-level Way of the Ascendant Dragon feature

You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:

  • Draconic Presence
  • Draconic Strike
  • Tongue of Dragons

Breath of the Dragon

3rd-level Way of the Ascendant Dragon feature

You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone 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.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Wings Unfurled (Level 6)

6th-level Way of the Ascendant Dragon feature

When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aspect of the Wyrm (Level 11)

11th-level Way of the Ascendant Dragon feature

The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence
  • Resistance

Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Ascendant Aspect (Level 17)

17th-level Way of the Ascendant Dragon feature

Your draconic spirit reaches its peak. You gain the following benefits:

  • Augment Breath
  • Blindsight
  • Explosive Fury

Way of the Astral Self

Way of the Astral Self (Level 3)

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Forms of Your Astral Self

The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.

When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.

Arms of the Astral Self

3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

  • You can use the spectral arms to make unarmed strikes.

  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.

  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self (Level 6)

6th-level Way of the Astral Self feature

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.

Body of the Astral Self (Level 11)

11th-level Way of the Astral Self feature

When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy

When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms

Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Awakened Astral Self (Level 17)

17th-level Way of the Astral Self feature

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit

You gain a +2 bonus to Armor Class.

Astral Barrage

Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Way of the Beyond

Way of the Beyond (Level 3)

Monks of the Way of the Beyond are incredibly rare. The number of people that believe that such a power exists or existed at all could be counted in the double digits. With the number training in such arts in the single digits. These monks learn techniques that follow the will of the masters they have never, and probably will never meet. Methods of which to pry open the very fabric of the world itself to meddle with it in ways never intended.

Unnatural Passage

Starting when you choose this tradition at 3rd level, you can use your ki to pass through solid objects with ease. Whenever you use your Step of the Wind, you can spend an additional 1 ki point to gain the ability to pass through solid objects as though they were difficult terrain. If you end your turn inside of an object, you 4d6 force damage and are shuntted to the last unoccupied space you were in. This effect lasts until the end of your turn.

If no creatures that are within 30 feet of you can see you, this feature does not cost a ki point.

Unnatural Defense

At 3rd level, your training in the myterious ways of the Beyond has lead you to an equally mysterious method of defense. Whenever you use your Patient Defense, you can spend an additional 1 ki point to gain immunity to one of the following conditions of your choice until the start of your next turn: blinded, charmed, deafened, frightened, grappled, paralyzed, poisoned, prone, restrained, or stunned. You cannot choose a condition that is currently affecting you.

Disrupt Timing (Level 6)

Starting at 6th level, you can quicken your recovery of certain effects. If you are affected by a condition for which you would make a saving throw at the end of your turn, such as with the hold person spell, you can attempt to end it early. As a reaction, you can spend 1 ki point and make the saving throw at the beginning of your turn instead.

You can use this reaction even if you would normally be incapable of doing so.

Harvest Ki (Level 11)

Starting at 11th level, your able to draw strength directly from your enemies to regain ki. As an action, you can regain 2 ki points as you reach into the soul of a creature within 5 feet of you that you can see. The creature takes psychic damage equal to two rolls of your Martial Arts die.

This damage increases to three rolls of your Martial Arts die at 17th level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1 use), and you regain all expended uses when you finish a short or long rest.

Ethereal Contact (Level 17)

At 17th level, you become able to partially split your body between the Etheral Plane and the plane you're on. As a bonus action, you can spend 3 ki points to gain truesight out to a range of 60 feet for 1 minute.

Additionally, you can touch and attack a creature in the Ethereal Plane that you can see with your hand or any weapon you're holding. Whenever you reach into the Ethereal Plane in this way, your arm and weapon vanish from your plane as it fades into the Ethereal Plane.

Soul Sever (Level 17)

At 17th level, you're able to temporarily disconnect the soul of a creature from the planes. Whenever you hit a creature with both of the attacks granted by your Flurry of Blows, you can attempt to sever their soul from their body. The target must succeed on a Charisma saving throw to avoid the effect. On a failed save, the taget's soul leaves their body, and is pushed outside the planes until the end of your next turn. While their soul is separated from their body, the target is vulnerable to all damage that it isn't already immune to.

A creature that has had its soul severed by this feature has advantage against it for the next 24 hours. This feature has no effect on undead or constructs.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 5 ki points to use it again.

Way of the Black Star

Acolyte of the Lost Sun (Level 6)

At 6th level, your ki begins to manifest around your body as tiny motes of shadow that seek to preserve life even as it is taken. Whenever you cast a spell by spending ki points, you can use your bonus action to enter a defensive stance until the start of your next turn. The first time you take damage while in this stance, you can reduce that damage by three times the number of ki points you spent to cast the spell.

Starlight Techniques (Level 6)

Also at 6th level, the darkness within your void blade deepens, granting you further power. Your void blade's damage is now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can spend 2 ki points to cast tormented flurry, shadow armor, dark secret, or heartripper without providing material components. Finally, you can spend 2 ki points to cast the spells granted by your Moonlight Techniques feature as if they were cast using a 2nd-level spell slot.

Open Soul (Level 11)

At 11th level, your ki has become completely consumed by the space between the stars, leaving you with a soul laid bare to the secrets of the universe and open to consume the ki of others. Whenever you reduce a creature to 0 hit points using a monk weapon or unarmed strike, you gain advantage on your next attack roll, ability check, or saving throw.

Sunless Techniques (Level 11)

Also at 11th level, your devotion to the darkness beyond the sky allows you to call forth even greater power. You can spend 3 ki points to cast creeping dark, fox's fangs, shadow refuge, or shadow toxin without providing material components. Finally, you can spend 3 ki points to cast the spells granted by your other Path of the Black Star features as if they were cast using a 3rd-level spell slot.

Otherworldly Knowledge (Level 17)

At 17th level, your spiritual journey has led you to gaze into the black heart of the stars themselves, where all light is eventually consumed, and it has gazed into you, granting you the collective wisdom of the universe. As an action, you can open your mind to this for 10 minutes. During this time, you gain proficiency in all skills and tools, and you can use your Wisdom modifier, instead of another ability modifier, for any skill check.

Once you use this feature, you can't do so again until you finish a short or long rest.

Eclipse Techniques (Level 17)

Also at 17th level, you complete your explorations of your void blade and have finally seen the truth beyond the dark within. You can spend 4 ki points to cast assassin's promise, crimson cloak, flashing blades, or unseen claw without providing material components. Finally, you can spend 4 ki points to cast the spells granted by your other Path of the Black Star features as if they were cast using a 4th-level spell slot.

Way of the Bloodied Fist

Way of the Bloodied Fist (Level 3)

Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood - a powerful tool that is not to be underestimated. Their monasteries practice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate.

Many monks of this tradition are covered in scars - some self-inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers.

Sanguine Arts

(3rd-level Way of the Bloodied Fist feature)

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast blackblood†, blood seal†, or sanguine rope† as 2nd-level spells without providing material components. Additionally, you gain the bloodletting† cantrip if you don't already know it. You must still pay the hemomancy costs associated with each spell.

Toll of the Mystic (Level 6)

(6th-level Way of the Bloodied Fist feature)

At 6th level, you gain the ability to convert your blood into a well of energy. Whenever you spend your ki points, you can choose to take necrotic damage equal to the number of ki points spent. This damage cannot be reduced through any means. If you take this damage, until the start of your next turn you gain a bonus to your speed equal to 10 times the damage taken.

Transfusion (Level 11)

(11th-level Way of the Bloodied Fist feature)

Beginning at 11th level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you regain 1d4 hit points, or 2d4 hit points if the attack was a critical hit.

Dominion of Blood (Level 17)

(17th-level Way of the Bloodied Fist feature)

At 17th level, you can take complete control of a creature by manipulating its blood. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under your control. Constructs and elementals automatically succeed on this saving throw.

On every subsequent turn after assuming control, you must use your action to take total and precise control of the target. To assert your control, you must be able to see the target and it must be within 120 feet of you. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not take this action on your turn, the control ends prematurely. This control can last for up to 1 hour, or until you lose your concentration (as if you were concentrating on a spell).

Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends.

Way of the Boulder

Way of the Boulder (Level 3)

As ancient as the mountains themselves, this Tradition has been passed down from master to student since the earliest days of civilization. Building their monasteries on mountain peaks and deep in subterranean caverns, monks who pursue this Tradition focus on becoming as large and immovable as the mountains that surround them. They grow in girth and size, and use their weight to rain down devastating blows.

As a follower of the Way of the Boulder, you strive to be as immovable as the bedrock of the world, as imposing as a mountain's peak, and as fruitful as fertile soil. Boulder monks are stubborn and inflexible, but their loyalty is unshakable.

Solid Body

When you adopt this Tradition at 3rd level, you can use your physical bulk to enhance your offense and defense. When not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier.

You can also use your Constitution, in place of Strength or Dexterity, for your attack and damage rolls for your unarmed strikes and your melee monk weapon attacks.

Strength of the Mountains

Also at 3rd level, you can use your ki to draw upon the earth below to reinforce your robust frame. As a reaction when you make a Strength ability check or Strength saving throw, you can grant yourself advantage on the roll.

You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses available, you can spend 1 ki point to use this reaction.

Rebounding Defense (Level 6)

Starting at 6th level, you can use your massive body to absorb and reflect all but the most powerful attacks. As a reaction when you are hit by a melee weapon attack, you can expend 1 ki point to reduce the damage by an amount equal to 1d12 + your Constitution modifier (minimum of 1) + your monk level.

If you reduce the damage of the triggering attack to 0, you can rebound the blow off your great girth back at the attacker, making a melee weapon attack against the attacker, as part of your reaction. You make this attack with proficiency, and the rebounded attack counts as a monk weapon for the purposes of this special reaction attack.

Ki-Infused Bulk (Level 11)

Beginning at 11th level, your dense, ki-infused, physical form allows you to resist both physical and elemental assaults. At the end of each short or long rest, choose one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, lighting, or thunder. You are resistant to that type of damage until the end of your next short or long rest.

As a bonus action, you can pend 2 ki points to realign your ki and switch the damage resistance you gained from this ability to another damage resistance from the list above.

Mighty Form (Level 17)

Upon reaching 17th level, your body surpasses the normal mortal limits of density and mass. Both your Constitution score, and maximum Constitution score, increase by 2.

Earthshaker (Level 17)

Starting at 17th level, you can use your supernatural density to shake the earth. As an action, you can expend 3 ki points to crush the earth beneath you, forcing creatures of your choice within 15 feet to make a Strength saving throw. On a failure, creatures take 2d10 bludgeoning damage and fall prone. On a success, they take half damage and remain upright. The ground in this 15-foot radius becomes difficult terrain.

When you use this feature, you can expend additional ki points, increasing the damage of your stomp by 1d10 for each additional ki point you spend, to a maximum of 10d10.

Way of the Boulder

Way of the Boulder (Level 3)

The Way of the Boulder is a tradition as old as the mountains themselves. Dwelling in secluded monasteries on high mountain peaks and deep in subterranean caverns, monks of this tradition focus on becoming as large and immovable as the mountains that surround them. They seek to grow in girth and size, and use their weight to land devastating blows in combat.

As a practitioner of the Way of the Boulder, you seek to become solid like diamond, imposing like a jagged mountain peak, unmoving like the bedrock of the earth, and fruitful like fertile soil. Boulder monks are often stubborn and inflexible in their thinking, and take a great deal of time to come to a decision. But once won over to your cause, they will stand by your side no matter the dangers you must face.

Solid Body

Upon adopting this monastic tradition at 3rd level, you learn to use your physical bulk to enhance your defenses and empower your strikes. When not wearing armor or using a shield your armor class is equal to 10 + your Constitution modifier + your Wisdom modifier. You can also use your Constitution, in place of Strength or Dexterity, for the attack and damage rolls of your unarmed strikes or with a monk weapon. However, your great girth has made you slower then most other monks. The bonus to your speed you gain from your Unarmored Movement feature is reduced by half.

In addition, you have learned to use your ki to reinforce your robust frame. As a bonus action, you can spend one ki point to grant yourself advantage on all Strength (Athletics) checks until the beginning of your next turn.

Rebounding Defense (Level 6)

Starting at 6th level, you can use your massive body to absorb or reflect all but the most powerful blows. As a reaction, when you are hit by a melee weapon attack, you can spend 1 ki point to reduce the damage by an amount equal to 1d12 + your Constitution modifier + your monk level.

If you reduce the damage of the attack to 0, you can use your great girth to rebound the attack back at the attacker. If you stop an attack in this way, you make a melee weapon attack as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and it counts as a monk weapon for the purposes of this attack.

Thick Fat (Level 11)

Beginning at 11th level, your dense physical form lets you resist physical as well as elemental assaults. When you finish a short or long rest, you choose one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, poison, lighting, or thunder. You are resistant to that type of damage until the end of your next short or long rest.

As a bonus action, you can spend 2 ki points to switch the damage resistance you gained from this ability to another damage resistance from the list above.

Mighty Form (Level 17)

Upon reaching 17th level your body has surpassed the normal mortal limits of density and mass. Your Constitution score, and maximum Constitution score, both increase by 2.

In addition, you can use your immense bulk to shake the world around you. As an action you expend 3 ki points and stomp ground beneath your feet. The ground in a 15-foot radius around you becomes difficult terrain and creatures of your choice within the 15-foot radius must make a Strength saving throw. Creatures take 2d10 bludgeoning damage and fall prone on a failed save. On a successful save they take half damage and don't fall prone.

When you use this feature, you can expend additional ki points, increasing the damage of your stomp by 1d10 for each additional ki point, to a maximum of 10d10.

Way of The Bow

Way of The Bow (Level 3)

Monks that follow the Way of the Bow find serenity in the perfect, precise arc of an arrow's flight. You have been trained in archery on horseback, to fire a bow while blindfolded, and to pinpoint the wings of an insect in flight. As you attain peace and oneness with your arrow, no feat of archery will prove to be beyond your grasp.

Archery Fighting Style

Starting when you choose this tradition at 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons. You can't take a Fighting Style option more than once, even if you later get to choose again

Bow Arts

At 3rd level, you gain proficiency in the longbow and shortbow, which are considered monk weapons for you. Any ranged weapon attacks you make while within 5 feet of a hostile creature do not have disadvantage. Also, you can spend ki points to use the Flurry of Arrows and Soul Arrow features.

At 6th level, you can make a ranged weapon attack to deliver a Stunning Strike.

  • Flurry of Arrows. Immediately after you take the Attack action on your turn to make a ranged weapon attack or an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack as a bonus action.

  • Soul Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can spend 1 ki point to fire a soul arrow for the first attack. A soul arrow is a normal arrow of its type which ignores partial cover and deals extra damage equal to your Wisdom modifier on a hit. Firing a soul arrow doesn't consume ammunition.

Intercepting Shot (Level 6)

Starting at 6th level, when an attacker you can see makes an attack against you, you can make a ranged attack roll as a reaction to interrupt the attack. If the result of your roll is greater than the result of the attacker, you can reduce the attack roll targeting you by 5, to a minimum of 1.

Serenity of The Wind (Level 11)

By 11th level, you can listen to the wind to see the otherwise invisible. As a bonus action, you can spend 1 ki point to gain blindsight with a range of 120 feet until the end of your next turn.

At 17th level, you always have blindsight out to 30 feet.

Zen Archery (Level 17)

At 17th level, if you make a ranged weapon attack on your turn and miss, you can immediately make another ranged weapon attack against the same target. You can only gain one additional attack during your turn with this ability.

Way of the Brawler

Way of the Brawler (Level 3)

The Way of the Brawler is an informal Monastic Tradition that masters use to denote those who never received formal martial arts training. Brawlers are those who learn to fight in the back alleys and fighting pits. They are often underdogs who come from nothing, and will do whatever it takes to win. To these brutish scrapers, every fight is a fight for survival.

Combat Superiority

You have learned martial arts skills not not taught by formal Traditions. At 3rd level, you gain the following features:

  • Maneuvers

    You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Fighter Archetype. You can use only one Maneuver per attack. When you gain a level in this class you can replace one Maneuver you know with another Maneuver of your choice.

  • Superiority Dice

    You have three Superiority Dice, which are d6s for you. You must expend a Superiority Die as part of your attack to use a Maneuvers, and you regain all expended Superiority Dice when you finish a short or long rest.

  • Saving Throws

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

    Maneuver

Underhanded

Rather then join a formal Monastic Tradition, you learned to fight in the streets. At 3rd level you gain the benefits below:

  • You can use Dexterity (Acrobatics), in place of Strength (Athletics) whenever you make a grapple or shove attack.

  • You learn to communicate and understand Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

  • You gain proficiency in Intimidation. You can also make Dexterity (Intimidation) checks using your martial arts.

Improved Technique (Level 6)

Your underhanded fighting style has improved. At 7th level, you gain one additional Superiority Die (for a total of four), and all of your Superiority Dice become d8s. You also learn two additional Maneuvers of your choice (for a total of four).

Infamous Reputation (Level 11)

Your reputation as a ruthless brawler proceeds you. Starting at 11th level, you can use a bonus action to spend 1 ki point and force a creature within 30 feet that can see you to make a Wisdom saving throw. On a failure, that creature is frightened of you until the beginning of your next turn.

Creatures that are frightened of you have disadvantage on their saving throws against your Maneuvers.

Champion of the Underworld (Level 17)

You are the unquestioned master of the ruthless combat used in the underworld. Starting at 17th level, any attack you make against creatures that are frightened, grappled, prone, or stunned score a critical hit on a roll of 19 or 20 on the d20.

You also gain another Superiority Die (for a total of five), and your Superiority Dice become d10s. You also learn two additional Maneuvers of your choice (for a total of six).

Way of the Celestial

Way of the Celestial (Level 3)

Monks of the Way of the Celestial are peacekeepers and protectors of their chosen kin. These monks meditate to achieve a greater understanding of a divine being, granting them the ability to channel celestial energies into their own. These martial defenders are pensive, patient, and understanding, but offer little mercy when evil intentions are made clear.

The Way of the Celestial originated from the lost city of Hearth as a tribute to the city's guardian couatl protectors. While these teachings are far from common knowledge, there's no telling what small, protected monasteries may still exist after the city's untimely destruction. Regardless of how you come upon this tradition, the wisdom of the celestials guides its every principle.

Celestial Connection

Starting when you choose this tradition at 3rd level, you can telepathically speak to any creature you can see within 30 feet of you. When you do, you don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language.

Soul-Searching Strike

At 3rd level, you can spend 1 ki point when you touch a creature to peer into its soul. Until the start of your next turn, or for 1 minute if you are not in combat, you are aware of the creature's emotional state and its most obvious desire. At the GM's option, you may also discern its current number of hit points or one piece of the creature's history. During this effect, you have advantage on any Wisdom (Insight) checks made to interact with that creature, and the next attack roll you make against that creature before the end of your turn has advantage.

If you use this feature when you hit a creature with one of the attacks granted by your Flurry of Blows, you do not need to spend a ki point to use it.

Stabilizing Ki (Level 6)

At 6th level, you can harness healing celestial energy and channel it using your ki. As an action, you can touch a willing creature with less than half its hit points left and spend 1 or more ki points. That creature regains 5 hit points for each point you spend, restoring it to no more than half its hit point maximum.

In addition, you can spend 2 ki points as an action to cast enhance ability, lesser restoration, or protection from evil and good, requiring no material components.

Celestial Emissary (Level 11)

Beginning at 11th level, your connection to celestials can be used to expand your mind's reach. You can cast the dream or scrying spell, requiring no material components, using your ki save DC. When you cast dream using this feature, only you can act as the dream's messenger. Once you cast a spell in this way, you can't cast it again until you finish a long rest.

In addition, you are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.

Heavenborne (Level 17)

At 17th level, your energy is perfectly intertwined with both harmful and healing celestial magic. Your unarmed strikes deal an extra 1d4 radiant damage, and you can now use your Stabilizing Ki as a bonus action, instead of an action, to heal a creature up to 30 feet away from you.

In addition, you gain a flying speed equal to your current walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Way of the Cobalt Soul

Way of the Cobalt Soul (Level 3)

Driven by the pursuit of knowledge and its scholars' worship of The Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul's cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.

The monks of the Cobalt Soul are the embodiment of the maxim: "Know your enemy." Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.

Extract Aspects

Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest.

Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Mystical Erudition (Level 6)

Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Mystical Erudition (11th Level) (Level 11)

You gain an additional language and an additional skill proficiency from the list: Arcana, History, Investigation, Nature, or Religion—(or you can double the bonus of an existing proficiency from the list) at 11th level.

Mind of Mercury (Level 11)

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Mystical Erudition (17th Level) (Level 17)

You gain an additional language and an additional skill proficiency from the list: Arcana, History, Investigation, Nature, or Religion—(or you can double the bonus of an existing proficiency from the list) at 17th level.

Debilitating Barrage (Level 17)

Upon reaching 17th level, you've gained the knowledge to manipulate a creature's ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Way of the Cobalt Soul

Way of the Cobalt Soul (Level 3)

Driven by the pursuit of knowledge and their worship of the Knowing Mistress, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one's self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.

The monks of the Cobalt Soul are the embodiment of the phrase "know your enemy". Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

Mystical Erudition

Upon choosing this tradition at 3rd level, you've undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery's collected volumes. You learn one language of your choice, and you choose one skill from the following list to gain proficiency in: Arcana, History, Nature, and Religion.

You gain an additional language and an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Extract Aspects

Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities

Preternatural Counter (Level 6)

Beginning at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature.

Mind of Mercury (Level 11)

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can only use one reaction per trigger.

Debilitating Barrage (Level 17)

Upon reaching 17th level, you've gained the knowledge to temporarily lower a creature's fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.

Creatures with resistance or immunity to the chosen damage type do not suffer vulnerability. Instead, their resistance to the chosen damage type is lost for the duration, or their immunity is reduced to resistance for the duration.

Way of the Cobalt Soul

Way of the Cobalt Soul (Level 3)

Driven by the pursuit of knowledge and their worship of the Knowing Mentor, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one's self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.

The monks of the Cobalt Soul are the embodiment of the phrase "know your enemy". Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

Extract Aspects

Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.

In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Mystical Erudition (Level 6)

Beginning at 6th level, you've undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery's collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

You gain an additional language and an additional skill proficiency from the above list (with the ability to double the bonus of an existing proficiency from the list) at 11th and 17th level.

Mind of Mercury (Level 11)

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction.

Mystical Erudition (Additional) (Level 11)

You gain an additional language and an additional skill proficiency from the above list at 11th level. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Debilitating Barrage (Level 17)

Upon reaching 17th level, you've gained the knowledge to temporarily lower a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Mystical Erudition (Additional) (Level 17)

You gain an additional language and an additional skill proficiency from the above list at 17th level. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Way of the Conduit

Way of the Conduit (Level 3)

Monks of the Way of the Conduit learn to listen to spirits and ghosts in the world around them, giving each a voice in exchange for augmenting the monk's own abilities. Followers of this path teach that true enlightenment cannot be found by one's self, but rather, wisdom must come from the spirits of those around you. After all, those who fail to learn from history are doomed to repeat it.

The most common practitioners of this Way are kalashtar mystics channeling the former hosts of their line, as well as Karrnathi monks who bind heroic spirits to help them in battle. A more unusual tradition exists among the orcs and shifters of the Eldeen Reaches and Shadow Marches, who communicate with spirits of nature and bargain with them for aid. Certain halfling adepts of the Talenta Plains also communicate with nature spirits as well.

Spiritual Channel

When you choose this tradition at 3rd level, you gain the ability to call forth a spirit and borrow its power. After you finish a long rest during which you spent at least 30 minutes meditating, you can call one of the following spirit types to inhabit you, gaining its benefits until you next use this feature to call a different spirit. You can only have one spirit inhabiting you at a time; if you call another spirit to inhabit you, you lose the benefits of the spirit that previously inhabited you. Any time you use this feature to cause a target to make a saving throw, use your ki save DC.

Eldritch Spirit

When you call this spirit, you can throw bolts of raw arcane force. As an action, make a ranged spell attack with a range of 60 feet. On a hit, you throw a single blast of force that deals force damage equal to your Martial Arts die + your Wisdom modifier. When you reach certain levels in this class, you learn to throw additional blasts as part of the same action, increasing to two blasts at 5th level, three at 11th level, and four at 17th level.

Spirit of Conflict

When you call this spirit, you gain a +1 bonus to all melee damage rolls made with a monk weapon or unarmed strike. This bonus increases when you reach certain levels in this class, increasing to +2 at 5th level, +3 at 11th level, and +4 at 17th level. Additionally, when you see a hostile creature within 15 feet of you reduced to 0 hit points, you can use your reaction to move up to half your speed without provoking opportunity attacks and make one melee attack.

Spirit of Eloquence

When you call this spirit, you gain proficiency with Insight and Persuasion; if you already have proficiency in one or both of these skills, your proficiency bonus is doubled for that skill. In addition, you can charm a creature with a touch. As an action, you cause a creature within 5 feet of you to make a Wisdom saving throw, rolled with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. If the creature succeeds on its saving throw, it is immune to being charmed by this feature for 24 hours.

Spirit of Subtlety

When you call this spirit, you gain proficiency with Deception and Stealth; if you already have proficiency in one or both of these skills, your proficiency bonus is doubled for that skill. In addition, once per turn, you can deal an extra 1d4 points of damage when you hit with an unarmed attack or a monk weapon if you did not suffer disadvantage on the attack roll. This extra damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Stalwart Spirit

When you call this spirit, you can minimize damage dealt by melee attacks. As a reaction to being hit with a melee attack, you can reduce the damage you take from the attack by 1d10 + your Wisdom modifier + your monk level. Additionally, when you use your reaction with this feature or with your Deflect Missiles feature, you gain a bonus to your AC equal to +1 until the end of your next turn. This bonus increases when you reach certain levels in this class, increasing to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Vessel of the Spirits

Starting at 3rd level, you are skilled in maintaining control of yourself while allowing spiritual entities to inhabit you. You are immune to unwanted possession.

Additionally, if a creature attempts to possess you against your will, you can use your reaction to cause it to make a Wisdom saving throw against your ki save DC. On a failed save, it becomes trapped inside you, is incapacitated, and cannot control you or escape on its own. When you use this feature, you lose the benefits of the spirit that previously inhabited you through your Spiritual Channel feature, and instead gain the benefits of the invading spirit's type. The DM will choose a spirit type from your Spiritual Channel ability that best matches the spirit you have trapped.

When you trap a creature in this way, it cannot escape until you choose to release it as an action or you use your Spiritual Channel ability to call a different spirit type to inhabit you. When you do so, it is banished to its home plane. If the creature is native to the plane of existence you're on, you banish it to a harmless demiplane for 1 hour; while there, the creature is incapacitated, and after 1 hour, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Equivalent Exchange (Level 6)

At 6th level, you have increased focus when calling to spirits. After you finish a short rest during which you spent at least 30 minutes meditating, you can use your Spirit Channel feature. In addition, you can cast speak with dead using this feature once per short or long rest, requiring no components.

Enhanced Channeling (Level 11)

At 11th level, your bond with the spirits strengthen, and you can channel more of your inhabiting spirit's abilities. When you use your Spirit Channel feature to select a spirit type, you also gain the following benefits for that type:

Eldritch Spirit

You learn deeper secrets of arcana from your spirit, enabling you to fight spellcasters on their own turf. You gain the ability to cast dispel magic and counterspell if you expend 3 ki points. In addition, the target of the spells takes an amount of force damage equal to twice the level of the spell countered or dispelled.

Spirit of Conflict

After you hit a creature with a melee attack, you can immediately spend 2 ki points to invigorate yourself as you prove yourself over the inferiority of your foe. You get a bonus 1d4 to attack rolls, damage rolls, and saving throws. Your opponent must succeed on a Charisma save or take a 1d4 penalty to attack rolls and saving throws. Both of these effects last for 1 minute.

Spirit of Eloquence

You can cast dominate person on a humanoid within 5 feet if you expend 5 ki points. It has disadvantage on this save if it is charmed by you.

Spirit of Subtlety

You can cast nondetection on yourself without expending a spell slot or expensive material components at will. In addition, you can spend 5 ki points to cast modify memory, though the only modification that you can make is to remove an event in which you were involved.

Stalwart Spirit

When you use your reaction to reduce damage using your Deflect Missiles or Spiritual Channel, you can immediately spend 3 ki points to grant yourself a number of temporary hit points equal to your Wisdom modifier + your monk level. Any damage that would have reduced your hit points instead is applied as a reduction of your temporary hit points. These temporary hit points last until you take a short or long rest.

Vision Quest (Level 11)

Also at 11th level, you can reach out to all the spirits in the world to seek the answers to your questions. Once per long rest, you can cast commune using this feature, requiring no components.

Double Synthesis (Level 17)

At 17th level, your duality of body and spirit reaches its apex. When you use your Spirit Channel ability, you can select two different spirits to inhabit you simultaneously instead of one, gaining the benefits of each. If you attempt to channel a third spirit, you must select one of the previous two to release, losing its benefits.

Way of the Cosmic Mind

Way of the Cosmic Mind (Level 3)

Monks of the Way of the Cosmic Mind learn to harness their ki to create fantastical telepathic and telekinetic effects. Githzerai are among this tradition's most common practitioners, but followers can be found throughout many peoples across many planes.

All creatures have latent innate psionic abilities, but very few ever unlock the secrets which lie beyond sentience. Monks who dedicate their lives to the mastery of their own mind eventually learn to produce incredible telepathic and telekinetic effects.

Gifts of the Third Eye

You learn the message and mage hand cantrips. When you cast mage hand using this feature, you can make unarmed strikes through the spectral hand. It can carry a number of pounds up to twenty times your Wisdom modifier (minimum of 20 pounds), instead of up to 10 pounds.

Bend Perception (Level 6)

As an action, choose any number of creatures within 60 feet of you that you can see or hear, and spend 1 ki point for each. Each target makes a Wisdom saving throw. On a failed save, you, your equipment, and your mage hand are invisible and silent to them for 1 minute. On a successful save, nothing happens. You know whether each target fails or succeeds on its save.

Third Eye Awakened (Level 11)

As an action, you can spend 4 ki points to cast mass suggestion, modify memory, telekinesis, or wall of force without providing material components.

Void Impact (Level 17)

As an action, you can spend 4 ki points and punch a hole in the fabric of reality. Every creature within 10 feet of you, besides yourself, must make a Wisdom saving throw. On a failed save, a creature takes 8d12 force damage and moves forward in time. A target moved forward in time vanishes until the start of your next turn. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it is occupied. On a successful save, the creature takes half as much damage and suffers no other effects.

Way of the Courtesan

Way of the Courtesan (Level 3)

Monks of the Way of the Courtesan have mastered the ability to use their surroundings and their charming presence to defend themselves from unwanted suitors. Highly sought after as bodyguards by kings and queens alike, they can also make for excellent assassins.

A Thousand Courtesan Ways

When you choose this tradition at 3rd level, your special martial arts training allows you to master your environment, turning common objects into weapons. Additionally, your grace and skill grants you a natural bonus in the arts and in performance. You gain the following benefits.

Courtesan's Weapons

You gain proficiency with whips and improvised weapons, and they count as monk weapons for you.

Lover's Blindness

If you hit a creature with one of the attacks granted by your Flurry of Blows, you can force it to make a Wisdom saving throw. On a failed save, it can't see any creatures other than you until the start of your next turn.

Lover's Denial

As a reaction when you are hit by an attack, you can spend 2 ki points to gain a +5 bonus to your AC against that attack.

Bonus Proficiencies

You gain proficiency in the Performance skill if you don't have it already, and either painter's supplies or your choice of one musical instrument.

Masterful Courtesan Techniques (Level 6)

When you reach 6th level, you have honed your skills even further, you gain the following benefits.

Wise-Eyed Courtier

You gain proficiency in Insight and Persuasion, if you don't have it already. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make using that skill.

Venomous Snake's Grace

As an action, you touch a creature within reach and force it to make a Constitution saving throw. On a failed save, it is poisoned for 1 hour. On a successful save, it is immune to this ability for 24 hours and isn't poisoned.

Dance of the Seven Veils (Level 11)

At 11th level, you have learned to channel your ki into a sinuous dance, able to enrapture even the most strong-willed. As an action, you can spend 1 to 10 ki points and start your dance. For each ki point spent, you target one creature within 30 feet of you that can see you. The target must succeed on a Wisdom saving throw or be charmed by you. While a target is charmed in this way, it is incapacitated, and its movement speed is 0. A creature affected in this way can repeat its saving throw if it takes any damage, ending the effect on a successful save. The effect also ends if you move more than 30 feet away from your target, you lose your concentration (as if concentrating on a spell), or after 1 minute.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Kiss of Deadly Temptation (Level 17)

Starting at 17th level, you channel deadly energies into a hapless creature. As an action, you can spend 4 ki points and touch a creature within reach. The creature takes 12d10 psychic damage, or half as much on a successful Constitution save. A creature (charmed) by you has disadvantage on its saving throw but is no longer charmed after it takes this damage.

Way of the Dragon

Way of the Dragon (Level 3)

You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.

Draconic Affiliation

Starting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.

DragonAssociated skillDamage Type

Black or Copper

Stealth

Acid

Blue or Bronze

Insight

Lightning

Brass, Gold, or Red

Intimidation

Fire

Green

Deception

Poison

Silver or White

History

Cold

When you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.

Draconic Onslaught

At 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.

Take Flight (Level 6)

Starting at 6th level, when you take the {@action} Dash action, you can spend 1 Ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.

Conquering Wyrm (Level 11)

Beginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 Ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.

Scales of the Wyrm (Level 17)

At 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 Ki points to increase your Armor Class by 2, gain temporary hit points to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.

Way of the Dragon Turtle

Way of the Dragon Turtle (Level 3)

Monks who favors tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained in the Way of the Dragon Turtle. Ominous strength and appropriate balance coalesce to both apply and contain enormous force. Recognized for their impressive physiques and unmatched endurance; these martial artists are well known for being kind hearted and eager to help others. These monks believe that every jar of water delivered, and every tree trunk carried, is time spent training.

Variant: Stability over Agility

Some monks favor strength over agility. To reflect this, you can choose to use this variant with your DM's permission. Using this variant, all mentions of your character's Dexterity score or modifier in the Unarmored Defense and Deflect Missiles class features are replaced with Strength.

Turtle Stance

At 3rd level you gain proficiency in the Athletics skill.

When you learn this tradition at 3rd level, you learn to defend yourself as a turtle would, facing blows directly with a hardened body of iron. When an attacker hits you with a melee weapon attack, you can use your reaction to reduce the damage of the attack by 1d6 + your Strength modifier + half your monk level (rounded down).

In addition, creatures other than you gain advantage on attack rolls against creatures you are grappling. If a creature you are grappling is restrained, then it can only use its actions to escape.

Pennant of Dragon Strength

At 3rd level you can choose any blunt object larger than 1 cubic foot and smaller than yourself to imbue with ki, which can be done over the course of a short rest. After imbuing it so, the object acquires artistic marks showing prayers to the dragon turtle and chants of might and bravery in your mother tongue. It is now your Pennant of Dragon Strength and counts as a monk weapon for you for which you have proficiency. Your pennant gains the weapon traits from the Pennant of Dragon Strength table. Attack and damage rolls using your pennant must be done with your Strength Modifier. You can enchant your pennant as if it was a nonmagical weapon, but if the object already has magical properties then it retains these instead. Your pennant size is at minimum small, it is weightless for you but its weight is modified for any other creature that tries to lift it (see the table). You can choose to end your link to your pennant at any time, making it lose its imbued ki in a soft golden flash.

While holding your pennant, you can't be disarmed of it, and you gain advantage on checks and saving throws against being pushed or knocked prone.

Pennant of Dragon Strength
LevelDamageWeight ModifierProperties

3

1d6 (bludgeoning)

2x

Versatile (1d8)

5

1d8 (bludgeoning)

2x

Versatile (1d10)

11

1d10 (bludgeoning)

3x

Versatile (1d12)

17

1d12 (bludgeoning)

4x

Versatile (2d6)

Snap Dragon (Level 6)

At 6th level, you can react with clasping strength on your foes. When a creature misses you with a melee attack or provokes an opportunity attack from you, you can use your reaction to make a grapple check against them.

Immediately after you have successfully grappled a creature, or as a bonus action on your turn, you can spend 1 ki point to throw a creature you are grappling. The target must make a Strength saving throw against your ki save DC. On a failure, the creature is thrown up to 10 feet in a direction of your choice, takes damage equal to your Martial Arts die, has its speed reduced to 0 until the beginning of its next turn, and is knocked prone. Any additional damage the creature takes from colliding with an environmental hazard (for example a pit, a trap, or a weapon's rack) is doubled. On a successful save, the creature resists your attempt, but remains grappled by you.

Ki of the Tidebringer (Level 11)

At 11th level, your training allows you to infuse your ki with the power of the dragon turtle. You no longer have to spend a reaction when you use your Snap Dragon feature to make grapple checks. After using the Snap Dragon feature to make a grapple check this way, you can't use it again this way until the beginning of your next turn.

In addition, at the start of your turn, you can choose to activate one of the following effects until the start of your next turn:

  • You gain advantage on Strength checks and Strength saving throws, and your AC increases by 2.

  • You gain advantage on your melee attack rolls.

  • Your ki save DC increases by 2, and creatures you knock prone have their speed reduced to 0 until the end of their next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Defiance of the Dragon Turtle (Level 17)

At 17th level, you have perfected your connection with the essence of the dragon turtle, allowing its being to become truly one with yours in mind and body. As an action, you can manifest the dragon turtle, creating a gargantuan translucent form of a dragon turtle around you. If you do, then for 1 minute you gain the game statistics of the dragon turtle as if under the effect of a true polymorph spell. You retain your mental ability scores, but you can't use your class features except for your Unarmored Movement feature. Your attacks count as magical for the purpose of overcoming damage resistance and immunity against nonmagical attacks. If there isn't enough room for this form in a space available, then this form instead attains the maximum possible size.

Once you transform in this way, you can't do so again until you finish a long rest.

Created by MisterLupor, and added as a collaboration.

Way of the Dragon Turtle

Way of the Dragon Turtle (Level 3)

Monks who favor tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained in the Way of the Dragon Turtle. Recognized for their impressive physiques and unmatched endurance; these martial artists are well known for being kind hearted and eager to help others. These monks believe that every jar of water delivered, and every tree trunk carried, is time spent training. Their fighting style involves keeping foes away from their allies, facing blows with steely resolve, and locking down their opponents with powerful grapples.

Variant: Stability over Agility: Some monks favor stability over agility. To reflect this, you can choose this variant when creating your character. When using this variant, all mentions of your character's Dexterity score or modifier in the Unarmored Defense and Deflect Missiles class features are replaced with Strength.

Turtle Stance

Beginning at 3rd level, you learn to defend yourself as a turtle would, facing blows directly with a hardened body of iron. When an attacker hits you with a melee weapon attack, you can use your reaction to reduce the damage of the attack by an amount equal to one roll of your Martial Arts die + your Strength modifier (minimum of 1).

When you make an opportunity attack, you can replace the melee attack with a grapple check.

Creatures other than you gain advantage on attack rolls against creatures you are grappling. If a creature you are grappling is restrained, it can only use its actions to escape.

Totem of Dragon Strength

At 3rd level you gain proficiency in the Athletics skill. If you have proficiency in this skill from another source, then your proficiency bonus is doubled for any ability check you make that uses Athletics.

As an action, you can touch any blunt object larger than 1 cubic foot and smaller than yourself and imbue it with your ki. After imbuing it so, the object acquires artistic marks showing prayers to the dragon turtle. It is now your Totem of Dragon Strength and counts as a monk weapon for you for which you have proficiency. Your totem gains the weapon traits from the Totem of Dragon Strength table. Attack and damage rolls using your totem must be done with your Strength Modifier. Your totem is weightless for you, and sticks to your hand if you want it to. Your totem gains the magical attributes of one magic melee monk weapon that you are attuned to, unless it already is a magical weapon. You decide which weapon after finishing a short or long rest. You can only have a single totem at a time, and ending the link with the object is instantaneous.

While holding your totem, you can't be disarmed of it, and you gain advantage on all saving throws instead of only Dexterity when you take the Dodge action.

Totem of Dragon Strength
LevelDamageProperties

3

1d6 bludgeoning

Versatile (1d8)

5

1d8 bludgeoning

Versatile (1d10)

11

1d10 bludgeoning

Versatile (1d12)

17

1d12 bludgeoning

Versatile (2d6)

Snap Dragon (Level 6)

At 6th level, you can react with clasping strength on your foes. Once per round, when a creature misses you with a melee attack, you can make a grapple check against them.

In addition, immediately after you have successfully grappled a creature, or as a bonus action on your turn, you can throw a creature you are grappling. The target must make a Strength saving throw against your ki save DC. On a failure, you can throw the creature up to 15 feet in a direction of your choice after which it takes damage equal to one roll of your Martial Arts die, it has its speed reduced to 0 until the start of its next turn, and it is knocked prone. Any extra damage the creature takes from colliding with an environmental hazard (for example a pit, trap, or weapon's rack) is doubled. On a successful save, the creature resists your attempt but remains grappled by you. You can use this feature to (try to) throw a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Ki of tHe Tidebringer (Level 11)

At 11th level, provided your totem is at least half your size or larger, you gain half cover while holding your Totem of Dragon Strength.

As a bonus action, you can spend 1 ki point and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Whenever you spend any ki points, you build up energy in your body which you can unleash as a blast of steam. Until the end of your next turn, the first time you hit a creature with an unarmed strike you can choose to roll two Martial Arts dice and deal fire damage equal the amount rolled to each creature other than you within 10 feet of the target, blasting them all with boiling hot steam. You can only unleash steam this way once per round.

Defiance of the Dragon Turtle (Level 17)

At 17th level, you have perfected your connection with the essence of the dragon turtle, allowing its being to become truly one with yours in mind and body. As an action, you can spend 10 ki points to manifest the dragon turtle, creating a huge translucent form of a dragon turtle around you. If you do, then for 1 minute you gain the game statistics of the dragon turtle spirit (see page 58).

Your game statistics aside from your mental ability scores are replaced by the statistics of the dragon turtle spirit, but you retain your alignment and personality. You assume the hit points of your new form. You can revert to your normal form at any point as a bonus action, and you automatically revert to your normal form if your hit points are reduced to 0. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. While in your dragon turtle form, you can't wield weapons, nor can you use your other class features. If you have spells, you can't cast them while in this form, but you can maintain concentration on existing spells. If there isn't enough room for this form in a space available, then this form instead attains the maximum possible size.

Way of the Dragon Warrior

Way of the Dragon Warrior (Level 3)

Long ago, the dragon gods Ryuujin, Fuujin and Raijin raised the Islands of Ukishima from the sea and imbued them with gravity-defying magic. The floating islands became home to the many dragons and draconic creatures wandering the Feywild.

At the center of Ukishima was The Coral Palace, an ancient monastery built atop the oldest of the islands. It was helmed by the Oracle, an Ancient Solar Dragon and offspring of Amaterasu. Alongside her were four dragons, each pertaining to one of the four seasons, Haruhi of Spring, Natsuki of Summer, Akito of Autumn and Fuyuji of Winter. Each of them inhabited a different part of Ukishima.

One day, a lone traveler made pilgrimage to the sacred palace. They asked the dragons for guidance and strength. The dragons accepted but only on the condition that the traveler use the gifts given to them for the good of dragonkind. Upon accepting their terms, the traveler was imparted the dragons' wisdom and trained in the sacred art of harnessing draconic energy.

Maintaining their sacred oath, the traveler set out to forge new bonds between the world beyond and the dragons of Ukishima. They became known as the first Dragon Warrior. Since then, disciples have also made pilgrimage to the Coral Palace with hopes of learning the Way of the Dragon Warrior.

Draconic Disciple

You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:

  • Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.

  • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. Damaging a target this way also allows you to add your Wisdom modifier to the damage roll.

  • Tongue of Dragons. You learn to speak, read and write Draconic.

Draconic Technique (Level 6)

At 6th-level, your close study of dragons allows you to weave dragon-like motions into your martial arts. You gain the following benefits:

  • When you use Step of the Wind, you gain a flying speed equal to half your walking speed until the end of your turn.

  • When you use Patient Defense, parts of your skin become covered by a thin sheen of dragon scales. You gain a +1 bonus to your AC until the end of your next turn.

  • When you make an attack granted by your Flurry of Blows, you can spend 1 ki point to deal extra acid, cold, fire, lightning or poison damage of your Martial Arts die to the damage. You can use this feature only once per turn.

Aspect of the Dragon Warrior (Level 11)

When you reach 11th-level, the power of your draconic ki now radiates from you, protecting your allies from harm and inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 15 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within your aura gain resistance to the chosen damage type.

  • Frightful Presence. When you create this aura, hostile creatures within the aura must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 3 ki points to use it again.

Enter the Dragon (Level 17)

You have achieved mastery over the draconic energy flowing through you. You gain the following benefits:

  • Mind of the Dragon. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Body of the Dragon. You have advantage on saving throws against effects that cause you to be paralyzed, stunned or petrified.

  • Breath of the Dragon. You can channel destructive waves of energy, like those created by the dragons you emulate. As an action, you can exhale draconic energy in either a 60-foot cone or a 90-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 four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 3 ki points to use this feature again.

Way of the Drunken Master

Way of the Drunken Master (Level 3)

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway (Level 6)

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet

When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack

When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck (Level 11)

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy (Level 17)

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Eight Gates

Way of the Eight Gates (Level 3)

Optional Proficiencies. Monks can have proficiency with the following new weapons: chakram, kusarigama, meteor hammer, nunchaku, rope dart, shuriken, and tessen.

Monks of this order strive for meaning and perfection through mastery of the Eight Gates, internal loci of spiralling energy through which ki is channelled. By way of personal contemplation and intense training, each gate can be opened in turn, and once brought into harmony, allow for a stronger channel of ki and the ability to push one's body beyond mortal limitations. Those who follow the Way of the Eight Gates might be hermits, retreating from the chaos of the wider world and to a place of contemplative isolation. Others may be wanderers, embracing and celebrating all experiences, believing this to be the path to internal harmony. In any case, monks who walk this path eschew organised religious and spiritual practices, preferring to carve their own path of potential, freedom, and growth.

Gate of Earth

3rd-level Way of the Eight Gates Feature

The Gate of Earth reflects a being's strong physical and spiritual foundation. Your ki grounds your centre, fortifying your body. When you use your Patient Defense or Step of the Wind, you regain hit points equal to your Wisdom modifier (minimum of 1).

Gate of Water

3rd-level Way of the Eight Gates Feature

The Gate of Water reflects a being's natural ebb and flow of ki through the open gates. You have an additional number of ki points equal to your Wisdom modifier (minimum of 1).

Gate of Air

3rd-level Way of the Eight Gates Feature

The Gate of Air expresses a being's power of voice—the tool through which it communicates with the world. When you hit a creature with a melee attack, you can spend 1 ki point to issue a challenging roar. If the creature can hear you, it has disadvantage on attack rolls it makes against creatures other than you until the end of your next turn.

Gate of Flame (Level 6)

6th-level Way of the Eight Gates Feature

The Gate of Flame reflects a monk's blistering power and speed, an internal pool of coiling, frenetic energy. When you use your Flurry of Blows, you can make one additional unarmed strike as a part of that same bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Gate of Presence (Level 6)

6th-level Way of the Eight Gates Feature

The Gate of Presence reflects a being's voice, social wellness, and confidence. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Gate of Spirit (Level 11)

11th-level Way of the Eight Gates Feature

The Gate of Spirit represents a being's ki flowing beyond their physical form; you have the power to share your ki with those around you. As a bonus action, you can touch one willing creature and expend 2 ki points. That creature gains temporary hit points equal to your proficiency bonus + your Wisdom modifier (minimum of 1), and it can immediately use its reaction to make a single weapon attack, take the Dodge action, or move up to its speed without provoking opportunity attacks.

Gate of Mind (Level 11)

11th-level Way of the Eight Gates Feature

The Gate of Mind represents a monk's consciousness expanding beyond their physical form. You can cast the telepathic bond spell, requiring no components. Once you cast the spell with this feature, you can't do so again until you finish a short or long rest.

Gate of Infinity (Level 17)

17th-level Way of the Eight Gates Feature

You have reached total harmony within yourself. Your gates align and converge with your ki, opening the final gate: the Gate of Infinity.

As an action, you can spend 6 ki points to transcend to a state of apotheosis. You gain the following benefits for 1 minute:

  • Your walking speed increases by 20 feet.

  • You have a +2 bonus to AC.

  • When you take the Attack action, you can make one additional unarmed strike as a part of that action.

  • You can add your Wisdom modifier to your attack and damage rolls.

Way of the Elements

Elemental Disciple (Level 3)

When you choose this tradition at 3rd level, you learn to integrate elemental magic into your attacks. When you make an unarmed strike on your turn, you can use one of the following features to enhance the attack. You can only use one enhancement per unarmed strike:

Fire

You cast forth gouts of flame. Your reach with the attack increases to 10 feet, and it deals fire damage instead of the regular damage type. When the attack hits, you can spend 1 ki point to deal an extra 1d10 fire damage.

Water

You wrap your limbs in tendrils of water. Your reach with the attack increases to 10 feet, and it deals cold damage instead of the regular damage type. When the attack hits, you can spend 1 ki point to halve the target's speed until the end of their next turn.

Earth

Your unarmed strikes impact with the force of boulders. When the attack hits, the target is pushed 5 feet away from you, and you can spend 1 ki point to knock the target prone if it is Huge or smaller.

Air

You create forceful blasts of air from your hands and feet. Your reach with the attack increases to 15 feet, and when the attack hits, you can spend 1 ki point to push the target up to 10 feet in a direction of your choice.

Elemental Spellcasting (Level 3)

Also at 3rd level, you learn to channel your ki into elemental spells, using the Elemental Spell List on the next page.

Cantrips

You learn three cantrips of your choice from the elemental spell list. You learn an additional elemental cantrip of your choice at 10th level.

Ki-Casting

Instead of expending spell slots like other spellcasters, you spend ki points to cast your elemental spells. To cast an elemental spell of 1st level or higher, you must spend a number of ki points equal to 1 + the spell's level. When casting an elemental spell with ki points, you always cast it at its lowest level.

When you cast one of these spells, you use its casting time and other rules. but you don't need to provide material components for it.

Spells Known of 1st Level and Higher

You know two 1st-level elemental spells of your choice. The Spells Known column of the Elemental Spellcasting table shows when you learn more elemental spells of 1st level or higher. Each of these spells can't be of a higher level than the Max Spell Level entry on the table corresponding to your monk level.

Whenever you gain a level in this class, you can replace one of the elemental spells you know with another spell of your choice from the elemental spell list. The spell can't be of a higher level than the Max Spell Level entry on the table corresponding to your monk level.

Spellcasting Ability

Wisdom is your spellcasting ability for your elemental spells, as they are manifestations of your inner power of Ki You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elemental spell you cast and when making an attack roll with one.

Spell

Spell

Mixed Blending Arts (Level 6)

Starting at 6th level, when you use your action to cast an elemental spell, you can make a number of unarmed strikes as a bonus action. The number of unarmed strikes equals the number of Ki points you spent to cast the spell, up to a maximum of five attacks (one attack for cantrips).

Elemental Defense (Level 11)

At 10th level, you learn the Absorb Elements spell, which does not count against your number of spells known, and you can spend 1 ki point to cast it.

Master of the Elements (Level 17)

Starting at 17th level, you can spend 10 ki points to cast the Elemental Avatar spell. Whenever you reduce a creature to 0 hitpoints during the spell, you regain 1 ki point.

Way of the Elements

Way of the Elements (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.

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 Esoteric Ki

Way of the Esoteric Ki (Level 3)

Monks of the Way of the Esoteric Ki are masters of connecting to the power of the Weave via manipulating their ki. They learn how to channel their ki to access arcane magic, granting them the ability to conjure forth mighty creatures and devastate their foes with powerful blasts of energy.

Arcane Knowledge

When you choose this tradition at 3rd level, you have expanded your knowledge regarding the arcane, and have learned simple magic. You gain proficiency in the Arcana skill if you don't already have it. You also learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 11th level.

Ki Casting

When you reach 3rd level, you learn how to channel your ki to cast spells.

The Way of the Esoteric Ki Spellcasting table shows how many spells you have of 1st level or higher that you can cast.

Choose two schools of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the two schools of magic that you selected on the wizard spell list.

The Spells Known column of the Way of the Esoteric Ki Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from one of the two schools of magic that you chose, and must be of a level which corresponds to the Way of the Esoteric Ki Spellcasting table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

To cast one of these spells, you must expend a number of ki points equal to the spell's level or higher. You use its casting time and other rules, but you don't need to provide material components for it, provided that the material component does not require a gold cost. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is six.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from one of the two schools of magic that you chose, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through the discipline of manipulating ki with arcane energy. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell

Spell

WAY OF THE ESOTERIC KI SPELLCASTING
LevelCantrips KnownSpells Known1st2nd3rd4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

2

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Replenishing Weave (Level 6)

Starting at 6th level, you learn how to sense magic around you. You can cast detect magic at will, without expending ki points to do so. Additionally, you gain the ability to draw in a thread of the weave to recover a portion of your ki. As an action, you can regain ki points equal to half your monk level, rounded up. You must finish a long rest before you can use this feature again.

Ultimate Spells (Level 11)

Starting at 11th level, you have learned how to attune to magic to perfectly cast spells. Choose two spells that you have learned via your Ki Casting feature. You can cast both of these spells once per long rest without expending ki points or requiring material components.

Esoteric Being (Level 17)

At 17th level, as an action, you can unleash the power of ki and magic, emitting strands of magic across your entire body. While in this state, you have resistance to all damage and any spell that you cast using your Ki Casting feature has its ki point cost reduced by 1 (minimum of 1). This form lasts for 1 minute or you become incapacitated.

Way of the Eternal Spirit

Way of the Eternal Spirit (Level 3)

Monks of the Way of the Eternal Spirit learn to channel the energy of the positive plane, using the powers that it grants to defend their allies and come to the aid of those that need it most. Unlike the monks of most monastic traditions, monks of the way of the eternal spirit don't typically live in monasteries or cloisters. Monks that follow this tradition are wanderers that travel through the lands, and sometimes even across planes, as they train and lend their aid to those they encounter. It is common for these monks to travel in small groups, where a single master leads and teaches one to three students.

Monks of this tradition are often easily identifiable by the intricate, magical tattoos that they adorn their bodies with. These tattoos are thought to improve their connection to the positive plane, so that they can more easily channel its energy. When a monk of this tradition harnesses their ki, their tattoos can change color or even begin to glow.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Medicine skill if you don't already have it. You also gain proficiency in the herbalism kit if you don't already have it.

Radiant Guardian

Also at 3rd level, you can manipulate your ki to come to the defense of your allies. You gain the following options:

  • As a bonus action, you can cause a creature you can see within 30 feet of you to gain temporary hit points equal to a roll of your Martial Arts die. When you use this option, you can choose to spend up to 2 ki to increase the number of temporary hit points gained by one Martial Arts die per ki point spent. These temporary hit points last until the end of your next turn.

  • When another creature within 30 feet of you takes damage, you can use your reaction and spend 1 ki point to disappear in a flash of light. You teleport to an unoccupied location within 5 feet of that creature, and grant it resistance to the triggering instance of damage. When you do so, you take damage equal to the damage that creature takes.

    When you use this option, you can choose to spend 2 ki points, rather than 1. If you do so, you don't take damage equal to the damage the creature takes.

    If you are within 5 feet of your target when you use this option, you can choose to not teleport. In that case, the total ki cost for this option decreases by 1, to a minimum of 0.

Restoring Spirit (Level 6)

Beginning at 6th level, tapping into the magic of ki mends your wounds. Whenever you spend ki, you regain hit points equal to the number of ki points you spend.

When you regain hit points in this way, you can choose to regain additional hit points equal to half your monk level. Once you do so, you can't do so again until you finish a long rest.

Enduring Body (Level 11)

At 11th level, the positive energy that runs through your body causes you to age more slowly. For every 10 years that pass, your body only ages 1 year.

You can also harness this energy to help your body brush off attacks. As a bonus action, you can spend up to 3 ki points to increase the effectiveness of your unarmored defense. For the next minute, your AC equals 10 + your Dexterity modifier + your Wisdom modifier + the number of ki points spent, as long as you are wearing no armor and not wielding a shield.

Spiritual Defender (Level 17)

At 17th level, you gain the ability to commune with those you meet, and come to their defense in their time of need. You can, for 1 minute, touch your palm to the chest of a willing creature that speaks at least one language to grant them your protection. As long as that creature is under your protection, you know the distance and direction to its location, and you can sense its current emotional state and whenever it takes any damage. You can have up to six creatures under your protection at any one time, and a creature remains under your protection until you choose to end it (no action required), or until the creature is ever on a different plane of existence than you.

As an action, you can spend 10 ki points to teleport yourself and up to eight willing creatures of your choice within 10 feet of you to the location of one of the creatures under your protection. You and the creatures you transport with you appear in unoccupied locations within 60 feet of the targeted creature.

Once you teleport in this way, you can't teleport to a target more than 5 miles away from you until you finish a long rest.

Way of the Feral Warrior

Way of the Feral Warrior (Level 3)

Monks of all traditions seek to gain physical mastery over themselves and in the process these spiritual warriors hone their flesh into a potent weapon. However, creatures born with natural weapons; vicious claws, imposing horns, and hardened scales, have an advantage other monks don't

These creatures of bestial heritage follow the Way of the Feral Warrior. They hone their imposing natural features into deadly weapons, and train to master the primal ferocity that dwells within their blood.

Optional Rule: Race Restriction

The Way of the Feral Warrior is typically practiced by creatures of bestial ancestry. In my home setting, only creatures with natural weapon attacks can choose this Monastic Tradition, but your DM can lift that restriction to better suit the campaign.

Fist of Scale & Bone

Your body itself evolved to be a weapon. Whether it be claws, teeth, spines, or scales, your physical form has innate combat potential. Starting at 3rd level your Martial Arts damage die increases to a d6 for your unarmed strikes.

The size of your Martial Arts die for your unarmed strikes increases as you gain levels in this class; to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Natural Predator

Upon adopting this Monastic Tradition at 3rd level, you enhance your natural ability with a discipline of your choice from the options listed below. Most creatures adopt the discipline that aligns with their heritage, but the disciplines of this tradition can be mastered by anyone without restriction.

Bestial Rend

This discipline is often adopted by creatures with natural claws; aarakocra, tabaxi, the leonin of Theros, and the shifters peoples of Eberron. Your unarmed strikes deal slashing damage and inflict deep wounds in your target. Each time you hit a creature with an unarmed strike, its movement speed is reduced by 5 feet until the start of your next turn. If you reduce a creature's speed to 0, they are restrained until the beginning of your next turn.

Ungulate Charge

This discipline is often adopted by creatures with hooves or horns; centaurs, minotaurs, or the satyrs of Theros. Once per turn, when you move at least 20 feet and hit a creature with an unarmed strike, you can use a bonus action to force the creature to make a Strength saving throw. On a failed save, they are knocked prone and take bludgeoning damage equal to your monk level.

Reptilian Defense

This discipline is often adopted by creatures with natural defenses, like the scaled lizardfolk or tortles with their protective shell. When fighting you position yourself to more easily defend against your foes. The last creature you hit with an unarmed strike on your turn has disadvantage on any attack rolls they make against you until the start of your next turn.

Primal Intuition (Level 6)

You have worked to master your instinctual abilities along with your physical form. At 6th level you gain proficiency in either Insight, Perception, or Survival. In addition, whenever you make an Insight, Perception, or Survival check you can expend 1 ki point to grant yourself advantage on the roll.

Feral Strikes (Level 11)

In your training you have learned to augment your physical strikes with the power of ki. Starting at 11th level, when you hit a creature with an unarmed strike you can expend 1 ki point to increase the damage of your unarmed strike by 2d6.

Apex Predator (Level 17)

Upon reaching 17th level, you have mastered your physical form and brought forth its wild potential. You learn one of the following disciplines of your choice.

Bestial Fury

You can whip yourself into a primal fury when hunting your foes. When you score a critical hit against a creature with an unarmed strike, its speed is reduced to 0, and you have advantage on any unarmed strikes you make against that creature until the start of your next turn.

Ungulate Trample

You can draw upon primal speed to trample those in your path. As an action, you can expend 4 ki points and move up to your full movement speed in a straight line. Any creatures you pass through must make a Dexterity saving throw or take 8d6 bludgeoning damage and fall prone.

Reptilian Resilience

You can harden your exterior to deflect incoming blows. As a reaction when you are hit by an attack, you can expend ki to increase your Armor Class until the start of your next turn. For each ki point you expend your Armor Class increases by 2, up to a maximum of 5 ki points.

Way of the Fire Dancer

Way of the Fire Dancer (Level 3)

The fire dancers carry an almost extinct tradition. Once a trading group, they considered themselves a family of a single creed: "Those who harm us will bathe in flames." This nomadic group of seasoned warriors welcomed all walks of life, regardless of origin, status, or influence; as long as one conducted oneself with respect towards their fellows, the caravans would open their door. Their ironclad creed and welcoming nature was their downfall.

Upon arriving in Luyarnha, they were accused of bringing the scourge with them. After all, the dancing flames didn't affect the city before their arrival. This lie, like so many told, carried a kernel of truth that was exploited to bend others to the city's will. For this sin, they were imprisoned, left to starve, and forbidden from practicing their martial arts.

Such a treatment couldn't break their will; to hide their practice of martial arts, the traveling band took the name of fire dancers and hid their powers within their dance. For years they have endured, many escaping the prison with the aid of their fellows, yet the bonds of family entrap more firmly than any chain could. Even those who escape refuse to leave the city until their kin are freed and their name is cleared.

Blazing Performer

At 3rd level, you've trained your body to dance through flames. You gain proficiency in the Performance or Acrobatics skill (your choice), and your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

In addition, you gain resistance to fire damage. If you already have this resistance, instead, if you take fire damage, you can reduce that damage by 1d6 (after the resistance applies).

Dance of Fire

At 3rd level, you are a master at weaving flames through your use of ki, creating a deadly dance. When you spend a ki point during your turn, your monk weapons and unarmed strikes catch fire until the start of your next turn. While on fire, they deal extra fire damage equal to your Wisdom modifier, and you gain a bonus to your AC equal to half your Wisdom modifier for the duration.

In addition, while your flames are active, if a creature misses you with a melee attack, you can use your reaction to make an unarmed strike or spend a ki point to use your Flurry of Blows feature against it.

Scorching Vortex (Level 6)

Starting at 6th level, you learn to entrap your foes in the flames of your dance.

When you use Step of the Wind, if you move through each space adjacent to a creature on your turn, you create a vortex of fire around them. The target must make a Dexterity saving throw against your ki save DC, taking 2d6 fire damage and becoming trapped in a vortex of flames that appears in its space on a failed save. On a successful save, the target takes half as much damage and the vortex fails to appear. The vortex is opaque and obstructs line of sight. If the target attempts to move out of the flames, it must first succeed on a Wisdom saving throw against your ki save DC. On a failure, it takes 1d6 fire damage and is charmed by the flames, reducing its speed to 0 until the start of its next turn, at which point the vortex and its effects end. On a success, it moves through the vortex, ending the effect. These flames do not damage other creatures.

Once you use this feature a number of times equal to 1 + your Wisdom modifier, you can't do so again until you finish a long rest.

Flames of Redemption (Level 11)

At 11th level, any fire damage that you deal ignores fire resistance. In addition, the clarity of your mind allows you to generate flames that many would call divine; you can replace any fire damage that you deal with radiant damage.

GM Note:

The unfair treatment that some fire dancers have received in their life has created deep resentment, warping their pure nature and the flames they wield. These fire dancers wield a dark flame, said to devour life. If you wish to play such a character, replace any mention of fire damage, resistance, or immunity in the subclass abilities with necrotic damage, resistance, or immunity, respectively, and you can choose not to gain the Flames of Redemption feature.

Purifying Flames (Level 11)

At 11th level, your flames burn away all impurities. As an action, you can spend 2 ki points to touch a creature and infuse them with your flames. The target can end one poison, charm, or short-term madness afflicting it.

One With The Fire (Level 17)

At 17th level, you are a master of the flames. When you deal fire damage with a monk weapon, if the target is a creature or a flammable object, it ignites. Until the target or a creature within 5 feet of it takes an action to douse the flames, the target takes fire damage equal to your Wisdom modifier at the start of each of its turns.

In addition, while under the effects of Dance of Fire, your body merges with the flames. For the duration, you become immune to fire damage and have resistance to bludgeoning, piercing, and slashing damage.

Way of the Firedancer

Way of the Firedancer (Level 3)

While many who use firearms do so merely for power, to make an impression, or for tactical reasons, monks known as firedancers have turned the use of small guns into an art form. Gracefully dancing between opponents, firing at close range and deflecting enemy attacks, firedancers are whirlwinds on the battlefield.

Proficiencies

Starting when you choose this monastic tradition at 3rd level, you gain proficiency with all one-handed firearms. Additionally, one-handed firearms count as monk weapons for you. You also gain proficiency in the Acrobatics skill, if you are not already proficient in it.

Gunsmith

Upon choosing this monastic tradition at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Two-Weapon Fighting

Also at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Point Blank

Beginning at 3rd level, making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. Additionally, if you make an attack with a one-handed firearm and no creature other than your target is within 5 feet of you, you may spend a ki point to gain advantage on the attack roll. You may use this ability only once per round.

One with the Gun (Level 6)

At 6th level, you extend your ki into your one-handed firearms, granting you the following benefits.

Magic Guns. Your attacks with your one-handed firearms count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Precise Strike. When you hit a target with a one-handed firearm, 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.

Firedancer's Parry (Level 11)

Beginning at 11th level, you have learned to anticipate the movements of enemies who use ranged weapons and disrupt their aim. Whenever an enemy that you can see within 15 feet of you makes a ranged weapon attack against you or an ally, you may use your reaction and spend 1 ki point to make a flying leap. You may move up to 15 feet in this leap, and when landing you impact your target enough to impose disadvantage on their ranged attack roll.

Firedancer's Reload (Level 17)

At 17th level, you can reload your guns with preternatural grace and speed. By spending 1 ki point as a free action on your turn, you can make a DC 10 Dexterity (Acrobatics) check to reload one piece of ammunition into any one-handed firearm you are holding. You may load one additional piece of ammunition into each gun for every 5 that you exceed the DC (2 bullets at 15, 3 at 20, et cetera).

Way of the Five Forms

Way of the Five Forms (Level 3)

You belong to a monastic tradition that emphasizes your ki as a connection to instinct, ferocity, and the natural order. The ancient sages and martial artists who shaped your tradition described the stances and strikes with various animals of the natural world.

Monasteries who follow the way of the five forms are typically close communities that constantly watch over each other like animals in a pack. It is customary for masters of this discipline to be knowledgeable in all of the animal astances; they strive to become perfect examples of the versatility of nature. At your option, you can pick from or roll on the Way of the Five Forms Quirks table to create a quirk for your character.

Way of the Five Forms Quirks
d6Quirk

1

You refuse to eat cooked meat, preferring it raw.

2

You sleep incredibly lightly, ready to wake up and pounce at a moment's notice.

3

You grow excessive hair on your face and arms.

4

You feel at home in high up places, and staying close to the ground tends to make you anxious.

5

You constantly wring your hands and tilt your head.

6

You like to eat bugs, even picking them from your companion's hair or fur. It's not that weird.

Wild at Heart

When you choose this tradition at 3rd level, you gain proficiency in the Animal Handling skill. Additionally, you learn to cast the speak with animals spell as a ritual, using Wisdom as your spellcasting ability.

Initiate of the Forms

At 3rd level, you've meditated on the ebb and flow of animal life around you, learning to imitate their movements. Choose two of the following animal styles: Crane, Mantis, Monkey, Snake, and Tiger. You gain the ability to enter the stance of your chosen styles, listed below. Your choices grant you additional benefits as you gain levels in this class.

As a bonus action, you can spend 1 ki point to enter the stance of one animal style you have learned. This stance lasts for 1 minute, and it ends early if you are knocked unconscious, you enter another stance, or if you end it on your turn (no action required).

Crane

While you are in this stance, you can use Step of the Wind without expending a ki point.

Mantis

While you are in this stance and a creature within 5 feet of you makes a melee attack, you can use your reaction to make an unarmed strike against that creature.

Monkey

While in this stance, you can use your Acrobatics modifier in place of your Athletics modifier when making a Grapple check, and if you are grappling a creature, you may use Flurry of Blows without expending a ki point, provided those are made attacks against the grappled creature.

Snake

While in this stance, you can use Patient Defense without expending a ki point. You can do so only if you haven't moved more than half your walking speed on your turn, and after you use Patient Defense, your remaining walking speed is halved until the end of the current turn.

Tiger

While you are in this stance and you are not wearing armor or using a shield, you gain a +1 bonus to your AC.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace an animal style you've learned with another animal style you don't already know.

Disciple of the Forms (Level 6)

Beginning at 6th level, your animalistic tendencies strengthen. You gain the following abilities based on your chosen animal styles, whether you are in an animal stance or not:

Crane

When a creature you can see hits you with an attack, you can use your reaction to gain resistance to the triggering damage.

Mantis

Once per turn, when you miss a creature with an unarmed strike, you can reroll the attack.

Monkey

Creatures have disadvantage on opportunity attacks made against you, and you gain a climbing speed equal to your walking speed.

Snake

Whenever you use your Stunning Strike feature, you deal additional poison damage to the target equal to your Wisdom modifier (minimum of 1 poison damage).

Tiger

When you hit a creature with an unarmed strike, you can spend 1 ki point to deal additional slashing damage to the creature equal to one roll of your Martial Arts die.

Wild Spirit (Level 11)

At 11th level, your connection to your animalistic self deepens. You learn a third animal style, and you gain the following abilities based on your chosen animal styles.

Crane

While you are in Crane stance, you have a flying speed equal to half your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Mantis

While you are in Mantis stance, making an unarmed strike does not consume your reaction, though you can only make one unarmed strike per turn.

Monkey

While you are in Monkey stance, whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are unarmed strikes or Grapple checks.

Snake

While you are in Snake stance, the range of your unarmed strikes is 5 feet greater than normal on your turn.

Tiger

While you are in Tiger stance, your unarmed strikes deal additional damage equal to your Strength modifier (minimum +1 damage).

Master of the Forms (Level 17)

Beginning at 17th level, you learn to blend your animal styles fluidly, even leading to animalistic transformations. Whenever you enter an animal stance, you may enter two stances at the same time, gaining the benefits of both.

Additionally, as an action, you can spend 3 ki points to cast polymorph on yourself, becoming one of the creatures associated with your chosen animal styles: Crane (using the Giant Eagle statblock, except your size is Medium), Mantis (using the Giant Spider statblock, except your size is Tiny), Monkey (using the Ape statblock), Snake (using the Jaculi statblock, except your size is Small), or Tiger (using the Tiger statblock). While you are transformed, you can enter that animal's stance without expending a ki point, you use your Martial Arts die for your melee attacks, and you can make two attacks on your turn when you take the Attack action, regardless of whether your statblock has the Multiattack action.

Once you cast polymorph using this feature, you can't do so again until you finish a short or long rest.

Way of The Flagellant

Way of The Flagellant (Level 3)

The Way of the Flagellant teaches an extreme, sometimes heretical, view of asceticism: peace comes through suffering, purity through pain. Its practitioners shun all indulgences and embrace pain to harness their ki, isolating themselves further from the material world. As such, these monks often carry their eponymous flails and whips to use on both themselves and their foes. Their pain is a mortal penitence and an act of focusing, letting them block out all else and manipulate their ki with expert intent.

Ascetic Implements

When you choose this tradition at 3rd level, you learn the techniques of the Way of the Flagellant, including their signature weapons. You gain proficiency with flails and whips, which count as monk weapons for you.

Additionally, you can choose to deal slashing instead of bludgeoning damage with your unarmed strikes.

Penitent Lash

At 3rd level, when you start your turn, you can sharpen your focus by spending 1 ki point and striking yourself with a ritualistic flail. You take 2d4 slashing damage and gain advantage on the first attack you make with a monk weapon or unarmed strike on your turn. If you instead choose to take 4d4 slashing damage, you instead gain advantage on all attack rolls you make on your turn. This ability has no effect if you reduce or avoid taking the slashing damage.

Art of Punishment (Level 6)

By 6th level, your expertise in the purifying discipline of pain has granted you new ways to share agony. You gain the following abilities:

  • Branding Palm. When you hit a creature with an unarmed strike, you can spend 1 ki point as a bonus action to brand the creature. The next attack that hits a branded creature within the next minute deals an extra 2d8 fire damage. At 11th level, this damage increases to 3d8, and at 17th level, this damage increases to 4d8.

  • Electroshock Strike. Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast the shocking grasp cantrip as a bonus action. Wisdom is your spellcasting ability for this spell.

  • Scissorhand Technique. If you deal slashing damage to a creature with a monk weapon or unarmed strike, you can spend 1 ki point to give the target a bleeding wound. Constructs, oozes, and undead can't get bleeding wounds. A creature loses 1d6 hit points at the start of each of its turns for each of its bleeding wounds unless it uses an action to staunch the bleeding of all of its wounds. While a target is bleeding, it can't regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus.

Purity Through Pain (Level 11)

Beginning at 11th level, you enter a rapturous frenzy when wounded. Whenever you take damage in excess of your character level, you can use your reaction to regain 1d4 ki points. You can use this ability a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you finish a long rest.

Exsanguinate (Level 17)

Beginning at 17th level, when you use your Penitent Lash feature, you can choose to increase the slashing damage taken to 6d4. When you do so, you gain all the benefits of that feature, and your unarmed strikes deal an extra 1d4 slashing damage on a hit until the end of your turn.

Way of the Flesh

Way of the Flesh (Level 3)

A dwarf swings through the streets of a desert city, limbs stretching impossibly as she grabs the edges of rooftops before flinging herself forward at bone-breaking velocity. A dragonborn snaps a guard's neck and, as he lowers the corpse, assumes his victim's face, form, and voice. Flesh sloughs from the body of a human, their very being unraveling before they reform as an elf with long, scythe-like limbs that lash out at enemies in every direction, unleashing a maelstrom of gore.

This is the Way of the Flesh. Some adherents start down this path after becoming afflicted with disease, poisoned by alchemical concoctions, or suffering from aberrant parasites. They discover the Way of the Flesh as a method for survival in a hostile body. Other practitioners are philosophers, musing on the relationship between self and body and how deeply the mind can warp its housings. As a disciple becomes more skilled in this tradition, the distinction between their flesh and that of their victims blurs; the adherent's true body becomes an amorphous mass, optimized for mobility and violence.

Shape the Flesh

At 3rd level, you unlock the first secrets of the Way of the Flesh. You sprout lethal pseudopod, capable of ripping apart your foes and pulling you across your environment. The reach of your unarmed strikes increases to 10 feet. This reach increases to 15 feet at 11th level and 20 feet at 17th level. You can use these pseudopod to grapple other creatures, but they don't increase the number of creatures you can grapple and they can't wield weapons, shields, or spellcasting foci. Creatures you grapple can make melee attacks against you no matter how far away you are.

Additionally, you can spend 1 ki point on your turn to make your limbs stronger and more flexible for 10 minutes (no action required). For the duration, you can use the Dexterity (Acrobatics) skill instead of Strength (Athletics) when you attempt to grapple or maintain a grapple. In addition, when you take the Attack action, you can forgo one attack to grab a Medium or larger object within reach of your unarmed strike and pull yourself to an unoccupied space within 5 feet of the object. This movement doesn't provoke opportunity attacks.

Mind is Matter (Level 6)

At 6th level, you learn the second secret of the Way of the Flesh—that all people are meat, and that the only thing separating your identity from others is that they aren't part of you yet. When you reduce a Humanoid within your reach to 0 hit points, or use an action to handle a Humanoid's corpse, you can absorb a sample of its flesh. You can hold a number of samples equal to your proficiency bonus, though you can only ever collect one sample from any given Humanoid. If you gain a sample while you have the maximum number of samples, you replace an existing sample of your choice.

While you have a sample, you can spend 1 ki point to take either of the following actions:

  • Impersonate

    You consume your sample to take on the form of the sampled creature for 1 hour or until you end your transformation as a bonus action. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look like the creature. Your statistics remain the same, except for your size, which changes to match the creature's size. While disguised in this manner, you can use the Wisdom (Insight) skill instead of Charisma (Deception or Performance) to impersonate the creature. When the transformation ends, the sample is destroyed.

  • Interrogate

    You rip memories from the absorbed creature. After performing this action, you have 10 minutes to ask one question of the creature's flesh, and it responds as if it were an intact corpse and you had cast speak with dead on it, except that the answers are thorough, and the creature can't lie to you or withhold information. After answering the question, the sample is destroyed.

Free the Flesh (Level 11)

At 11th level, you shed more of your body's limitations, your bones snapping and melting away as you become a creature of unrestrained, violent movement. As a bonus action, you gain the following benefits for 10 minutes:

  • Whenever you successfully grapple another creature, you can pull your target into an unoccupied space within 5 feet of you or pull yourself to an unoccupied space within 5 feet of the target.1

  • You can move through a space as narrow as 1 inch wide without squeezing.

  • Moving through difficult terrain costs you no extra movement, and spells and other magical effects can't reduce your speed or make you paralyzed or restrained.

  • You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

  • You have a swimming speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Charnel Apotheosis (Level 17)

At 17th level, you understand that your body is just a collection of mass you can unravel and knit together with a moment's thought. As an action, you can spend 5 ki points to dissolve into a pool of flesh and reform, teleporting to an unoccupied space that you can see within 30 feet of you. After you reform, all creatures of your choice within 30 feet of you must make a Dexterity saving throw. On a failure, a creature takes 5d10 slashing damage and is pushed five feet away from you and knocked prone. On a success, a creature takes half as much damage and isn't pushed or knocked prone. Damage from this feature is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Way of the Flowing River

Way of the Flowing River (Level 3)

Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes non-violence and only using force when necessary. Named for the masterful grace and fluidity that these warriors exhibit, practitioners of the Flowing River are often known as dancing monks.

Dancing Monk

When you adopt this Monastic Tradition you learn to move with a delicate grace rarely found among warriors. At 3rd level, you gain proficiency in Acrobatics and Performance. Whenever you make an Acrobatics or Performance check, you can treat a roll of 7 or lower on the d20 as an 8.

Monks of your Tradition are known for their graceful dancing. You can make Dexterity (Performance) checks.

Flowing River Stance

You have learned to utilize signature defensive stance of your Tradition. Starting at 3rd level, you can use an action to enter the Flowing River Stance, which lasts until the start of your next turn. While you are in this stance, you have a number of additional reactions equal to your proficiency bonus.

When a creature misses you with a melee attack while in your Flowing River Stance, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it falls prone and its speed is reduced to 0 until the start of your next turn.

Acrobats, Dancers, and Performers

While the themes of the monk class encourage you to play as an ascetic eastern warrior, the Way of the Flowing River grants features that can be reflavored in a number of different ways. Your Flowing River Stance could be the seductive performance of a dancer, or the amazing acrobatics of a performer.

Graceful Step (Level 6)

You can move about the battlefield and skirt incoming blows with the gentle grace of a stream. Beginning at 6th level, you can use Step of the Wind without expending ki points.

Additionally, when you enter your Flowing River Stance, you can use Patient Defense without expending ki points.

Enchanting Flow (Level 11)

Starting at 11th level, you can expend 2 ki points when you enter your Flowing River Stance to allure the foes around you. For the duration of that Stance, any creature that starts its turn within 10 feet of you has disadvantage on attacks against creatures other than you until the end of their turn.

Wrath of the Flowing River (Level 17)

Sometimes even the gentle stream runs with the waters of a flood. At 17th level, when a creature misses you with a melee attack while in your Flowing River Stance, you can force it to make a Strength saving throw as a reaction. On a failure, it is knocked back a number of feet depending on its size:

Tiny

60 feet

Small

40 feet

Medium

30 feet

Large

20 feet

Huge

15 feet

Gargantuan

10 feet

Way of the Flying Fist

Way of the Flying Fist (Level 3)

The Way of the Flying Fist teaches that true martial power is found in the air, when one escapes from the pull of gravity. These monks train their bodies to leap great heights, channel that power into their strikes, and even pursue the ancient techniques that enable them to fly through the air.

Leaping Strike

Starting at 3rd level, you can channel the force of your mighty leaps into your attacks. When you spend a ki point to use the Step of the Wind feature, your jump distance is tripled instead of doubled.

When you use the Step of the Wind feature and jump or fly at least 10 feet toward a target, you can change the first attack you make against it at the end of the movement into a leaping strike. On a hit, the attack deals bonus damage equal to two of your Martial Arts dice + twice your Dexterity modifier, and you can choose to spend 1 extra ki point. If you do, the target must make a Strength saving throw, falling prone on a failure. You only can use this feature with a monk weapon or an unarmed strike, and you can only do so once per turn.

Carrying the Team

Also at 3rd level, you can grapple a willing creature without making an attack, an ability check, or using an action, and when you spend a ki point to use the Step of the Wind feature, you can carry a creature you are grappling your full speed instead of half your speed.

Interception (Level 6)

Starting at 6th level, you can intercept a foe when they move. When a creature moves within 15 feet of you, you• can spend 1 ki point and use your reaction to jump (or fly if you have a flying speed) up to 15 feet to a space adjacent to them. If you do, you make an unarmed attack against the creature immediately at the end of the movement. If you hit, the creature's speed becomes 0 for the rest of the turn.

Fleet of Foot (Level 11)

Starting at 11th level, you have advantage on saving throws and ability checks to avoid or escape a grapple or to avoid becoming restrained, and you never require more than 5 feet of movement to stand up when prone.

Difficult terrain never costs you more than 2 feet of speed for every 1 feet of movement, and when you spend a ki point to use the Step of the Wind feature, you ignore difficult terrain until the end of your turn.

Finally, you can move through enemy spaces on any turn you have dashed, dodged, or disengaged, but you can't end your turn there.

Empty and Become Wind (Level 17)

Starting at 17th level, you have mastered the Flying Fist's ultimate art: becoming weightless and walking on air itself. You have a base flying speed of 60 feet and you can hover. The bonus damage of your Leaping Strike also increases to four of your Martial Arts dice + twice your Dexterity modifier.

Way of the Four Elements

Way of the Four Elements (Level 3)

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple of the Elements

You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. 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.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell 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 and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.

Spells and Ki Points
Monk LevelsMaximum Ki Points for a Spell

5th-8th

3

9th-12th

4

13th-16th

5

17th-20th

6

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.

Breath of Winter (17th Level Required)

You can spend 6 ki points to cast cone of cold.

Clench of the North Wind (6th Level Required)

You can spend 3 ki points to cast hold person.

Elemental Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

  • Instantaneously light or snuff out a candle, a torch, or a small campfire.

  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.

  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Eternal Mountain Defense (17th Level Required)

You can spend 5 ki points to cast stoneskin, targeting yourself.

Fangs of the Fire Snake

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Fist of Four Thunders

You can spend 2 ki points to cast thunderwave.

Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

Flames of the Phoenix (11th Level Required)

You can spend 4 ki points to cast fireball.

Gong of the Summit (6th Level Required)

You can spend 3 ki points to cast shatter.

Mist Stance (11th Level Required)

You can spend 4 ki points to cast gaseous form, targeting yourself.

Ride the Wind (11th Level Required)

You can spend 4 ki points to cast fly, targeting yourself.

River of Hungry Flame (17th Level Required)

You can spend 5 ki points to cast wall of fire.

Rush of the Gale Spirits

You can spend 2 ki points to cast gust of wind.

Shape the Flowing River

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.

Sweeping Cinder Strike

You can spend 2 ki points to cast burning hands.

Water Whip

You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

Wave of Rolling Earth (17th Level Required)

You can spend 6 ki points to cast wall of stone.

Extra Elemental Discipline (Level 6)

You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Extra Elemental Discipline (Level 11)

You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Extra Elemental Discipline (Level 17)

You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Way of the Four Elements

Way of the Four Elements (Level 3)

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Elemental Acolyte

You learn one of the following cantrips of your choice: control flames, gust, mold earth, or shape water. You also learn one of the following cantrips of your choice: magic stone, produce flame, ray of frost, or thunderclap. You learn an additional cantrip from either list at 6th level and again at 11th level.

Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast a cantrip you've learned from this feature as a bonus action. If you cast magic stone in this way, you can make an attack with one of the pebbles targeted by the spell as part of the same bonus action.

Disciple of the Elements

You can speak, read, and write Primordial, and you know magical disciplines that harness the power of the four elements. Most disciplines require you to spend ki points each time you use it.

Whenever you finish a long rest, you can prepare two Elemental Disciplines of your choice, all of which are detailed in the "Elemental Disciplines" section below. If an Elemental Discipline has prerequisites, you must meet them to prepare it. A level prerequisite refers to your monk level. You can prepare one additional Elemental Discipline at a time at 6th, 11th, and 17th levels.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. 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.

The maximum number of ki points you can spend to cast a spell 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 and Ki Points table.

Spells and Ki Points
Monk LevelsMaximum Ki Points for a Spell

5th-8th

3

9th--16th

4

17th-20th

5

Elemental Disciplines

If a discipline requires a level, you must be that level in this class to prepare that discipline.

Note: Elemental Disciplines can be found in other features

Extra Elemental Discipline (Level 6)

You can prepare one additional Elemental Discipline at a time at 6th level.

You also learn an additional cantrip from the Elemental Acolyte lists.

Extra Elemental Discipline (Level 11)

You can prepare one additional Elemental Discipline at a time at 11th level.

You also learn an additional cantrip from the Elemental Acolyte lists.

Extra Elemental Discipline (Level 17)

You can prepare one additional Elemental Discipline at 17th level.

Way of the Four Elements (Expanded)

Elemental Disciplines (Expanded) (Level 3)

The following elemental disciplines are also available to you.

Boiling Breath (17th Level Required)

You can spend 5 ki points to cast steam vent.

Breath of the Sea (17th Level Required)

You can spend 5 ki points to cast drown.

Fluid State (11th Level Required)

You can spend 4 ki points to cast aqueous form, targeting yourself. You can speak, attack, and cast spells as normal while transformed by the spell.

Forceful Flow

You can spend 2 ki points to cast riptide.

Glacial Embrace (17th Level Required)

You can spend 6 ki points to cast instant iceberg.

Grasp of the Deep Sea (17th Level Required)

You can spend 5 ki points to cast crushing depths.

Instant Storm (11th Level Required)

You can spend 4 ki points to cast aqueous blast.

Rippling Strike

You can transfer the force of your strikes through water. Being underwater doesn't impose disadvantage on your unarmed strikes. Additionally, when you take the Attack action on your turn, you can spend 1 ki point to channel rippling energy around your form. For the rest of your turn, when you make an unarmed strike while you are within 5 feet of a body of water, you can choose a point within 30 feet of you that is within the same body of water. The attack is made as if you were at the chosen point, but you must use your own senses. When you hit a creature with such an attack, you can spend 1 ki point to attempt to push the target away. It must succeed on a Strength saving throw or be pushed up to 15 feet away from the point you chose.

Rising Sea Serpent

You can spend 2 ki points to cast waterspout.

Scalding Stream (11th Level Required)

You can spend 4 ki points to cast geyser.

Wave Dash (6th Level Required)

You can spend 3 ki points to cast crashing wave.

Winter's Grasp (6th Level Required)

You can spend 3 ki points to cast freeze.

Way of the Four Elements (Expanded)

Elemental Disciplines (Expanded) (Level 3)

The following elemental disciplines are also available to you.

Boiling Breath (17th Level Required)

You can spend 5 ki points to cast steam vent.

Breath of the Sea (17th Level Required)

You can spend 5 ki points to cast drown.

Fluid State (11th Level Required)

You can spend 4 ki points to cast aqueous form, targeting yourself. You can speak, attack, and cast spells as normal while transformed by the spell.

Forceful Flow

You can spend 2 ki points to cast riptide.

Glacial Embrace (17th Level Required)

You can spend 6 ki points to cast instant iceberg.

Grasp of the Deep Sea (17th Level Required)

You can spend 5 ki points to cast crushing depths.

Instant Storm (11th Level Required)

You can spend 4 ki points to cast aqueous blast.

Rippling Strike

You can transfer the force of your strikes through water. Being underwater doesn't impose disadvantage on your unarmed strikes. Additionally, when you take the Attack action on your turn, you can spend 1 ki point to channel rippling energy around your form. For the rest of your turn, when you make an unarmed strike while you are within 5 feet of a body of water, you can choose a point within 30 feet of you that is within the same body of water. The attack is made as if you were at the chosen point, but you must use your own senses. When you hit a creature with such an attack, you can spend 1 ki point to attempt to push the target away. It must succeed on a Strength saving throw or be pushed up to 15 feet away from the point you chose.

Rising Sea Serpent

You can spend 2 ki points to cast waterspout.

Scalding Stream (11th Level Required)

You can spend 4 ki points to cast geyser.

Wave Dash (6th Level Required)

You can spend 3 ki points to cast crashing wave.

Winter's Grasp (6th Level Required)

You can spend 3 ki points to cast freeze.

Way of the Four Elements (Remastered)

Way of the Four Elements (Level 3)

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Initiate of the Way

When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames, gust, mold earth, or shape water. You learn two additional cantrips from this list at 6th level.

Disciple of the Elements

At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them.

You learn two elemental disciplines of your choice, which are detailed in the elemental disciplines sections below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

@italic Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. 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. When you cast a spell with a discipline, it is cast at the spell's lowest level unless otherwise specified.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 2 ki points to cast it as a 2nd-level spell (the discipline's base cost of 1 ki point plus 1).

The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on the spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.

3rd Level Elemental Disciplines

Become the Teapot

You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements.

Effortless Step

The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.

Enduring Mountain Stance

Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.

Fangs of the Fire Snake

Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed attack on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 ki point to deal an extra 1d10 fire damage.

Fang of the Frost Wolf

You summon a shard of razor-sharp ice and fling it at your foe. You can spend 1 ki point to cast ice knife.

Fist of Four Thunders

You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 ki point to cast thunderwave.

Fist of Unbroken Air

You summon a swirling wind and concentrate it around your fist. When you make an unarmed attack on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can spend 1 ki point to force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.

Golden Snake's Icy Path

Whenever you take the Dash action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.

Rumbling Badger

You shake the ground, causing a tremor that knocks over your foes. You can spend 1 ki point to cast earth tremor.

Rush of Gale Spirits

You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.

Shape the Raincloud

You can spend 1 ki point to cast create or destroy water.

Sweeping Cinder Strike

With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast burning hands.

Water Whip

You summon a long, rubbery whip of pure water that you grip by one end. You can spend 1 ki point as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. You can't use Water Whip and cast a spell during the same turn.

6th Level Elemental Disciplines (Level 6)

A Leaf on the Wind

A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.

Burning Ember Flourish

You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 ki points to cast pyrotechnics.

Crushing Hand of the Mountain

You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast Maximilian's earthen grasp.

Curtain of Unyielding Wind

You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind.

Gong of the Summit

You strike the air as if it were a gong. You can spend 2 ki points to cast shatter.

Hatchling's Flame

You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast Aganazzar's scorcher.

Impenetrable Iron Tortoise Shell

You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can't make an attack with it.

Mote of the Sun

Your ki manifests as a roaring orb of fire. You can spend 2 ki points to cast flaming sphere.

Patient Badger Listens

You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.

Red Dragon's Claws

Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 ki points to cast scorching ray.

Swarming Ice Rabbit

A flurry of magic snowballs erupts from a point you choose within range. You can spend 2 ki points to cast Snilloc's snowball swarm.

Water Jet

You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.

11th Level Elemental Disciplines (Level 11)

Dance of Three Ways

You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast Melf's minute meteors.

Earth Reaches for Sky

Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth.

Eternal Mountain Defense

Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.

Flames of the Phoenix

With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball.

Fist of the Elements

The elements swirl around your weapon. You can spend 3 ki points to cast elemental weapon, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline.

Hua's Water Prison

You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki to cast watery sphere.

Mist Stance

A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast gaseous form, targeting yourself.

One with the Tides

You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.

Rain of the Frigid Glacier

You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.

Raise the Troubled Earth

You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki to cast wall of sand.

Raise the Still Waters

Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki to cast wall of water.

Ride the Wind

You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 ki points to cast fly, targeting yourself, except your fly speed is equal to your movement speed.

River of Hungry Flame

You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.

Sea's Fury

You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast tidal wave.

Shape of the Flowing River

You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast control water.

Spellfist Stance

You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.

17th Level Elemental Disciplines (Level 17)

Avatar of the Elements

As an ultimate display of your mastery of the elements, you can spend 5 ki as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

* You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.

* You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

* You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

* You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Breath of Winter

You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.

Eyes of Fire

Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility without expending any ki. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.

Eye of the Hurricane

You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds.

Mold the Mountain

You master the many forms that earth may take. You can spend 5 ki to cast transmute rock.

Swirling Crab's Revenge

Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast maelstrom.

Wave of Rolling Earth

The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.

Way of the Four Elements Streamlined

Way of the Four Elements (Level 3)

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body. Some monks of this tradition are dedicated to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with imagery of their ki powers, commonly seen as coiling dragons, but also as phoenixes, fish, plants, mountains, cresting waves, and more.

Disciple of the Elements

At 3rd level, you learn magical disciplines, powered by your ki, that harness the power of the four elements.

Mantras

You learn two mantras of your choice, detailed under Elemental Disciplines below. A mantra allows you to cast its associated cantrip without needing to provide the cantrip's material components. You learn another mantra of your choice at 10th level.

Disciplines Known

You know two elemental disciplines of your choice, choosing from the options listed in the Minor Disciplines section of the Elemental Disciplines below. The Disciplines Known column of the Four Elements Spellcasting table shows when you learn more disciplines of your choice, which must be of a level for which you have spell slots from this feature. For instance, when you reach 7th level in this class, you can learn one new minor or lesser discipline.

Each time you gain a level in this class, you can replace one discipline that you know with a different discipline. The new discipline must be of a classification for which you have spell slots.

Spell Slots and Ki

The Four Elements Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You can also expend ki when you cast a spell to increase the spell's level for that casting by the amount of ki spent, up to the highest level spell slot available to you. You regain expended spell slots from this feature when you finish a short or long rest.

Casting Elemental Spells

Knowing an elemental discipline allows you to cast that discipline's associated spell. You follow the normal rules for spellcasting when you cast a spell through a discipline, but you don't need to provide material components for the spell. Wisdom is your spellcasting ability for your mantras and disciplines, as you draw elemental magic from the environment around you through patience and practice.

Elemental Attunement

Also at 3rd level, through training, you have learned to identify and examine the elements of the world, and to call forth small amounts of elemental energy at will.

You gain proficiency in the Nature skill if you don't already have it. If you already have it, your proficiency is doubled for any ability check you make that uses the skill.

Additionally, you can use your action and choose a valid target within 30 feet of you to cause one following effect of your choice:

  • Instantly light or snuff out fire that fits entirely into a 10-foot cube.

  • Create a blast of air that moves one object weighing 10 lbs or less and that isn't being held or carried up to 30 feet away from you.

  • Move loose earth or water that fits into a 10-foot cube up to 10 feet in any direction. This movement doesn't deal damage.

  • Freeze water that fits into a 10-foot cube, provided there are no creatures in it, for 1 hour.

  • Cause earth, fire, water, or mist that can fit within a 10-foot cube to shape itself into a crude form you designate for 10 minutes.

Primal Dance (Level 6)

At 6th level, you can weave elemental energy into your attacks and movement in a display akin to a dance.

Choose one of the options below when you gain this feature. When you attack with an unarmed strike or a monk weapon, you can expend a ki point to gain the benefit listed under that option. When you finish a short or long rest, you can choose a different option for this feature, replacing your previous choice with the new one.

Body of Unbreakable Earth

You gain temporary hit points equal to your martial arts die + your Wisdom modifier, and on a hit, you can impose your Stunning Strike on the target without spending its ki cost.

Fangs of the Fire Snake

Your reach with your unarmed strikes increases by 10 feet, your unarmed strikes deal fire damage instead of their normal damage type, and your unarmed strikes deal 1d4 extra fire damage. These benefits last until the start of your next turn.

Violent Tornado's Grip

Your speed increases by 10 feet until the start of your next turn (this benefit can stack). On a hit, the target takes 1d10 slashing damage, and you can push a Huge or smaller target up to 20 feet away from you if it fails a Strength saving throw.

Whips of Crushing Water

Your reach increases to 30 feet for this attack, and instead of making an attack roll, your target must make a Dexterity saving throw. On a failed save, the target takes cold damage equal to 1d10 + your Martial Arts die + your Wisdom modifier, and if it is Huge or smaller, you can pull it 20 feet towards you or knock it prone.

Avatar's Mantle (Level 11)

At 11th level, you learn to convert ki into a cloak of elemental energy.

You can spend 4 ki points to cast one of the following spells: investiture of flame, investiture of ice, investiture of stone, or investiture of wind.

Also, whenever you use the action granted by one of these spells, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.

Graceful Elementalist (Level 17)

At 17th level, your mastery of elemental magic grants you greater control over the elements around you.

Your Elemental Attunement gains the following changes:

  • A valid target can be within 120 feet of you, instead of 30 feet.

  • You can affect a 30-foot cube of material, instead of a 10-foot cube, and the materials you affect now include ice, solid stone, and densely packed earth.

  • The blast of air can move an object that weighs no more than 60 lbs up to 180 feet away from you.

Also, you don't need to concentrate on your Avatar's Mantle spells, you add your Wisdom modifier to the damage you deal with the spells' actions, and you regain ki spent to cast the spells when they end.

Way of The Four Fists

Way of The Four Fists (Level 3)

Through the careful manipulation of their ki, monks of the Way of the Four Fists strive to emulate the unusual fighting style of the legendary Monkey King. As they progress in their training, these monks undergo a magical transformation, slowly gaining more simian features. In combat, a master of this monastic tradition is a whirling, leaping blur of elbows, fur, and fists.

Grasp of The Monkey

When you choose this tradition at 3rd level, you undergo a permanent magical transformation, lengthening your fingers and toes, strengthening your arms and legs, and sprouting a tail. You gain a climbing speed equal to your walking speed, your jumping distance is doubled, and you have advantage on ability checks and saving throws made to climb, maintain your balance, and grip objects such as ledges or ropes. You can hold and manipulate objects and weapons with your hands, feet, and tail, but you can't make attacks with weapons held by your tail.

Simian Swift

Also at 3rd level, whenever you roll initiative and aren't surprised, you can spend 1 ki point to move up to half your speed or jump into the air, and then make one unarmed strike.

Nimbus (Level 6)

At 6th level, you can use your bonus action to summon a cloud to ride upon. Until the start of your next turn, you have a flying speed equal to your walking speed. When you begin your turn, you can maintain this effect by spending 1 ki point. Otherwise, if you begin your turn and have nothing holding you aloft, you fall.

Uncanny Dodge (Level 11)

Starting at 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Flurry of Limbs (Level 17)

At 17th level, by walking on your hands and twirling erratically, you can fight with your feet as nimbly as you do with your fists. You make three unarmed strikes, rather than two, when you use Flurry of Blows on your turn.

Way of the Gladiator

Way of the Gladiator (Level 3)

Monks who follow the Way of the Gladiator live and die on the bloody sands of the arena in pursuit of glory, gold, and perfection of their martial art. From the dirty fighting of the pits to the flashy spectacle of grand coliseums, there are few who can match their skill with a bronze blade and wrapped fist.

Combatant's Gambit

Starting at 3rd level you specialize in an exotic signature weapon, such as a trident, net, or khopesh. The weapon can be any simple or martial melee weapon that does not have the heavy or two handed property. Weapons of the chosen type are considered monk weapons for you. The first attack you make each round with a monk weapon has advantage.

Flash of Bronze (Level 6)

Starting at 6th level your attacks with monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, whenever you are able to make an unarmed attack, you may spend 1 ki point to make the attack with your monk weapon instead, if you are wielding one. This attack deals bonus damage equal to your Martial Arts die.

Superior Opponent (Level 11)

Beginning at 11th level you can enter a special meditation that prepares you for battle. Following a long rest, the next attack you make with a monk weapon you may treat the d20 roll as a 20, scoring a critical hit.

Glorious Spectacle (Level 17)

Beginning at 17th level, when another character's turn ends, you may take an immediate additional turn this round. During this turn you have advantage on all Acrobatics, Athletics, and Performance skill checks. You must complete a short rest before you can use this feature again.

Way of the Great Oak

Way of the Great Oak (Level 3)

Monastaries that follow the way of the flowering vine tend to be reclusive and anchorite, its members more likely than not observing vows of silence and fasting. Such monks revere great, ancient trees, seeing the immense strength in their unwavering fortitude. Any slight to the glorious flora surrounding them is taken as a personal offense, and if one of their sacred trees was ever felled, these monks will often use this hard bark as protective armor, swearing vengeance on whatever force dared destroy such a beautiful testament to life.

Bonus Proficiencies

When you choose this tradition at 3rd level, you treat natural armor as a second skin. You gain proficiency with the Nature skill. You also gain proficiency with light and medium armor.

Natural Defense

Also at 3rd level, you learn to align your ki with the spirits that inhabit the living tissue in your armor, becoming one with its protective skin. Whenever you finish a short or long rest, you can touch one set of light or medium armor that isn't made of metal and focus your ki on it. While you are wearing this armor, you gain the following benefits until you use this feature again:

  • You can use your Wisdom modifier in place of your Dexterity modifier to calculate your AC.

  • You can use Martial Arts and Unarmored Movement even while you are wearing this armor.

  • You can cast the druidcraft and thorn whip cantrips. Additionally, as an action, you can spend 1 ki point to cast the entangle spell. Wisdom is your spellcasting ability for these spells.

Rooted in Place (Level 6)

At 6th level, you can plant yourself in the ground, becoming remarkably resilient. You have advantage on saving throws made to resist being knocked prone or moved against your will.

Strong Limbs (Level 6)

Also at 6th level, you learn to harden your skin, growing a bark-like layer on your hands and feet. As a bonus action, you can spend 1 ki point to harden your limbs for 1 minute. For the duration, when you make an unarmed strike, your damage die increases to a d8. The damage die for this feature increases again when you reach certain levels in this class: to a d10 at 11th level and a d12 at 17th level.

Heart of Oak (Level 11)

At 11th level, whenever you are hit by a melee attack, you can use your reaction to spend 1 ki point to attempt to reduce the damage you take by 1d10 + your Constitution modifier + half your monk level.

If you reduce the damage to 0, you can make an unarmed strike against the attacking creature as part of the same reaction, provided it is within range.

Paragon of Nature (Level 17)

At 17th level, your presence sings life into the world around you. Whenever you walk, vibrant patches of grass, flowers, and fungi follow your path. You can supress this effect at any time, no action required, and any plant life created this way fades within 1 hour.

Additionally, your body becomes protected from corruption, such as a snake's venom or the contagion spell. When you are subjected to an effect that allows you to make a Constitution 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.

Way of the Gun Fu

Way of the Gun Fu (Level 3)

Monks of the Way of the Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.

The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common.

Gun Fu Technique

When you choose this tradition at 3rd level, you gain proficiency with heavy pistols and machine pistols. These weapons are monk weapons for you, and you gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.

  • Immediately after you take the Attack action on your turn to make an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack with a firearm as a bonus action.

Countershot (Level 6)

At 6th level, when an enemy misses you with a melee attack, you can use your reaction to make a single ranged weapon attack with a firearm against the attacker. Once you use this feature, you can't use it again until you finish a short or long rest.

Gun Fu Mastery (Level 11)

At 11th level, you gain proficiency with submachine guns and tactical shotguns. These weapons are also considered as monk weapons for you.

Additionally, when you hit a target with a firearm which is a monk 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.

Bullseye (Level 17)

At 17th level, your mastery of firearms grants you extraordinary accuracy. If you make an attack roll with a firearm which is a monk weapon for you and miss, you can reroll it. You can use this feature only once on each of your turns.

Way of the Humble Elephant

Way of the Humble Elephant (Level 3)

Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.

Slow to Anger

Starting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.

When you use either of these reactions, you can spend 1 Ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Unyielding Step (Level 6)

Starting at 6th level, you can spend 1 Ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.

Decisive in Wrath (Level 11)

At 11th level, when you spend 1 Ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Thick Hide (Level 17)

At 17th level, you can spend 5 Ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.

Way of the Hurler

Way of the Hurler (Level 3)

Hurlers practice a style of combat using thrown weapons. While other styles apply ki through a direct pathway of body to limb to weapon to target, hurlers let their ki empower their weapons and make them an extension of themselves. In doing so, they are able to perform seemingly impossible throwing maneuvers appearing as a storm of blades flying out at targets.

Flurry of Blades

At 3rd level, immediately after you take the Attack action on your turn, you can spend 1 ki point to make two ranged weapon attacks with weapons that have the thrown property as a bonus action.

Thrower Technique

At 3rd level, when you make a thrown weapon attack you can draw another weapon with the thrown property.

Whenever you hit a creature with one of the attacks granted by Flurry of Blades, you can use one of the following techniques on the target:

  • You can pin it to a vertical solid surface within 5 feet of the target. When you do so the creature must succeed on a Dexterity saving throw against your ki save DC or have its speed reduced to 0. The creature can use an action on its turn to free itself. Another creature within 5 feet can use their action to free them as well.

  • If you hit with the first bonus action attack granted by flurry of blades, you twirl your weapons to distract the creature you just hit. The next ranged weapon attack with a weapon with the thrown property you make against that creature before the end of your next turn has advantage.

  • Your projectile bounces off its original target to strike another within 10 feet of your original target and takes damage equal to your Strength or Dexterity modifier.

Returning Strike (Level 6)

At 6th level, you can use your action spend 1 ki point to throw a thrown weapon in a 30 foot line, up to its range. Each creature in the line must make a Dexterity saving throw against your Ki save DC or take damage equal to your martial arts die + your Dexterity or Strength modifier. You then mentally command the weapon to magically fly back to your hand, forcing creatures in the line to repeat the saving throw or take the same damage again.

Thrown Volley (Level 11)

At 11th level, you can use your action to make a thrown weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have a weapon for each target, as normal, and you make a separate attack roll for each target. When you hit with these attacks you may spend 1 ki point to per attack to apply one of your techniques from the Thrower Technique feature.

Hail of Blades (Level 17)

At 17th level, you can spend 5 ki points to cast conjure volley with a thrown weapon instead of ammunition as the material component.

Way of the Hurricane

Way of the Hurricane (Level 3)

While most monks master styles of martial arts that focus on rapid strikes and elusive movement, those who embrace the Way of the Hurricane utilize mighty weapons alongside their martial arts. Using their signature technique, monks of this Tradition become walls of whirling steel, cutting down any who would dare to stand against them.

Heavy Warrior

You have trained to wield heavy weapons in conjunction with your martial arts. When you adopt this Tradition at 3rd level, you gain proficiency with all martial melee weapons with the heavy property, and they count as monk weapons for you.

In addition, while you are wielding a melee weapon with the heavy property, you have advantage on saving throws to resist being grappled or moved against your will.

Whirling Strike

At 3rd level, you learn to wield the heaviest weapons with the fury of a storm. As an action while you are wielding a heavy melee weapon, you can lash out, forcing creatures within 10 feet to make a Dexterity saving throw. On a failed save, they take 2d4 damage of the weapon's damage type.

As you gain levels in this class, this damage increases: at 5th level (2d6), 11th level (2d8), and 17th level (2d10).

Crushing Counter (Level 6)

At 6th level, you learn to use the weight of your weapon to rebuke your attackers. When you are hit by an attack while you are wielding a heavy melee weapon, you can use your heavy weapon to make an attack against the attacker as a reaction. On hit, the attacker's movement speed is reduced to 0 until the beginning of your next turn.

Buffeting Winds (Level 11)

You use the weight of your weapon to create gusts of wind which empower your strikes. Starting at 11th level, when you hit a creature with a heavy weapon, you can force it to make a Strength saving throw. On a failed save, the creature is either knocked prone, or it is knocked back a number of feet equal to five times your proficiency bonus (your choice).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can spend 1 ki point to use it again.

Improved Whirling Strike (Level 11)

Upon reaching 11th level, your Whirling Strike improves. When you use Whirling Strike, creatures take additional damage equal to your Dexterity modifier (minimum of 1).

Also, creatures take half damage when they succeed on their saving throw against your Whirling Strike.

Tempest of Steel (Level 17)

You wield your weapon as a blur of steel. Starting at 17th level, you can use an action to make a separate melee attack against up to five creatures you can see within 60 feet. You must be wielding a heavy melee weapon to use this feature.

Once you use this feature you must finish a short or long rest before you can use it again, unless you pend 5 ki points to use it again.

Way of the Inner Eye

Way of the Inner Eye (Level 3)

Monks of this tradition dedicate themselves to the perfection of their mystic senses, called the inner eye. They do this by purposefully blinding themselves, usually merely by covering their eyes, although some go so far as to remove their eyes or blind themselves permanently in order to rely solely on their inner eye. Monks of this tradition also often recruit blind people to their order, to teach them to go beyond their limited sense and reach new heights of perception.

Heightened Awareness

When you choose this monastic tradition at 3rd level, your other senses are sharper and your awareness is heightened as long as you cannot see. As long as you are blinded, you gain the following benefits:

  • You have a blindsight of 15 feet.

  • You have advantage on all Wisdom (perception) checks you make that don't rely on sight (therefore, ones that rely solely on hearing, smell, taste or touch).

  • Attack rolls made against you do not gain advantage because of the blinded condition.

You cannot merely close your eyes to gain these benefits, as the temptation to open them would be too great. Instead, you must cover your eyes with a piece of cloth, a modified helmet or something similar, remove your eyes permanently, or be blinded from another source in order to do so. You can cover or uncover your eyes with a piece of cloth, a modified helmet or something similar as a bonus action.

Greater Reflexes

Also at 3rd level, your reflexes are also heightened when you cannot see. Whenever a creature misses you with an attack, if you are blinded you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. You may spend a ki point to make two unarmed strikes against the same target instead of one when you do so.

Untouchable (Level 6)

Starting at 6th level, you become even harder to hit. While you are blinded, you may use your patient defense feature without spending a ki point. You may do this a number of times equal to your Wisdom modifier (minimum of once), after which you cannot do so again (without spending a ki point) until you finish a long rest.

Additionally, the blindsight you may gain from your heightened awareness feature increases to 30 feet.

Far Sight (Level 11)

At 11th level, you can sense things that are far away with your inner eye. You may cast the Arcane Eye spell without consuming a spell slot or material components, if you are blinded when you do, your arcane eye has a blindsight equal to yours when blinded instead of its normal vision. Once you have done this, you may not use this feature again until you finish a long rest unless you spend 2 ki points to do so.

Additionally, the blindsight you may gain from your heightened awareness feature increases to 45 feet.

Inner Eye (Level 17)

At 17th level, you have perfected the use of your inner eye. While you are blinded you gain the following benefits:

  • You cannot be surprised.

  • After you've made a reaction, you can make an additional reaction once before the beginning of your next turn. You can use only one reaction per triggering effect.

  • The blindsight you gain from your heightened awareness feature increases to 60 feet, and you gain a tremorsense of 30 feet while blinded as well.

Way of the Iron Grasp

Way of the Iron Grasp (Level 3)

Balance is lost when one disrupts the livelihood of another. Monks of the Way of the Iron Grasp are taught to establish safety and order within their sphere of influence, training relentlessly in martial techniques to pin down foes and protect allies. Many of this tradition wear gauntlets that they forge themselves as a symbol of their dedication and ideals.

Monasteries that teach this tradition often act as militias for nearby settlements or as a council that oversees and rules adjacent villages and towns. The heads of these monasteries offer respect towards even the lowest of peasants, but have no tolerance for troublemakers. Still, they risk life and limb to hold the peace when external threats arise, regardless of who needs protection.

Tempered Soul

While you benefit from your Unarmored Defense feature, you gain a +1 bonus to AC.

Iron Grasp Technique

You can disrupt the flow of ki in another creature's body with grappling techniques that prevent it from moving and harming allies.

You master special martial arts techniques used to disable opponents and safeguard allies. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that creature is no more than one size category larger than you, you can force the creature to make a Strength or Dexterity saving throw (its choice) against your ki save DC. On a failed save, the target is grappled by you. You must use a free hand for the grapple as normal.

While grappled in this way, the creature has disadvantage on attack rolls against targets other than you. If the creature uses its action to try to escape the grapple, it makes its ability check against your ki save DC. When it does so, you can expend 1 ki point as a reaction to impose disadvantage on its ability check.

Ethereal Grasp (Level 6)

You can grapple incorporeal creatures, such as ghosts, even if they are normally immune to the grappled condition.

Iron Sentinel (Level 6)

When a ranged attack hits a target you can see, you can use your Deflect Missiles feature to reduce the damage that target takes from the attack—and possibly catch the missile—just as you would for yourself. You must be either within 5 feet of the target or the attacker, or be providing the target with half cover against the attack.

Colossal Grasp (Level 11)

You can use your Iron Grasp Technique to grapple creatures up to three size categories larger than you, rather than one, though you can't drag such a creature with you when you move.

Iron Stance (Level 11)

If a creature or effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by a number of feet up to half your speed.

Crushing Grasp (Level 17)

Your grasp allows you to more easily interfere with the flow of ki in an opponent's body. When you attempt a stunning strike against a creature you're grappling with your Iron Grasp Technique, the creature has disadvantage on its saving throw.

Way of the Jiangshi

Way of the Jiangshi (Level 3)

All living things are inhabited by two types of ki energy, positive ki and negative ki, often called yin and yang. When a spirit is in harmony, the yin and yang are in balance, and when a spirit is in discord, one energy overpowers the other, and throws the creature into chaos, mentally and physically.

The Jiangshi are an order of monks that have shunned harmony, and embraced negative ki within their own spirits. These monks have discovered that a spirit suffused with negative ki can achieve a type of balance of its own, as it becomes sustained by the necromantic energies of negative ki itself.

Commoners often call the Jiangshi 'ki vampires,' because of their unique ability to draw ki energy from a living creature, and because their negative ki influences their bodies in horrifying ways, making them appear like shades of death.

Semblance of Death

Starting whenever you chose this tradition at 3rd level, your skin becomes a sickly grey and your joints stiffen in a perpetual rigor mortis, causing you to adopt a unique style of fighting. To move, you hop and bend abruptly, and other creatures have disadvantage on opportunity attacks against you.

Steal Ki

At 3rd level, whenever you reduce a creature to 0 hit points, you regain spent ki points equal to half your proficiency bonus, rounded down.

Perfect Undeath (Level 6)

At 6th level, as an action, you can gain temporary hit points equal to twice your monk level, which last for one minute. Once you use this feature, you must complete a short or long rest before using it again.

The Dead Walk (Level 11)

Starting at 10th level, you can cast the spell animate dead without using a spell slot or spell components. After using this ability, you must complete a long rest before using it again.

A Thousand Deaths (Level 17)

At 17th level, you can fatally drain a creature of ki. You can use your action and spend 4 ki points to make an unarmed strike against a creature that has less than half its hit points remaining. This creature must succeed a Constitution saving throw or be reduced to 0 hit points.

Way of the Kensei

Way of the Kensei (Level 3)

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons

Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.

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 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

Kensei's Shot

You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

Way of the Brush

You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade (Level 6)

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons

Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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.

Sharpen the Blade (Level 11)

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy (Level 17)

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Kensei (Revised)

Way of the Kensei (Level 3)

Monks of the Way of the Kensei train relentlessly with implements of war, to the point where their equipment becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons and armor.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Warrior-Monk Training (Level 3)

When you choose this tradition at 3rd level, your special martial arts training leads you to master the intricate dance of martial arts with certain weapons and armor. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons (Level 3)

Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the loading and special properties. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons.When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Using a heavy melee weapon as a kensei weapon requires intense focus and control; the first time that you make an attack using such a weapon during a turn, you must spend 1 ki point, or you become unable to use your Martial Arts feature, as well as unable to spend any Ki, until the start of your next turn.

Kensei Armor (Level 3)

You retain the benefits of your Unarmored Defense and Martial Arts features even while wearing light armor or medium armor which doesn't impose disadvantage on your Stealth checks. You can use the armor's AC if your Unarmored Defense feature would leave you with lower AC.

Way of the Brush (Level 3)

You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

Flowing Arts (Level 3)

Training with kensei weapons makes it possible for you to express your martial arts in the following ways, suited to the warrior-monk's unique way of fighting.

Agile Parry (Level 3)

When you take the Attack action and attack at least once with a melee weapon that is also your kensei weapon or an unarmed strike, you can use the weapon to defend yourself. Until the start of your next turn, you can use your reaction when you are attacked to gain a +1 bonus to your AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

Kensei's Shot (Level 3)

You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn. At 11th level in this class, the extra damage increases to 1d6.

One with the Blade (Level 6)

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons (Level 6)

Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike (Level 6)

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.

Ki Honing (Level 11)

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. If the weapon is a magical weapon that already has such a bonus, its bonus instead becomes the amount of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.

Unerring Accuracy (Level 17)

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Leaden Crown

Way of the Leaden Crown (Level 3)

In contrast to the esoteric ideals of other monastic traditions, monks of the Way of the Leaden Crown have practical aims: the self-governance of humanoid peoples. These monks see the history of the world as a series of clashes between groups of powerful beings, where humanoids were at best collateral damage and at worst disposable pawns. To break this cycle of dependence and destruction, monks of the Way of the Leaden Crown master mental powers to fight back against the otherworldly powers of the multiverse and protect humanoid sovereignty.

One component of this plan involves training to do battle with powerful outsiders. The other equally important component is ensuring that humanoid societies are prepared to overthrow those powerful outsiders already dominating them. To that end, these monks seek political positions that place them in or near decision-making roles where they can influence humanoids to fight back against arch seraphs, arch daemons, and primordials.

Subtle Hand

Starting at 3rd level, your martial arts are enhanced by a capacity for telekinetic strikes. On your turn your reach is 10 feet when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals force damage instead.

Psionic Prowess

Also at 3rd level, your psychic powers have manifested in the ability to cast certain spells. You gain the mage hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible.

In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast detect evil and good or protection from evil and good. You can also use an action and spend 2 kit points to cast hold person, levitate, or shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Unsubtle Strike (Level 6)

At 6th level, when you hit a creature with an unarmed strike or monk weapon, you can force it to make a Strength saving throw against your ki save DC. On a failure, you can choose to push or pull the creature 10 feet. Once you use this feature, you can't use it again until the start of your next turn.

Psychic Crush (Level 11)

Starting at 11th level, each time you hit a creature with an unarmed strike it gains a pressure point. A creature loses all pressure points if you give a different creature a pressure point or 1 minute after the last time it gained a pressure point. As a bonus action on your turn, you can spend 1 ki points to telekinetically crush a creature with 1 or more of your pressure points.

When you do, the creature must make a Strength saving throw against your ki save DC. On a failure, the creature takes 1d8 force damage per pressure point they have and they are restrained until the end of your next turn. On a success, they take half as much damage and aren't restrained. Either way, the creature then loses all pressure points.

Psionic Mastery (Level 17)

At 17th level, you have mastered the psionic disciplines necessary to defend mortals from outsiders. As an action, you can spend 5 ki points to cast dispel evil and good, hold monster, telekinesis, or wall of force. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Way of the Living Weapon

Way of the Living Weapon (Level 3)

A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon.

  • The Forged Heart is a recent path, developed by warforged exploring the potential of their constructed frames. This involves both the physical evolution of the body and harnessing the strength of steel and stone.

  • The Nightmare Shroud is a kalashtar tradition. Rather than physically transforming, nightmare monks generate ectoplasmic projections, manifesting claws of shadow. Blending physical blows with psychic attacks, they strike fear into the mind of their enemies. A kalashtar typically surrounds themselves with the image of their quori spirit, but the shroud can take any shape.

  • The Traveler's Blade was developed by tribal changelings, providing the practitioner with versatile weapons that can't be taken away. A practitioner can grow bone blades or knuckle ridges, or stretch their limbs to strike a distant foe.

  • The Weretouched techniques were developed by shifter champions of Olarune, honing the natural weapons and strengths of the shifter.

As a Living Weapon monk, you may draw on a singular technique, or you may instead combine different styles. Both the abilities you gain from this subclass and the base abilities of the monk class can reflect your ability to control and alter your physical form. When you use Slow Fall, you might be shifting shape to craft gliding membranes (Traveler's Blade) or catching the air in an ectoplasmic cloak (Nightmare Shroud). Unarmored Defense reflects defensive shapeshifting, and when you develop Ki-Empowered Strikes it reflects an enhancement of your natural weapons.

Most of the Living Weapon techniques make use of natural gifts; for example, the Traveler's Blade assumes that you possess the malleable form of a changeling. However, any member of any species can follow these paths. If you don't possess any innate shapeshifting gifts or a bond to a quori spirit, it's up to you and your DM to explain how you manifest these gifts. If you're not a kalashtar, your Nightmare Shroud could be the ghost of an ancestor or lover, clinging to you and helping you fight. If you're not a changeling, perhaps you were altered by the daelkyr or part of a Vadalis supersoldier program--you can't change your face, but you can still grow bone blades and stretch your limbs to strike distant foes.

Fist of Bone and Steel

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.

Martial Discipline

Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.

Forged Heart

Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.

Nightmare Shroud

When you hit a creature with an unarmed attack, you can spend 1 ki point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of psychic damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours.

Traveler's Blade

Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 4 ki points to extend your reach further. For every point of ki you spend, your reach extends by an additional 5 feet until the end of your turn.

Weretouched

Once per turn, when you hit a creature with an unarmed attack, you can spend 1 ki point to rend your target and inflict deep bleeding wounds. At the start of each of the creature's turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer's kit, or makes a successful Wisdom (Medicine) check with a DC equal to your ki save DC.

When you reach 6th level, this slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Mutable Strike

You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack.

Manifest Blow (Level 6)

Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage, it benefits from your Ki-Empowered Strikes class feature and counts as magical damage.

Nightmare Shroud monks typically inflict psychic damage with this ability, Forged Heart monks enhance their bludgeoning damage, and Weretouched grow sharper claws. However, you can choose any damage type, regardless of your discipline(s).

Reflexive Adaption (Level 11)

Starting at 11th level, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend 1 ki point to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage.

In addition, the extra damage dealt by the Manifest Blow class feature increases to 2d6.

Perfect Form (Level 17)

At 17th level, you transform your body to become a weapon of war. You gain a feature based on a discipline of your choice. You can choose the same discipline you selected at 3rd level or a different one.

Forged Heart

When you are hit by an attack, you can use your reaction to add your Wisdom modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.

Nightmare Shroud

When you damage a creature with your Manifest Blow, excess psionic energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of psychic damage equal to half of your monk level.

Traveler's Blade

When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn.

Weretouched

When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. You have advantage on these attacks.

Way of the Long Death

Way of the Long Death (Level 3)

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. 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 temporary hit point).

Hour of Reaping (Level 6)

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 Death (Level 11)

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 the Long Death (Level 17)

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Way of the Lunar Soul

Way of the Lunar Soul (Level 3)

As fluid as the changing moon and the tides which it controls, monks of this monastic tradition excel at gracefully and meticulously meandering through the battlefield. They deliver dangerous strikes from the shadows, skillfully dart away from risk, and wield luminous lunar light to both attack or defend, depending on the immediate demands of their sparring or skirmishes. These monks prize their bodily and mental flexibility above all else, as it allows them to make decisive actions and ward against harm.

Phasing Stances

Starting at 3rd level, your monastic tradition teaches you to quickly shift your attacks and tactics in combat by taking different stances that embody the lunar phases. At the start of each of your turns while in combat you move from one stance to the next in the following order; New Moon, Quarter Moon, Full Moon, Quarter Moon, and back to New Moon, repeating the cycle. You gain the effects associated with each phase while in its stance, detailed below:

  • New Moon.

    At the end of your turn, you, along with anything you are wearing or carrying, are invisible until you attack, cast a spell, or until the end of your next turn.

  • Quarter Moon.

    Once per turn, you can teleport up to 10 feet to a currently unoccupied space that you can see immediately after hit you a creature with an attack.

  • Full Moon.

    You shed bright light in a 5-foot radius and dim light for an additional 5 feet. When you make an unarmed strike, you can project this light as moonbeams, making a ranged weapon attack at a range of up to 30 feet and changing the damage type of the attack to radiant. Starting when you hit 5th level in this class, you can use your Stunning Strikes feature with these ranged attacks.

Crescent Kick (Level 6)

At 6th level, when you attack a creature within 5 feet of you with an unarmed strike and deal damage, you can expend 1 ki point to deal an amount of damage to another creature you choose within 5 feet of you equal to half the damage dealt .

Effulgent Ward (Level 11)

At 11th level, you can create a shield of pale moonlight that absorbs incoming damage. As a reaction when you are hit by a spell attack or make a saving throw against a damaging spell, you can spend 1 ki point to absorb up to 2d6 damage from the attack or spell.

You can increase the amount of damage that the shield absorbs by spending ki points. Each point you spend, up to a maximum of 3, increases the amount absorbed by 2d6.

Eclipsing Stances (Level 17)

Upon reaching 17th level, your skill to smoothly weave your way through lunar stances has reached its apex. At the start of your turn, you can spend 3 ki points to gain the effects of any stance from your Phasing Stances feature you are not currently in. You now also gain additional effects for each stance, detailed below:

  • New Moon.

    You no longer lose the invisibility you gain from this phase when you attack or cast a spell.

  • Quarter Moon.

    The range at which you can teleport with the effect from this phase increases to 30 feet.

  • Full Moon.

    When you hit a creature with an unarmed strike in this phase, the creature also sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, you score a critical hit on a roll of 19 or 20 when making a ranged weapon attack with your unarmed strikes in this phase.

Way of the Mantis

Way of the Mantis (Level 3)

The Way of the Mantis is a path not many monks choose to tread. To master this tradition, one has to master absolute patience first. Only monks that achieve absolute serenity within themselves can focus their strikes precisely enough to disable the flow of ki in living creatures. Monks of the Way of the Mantis stay in perfect stillness, not moving a single muscle, waiting for just the right time to strike.

Mantis Stance

Starting when you choose this tradition at 3rd level, you can use your bonus action and spend 1 ki point to enter a defensive stance that lasts 1 minute. During this duration,, you can use a bonus action to go in and out of the stance.

While in the Mantis Stance, you can't use your movement. Additionally, you can use your Patient Defense feature without spending ki points.

Furthermore, when a creature misses you with a melee weapon attack, you can use your reaction to make an unarmed attack against it.

Serene Counter

Also at 3rd level, through stillness of mind and body, you can react quickly to the happenings of the battlefield. While in the Mantis Stance, you can spend 2 ki points to make one additional reaction. You can do so only once per turn.

Pressure Strike (Level 6)

At 6th level, you learn how to debilitate your foes by cutting off their flow of ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows feature, you can choose which body part you want to target. The creature must succeed on a Constitution saving throw, or suffer the effects detailed in the table below. The creature can't suffer the effects of a body part it doesn't posess.

Body PartEffect

Arm

The creature can't make weapon attacks until the end of its next turn.

Eyes

The creature is blinded until the end of its next turn.

Legs

The creature is knocked prone.

Throat

The creature is silenced and can't speak until the end of its next turn.

Reaching Tibia (Level 11)

At 11th level, while you are in the Mantis Stance, the reach of your unarmed attacks increases by 5 feet.

In addition, while you are in the Mantis Stance, any enemy you hit must make a Constitution saving throw. On a failure, the creature loses all of its movement speeds except walking speed (such as flying, climbing and swimming speeds), as well as the ability to jump until the end of its next turn.

Perfect Stillness (Level 17)

At 17th level, when you are in the Mantis Stance, you regain 2 ki points at the start of your turn.

Way of The Mask

Way of The Mask (Level 3)

When you put on your mask, you're not an ordinary (albeit impossibly handsome) commoner anymore; you're the greatest wrestler the world has ever known. You'll wrestle anyone—or anything—that comes within arm's reach. Sometimes you wrestle inanimate objects just to prove that you can. That one time you wrestled an owlbear? Totally happened. For real.

People come from all around to get a shot against you, to unmask you and take your championship belt. Everyone wants to beat the champ; too bad no one ever will.

Crowd Favorite

The roar of the crowd lives inside you. Starting when you choose this tradition at 3rd level, you can choose to add your Charisma modifier, instead of your Wisdom modifier, to your ki save DC. Additionally, your Unarmored Defense is calculated as follows: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Charisma modifier.

Heavyweight Champion

When presented with an obstacle, your first instinct is to wrestle it, even if the obstacle in question is not conventionally wrestle-able, like a dragon, an ooze, or an awkward conversation. At 3rd level, you gain the following features:

  • You can attempt to grapple any creature, regardless of its size.

  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends

  • If you have the Grappler feat, you can choose whether a target grappled by you must make a Strength (Athletics) or Dexterity (Acrobatics) check to escape.

Signature Move (Level 6)

At 6th level, you master a signature move, which soon becomes synonymous with your exploits. Choose one of the following features of your choice. Each of these features has a suggested name, but you can choose any name for your signature move, preferably one that sounds good being chanted by a crowd and yelled by you while you perform it.

  • Foreign Object. You are proficient with improvised weapons, which count as monk weapons for you. Once on each of your turns, you can spend 1 ki point to add half your monk level to the damage of an improvised weapon.

  • Headbutt of Justice. Once on each of your turns when you miss with an unarmed strike, you can spend 1 ki point to follow it up with a quick headbutt. Make a second unarmed strike against the same target. The damage die of this unarmed strike is 1d8.

  • Infinity Suplex. While you are grappling another creature, you can use your bonus action and spend 1 ki point to end the grapple early by hurling your opponent over your shoulder and slamming them into the ground. Make an attack roll against the creature you are grappling. On a hit, the creature takes bludgeoning damage equal to 2d10 + your Strength modifier and is knocked prone. The grapple then ends.

Off The Top Rope (Level 11)

At 11th level, once per turn whenever you fall 5 feet or more immediately before making an unarmed strike, you can choose to either make a stunning strike without expending ki or to knock the target prone and automatically grapple the target on a hit.

Choked Out (Level 17)

By 17th level, your chokeholds can knock out dragons. When you pin a creature grappled by you, you can spend 2 ki points to attempt to choke the creature out. The creature must make a Constitution saving throw with advantage against your ki save DC. On a failure, the creature is knocked unconscious, rather than restrained, until the start of your next turn.

Way of the Meridian

Way of the Meridian (Level 3)

Monks of the Way of the Meridian are capable healers and acupuncturists that learn to activate the bodys own restorative and self-destructive functions through careful application of pressure and piercing strikes. With precision and speed, they can enhance their allies or cripple their enemies using knowledge and techniques that have stood the test of time.

Pointed Strikes

When you choose this tradition at 3rd level, your special training has led you to master additional weapons as part of your craft. You gain proficiency with blowguns, which are considered monk weapons for you. Darts and blowgun needles are also considered monk weapons for you, which can be used as either melee or thrown weapons with a normal range of 20 feet and a long range of 60 feet.

When you hit a creature with an unarmed strike or monk weapon that deals piercing damage, you can expend 1 ki point to impose one of the following effects on the target. You can use this feature twice on each of your turns.

Disable

You weaken the creatures motor skills and coordination. The next attack roll the creature makes before the end of your next turn is made with disadvantage.

Expose

You cause the creatures body to become sluggish and vulnerable. The next attack roll that you or another creature makes against the target before the end of your next turn is made with advantage.

Alternatively, you can apply one of these effects to the first target you hit as part of your Flurry of Blows, without spending the ki point for this feature.

Medicinal Knowledge

Also at 3rd level, your knowledge of the body and the energy that runs through it grants you proficiency in the Medicine skill. If you already have this proficiency, you instead gain proficiency in the Insight or Sleight of Hand skill (your choice). When you make a Wisdom (Medicine) check, you can choose to expend 1 ki point to reroll the d20. You must use the new roll. You can choose to do so after you roll the die, but before the outcome is determined.

In addition, you can use an action to touch a creature and expend 2 ki points to cast the enhance ability spell on it. Starting when you reach 6th level in this class, you can harmlessly launch a blowgun needle or dart at the target, instead of touching it, in order to deliver the spell. The target must be within the weapons normal range.

Restoring Touch (Level 6)

By 6th level, you can cause a creatures body to rapidly heal itself. As an action, or in place of one of the attacks granted by your Flurry of Blows, you can touch a willing creature to cause it to supernaturally regain hit points as if it finished a short rest. Alternatively, you can harmlessly launch a blowgun needle or dart at the target to deliver the effect, instead of touching it. The target must be within the weapons normal range.

The creature rolls a number of Hit Dice equal to your proficiency bonus, without expending them, and adds its Constitution modifier to the result of each die as normal. The creature regains a number of hit points equal to the total. Once a creature regains hit points in this way, it can not do so again until it finishes a short or long rest.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Improved Pointed Strikes (Level 11)

At 11th level, you have become a master of precision with your debilitating strikes. When you hit a creature and use either your Disable or Expose feature, you can apply both effects at the same time without spending another ki point.

If you attack a creature under the effect of your Expose feature and hit it, that creature also takes a penalty to any Constitution saving throw it makes as a result of or as part of the attack, such as from your Stunning Strike. The penalty is equal to your Wisdom modifier.

Total Restoration (Level 17)

At 17th level, you can restore the balance of energy and health to creatures under your care. You can use an action to touch a creature and expend 5 ki points to simultaneously cast the lesser restoration and greater restoration spells on it, requiring no material components, and cause the target to regain up to 5 expended Hit Dice. Alternatively, you can harmlessly launch a blowgun needle or dart at the target, instead of touching it, in order to deliver the spells. The target must be within the weapons normal range.

Once a creature has benefited from this feature, it can not do so again until it finishes a long rest.

Way of the Miko

Way of the Miko (Level 3)

A Brief History

Miko are also called Shrine Maidens, and often develop into priestesses of the Shinto religion. They are always female, though male priests exist as well. Miko take vows of purity and chastity for their time of service; priests and priestesses have been known to marry. Miko and the priests are responsible for Shinto shrines and running/assisting worship and rites. In Wuxia, they also fight and banish unearthly entities like ghosts and other undead, spirits, true fey, demons, devils, and other outsiders. They seemed to be a natural for a Monk Tradition with a divine theme.

Starting at 3rd level, a monk of the Miko has the following features.

Initiate of the Kami

Upon entering service to a Shrine at 3rd level, the monk is initiated into Shinto. You gain proficiency in Religion, and learn the thaumaturgy cantrip, Wisdom being your casting modifier for this spell, as with other spells gained via this subclass.

Additionally, you become proficient in the use of Ofuda, a piece of paper with mystical writings. You treat them as a simple ranged weapon, which has the the light, thrown(20/80), and finesse properties. They deal 1d4-1 bludgeoning damage on a hit, and whenever you would make an unarmed strike, you may replace any number of these attacks with an ofuda attack, and if you spent at least 1 ki point this turn they instead deal radiant damage. They cost 6 cp, and their weight is negligible.

Novice of the Kami (Level 6)

At 6th level, the Miko begins to learn to use her Ki to connect to the spirit realm, and form spells. You can cast protection from evil and good, branding smite, and remove curse spells for 2, 3 and 4 ki points respectively. When casting it in this way, branding smite can be used with Ofuda.

Additionally, when you cast a spell gained via this class, you can spend an extra 2 ki points, to cast it as if it were cast at a higher level. You can do this multiple times per casting.

Adept of the Kami (Level 11)

At 11th level, the Miko gains spells to truly act in her role against spirits and other outsiders. You can now also cast dispel magic and magic circle for 4 ki points, and banishment for 5.

Spirit Mistress (Level 17)

At 17th level, a Miko has reached the pinnacle of her power. Not quite a priestess, but quite capable of defending herself, others, and her shrine against evil forces. You can now, again, also cast spirit guardians for 4 ki points, and dispel evil and good, greater restoration, and hallow for 6 ki points.

Finally, any spell casted through this subclass has it's cost reduced by 1 ki point, and upcasting as per Novice of the Kami now costs 1 ki point per level upcast.

Way of the Moonlit Guile

Way of the Moonlit Guile (Level 3)

The way of the moonlit guile is a path few travel. The monks who follow the way of the moonlit guile are often masters of hiding in plain sight. They use their ki to become one with the shadows, and to steal the most precious thing everyone holds- their lives.

Most of the monks who travel this path agree on one thing; If you have to strike, you should only ever need to strike once.

Moonraker (Level 3)

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend ki points equal to the level of a spell slot to cast silent image, invisibility, major image, or silence, without providing material components.

Additionally, you gain the minor illusion cantrip if you don't already know it.

License to Kill (Level 6)

At 6th level, you gain the ability to strike true. You can expend one Ki point whenever you knock a creature unconscious. Any creature you knock unconscious this way takes 1 necrotic damage, automatically failing a Death Saving Throw.

Additionally, whenever you have advantage on an attack and hit with it, you can spend Ki points to deal an additional 1d8 necrotic damage per Ki point used. You can spend a number of Ki points on a single target up to half your Monk level.

Midnight Hour (Level 11)

By 11th level, you have learned to thrive in the ample darkness of moonlight, and move silently within it. When in dim light or darkness, gain advantage in Stealth, Deception, and Perception.

You also gain the ability to teleport short distances. As a bonus action, you can spend 2 Ki points to teleport 30 feet, as if you had cast the misty step spell. If the space is occupied, you can make one melee attack against that creature, then move an additional 5 feet in any direction.

Die Another Day (Level 17)

At 17th level, you can exploit the life force around you. Whenever a creature within 30 feet is healed by magical means, you can use your reaction to steal half of the hit points it heals for yourself. You can use this feature a number of times up to your Wisdom modifier per Long Rest.

Way of the Mystic Force

Way of the Mystic Force (Level 3)

Monks who follow the way of the Mystic Force keep their minds in a strange, rarified state. These monks have a keen sense of the ki that surrounds all things, and their ability to manipulate it makes their tradition unique. These monks learn to manifest psionic powers through spiritual practice and a steadfast will.

Speech of Mind

Starting when you choose this tradition at 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to and receive telepathic messages back from any creature you can see within 60 feet of you in this manner. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Mystic Hands

Starting when you choose this tradition at 3rd level, you learn to channel ki through your hands to move objects and strike foes at a distance.

You can use your bonus action and spend a number of ki points up to half your monk level to enter a heightened state that lasts for 1 minute. Whenever you make an unarmed strike on your turn while you are in this state, you can project waves of energy with your strike, extending your reach by 5 feet per ki point spent.

In addition, you learn the mage hand cantrip. When you cast mage hand, you can make the spectral hand invisible. The weight you can lift with your mage hand increases to 10 lbs at 6th level, 15 lbs at 11th level, and 25 lbs at 17th level.

Telekinetic Throw (Level 6)

Starting at 6th level, you can use your bonus action to fling an object you are lifting with your mage hand by spending 2 ki points.

The object flies in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw against your Ki save DC. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 1d8 bludgeoning damage for each 5 lbs the object weighs.

Starting at 17th level, you can use your bonus action to fling a paralyzed creature you are holding with your hold person or hold monster spell by spending 4 ki points. The paralyzed creature behaves as though it were an object. When the creature strikes something, the creature and what it strikes each take 5d8 bludgeoning damage if it is a medium creature, or 7d8 if it is a large creature.

Force of Will (Level 11)

Starting at 11th level, you can spend 2 ki points to cast one of the following spells. Hold person, levitate, or suggestion, requiring no material components. Wisdom is your spellcasting ability score for these spells, and you use your Ki save DC for the saving throws of these spells.

Starting at 17th level you can also spend 6 ki points to cast bigby's hand, hold monster, or rary's telepathic bond in this way.

Mastery of Force (Level 17)

Starting at 17th level, your inner ki force has aligned with that of the universe, ascending your mystical striking power to its peak. Whenever you enter a heightened state with your Mystic Hands, the waves you can project extend by an extra 25 feet. In addition, whenever you make an unarmed strike while in a heightened state you may spend a number of ki points up to half your monk level to create a devastating shockwave. Each creature in a 15-foot sphere around your target must make a Strength saving throw against your Ki save DC. On a failed save, a creature takes 1d8 damage and is pushed 5 feet away from the target for each ki point spent. On a failed save, a creature takes half damage and is not pushed back.

Way of the Nine Seals

Way of the Nine Seals (Level 3)

Only a handful of devil-bound individuals practice the Way of the Nine Seals in Aglarion or the neighboring regions. This monastic tradition was forged in the flames of Hell, and it is infused with the accuracy and mettle of the fiends who practice it. Devils teach it only to those who pledge eternal servitude in return for the knowledge of the secret combat techniques. A monk of the Nine Seals is hard to fool and even harder to overcome. Masters of the Nine Seals are offered a fate-bound contract by their superiors, allowing them to alter their fate. In return, they are obedient tools of the armies of Hell.

Hellfire Fist

Starting at 3rd level, you can spend 1 ki point as an action to inflame a melee weapon you touch or your fists with hellish fire for 1 minute. Your unarmed or melee attacks deal an extra 1d4 fire damage.

Deny Advantage (Level 6)

Starting at 6th level, you can demand equal chances from your enemies. As a bonus action, you can spend 1 ki point to have one creature of your choice within 30 feet lose its advantage on all ability checks, saving throws, skill checks, and attack rolls until the start of your next turn.

Pierce Deception (Level 11)

Starting at 11th level, the powers of Hell grant you the ability to see reality as it is for a short period of time. As a bonus action, you can spend 3 ki points to gain the benefits of a true seeing spell for 1 minute.

Contractual Fate (Level 17)

Starting at 17th level, you can benefit from your hellish contract that has promised to protect you from unwanted outcomes of your fate in return for your service. As a reaction, you can automatically succeed on one ability check, saving throw, or skill check instead of rolling. Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 5 ki points.

Way of the Noble Serpent

Way of the Noble Serpent (Level 3)

By lineage or accident of fate, spiritual enlightenment or inner turmoil, you've taken your first steps down the path of a servant of the Serpent Empress, a ruler from beyond the planes whose power rivals the gods themselves. Residing in her palace of gold and turquoise, her imperial majesty sleeps in solitude for countless ages, traveling slowly between the planes. When her palace arrives upon a new world and she awakens, her reign of cruelty commences. Your style of martial arts has been taught to you by one of her handmaidens or was discovered in scrolls containing these forbidden techniques that were left behind when the Empress departed from your world ages ago for unknown reasons.

Constricting Vice

At 3rd level, you learn to ensnare your foes, crushing the life from them as punishment for their transgressions. You can choose to use your Dexterity modifier instead of your Strength modifier when you make a Strength (Athletics) check. Once per turn when you hit a creature with one of the attacks granted by your Flurry of Blows feature, you can choose to attempt to grapple the target. While you are grappling a creature, you can spend 1 ki point as a bonus action to constrict them, dealing bludgeoning damage equal to your Martial Arts die + your Dexterity modifier. The target is also restrained until the start of your next turn or until the grapple ends.

Ophidian Stance (Level 6)

At 6th level, you learn to adapt your body to the movements of the more advanced techniques of this style. You can move at full speed while you are prone, and you gain the benefits of the Disengage action while you are prone. You can stand up from prone without spending additional movement. When you are the target of an attack, you can use your reaction and spend 1 ki point to stand up from prone or drop prone before the attack roll is made.

Eyes of the Empress (Level 11)

At 11th level, your reptilian ki infuses your eyes, sharpening your vision and causing your pupils to become snake-like slits. You gain darkvision out to 60 feet, and your darkvision is not impeded by magical darkness. As an action, you can attempt to transfix a target that can see you, overpowering their senses with your mental influence. The target must make a Wisdom saving throw against your Ki save DC. If it fails, it is charmed until the start of your next turn. You can use this feature on a creature who failed its saving throw as a bonus action on your next turn. A creature who succeeds on its saving throw is immune to the effect to this feature for 1 minute.

Basilisk Venom (Level 17)

Starting at 17th level, your fingers drip with a deadly toxin whose effects mimic the fearsome power of the Empress. Whenever a creature is grappled by you and is struck by your Stunning Strike feature, you can spend 2 additional ki points to paralyze the target until the end of its next turn. If you critically hit a creature, you can spend 3 ki points to petrify it. The target must make a Wisdom saving throw against your Ki save DC. If it fails, it is petrified as though it had failed three saves against a flesh to stone spell. If you maintain concentration on this effect for 1 minute, the creature is permanently turned to stone, and the petrification can only be reversed by a remove curse or dispel magic spell cast at 6th level or higher.

Way of the Nomad

Way of the Nomad (Level 3)

Ki flows through all things, and by manipulating this flow, monks who follow the Way of the Nomad are able to teleport and move through the spaces between worlds. Nomads are travelers, explorers, and mystics. They quest to unravel the mysteries of the multiverse and seek to uncover the underlying structure of all things.

Strike of a Dozen Paces

Starting when you choose this tradition at 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can teleport up to 20 feet to an unoccupied space you can see. If you teleport to a space that is within 5 feet of an enemy, you gain advantage on the next unarmed strike you make against that enemy until the end of your turn.

Path of One Thousand Steps

Starting when you choose this tradition at 3rd level, you gain the ability to perfectly recall your steps. As a reaction when you are hit by an attack, you can spend 1 ki point to teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.

Effortless Journey (Level 6)

Starting at 6th level, the flow of ki can mystically move your body without expending your energy. Once on each of your turns, you can forfeit a number of feet of your movement to teleport up to half the number of feet you forfeited. You must teleport to an unoccupied space you can see.

In addition, difficult terrain doesn't slow your group's overland travel.

Transposition (Level 11)

Starting at 11th level if you haven't moved yet on your turn, as an action you can spend 4 ki points choose one creature you can see within 120 feet of you. The creature must make a Wisdom saving throw against your Ki save DC. On a failed save, you and that creature teleport, swapping places, and your speed is reduced to 0 until the beginning of your next turn. This ability fails and is wasted if either of you can't fit in the destination space. Allies can choose to willingly fail this saving throw.

Nomad's Caravan (Level 17)

Starting at 17th level, once during your turn when you teleport you may choose up to six allies you can see that are within 30 feet of you and spend 1 ki point for each ally to teleport the chosen allies along with you. Each ally appears within 5 feet of your destination space. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Way of the Observed Form

Way of the Observed Form (Level 3)

Monks of the Way of the Observed Form follow the belief that the best style of combat is to have no style at all. Instead, their belief is that one should learn from their opponents, adapt their methods, and then throw them back at them with deadly results. These monks are known to be almost impossible to predict on the battlefield, possessing as many techniques as there are creatures in the world.

As part of their emphasis on observing and adapting to one's opponent, these monks tend to have a keen interest in biology and anatomy. They use their keen senses to study the bodies of others and are often able to pick out the minutest detail in a creature's bone or muscle movement. These traits make these monks renowned as warriorscholars that are sought out as much for their knowledge as they are for their martial ability.

Mirrored Stance

Starting when you choose this tradition at 3rd level, you learn to observe your opponents through battle and adopt their strengths into your fighting style. As a bonus action, you may expend 1 ki point to focus on a hostile creature you can see within 60 feet of you. If you do so, you learn their creature type and you adopt one of the stances below based on that type. You remain in this stance for 1 minute ending it early if you are incapacitated, if you use this feature again, or if you end it as a free action.

Aberration

Your erratic stance makes it difficult for your opponent to read your movements, preventing them from getting an edge on you in battle. While in this stance, if a creature attempts to make an attack roll with advantage against you, you can use your reaction to cancel that advantage and any other advantages they may have on attack rolls against you for the rest of the turn.

Beast

Your primal stance imbues your strikes with greater ferocity. When you hit a creature with an unarmed strike while in this stance, you may add your Strength modifier as a bonus to the damage roll. You may only use this ability once per turn.

Celestial

Your graceful stance allows you to move easily around the battlefield. While in this stance, you act as if you are under the effect of the freedom of movement spell.

Construct

Your sturdy stance makes you harder to knock down and to be moved around. While in this stance, you have advantage on saving throws and ability checks against being knocked prone or moved against your will.

Dragon

Your ancient stance grants you mystical abilities drawn from the most powerful creatures in the multiverse. When you adopt this stance, you choose to gain either a flying or swimming speed equal to half your current speed. On subsequent turns, you may use your bonus action to change your choice to the other movement type.

Elemental

Your chaotic stance makes the primordial forces of creation regard you as one of their own, bestowing you their protection. While in this stance, you have resistance to one of the following damage types of your choice: fire, lightning, cold, or thunder.

Fey

Your elusive stance allows you to slip between opponents easily and avoid harm. While in this stance, melee weapon attacks against you are made at disadvantage if you are within 5 feet of two or more hostile creatures.

Fiend

Your vicious stance allows you to capitalise on your opponent's mistakes and punish them accordingly. Whenever you hit a creature with an opportunity attack while in this stance, you may immediately use your Flurry of Blows feature as a free action. You still need to spend 1 ki point to use it in this way.

Giant

Your large stance leverages internal forces that allow you to fight against even the biggest opponents. While in this stance, your size is considered Huge regardless of the actual dimensions of your body.

Humanoid

Your natural stance allows you to fight freely and utilise your energy efficiently. While in this stance, whenever you spend 1 or more ki points to use an ability, you may roll a d20. If you roll an 18, 19, or 20 on this roll, you instantly regain the ki points you just spent.

Monstrosity

Your versatile stance allows you to be prepared for any situation. While in this stance, whenever you make a saving throw, you may use your reaction to add your Wisdom modifier as a bonus to the result. You may choose to do this after making the roll but before the DM says whether you succeeded or failed.

Ooze

Your flexible stance allows you to move through the battlefield unimpeded and with ease. While in this stance, you can move through spaces occupied by hostile creatures, and you have advantage on saving throws and ability checks against being grappled and being restrained.

Plant

Your rooted stance allows you to gather power and energy from the ground. While in this stance, you have advantage on attack rolls so long as you have not moved since the end of your last turn.

Undead

Your rigid stance allows you to suffer large damage and continue fighting. Whenever you take damage, you may use your reaction to expend 1 ki point to reduce the total damage taken by an amount equal to your monk level.

Observant Fist (Level 6)

Beginning at 6th level, you learn to study your opponent through combat. Whenever you hit a creature with an unarmed strike, you may spend 1 ki point to gain the benefits of a successful Appraise check on that creature as well as learning that creature's Armor Class, current hit points, and any damage resistances and immunities they may have.

Adaptive Defence (Level 11)

Starting at 11th level, you are able to adapt quickly to your opponent's attacks, allowing you to mitigate potential harm that comes your way. Whenever you are hit by a spell or weapon attack, you may use your reaction to spend 2 ki points and gain resistance to all damage types inflicted by that attack until the start of your next turn.

Hybrid Stance (Level 17)

At 17th level you learn how to weave your stances together into greater and more powerful combinations. When you enter a stance, you may choose to spend up to 2 additional ki points in order to gain the benefits of the same number of additional stances of your choice. You retain these benefits so long as you remain in the original stance.

Way of the Oni

Way of the Oni (Level 3)

Oni, vicious demons of the ancient world that prey upon the blood of innocents. As a student of this Tradition, one such vile creature has been sealed within you. You have been taught to draw on this creature's sinister power in order to empower your own abilities and use its Ki for noble ends.

Infernal Form

When you join this Tradition at 3rd level, you learn to unleash the infernal Ki you harbor within your soul. As a bonus action, you can take on your Infernal Form. While transformed, you retain your game statistics, your body resembles a demonic Oni in appearance, and you gain the following benefits:

  • At the start of each turn, you must expend 1 Ki Point to keep your Infernal Form active, or it immediately ends.

  • You can choose to grow and become Large in size.

  • Your hands grow wicked claws. Your unarmed strikes deal 1d8 slashing damage on hit, and you can use Wisdom, in place of Strength or Dexterity, for their attack and damage rolls. These attacks still count as Monk Weapon attacks.

  • You gain an (additional) bonus to your Armor Class equal to half your Wisdom modifier (minimum of 1).

Your transformation ends early if you fail to expend Ki at the start of your turn, if you are incapacitated, or if you end it as a bonus action. Once you use this transformation, you must finish a short or long rest before you can do so again.

If you have no uses of your Infernal Form transformation remaining, you can spend 3 Ki Points to transform again.

Sinister Regeneration (Level 6)

Upon reaching 6th level, you can siphon the Ki from others to fuel your own vitality. Once per turn, while you are in your Infernal Form and you hit a creature with a Monk Weapon attack, you can choose to gain temporary hit points equal to your Wisdom modifier (minimum of temporary hit point).

Moreover, your unarmed strikes while you are in your Infernal Form deal 1d10 slashing damage on hit.

Malicious Step (Level 11)

Beginning at 11th level, you can draw on the the hellish Ki within your spirit to teleport closer to your would be victims. As an action, you can spend 1 Ki Point to teleport up to 30 feet to an unoccupied space within 5 feet of a creature you can see. When you appear next to this creature, you must immediately make one Monk Weapon attack against them.

Moreover, your unarmed strikes while you are in your Infernal Form deal 1d12 slashing damage on hit.

Awakened Hellfire (Level 17)

You have mastered the infernal power that dwells within you. Beginning at 17th level, your Infernal Form lasts until you choose to end it, and you don't need to expend a Ki Point at the start of each turn to maintain it. Also, while you are in your Infernal Form, you gain the additional benefits below:

  • You can spend 2 Ki Points to use your Malicious Step ability as a bonus action on your turn.

  • You are immune to bludgeoning, piercing, and slashing damage from non-magical attacks.

  • You gain a flying speed equal to your walking speed.

Way of the Open Hand

Way of the Open Hand (Level 3)

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

  • It must succeed on a Dexterity saving throw or be knocked prone.

  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

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

Wholeness of Body (Level 6)

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 (Level 11)

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.

Quivering Palm (Level 17)

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.

Way of the Opened Eye

Ascendant Serenity (Level 6)

Standing still as a pillar, you can nonetheless move as freely as flowing thought. Whenever you use your Step of the Wind or Patient Defense, you gain a hover speed equal to your movement speed that lasts until the end of your next turn.

Perfected Psionic Style (Level 11)

You have merged your martial and mental abilities into a seamless flow that can strike at both mind and body. You gain the following benefits:

  • When a creature fails its save against your telekinetic push, you can use your mind to grapple it. You can grapple a number of creatures up to your Wisdom modifier in this way. When you move, grappled creatures move with you as normal, remaining at the same distance from you as when they were grappled. A creature attempting to free itself from the grapple rolls against your Ki save DC.

  • When you use your Flurry of Blows, you can replace one of the unarmed strikes with the mind sliver cantrip.

Eye Unblinking (Level 17)

You have reached the final pinnacle of enlightenment, marked by the permanent opening of a third eye upon your forehead. You gain advantage on saving throws against being blinded, and you can no longer be surprised.

In addition, you gain truesight out to a distance of 60 feet. You can spend 5 ki points to extend the range of your truesight out to a distance of 300 feet for 1 minute.

Way of the Peaceful Warrior

Way of the Peaceful Warrior (Level 3)

Monks of the Way of the Peaceful Warrior understand that violence is sometimes necessary to accomplish objectives, but far prefer to disarm their opponents than maim or kill them. They believe in mercy and redemption, and will always try to guide those they meet to a better path, to a higher road. These monks excel at diffusing tense situations and resolving conflicts with the fewest possible injuries and casualties.

Give Peace a Chance

Starting when you choose this tradition at 3rd level, you can use your ki points for a variety of effects:

  • You can spend 2 ki points to cast calm emotions. Wisdom is your spellcasting ability for the spell.

  • When you hit a creature with a melee attack using a monk weapon or an unarmed strike, you can spend 1 ki point to attempt to disarm the target. The target must succeed on a Strength saving throw or drop an object of your choice that it's holding.

  • When you end your turn in combat without having dealt damage to a creature, you can spend 1 ki point to gain temporary hit points'24 equal to your monk level.

Additionally, when you hit a creature with a monk weapon or unarmed strike, you can choose to have the attack deal no damage, but still apply the attack's other effects.

Fist of Mercy (Level 6)

Starting at 6th level, when you would reduce a hostile creature to 0 hit points with a monk weapon or unarmed strike, you can choose to reduce it to 1 hit point instead. If you do, the creature becomes charmed by you for 10 minutes. While it is charmed this way, it can't make attacks or cast harmful spells, and you have advantage on Wisdom (Insight) checks you make involving the creature.

This effect ends early if it is in any way harmed by you or your companions. When the charmed condition ends, the creature chooses whether to remain friendly to you based on how you and your companions treated it while it was charmed. Once you use this feature, you must finish a short or long rest before you can use it again.

Pacifist's Rebuke (Level 11)

Starting at 11th level, you can use your reaction to deflect or parry the blow when you are hit by a melee attack. The damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0 and the attacker is within your reach, you can spend 2 ki points to quickly strike the attacker's pressure points as part of the same reaction. If you do, the attacker must succeed on a Constitution saving throw or have disadvantage on attack rolls for 1 minute. As an action, the creature can repeat the saving throw, ending the effect on itself on a successful save.

Aura of Tranquility (Level 17)

Starting at 17th level, you learn to manifest your will for peace as an aura around yourself. As an action, you can spend 3 ki points to create this 30-foot radius aura centered on you. The aura stays centered on you as you move. You and each other creature inside the aura has disadvantage on attack rolls and resistance to all damage.

The aura lasts for 1 minute. It ends early if you cause a creature to take damage or if you choose to end it on your turn as a bonus action.

Way of the Pestilent Haze

Way of the Pestilent Haze (Level 3)

Spread Virulent Plague with a Touch

Warriors of the Pestilent Haze draw plague into their very beings, folding it into their energy and becoming one with the disease. Monks who follow this tradition wander, often following or even preceding waves of pestilence. Some walk with caution, their touch measured, unleashing sickness only where dense populations must be culled. Others revel in the miasma spreading as far and fast as possible.

Your Miasmic Plague is a unique magical contagion that can take many forms that you weave through your deep connection to the affliction. The Plague Manifestations table offers suggestions for what magical form your signature disease takes as it spreads, as well as its hallmark symptoms.

Plague Manifestations
1d10Manifestation

1

Bloodbreath. Bruise-colored miasma, the edges of which form into slithering tentacles—painful bruises and a hoarse, bloody cough

2

Drone Spew. Swarm of monstrous, mutated flies that buzz with a horrifying drone—bleeding ears and intense vomiting

3

Festergut. Viscous, gray sewer water that leaves a film on surfaces—intense stomach pain, dehydration, and blood loss

4

Gutterpox. Globs of toxic, greenish sludge that oozes erratically to the touch—swollen, green papules and oppressive mucus buildup

5

Knell Fever. Hot wind that prickles the skin and howls with the sound of a tolling bell—heat blisters and feverish hallucinations

6

Rotface. Numerous spiked, fungal spores that float through the air—rapid rotting of flesh, especially around the eyes and mouth

7

The Unclean. Undulating mass of pallid flesh, teeth, and tongues—grotesque, mutated growths such as new tentacle-like appendages and gnashing mouths

8

Toadscale. Infected rains filled with venomous, spectral toads—hardened, itchy patches of scaly skin that turn vibrantly colorful and fits of agonized croaking

9

Verminplague. Scurrying mass of ravenous, spectral plague rats that gnaw and scratch victims—painful boils and pustules and an incessant, squeaking cough

10

Yellow Death. Billowing, skull-shaped clouds of foul-smelling fumes with a sickly yellow hue—debilitating fatigue, muscle aches, and sunken, sallow skin

Contagious Discipline

You have brewed and concentrated disease within yourself and can now push manifestations of it outward. You gain the following benefits.

Claws of Pestilence

Your nails grow into a set of vermin-like claws. You can deal slashing damage when you hit with an unarmed strike instead of bludgeoning damage. When you hit a creature with an attack granted by your Flurry of Blows, you deal extra necrotic damage equal to one roll of your Martial Arts die.

Miasmic Plague

When you hit a creature with an unarmed strike, you can expend 1 ki point to force the creature to succeed on a Constitution saving throw or be cursed for 1 minute. While cursed, the creature has the poisoned condition, and it takes extra necrotic damage from your unarmed strikes equal to one roll of your Martial Arts die. A creature can take this damage only once per turn. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

If you forego the extra damage granted by Claws of Pestilence, you can use Miasmic Plague without paying its ki point cost.

Gift of Pestilence

Through your observation and meditation, you are attuned to the nature of pestilence and the creatures believed to carry it. You gain the following benefits.

Inoculation

You have advantage on saving throws to avoid or end the poisoned condition or diseases, and you have resistance to poison and necrotic damage.

Vermin Kinship

Through chittering sounds and hand gestures, you can communicate simple concepts to vermin, such as rats, pigeons, and insects, and you gain the ability to decipher their noises and motions. Vermin lack the intelligence to convey or understand sophisticated concepts, but friendly vermin could relay what they have seen or heard in the recent past. Additionally, you can cast Animal Messenger using Wisdom as the spellcasting ability targeting a Tiny Beast that is considered vermin and thought to spread plague and disease. Once you cast the spell in this way, you can't do so again until you finish a long rest.

Potent Plague (Level 6)

The strain of your plague becomes more virulent and deadly. When you deal necrotic or poison damage, you ignore the target's resistance to those damage types, if any.

Tolling Censer (Level 6)

You can unleash a cloud of miasma upon your enemies. As an action, you can expend 2 ki points to magically unleash a cloud of miasma in a 20-foot radius around you. Each creature of your choice in that area must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to two rolls of your Martial Arts die and is cursed by your Miasmic Plague. On a successful save, it takes half as much damage only.

Miasmic Contagion (Level 11)

The strength of your Miasmic Plague has increased, granting you the following benefits.

Choking Miasma

Constitution saving throws against your Miasmic Plague have disadvantage.

Scurrying Spread

When you use your Step of the Wind, until the end of the turn, when you enter a space within 5 feet of any creature of your choice, it must succeed on a Constitution saving throw or be cursed by your Miasmic Plague. A creature makes this save only once per turn.

Epidemic (Level 17)

Your plague has reached the height of its potency and its symptoms rapidly afflict your foes. Your Miasmic Plague ignores a target's immunity to the poisoned condition. Additionally, when you deal necrotic damage to a target cursed by your Miasmic Plague, it takes extra necrotic damage equal to one roll of your Martial Arts die.

Way of the Presence

Way of the Presence (Level 3)

You follow a monastic tradition that teaches you to harness the energy field created by and connecting all living things. While monks of this tradition refer to this field as The Great Presence, it is known by many names, such as the Weave, the Life Wind, and the Force. Using your ki, you tap into The Great Presence to affect your body and the world around you. Some Presence monasteries teach their acolytes to seek enlightenment by forgoing their earthly attachments and moving past emotion, while others train their acolytes to use emotional extremes as fuel for their powers, to utilize any and all means to attain their goals and grasp their destiny.

No matter which path you choose to follow, all aspects of the Presence are available for you to explore, and your mystic training gives you greater understanding of the workings of the multiverse.

Acolyte of the Multiverse

When you choose this tradition at 3rd level, you learn to see how all aspects of the multiverse are connected. You gain proficiency in the Arcana skill, and can use Wisdom, instead of Intelligence, for ability checks you make using the skill.

Disciple of the Presence

Also at 3rd level, you learn magical disciplines that utilize the bonds that connect all things. A discipline requires you to spend ki points each time you use it.

You know the Presence Attunement discipline and two other presence disciplines of your choice, which are detailed in the Presence Disciplines. You learn an additional presence discipline of your choice at 4th, 5th, 6th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. Each discipline is classified as Dark, Light, or Neutral, which are referenced by later Way of the Presence features. You can learn any presence discipline, regardless of its classification.

Whenever you gain a level in this class, you can replace one presence discipline you know with a different discipline.

Casting Presence Spells

Some presence disciplines allow you to cast spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting. 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 your presence discipline spells.

Once you reach 7th level in this class, you can spend additional ki points to increase the level of a presence discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as cure wounds does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 7th-level monk and use Presence Heal to cast cure wounds, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell 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 and Ki Points table.

Spells and Ki Points
Monk LevelMaximum Ki Points for a Spell

7th–12th

3

13th–18th

4

19th–20th

5

Presence Disciplines

The presence disciplines are presented in the order of level requirement, and in alphabetical order within those categories. If a discipline requires a level, you must be at least that level in this class to learn the discipline.

Animal Bond (Neutral)

You can spend 2 ki points to cast either the animal friendship or beast bond spell. Once you reach 19th level in this class, you can cast either spell by spending 5 ki points. If you do, the spell can target monstrosities, in addition to beasts.

Aura Detection (Neutral)

You can spend 2 ki points to cast either the detect evil and good or detect magic spell.

Battlemind (Light)

You can spend 2 ki points to cast heroism.

Energy Absorption (Neutral)

You can spend 2 ki points to cast absorb elements.

Mental Whispers (Dark)

You can spend 2 ki points to cast dissonant whispers.

Presence Attunement (Neutral)

You can use your action to access minor presence powers. When you use this discipline, choose one of the following effects:

  • For the next 10 minutes, you can hold your breath for three times as long.

  • For 1 hour, you understand all spoken languages. This effect does not grant the ability to speak those languages.

  • You cast the mage hand cantrip. When you cast the spell this way, you can spend 1 ki point to cause the hand to be invisible to other creatures for the duration.

  • For 1 minute, you can use your Wisdom, instead of Strength, to calculate the height of your high jump and the distance of your long jump. For the duration, whenever you would take damage due to falling falling, you reduce the damage by your monk level.

Presence Drain (Dark)

You can spend 2 ki points to cast drain.

Presence Heal (Light)

You can spend 2 ki points to cast cure wounds.

Presence Push (Neutral)

As an action, you can spend 1 ki point and choose a creature or object you can see within 30 feet of you. If it is a creature, it must make a Strength saving throw. If the target fails its save or is an object, you push it up to 20 feet in a straight line away from you, plus an extra 10 feet for each additional ki point you spend. This discipline has no effect on a creature that is Huge or larger unless 5 or more ki points were spent to use it.

Presence Throw (Neutral)

You can spend 2 ki points to cast catapult.

Reinforce Will (Light)

You can spend 2 ki points to cast bless.

Weaken Will (Dark)

You can spend 2 ki points to cast bane.

Weapon Throwing (Neutral)

As a bonus action, you can spend 1 ki point to bond with a melee monk weapon you're holding for 1 minute. For the duration, the weapon becomes magical if it isn't already, gains the thrown (range 20/60) property, and returns to your hand immediately following each ranged weapon attack you make with it.

Conquer Emotion (Light, 7th Level Required)

You can spend 3 ki points to cast calm emotions.

Invade Mind (Dark, 7th Level Required)

You can spend 3 ki points to cast mind spike.

Mind Search (Neutral, 7th Level Required)

You can spend 3 ki points to cast detect thoughts.

Mind Trick (Neutral, 7th Level Required)

You can spend 3 ki points to cast suggestion.

Presence Blind (Light, 7th Level Required)

You can spend 3 ki points to cast blindness/deafness. When you cast the spell with this discipline, it can't be used to deafen the target.

Presence Choke (Dark, 7th Level Required)

You can spend 3 ki points to cast throat rend.

Presence Hold (Neutral, 7th Level Required)

You can spend 3 ki points to cast levitate targeting a creature or object other than yourself.

Presence Grip (Neutral, 7th Level Required)

You can spend 3 ki points to cast hold person.

Presence Sight (Neutral, 7th Level Required)

You can spend 2 or more ki points to gain blindsight to a radius of 30 feet for 1 minute. For each additional ki point you spend, the radius increases by 10 feet for the duration.

Presence Whirlwind (Neutral, 7th Level Required)

You can spend 3 ki points to cast dust devil.

See Truth (Light, 7th Level Required)

You can spend 3 ki points to cast see invisibility.

Summon Darkness (Dark, 7th Level Required)

You can spend 3 ki points to cast darkness.

Danger Vision (Light, 13th Level Required)

You can spend 4 ki points to cast premonition.

Farsight (Neutral, 13th Level Required)

You can spend 4 ki points to cast clairvoyance.

Hibernation Trance (Light, 13th Level Required)

You can spend 4 ki points to cast feign death.

Mental Defense (Neutral, 13th Level Required)

You can spend 4 ki points to cast intellect fortress.

Presence Deflection (Neutral, 13th Level Required)

You can spend 4 ki points to cast mage barrier.

Presence Lightning (Dark, 13th Level Required)

You can spend 4 ki points to cast lightning bolt.

Seed Paranoia (Dark, 13th Level Required)

You can spend 4 ki points to cast enemies abound.

Summon Fear (Dark, 13th Level Required)

You can spend 4 ki points to cast fear.

Summon Light (Light, 13th Level Required)

You can spend 4 ki points to cast daylight.

Destroy Life (Dark, 19th Level Required)

You can spend 5 ki points to cast blight.

Enhance Prowess (Neutral, 19th Level Required)

You can spend 5 ki points to cast freedom of movement.

Honorable Combat (Light, 19th Level Required)

You can spend 5 ki points to cast duel of destiny.

Presence Resilience (Light, 19th Level Required)

You can spend 5 ki points to cast aura of purity.

Presence Storm (Dark, 19th Level Required)

You can spend 5 ki points to cast storm sphere.

Disciple's Decision (Level 6)

At 6th level, each follower of the Presence must choose an ideological path to follow on their journey to mystic mastery: Dark, Gray, or Light. Your choice grants you immediate benefits, and is used by later Way of the Presence features.

Dark

You embrace the path of emotion, training yourself to draw power from emotional extremes. You specialize in disciplines that harm and demoralize your foes. You learn the shocking grasp cantrip. Wisdom is your spellcasting ability for it, and casting shocking grasp counts as you taking the Attack action with an unarmed strike for the purpose of your monk features.

Gray

You seek balance between the two extremes of Dark and Light, choosing not to deny your emotions but also refusing to allow them to consume you. You specialize in both Dark and Light techniques, seeking greater understanding of the Presence through their interweaving. You learn one additional Dark discipline of your choice and one additional Light discipline of your choice. Neither discipline can have a level prerequisite.

Light

You embrace the path of logic, training yourself to suppress strong emotions and draw power from tranquility. You specialize in disciplines that aim to avoid conflict, but that bolster your allies if you must engage in violence. You learn the guidance cantrip. Wisdom is your spellcasting ability for it, and when you cast guidance, you can roll your Martial Arts die and gain that many temporary hit points'24.

Presence Adept (Level 11)

At 11th level, your efficiency with your presence disciplines increases, granting you a benefit depending on which path you chose as your Disciple's Decision. Each benefit reduces the ki point costs of certain types of disciplines. You can reduce the cost of disciplines with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest'24.

Dark

When you use a Dark or Neutral discipline, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use.

Gray

When you use a Dark or Light discipline, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use.

Light

When you use a Light or Neutral discipline, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use.

Mystic Mastery (Level 17)

At 17th level, you attain mastery of your path's disciplines, granting you a benefit depending on which path you chose as your Disciple's Decision.

Dark

It costs you 1 fewer ki point to use Dark disciplines.

Gray

When you use a Dark or Light discipline, you can choose for this use of it to cost 1 fewer ki point. Once you use this ability, you can't use it again unless you use it to reduce the cost of a discipline of the other type.

Light

It costs you 1 fewer ki point to use Light disciplines.

Way of the Primal Forces

Way of the Primal Forces (Level 3)

Monks of the Way of the Primal Forces are in tune with the chaotic forces of nature. The elements that compose the world and bind reality together are powerful tools for any that dare to attempt mastering them.

In an age where civilization has become untethered from the world it resides in, the primal powers seem irrelevant. It can be easy to discard the forces of water, earth, air, and fire from the comfort of an air-conditioned skyscraper, until a natural disaster serves a sharp reminder of one's own insignificance in the universe.

By weaving together the elements, and shaping them with their will, monks of this tradition can become as unstoppable as the crushing tsunami, the raging earthquake, the swirling tempest, or the blazing wildfire.

Spellcasting

When you reach 3rd level, you can channel the primal elements to aid you. See below for the primal forces spell list.

  • Cantrips.
  • Spell Slots.

    The Primal Forces Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

  • Spells Known of 1st Level and Higher.

The Spells Known column of the Primal Forces Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the primal forces spells you know and replace it with another spell from the primal forces spell list, which also must be of a level for which you have spell slots.

  • Spellcasting Ability.

Spell

Spell

PRIMAL FORCES SPELL LIST

Here's the list of spells you consult when you learn a primal forces spell. The list is organized by spell level, not character level.

Elemental Bond

Starting at 3rd level, you can begin weaving and shaping the elements of the world around you. Choose to learn one of the following cantrips: control flames, gust, mold earth, or shape water. You can choose an additional cantrip from this list at 6th, 11th, and 17th level. These cantrips don't count against your number of cantrips known.

Focused Chaos

At 3rd level, you can spend 1 ki point to cast a cantrip from your primal forces spell list or your Elemental Bond as a bonus action.

Primal Martial Arts (Level 6)

At 6th level, your familiarity with the elements allows you to wield them as an extension of your limbs. When you take the Attack action on your turn, you can choose to have your unarmed strikes deal cold, fire, thunder, or bludgeoning damage (your choice for each attack). When you do so, your reach with your unarmed strikes increases by 10 feet until the end of your turn.

Primordial Might (Level 6)

Starting at 6th level, when you cast a primal forces spell of 1st-level or higher, you can cast that spell one level higher than the spell slot you expend. For example, if you cast burning hands at 1st-level, then it is effectively cast at 2nd- level, and deals increased damage since it is cast at a higher level.

At 11th level, you can cast spells two levels higher than the spell slot you expend, and at 17th level, you can cast spells three levels higher than the spell slot you expend.

Channel Primeval Power (Level 11)

At 11th level, blending martial arts and primal powers comes second nature to you. Immediately after you take the Attack action on your turn, you can use a bonus action to cast a primal forces spell of 1st level or higher by spending ki equal to the level of the spell slot expended.

Harness Elements (Level 17)

At 17th level, your mastery of the elements allows you to traverse them unhindered. As a bonus action, you can spend up to 4 ki points to gain a number of the following benefits of your choice for 10 minutes. The amount of benefits you can choose equals the number of ki points you spent.

  • Air.
  • Earth.
  • Fire.
  • Water.

Way of the Prophet

Way of the Prophet (Level 2)

Monks who follow the Way of the Prophet refuse to cloister the wisdom they have learned. They are driven to spread their knowledge to all the peoples of the land. Some are set on this path by divine intervention. Others take up the prophet's mantle out of a sense of personal obligation, and they all share a deep-rooted faith that empowers their actions.

Wise Words

When you choose this tradition at 3rd level, you gain proficiency in the Performance and Persuasion skills. Additionally, whenever you roll an ability check using a Charisma-based skill, you can use your Wisdom modifier instead of your Charisma modifier.

Charming Aura

Additionally, when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend a ki point to cast charm person or command, or you can expend 2 ki points to cast suggestion.

Righteous Strike (Level 6)

At 6th level, when you hit a target with an unarmed strike, you can spend 1 ki point to cause the attack to deal either radiant (if you are good-aligned or neutral-aligned) or necrotic (if you are evil-aligned) damage equal to your proficiency bonus. You can use this feature only once on each of your turns.

Blessed Chosen (Level 11)

Beginning at 11th level, you are protected by the forces who spur your mission. If you are reduced to 0 hit points, you immediately regain hit points equal to your monk level. Alternatively, you can use an action to touch a fallen creature that has been dead for no longer than 10 minutes, and they return to life with hit points equal to your monk level.

You must finish a long rest before you can use this feature again.

Force of Personality (Level 17)

Whenever any creature tries to attack you for the first time on a turn, you can use your reaction to roll a Charisma (Performance or Persuasion) ability check. If your check is higher than the creature's Wisdom ability score, it can't attack you on this turn, and it must choose a new target for its attack, or the attack is wasted.

Way of The Rose

Way of The Rose (Level 3)

One of several flower-themed monastic traditions practiced in the Feywild, the Way of the Rose emphasizes the importance of love and compassion in all things. Although the monastery is closely associated with the Rose Court, all are welcome to join, including human visitors from the Material Plane.

Sweet Aroma

Starting when you choose this tradition at 3rd level, your spirit has taken on a floral aspect, causing you to smell of roses at all times. You have advantage on Charisma (Persuasion) checks relating to love or romance. Furthermore, creatures with the Keen Smell trait (or similar abilities) have disadvantage on ability checks made to track you.

Blossom Burst

At 3rd level, once on each of your turns when you hit a creature with an unarmed strike, you can spend 1 ki point to produce a vibrant eruption of flower petals which obscures the target's vision. Until the end of the target's next turn, it can see out to 5 feet but is blind beyond this radius. The flower petals follow the creature when it moves unless the creature takes the Dash action or moves more than 40 feet on its turn.

Falling Petal Flurry (Level 6)

At 6th level, you can perform a special technique that allows you to disappear in a blizzard of rose petals. Whenever you use your Flurry of Blows, you can spend 1 additional ki point to teleport up to 10 feet in any direction. This movement can take place before, during, or after the attacks, but can't be split into two moves.

Colors of Love (Level 11)

By 11th level, you can manifest the love represented by the rose in a faintly glowing aura. When you finish a long rest, choose one of the following auras, which lasts until you use this feature to choose a different one. The aura radiates 5 feet from you.

  • Pink. The color of gratitude, attuning to the pink rose turns a good deed into its own reward. You can use the Help action as a bonus action to assist an ally within your aura.

  • Red. The color of desire, attuning to the red rose fills you with burning passion. A friendly creature other than you within the aura can use its bonus action when it hits with an attack to deal an extra 1d6 damage.

  • White. The color of purity, attuning to the white rose aligns your ki with the heavens. When a friendly creature other than you ends its turn within your aura, it gains temporary hit points equal to your Wisdom modifier.

Wreathed In Thorns (Level 17)

Once you reach 17th level, you distract your foes with your stunning beauty and bouquets of flowers, opening them up to lightning-quick counterattacks. When you take damage from a creature you can see within 5 feet of you, you can spend 1 ki point as a reaction to make an unarmed strike against that creature.

Way of the Sacred Body

Way of the Sacred Body (Level 3)

Religious orders, cults, and zealous organisations and groups do not solely employ acolytes and priests; they also attract a class of individual so dedicated that they turn their very bodies towards service. Their flesh is an extension of their cult's will, and whether through flagellation or discipline they become weapons to their cause or master.

There are many cults both dark and benign that may attract such people, and the devotion they display can cause even blessed clerics tremble before their absolute resolve.

Resolve of Near Death

At 3rd level, you gain the ability to, upon making a death saving throw, expend a number of ki points to, rather than roll, gain a number of successful death saves (up to a total of 3) equal to the number of ki points spent.

Power through Pain

At level 3 you can, at the start of your turn, choose to take bludgeoning damage equal to one roll of your martial arts die in exchange for gaining a ki point. This damage cannot be reduced in any way. Additionally, if you use Flurry of Blows before the end of your turn, you do additional damage on each additional strike equal to the damage taken. The damage you take at the beginning of your turn cannot be reduced in any way.

Hardened Body (Level 6)

At 6th level you can spend 2 ki points to gain a temporary bonus to Constitution, Dexterity, or Strength. The bonus is equal to +2, and lasts for one hour. This bonus cannot allow you to increase your score beyond 20. You may only have one bonus granted by this feature active at a time. You can dismiss the bonus as a free action on your turn.

At 17th level, you can spend 4 ki points to gain a temporary bonus equal to +4, and can increase an attribute beyond 20, up to 24.

If you use either Patient Defense or Step of the Wind whilst this feature is active, you gain a number of temporary hit points equal to your Wisdom modifier that remains until the start of your next turn.

Exalted Inspiration (Level 11)

When you reach 11th level, you can inspire those around you to push past their limits. When you use either Flurry of Blows, Patient Defense or Step of the Wind, you can spend an additional ki point to grant a number of creatures up to your Wisdom modifier that you can see temporary hit points equal to a roll of your martial arts die.

Sacred Act (Level 17)

At 17th level, before the end of your turn if you are not incapacitated, you can expend 6 ki points to move up to your full movement speed, and perform an additional action and bonus action. You can only use this ability once per round. Any attack rolls [...] taken as part of the additional action and bonus action have advantage.

At the start of your next turn, you take poison damage equal to your monk level as the strain rebounds and harms your body. This damage cannot be reduced in any way.

Improved Hardened Body (Level 17)

At 17th level, you can spend 4 ki points to gain a temporary bonus equal to +4, and can increase an attribute beyond 20, up to 24.

Way of the Sacred Ink

Way of the Sacred Ink (Level 3)

Those who seek to master the Way of the Sacred Ink spend years practicing the calligraphy of their sacred rite. Once they are ready, the monks mark their bodies with increasingly complex celestial tattoos, granting them access to small amounts divine power. As the monk's spiritual connection to the divine grows, so does the beauty of their celestial tattoos. Monks of this Sacred Tradition usually travel the world, supporting those who treasure beauty and light, and using their divine power to smite those who stand against them.

Celestial Artist

When you adopt this Monastic Tradition at 3rd level your training pays off, and you master the techniques necessary to become a monk of the sacred ink. You gain proficiency with calligrapher's supplies, and add double your proficiency bonus to any ability check you make with these tools.

In addition, you can speak, read, and write Celestial.

Divine Conduit

Your Celestial tattoos allow you to channel the radiant power of the upper planes through your hands. You can perform a short meditation to align yourself with an aspect of the upper planes. At the end of a short or long rest, choose one of the following abilities, which lasts until the end of your next rest.

Divine Shield

You can channel ki through your sacred tattoos shield you from harm. As a bonus action you can grant yourself temporary hit points equal to your monk level. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) at no cost. After which, you must expend 1 ki point to use this ability again.

Healing Touch

You channel ki through your sacred tattoos to heal. As an action, you can restore 1d8 hit points to a creature you touch. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) at no cost. After which, you must expend 1 ki point to use this ability again. This feature has no effect on constructs or undead.

Radiant Strike

You channel ki through your sacred tattoos to smite your enemies. When you hit a creature with an unarmed strike, you can choose to deal an extra 2d6 radiant damage to the target. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) at no cost. After which, you must expend 2 ki points to use this ability again.

Heavenly Protection (Level 6)

Upon reaching 6th level, your connection to the divine, and the complexity of your celestial tattoos has grown, allowing you to protect yourself from death. You can cast death ward, targeting only yourself, without expending a spell slot.

Once you cast death ward in this way you must finish a short or long rest before you can cast it in this way again.

Light of the Heavens (Level 11)

Your sacred tattoos can provide a glimpse of the divine. Starting at 11th level, you can cause your celestial tattoos to emit the light of the upper planes. As a bonus action, you can emit bright sunlight in a 10-foot radius. While this feature is active, you add your Wisdom modifier (minimum of 1) to any temporary hit points you grant, hit points you restore, or damage you deal using your Divine Conduit features.

This feature lasts for 1 minute unless you end it as a bonus action or fall unconscious. Once you use this feature you must finish a short or long rest before you can use it again.

Celestial Aspect (Level 17)

You have become a master of the Sacred Ink, and the divine art that covers your body is a direct reflection of otherworldly beauty. Starting at 17th level, you can use an action to briefly assume a celestial form. For the next minute you gain the following benefits:

  • Your celestial tattoos manifest angelic wings. You gain a flying speed equal to your movement speed.

  • Your unarmed strikes deal radiant damage in place of the normal bludgeoning damage.

  • Your attacks deal an additional 1d6 radiant damage on hit.

  • You gain access to all three abilities from your Divine Conduit feature for the duration.

Once you use this feature you must finish a long rest before you can use it again.

Way of the Sacred Inks

Way of the Sacred Inks (Level 3)

Initiates of the Sacred Inks spend years practicing celestial calligraphy. Once they are ready, the monks mark their bodies with increasingly complex celestial tattoos, granting them access to divine power. As the monk's spiritual connection to the divine grows, so does the beauty of their celestial tattoos.

Monks who practice this Tradition usually travel the world, aiding to those who treasure beauty and kindling hope in the hearts of the despairing. They stand as champions of all that is good, and will pour out radiant wrath on their enemies.

Celestial Artist

When you adopt this Tradition at 3rd level, you are taught the techniques of a celestial tattoo artist. You learn to speak, read, and write Celestial. Though most monks will refuse to speak in Celestial out loud out of reverence for the divine.

You also gain proficiency with calligrapher's supplies, and add double your proficiency bonus to any ability check you make that uses your calligrapher's supplies proficiency.

Divine Conduit

Your celestial tattoos allow you to channel the radiant power of the upper planes through your hands. Starting at 3rd level, you can align yourself with an aspect of the upper planes. At the end of a short or long rest, choose one of the following abilities, which lasts until the end of your next rest.

  • Divine Shield

    Your sacred tattoos grant you a measure of divine protection. You can add half your proficiency bonus (rounded down) to your Unarmored Defense Armor Class.

    In addition, you can spend 1 ki point as a bonus action to grant yourself temporary hit points equal to your monk level.

  • Healing Touch

    Your sacred tattoos can channel the gift of divine healing. When you spend a Hit Die to regain hit points your regain the maximum amount, in place of rolling.

    In addition, you can use your action to spend 2 ki points and touch a creature, restoring their hit points by an amount equal to 1d8 + your Wisdom modifier.

  • Radiant Strike

    Your sacred tattoos channel divine wrath. When you hit with an unarmed strike or monk weapon, you can expend ki points to deal additional radiant damage to the target equal to one roll of your martial arts die per ki point. The maximum number of ki points you can expend at once is equal to your Wisdom modifier (minimum of 1 ki point).

Heavenly Protection (Level 6)

Upon reaching 6th level, your connection to the divine, and the complexity of your celestial tattoos has grown, granting you a measure of protection from death. You can cast death ward, targeting only yourself, without expending a spell slot.

Once you cast death ward in this way you must finish a long rest before you can cast it in this way again.

Light of the Heavens (Level 11)

Starting at 11th level, your sacred tattoos provide a glimpses of the divine. As a bonus action, you can unveil your celestial tattoos and emit bright sunlight in a 10-foot radius from you. While active, you add your Wisdom modifier (minimum of 1) to your temporary hit points from Divine Shield, the hit points you restore with Healing Touch, and the additional radiant damage you deal with each hit of Radiant Strike.

This feature lasts for 1 minute unless you end it as a bonus action or fall unconscious. Once you use this feature you must finish a short or long rest before you can use it again.

Celestial Aspect (Level 17)

You have become a master of the Order of Sacred Inks, and your celestial tattoos are a direct reflection of divine beauty. At 17th level, you can use an action to assume a celestial form. For the next minute you gain the following benefits:

  • Your tattoos manifest angelic wings. You gain a flying speed equal to your movement speed and can hover.

  • When you hit a creature with an unarmed strike you can choose to deal radiant in place of bludgeoning damage.

  • Your attacks deal an additional 1d6 radiant damage on hit.

  • You gain access to all of your Divine Conduit features for the duration, and their ki point costs are reduced by 1.

Once you use this feature you must finish a long rest before you can use it again, unless you expend 6 ki points to use it.

Way of the Sea Mother

Sea Mother (Level 3)

Nothing wins more loyalty than water to the thirsty.

— Jarlaxle

Monks of the Way of the Sea Mother are most commonly kuo-toan warriors dedicated to the defense of their homes from outside threats. In rare circumstances, a member of another race may come to be a disciple of a Koa-Toan master who passes on this monastic technique to them. These powerful monks are most at home when fighting in or near a source of water.

Though they don't often leave the guardianship of their own homes and cities, some monks of this order do become adventurers, seeking to better understand the world so that they may return and teach future generations to better adapt to potential threats from the world above the waves.

Aquatic Adaptation

3rd-level Way of the Sea Mother feature

As a monk initiated into the Way of the Sea Mother, you gain the following benefits:

  • You gain a swimming speed equal to your walking speed and can breathe underwater. If your race already grants you a swimming speed, that speed is increased to 60 feet.

  • You gain proficiency in the Athletics skill, and you can double your proficiency bonus for Strength (Athletics) checks you make while underwater.

  • When you deal damage with an unarmed strike while underwater, you can add your proficiency bonus to the damage dealt.

Flow through the Battlefield (Level 6)

6th-level Way of the Sea Mother feature

Your martial form flows like the waves of the sea, with fluid movements that baffle your foes. As an action, you can spend 2 Ki points to move up to your movement speed without provoking opportunity attacks. While moving in this way, you can make one unarmed strike against each hostile creature that you pass.

Slippery Strike (Level 11)

11th-level Way of the Sea Mother feature

When you hit a creature that is standing on a solid surface with an unarmed strike, you can spend 1 Ki point to slick the ground beneath its feet, creating a 5 foot square of difficult terrain, and causing the creature to make a Dexterity saving throw. On a failed save, the creature slips and falls prone.

Additionally, a creature must expend its full movement to get up from prone while on a slick surface you created.

Scion of the Sea (Level 17)

17th-level Way of the Sea Mother feature

As a bonus action, you can cause a 5-foot diameter orb of water to form around you for 1 minute. The orb moves with you as you move, forming a pillar of water below you up to a height of 60 feet above ground or a body of water if you use your movement to travel upward. You gain a number of benefits while within the orb:

  • You can use your swim speed to move and are considered to be underwater.

  • You gain a +2 to AC.

  • You become resistant to acid, cold, and fire damage.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend 5 Ki points to use it again.

Way of the Serpent

Way of the Serpent (Level 3)

Master of the spear, this nimble warrior uses polearms not only as a weapon, but as an extension of themselves, using their weapon to amplify mobility, maneuverability, and combat. Like a snake in the grass, the Way of the Serpent hones one's ability to predict oncoming attacks, deflect from a distance, and strike with deadly precision.

Serpent Style

You gain proficiency with the glaive, halberd, pike, trident, and similar spears and polearms. These weapons count as monk weapons for you, even if they have the heavy or two-handed properties. Furthermore, your grace and mastery of these weapons does not limit your ability to make unarmed strikes while wielding a two-handed weapon.

While wielding a quarterstaff, spear, or trident in two hands, that weapon gains the Reach property.

Serpent Spring

You can use polearm weapons to vault into the air. While you are wielding a weapon with the Reach property, your jump distance is doubled.

While wielding a weapon with the Reach property, when you expend a ki point to use your Step of the Wind feature, your jump distance is instead tripled for the turn, and you gain advantage on your next melee weapon attack you make this turn.

Serpent Strikes (Level 6)

You learn the following techniques to augment your attacks:

  • Cobra Strike When a creature you can see moves into your reach, you can use your reaction to make one attack against that creature.

  • Python Strike When you hit a creature with an opportunity attack, you can also use your Stunning Strike on that attack without expending a ki point.

  • Viper Strike Once on your turn when you hit a creature with a melee weapon attack, you can expend 1 or more ki points, up to a number equal to your proficiency bonus. The attack deals 1d6 poison damage, plus 1d6 additional poison damage per ki point spent, and the target is poisoned until the end of your next turn.

Serpent Stances (Level 11)

At the start of your turn, you can adopt a serpent stance (no action required). When you do, choose one of the following serpent stances, which last until you are incapacitated or use this feature again.

  • Anaconda Stance. While using this stance, increase the reach of your melee weapon attacks and unarmed strikes by 10 feet.

  • Black Mamba Stance. While using this stance, once per turn when you miss with a weapon attack, you may make an additional melee attack as part of the same action.

  • Couatl Stance. While using this stance, you gain a flying speed equal to your walking speed.

  • Marilith Stance. While using this stance, you can take one reaction on every turn in combat, instead of once each round.

Supreme Serpent (Level 17)

When you adopt a Serpent Stance, you can instead adopt two serpent stances at the same time, gaining the benefits of both effects.

Way of the Shield

Way of the Shield (Level 3)

Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Shield, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in phalanx formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.

Temples that teach the Way of the Shield are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.

Aresian Technique

Starting when you choose this tradition at 3rd level, you gain proficiency with shields. Additionally, wielding a shield does not impede your Martial Arts, Unarmored Movement, or Unarmored Defense features. You may also use your shield as a "free hand"to catch and hold missile weapons with your Deflect Missiles feature.

As long as you are wielding a shield, opportunity attacks against you are made with disadvantage.

Shield Dancer (Level 6)

Starting at 6th level, you have learned new techniques for using shields on the battlefield.

  • Vaulting Strike.
  • Counterattack.

Shell of the Dragon Turtle (Level 11)

Starting at 11th level, you have learned to think of your shield as an extension of your body. As a reaction when you are attacked, you may spend 1 ki point to gain an additional +3 AC from your shield, including against the triggering attack, until the beginning of your next turn.

Undaunted Spirit (Level 17)

Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all attacks made against creatures that are Huge in size or larger. Additionally, you cannot be frightened or paralyzed by spells or abilities used by such creatures.

Way of the Shield

Way of the Shield (Level 3)

Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Shield, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in phalanx formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.

Temples that teach the Way of the Shield are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.

Aresian Technique

Starting when you choose this tradition at 3rd level, you gain proficiency with shields. Additionally, wielding a shield does not impede your Martial Arts, Unarmored Movement, or Unarmored Defense features. You may also use your shield as a "free hand" to catch and hold missile weapons with your Deflect Missiles feature.

As long as you are wielding a shield, opportunity attacks against you are made with disadvantage.

Shield Dancer (Level 6)

Starting at 6th level, you have learned new techniques for using shields on the battlefield.

  • Vaulting Strike.
  • Counterattack.

Shell of the Dragon Turtle (Level 11)

Starting at 11th level, you have learned to think of your shield as an extension of your body. As a reaction when you are attacked, you may spend 1 ki point to gain an additional +3 AC from your shield, including against the triggering attack, until the beginning of your next turn.

Undaunted Spirit (Level 17)

Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all attacks made against creatures that are Huge in size or larger. Additionally, you cannot be frightened or paralyzed by spells or abilities used by such creatures.

Way of the Soul Knife (Livestream)

Way of the Soul Knife (Livestream) (Level 3)

Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.

Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions.

Soul Knife

Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes' minds.

Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.

In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.

Psychic Slash

At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:

Life Drain

You gain temporary hit points equal to half the damage your attack deals.

Invoke Terror

The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Invoke Wrath

The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.

Astral Slide

You teleport the target up to 10 feet to a destination you can see.

Synaptic Overload

The target gains vulnerability to psychic damage until the end of your next turn.

Aura Sight (Level 6)

At 6th level, you gain the ability to perceive the auras of other creatures.

As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you.

If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.

Spectral Blades (Level 11)

At 11th level, you can cause your blades to phase through physical objects and defenses.

Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds.

Psychic Form (Level 17)

At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you gain resistance to all types of damage, a fly speed of 30 feet, and the ability to pass through solid objects but not end your movement within them. This benefit lasts for 1 minute. You cannot use it again until you complete a long rest.

Way of the Soulknife

Way of the Soulknife (Level 3)

Monks who adhere to the Way of the Soulknife meditate on the nature of the self and reality, and learn to cut through all perceived barriers, both within themselves and between others.

By recognizing these barriers within themselves, these "soulknives" can remove the borders between mind, soul, and body, allowing them to use their ki power to physically manifest blades of pure psionic energy from their fists.

Soulknife Talent

Starting at 3rd level, you know the mindblade psionic talent. Wisdom is your psionic ability for this power. When you cast this spell, the mindblade you create with it counts as a monk weapon for you.

Discipline of the Mindblade

Also at 3rd level, you learn all psionic powers that augment mindblade. Wisdom is your psionic ability for these powers.

In order to manifest an augment you learned with this feature, you must expend a number of ki points equal to augment's power level (including any intensified adjustments) + 1, instead of the power's normal psi cost.

For example, to manifest psychic strike at its minimum strength as a 1st-level power, you must spend 2 ki points. To manifest it as though you spent 4 psi points on it to increase it to a 2nd-level power, you must spend 3 ki points.

The maximum amount of ki points you can expend on any one manifestation of a psionic augment is limited, as shown in the table below. This will prevent you from manifesting some augments you learned with this feature until you reach higher levels in the monk class.

Master the Blade (Level 6)

Starting at 6th level, you gain martial and spiritual mastery over the mindblade. You gain the following benefits:

Manifest Soul

Choose a type of damage you believe your soul to most closely identify with: radiant or necrotic. Whenever you cast mindblade, you may choose for your mindblades to deal the damage type you choose for this feature, instead of the damage types normally available. If you do, your mindblades appear to be made of solid light or shadow, as appropriate for your choice.

Additionally, whenever you manifest the psychic strike power, you may choose for it to deal the same type of damage as the one you choose for this ability.

Twin Blades

You may create two mindblades when you cast mindblade instead of one. If you do, one appears around each of your fists, and you may make one attack with a mindblade as a bonus action after you use the Attack action to attack with the other mindblade. While you have two mindblades created, neither one can be forced from your hands, preventing you from using your hands for any other purpose while you focus on the mindblade talent.

Nomadic Technique (Level 11)

Starting at 6th level, you gain martial and spiritual mastery over the mindblade. You gain the following benefits:

Nomadic Throw

Mindblades you create with the mindblade talent have the thrown property, with a range of 60/120. While you focus on mindblade, you may let go of a mindblade but only to make ranged weapon attack with it. Immediately following each ranged attack with a mindblade, the mindblade teleports, returning to your grip.

Nomadic Leap

You may spend 2 ki points as a bonus action to teleport up to 100 feet to an unoccupied space you can see.

Nomadic Strike

Whenever you hit a creature with a melee attack using a mindblade, you may spend 2 ki points to force the creature to make a Charisma saving throw. On a failure, the creature is teleported up to 100 feet away from its previous position, in any direction you choose, to an unoccupied space you can see that includes a solid surface that can support the creature's weight.

Knife to the Soul (Level 17)

Beginning at 17th level, whenever you hit a creature with a melee attack using a mindblade, you may spend 8 ki to forgo the attack's normal damage and immediately cast feeblemind on the target, requiring no components and ignoring the spell's normal casting time. You can use this feature once, and you must finish a long rest before you can do so again.

Way of the Stars

Shooting Star (Level 3)

You learned an ancient technique that mimics a shooting star. By releasing your ki you can propel yourself through the air.

You gain flying speed equal to your walking speed. This benefit works only in short bursts: you fall if you end your turn in the air and nothing else is holding you aloft.

Crackling Star Strike (Level 3)

You learned an ancient technique that mimics an impacting meteor. You can focus your ki to attack with cosmic energy.

When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Constitution saving throw. On a failed save, the creature takes radiant damage equal to 1 martial arts die + your Wisdom modifier, and your strike sends a shockwave through the creature, casting the Color Spray spell, originating from the creature. On a successful save, it only takes half damage and no spell is cast.

You can increase the damage and the spells level by spending additional ki points. Each additional ki point you spend increases the damage by 1 martial arts die, and the spell-level by 1. The maximum number of ki points (1 plus any additional points) that you can spend equals half your monk level.

When you hit an object with an unarmed strike, that has the size of small or larger, you can spend 1 ki point to trigger the spells, originating from the object.

Booming Star (Level 6)

You can cast the Thunderwave spell when you initiate your flight or when you land after traveling for at least 15-feet through the air, by spending 1 ki point.

You can cast the spell by spending additional ki points. Each additional ki point you spend increases the spells level by 1. The maximum number of ki points (1 plus any additional points) that you can spend equals half your monk level.

Starlight Pulse (Level 11)

You can move through other creatures and objects as if they were difficult terrain while you're flying. Every creature you pass through this way takes radiant damage equal to 1 martial arts die + your Wisdom modifier, and must succeed a Constitution saving throw or be knocked prone. A creature can only be affected by this once per round. If you end your turn in another creature or object you take 5 force damage and are pushed 5 feet in a random direction away from the creature or object.

Starchild (Level 17)

Once per round, you can spend 3 ki points to align your ki with the burning intensity of the stars. You become a conduit for the stars, as you are wreathed in a luminous aura. For 10 minutes, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light (no action required). Your flying is no longer limited to short bursts, and you can add one martial arts die to your unarmed stikes attack and damage rolls. When this effect ends, you suffer 1 level of exhaustion.

Way of the Still Waters

Way of the Still Waters (Level 3)

Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.

Perfect Calm

Starting when you choose this tradition at 3rd level, when you spend a Ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.

Turbulent Waters

Starting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.

Spreading Ripples (Level 6)

At 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.

When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 Ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.

Duality of Water (Level 11)

Beginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.

Tempestuous Waters (Level 17)

At 17th level, when you spend any number of Ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.

Way of the Storm Fist

Way of the Storm Fist (Level 3)

Storm Fists are monks who are in tune with the natural energy of ki, and can manifest it as strikes of thunder and lightning that augment their blows. These monks are high-flying martial artists who strike with the ferocity of a raging storm.

Lightning's Strike

Starting when you choose this tradition at 3rd level, you learn the shocking grasp cantrip.

Whenever you make an unarmed strike, you can you use your reaction and spend 1 ki point to empower your fist with lightning. An unarmed strike made in this way has advantage on the attack roll if the target is wearing armor made of metal. The attack deals its normal damage and you can cast shocking grasp as part of that attack, using the attack roll of your unarmed strike for the melee spell attack of your shocking grasp.

Rising Wind (Level 6)

Starting at 6th level, whenever you use Step of the Wind you can briefly manifest clouds under your feet, gaining a flying speed equal to your walking speed until the end of your turn. If you end this flight in the air, you fall unless something else holds you aloft.

Thunderous Assault (Level 11)

Starting at 11th level, whenever you perform a Stunning Strike with an unarmed strike, you can empower your fist with a tremendous clap of thunder that blasts back your foe. If the target fails their saving throw against your Stunning Strike, you can also push that creature up to 20 feet away from you in a straight line.

Storm Deflection (Level 11)

Starting at 11th level, whenever you take lightning or thunder damage, you can use your reaction to halve the damage taken. In addition, you can deflect the energy at a creature you can see within 30 feet of you. The target must succeed on a Dexterity saving throw against your Ki save DC or take the same amount of damage you reduced with your reaction.

Ride the Lightning (Level 17)

Starting at 17th level, as an action, you may spend 6 ki points to let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Ki save DC, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can spend a number of additional ki points up to half your monk level when you use this ability. You can increase this ability's damage by 1d8 per additional ki point spent on it.

Way of the Stormfist

Way of the Stormfist (Level 3)

Monks of the Way of the Stormfist train on tempestuous mountaintops and in unforgiving conditions to harness the power of legends: lightning. Using their ki, these monks can create, redirect, and move through bolts of lightning like the stories of old.

Lightning Spears

Also at 3rd level, you can replace one or more of the attacks granted by your Flurry of Blows with a special one using a spear made of pure lightning. You create each spear with ki. The spears are considered monk weapons for you and have the thrown property (30/120). On a hit, a target takes lightning damage equal to one roll of your Martial Arts die plus your Dexterity modifier. If the target is made of metal or is wearing metal armor, the attack is made with advantage. A spear disappears immediately after the attack.

Once you reach 5th level in this class, you can use your Stunning Strike with the attacks from your thrown lightning spears.

Improved Deflect Missiles

At 3rd level, you can use your Deflect Missiles feature when-ever you take lightning damage; if you reduce the lightning damage to 0, you can immediately make an attack with a lightning spear as part of the same reaction. Reducing the lightning damage you take in this way doesn't reduce the damage dealt to any other affected creature. In addition, when you use your Deflect Missiles in this way, or to deflect or catch a missile made of metal, the damage you take from the triggering effect is reduced by an additional amount equal to one roll of your Martial Arts die.

Electrical Surge (Level 6)

By 6th level, your abilities are heightened when you're electrified. You also become electrified whenever you take lightning damage from a source other than you. While you're electrified, you gain the following additional benefits:

  • Attacking at long range with a lightning spear or being within 5 feet of a hostile creature doesn't impose disadvantage on the ranged attack roll.

  • Whenever a creature hits you with a melee attack, that creature takes lightning damage equal to your Wisdom modifier (minimum of 1).

  • Whenever you deal lightning damage to a creature, it can't use its reaction until the end of the turn.

Storm Step (Level 11)

At 11th level, you can become one with the elements when you use your Step of the Wind. When you do, you can immediately teleport to an unoccupied space that you can see, up to a distance equal to your remaining movement. You then reappear in a flash of lightning at the location and become electrified, emitting a thunderous boom that can be heard up to 150 feet away: each creature within 5 feet of that space, other than you, takes thunder damage equal to half your monk level. Your remaining movement is reduced by an amount equal to the distance you teleported in this way.

Galvanic Hand (Level 17)

Starting at 17th level, you can use an action to spend 6 ki points to become electrified and cast the chain lightning spell, using your ki save DC.

Furthermore, whenever you take lightning damage, the damage is reduced to 0, and you can immediately use your reaction to make a single attack with a lightning spear.

Way of the Streets

Way of the Streets (Level 3)

Monks of the Way of the Streets learn their techniques not through traditional monastic training, rather, they learn to defend themselves on the streets, taught by those they fight and others who must similarly fight to survive. They use these techniques not only in street brawls, but also in underground fighting tournaments, where monks of this way have made a name for themselves as powerful warriors capable of unleashing devastating combos.

Street Smarts

At 3rd level, you gain proficiency in the Intimidation, Streetwise, or Performance skill (your choice).

Combos

Starting at 3rd level, you unleash powerful combos against your opponents. Once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to launch into a combo against that creature.

When you begin your combo, you deal 1d4 bludgeoning damage to the target. If you roll a 3 or lower on this damage die, you repeat this bludgeoning damage with a d6 instead. If you roll a 3 or lower again, the effect repeats, increasing to a d8, then a d10, and finally a d12. You gain no benefit if you roll a 3 or lower on the final d12. Your combo recieves no additional benefit from a triggering attack that resulted in a critical hit.

When your combo ends, you can force the target to make a Strength saving throw. On a failure, it is pushed back 5 feet away from you for each damage dice you rolled as a part of the combo. If the target is against a wall or other solid structure when they fail this saving throw, they take bludgeoning damage equal to one roll of your Martial Arts die instead of moving.

Starting at 11th level, the damage threshold for continuing your combo increases to 4.

Signature Art (Level 6)

At 6th level, you learn a special fighting technique that only you can utilize. Choose one of the following options for your signature art.

Dragon Punch. You finish your combos with a powerful uppercut. When a creature fails the Strength saving throw made at the end of one of your combos, they are also knocked prone.

Surging Fist. You can unleash surges of energy from your fists. You can spend 2 ki points to cast the Guiding Bolt spell as a bonus action, using Wisdom as your spellcasting ability.

Wave Dash. You move with incredible speed. Whenever you use your Step of the Wind, you gain the benefit of both the Dash and Disengage actions instead of only one of them, and you have advantage on the next attack roll you make on that turn.

Ki-Fueled Combos (Level 6)

Once you reach 6th level, the damage dealt by your combos counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also, you can spend 3 ki points instead of 1 when you enter a combo. If you do, you roll two dice at each stage of your combo, dealing the total as the damage for that stage. If either dice is below the damage threshold, the combo continues.

Combo Breaker (Level 11)

Starting at 11th level, when you are hit with a melee attack, you can use your reaction to deflect it by spending 1 ki point. When you do, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can make a single unarmed strike against the creature that attacked you as a part of the same reaction, provided they are within range.

Ultra Technique (Level 17)

At 17th level, you can unleash your ultimate technique at the end of a perfect combo. After you roll a d12 as a part of one of your combos, you can spend 1 ki point to unleash a powerful finishing move against the target. If you do and the target fails the Strength saving throw made at the end of the combo, the target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't use it again within the next minute.

Way of the Sun Soul

Way of the Sun Soul (Level 3)

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike (Level 6)

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Sunburst (Level 11)

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield (Level 17)

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Way of the Sword Saint

Way of the Sword Saint (Level 3)

Monks of the Way of the Sword Saint train in dedication to mastering a level of weapon expertise that surpasses normal limitations. They can strike like the wind, step into the sky, or even sunder stone. Though they most often treat their mastery of the weapons as an art, seeking spiritual understanding through martial perfection, turning this art to more practical ends can result in very deadly encounters for their foes.

Mystical Techniques

When you choose this tradition at 3rd level, you learn Mystical Techniques that allow you to unleash supernatural feats with your weapons. You learn three techniques of your choice, which are detailed in the "List of Mystic Techniques" section below. You learn two additional techniques of your choice at 6th, 11th, and 17th level.

Mystical Techniques can only be performed with unarmed strikes or monk weapons. If a Mystical Technique uses a DC, it uses your Ki Save DC.

Whenever you gain a new level in this class, you can replace one Mystical Technique you already know with a different technique.

You can spend a number of ki points on Mystical Techniques equal to your proficiency bonus, after which you cannot spend more ki on Mystical Techniques until the start of your next turn.

Weapon Mastery

Additionally at 3rd level, you can choose to master a weapon that would not normally be a monk weapon. Choose a simple or martial melee weapon that lacks the heavy and special properties. You gain proficiency in the weapon, and it becomes a monk weapon for you. You can choose an additional weapon in this way at 6th, 11th, and 17th level.


Way of the Sword Saint Quirks

The following are some optional quirks for a player of this Way to choose from—these can be either preexisting, signaling their fated path toward this Way, or appear after they select this Way.

Sword Saint Quirks
d6Quirk

1

Life is a sword measuring contest.

2

In combat you loudly yell the attack name for each of your moves.

3

You deeply believe all other weapon types are way less cool than swords.

4

You ask other warriors for the stories behind their weapons.

5

One can never have too many swords, surely you'll wield them all someday.

6

Cooler looking swords definitely do more damage than mundane ones.

Perfect State (Level 6)

At 6th level, your weapon becomes an extension of yourself, flowing naturally with your abilities.

  • Empowered Weapons. Your attacks with your Monk Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Blade Flurry. When you make a Flurry of Blows, you can make the additional attacks with a Monk Weapon.

Empowered Techniques (Level 11)

Starting at 11th level, at the start of your turn, you gain 1 free ki point you can spend on a Mystic Technique before the start of your next turn. If it is not spent before the start of your next turn, it is lost.

Flawless Form (Level 17)

At 17th level, your mastery of the weapons allows you eliminate any room for error. If you miss with an attack roll using a monk weapon on your turn, you can reroll the attack. You can only do this once on each of your turns.

Way of the Tashalatora

Way of the Tashalatora (Level 3)

The Way of the Tashalatora teaches that mind and body must be aligned and honed as one to truly ascend. Paragons of psionic power, they have learned not only to touch the minds of others, but to alter the flow of time itself.

The vast majority of adherents of this Way come from the Adaran mountain-fortresses that guard the passages into Adar from Riedra. In Khorvaire, the kalashtar and Adarans might rarely teach a chosen outsider this art; those first-generation students have started to teach as well, and are rather less selective with who they accept as students.

Certain undead and aberrant creatures also have a loose association with time and space, and although they can serve as an alternative source of the powers of a Tashalatora, it's rare to find a dolgaunt that's willing to take on a non-aberrant student, let alone to allow them survive the encounter.

Telepathic Anchor

When you choose this tradition at 3rd level, you can speak telepathically to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within 30 feet of you. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

If you can already communicate telepathically, this feature extends the range of your telepathy by 30 feet, in addition to the above benefits.

Psionic Assault

Beginning at 3rd level, your mind and body function as one, allowing you to channel the power of your mind through your unarmed strikes to devastating effect. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra psychic damage to the target equal to 1d6 + your Wisdom modifier.

Time Hop (Level 6)

At 6th level, your mind is evolving, and you not only view time as an artificial construct, but you know how to bend it.

As an action, you can touch a creature within 5 feet of you, causing it to make a Wisdom saving throw against your ki save DC; a creature can choose to fail this save if it wishes. On a failed save, it disappears in a shimmer of energy and is transported forwards in time 3 rounds. Other creatures cannot perceive, interact with, or affect it in any way during that time, and the target is incapacitated, can't move or speak, and is unaware of its surroundings. The target must repeat the Wisdom saving throw at the end of each of your turns, ending the effect early on a success. Regardless of whether it succeeds or fails, after rolling 3 saving throws at the end of each of your turns, the effect ends and the target returns to the present time in the space it previously occupied. If it would arrive back into a place already occupied by another creature or object, both take 1d6 points of force damage, and the target appears in an unoccupied space nearest to it. On its return, from the target's point of view, no time has passed at all.

Alternatively, as an action, you can touch a nonmagical object that isn't worn or carried and weighs no more than 300 pounds. It disappears in a shimmer of energy and is transported forwards in time 3 rounds. Creatures cannot perceive, interact with, or affect it in any way during that time. 3 rounds later, at the end of your turn, the object returns to the present time in the space it previously occupied, in exactly the same orientation and condition as before. If it would arrive back into a place already occupied by another object or a creature, both take 1d6 points of force damage, and the object appears in an unoccupied space nearest to it.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Time Stands Still (Level 11)

At 11th level, you can bend your will to increase your perception of time, making the rest of the world look like it's in slow motion. On your turn, you can spend 3 ki points to take an additional action, during which you can either make two unarmed strikes, or take the Dash, Disengage, or Dodge action. You can use this feature up to twice per turn.

Temporal Backslip (Level 17)

At 17th level, time is a mere matter of perspective for you. As a reaction to failing a saving throw or taking damage, you can expend 5 ki points to step a split second back in time. Until the end of your next turn, you become immune to all damage (including any triggering damage), you automatically succeed on all saving throws, and if this reaction was triggered by a failed saving throw, you change it to a success.

Way of the Tattoo

Way of the Tattoo (Level 3)

Certain monastic orders practice the art of heightening ki flow through the body by inscribing magic tattoos on their skin. Each tattoo is a permanent mark of wisdom, and a reminder of the serenity to be found in life. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and—in many cases—travel the countryside furthering their quest for enlightenment.

Ki Tattoos

Beginning when you choose this monastic tradition at 3rd level, you learn to craft magical tattoos that focus the bearer's ki into specific forms. You begin with two tattoos, and gain additional tattoos as you gain levels in this class, as shown in the Tattoos table.

Tattoos
Monk LevelTattoos

3rd

2

6th

3

11th

5

17th

6

Armor of Ink (Level 6)

Starting at 6th level, you can use your bonus action to twist your tattoos into arcane wards. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this ability, you must complete a short or long rest before you can use it again.

Temporary Tattoo (Level 11)

By 11th level, you have learned to inscribe your tattoos using temporary ink. You can tattoo a willing creature with a temporary version of a tattoo you have, in a process that takes 10 minutes. This creature gains the benefits of this tattoo for 24 hours. Only one creature can gain the effects of a temporary tattoo at a time.

Marked for Death (Level 17)

At 17th level, you can use your action create a special mark, a tattoo that beckons death, on a creature within your reach. Make an attack roll against this creature. On a hit, you have marked the creature for the next minute. A marked creature cannot regain lost hit points, and has vulnerability to any damage you deal to it, provided it is not immune to this damage.

Once you use this ability, you must complete a long rest before you can use it again.

Way of the Tattooed Temple

Way of the Tattooed Temple (Level 3)

Some monks treat their bodies as temples and adorn them with vivid art honoring their values. Practitioners of the Way of the Tattooed Temple ink their bodies as they reach milestones in their personal journey, infusing some of these tattoos with mystical energy that evokes magical properties from the ink. Although some look askance at the appearance of these monks, none doubt their supernatural power.

Inked

Starting at 3rd level, you gain proficiency with tattooist's tools. In addition, choose and gain two mystical tattoos, which are detailed under "Mystical Tattoos" below. You choose and gain an additional two mystical tattoos at 6th level and again at 11th level. Wisdom is your spellcasting ability for any spells you cast using your mystical tattoos.

When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo.

Mystical Tattoos

When you gain a mystical tattoo, you tattoo yourself or instruct another to tattoo you.

Crane

You have a flying speed'24 equal to your walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Additionally, you can use a reaction when you are falling and spend 1 ki point to cast the feather fall spell without material components.

Eye

You have advantage on saving throws against illusion effects. As a bonus action, you can spend 2 ki points to gain blindsight to a range of 30 feet for 1 minute.

Mandala

Your ki point maximum is increased by 1. At 11th level this bonus increases to 2. When you are reduced to 0 hit points, you can spend 1 ki point to automatically stabilize yourself before falling unconscious.

Mask

You can spend 2 ki points to cast disguise self. When you use this feature to cast the spell, its duration becomes 8 hours.

Monkey

You can use your Dexterity modifier, instead of your Strength modifier, for Athletics checks you make for grappling. When you take the Attack action, you can spend 1 ki point to make an additional attack as part of that action. This additional attack can only be used to grapple.

Mountain

You gain a +1 bonus to AC when you are unarmed, unarmored, and have no shield. When you take bludgeoning, piercing, or slashing damage, you can use your reaction and spend 1 ki point to gain resistance against the triggering damage.

Snake

You gain resistance to poison damage. When you deal damage with an unarmed strike, you can spend 1 ki point to deal an additional 1d8 poison damage.

Spider

You have a climbing speed of 30 feet. You can spend 3 ki points to cast the web spell without material components.

Sun

You gain resistance to radiant damage. Additionally, when you take damage, you can use your reaction and spend 1 ki point to cause light to erupt from your body. When you do, each creature within 5 feet of you must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Tiger

You can choose to deal slashing damage, instead of bludgeoning damage, with your unarmed strikes. When you deal slashing damage with your unarmed strike, you can spend 1 ki point to deal an extra 1d10 damage.

Tree

You have advantage on saving throws against being knocked prone or being moved against your will. You can spend 2 ki points to cast the entangle spell.

Tsunami

You can breathe air and water and gain a swimming speed of 30 feet. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to attempt to knock the creature down. When you do, the creature must succeed on a Strength saving throw or fall prone.

Extra Mystical Tattoos (Level 6)

You choose and gain two additional mystical tattoos of your choice. You should have 4 mystical tattoos.

When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo.

Extra Mystical Tattoos (Level 11)

You choose and gain two additional mystical tattoos of your choice. You should have 6 mystical tattoos.

When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo.

Living Canvas (Level 17)

Starting at 17th level, ink flows across your skin when you will it. When you complete a short or long rest you can choose a mystical tattoo. You gain this tattoo until you use this feature again.

Way of the Tentacle

Way of the Tentacle (Level 3)

A few rare monks participate in unarmed combat practices that emulate the fighting techniques of their foul aberrant masters. They are trained in ancient monk traditions that eventually enable them to turn their limbs into tentacles, giving them combat superiority.

Tentacle Limb

Starting at 3rd level, you can turn your body into the form of an aberrant creature. As a bonus action, you can spend 1 ki point to transform your arm into a 10-foot long tentacle for 1 minute. The tentacle has reach and can be used as part of an unarmed strike. The tentacle deals bludgeoning damage equal to your Martial Arts die + your Strength or Dexterity modifier. You gain advantage on Strength (Athletics) skill checks to grapple an opponent with the tentacle. At 11th level, you can transform both of your arms into tentacle limbs.

Nerve-Wracking Strike (Level 6)

Starting at 6th level, you can channel psychic energies into your tentacle strikes. Your unarmed strikes with your tentacle limb count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can spend 1 ki point to deal additional psychic damage with one unarmed strike of your tentacle limb equal to one roll of your Martial Arts die + your Wisdom modifier.

Psychic Barrage (Level 11)

Starting at 11th level, your ability to channel harmful psychic powers intensifies. When you use Flurry of Blows after an attack made with Nerve-wracking Strike, you can replace each of the unarmed strikes with a use of your Nerve-wracking Strike without spending additional ki points.

Suffocating Strike (Level 17)

Starting at 17th level, you learn how to force your tentacle limb into the throat of your enemies to kill them. The reach of your tentacle limb becomes 15 feet. As an action, you can attempt to grapple your opponent with your tentacle limb. A successfully grappled target becomes unable to speak and if you choose, it starts to suffocate while being grappled by you.

Way of the Thunderclap

Way of the Thunderclap (Level 3)

Across the realms, one can encounter a vast variety of teachings and combat styles, each focusing on a different aspect of a warrior's arsenal. Many monastic traditions focus on the primal power within one's spirit, teaching students to release their ki in the form of elemental energy; which usually manifests as a specific element the user has affinity for.

The Way of the Thunderclap is a tradition tailored to those who have an affinity for lightning, being scarcely passed down within the lands of the material plane. Monks of this tradition learn how to use their elemental ki to generate an electric surge within their body, thus enhancing their speed of movement, as well as the effectiveness of their offense, to a level which can be considered unnatural.

Innate Affinity

When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill.

Additionally, you learn the Shocking Grasp and Lightning Lure cantrips, and can spend 1 ki point to cast either of them as a bonus action on your turn. This can be done only once per turn. Wisdom is your spellcasting ability for these spells.

Lightning Reflexes

At 3rd level, you learn how to use the voltaic nature of the ki flowing through you to control your muscles well beyond human reaction time. Once per turn, you may choose one of the following benefits:

  • Sonic Burst

    You can spend an additional ki point to use Flurry of Blows on your turn without expending a bonus action. When you do, your strikes emit a thunderous boom audible out to 100 feet. Only one Flurry of Blows may be used per turn.

  • Counter Rush

    After using Patient Defense, you can use your reaction to make one unarmed strike against any creature that misses you with a melee attack.

  • Static Blur

    When using Step of the Wind, your movement is unaffected by difficult terrain, you can move through any creature's space, and you don't provoke opportunity attacks. Once you use this benefit, you can't use it again until you move 0 feet on one of your turns.

Storm Charge (Level 6)

At 6th level, you can fully manifest your elemental power, enveloping yourself in a coat of lightning which grants an uncanny boost to your performance. As a bonus action, you can spend 2 ki points to enter a Charged state, lasting for 1 minute. While in this state, you gain the following benefits:

  • You shed bright light in a 5-foot radius and dim light for an additional 5 feet, as lightning furiously crackles around your body.

  • You gain resistance to lightning damage.

  • Your unarmed strikes deal an additional 1d4 lightning damage. This increases to 1d6 at 11th level. A creature can take this additional damage only once per turn.

  • Whenever a creature hits you with a melee attack, it must succeed on a Constitution saving throw or take lightning damage equal to your Wisdom modifier. This can happen only once per turn.

  • As a bonus action on your turn, you can expend 1 hit dice to gain 2 ki points. This can be done a number of times per use of Storm Charge equal to your proficiency bonus.

You may use this ki feature a number of times equal to half your Wisdom modifier (rounded up), and regain any expended uses when you finish a long rest.

Surging Flux (Level 11)

At 11th level, you are able to push the limits of your body and spirit, intensifying the stream of energy flowing through you at the cost of your vitality. You gain further benefits while in Charged state:

  • At the start of each of your turns, you gain a number of temporary hit points equal to your proficiency bonus, provided that you have at least 1 hit point. These temporary hit points disappear when your Storm Charge ends.

  • If you have half or less of your total hit dice remaining, you can expend a number of hit points equal to your martial arts die's highest roll in exchange for 1 ki point (no action required). This can be done only once per turn.

  • You can take one additional reaction per round. This can be done a number of times per use of Storm Charge equal to your Wisdom modifier.

Innate Mastery (Level 17)

At 17th level, you unlock the full potential of this elemental combat style. While in Charged state, you can take one additional bonus action per turn. Additionally, you gain access to the following ki feature:

Thunderclap Blitz

As an action on your turn, you can spend 5 ki points to empower yourself and vanish in a burst of spark. Choose up to five creatures you can see within 60 feet of you. Make an unarmed strike or melee spell attack (your choice) against each target. On a hit, a target takes 6d10 lightning damage. You can then teleport to an unoccupied space you can see within 15 feet of one of the targets you hit or missed. All creatures within 10 feet of the space you teleported to must make a Constitution saving throw, taking 1d10 thunder damage and becoming deafened for 1 round on a failed save. This maneuver emits a resounding rumble audible out to 1000 feet.

Way of the Tipsy Monkey

Way of the Tipsy Monkey (Level 3)

Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.

Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.

Adaptive Fighting

Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.

Sway and Strike

At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 Ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.

Jester Style (Level 6)

Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.

When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend Ki on your turn.

You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 Ki point to succeed instead.

Fortune Favors the Fool (Level 11)

Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapons, it deals an extra 1d10 damage of the weapon's type instead.

Stumbling Stance (Level 17)

At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.

Way of the Tortured Mind

Way of the Tortured Mind (Level 3)

The tortured mind subclass represents monks who have endured the mental and emotional torments of Hell and emerged with hardened wills and unyielding spirits. These monks have honed their minds to resist and counteract the psychic assaults common in the Infernal Realms.

Mental Fortitude

Starting at 3rd level, your intense mental training has granted you exceptional resistance against psychic assaults. You gain the following benefits:

  • You have advantage on saving throws against spells and effects that deal psychic damage or charm, frighten, or otherwise affect your mind.

  • When you succeed on a saving throw against a spell or effect that would charm, frighten, or otherwise affect your mind, you can spend 1 ki point to immediately use your Flurry of Blows as a reaction against the creature that targeted you, striking back with an unyielding spirit.

Soul Mirror (Level 6)

At 6th level, your connection to the tormented souls of Hell allows you to reflect harmful magic effects back at their originators. Whenever you succeed on a saving throw against a spell or effect, you can use your reaction to project a mirrored shield of psychic energy. The creature that targeted you with the spell or effect takes psychic damage equal to your Monk level. If the spell would deal psychic damage or charm, frighten, or otherwise affect your mind, you deal psychic damage equal to twice your Monk level instead.

Psychic Disruption (Level 11)

At 11th level, your exposure to the torments of Hell has bestowed upon you the ability to disrupt psychic energy and manipulate the minds of others. Whenever a creature within 30 feet of you casts a spell, you can use your reaction to spend 3 ki points and create a psychic disruption. The creature must make a Wisdom saving throw against your ki save DC. On a failed save, the spell is disrupted, and the creature loses the spell slot expended to cast it.

Mind Unleashed (Level 17)

At 17th level, your mental fortitude reaches its pinnacle, allowing you to channel the torment you've endured into devastating attacks. As an action, you can enter a state of Mind Unleashed for 1 minute. While in this state, you gain the following benefits:

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

Way of the True Mind

Way of the True Mind (Level 3)

Monks of the Way of the True Mind train both their physical and mental selves, enabling them to use psychic abilities. Using these psionics, monks of this tradition can extend their reach and control over others using telekinesis. Monks from these monasteries often spend their lives as sages or spiritual leaders, helping others to clear their minds and discover the best paths forward.

Levitate

When you choose this tradition at 3rd level, your ki unlocks deeper psionic abilities within yourself. As an action, you can spend 1 ki point to duplicate the effects of the levitate spell, using your ki save DC. This version of the spell doesn't require your concentration, but it only lasts for a maximum number of rounds equal to your Wisdom modifier (minimum of 1). An unwilling creature makes an Intelligence saving throw (instead of Constitution) against this version of the spell, and if such a target takes damage while being levitated in this way, it can immediately repeat the saving throw, ending the effect on itself on a success. Furthermore, you can use a bonus action to move one levitating target up or down, instead of an action.

At 3rd level, you can maintain this effect on one target at a time. You can maintain it on additional creatures simultaneously when you reach certain levels in this class: two targets (6th level), three targets (11th level), and four targets (17th level). When you levitate a new target while already levitating your maximum number, the effect ends on one of them (your choice). You can also end the effect on a target at any time (no action required).

Psionic Wisdom

Starting at 3rd level, you can make Intelligence checks and Intelligence saving throws using your Wisdom modifier instead.

Telekinetic Reach

Also at 3rd level, the reach of your unarmed strikes is increased by 5 feet, as you can manifest telekinetic force to extend the impact of your limbs. In addition, you can use your Deflect Missiles feature whenever a missile from a ranged attack travels within the reach of your unarmed strikes, reducing the damage taken by the target of the attack.

This reach increases by another 10 feet when you reach certain levels in this class, for a total increase of 15 feet (at 11th level) and 25 feet (at 17th level).

Psionic Strikes (Level 6)

At 6th level, attacks using your Flurry of Blows or Stunning Strike are considered psionic strikes. When you hit a creature with a psionic strike, it takes extra psychic damage equal to your Wisdom modifier. In addition, when you hit a creature with a Stunning Strike, you can attempt to either stun the target as normal or levitate it instead (as if by your Levitate feature). A levitating creature that's hit by a psionic strike doesn't repeat the saving throw against the levitation as a result of taking damage, and a stunned creature automatically fails its saving throw against being or remaining levitated.

Improved Levitation (Level 11)

By 11th level, you can now move levitating targets horizontally. While levitating a target with your Levitate feature (including yourself), you can move it horizontally; it costs 2 feet for every 1 foot you move the target in this way. In addition, you can move a target you're levitating (other than yourself) as part of the same bonus action to use any of your other monk features. For example, when you use a bonus action to use your Flurry of Blows or Step of the Wind, you can also move a target that you're levitating.

Total Clarity (Level 17)

At 17th level, your ki can clear your mind and open you up to additional benefits. You can use an action to spend 4 ki points to duplicate the effects of either the mind blank spell on yourself or the project image spell. In addition, while you're levitating, all of your melee attacks are considered to be psionic strikes.

Way of the Unerring Arrow

Way of the Unerring Arrow (Level 3)

The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.

Archery Training

When you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.

When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.

Flurry of Deflection

At 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 Ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.

At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.

Needle Eye of Insight (Level 6)

At 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 Ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.

Steel Rain Blossom (Level 11)

At 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending Ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.

In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.

Improbable Shot (Level 17)

At 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 Ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.

Alternatively, you can spend 5 Ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the plane shift or rope trick spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.

Way of the Vigilante

Way of the Vigilante (Level 3)

While all monks strive for perfection in one way or another, monks of this Tradition stand as paragons of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, Vigilante monks work to perform ever more impressive feats of heroism.

The signature mark of a Vigilante monk is their Heroic Persona, a mantle they create for themselves that protects their true identity. Vigilante monks almost always have a deeply personal reason for donning their Heroic Persona and working to thwart villains of all kinds. What is yours?

Bonus Proficiencies

When you adopt this Tradition at 3rd level, you gain the skills to succeed as a heroic Vigilante. You gain proficiency in your choice of either Intimidation or Performance.

You also gain proficiency with light armor, medium armor, and shields. When wearing armor or using a shield you still gain the benefits of Martial Arts and Unarmored Movement.

Heroic Persona

At 3rd level, you design your Heroic Persona, a lager than life identity usually marked by a thematic costume or flashy suit of armor. As a bonus action, so long as you cannot be seen, you can adopt your Heroic Persona, which can include a suit of light or medium armor and a shield. When you do so, you gain temporary hit points equal to your monk level, and while your Heroic Persona is active you gain the following benefits:

  • As a bonus action, you can spend 1 ki point to gain temporary hit points equal to your Wisdom modifier.

  • When you hit with a melee attack, you can spend 1 ki point to deal an additional 1d10 bludgeoning damage.

  • You can use your Wisdom, in place of Dexterity, when calculating your Armor Class in light or medium armor.

  • Ability checks and divination spells that would discern your true identity automatically fail.

Your Heroic Persona lasts for 1 hour, and ends early if you use a bonus action to doff your Persona. Once you adopt your Heroic Persona you can't do so again until you finish a short or long rest, unless you expend 3 ki points to use it again.

Variant Rule: Heroic Personality

The Way of the Vigilante is meant to evoke the feeling of playing the archetypal super hero. For the mechanics to match the fantasy of playing such a hero, replace the use of Wisdom in any monk class and Way of the Vigilante features with Charisma.

Valiant Action (Level 6)

As the reputation and power of your Heroic Persona grows, you gain enhanced physical abilities. At 6th level, you gain proficiency in your choice of either Acrobatics or Athletics.

Additionally, whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while your Heroic Persona is active, you can treat a d20 roll of 9 or lower as a 10.

Inspiring Presence (Level 11)

The presence of your Heroic Persona inspires confidence in those who fight alongside you. Beginning at 11th level, while your Heroic Persona is active, creatures of your choice within 15 feet that can see or hear you have advantage on saving throws to resist being charmed or frightened.

At 17th level, the radius of this ability increases to 30 feet.

Heroic Strike (Level 17)

Beginning at 17th level, you can channel all that you are into one devastating blow. As an action, you can touch a creature and spend 1 or more ki points and force it to make a Strength saving throw. On a failure, it takes 1d10 bludgeoning damage and is knocked back 10 feet for each ki point you spent. On a success, it takes half that damage and is not moved.

Paragon of Virtue (Level 17)

Your true identity and your Heroic Persona have become one. Starting at 17th level, when you adopt your Heroic Persona, it lasts until you choose to dismiss it as a bonus action.

Way of the Viper

Way of the Viper (Level 3)

Monks who follow the Way of the Viper embody the serpentine grace and cunning of their namesake. Masters of fluid movement and elusive strikes, these monks are as swift as striking vipers, their bodies flowing seamlessly like a coiled serpent ready to strike. With a deep understanding of timing, distance, and precision, they navigate the battlefield with unmatched reactivity and unmatched elusiveness.

Serpentine

Starting when you choose this tradition at 3rd level, you take on certain snakelike attributes to empower your other monk features. You gain the following benefits:

  • The first unarmed strike of your Flurry of Blows that hits a creature becomes a Serpent Strike: a creature hit by a Serpent Strike takes extra poison damage equal to your Wisdom modifier (minimum of 1) and must make a Constitution saving throw against your ki save DC. On a failed save, the creature is poisoned until the start of your next turn. At 17th level, this extra poison damage increases to 1d10 + your Wisdom modifier.

  • Moving while prone does not cost you extra movement, and standing up from prone uses only 5 feet of your movement.

  • When a missile that you can see comes within 10 feet of you, you can use your Deflect Missiles reaction to move up to 10 feet to intercept it, provided your speed is not 0; this movement does not provoke opportunity attacks. When you do, the damage taken by the missiles target is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile as normal.

Shed Skin (Level 6)

By 6th level, you can escape all manner of illnesses and bindings. At the start of your turn, if you are blinded, deafened, grappled, paralyzed, poisoned, or restrained, roll a d6. On a 6, those conditions end on you. The minimum number you need to roll on the d6 to end those conditions is reduced when you reach certain levels in this class: 11th level (5 or 6) and 17th level (4, 5, or 6).

In addition, if a creature hits you with an opportunity attack, you can use your reaction to cause the attack to miss. You can not do so again until you finish a short or long rest.

Slither (Level 11)

By 11th level, your movements are entirely silent. You have advantage on Dexterity (Stealth) checks, and moving through another creatures space while prone does not cost you extra movement. In addition, being prone no longer imposes disadvantage on your attack rolls.

Impossible Venom (Level 11)

Also at 11th level, your own immunity to poison allows you to infuse your poisons with ki, subverting the defenses of your enemies. Your attacks and effects ignore a creatures resistance or immunity to poison damage, as well as its immunity to the poisoned condition.

Lunging Strikes (Level 17)

By 17th level, your movements and strikes are impossibly quick and precise. A creature provokes an opportunity attack from you when it enters a space within 10 feet of you, as well as when it misses with an attack from within that range; you can immediately move up to 10 feet towards the target, without provoking opportunity attacks, as part of this opportunity attack. Furthermore, whenever you make an opportunity attack using an unarmed strike, it becomes a Serpent Strike.

Once per turn, if you have already taken your reaction, you can spend 2 ki points to take an additional reaction. You can use only one reaction per triggering effect.

Way of the Void

Way of the Void (Level 3)

Monks that follow the traditions of the Way of the Void look to the spaces between the stars for inspiration in their techniques. Their training emphasizes emptiness of mind and body, and monks of this tradition spend long hours in fasting and meditation.

Void Techniques

At 3rd level, you learn the techniques of the void. You gain the following abilities:

Suffocate

When you hit a creature with a melee weapon attack, you can expend one ki point to attempt to knock the air from its body. The target must make a Constitution saving throw. On a failed save, it has the air knocked from its body, begins suffocating, and can't breathe until the end of your next turn.

Vacuum Pull

When you hit a creature with a melee weapon attack, you can expend one ki point to create a vacuum centered on the target. Each creature other than you within 10 feet of the target must make a Strength saving throw or be pulled 5 feet toward the target and take bludgeoning damage equal to your Martial Arts die.

Deflect Spell

When you take damage from a spell, you can expend one ki point and use your reaction to reduce or nullify the magic. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

Empty Soul (Level 6)

At 6th level, you learn to fight without being weighed down by your own life energy. When you have no ki remaining, your movement speed increases by 10 feet and you gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns.

Empty Mind (Level 11)

At 11th level, you learn to remove your presence. You are always under the effects of a nondetection spell. Additionally, you are immune to psychic damage.

Nothing (Level 17)

At 17th level, you can become so empty that not even magic can exist around you. You can use your action to spend 6 ki points to cast antimagic field, without material components.

Way of the Void

Way of the Void (Level 3)

While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void.

Entropic Touch

When you adopt this Tradition at 3rd level, you learn to draw upon the power of the void to destroy. As an action, you can touch a tiny, non-magical, object that is not being worn or carried and shunt it to an extradimensional space.

The object remains in this extradimensional space for as long as you can maintain your concentration on it, as if you were concentrating on a spell. If you maintain concentration for 1 hour, the object is permanently destroyed. If you break your concentration, the object reappears in an unoccupied space as close as possible to its previous location.

Once you use this feature to permanently destroy and object, you can't use it again until you finish a long rest, unless you expend 3 ki points to use this feature again.

The size of the non-magical objects you can destroy with this feature increases as you gain levels in this class: at 6th level (Medium), 11th level (Large), and 17th level (Huge).

Void Wielder

Starting at 3rd level, your connection to the nothingless void allows you to channel its power through your strikes. Once per turn, when you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki point to deal an additional 1d12 force damage to the target.

If you use this feature to deal force damage to a creature that is concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain its concentration.

Vorpal Step (Level 6)

Beginning at 6th level, when you use Step of the Wind, you draw upon the power of the void to discorporate. Until the end of your current turn, you can move through non-magical objects and creatures as if they were difficult terrain.

If you end this movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.

Degraded Form (Level 11)

Your entropic touch can undo arcane magic. Starting at 11th level, you can use an action to touch a creature, object, or magical effect and spend 4 ki points to cast dispel magic at 3rd-level, using Wisdom as your spellcasting modifier.

Also, when you pass through a creature with Vorpal Step, you can force it to make a Constitution saving throw. On a failed save it takes force damage equal to your Martial Arts die + your Wisdom modifier. You can only force a creature to make this saving throw once per turn.

Avatar of Entropy (Level 17)

Beginning at 17th level, you can use your action to touch a creature and force it to make a Constitution saving throw. On a failed save, the creature suffers the effects of disintegrate as if it had been cast at 6th-level.

Once you use this ability you can't use it again until you finish a long rest, unless you spend 6 ki points to use it again.

Way of the Void

Way of the Void (Level 3)

Monks that follow the traditions of the Way of the Void look to the spaces between the stars for inspiration in their techniques. Their training emphasizes emptiness of mind and body, and monks of this tradition spend long hours in fasting and meditation.

Void Techniques

At 3rd level, you learn the techniques of the void. You gain the following abilities:

Suffocate

When you hit a creature with a melee weapon attack, you can expend one ki point to attempt to knock the air from its body. The target must make a Constitution saving throw. On a failed save, it has the air knocked from its body, begins suffocating, and can't breathe until the end of your next turn.

Vacuum Pull

When you hit a creature with a melee weapon attack, you can expend one ki point to create a vacuum centered on the target. Each creature other than you within 10 feet of the target must make a Strength saving throw or be pulled 5 feet toward the target and take bludgeoning damage equal to your Martial Arts die.

Deflect Spell

When you take damage from a spell, you can expend one ki point and use your reaction to reduce or nullify the magic. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

Empty Soul (Level 6)

At 6th level, you learn to fight without being weighed down by your own life energy. When you have no ki remaining, your movement speed increases by 10 feet and you gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns.

Empty Mind (Level 11)

At 11th level, you learn to remove your presence. You are always under the effects of a nondetection spell. Additionally, you are immune to psychic damage.

Nothing (Level 17)

At 17th level, you can become so empty that not even magic can exist around you. You can use your action to spend 6 ki points to cast antimagic field, without material components.

Way of the Wanderer

Way of the Wanderer (Level 3)

There is only ever one Wanderer at any given time, a novice always inheriting the mantle from their teacher when the time is right. The Wanderer travels the world of Grimnir, exploring its mysteries, and creating some of their own. And the Wanderer's actions, they have consequences. Their choices impact those around them... and often they must take great strides to maintain balance. A good deed in one village might ultimately cost another village elsewhere.

From All Walks of Life

The Wanderer does not need to come from the villages of the raiders. It is just as likely that a disgruntled Baendur knight or a merchant's child might have started following the Wanderer, learning the monk's ways, and preparing for the day when they replace their teacher. The world is theirs and as such, the borders of mortals mean little to them.

Path of Fate

Starting when you choose this tradition at 3rd level, you become a force in the world, ever growing in power. Your disposition influences those around you. Different effects arise depending on whether you are creating mayhem or restoring order. At the end of your turn, your Path of Fate Score determines your current Fate Effect, replacing your prior one.

You begin In Balance.

Path of Fate Table
Path of Fate ScoreFate Effect

3 or more

Disciplined Fortune

2

Bare the Burden

1, 0, -1

In Balance

-2

Malicious Parry

-3 or less

Misfortune of Chaos

Fate Effects

  • Disciplined Fortune
  • Bear the Burden
  • In Balance
  • Malicious Parry
  • Misfortune of Chaos

Hands of Change

Starting at 3rd level, when you hit a hostile creature with an unarmed strike you can change the damage type. Whenever you do so, you can add an additional 1d4 damage of the chosen damage type to the damage dealt. Additionally, the weather within 1 mile of you changes based on your decision. These changes last for 1 hour.

Using the Table

Once per turn, when you use Hands of Change, adjust your Path of Fate score by the indicated amount in the table.

Hands of Change Table
Damage TypeAdjust WeatherPath of Fate

Acid or Fire

Increase Temperature

-1

Cold or Poison

Reduce Temperature or Increase Snowfall

+1

Lightning or Thunder

Increase Rainfall or Increase Wind

-1

Radiant

Reduce Rainfall or Reduce Snowfall or Reduce Wind

+1

The game master adjusts the temperature, wind, and precipitation on a table they have available to them.

At 6th level, your unarmed strike ignores any resistance to the chosen damage type (does full damage). At 17th level, your unarmed strike now treats the target's immunity as if it were resistance (strike does half damage).

Everchanging Fate (Level 6)

Starting at 6th level, you gain several new abilities that can be activated by spending Ki. These abilities either derive from calm and order or result from chaos and mayhem.

Order Abilities

  • Final Punch [Ki Cost: 5].
  • Twist of Fate [Ki Cost: 3].
  • Resist Order Damage [Ki Cost: 1].

The Cost of Order

Using an Order ability decreases your Path of Fate by one.

Mayhem Abilities

  • Lightning Leap [Ki Cost:
  • Steal Fate [Ki Cost:
  • Resist Mayhem Damage [Ki Cost:

The Price of Mayhem

Using a Mayhem ability increases your Path of Fate by one.

Spending Ki

Order abilities Ki cost is reduced by a number equal to your positive Path of Fate Score (maximum of 3). Mayhem abilities Ki cost is reduced by a number equal to your negative Path of Fate Score (maximum of 3). These abilities cannot cost less than 1 Ki.

  • Example:

    You have +3 to your Path of Fate and want to use Twist of Fate. Normally this costs 3 Ki, but based on your Path of Fate score, the cost is reduced to 1 Ki.

Wandering Feet (Level 11)

Starting at 11th level, you may use a bonus action and spend two Ki points to switch places with any ally your size or smaller within 5 feet. This movement costs no movement for either you or the ally and does not provoke opportunity attacks.

You also have the following additional movement speeds and types depending on the weather:

  • While moving through heavy rain. You gain a flying speed equal to your walking speed.

  • While moving through heavy snowfall. difficult terrain is considered normal terrain and you gain 10 feet to your walking speed. You also do not provoke opportunity attacks.

  • While strong wind is blowing. You may use an action to change the direction the wind is blowing. This may allow you to influence the direction your ship or other vessels are moving in, or help dissipate a mist, fog, or cloud. The moment you use any of your movement, the wind begins to blow from its original direction.

Grace of the Wanderer (Level 17)

Starting at 17th level, your Path of Fate score provides additional abilities. Using a bonus action, you may activate one of the following abilities:

  • Graceful Save
  • Graceful Deter
  • Graceful Strike

Way of the Warshaper

Way of the Warshaper (Level 3)

Form is fluid. Shape is a weapon. Release yourself from the constraints of your body and you can become made for war. Thus teaches the way of the warshaper, whose members learn how to alter their form on the fly. Though they do not focus on the full transformations that a druid's wild shape might, they can grow claws and teeth, flow around attacks, rebuild their shattered body, and other similar changes.

Monks who follow the way of the warshaper are often forthright defenders of the downtrodden, but not always. Their control over their own form can make them relentless, terrifying hunters able to infiltrate past defenders and terminate their targets without fail.

Warshaping Technique

You have mastered the core techniques of warshaping, allowing you to rebuild your body into whatever you need it to do at the time. When you use your Flurry of Blows, Patient Defense, or Step of the Wind monk features, you can choose to shift your form into something more suited to your action.

Flurry of Blows

You grow natural weapons such as claws and teeth or otherwise shift part of your body into a weapon, such as a bone spike. Choose bludgeoning, slashing, or piercing; until the start of your next turn, your unarmed attacks deal damage of the chosen type. In addition, if you hit a single target with both attacks granted by your Flurry of Blows feature, you deal extra damage to the target equal to one Martial Arts die.

Patient Defense

You grow a hard shell, resilient scales, or another natural defense feature. You have resistance to the damage of the first attack that hits you before the start of your next turn.

Step of the Wind

You grow small wings, gliding flaps, or some other feature that helps you travel through the air. Until the end of your turn, your jumping distance triples instead of doubles and you are immune to damage from falling.

Fluid Form (Level 6)

You are capable of rapidly and easily reshaping your form. When you are knocked prone, you can stand up as a reaction.

As an action, you can spend 2 ki points to cast alter self or darkvision on yourself, or 1 ki point to cast enlarge/reduce or spider climb on yourself.

Rebuilding of Body (Level 11)

You know how to rebuild your damaged body, and how to reshape yourself to avoid and recover from damage. As a reaction, you can reshuffle your organs to turn any critical hit against you into a normal hit instead. Whenever you spend ki points to use your Flurry of Blows, Patient Defense, or Step of the Wind features in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Ancient Warbeast (Level 17)

You have mastered the techniques required to remold your form and gain the powers of an ancient warbeast. You can assume this new form as a bonus action. This form lasts for 1 hour, until you are reduced to zero hit points, or until you dismiss the effect as an action. While you are in this form, you gain the following benefits.

  • Your size is Large.

  • If your Strength score is lower than your Dexterity score, it increases to match your Dexterity score.

  • Your Martial Arts die is 1d12.

  • Your unarmed attacks deal your choice of bludgeoning, slashing, or piercing damage.

  • You gain darkvision for a radius of 120 feet, tremorsense for a radius of 60 feet, or blindsight for a radius of 30 feet (your choice when you transform).

You can choose the details of the appearance of this form each time you assume it. A terrifying hybrid of humanoid and ancient beast that time forgot is the most common. You might choose to take the form of a six-legged beast with savage claws and bloodshot eyes, a shaggy-furred minotaur with great piercing horns, a scaled serpentine body with eerily muscular arms extending from below its head, or any other beast form hybrid you can imagine. Once you have used this feature, you may not do so again until you finish a long rest.

Way of the Weave

Way of the Weave (Level 3)

Monks following the Way of the Weave believe magic to be the one true answer to the enigma that is existence. They hone their ki by connecting to the mana of the world, becoming part of the Weave and learning how to manipulate magic. Most of these monks train relentlessly and in solitude, yet they find great company in arcane scholars and mages, always eager to exchange information and theories. Some others choose to join various organisations that hunt villainous spellcasters, holding the firm belief that the Art is pure and a force for good.

Spellcasting

3rd-level Way of the Weave feature

When you choose this tradition, you form a connection to the Weave allowing you to shape a portion of your Ki into spells.

Cantrips

You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Way of the Weave Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you can cast and when making an attack roll with one.

Spell

Spell

Way of the Weave Technique

3rd-level Way of the Weave feature

Blending martial arts with magic has enlightened you, granting you intricate knowledge and skill. You gain the following benefits:

Arcane Weapons

As a bonus action, you can spend 1 ki point to conjure an arcane weapon into one of your free hands. The arcane weapon must be a simple or martial weapon that lacks the heavy and special properties. While wielding an arcane weapon, you are considered proficient with it and it counts as a monk weapon for you. The weapon's damage type becomes force. If the arcane weapon has multiple damage types, all of its damage types become force. An arcane weapon vanishes after a minute of it being conjured or as a bonus action on your turn if you choose to dismiss it. When you attack with an arcane weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Arcane Flurry

When you use your action on your turn to cast a wizard spell, you can make an unarmed strike or an attack with an arcane weapon as a bonus action. At 6th level, immediately after you use your action on your turn to cast a wizard spell, you can spend 1 ki point to make two unarmed strikes or two attacks with an arcane weapon as a bonus action.

Unearth Arcana

You gain proficiency in the Arcana skill and you can use your Wisdom modifier instead of your Intelligence modifier whenever you make an Arcana check.

Improved Way of the Weave Technique (Level 6)

6th-level Way of the Weave feature

Whenever you take the Attack action on your turn, you can cast one of your wizard cantrips in place of one of your attacks.

Arcane Channeling (Level 6)

6th-level Way of the Weave feature

When you cast a wizard spell of 1st level or higher, you can cast it by expending a spell slot as normal or by spending a number of ki points equal to 1 + the spell's level. If you cast the spell using ki points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

One With Magic (Level 11)

11th-level Way of the Weave feature

As your understanding of arcane magic grows, so does your prowess. You gain the following benefits:

Arcane Empowerment

When you hit a creature with an unarmed strike or an arcane weapon, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Disrupt Magic

After you hit a creature with an unarmed strike or an arcane weapon, you can force it to make a Constitution saving throw against your ki save DC. On a failed save, you can expend a number of ki points up to your proficiency bonus. The target is unable to cast spells with a level equal to or lower than the number of ki points you expended until the end of its next turn.

Improved Arcane Weapons

When you conjure an arcane weapon, you can expend up to 3 ki points to grant it a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.

Grandmaster of the Way of the Weave (Level 17)

17th-level Way of the Weave feature

Learning the strength of magic has also aided you in evading its harmful effects by reading the flow of magic around you. You have advantage on saving throws you make against spells.

In addition, when you succeed on a saving throw against a spell that targets only you and would still affect you on a successful save (such as a fireball spell), the spell has no effect on you instead.

Way of the Weave

Way of the Weave (Level 3)

Through countless hours of meditation, monks who follow the Way of the Weave are able to form a connection to the arcane energy of the world, allowing them to will their ki into spells. These monks are known as Weavers, powerful practitioners of magic who blend martial arts and spellcasting to elicit devastating effect. Such monks specialize in the schools of divination and transmutation magic. They use divination magic to peer into the expansive knowledge of the Weave, and transmutation magic to alter their bodies and the world around them to meet any threat they may face.

Spellcasting

Starting when you choose this tradition at 3rd level, you form a connection to arcane energy, allowing you to shape a portion of your ki into spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Way of the Weave Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.

The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level, which can be from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell
Spell

Elegant Weapon

At 3rd level, you learn to focus the magical energy around you into a weapon of your choice, turning it into a conduit for your arcane abilities. Whenever you use your Dedicated Weapon feature, you gain the following additional benefits while wielding that weapon:

  • The weapon deals force damage instead of its normal damage type.

  • You can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls you make with this weapon.

  • You can use the weapon as a spellcasting focus for your wizard spells.

Fighting Foresight (Level 6)

At 6th level, you can concentrate on the Weave, sensing a creature's movements before they happen. As a bonus action, you give yourself advantage on your next melee attack roll on the current turn.

Seeing the Weave in such a way requires intense focus; you can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed becomes 0 until the end of the current turn.

Flowing Defense (Level 11)

Beginning at 11th level, you learn to control the ebb and flow of magic directed toward you. When you are the target of a ranged spell attack, you can use your reaction to deflect or even catch the spell. If the spell has multiple ranged spell attacks, you can only catch or deflect one of them. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0 and one of your hands is free or holding your Elegant Weapon, you can seize control of the spell. If you do, you can spend 1 ki point per level of the seized spell (minimum of 1) to make a ranged spell attack as part of the same reaction. You use your Wisdom modifier for this ranged attack and the resulting damage, if relevant.

Grasp of the Weave (Level 11)

Also at 11th level, you can connect more deeply to creatures and objects around you through the Weave, even learning to manipulate them. You can spend 5 ki points to cast the telekinesis spell.

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

Master of Mind and Spirit (Level 17)

At 17th level, your practied connection to the Weave grants you the power to freely shape the form of your ki into spells. You can use your ki points to gain additional spell slots.

Creating Spell Slots

As a bonus action, you can transform unexpended ki points into one spell slot. The Creating Spell Slots table below shows the cost of creating a spell slot of any given level. Any spell slot you create with this feature vanishes when you finish a short or long rest.

Creating Spell Slots
Spell Slot LevelKi Point Cost

1st

2

2nd

3

3rd

5

4th

6

Way of the Wild Cat

Way of the Wild Cat (Level 3)

Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.

Enhanced Agility

When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.

Feline Reflexes

Also at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 Ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.

You can't benefit from this feature if your speed is 0.

Springing Pounce (Level 6)

Starting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 Ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.

You can use this feature only once per turn.

Improved Feline Reflexes (Level 11)

Starting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the fireball that you avoided. If you end this movement within 5 feet of the source, you can spend 3 Ki points to make one unarmed strike against it.

Hundred Step Strike (Level 17)

At 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 Ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.

If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending Ki, provided you have the movement to do so.

Way of the Wild Goose

Flowing Fowl (Level 6)

You gain the ability to move across difficult terrain and through obstacles with ease, much like a goose gliding effortlessly across water. You gain a swim speed equal to your walking speed, and nonmagical terrain doesn't slow your movement.

Fowl's Endurance (Level 11)

When you would take damage as a result of failing a saving throw, you can expend a number of ki points up to your Wisdom modifier and reduce the incoming damage by 1d6 per ki point expended.

Fowl's Great Flight (Level 17)

You gain the ability to soar through the air like a wild goose, moving with incredible speed and agility. As an action, you can spend 5 kit points to gain a flight speed equal to your walking speed, which lasts for 1 minute. For the duration, you ignore magical and nonmagical difficult terrain, and can hover in place if you end your turn in midair, though you still fall to the ground if knocked prone. In addition, if you fly at least 10 feet in a straight line before hitting a target with one of your unarmed strikes, you can channel the full force of your flight into your strike, dealing 1d10 force damage per 10 feet moved, to a maximum of 5d10.

Way of Thorns

Way of Thorns (Level 3)

You follow a monastic tradition that teaches you to harness the power of nature. Nature has become an extension of yourself, and you have learned to use it to great effect. By following this Way, you learn techniques to manipulate plants, allowing them to bend to your will and aid you both in combat and out of it.

Disciple of the Wilds

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of nature. A discipline requires you to spend ki points each time you use it.

You know the Natural Attunement discipline and one other nature discipline of your choice, which are detailed in the "Nature Disciplines" section.

Whenever you learn a new nature discipline, you can also replace one nature discipline that you already know with a different discipline.

  • Casting Nature Spells.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of a nature discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as slicing leaves does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Nature's Weapon to cast slicing leaves, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell 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 and Ki Points table.

Spells and Ki Points
Monk LevelsMaximum Ki Points for a Spell

5th-8th

3

9th-12th

4

13th-16th

5

17th-20th

6

Additional Nature Discipline (Level 6)

At 6th level, you learn an additional Nature Discipline.

Additional Nature Discipline (Level 11)

At 11th level, you learn an additional Nature Discipline.

Additional Nature Discipline (Level 17)

At 17th level, you learn an additional Nature Discipline.

Way of Thorns

Way of Thorns (Level 3)

Monks of the Way of Thorns embrace nature in all its aspects. They are at once in harmony with nature and ferocious guardians of its pristine condition. Monasteries of this tradition are sprawling gardens, where the monks learn to cultivate plants as beautiful as they are dangerous.

Herblore

Starting when you choose this tradition at 3rd level, you gain proficiency with herbalism kits and in one of the following skills or your choice: Nature or Survival.

Thorn Style

Starting at 3rd level, you learn the druidcraft and thorn whip cantrips, and can cast them without material components. Wisdom is your spellcasting ability for these spells. You can spend 1 ki point to cast one of these cantrips as a bonus action.

When you hit a creature with your thorn whip, it takes additional piercing damage equal to your Wisdom modifier (minimum 1).

Nature's Thicket (Level 6)

Starting at 6th level, you can harness the natural world to impede your foes and aid your allies. You can spend 2 ki points to cast the spike growth spell, without material components. When you do so, you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the difficult terrain'24 it creates. When a chosen creature starts its turn in the spell's area, it gains 2d4 temporary hit points'24. Chosen creatures lose any temporary hit points granted in this way when the spell ends.

Plantspeaker (Level 11)

At 11th level, you learn to tap into the flora around you for aid. You can spend 3 ki points to cast the plant growth or speak with plants spells.

In addition, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Wall of Roses (Level 17)

Starting at 17th level, you can spend 8 ki points to cast the wall of thorns spell. When you do, colorful flowers sprout along the wall and you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the difficult terrain'24 it creates. Additionally, each chosen creature regains 1d8 hit points when it starts its turn within 5 feet of the wall.

Way of Tranquility

Way of Tranquility (Level 3)

Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in blocking energy by using their ki, and can preserve their allies in the face of daunting foes.

Figure of Tranquility

When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast sanctuary on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.

Once you cast the spell in this way, you can't do so again for 1 minute.

If you have damaged a creature within the last hour, except by your Karmic Inversion feature, you cannot cast the spell in this way.

Abating Force

Your mystical connection with ki can soften blows and diminish harmful magics. Starting at 3rd level, you have a pool of magical energy that replenishes when you take a long rest. With that pool, you can prevent a number of hit points of damage equal to your monk level * 5.

Whenever you or an ally that you can see within 30 feet of you takes damage, you can use your reaction to spend a number of hit points in your pool up to twice your monk level to reduce the damage by the number of points spent.

As a bonus action, you can spend 2 ki points to replenish a number of hit points in your pool equal to twice your monk level.

Emissary of Peace (Level 6)

At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check.

You also gain proficiency in the Insight, Performance or Persuasion skill (choose one).

Returning Veil (Level 11)

Starting at 11th level, you can use the force of ki to send a creature's attacks back at it. As a bonus action, you can spend 2 ki points to seize control of the flow of ki around you to create a protective veil that can bounce back an attack. Until the end of your next turn, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Karmic Inversion (Level 17)

At 17th level, you have learned to influence karmic forces to punish the wicked without laying a hand upon them. Whenever a creature deals damage against an ally and you reduce that damage by using your Abating Force feature, you can deal the same number of hit points of damage that you reduced to the attacker. The damage type is the same as the damage that you reduced. You cannot deal lethal damage in this way.

Way of Transcendence

Way of Transcendence (Level 3)

Monks seek spiritual and physical perfection, and monks of the Way of Transcendence are no different. Unfortunately, they recognize their superior prowess, which makes them haughty and arrogant. Over time, ambition corrupts their determination.

As they reach ever-greater heights, these conceited monks believe themselves the rightful rulers of all things. They needed to work to ascend to a higher plane rather than receiving such gifts when created, and thus have the right to rule the universe. Monks of the Way of Transcendence work to achieve enlightenment for one purpose: to find and supplant a god.

Enlightened Vision (Level 3)

When you choose this tradition at 3rd level, you can open a third eye in the center of your forehead when you roll initiative, attuning your senses to the immortal planes. This eye manifests as a physical eye, a tattoo or brand, a blazing sigil, or another appearance you choose.

When the eye opens, each creature you choose in a 15-foot cone that can see you must make a Wisdom saving throw against your ki save DC, falling prone or becoming frightened (your choice) on a failed save. This cone increases to 30 feet at 11th level in this class.

The eye is open for 1 minute, and can't be shut again until that minute ends. While it is open, you can see the true form of shapechangers and see through illusions. You can also predict the movements of mighty creatures; if you succeed on a saving throw to take half damage inflicted by a creature with Legendary Actions or the Legendary Resistance feature, you instead take no damage on a success.

Thwart Legend (Level 6)

Starting at 6th level, each hit with an attack granted by your Flurry of Blows feature prevents your target from regaining one reaction or legendary action at the start of its next turn.

Walker in the Spirit Realm (Level 11)

At 11th level, your body and soul begin to shift between planes. You can use a bonus action to spend 3 ki points and make yourself incorporeal until the end of your turn, granting you the following benefits:

  • Your unarmed strikes deal necrotic, radiant, or psychic damage (your choice).

  • You resist bludgeoning, piercing, and slashing damage and are immune to radiant damage. When you would take radiant damage, you gain temporary hit points equal to half the damage you would have taken instead.

  • You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object or creature, you take 2d10 force damage and are shunted to the nearest unoccupied space. This damage can't be reduced or avoided in any way.

Obliterate Soul (Level 17)

At 17th level, you speak with the authority of the god you intend to supplant. The turn after your third eye opens, you can use an action to spend at least 5 ki and cast divine word, excluding creatures you choose. If you use 6 or more ki, the hit point thresholds divine word affects increase by 10 for every ki point spent above 5th.

For example, if you spend 7 ki points, you deafen creatures with 70 hit points or fewer and instantly kill creatures with 40 hit points or fewer.

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

Way of Waves

Way of Waves (Level 3)

Monks of the Way of Waves embody the sea itself. Created by the sea elves along the coast of Deva'lamirusandia, their goal is not only mastery of self, but perfect harmony with their longest love, the ocean.

Along with teaching the finer points of sailing and navigation, the techniques and forms of the Way of Waves attempt to emulate the motion of the sea, and the push and pull of its tides.

Waves Monk Quirks
d6Quirk

Your skin is always somewhat damp

You leave a puddle wherever you sleep

You smell strongly of sea salt

You always seem to be swaying

Creatures near you faintly hear the ocean

You leave foam footprints in your path

Bonus Proficiencies

3rd-level Way of Waves feature

When you choose this tradition at 3rd level, you gain proficiency in navigator's tools and vehicles (water) if you don't already have them.

Ebb and Flow

3rd-level Way of Waves feature

Starting at 3rd level, you become as inexorable as the tides. On your turn you can spend 1 ki point to release the power of the ocean within you, lasting until the end of your turn. During this time, any grapple attempt you make uses your ki save DC in place of a Strength (Athletics) check, as well as to maintain on subsequent turns. Additionally, once before the end of your turn (requiring no action), you can choose to immediately move up to half your speed without provoking opportunity attacks. You can bring with you any creatures within 5 feet of you during the movement that are either willing or grappled by you.

Vortex (Level 6)

6th-level Way of Waves feature

At 6th level, your affinity with water has bestowed you with new abilities. You can breathe in air and water, and you gain a swimming speed equal to your walking speed. If you already have a swimming speed from your race, it increases by 10 feet.

Additionally, when you use your Ebb and Flow feature, you can create a 5 foot deep swirling area of water in a 5 foot radius of you until the start of your next turn. While this water remains you gain the following benefits:

Low Tide

When a creature hits you with a melee attack with a melee weapon, you can use your reaction to force that creature to make a Strength saving throw. On a failure their weapon is torn from their grasp and thrown to a random space within 10 feet of you.

High Tide

When a ranged weapon attack against you misses, you can use your Deflect Missiles feature as if you had caught the missile, without requiring a free hand.

Tsunami (Level 11)

11th-level Way of Waves feature

At 11th level, you learn to surge forward with all the force of the sea. As an action you can spend 2 ki points to move up to your speed. Any hostile creatures within 5 feet of you during this movement must succeed on a Strength saving throw or be knocked prone. Until the end of your turn, creatures that fail this saving throw are considered grappled for the purpose of your Ebb and Flow feature.

Maelstrom (Level 17)

17th-level Way of Waves feature

At 17th level, you gain increased mastery over the raging waters. As an action, while your Vortex feature is active, you can expand its size and force by spending ki points. Creatures hostile to you that start their turn in this area or enter it for the first time on a turn must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pulled up to 20 feet toward an unoccupied space of your choice within the area.

Each point you spend, to a maximum of 8, increases the radius of the area by 10 feet and the damage by 1d6.

Way of Weave

Way of Weave (Level 3)

For over a thousand generations, the Silver Knights were the guardians of peace and justice in the realms. Before the dark times, before the rise of Tiamat."

— Stella Dragonsong

Through countless hours of meditation, monks of the Way of the Weave are able to form a connection to the Weave, allowing them to cast arcane spells. These monks are known as Weavers, powerful practitioners of arcane magic who blend martial arts and spellcasting to devastating effect. The Weave is a way through which raw magic can be accessed, and used by casters of magic. It flows through the world, and touches all of existence. Weavers specialize in the schools of divination, enchantment, and transmutation magic. Using divination magic to peer into the expansive knowledge of the Weave, enchantment magic to manipulate the minds of the weak willed, and transmutation magic to alter their bodies and the world around them, they are prepared to meet any threat they may face. They are one with the Weave, and the Weave is with them.

This monastic tradition was founded by a group of half silver dragon Dragonsingers, wizards who use martial might in addition to their powerful magical abilities. This group sought to focus more on the body and the spiritual aspects of magic, and founded several monasteries where they could contemplate and meditate on using arcane magic without disruping the balance of all things. There have since been many branches, most still following the way of righteousness and justice, while others focus more on power and using it to further their own ends. Regardless, most monks of the Way of the Weave still hold strong connections with their Dragonsinger brethren, and often band together to achieve a common goal. These monks are also known as Silver Knights, to honor the half silver dragons that founded their order.

Most Silver Knights are famous for being defenders of truth and justice, but those that follow the path of evil are terrible villains. While the color of an arcane saber is different for each Weaver, their alignment often influences the color of the blade. Blue and green are often associated with good aligned Weavers, while red and purple are aligned with those following a darker or more pragmatic path. But sometimes the color is influenced by the type of enchantment on the shortsword or longsword that was transformed into an arcane saber.

Variant: A Keen Mind: Some Weavers focus more on using their keen intellect to understand the machinations of the Weave, as they seek to let their mind and body truly become one with it. To reflect this, you can choose this variant when creating your character. When using this variant, all mentions of your character's Wisdom score or modifier in the monk class and in this subclass are replaced with Intelligence.

Spellcasting

Starting at 3rd level you form a connection to the Weave, allowing you to shape it in order to cast spells.

Cantrips

You learn the friends and mage hand cantrips. If you already know either cantrip from another source, you can choose a different wizard spell list cantrip instead. You learn an extra wizard cantrip of your choice at 10th level.

Special

When you cast the mage hand cantrip, it doesn't require verbal components, and the hand is invisible. When you cast the friends cantrip, it doesn't require material components.

Spell Slots

The Way of the Weave Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice; two of which you must choose from the divination, enchantment, and transmutation spells on the wizard spell list.

The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st-level or higher. Each of these spells must be a divination, enchantment, or transmutation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or transmutation spell, unless you are replacing the spell you gained at 3rd, 8th, 14th, or 20th level. At 17th and 18th level you can replace a known spell with a 4th-level spell, despite not having 4th-level spell slots.

You can learn the following spells as if they were enchantment spells from the wizard spell list, using the same rules as described above; bless, command, compelled duel, gift of alacrity, guiding bolt, heroism, pass without trace, shield, shield of faith, witch bolt (for thematic purposes it is recommended to use the revised witch bolt spell on page 103), immovable object, zone of truth, beacon of hope, counterspell, dispel magic, nondetection, pulse wave, sending, and gravity sinkhole.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you can cast and when making an attack roll with one.

Way of the Weave Spellcasting
Monk LevelCantripsSpells known1st2nd3rd4th

3rd

2

3

2

-

-

-

4th

2

4

3

-

-

-

7th

2

5

4

2

-

-

8th

2

6

4

2

-

-

10th

3

7

4

3

-

-

11th

3

8

4

3

-

-

13th

3

9

4

3

2

-

14th

3

10

4

3

2

-

16th

3

11

4

3

3

-

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Arcane Saber

At 3rd level, you learn a ritual that transforms one shortsword or longsword into an arcane saber. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it, returning your previous arcane blade(s) (if any) to normal. The blade disappears, leaving only the hilt. However, while holding the hilt you can ignite the weapon as part of an object interaction (including the object interaction you use to draw the weapon(s)), creating a blade of magical energy.

As part of this transformation, the weapon's damage type becomes force, and you can use your arcane saber as a spellcasting focus for your Way of the Weave spells. You can deactivate the energy blade as an object interaction or when you let go of the hilt (unless you throw your arcane saber and it immediately returns to your hand). This weapon counts as a monk weapon for you, and gains all the benefits as if it were an unarmed strike. For example, if a monk feature grants you additional unarmed strike attacks, you can attack with this weapon instead.

While holding this weapon and not wielding a shield, you can use this weapon for the Deflect Missiles feature against incoming projectiles. If you do, and you would reduce the damage of the missile attack to 0, you can choose not to catch it but immediately reflect it without having to spend any ki points. You can also use the Deflect Missiles feature against projectiles that target an ally within 5 feet of you.

Advanced Weaver Training (Level 6)

At 6th level, you have mastered the advanced fighting styles of the Silver Knights, granting you additional benefits.

  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of 1).

  • As a bonus action you can throw one arcane saber at a creature within 60 feet, causing it to spin with deadly speed as it collides, and allowing you to use the Attack action to attack it. It immediately returns to your hand.

  • You can manipulate the Weave to choke or crush helpless enemies. As a reaction, you can deal 1d6 force damage to creatures of your choice within 30 feet of you that are restrained, stunned, or paralyzed. The damage increases by 1d6 each time you use your reaction this way against the same target. The damage resets when the target is no longer restrained, stunned, or paralyzed. This damage increases with your Martial Arts die.

  • While holding a one bladed arcane saber with both hands, you gain a +1 bonus to AC.

  • When performing the ritual to create your arcane saber, instead of a single shortsword or longsword, you can transform two shortswords (or longswords if you possess the Dual Wielder feat on page 136) or a large hilt with two blades (one on each end) instead. While dual wielding these two arcane sabers or holding this large hilt with both blades active, you can use the Flurry of Blows feature without having to spend a ki point, but you must spend a ki point when reflecting projectiles even when reflecting them with your arcane saber. While holding this large hilt with both blades active, you gain all the benefits as if you were dual wielding a separate light melee weapon in each hand, each using the weapon's regular damage dice. You can also choose to activate or deactivate only one blade of the large hilt, and wield it as a one bladed arcane saber instead.

Flow of the Weave (Level 11)

Beginning at 11th level, you choose a path which matches your interpretation and use of the Weave the most. Choose one of the following benefits:

  • Light. You learn the cure wounds spell, and at 13th level you learn the aura of vitality and revivify spells, which don't count against your number of wizard spells known. When you use these spells to restore hit points to a creature, that creature regains additional hit points equal to your Wisdom modifier (minimum of 1).

  • Dark. You learn the witch bolt spell (page 103), which doesn't count against your number of wizard spells known. When you cast it, the damage increases by 2d12, the target becomes stunned instead of restrained on a failed save, and it can still be stunned this way on a successful save.

  • Gray. You and friendly creatures within 10 feet of you have advantage on saving throws against spells and other magical effects. The range increases to 30 feet at 17th level.

One With the Weave (Level 17)

At 17th level, your practiced connection to the Weave grants you the power to freely shape your ki into spells. You can now also cast your spells by spending a number of ki points equal to the spell's level, but you cannot spend more than 5 ki points this way. You learn the 5th-level animate objects, hold monster, steel wind strike and wall of force spells, and at 17th, 18th, 19th, and 20th level you learn one additional 5th-level (or lower) divination, enchantment, or transmutation spell of your choice from the wizard spell list.

Way of Wu Jen

Way of Wu Jen (Level 3)

Monastic Tradition

Monks of the Way of the Wu Jen are those that seek to find the balance between the power of ki, and the abilities of those who dabble in the arcane. They learn techniques to create spell like effects through the use of their ki, and can recreate elemental effects as auras that swarm those nearby.

Starting at 3rd level, a monk chooses their Monastic Tradition feature, shaping the way your wield your ki, and the skills available to you as you train. When selecting your Monastic Tradition, you can add the following origin to your list of options.

Hermit's Study

Starting when you choose this tradition at 3rd level, you learn to cast the cantrips frostbite, fire bolt, lightning lure, and ray of frost. Additionally, you gain proficiency with two of the following skills of your choice: Arcana, History, Insight, Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rd level, when a creature's resistance reduces the damage dealt by a cantrip or spell of yours, you can spend 1 ki point to ignore the creature's resistance.

Arcane Dabbler (Level 6)

At 6th level, you augment your martial prowess with the ability to cast spells.

Ki Costs

The Wu Jen Spellcasting table shows how many ki points you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a ki point from the number of the table below.

Spell Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and evocation spells on the sorcerer spell list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Wu Jen spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Ki save DC for a sorcerer spell you cast and when making an attack roll with one.

  • Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Ki attack modifier = your proficiency bonus + your Wisdom modifier

Spell Advancement
LevelKi CostSpells KnownSlot Level

6th

2

3

1st

7th

3

4

2nd

8th

4

4

3rd

9th

5

4

4th

10th

5

5

4th

11th

5

6

4th

12th

5

6

4th

13th

6

7

5th

14th

6

8

5th

15th

6

8

5th

16th

6

9

5th

17th

6

10

5th

18th

6

10

5th

19th

6

11

5th

20th

6

12

5th

Chaos Ward (Level 11)

At 11th level, you call forth chaotic energies to harm the enemies around you. As an action, you can manifest an aura, forming a 15 ft. radius of chaotic energies for 1 minute. Roll a d8. The number rolled on that die determines the attacks damage type, as shown below.

Chaos Ward Damage Type
d8Damage Type

1

Acid

2

Cold

3

Fire

4

Force

5

Ligthing

6

Poison

7

Psychic

8

Thunder

When you activate this aura, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time or starts its turn there, it must make a Constitution saving throw against your ki save DC. On a failed save, the creature takes 2d6 damage of the rolled type. On a successful save, the creature takes half as much damage.

Once you have used this feature, you must complete a short or long rest before it can be used again.

You can increase the aura's damage by spending ki points, up to a maximum of 3. Each ki point you spend increases the damage of your aura by 1d6.

Elemental Mastery (Level 17)

Starting at 17th level, if you have resistance to a type of damage, you can spend 4 ki points as a reaction to taking damage of your resistance type to gain immunity to that damage type until the end of your next turn. Additionally you can cast a cantrip without expending a ki point until your next turn.

Once you have used this feature, you must complete a short or long rest before it can be used again.