Monk - Martial Art Master

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Monk and the Martial Arts

Monk

Class Details The majority of monks don’t shun their neighbors, making
frequent visits to nearby towns or villages and exchanging
Her fists a blur as they deflect an incoming hail of arrows,
their service for food and other goods. As versatile
a half-elf springs over a barricade and throws herself into
warriors, monks often end up protecting their neighbors
the massed ranks of hobgoblins on the other side. She
from monsters or tyrants.
whirls among them, knocking their blows aside and
For a monk, becoming an adventurer means leaving a
sending them reeling, until at last she stands alone.
structured, communal lifestyle to become a wanderer. This
Taking a deep breath, a human covered in tattoos
can be a harsh transition, and monks don’t undertake it
settles into a battle stance. As the first charging orcs reach
lightly. Those who leave their cloisters take their work
him, he exhales and a blast of fire roars from his mouth,
seriously, approaching their adventures as personal tests
engulfing his foes.
of their physical and spiritual growth. As a rule, monks
Moving with the silence of the night, a black-clad halfling
care little for material wealth and are driven by a desire to
steps into a shadow beneath an arch and emerges from
accomplish a greater mission than merely slaying
another inky shadow on a balcony a stone’s throw away.
monsters and plundering their treasure.
She slides her blade free of its cloth-wrapped scabbard
`
and peers through the open window at the tyrant prince,
so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their
ability to magically harness the energy that flows in their
bodies. Whether channeled as a striking display of combat
prowess or a subtler focus of defensive ability and speed,
this energy infuses all that a monk does.

The Magic of Ki
Monks make careful study of a magical energy that most
monastic traditions call ki. This energy is an element of the
magic that suffuses the multiverse—specifically, the
element that flows through living bodies. Monks harness
this power within themselves to create magical effects and
exceed their bodies’ physical capabilities, and some of
their special attacks can hinder the flow of ki in their
opponents. Using this energy, monks channel uncanny
speed and strength into their unarmed strikes. As they
gain experience, their martial training and their mastery of
ki gives them more power over their bodies and the
bodies of their foes.

Training and Asceticism


Small walled cloisters dot the landscapes of the worlds of
D&D, tiny refuges from the flow of ordinary life, where
time seems to stand still. The monks who live there seek
personal perfection through contemplation and rigorous
training. Many entered the monastery as children, sent to
live there when their parents died, when food couldn’t be
found to support them, or in return for some kindness
that the monks had performed for their families.
Some monks live entirely apart from the surrounding
population, secluded from anything that might impede
their spiritual progress. Others are sworn to isolation,
emerging only to serve as spies or assassins at the
command of their leader, a noble patron, or some other
mortal or divine power.

Creating a Monk

As you make your monk character, think about your As a result of the structured life of a monastic community
connection to the monastery where you learned your skills and the discipline required to harness ki, monks are
and spent your formative years. Were you an orphan or a almost always lawful in alignment.

child left on the monastery’s threshold? Did your parents

promise you to the monastery in gratitude for a service

performed by the monks? Did you enter this secluded life


to hide from a crime you committed? Or did you choose
the monastic life for yourself? QUICK BUILD
Consider why you left. Did the head of your monastery You can make a monk quickly by following
choose you for a particularly important mission beyond these suggestions. First, make Dexterity your
the cloister? Perhaps you were cast out because of some highest ability score, followed by Wisdom.
violation of the community’s rules. Did you dread leaving, Second, choose the hermit background.
or were you happy to go? Is there something you hope to
accomplish outside the monastery? Are you eager to
return to your home?

The Monk Table


Proficiency Martial Ki Unarmored
Level Bonus Arts Power Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft Ki, Unarmored Movement, Ki Martial Arts
3rd +2 1d4 3 +10 ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +15 ft Extra Attack, Ki Martial Arts
6th +3 1d6 6 +15 ft Ki-Empowered Body, Monastic Tradition feature
7th +3 1d6 7 +15 ft Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft Ability Score Improvement, Ki Martial Arts
9th +4 1d8 9 +15 ft Unarmored Movement improvement
10th +4 1d8 10 +20 ft Body Cultivation, Ability Score Improvement
11th +4 1d8 11 +20 ft Monastic Tradition feature
12th +4 1d8 12 +20 ft Ability Score Improvement, Ki Martial Arts
Tongue of the Sun and Moon, Monastic Tradition
13th +5 1d10 13 +20 ft
feature
14th +5 1d10 14 +25 ft Soul Cultivation
15th +5 1d10 15 +25 ft Timeless Body
16th +5 1d10 16 +25 ft Ability Score Improvement, Ki Martial Arts
17th +6 1d12 17 +25 ft Monastic Tradition feature
18th +6 1d12 18 +30 ft Dao of Void, Unarmored Movement improvement
19th +6 1d12 19 +30 ft Ability Score Improvement, Ki Martial Arts
20th +6 1d12 20 +30 ft Enlightenment

Class Features

As a monk, you gain the following class features.


Certain monasteries use specialized forms of the monk
weapons. For example, you might use a club that is two
Hit Points
lengths of wood connected by a short chain (called a
Hit Dice: 1d8 per monk level
nunchaku) or a sickle with a shorter, straighter blade
Hit Points at 1st Level: 8 + your Constitution modifier
(called a kama). Whatever name you use for a monk
Hit Points at Higher Levels: 1d8 (or 5) + your
weapon, you can use the game statistics provided for the
Constitution modifier per monk level after 1st
weapon on the Weapons page.
Proficiencies `
Armor: None
Weapons: Simple Weapons, Shortsword, Scimitar and
Whip
Tools: Choose one type of artisan’s tools or one musical
instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Nature, Medicine, Perception, and Stealth.

Equipment
You start with the following equipment, in addition to the
equipment granted by your background:

(a) spear or (b) quarterstaff


(a) 10 Dart or (b) any Simple Weapons
(a) an explorer's pack or (b) a dungeoneer's pack
If you are using starting wealth, you have 2d4 x 10 gp in
funds.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.

Martial Arts
At 1st level, your practice of martial arts gives you mastery
of combat styles that use unarmed strikes and monk
weapons, which are any Simple and Martial Weapons, that
lack the heavy and special properties. You gain the
following benefits while you are unarmed or wielding
weapons that you have proficiency, 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.
When you want to grab or shove a creature, you gain a
bonus to your Athletics check equal to your Dexterity
modifier (minimum of +1).
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.
Once per turn, when you hit a creature with an attack
that deals bludgeoning damage, you can move it 5 feet
to an unoccupied space.
You can make one unarmed strike as a bonus action.

4
Ki Emanation When you make a Charisma
Ki (Intimidation), a Charisma (Performance), or a Charisma
Starting at 2nd level, your training allows you to harness (Persuasion) check, you can roll one Martial Arts die and
the mystic energy of ki. Your access to this energy is add it to the ability check.
represented by a number of ki points. Your monk level
determines the number of points you have, as shown in Ninja When you make a Dexterity (Stealth) check or an
the Ki Points column of the Monk table. Additionally, when initiative roll, you can roll one Martial Arts die and add it
you score a critical hit, you regain 2 ki points.
You can to the ability check, provided you aren't incapacitated.
spend these points to fuel various ki features. You start
knowing three such features: Flurry of Blows, Defensive Tactical Assessment When you make an Intelligence
Stance and Lightning Step. You learn more ki features as (Investigation), an Intelligence (History), or a Wisdom
you gain levels in this class.
When you spend a ki point, it is (Insight) check, you can roll one Martial Arts die and add
unavailable until you finish a short or long rest, at the end it to the ability check.
of which you draw all of your expended ki back into
yourself. You must spend at least 30 minutes of the rest 5th level:
meditating to regain your ki powers.
Some of your ki

features require your target to make a saving throw to


Bait and Switch When you're within 5 feet of a
resist the feature's effects. The saving throw DC is
creature on your turn, you can switch places with that
calculated as follows:
creature, provided you spend at least 5 feet of movement
and the creature is willing and isn't incapacitated. This
Spell Save DC = 8 + your proficiency bonus + movement doesn't provoke opportunity attacks. Roll one
your wisdom modifier Martial Arts die. Until the start of your next turn, you or
the other creature (your choice) gains a bonus to AC
Flurry of Blows. You can spend 1 ki power to make equal to the number rolled.
one more unarmed strikes on your turn.
Blinded When you hit a creature with a melee attack,
Defensive Stance
You can spend 1 ki point to take you can hit the target eyes with your fingers. Roll one
the Dodge action as a bonus action on your turn. While in Martial Arts die and add it to the damage roll, and it must
your defensive stance, you can make opportunity attacks succeed on a Dexterity saving throw or be blind until
without using your reaction, and you can use your the end of your next turn.
reaction to make a melee attack against a creature that
moves more than 5 feet while within your reach. Distracting Strike When you hit a creature with a
melee attack, you can distract the creature, giving your
Lightning Step
You can spend 1 ki point and as a allies an opening. Roll one Martial Arts die and add it to
bonus action you can teleport up to your movement into the damage roll. The next attack roll against the target by
an unoccupied space that you can see. In such a case, you an attacker other than you has advantage if the attack is
have advantage in the first melee attack made before the made before the start of your next turn.
end of the turn.
Evasive Footwork When you move, roll one martial
Ki Martial Arts arts die and add the number rolled to your AC until you
stop moving.
Starting at 2nd level, you learn the KMA techniques that are
fueled by your Ki. You learn two KMA techniques of your Life Force As a bonus action, you can roll one Martial
choice. You can use only one KMA technique per attack. You Arts die and you or one willing creature that you touch
learn one additional technique of your choice at 5th, 8th, regain a number of hit points equal to the number rolled
12th, 16th, and 19th level. Each time you learn new plus your proficiency bonus.
techniques, you can also replace one technique you know
with a different one. You can use one technique for any Lunging Strike When you make a melee attack on
attacks you successfully perform, each technique consumes your turn, you can increase your reach for that attack by 5
1 ki. A level prerequisite refers to your level in this class. feet. If you hit, roll one Martial Arts die and add it to the
damage roll.
2nd level:

Precision Strike When you make a melee attack roll


against a creature, you can roll one Martial Arts die and
Grappling Strike Immediately after you hit a creature
add it to the roll. You can use this technique before or
with a melee attack on your turn, you can try to grapple
after making the attack roll, but before any effects of the
the target as a bonus action. Roll one Martial Arts die and
attack are applied.
add it to your Athletics check, and for each unarmed
attack you make in your bonus action, you can add your
wisdom modifier to the damage (minimum of +1).

5
Pushing Strike When you hit a creature with a melee 12th level:
attack, you can attempt to drive the target back. Roll one

Martial Arts die and add it to the damage roll, it must


Dazing Attack When you hit another creature with a
make a Strength saving throw. On a failed save, you
melee attack, you can blow to the enemy temple. Roll one
push the target up to 15 feet away from you.
Martial Arts die and add it to the damage roll, and it must
Pressure Point When you hit a creature with a melee make an Intelligence saving throw. If it fails, it can’t
attack, you can hit the nerves of your target. Roll one take a reaction until the end of its next turn. Moreover, on
Martial Arts die and add it to the damage roll, and it must its next turn, it must choose whether it gets a move, an
succeed on a Charisma saving throw or not be able to action, or a bonus action; it gets only one of the three.
move, swimming or fly until the end of your next turn. An
Devious Strike Whenever a creature within your reach
airborne creature affected by this attack safely descends
attacks an ally, you can use your reaction to make one
at 60 feet per round until it reaches the ground.
opportunity attack. If you hit, roll one Martial Arts die and
Unbalancing Strike When you hit a creature with a add it to the damage roll.
melee attack, you can attempt to knock the target down.
Puppet When you hit a creature with a melee attack,
Roll one Martial Arts die and add it to the damage roll, it
you can attempt to control its mind with your ki. Roll one
must make a Dexterity saving throw. On a failed save,
Martial Arts die and add it to the damage roll, and it must
you knock the target prone.
succeed on a Charisma saving throw or immediately
8th level: use its reaction to make one weapon attack against a

creature other than itself that you mentally choose. Roll
one Martial Arts die and add it to the damage roll. The
Absorb Force When another creature damages you
controlled creature can move half its movement in this
with a melee attack, you can use your reaction and roll
reaction.
one Martial Arts die to reduce the damage by the number
you roll on your Martial Arts die + your Dexterity Quick Toss As a bonus action, you can make a ranged
modifier. attack with a weapon that has the thrown property. You
can draw the weapon as part of making this attack. If you
Disarming Strike When you hit a creature with a
hit, roll one Martial Arts die and add it to the damage roll.
melee attack, you can attempt to disarm the target,
forcing it to drop one item of your choice that it's Sweeping-Strike When you hit a creature with a
holding. Roll one Martial Arts die and add it to the melee attack, you can attempt to damage another
damage roll, and the target must make a Strength creature with the same attack. Choose another creature
saving throw. On a failed save, it drops the object you within 5 feet of the original target. If the original attack
choose. The object lands at its feet. roll would hit the second creature, it takes damage equal
to one Martial Arts die roll. The damage is of the same
Goading Attack When you hit a creature with a melee
type dealt by the original attack.
attack, you can attempt to goad the target into attacking
you. Roll one Martial Arts die and add it to the damage 16th level:
roll, and the target must make a Wisdom saving throw.

On a failed save, the target has disadvantage on all attack


Counter-Strike When a creature misses you with a
rolls against targets other than you until the end of your melee attack, you can use your reaction to make an
next turn. unarmed attack against that creature. If you hit, roll one
Murderer Intent When you hit a creature with a Martial Arts die and add it to the damage roll.
melee attack, you can attempt to frighten the target. Roll Mental Shock When you hit a creature with a melee
one Martial Arts die and add it to the damage roll, and the attack, you can attempt to damage its mind with your ki.
target must make a Wisdom saving throw. On a failed Roll one Martial Arts die and add it to the damage roll,
save, it is frightened of you until the end of your next and it must succeed on an Intelligence saving throw
turn. or subtract 1d8 from the next saving throw it makes
Stunning Strike When you hit another creature with a before the end of your next turn.
melee attack, you can interfere with the flow of ki in an Voiceless When you hit a creature with a melee attack,
opponent's body. Roll one Martial Arts die and add it to
you can blow the enemy throat. Roll one Martial Arts die
the damage roll, and it must succeed on a and add it to the damage roll, and it must succeed on a
Constitution saving throw or be stunned until the end
Constitution saving throw or not being able to speak
of your next turn. until the end of your next turn.

6
Unarmored Movement Deflect Missiles
At 2nd level, your speed increases by 10 feet while you are Starting at 3rd level, you can use your reaction to deflect or
not wearing heavy armor or wielding a shield. This bonus catch the missile when you or an ally at 5 feet of you are hit
increases when you reach certain monk levels, as shown in by a ranged weapon attack. When you do so, the damage
the Monk table. At 9th level, you gain the ability to move take from the attack is reduced by 1d10 + your Dexterity
along vertical surfaces and across liquids on your turn modifier + your monk level. If you reduce the damage to 0,
without falling during the move. You can use your bonus you can catch the missile if you have at least one hand free
action to not fall for a turn. The 18th level part of Unarmored and it is small enough to hold. If you catch a missile, you can
movement could be reworded to give you a fly speed during make a ranged attack with 20/60 of range using the weapon
your turn. or ammunition you just caught, as part of the same reaction.
You make this attack with proficiency, regardless of your
Monastic Tradition weapon proficiencies, and the missile counts as a monk
weapon for the attack.
When you reach 3rd level, you commit yourself to a
monastic tradition. Your tradition grants you features at 3rd
Ability Score Increase
level and again at 6th, 11th, and 17th level.
When you reach 4th level, and again at 8th, 10th, 12th, 16th
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
above 20 using this feature.

Slow fall
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. As part of the same
reaction, you can expend 1 ki point to allow 4 creatures
within a range equal to your movement speed to reduce the
damage taken from falling by 5 times your monk level.

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

Ki-Empowered Body
Starting at 5th level, your hard training has made your body a
weapon. Your unarmed strikes count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage. Additionally, if your weapon
is enhanced by a spell, your unarmed strike are also
enhanced as well.
`
`

7
Evasion Enlightenment
At 7th level, your instinctive agility lets you dodge out of the At 20th level, you go beyond the human limit. Your body is
way of certain area effects, such as a blue dragon's lightning so used to certain movements that have become one with
breath or a fireball spell. When you are subjected to an effect your being. You can take an additional reaction between each
that allows you to make a Dexterity saving throw to take only of your turns. Moreover, you can use both inner ki and the ki
half damage, you instead take no damage if you succeed on of heaven and earth, every time you roll for initiative, you
the saving throw, and only half damage if you fail. have at last 5 + your Wisdom modifier ki available.
`
Stillness of Mind
Starting at 7th level, you can use your action to end one
effect that is causing you or one willing creature that you
touch to be charmed or frightened. This feature is activated
at the subconscious level by blocking any action imposed by
effect itself.

Body Cultivation
At 10th level, your mastery of the ki flowing through you
makes you immune to disease and poison. Additionally, as an
action, you can use 1 ki point to make a Medicine check to
cure a disease or a poison from one willing creature that you
touch.

Tongue of the Sun and Moon


Starting at 13th level, you learn to touch the ki of other
minds so that you understand all spoken languages and any
creature that can understand a language can understand what
you say. Additionally, you gain proficiency in the Insight skill.
If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.

Soul Cultivation
Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throw. 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
At 15th level, your ki sustains you so that you suffer none of
the frailty of old age, for every 10 years that pass, your body
ages only 1 year and you can't be aged magically. You no
longer need food or water, but you can still die of old age,
however.

Dao of Void
Starting at 18th level, you can use your bonus action to
spend 4 ki powers to become invisible for 1 minute. During
that time, you have resistance to all damage but force
damage. Additionally, you can spend 8 ki powers to cast the
Astral Projection spell, without needing material
components. When you do so, you can't take any other
creatures with you.

8
ART
Cover Art: Diablo 3 T-Shirt Designs (Monk) - By
Ottyag Studio
https://www.behance.net/gallery/10797881/Diablo-
3-T-Shirt-Designs

Page 2 : Pathfinder character - By YamaOrce


https://www.deviantart.com/yamaorce/art/Cyranni-
comm-545205947

Page 4 : Crack in the earth - By john sommo


https://www.artstation.com/artwork/3eaao

Page 7.1 : Le sumi-e art - By Jean-Marc


Moschetti https://www.encre-zen.com/

Page 7.2 : KOI TAT - By Koi Oi: Dylan Helman


https://www.behance.net/gallery/54122585/Koi-
Oi

Page 8 : Siddhartha - Forge Studios by


Gianluca
Rolli
https://www.artstation.com/artwork/KEOBy

WWW.GMBINDER.COM
Way of the Shadow Shadow Step
Monks of the Way of Shadow follow a tradition that values At 6th level, you gain the ability to step from one shadow
stealth and subterfuge. These monks might be called ninjas into another. When you are in dim light or darkness, you can
or shadowdancers, and they serve as spies and assassins. use your Lightning Step without losing ki and you can
Sometimes the members of a ninja monastery are family teleport up to 60 feet to an unoccupied space you can see
members, forming a clan sworn to secrecy about their arts that is also in dim light or darkness. Additionally, you can
and missions. Other monasteries are more like thieves' take a bonus action on each of your turns to make the Dash,
guilds, hiring out their services to nobles, rich merchants, or Disengage, or Hide action.
anyone else who can pay their fees. Regardless of their
Cloak of Shadows
methods, the heads of these monasteries expect the
By 11th level, you have learned to become one with the
unquestioning obedience of their students.
shadows. Immediately after you take damage in an area of
Shadow Arts dim light or darkness, you can use a reaction to use 1 ki
Starting when you choose this tradition at 3rd level, you can point and magically become invisible until you make an
use your ki to duplicate the effects of certain spells. As an attack, cast a spell, or are in an area of bright light.
action, you can spend 2 ki points to cast Mirror Image, Additionally, you can see normally in darkness, both magical
Darkness, Darkvision, Pass without Trace, or Silence, without and nonmagical, to a distance of 120 feet.
providing material components.
Opportunist
ki Shadow Arts At 17th level, you can exploit a creature's momentary
2 Mirror Image 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
2 Pass without Trace
other than you, you can use your reaction to make a melee
2 Darkvision attack against that creature.
2 Silence `
2 Darkness

Shadow Attack
Beginning at 3rd level, you know how to strike subtly and
exploit a foe's distraction. Once per turn, you can deal an
extra Martial Arts die damage to one creature you hit with an
attack if you have advantage on the attack roll. The attack
must use a monk weapon or be a unarmed attack.

The amount of the extra damage increases as you gain levels


in this class. At 5th level, the damage increases by one
Martial Arts die on a hit (2d6 / 2d8), at 11th level increase
by another (3d8 / 3d10) and 17th level yet another (4d12).
`

10
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate
masters of martial arts combat, whether armed or unarmed.
They have a wide range of martial arts techniques, a powerful
ability to recover ki, and practice advanced meditation that
can protect them from harm.

Open Hand Technique


Starting when you choose this tradition at 3rd level, 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 Ki Martial Arts
without losing ki. Additionally, you learn one additional Ki
Martial Arts technique and another one at 11th level.

Wholeness of Soul
At 6th level, you gain the ability to recharge your inner
energy. As an action, you can regain all your ki. You must
finish a long rest before you can use this feature again.

Tranquility
Beginning at 11th level, you can enter a special meditation
that surrounds you with an aura of peace. At the end of a
long rest, you gain the effect of a Sanctuary spell that lasts
until the start of your next long rest (the spell can end early
as normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.

Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations
in someone's body. When you hit a creature with an
unarmed strike, you can spend 3 ki points to start these
imperceptible vibrations, which last for a number of days
equal to your monk level. The vibrations are harmless unless
you use your action to end them. To do so, you and the
target must be on the same plane of existence. When you
use this action, the creature must make a Constitution saving
throw. If it fails, it is reduced to 0 hit points. If it succeeds, it
takes 10d10 necrotic damage.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
`
`

11
Spellcasting Ability.
Wisdom is your spellcasting ability
Way of the Elements for your Monk spells, being spells powered by your ki.
You follow a monastic tradition that teaches you to harness
the elements. When you focus your ki, you can align yourself Spell Save DC = 8 + your proficiency bonus +
with the forces of creation and bend the elements to your your Wisdom modifier
will, using them as an extension of your body. Some
members of this tradition dedicate themselves to a single Spell attack modifier = your proficiency bonus +
element, but others weave the elements together.
your Wisdom modifier
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, Spellcasting Focus. You can use a Ki focus as a
mountains, and cresting waves. spellcasting focus for your Monk spells. A Ki focus can be a
bandage, a tattoo or necklace, a staff made entirely from an
Disciple of the Elements ancient tree, or an object incorporating elemental rocks.
When you choose this tradition at 3rd level, you learn
magical disciplines that harness the power of the elements. Powerful Ki
A discipline requires you to spend ki points each time you At 3rd level, the amount of your ki increases equal to your
use it. The number of spells you know is based on your level proficiency bonus as you gain levels in this class.
in this class.
Master of Elements
Spells know At 6th level, you learn to modify elements to your liking. All
level 0 1 2 3 4 spells that contain the elements in the table below can be
3rd 2 2 - - - exchanged for another element. If the spell requires a saving
throw this is based on the chosen element and not on the
6th 3 3 2 - -
original spell information.
11th 4 4 3 2 -
17th 4 4 4 3 2 Elements Save
Acid / Fire / Lightening Dexterity
Whenever you learn a new elemental discipline, you can Cold / Poison / Thunder Constitution
also replace one elemental discipline that you already know
Force Strength
with a different discipline.


Elemental Martial Arts
Casting Elemental Spells. Some elemental disciplines Beginning at 11th level, when you perform a spell that uses
allow you to cast spells. To cast one of these spells, you use ki, you can perform Flurry of Blow, Defensive Stance or
its casting time and other rules, but you don't need to Lightening Step without spending ki points. Additionally,
provide material components for it. Each spell has a base when you make a critical attack you recover an amount of ki
price that is equal to its level in ki points. Once you reach equal to your wisdom modifier.
5th level in this class, you can spend additional ki points to
Wonder of the Elements
increase the level of an elemental discipline spell that you
At 17th level, you can choose one spell per level that is
cast, provided that the spell has an enhanced effect at a
found in your list, these spells now cost one ki less as if they
higher level, as Burning Hands does. The spell's level
were of a lower level.
increases by 1 for each additional ki point you spend. For
`
example, if you are a 5th-level monk and you cast Burning
Hands, you can spend 2 ki points to cast it as a 2nd-level
spell.
The maximum number of ki points you can spend to cast a
spell 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
table.

Monk level Ki
5th-8th 2
9th-12th 3
13th-16th 4
17th-20th 5

12

Monk Elements Spell List

Cantrips (0 Level) 2nd Level 3rd Level 4th Level


Acid Splash Aganazzar's Scorcher Ashardalon's Stride Arcane Eye
Booming Blade Continual Flame Call Lightning Conjure Minor Elementals
Control Flames Darkvision Create Food and Water Control Water
Create Bonfire Dragon's Breath Daylight Elemental Bane
Dancing Lights Dust Devil Elemental Weapon Fire Shield
Fire Bolt Earthbind Erupting Earth Freedom of Movement
Frostbite Flame Blade Fireball Galder's Speedy Courier
Green-Flame Blade Flaming Sphere Flame Arrows Gravity Sinkhole
Gust Gust of Wind Flame Stride (UA) Ice Storm
Light Heat Metal Fly Stone Shape
Lightning Lure Icingdeath's Frost (UA) Freedom of the Waves HB Stoneskin
Mold Earth Kinetic Jaunt Gaseous Form Storm Sphere
Poison Spray Levitate Glyph of Warding Summon Elemental
Produce Flame Magic Weapon Haste Summon Construct
Ray of Frost Maximillian's Earthen Lightning Arrow Vitriolic Sphere
Shape Water Grasp Lightning Bolt Wall of Fire
Shocking Grasp Melf's Acid Arrow Meld into Stone Watery Sphere
Thunderclap Protection from Poison Melf's Minute Meteors Widogast's Web of Fire HB
Pyrotechnics Protection from Energy
1st Level Rime's Binding Ice Pulse Wave
Absorb Elements Scorching Ray Sleet Storm
Acid Stream (UA) See Invisibility Stinking Cloud
Arcane Weapon (UA) Shatter Thunder Step
Armor of Agathys Skywrite Tidal Wave
Burning Hands Snilloc's Snowball Storm Wall of Water
Catapult Warding Wind Water Breathing
Chaos Bolt Water Walk
Chromatic Orb Wind Wall
Create or Destroy Water
Detect Poison and
Disease
Earth Tremor
Faerie Fire
Feather Fall
Fog Cloud
Frost Fingers
Guiding Bolt
Hellish Rebuke
Ice Knife
Longstrider
Magnify Gravity
Searing Smite
Thunderous Smite
Thunderwave
Witch Bolt
Zephyr Strike

13
Ki Martial Arts 16th level:

At 2nd level, a Monk gains the Ki Martial Arts feature. Here


Ripper (Prerequisite: Way of the Shadow)
are new playtest options for that feature. Many of these new
When you hit a creature with a melee attack, you can
Martial Arts are based on your direction in the martial arts
cause internal bleeding. Roll one Martial Arts die and add
world. Each subclass has the ability to have specific
it to the damage roll. At the start of each of its turns, it
techniques based on their characteristics and understanding
must succeed on a Constitution saving throw or take
in martial arts.
one Martial Arts dice of bleeding damage. After three

saving throw the internal bleeding ends.

2nd level: Crippling strike (Prerequisite: Way of the



Open Hand) When you hit another creature with a
Shadow (Prerequisite: Way of the Shadow) melee attack, you can interfere with the flow of ki in an
When you make a Dexterity (Stealth), a Dexterity opponent's body. Roll one Martial Arts die and add it to
(Acrobatics) or a Wisdom (Perception) check or an the damage roll, and it must succeed on a
initiative roll, you can roll one Martial Arts die and add it Constitution saving throw or be Paralyzed until the
to the ability check, provided you aren't incapacitated. end of your next turn.

Freeze (Prerequisite: Way of the Open Hand) Elemental Reaction (Prerequisite: Way of the
When you hit a creature with a melee attack, you can Elements) When you hit a creature with a melee attack,
block his reaction by hitting secret spots. Roll one Martial you can cause an elemental reaction. Roll one Martial Arts
Arts die and add it to the damage roll. It can't take die and add it to the damage roll. If you performed in
reactions until the end of your next turn. elemental spell during your action, you can change your
damage to that type of element. At the start of each of its
Harmony (Prerequisite: Way of the Elements) turns, it must succeed on a saving throw (based on
When you make a Intelligence (Arcana), a Intelligence the type of element) or take one Martial Arts dice of
(Nature) or a Wisdom (Insight) check or an initiative roll, elemental damage. After three saving throw the elemental
you can roll one Martial Arts die and add it to the ability reaction ends.
check, provided you aren't incapacitated.
`
8th level:

Venom Strike (Prerequisite: Way of the


Shadow) When you hit a creature with a melee attack,
you can poison him. Roll one Martial Arts die and add it
to the damage roll, it must succeed on a Constitution
saving throw or be poisoned for three turns. At the end of
each of its turns, the target can make another
Constitution saving throw. On a success, the effect ends.

No Mercy (Prerequisite: Way of the Open


Hand) When you have an enemy prone beside you as a
reaction you instantly leap at the prone creature, and
make a single unarmed strike. If you hit, the target’s
movement speed is reduced by 10 feet until the end of
their next turn and they must make a Constitution
saving throw or be poisoned until the end of your next
turn.

Elemental strike (Prerequisite: Way of the


Elements) When you make a melee attack on your turn,
you can increase your reach for that attack by 10 feet. If
you hit, roll one Martial Arts die and add it to the damage
roll. You can change the type of damage with one of your
elements.

14
ART
Page 10.1 : Ensō (円相, "circular form
https://www.pinterest.ch/pin/1337074884402747/

Page 10.2 : Ninja Gaiden Z Yaiba - by


Kerong
https://www.deviantart.com/kerong/art/Ninja-
Gaiden-Z-Yaiba-332602761

Page 11.1 : Buddha - by unknown artist


https://www.pinterest.ch/pin/361906520064753763/

Page 11.2 : The Semiotics of Kung Fu -


Unknown Artist
https://martialartsstudies.blogspot.com/2015/06/the-
semiotics-of-kung-fu.html

Page 12 : Yin Yang Tree - by unknown artist


https://www.advanced-embroidery-
designs.com/html/16750.html

Page 13 : Avatar Kora - By penelopeloveprints-


deactivated2
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habit.tumblr.com/post/173712804094/new-
korra-piece-will-be-available-this-weekend-at

Page 14 : The Blind Ninja - By Hidekichi


Shigemoto
https://theblindninja.tumblr.com/post/127065888707/art-
by-hidekichi-shigemoto

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Feats

This document presents new feats for you to


playtest. A feat
represents a character achieving
mastery in one of their
capabilities or
discovering the ability to do something
Pro Grappler
completely new. Prerequisite: Strength or Dexterity 13, or

higher.

`
You’ve developed the skills necessary to hold your own in
close-quarters grappling. You gain the following benefits:

As long as caught in the grip of your body the creature is


restrained.
You can use the creature under your grasp as a shield,
attacks from outside creatures against you are made with
disadvantage.
If you were still hit, the creature in your grasp would also
take half of your damage.

Slaughterer
Prerequisite: Strength or Dexterity 13, or
higher.

You’ve learned to strike at weak points by exploiting


precision melee attacks. You gain the following benefits:

When you score a critical hit or reduce a creature to 0 hit


points, you gain advantage on your next attack roll.
Before you make a melee attack, you can choose to take a
-3 penalty to the attack roll. If the attack hits, you add +6
to the attack’s damage.

Ki Martial Adept

You have martial Arts training that allows you to perform Ki


Martial Arts. You gain the following benefits.

You learn two Ki Martial Arts of your choice from among


those available to the Monk class. If a KMA you use
requires your target to make a saving throw to resist the
KMA effects, the saving throw DC equals 8 + your
proficiency bonus + your Wisdom modifier.
You gain two ki point, (if you have ki from another source
this ki points are added). This ki is used to fuel your KMA.
A ki is expended when you use it. You regain your ki
points when you finish a short or long rest.
Your unarmed strike and your Martial Arts dice uses a d6
for damage.
ART
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Chinese mythology - By unknown artist
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46.html

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