Monk Monastic Traditions (5e)

These subclasses are currently being revised to be more compatible with the revised monk present on this wiki. As such, some abilities have been replaced or reworked as they are now available as base features from the revised monk. The changes will be listed separately with a (Revised) tag.

## WAY OF CATCHING HANDS

### Catch Technique

Starting when you choose this tradition at 3rd level, anyone that fucks with you or yours will regret it. Whenever an opponent in range makes an attack against you or an adjacent ally you may spend 2 ki points to make a melee attack against them as a reaction. If you hit they must succeed on a concentration check or automatically fail in their attack. The DC for the concentration check is 8 + your proficiency bonus + your Wisdom modifier.

### E for Everybody

At 6th level, Whenever you successfully hit with a melee attack you may spend a ki point to move up to 5 feet and make an additional melee attack against another opponent. For each time you use this beyond the first in a turn, gain a level of exhaustion at the end of combat.

### They ain't want no smoke

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of power. The aura extends 30 feet from you in every direction, but not through total cover. Whenever a creature enters the aura or starts their turn in it they must make a wisdom saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. 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. On a successful save they are no longer effected by this power.

In addition whenever a creature because frightened by your aura you may spend 3 ki points and your reaction to cast command as a spell-like ability on that creature.

### Handing out life lessons

At 17th level, you gain the ability to restore your ki as you defeat foes in combat. Whenever you reduce an opponent to 0 hp you regain ki points equal to your wisdom modifier (minimum 1).

## WAY OF COMPASSION

Monks that follow the Way of Compassion strive to treat others with kindness, even their own foes within reason. This monastic tradition seeks to build a more harmonious world, encouraging non-violence and peaceful resolutions, and teaching its followers to be more empathetic and understanding of one another.

### Compassionate Persona

*3rd-level Way of Compassion feature*

You always mind your behaviour around others to make them feel at ease. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in the Persuasion skill. If you are already proficient in this skill, you can instead choose from one of the following: Intimidation or Performance.

### Superior Deflection

*3rd-level Way of Compassion feature*

You use your monk techniques to shield others close to you from harm. You can use your Deflect Missiles feature when a creature within 5 feet of you is hit by a ranged weapon attack.

### Superior Deflection (Revised)

*3rd-level Way of Compassion feature*

You use your monk techniques to shield others close to you from harm. You can use your Deflect Attacks feature when a creature within 5 feet of you is hit by an attack. This feature replaces the Superior Deflection 3rd level feature.

### Simmer Temperament

*6th-level Way of Compassion feature*

You are able to assuage strong emotions. As an action, you can spend 2 ki points and choose a number of creatures that you can see within 30 feet of you up to your Wisdom modifier (minimum of one creature). The chosen creatures must make a Wisdom saving throw against your ki save DC, with advantage if you or your companions are fighting it. On a failed save, the target can’t become hostile toward you or your companions. If the target is already hostile toward you, it is no longer hostile and becomes indifferent to you and your companions. This effect lasts until the start of your next turn. The creature is immune to this effect if it can’t hear you.

On each of your subsequent turns, you can use an action to extend this effect for up to 1 minute. This indifference ends if you use your action to do anything else, if the target is attacked or harmed by a spell, or if it witnesses any of its friends being harmed. The target also becomes hostile if it was hostile before being affected by this feature, unless the DM rules otherwise.

### Nonviolent Touch

*11th-level Way of Compassion feature*

You have learned to harmlessly divert attempts at violence. When a creature makes a melee weapon attack against you, you can spend a number of ki points up to your Wisdom modifier (minimum of 1 ki point), decreasing the attacker’s attack roll by 2 for each ki point you spend, potentially turning the hit into a miss.

### Nonviolent Touch (Revised)

*11th-level Way of Compassion feature*

You have learned to harmlessly divert attempts at violence. When you use your deflect attacks feature or superior deflection feature, you may spend a number of ki points up to your wisdom modifier (minimum 1 ki point). Each ki point increases the amount of damage you reduce by 1d10+your dexterity modifier.

### Knockout Blow

*17th-level Way of Compassion feature*

When diplomacy fails, you can temporarily knock out your foe to keep the peace. When you hit a creature with a melee weapon attack, you can spend 4 ki points and force the target to make a Constitution saving throw against your ki save DC. On a failed save, it falls unconscious for 1 minute. The target wakes up if it takes damage or another creature within 5 feet of it uses an action to shake it awake.

## WAY OF THE GLUTTONOUS MAW

Your monastery was focused on the pleasure of indulging in one's sin of gluttony, consuming food in excessive amounts. The style of martial arts you and other monks of your monastery practice reflects this, by focusing on methods of fighting that rely on your hungering jaw tearing into and devouring other beings.

### Iron Stomach

Beginning at 3rd level, you can eat almost anything without issue. You are immune to disease, and have advantage on saving throws against consumed poisons.

### Iron Stomach (Revised)

Beginning at 3rd level, you can eat almost anything without issue. You gain proficiency in constitution saving throws. This feature replaces the Iron Stomach 3rd level feature.

### Biting Blows

Also, at 3rd level, when you use your Flurry of Blows feature, you can replace one of your unarmed strikes with a bite, which is an unarmed strike that deals piercing damage instead of bludgeoning damage, and you gain temporary hit points equal to the amount of damage you dealt with the bite. These temporary hit points last for 1 minute.

### Grasping Mouth

At 6th level, you can grab others with your teeth, and try to consume them. When you make a Strength (Athletics) check to grapple a creature or keep a grapple, you do not need a hand free to do so if your mouth is free, and you can replace your Strength modifier with your Constitution modifier for the check.

Also, when you could normally make an unarmed strike from your Martial Arts feature, you can instead make a grapple check.

### Swallow

Starting at 11th level, you can swallow an entire person. While grappling a creature that is your size or smaller, you can expend 3 ki points as an action to try and swallow them. The creature must succeed on a Constitution saving throw, or take 6d10 acid damage, taking half the acid damage on a success. If the creature's hit points were equal to or less than three times your monk level, the creature is instead killed. If a creature is killed by this feature, their body is devoured by you, and you do not need to eat for the next 24 hours.

### Gluttonous Regeneration

By 17th level, your body's metabolism is exceptionally powerful, regenerating your wounds while you are well fed. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points, or if you have not eaten within the last 8 hours.

## WAY OF GUNKATA

With the invention of new weapons, new techniques emerge in order to elevate one's skill to the pinnacle of its mastery. The pistol is no exception, and the Way of Gunkata serves as the main monastic tradition for monks to develop unique techniques that take advantage of this new, lethal weapon, making monks of this tradition efficient killing machines.

### Pistol Packing

*3rd-level Way of Gunkata feature*

You have adopted a fighting style based on dual-wielding firearms. You gain proficiency in the pistol which counts as a monk weapon for you. While the pistol is your monk weapon, it gains the finesse property and its damage die is equal to your martial arts die. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

You can also use your pistols to make melee weapon attacks, dealing bludgeoning damage equal to your Martial Arts die. Additionally, if you are wielding a separate pistol in each hand, you don’t need a free hand to reload the firearm.

When you use your Flurry of Blows feature, you can instead make two attacks with your pistols as a bonus action, provided you are wielding a separate pistol in each hand.

### Pistol Techniques

*3rd-level Way of Gunkata feature*

You're able to pull off impressive trick shots. While wielding a pistol as a monk weapon, you gain the following abilities:

***Reactive Shot.*** When a creature you can see first enters or exits your pistol’s normal range, you can spend 1 ki point and use your reaction to make a ranged weapon attack against it.

***Blocking Shot.*** When an attacker you can see makes a ranged weapon attack against a creature within 30 feet of you, you can spend 1 ki point and use your reaction to deflect the shot. You expend one piece of ammunition and reduce the damage by 1d10 + your Dexterity modifier + your monk level.

### Ki Bullets

*6th-level Way of Gunkata feature*

You have infused your pistols with your ki. Your attacks with pistols count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, when you hit a target with a ranged weapon attack with your pistol, you can spend 2 ki points and force it to succeed on a Constitution saving throw against your ki save DC or be stunned until the end of your next turn.

### Scatter Fire

*11th-level Way of Gunkata feature*

You can use your ki to fire your pistols at an impossibly fast rate. As an action, while your pistol is a monk weapon, you can spend 4 ki points and use it to cast *conjure barrage*, or spend 6 ki points to cast *conjure volley*, which uses your ki save DC. When you do, you must use an action or bonus action to reload the weapon before you can use it again.

### Strafing

*17th-level Way of Gunkata feature*

You have mastered unique movement patterns to compliment your prowess with firearms. When you use your Patient Defense or Step of the Wind feature, you can make one weapon attack with your pistol as part of the same bonus action.

## WAY OF ENTROPY

Monks trained in the Way of Entropy are able to use their ki to manipulate the deterioration of energy around living beings. This ability allows them to weaken their foes even further, or stave off their own injuries to allow them to fight at peak performance for longer.

### Entropic Strike

*3rd-level Way of Entropy feature*

Your strikes can drain a creature’s life force from their body. When you hit a creature with an unarmed strike, you can choose to roll two martial arts dice when dealing damage. However, the creature doesn’t take this damage until the start of your next turn. Additionally, when you deal damage in this way, the damage type becomes necrotic.

### Sapping Touch

*6th-level Way of Entropy feature*

You gain the ability to greatly weaken your opponent’s physical condition. When you hit a creature using your Entropic Strike, you can force it to make a Constitution saving throw against your ki save DC or suffer one level of exhaustion. You may use this feature a number of times equal to your proficiency bonus. You regain 1 use on a short rest, or all expended uses on a long rest.

In addition, once on each of your turns, when you use your Entropic Strike, you can spend 1 ki point to have the creature immediately take the damage roll from the hit.

### Entropy Reversal

*11th-level Way of Entropy feature*

You are able to reverse your own entropy by accelerating another’s. As an action, you can spend 4 ki points to cast the *vampiric touch* spell. Your spellcasting modifier for this spell is Wisdom. On subsequent turns, while you maintain your concentration, you can make the attack again on each of your turns as an action.

You can spend additional ki points to cast *vampiric touch* as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (4 plus any additional points) that you can spend on the spell equals half your monk level.

### Energy Elongation

*17th-level Way of Entropy feature*

You can delay your own entropy using your ki. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction and expend 5 ki points to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

## WAY OF THE FLOWER PETAL

Monks that follow the Way of the Flower Petal seek to understand and draw inspiration from nature. Like a flower petal, they uphold themselves with eye-catching grace and beauty, and their techniques emulate the free flowing movements of a petal in the wind.

### Breakaway Movement

*3rd-level Way of the Flower Petal feature*

You are able to shift your direction at a moment’s notice. You can use your Patient Defense and Step of the Wind without expending a ki point. Once you use either feature in this way, you can't do so again until you finish a long rest (you can still use these features using ki points, as normal).

### Breakaway Movement (Revised)

*3rd-level Way of the Flower Petal feature*

You are able to shift your direction at a moment’s notice. Whenever you take a bonus action to use Flurry of Blows, Step of the Wind, or Patient Defense, you also take the Dodge action as a bonus action. After using this feature, you can't do so again until you finish a long rest. Additionally, when you spend a ki point to use Flurry of Blows, you can also take the dodge action as part of the same bonus action. This replaces the Breakaway Movement feature gained at 3rd level.

### Graceful Deflection

*3rd-level Way of the Flower Petal feature*

You use the winds to effortlessly divert attacks aimed at you. When you make a ranged attack with a caught projectile as part of your Deflect Missiles feature, the weapon or piece of ammunition has a range of 60/180 feet.

### Graceful Deflection (Revised)

*3rd-level Way of the Flower Petal feature*

You use the winds to effortlessly divert attacks aimed at you. When you use your Deflect Attacks feature, you may move a number of feet equal to your Unarmored Movement speed increase without provoking opportunity attacks. This may allow you to move out of the way of additional attacks, or put you closer to an enemy attacking you at a distance. Movement spent in this way is subtracted from your movement for next turn. This replaces the Graceful Deflection feature gained at 3rd level.

### Corolloa Attraction

*6th-level Way of the Flower Petal feature*

As with how colourful displays of flowers can draw attention, you also look to carry yourself with the same poise. As an action, you can spend 2 ki points to cast *charm person*. The DC for this spell is your ki save DC.

You can spend additional ki points to cast *charm person* 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.

### Winds Grace The Flower

*11th-level Way of the Flower Petal feature*

You move like a flower petal in the wind, constantly in the air and almost impossible to ground. As an action, you can give yourself a flying speed equal to half your walking speed for 1 minute (as if you were concentrating on a spell), during which you can hover.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again.

### Untethered Motion

*17th-level Way of the Flower Petal feature*

You always make sure to keep on your toes. You are always under the effects of the Dodge action; you lose these benefits if you are incapacitated or have a speed of 0, as normal.

In addition, you are immune to being grappled, restrained, and paralyzed. You also can’t fall prone unless you choose to, and getting up from prone only takes 5 feet of movement, rather than half your speed.

## WAY OF IMMORTALITY

Monks of the Way of Immortality are devoted to the concept of eternal life. They use their ki to help extend their own natural lifespan well past what would normally be possible whilst still keeping their body in peak physical condition. Monks of this monastic tradition will spend their entire unending lives devoted to mastery of its techniques.

### Recovering Strike

*3rd-level Way of Immortality feature*

You have learned techniques that allow you to quickly recover your body. Once on your turn, when you hit a creature with your unarmed strike or monk weapon, you can recover a number of hit points equal to half the damage dealt.

When you reach 11th level in this class, you can use this feature twice on your turn.

### Ki Recovery

*6th-level Way of Immortality feature*

You are able to harness your ki’s energy to restore your life force. Whenever you spend ki points, you regain a number of hit points equal to the number of ki points spent.

### Purity of Life

*11th-level Way of Immortality feature*

You can draw upon your ki to temporarily bolster your life force. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast *false life* as a bonus action.

You can spend additional ki points to cast *false life* 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 a third of your monk level.

### Everlasting Body

*17th-level Way of Immortality feature*

You have gained the ability to use your ki to extend your life. As an action, you can extend your lifespan by a number of years equal to the amount of ki points spent. Ki points expended in this way can’t be recovered until the end of a long rest.

In addition, you ignore the time limit of spells that have the sole effect of restoring you to life (but not undeath), such as the *raise dead* spell. Once you are brought back to life in this way, it can’t be replicated.

### Untiring Physique

*17th-level Way of Immortality feature*

Your ki is able to passively heal your wounds. At the start of each of your turns, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

## WAY OF THE KI EATER

Monks that follow the path of the Ki Eater are often seen as corrupted and even evil people, perverting the natural flow of energy in the universe to unnaturally enhance themselves. They siphon off Ki energy from other living things and absorb it into themselves. They are sometimes compared to Undead fir this reason, being called Hungry Ghosts or Energy Vampires or Ki Wraiths.

### Siphon Ki

Beginning at 3rd level, whenever you score a critical hit against a living creature (not an undead or construct) or reduce one to 0 hp, you may regain a single point of Ki you have expended. You must have at least 1 point of Ki remaining to use this feature, and it cannot grant you a point of Ki if you are already at your maximum number of Ki. You may use this feature a number of times equal to your proficiency bonus, after which you must complete a long rest before using it again.

### Life Funnel

At 6th level, you can use your Siphon Ki ability to bolster your health. When you use your Siphon Ki ability, instead of regaining a point of Ki you may gain a number of temporary HP equal to a roll of your Martial Arts die.

### Instant Conversion

Starting at 11th level, when you use your Siphon Ki ability you can spend your reaction to expend the ki point you gain. This allows you to use any of your features that require spending a Ki point as a reaction, potentially using the same feature twice in one turn (for example, if you make an attack action and spend a point of ki to use flurry of blows, and one of the flurry of blows attacks triggers your Siphon Ki ability, you could use Flurry of Blows again).

### Sapping Strikes

At 17th level, you may choose to use your Siphon Ki ability any time you hit a creature with a melee attack. If you score a critical hit or reduce a creature to 0, you instead gain 2 points back. When using your Instant Conversion feature you still may only spend 1 point, the other is added to your ki pool as normal. You may instead use your Life Funnel ability alongside an option from Instant Conversion.

### Limitless Potential

Also at 17th level, your Siphon Ki ability gains 3 additional uses per day. Whenever you use your Life Funnel ability, you roll your martial arts die twice and take the higher amount.

## WAY OF THE LEGACY MONK

You have inherited the legacy of a former hero. Their power becomes your own, and you are able to amplify your capabilities 100 fold as you continue to grow stronger.

### **Strength Beyond Strength**

Starting when you choose this tradition at 3rd level, You learn to harness the power of those who came before you. You gain the following Ki abilities.

• *Full Power*: By spending 1 point of ki, you can gain a +1 bonus to all attack rolls and all damage rolls, as well as to athletics and acrobatics checks for 1 minute. You can spend this ki every round to increase the bonus by +1 for the duration, which does not extend. For every 2 points spent from this ability, you suffer 1 rank of exhaustion for 1 hour after the ability ends.

• *Extreme Athletics*: By spending a single ki point, you gain advantage on Strength, Dexterity, or Constitution based skill checks for 1 round. This can be activated as a reaction.

• *Devastating Blow*: By spending a ki point to activate your flurry of blows, you can choose to take less attacks to make a more focused one. This attack roll is at advantage and deals +1d6 damage for every 4 monk levels you possesses. If you haven’t made any attacks as your normal action in this round, you can sacrifice any number of attacks you could usually make and increase the additional damage by 1 damage step per attack sacrificed. (d8 for 2 attacks, d10 for 3 attacks, d12 for 4 attacks)

### **Extreme Power**

At 6th level, you gain immense power. Your fists are treated as great weapons for the purpose of selecting feats or using abilities that apply to them. If you take the great weapon master feat, and land a critical hit with your unarmed strike, the additional damage is multiplied as well, however you take 10 damage yourself that is not negated by resistance. In addition you gain the following power.

• Air Current: You can strike the air to inflict damage on a distant opponent. By spending a single Ki point, your range for your unarmed attacks is increased by 10 feet per 4 levels (Max 50 feet).

### **Go Even Further Beyond**

Beginning at 11th level, You no longer take the additional damage from the great weapon master feat. In addition once per short rest, you can choose to move up to your move speed in a straight line as a reaction and deal your unarmed damage to all creatures and objects in the line. All targets in the line gain a dexterity save for half damage. This can instead be used to intercept an attack for an enemy, causing you to be the only target of said attack, or you can put yourself in front of a creature in a line or cone effect to treat the creature as if they were not in the area effect. If the effect grants a Dexterity save however, you immediately forgo your save.

### **Plus Ultra**

At 17th level, Your abilities increase in strength.

• *Full Power*: When activating full power, you gain resistance to Bludgeoning, Fire, and Slashing damage for it’s duration.

• *Extreme Athletics*: When activating extreme athletics, the bonus lasts for 1 minute, OR you can use it’s initial ability to gain the bonus to all 3 checks for 1 round.

• When making a flurry of blows, you gain 1 additional attack.  If you land all of your attacks (Normal attacks from the attack action and all 3 of your flurry attacks), the enemy must succeed in a Constitution save or be flung back 100 feet per attack that struck, and take falling damage normally. If using your Devastating blow ability instead, you can expend any amount of ki you possess to increase the damage dealt by that ability by +1 damage dice per point of ki spent. Once per Long Rest, If you are struck a killing blow or one that would knock you unconscious, you can activate this ability as a reaction to make a single attack on a creature within your reach, expending however much ki you’d like for this attack.

## WAY OF THE LIGHTNING RIDER

In old, weather-beaten monasteries overlooking stormy coasts, there exists a scattered organization of monks dedicated to the gods of tempests. These ascetics practice ancient forms of weather magic, and sailors that pass by their monasteries during fierce storms will swear they heard unearthly screams and saw human figures, silhouetted in blinding light, flashing across the skies -- lightning riders.

     Lightning riders are of a more chaotic bent than most monks, and are often regarded as slightly unhinged by their more sober peers. Ever since the Great Rain, monasteries of the Way of Lightning have been spotted more frequently along major coastlines. Some say the order is simply proliferating with new members. Others say the growth is the harbinger of a new Great Rain.

### Spark

At 3rd level, your affinity to electricity grants you resistance to lightning damage. Additionally, on your turn, you can spend a ki point to charge your strikes with your choice of the essence of lightning or thunder. Choose one of the following abilities:

     ***Lightning***. Until the end of your turn, your attacks deal lightning damage. A creature that takes damage from one of these attacks can't take reactions until the start of its next turn.

     ***Thunder***. Until the end of your turn, your attacks deal thunder damage. A creature that take damage from one of these attacks is pushed 10 feet away from you.

### Arc

At 6th level, you gain resistance to thunder damage.

     Additionally, you can use your bonus action to move 15 feet in any direction without provoking opportunity attacks. You can also use this ability to travel through solid objects that are good conductors of electricity, like metal walls. If you end your movement inside a solid object, you are shunted to the nearest unoccupied space and take 1d10 force damage.

### Ride the Lightning

Starting at 11th level, you can use your action and spend 4 ki points to channel your body and ki into a surge of lightning. Until the end of your turn, you gain the following benefits:

* You can move up to twice your normal walking speed and do not provoke opportunity attacks.
* You can pass through hostile creature's spaces, but cannot end your movement there.
* If you move through a creature's space, it must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. However, because lightning never strikes twice, a creature that takes damage from this ability can't be affected by it until your next turn.

### The Body Electric

By 17th level, your ki constantly sparks and crackles around you. When you begin your turn, each creature you choose within 5 feet of you takes 2d8 lightning damage and can't take reactions until the start of its next turn. Additionally, you emanate a strong electric field. You gain a fly speed equal to your base walking speed. However, you must begin and end your movement on solid ground, otherwise you fall.

## WAY OF THE LIVING WEAPON

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.

### 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.

### Fist of Bone and Steel (Revised)

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d8 in place of the normal damage for your unarmed strike. This die changes to a d10 at 5th level; a d12 at 9th level; 2d6 at 13th level; and 2d8 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

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 Adaptation

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

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 (rounded up).

**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 POVERTY

Monks who follow the Way of Poverty take a vow foreswearing material possessions. Above all other monks, these individuals are considered among the most virtuous, and their divorce from earthly goods is compensated by considerable might, both due to their own discipline and through the favor of the gods. However, breaking this vow carries grave consequences: a complete separation from the divine and completely unbalanced ki.

### Vow of Poverty

When you choose this tradition at 3rd level, you take a solemn vow to abandon all property and treasure. To honor this vow, you can own nothing; you must donate everything you own to the poor, and, when you acquire new wealth or property, you must donate it as well. You can keep a set of clothing and one trinket as your own and you can carry items to be sold and donated, but willingly using a weapon or shield, wearing armor, or spending money constitutes breaking your vow.

     When your vow is broken, you can no longer spend ki points, nor access any ability offered by this monastic tradition. You can reaffirm your vows by discarding all property and wealth you own and meditating for 24 hours.

### Saint's Fist

At 3rd level, the gods have rewarded your temperance. When you use the Attack action to make an unarmed strike, you can roll twice the number of damage dice on a hit. This extra damage does not apply to additional attacks, such as from your Flurry of Blows.

### Saint's Spear

At 6th level, when you take the Attack action on your turn, you can lunge up to 10 feet directly towards your target, without provoking Opportunity Attacks, even if this movement causes you to travel through the air. If your target is in the air, you can complete your Attack action before falling.

### Saint's Shield

Starting at 11th level, when you are targeted by an attack, you can use your reaction and spend 1 ki point to gain a +4 bonus to AC against that attack.

### Perfect Strike

At 17th level, as a bonus action when you attack a creature, you can expend 4 ki points to make this attack a critical hit without rolling.

## WAY OF THE ROSE

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.

### Thorny Defense

When you choose this tradition at 3rd level, you begin to take a proactive approach to defense, striking at anyone who tries to attack you. Whenever you take damage from a melee attack, you can use your reaction to make an unarmed strike against the creature that attacked you.

### Thorny Defense (Revised)

When you choose this tradition at 3rd level, you begin to take a proactive approach to defense, striking at anyone who tries to attack you. Whenever you take damage from a melee attack, you can use your reaction to make an unarmed strike against the creature that attacked you. Additionally, when you spend a ki point to make an unarmed strike using your Deflect Attacks feature, you may make 2 unarmed strikes instead of one.

### Falling Petal Flurry

Also at 3rd 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 cannot be split into two moves.

### Sweet Scent

By 6th 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, as an action, you can expend 1 ki point to intensify this scent for 1 minute, filling the air within a 150-foot radius around you with an overpowering aroma. When you do so, no other smells can be detected in this area, and creatures in the area with the Keen Smell ability (or similar) have disadvantage on all Wisdom checks they make.

### Colors of Love

At 11th level, you understand that love comes in many forms, as represented by the many colors of the rose. When you complete a long rest, you can attune yourself to one of the following colors, gaining the benefits specified until you use this ability again.

***Coral.*** The color of desire, attuning to the coral rose fills you with burning passion. Once per turn, you can add your Wisdom modifier to the damage of an unarmed strike that you make.

***Pink.*** The color of gratitude, attuning to the pink rose turns a good deed into its own reward. When you take the Help action on your turn, you gain advantage on one attack roll or ability check of your choice that you make on your next turn.

***Red.*** The color of love, attuning to the red rose deepens you bond with your allies. For every friendly creature you can see within 60 feet of you, you gain 1 temporary hit point at the start of each of your turns, up to a maximum of 10.

***White.*** The color of purity, attuning to the white rose aligns your ki with the heavens. You have resistance to necrotic damage, and your unarmed strikes deal radiant damage.

### Stunning Beauty

Once you reach 17th level, your beauty is such that your every move leaves your opponents awestruck. When you stun a creature with your Stunning Strike, the condition lasts for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, you can attempt to stun a creature even if your initial attack missed the target, though you must spend 3 ki points to do so.

## WAY OF SACRIFICE

Your monastery's way of teaching involved making large amounts of self-sacrifice for their purposes, performing blood rites in efforts to purify the bodies of those training in the monastery. Your techniques with martial arts involve manipulating the pain and blood in your body to its fullest potential.

### Equivalent Exchange

At 3rd level, your training allows pain to fuel your technique. As a bonus action, you can expend a number of hit points to restore an amount of ki points, to a maximum amount of ki points equal to your Constitution modifier (a minimum of 1). For each ki point restored, you must expend 5 hit points. You cannot go past your maximum number of ki points using this feature, and these ki points last until you take a short or long rest, or when they are expended as usual. After using this feature, you must take a long rest before doing so, again.

### Sanguine Strikes

Beginning at 6th level, you can control your blood as well as the rest of your body. As a bonus action, you can expend hit points equal to your monk level to expel blood from your body and channel it around yourself, for 1 minute. During that minute, your unarmed strikes gain the reach property and their damage dice are one die size larger.

### Crimson Manipulation

Additionally, at 6th level, you can control your blood as well as the blood of other creatures. As a bonus action, you can expend 1 ki point to manipulate the blood of a creature within 30 feet of yourself. If the creature is unwilling, it can make a Constitution saving throw, and is unaffected on a successful saving throw. On a failed saving throw, the creature is forced to make one melee weapon attack on a creature within reach of your choice, or to move up to half its movement speed.

### Transfusion

Starting at 11th level, you can heal yourself now to weaken your vitality later. As a bonus action, you can expend 2 ki points and reduce your hit point maximum by an amount equal to or less than two times your monk level. You gain temporary hit points equal to twice the amount your hit point maximum was reduced by, which last for an hour. This hit point maximum reduction lasts until you take a long rest.

### Blood Ripple

By 17th level, you have learned to tap into the life flow of creatures, and destroy it. When you hit a creature that is not undead with an unarmed strike, you can expend 4 ki points to force it to make a Constitution saving throw, as you disrupt its life energies. On a failed saving throw, the creature takes 10d12 necrotic damage, or half the necrotic damage on a successful saving throw.

Additionally, you can expend a number of hit points equal to or greater than your monk level at the same time you expend ki points on this feature. The amount of hit points you expend is added to the necrotic damage. You cannot expend more than three times your monk level in hit points.

## WAY OF THE SILKSPINNER

Your monastery studied the movements and habits of spiders, and you are able to use ki-infused silk to enhance yourself.

### Sense Vibrations

At 3rd level, you gain blindsense out to 10 ft. This range increases as your unarmored movement bonus increases, at the same rate. You may also use Patient Defense to dodge as a reaction instead of a bonus action, but doing so costs 2 ki points.

### Wall Crawling

At 6th level, when you use Step of the Wind, you benefit from a non-magical Spider Climb effect until the end of your turn. You may also spend 2 ki points to benefit from this effect for 1 minute.

### Wall Crawling (Revised)

At 6th level, when you use Step of the Wind, you benefit from a non-magical Spider Climb effect until the end of your turn. When you spend a ki point on Step of the wind, you may spend an additional ki point to benefit from this effect for 1 minute.

### Ki Webbing

Also at 6th level, you may weave strands of your Ki into a web from your body in order to make unarmed attacks at a range. When you make the attack action or spend ki as a bonus action for Flurry of Blows, you may spend an additional ki point to make any (or all) of those unarmed attacks at a range. The range is 5 ft+ the unarmored movement speed increase. If you hit, you can forgo damage to instead force a Str saving throw to move the creature 10 feet in any direction. There is no limit to the amount of times you can affect a creature with this in a single round.

### Arachnid Alacrity

At 11th level, when you use the attack action on your turn, you may make three attacks instead of two. When you use your flurry of blows feature, you may spend an additional ki point to make an additional attack with your bonus action.

### Aspect of the Weavers

At 17th level, you are able to use your ki webbing to enhance your body to more closely resemble the Spiders who you revere. By spending 4 ki points as an action, you spin your ki silk into an additional set of arms and legs that you attach to your muscles. You may make one extra attack when you use the attack action and one additional attack when you use flurry of blows. You also may use a reaction to end the prone condition on yourself or an adjacent creature and you have advantage on any ability checks, skill checks, or saving throws that uses your strength or dexterity. This lasts for one minute, and afterwards you must take 1 round recovering (unable to take actions or reactions) as the usage of the silk limbs is taxing on your mental and physical well-being.

## WAY OF STILLNESS

Monks of the Way of Stillness hone their martial arts techniques through stances and techniques that involve staying still. By focusing their awareness in the current moment, these monks are able to stand their ground and become an unwavering figure in a fight. Outside of combat, these monks practise leisurely activities such as fishing, long walks, and reading, content to let the outside world busy itself.

### Stance of Stillness

*3rd-level Way of Stillness feature*

Your natural composure allows you to see the moves of others more clearly. If you haven’t moved during your turn, you can use a bonus action to give yourself a speed of 0 until the end of the current turn. When you do, attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage. As part of the same bonus action, you can spend 1 ki point to make an unarmed strike.

### Shared Movement

*3rd-level Way of Stillness feature*

You realize that to go through life is only worth doing when with others. Once, before the end of your next long rest, you can spend 1 ki point and use an action to choose a number of creatures that you can see within 10 feet of you up to your Wisdom modifier (minimum of one creature). You give the chosen creatures extra walking speed gained from your Unarmored Movement, subtracting from your own extra speed. You can give a creature no more than 10 feet of walking speed from your Unarmored Movement, and this extra speed disappears when you don armor, wield a shield, or when you finish a long rest. You can also take away this extra speed to give back to yourself as an action.

### Inner Strength

*6th-level Way of Stillness feature*

You draw on strength from within yourself. You have advantage on saving throws against spells and effects that would forcibly try to move you.

In addition, when you use your Stance of Stillness feature, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

### Unhurried Pace

*11th-level Way of Stillness feature*

You’re able to channel your ki outward and emit a leisurely aura. As an action, you can spend 4 ki points to cast the *slow* spell without expending a spell slot or material components. The DC for this spell is your ki save DC. A creature that has the same walking speed as you or less makes the saving throw with disadvantage.

In addition, the first time on your turn you attack a creature that has the same walking speed as you or less, you make the attack roll with advantage.

### Sturdy Pillar

*17th-level Way of Stillness feature*

You’ve reached a perfect state of Zen. You become immune against the following conditions: charmed, frightened, paralyzed, restrained, and stunned. Additionally, when you use your Stance of Stillness feature, you become immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.

## WAY OF STRIKING WILL

Monks who follow the Way of the Striking Will harden their mind into tools of devastation, many not needing to use their hands to fight anything at all, instead defeating their foes with just their willpower and mind alone. Their hardened mind allows them to strike down their foes with relative ease, from a distance

### Psionic Strikes

Beginning when you choose this tradition at 3rd level, you can use the *mage hand* cantrip. However, unlike when normally using it, you can strike with it, to deal force damage equal to your martial arts die. It is treated like an unarmed strike in every way, except that you use your Wisdom modifier for the damage and attack rolls, instead of your Dexterity/Strength modifier.

### Weapons of Will

At 6th level, your *mage hand* has improved, to strike with weapons you are normally able to use. You can now use your *mage hand* to strike with monk weapons that have the *light* property, using your Wisdom modifier instead of Dexterity. At 17th level, you can strike with any weapon you have proficiency with, provided it counts as a monk weapon.

### Telepathic Link

Beginning at 11th level, you gain the ability to converse telepathically, with both friend and foe alike. You gain telepathy of 60 feet, and when you use it, you can choose to use any voice of your choosing, including eldritch abominations. You can, as a bonus action, force a creature that understands at least 1 language to make a DC (8 + your Proficiency bonus + your Wisdom modifier) Wisdom saving throw, or be frightened for 1 minute. A creature frightened in this way takes psychic damage equal to twice your martial arts die plus your Wisdom modifier each time you telepathically communicate with it, until it ends. The creature can repeat the saving throw at the end of any round you do not telepathically communicate with it. After a creature has succeeded on the saving throw, it is immune to this effect until you take a long rest.

### Mind Control

At 17th level, you have gained the ability to overpower the mind of those who are not as enlightened as you are. Once per long rest, you can cast *dominate monster*, without a spell slot. The DC is 8 + your Proficiency bonus + your Wisdom modifier, and if the creature has an Intelligence score lower than yours, it has disadvantage on the saving throw.

## WAY OF THE STYLE MASTER

You have been taught in the ways of a specific martial arts style.

### Style Proficiency

At 3rd level, your performance of martial arts is more expressive and performative than other monks, making it truly a form of art. You gain proficiency in the Performance skill.

### Style Stance

At 3rd level, you select a Style from the list below. Once chosen, you cannot change the style you have selected. At later levels, this choice determines the abilities you get from the other features of the subclass. For example, if you select tiger style as your Style Stance, you must select tiger style for style training, style technique, and style mastery. Entering into a style is not an action; you may do so as part of any other action or movement.

* Bat: Other creatures gain no benefit from flanking you. Additionally, you gain darkvision out to a range of 60 feet. If you already had darkvision, the range is increased by 30 ft.
* *Crane:* Whenever you use Patient Defense, if a creature misses you with a melee attack, they provoke an opportunity attack from you.
* Deer:
* *Dragon:* Your martial arts damage die increases as if your monk level were 2 higher (becoming a d12 at effective monk level 22).
* *Drunken:* Whenever you use flurry of blows, you gain the benefit of the disengage action, and your walking speed increases by 10 feet until the start of your next turn.
* *Mantis:* You gain the ability to use the Stunning Strike feature without expending a point of ki. You may use this feature once per short or long rest.
* *Many Styles:* By spending a point of Ki, you may gain the benefits of one of the other styles' Stance for one minute.
* *Monkey:* Crawling while prone and climbing do not cost you extra movement.
* *Octopus:* You can grapple creatures up to 2 sizes larger than you
* *Panther:* You may take a single additional reaction in a turn, provided one of them is spent on an opportunity attack with an unarmed strike.
* *Snake:* You increase your reach with unarmed strikes by 5 feet.
* *Scorpion:* Whenever you deal damage to a creature with an unarmed strike, you may spend a point of Ki to deal an additional amount of poison damage equal to your martial arts die.
* *Tiger:* Whenever you score a critical hit with an unarmed strike, your opponent takes an amount of damage at the start of their next turn equal to your martial arts die.
* *Tortoise:* Your unarmored defense becomes 13+your dexterity modifier+ your wisdom modifier.
* Wolf:

### Style Training

Beginning at 6th level,

* Alligator:
* *Bat:* You do not have disadvantage on attack rolls made against creatures you cannot see. Your darkvision increases by 30 ft.
* *Crane:* You may use your Deflect Missiles feature on melee attacks, however reducing the damage to 0 provides no additional benefits.
* Deer:
* *Dragon:* Whenever you make a single unarmed strike as the only attack on your turn, you may add an additional amount of damage equal to a roll of your martial arts die. This damage is multiplied on a critical hit.
* *Drunken:* As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest unless you expend a ki point to do so.
* *Mantis:* Whenever you use your Stunning Fist feature, the duration is increased by one round.
* *Many Styles:* By spending a point of Ki, you may gain the benefits of one of the other styles' Training for one minute. Whenever you use your Many Styles Stance, you may benefit from two Stances simultaneously by spending 1 ki point.
* *Monkey:* While you are prone, you no longer have disadvantage on attack rolls.
* *Octopus:* You have advantage on Athletics and Acrobatics checks made to initiate or resist a grapple.
* *Panther:* Whenever you hit with an opportunity attack, you may make a second attack against the same target as part of the same action.
* *Snake:* When a creature fails their save against your stunning strike feature, you may spend 1 extra ki to blind and deafen them for the duration.
* *Scorpion:* Whenever you use your Stunning Strike feature, you may also grant the creature the poisoned condition for one minute.
* *Tiger:* You may spend a point of Ki to cause the effect of your Tiger Stance to a creature you hit.
* *Tortoise:* You may spend a point of ki to gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute.
* Wolf:

### Style Technique

Starting at 11th level,

* Alligator:
* *Bat:* Creatures you cannot see no longer have advantage on attack rolls against you. Your darkvision increases by 30 ft.
* *Crane:* Whenever you use your Crane Training, you may spend a point of ki as a reaction to gain the benefits of patient defense as well. If you reduce the damage to 0, this counts as a miss for the purposes of your Crane Stance, allowing you to make an opportunity attack as part of the same reaction.
* Deer:
* *Dragon:* When using your Dragon Training, you instead add a number of damage dice equal to the attacks you could have made in the turn. You may expend a point of ki as a bonus action to increase this as if you were making two additional attacks from flurry of blows.
* *Drunken:* When you make a saving throw, you may expend a point of ki to give yourself advantage on that saving throw. You must decide to use this feature before rolling.
* *Mantis:* By spending a point of Ki, you can cause a creature's saving throw against your Stunning Strike to be made at disadvantage.
* *Many Styles:* By spending a point of Ki, you may gain the benefits of one of the other styles' Techniques for one minute. Whenever you use your Many Styles Stance, you may benefit from three Stances simultaneously by spending 1 ki point. Whenever you use your Many Styles Training, you may benefit from 2 styles' Training by spending 2 ki points.
* *Monkey:* While you are prone, creatures within 5 feet of you no longer have advantage on attack rolls made against you. You gain advantage on Athletics checks made to climb.
* *Octopus:* Your move speed is not impaired while you are grappling a creature, and you can maintain your grapple without needing use of a hand.
* *Panther:* Whenever you use your Panther Training, you may spend a point of ki to make an additional 2 attacks of opportunity against the creature.
* *Snake:* Your reach with unarmed strikes increases by an additional 5 feet. When a creature fails their save against your Stunning Strike, they are instead paralyzed for the duration.
* *Scorpion:* When using your Scorpion Stance, the damage is equal to two rolls of your martial arts die. When using your Scorpion Training, the condition lasts 1 hour.
* *Tiger:* The damage from your tiger Stance is now equal to a hit of your unarmed strike, rather than just the martial arts die (meaning it adds your strength or dexterity modifier and any other modifiers).
* *Tortoise:* You increase your AC by 2, as if you were wielding a shield. This does not interfere with your unarmored defense.
* Wolf:

### Style Mastery

By 17th level,

* *Bat:* You have Blindsense. As long as you can hear, you are aware of the location of all hidden or invisible creatures within 10 feet of you.
* *Crane:* Whenever you use your Crane Stance, you may instead make 2 opportunity attacks instead of one.
* Deer:
* *Dragon:* When using your Dragon Training, you may target all creatures in a 15 ft cone, making a single attack roll and comparing it to each creature's AC. Each takes the full amount of damage if hit.
* *Drunken:* Whenever you use flurry of blows, you can make 3 additional attacks instead of 2, provided each attack targets a different creature
* *Mantis:* You may use your Stunning Strike a number of times equal to your proficiency bonus without expending ki. Uses are regained after a short or long rest.
* *Many Styles:* By spending a point of Ki, you may gain the benefits of one of the other styles' Mastery for one minute. Whenever you use your Many Styles Stance, you may benefit from four Stances simultaneously by spending 1 ki point. When you use your Many Styles' Training, you may benefit from three styles Training simultaneously by spending 3 ki points. Whenever you use your many styles Technique, you may benefit from two styles' Technique simultaneously by spending 2 ki points.
* *Monkey:* When you hit a creature with a melee attack while prone, you can force them to make a Dexterity saving throw or fall prone.
* *Octopus:* You may grapple two creatures simultaneously, and can grapple creatures up to 3 sizes larger than yourself.
* *Panther:* Whenever you use your Panther Training, any opportunity attacks you make against a creature are resolved before the triggering event, potentially preventing the action from happening.
* *Snake:* By spending 6 additional Ki, a creature that fails their save against your Stunning Strike is instead petrified.
* *Scorpion:* When using your Scorpion Stance, the damage is equal to 4 rolls of your martial arts die. When using your Scorpion Training, the condition lasts 24 hours.
* *Tiger:* The damage from your Tiger Stance occurs for one additional turn. You may spend a point of ki to double the damage the target takes.
* *Tortoise:* Whenever you use your Tortoise Training, you gain resistance to all types of damage except psychic. Additionally, you may expend up to 3 additional points of Ki. Each point you spend increases your AC by +1 while your Tortoise training is active (simulating a magical bonus to your "shield".
* Wolf:

## WAY OF THE SUMO

Sumo is the ultimate contest of might, a bout where two enter a ring and only one remains within it seconds later. The Way of Sumo teaches its students to stand their ground and maintain perfect discipline and form to meet whatever challenge they face. In contrast to other monks, who are typically lithe and nimble, sumo wrestlers are rotund and rippling with muscle, a necessity for grappling with the mightiest contenders of the sport without surrendering any ground.

### Sumo Defense

Starting when you choose this tradition at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.

### Implacable Stance

At 3rd level, if you move 5 feet or less on your turn, you can anchor your heels into the ground. Until the beginning of your next turn, you can't be moved against your will. Additionally, for the duration, you can spend a ki point whenever you take damage to reduce the damage taken by a roll of your martial arts die.

     Additionally, you are considered one size larger for the purposes of grappling and have advantage on Strength checks.

### Huge Presence

By 6th level, your enormous silhouette causes even hardened warriors to take pause. You gain proficiency in the Intimidation skill. If you already had proficiency in this skill, you instead gain expertise.

     Additionally, attacks made against you before you have taken a turn in combat have disadvantage.

### Colossus Slam

Beginning at 11th level, you can drop your full weight on a foe like a falling meteorite. Once on each of your turns when you make a unarmed strike, you can deal twice the number of damage dice on a hit, but also knock yourself prone after the attack.

### Yokozuna

By 17th level, you are a master of the art of sumo, an unmovable titan. Whenever you take damage, you can expend any number of ki points to reduce the damage by a roll of your martial arts die per ki point expended.

## WAY OF THE THOUSAND WEAPONS

The Way of the Thousand Weapons teaches its students to use anything and everything as a weapon. They gain the advantage over their opponents by using everyday objects in creative ways to gain the upper hand in combat. Monks who follow this tradition might look comical to other martial fighters, but many underestimate them at their own peril.

### Improvisational Fighter

*3rd-level Way of the Thousand Weapons feature*

You are able to use any object at your disposal as a weapon, no matter how mundane it might be. You gain proficiency in improvised weapons, and improvised weapons count as monk weapons for you, regardless of their existing properties. While an improvised weapon is a monk weapon, you use your Martial Arts die when dealing damage with it.

The object you use as the improvised weapon uses the following attributes based on its size as follows (the DM assigns a damage type appropriate to the object):

* **Large (eg. a bookshelf, a bed).** You can use this object only once per turn as part of your Attack action. When you do, you can move the object 15 feet in a straight line. Each creature in the path of the object is pushed 5 feet away from it and must make a Dexterity saving throw against your ki save DC. On a failed save, the target takes damage equal to three Martial Arts dice and falls prone. On a successful save, it takes half as much damage and doesn’t fall prone. Afterward, if the object is a nonmagical item, you can spend 1 ki point to break the object into two Medium improvised weapons, which appear in the same space the Large object previously occupied.
* **Medium (eg. a table, a pallet).** The weapon has the heavy and two-handed properties, and deals damage equal to two Martial Arts dice. Once on your turn, when you hit a creature with this weapon, you can choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Martial Arts die. The damage is of the same type dealt by the original attack. After you hit a creature with this weapon, you can spend 1 ki point to break the object into two Small improvised weapons which you hold in each hand, provided the object is a nonmagical item.
* **Small (eg. a chair, a bow).** The weapon has the finesse, light, and thrown (range 20/60 ft.) properties, dealing damage equal to your Martial Arts die. After you hit a creature with this weapon, you can spend 1 ki point to break the object into two Tiny improvised weapons that you hold in each hand, provided the object is a nonmagical item and you have a free hand to hold each weapon. If you break the weapon after throwing it, the two Tiny improvised weapons appear in the space the Medium object was thrown at.
* **Tiny (eg. a pitcher, a frying pan).** The weapon has the finesse, light, and thrown (range 20/60 ft.) properties, dealing damage equal to half your Martial Arts die (rounded up). Once during each of your turns, when you make an attack with this weapon, you can make an additional attack with it as part of the same action. If you deal 6 or more damage with the weapon in one hit, it breaks, unless you spend 1 ki point to retain its shape. A magic item won't break.

### Deft Movement

*6th-level Way of the Thousand Weapons feature*

Your ability to find anything around you as a weapon makes you more adept in your body movement. You gain the following benefits.

***Light Feet.*** Moving through nonmagical difficult terrain costs you no extra movement, and you have advantage on ability checks and saving throws against spells and effects that try to impede your movement.

***Pickup.*** You can draw or stow two weapons when you would normally be able to draw or stow only one, as long as both weapons are improvised weapons.

***Magic Weapons.*** Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, weapons you aren't proficient in count as improvised weapons for you.

### Disarming Fist

*11th-level Way of the Thousand Weapons feature*

Your use in improvised weapons have made it hard for adversaries to predict your next move. When a creature you can see makes a melee weapon attack against you, you can use your reaction and spend 2 ki points to roll a Martial Arts die and have the creature subtract the number rolled from its attack roll.

If the new total misses, you disarm the creature and take its weapon, provided it has one and you have a free hand. Otherwise, it falls to the ground. If the creature doesn’t have a removable weapon, it instead has disadvantage on its next melee weapon attack against you.

### Improvisational Master

*17th-level Way of the Thousand Weapons feature*

Your mastery over improvisational weapons has given you further benefits while wielding them:

* **Large.** You can move the object up to 60 feet in a straight line by spending 2 ki points for every 15 feet you move the object after an initial 15 feet. A creature that fails its saving throw against this action now takes damage equal to five Martial Arts dice, or half as much on a successful one. Additionally, you can add your Dexterity modifier to one damage roll of this action.
* **Medium.** You gain a +2 bonus to AC while wielding this weapon. Once on your turn, when you take the Attack action, you can spend 2 ki points and replace one of your attacks to make a melee weapon attack against any number of creatures within your reach, with a separate attack roll for each target. If you hit two or more creatures in this way, the weapon breaks, unless you spend 1 ki point to retain its shape.
* **Small.** Once on your turn, when you hit a creature with this weapon and make a Stunning Strike, you can spend 1 ki point to have the creature make the saving throw with disadvantage. Also, once on your turn, you can spend 1 ki point to make an additional attack with the weapon as part of your Attack action.
* **Tiny.** You have advantage on attack rolls made with this weapon. If your weapon breaks, you can use your Patient Defense or Step of the Wind feature as a bonus action on the same turn without expending a ki point.

## WAY OF THE UNBREAKABLE BODY

Unlike most monks whose main fighting styles involve dodging or parrying their adversaries, those who walk the Way of the Unbreakable Body are masters of endurance. Rather than avoiding the blows of their enemies, they learn to absorb them. They channel that force into their body and redirect it into potent ki strikes, turning their enemies' attacks back upon them. Monks of the Unbreakable Body understand the virtues of fortitude...and that should they come close to death, it is then that they are pushed to their limits, their maximum potential becoming unlocked.

### Honed Endurance

Starting at 3rd level when you choose this tradition, your maximum hit points increase by an amount equal to your monk level, and you gain proficiency in Constitution saving throws.

### Fortitude

Starting at 3rd level when you take this tradition, you gain the ability to absorb blows from your foes and channel them into potent strikes. You gain a pool of points called your Fortitude Pool. Your pool starts at 0 and whenever you take damage from another creature, you add an amount of points to it equal to the damage you take. The pool's maximum total is equal to 10 times your monk level.  These points remain in your pool until you take a long rest. If you are reduced to 0 hit points, you loose half the currently accumulated points in your Fortitude Pool.

You may use the points accumulated from your Fortitude pool to perform the following abilities.

***Rebounding Force.*** When an attack with an unarmed strike or monk weapon hits, you may spend 1 ki point and points from your Fortitude Pool in increments of 5. For every 5 points expend from your Fortitude Pool, your attack deals 1 extra damage. You expend up to a maximum of 25 points from your Fortitude Pool, granting a maximum bonus of 5 damage to a single attack.

***Pained Ki.*** When you use a class feature requiring ki points that's not a part of the Fortitude class feature, you may expend 10 points from your Fortitude Pool in place of 1 ki point. You can do this for multiple ki points with the same ability.

***Soothe.*** As a bonus action, you can spend 1 ki point and as many points from your Fortitude Pool as you like. You restore a number of hit points equal to half the points you expended from your Fortitude Pool.

### Brace

Starting at 6th level, you learn to steady yourself to absorb blows. As a bonus action, you may spend 1 ki point to gain resistance to all damage until the start of your next turn. Any damage you take for this duration adds twice the number of points to your Fortitude Pool for each point of damage you take.

### Unflinching Counter

Starting at 11th level, you learn to counter any attack made against you. Whenever a creature within your melee attack range deals damage to you with a weapon attack, you may use a reaction to make a melee weapon attack against that creature with advantage.

In addition, you gain one extra reaction you can use each round. You may only use this reaction to use this feature.

### Absolute Limit

Starting at 17th level, you are pushed to your physical limits while you are on the cusp of death. Your Brace ability is permanently active as long as you are below one quarter of your maximum hit points.

## WAY OF THE WARPED FIST

Monasteries are places of knowledge and wisdom, but not all things are meant to be known. Monks who follow the Warped Fist are truly enlightened -- they understand their place in the vast and maddening universe, and have seen glimpses of the horrible expanses that lurk behind our normal perceptions. This wisdom is not benign; it has changed them, inside and out.

     Monks of the warped fist meditate daily, and experience terrifying visions of the cosmos. Slowly, their fighting style changes to match this perspective, and their bodies align with their twisting minds.

### Visions of Infinity

Starting when you choose this tradition at 3rd level, you can twist a creature's ki and share with it the visions you experience. Once per turn, when you hit a creature with one of the attacks granted by your Flurry of Blows, it becomes absorbed in vision, and has disadvantage on the next attack roll it makes before the end of its next turn. Creatures that can’t be charmed are immune to this effect.

### Twisted Limbs

By 6th level, your limbs appear to contain multitudinous joints, and can lengthen and contort to a sickening extent. Your walking speed increases by 5 feet, your unarmed strikes have Reach, and, if you are grappled, you can use a reaction or a bonus action to end that grapple, and move to an empty adjacent space.

### Distorted Thoughts

At 11th level, your thoughts can’t be read by telepathy or other means unless you allow it. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to poison its thoughts, dealing psychic damage equal to half your monk level, rounded down.

     Also, as an action, you can spend between 1 and 6 ki points to produce a psionic blast. Each creature within 15 feet of you must make an Intelligence saving throw against your ki save DC or take psychic damage equal to a roll of your martial arts die in damage for each ki point expended + your Wisdom modifier.

### Warped Strike

By 17th level, you can fight in unheard-of ways, which are difficult to avoid. Once per turn, if you miss with an unarmed strike, you can immediately make an additional attack.

## WAY OF THE ZEN ARCHER

Monks that follow the Way of the Zen Archer find serenity in the prefect, 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.

### Archery Fighting Style (Revised)

Starting when you choose this tradition at 3rd level, you gain an additional fighting style. you add the following fighting styles to the list you may choose:

* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Close Quarters Shooting.** When you make a ranged attack against a creature within 5 feet of you, you don’t have disadvantage on the attack roll. A creature also triggers an opportunity attack from you when it moves more than 5 feet away from you while you’re holding a ranged weapon. You use the ranged weapon for the opportunity attack.

### 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. Finally, if you are not unconscious or surprised when you roll initiative, you can immediately make a ranged weapon attack.

     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 additional damage equal to your Wisdom modifier on a hit. Firing a soul arrow does not consume ammunition.
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### Intercepting Shot

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

By 11th level, you can listen to the wind to see the otherwise invisible. As a bonus action, you may 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

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 ZHENREN

Monks of the Way of Zhenren emphasizes living with natural spontaneity and without assigning extrinsic value to any one thing or person. They remove themselves from conventional dogma of gainful motivation and social value, and reject systems that impose order and restriction. By being solely reactive, these monks believe they can achieve true enlightenment.

### Total Balance

*3rd-level Way of Zhenren feature*

When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw with advantage or disadvantage, you can use your reaction and 1 ki point to negate the advantage or disadvantage.

### Reactive Strike

*3rd-level Way of Zhenren feature*

When a creature moves within 5 feet of you, you can use your reaction to use Flurry of Blows on it.

### Purposeful Inaction

*6th-level Way of Zhenren feature*

The teachings of your tradition have allowed you to draw power in passivity. If you did not attack a creature during your turn, you gain resistance to all damage until the start of your next turn. If you use your reaction to attack a creature, you lose the resistances.

### Worldly Detachment

*6th-level Way of Zhenren feature*

Your tradition encourages you to take things as they are and be unaffected by drives and desires. When you must make a saving throw against being charmed or frightened, you can use 2 ki points and make the roll with advantage.

### Effortless Technique

*11th-level Way of Zhenren feature*

Your strikes have become second nature to you, requiring little forethought to execute. Once before the start of your next turn, when you make an attack with your monk weapon or an unarmed strike, you can spend 3 ki points and treat a d20 roll of 7 or lower as an 8. You must do this before seeing the attack roll.

### Perfect Being

*17th-level Way of Zhenren feature*

Your complete detachment from the social constraints of the world and removal of all purposeful, selfish actions has ascended both your mind and body. You are immune to being blinded, charmed, deafened, affected by exhaustion, frightened, and you cannot be put to sleep. In addition, when you roll for initiative and have no ki points remaining, you regain 1 ki point.