Monk

A monk is a living weapon, honing their bodies to perfection and using their skills and training to become masters of the way. They are a spiritual force, seeking to master the martial arts, they are able to perform amazing feats of agility and skill, and can harness their chakra to produce truly mystical powers.  

Game Rule Information

  • Attributes: A monk wants high Wisdom, alongside Dexterity and Constitution, a solid Strength score will likewise, aid the monk in their journey.
  • Class Difficulty: Advanced
  • Class Nature: Chakra
  • Starting Gold: 5d4 Gold Pieces (12.5 gp).
  • Starting Age: Trained
You can make a monk quickly by following these suggestions. First, make Wisdom or either Strength or Dexterity your highest ability score, depending on whether you want to focus on your Ki powers or martial combat. Your next-highest score should be Constitution, followed by either Dexterity or Strength, depending on which one you did not choose. Second, choose the Monk birth, the Hermit profession, and Wanderer – Athlete origin.

Multiclass

  • Ability Score Multiclass Requirements: Dexterity and Wisdom 13
  • Multiclass Proficiencies Gained: Simple Weapons, Brawling Weapons.

The Monk Table

Class Features

As a monk, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per monk level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st

Proficiencies

  • Armor: None.
  • Weapons: Simple Weapons, Brawling Weapons
  • Tools: One tool of your choice.
  • Saving Throws: Strength, Dexterity.
  • Skills: Choose three from Acrobatics, Athletics, History, Insight, Religion, Stealth, and Tactics.

Chakra

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Through meditation and understanding you have unlocked unique features tied to your Ki and Stamina, known as Chakras, these powers empower you on your path to wholeness and allow you to perform extraordinary feats.   You gain 1 Chakra of your choice that you qualify for, at 3rd level, and every two levels thereafter, you gain an additional Chakra of your choice that you qualify for. Additionally, whenever you would gain an Ability Score Improvement, you can replace one of your known Chakra's with another of your choice that you qualify for.
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Abundant Step (Ma)

  • Prerequisite: Monk 3rd.
You harness your inner chakra to transport yourself through the battlefield with mystical precision and accuracy. As a Bonus action, you can spend 1 Ki to teleport to a place that you can see within 30 feet. At 5th level, you can spend 2 Ki to teleport up to 120 feet, while at 7th level you can spend 3 Ki to teleport up to 500 feet. You can double the Ki expenditure of this feature to bring along a number of allies within reach equal to your Proficiency bonus.

Action Before Thought (Ex)

You can spend 1 Ki points when you would roll Initiative to roll with Advantage. Should you go first in the combat you regain 2 Ki Points.

Anchoring Blow (Su)

Whenever you would hit a creature with a Martial Arts attack, you can spend a point of Ki to force the creature to make a Charisma saving throw against your Ki save DC, on failure that creature suffers from the Anchored condition until the end of your next turn.

Burdened Strike (Su)

Whenever you would hit a creature with a Martial Arts attack, you can spend a point of Ki to force the creature to make a Strength saving throw against your Ki save DC, on failure that creature suffers from the Burdened condition until the end of your next turn.

Chakra Block (Su)

  • Prerequisite: Monk 5th.
You can spend a point of Ki before making an attack to cause your next attack to become a Chakra Blocking attack, should this attack hit, your target has any ability that they possess that costs either Ki or Stamina to activate has their Ki or Stamina cost increased by 1 for the next hour. This ability does not stack, but multiple hits extends the duration by 1 hour.

Cobra Breath (Su)

  • Prerequisite: Monk 7th.
You can spend 3 points of Ki to make a Constitution saving throw against a chosen poison in your system to neutralize that poison, curing yourself of it. You can then, for the next minute, use that poison by spitting it upon your victims. Allowing you to make a special Martial Arts attack that deals Poison damage instead of its normal damage. Should this attack hit, the target must make a Constitution saving throw against this poison or suffer from the Aflamed (Training Dice in Poison damage) condition. You can spend 2 points of Ki when a creature is damaged by this ability to cause the damaged creature to additionally make a save against the poison you used to activate this feature.

Deflect Blows (Ex)

When you are hit by a melee martial attack, you can spend 1 Ki and your Reaction to parry and potentially disarm a creature of their melee weapon. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.   Your target must make a Strength saving throw against your Ki Save DC or you can disarm and grab hold of the triggering melee weapon, so long as it is small enough for you to hold in one hand and you have at least one hand free. If you disarm a weapon in this way, you can spend 1 Ki point to make an attack with the weapon you just disarmed, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencies, and the attack counts as a Brawling weapon for the attack.

Deflection (Ex)

Whenever you would be subject to a ranged spell attack that deals damage, you can as a Reaction spend a point of Ki to reduce the damage that you would take from this attack by 1d10 + your Dexterity modifier + your Monk level.

Esoteric Study (Ex)

You gain proficiency with a single skill, tool, or Exotic weapon of your choice. You can select this chakra multiple times, gaining a new proficiency each time you do so.

Empty Body (Ma)

  • Prerequisite: Monk 5th.
You can enter an ethereal state for 1 minute as an Action by spending 4 points of Ki. Doing so grants you the Incorporeal Movement feature as well as the Incorporeal condition for the duration of this ability; however, while incorporeal, unless you possess Ghost Touch magical attacks, your attacks are made with Disadvantage against creatures that are corporeal.

Feather Balance (Ex)

You can spend a Ki point as a Bonus Action to maintain your balance during slippery situations. For the next minute should you be required to make an Acrobatics check or lose your balance, you instead automatically pass the check; additionally, when making a Dexterity saving throw against being Knocked Prone, losing your balance, or forced movement, you do so at Advantage.

Fists of Energy (Su)

Whenever you take the Attack Action, you can spend a point of Ki to activate your Fists of Energy ability to imbue your Martial Arts with one of the elemental energies. Choose Acid, Cold, Fire, Lightning, Necrotic, or Radiant; your Martial Arts attacks deal an additional 1d6 points of the chosen damage type until the start of your next turn.

Formless Mastery (Ex)

  • Prerequisite: Monk 3rd.
You can as a Reaction spend a Ki point to change your active combat style feat(s) as if you had spent a Bonus Action to do so.

Inner Sight (Ex)

Whenever you would roll Initiative, you can spend a point of Ki, to add your Wisdom modifier to the roll.

Insightful Wisdom (Su)

  • Prerequisite: Monk 5th.
You can spend 3 Ki points as a Reaction to an ally failing an Attack roll or Saving Throw to allow your target to make a new roll. They must take the new roll even if it is worse.

Intuitive Strikes (Ex)

You can use your Wisdom modifier instead of your Strength modifier for attack and damage rolls of your Martial Arts attacks.

Iron Chain Strike (Ex)

Whenever you would succeed on an attempt to Grapple a creature, you can spend a point of Ki to deal the Grappled creature damage as if you had hit it with a Martial Arts attack, alternatively you can spend 2 points of Ki to treat the Grappled creature as Restrained so long as the Grapple is maintained.

Kiai Shout (Su)

You can spend 2 points of Ki as an Action to unleash a thunderous shout in a 30 foot cone, all creatures within the area of effect must make a Wisdom saving throw against your Ki save DC or suffer 2d12 + your Wisdom modifier Thunder damage and the Confused condition for the next minute. A successful save halves the damage and negates the condition. This damage improves by 1d12 Thunder damage whenever your Proficiency would increase above a +2 bonus. A creature can make a new save at the start of each of their turns to end this condition early.

Ki Mount (Su)

You can spend a Ki point as an Action to grant any creature that you have as an active Mount gain 2 Temporary Hit Points per Monk level that you possess for the next hour per Monk level that you possess. Additionally, during this time, the mount receives the benefits of your Unarmored Movement feature so long as they are unarmored.

Ki Range (Su)

You can spend a Ki point as a Bonus Action to double the range of any Thrown weapon you are using, alternatively, any ranged weapon you are using has their range increased by 50 percent.

Light Steps (Ex)

You can spend 2 Ki points as a Bonus Action to gain an Insight bonus to your Stealth skill equal to double your Proficiency for the next hour. Additionally, during this time, you are immune to Difficult Terrain and do not leave tracks unless you so wish it.

Nauseating Palm (Ex)

Whenever you would hit a creature with a Martial Arts attack, you can spend a point of Ki to force the creature to make a Constitution saving throw against your Ki save DC, on failure that creature suffers from the Nauseated condition until the end of your next turn.

One in Mind and Body (Su)

Whenever you make a Strength- or Dexterity-ability check, you can spend a point of Ki to use your Wisdom modifier instead of your Strength- or Dexterity-modifier when making this check.

One Touch (Su)

You can spend a point of Ki to make a Martial Arts attack as a Touch Attack. Additionally, your Martial Arts attacks count as benefiting from the Ghost Touch enchantment.

Piercing Dash (Ex)

You can spend 3 points of Stamina as a Bonus Action to Dash forward in a straight line that does not provoke Reactionary attacks and make a single martial attack against a target with reach at the end of this movement. Additionally, each creature within 5 feet of the path of your movement must make a Dexterity saving throw against your Ki Save DC or suffer 2d8 + your Wisdom modifier points of Ballistic damage. With an additional 1d8 points of Ballistic damage whenever your Proficiency would increase above +2. Finally, should your target be hit, they must make a Constitution saving throw against your Ki Save DC, or suffer from the Burdened condition for 1 minute.

Powerful Blow (Ex)

Whenever you would hit a creature with a Martial Arts attack, you can spend a point of Stamina to force the enemy to make a Strength saving throw against your Ki save DC. On a failed save, the target is pushed away from you by 10 feet, with an additional 10 feet pushed for every 4 by which the enemy failed their saving throw.

Punish Mistake (Ex)

Whenever a creature would provoke a Reactionary attack due to movement against you, you can spend a point of Stamina to make an additional Reactionary attacks against the triggering creature.

Quartermaster (Ex)

You gain a single Utility feat of your choice feat as a bonus feat. You can select this chakra multiple times. Its effects do not stack. Each time, select a new feat or a new tool tied to a previously taken feat to be tied to this chakra.

Quivering Palm (Su)

  • Prerequisite: Monk 11th.
You can spend 4 Ki points to make your next Martial Arts attack be made with a +5 increase to its Critical Threat range. Should this attack hit, in addition to its normal effects, the target must make a Constitution saving throw or suffer from the Fatal Heart condition. At any point for the next week, you can trigger this condition as an Action to cause the target to suffer a number of d12s equal to your Proficiency in Necrotic damage.

Rejuvenation (Su)

As a Bonus Action, you can spend one or more points of Ki, up to your Proficiency bonus, to rejuvenate your life essence. You heal a number of d8s equal to your Proficiency bonus + your Wisdom modifier, with an additional d8 of healing for each additional point of Ki spent. Whenever you would be reduced to 0 hit points, you can as a Reaction, spend 5 points of Ki to activate this ability.

Skilled (Ex)

You gain the Skilled feat as a bonus feat.

Spirit Guide (Su)

  • Prerequisite: Monk 5th.
You can call upon your inner chakra to aid your allies in their times of need, or to realign your Ki when you need it most. Any time you take the Help action to aid an ally, you grant that ally Advantage on the first attack roll they make against a target that you can see; you do not need to be within 5 feet of the target. You can spend 1 Ki point to take the Help action as a Bonus Action on your turn.   Additionally, you can as a Bonus Action spend 3 Ki points to grant yourself Advantage on all Martial Arts attack rolls that you make until the start of your next turn.

Stunning Strike (Ex)

  • Prerequisite: Monk 5th.
Whenever you would hit a creature with a Martial Arts attack, you can spend 3 points of Ki to force the creature to make a Constitution saving throw against your Ki save DC, on failure that creature suffers from the Stunned condition until the end of your next turn.

Sweeping Slice (Su)

You can spend 3 points of Stamina as a Bonus Action to strike out in a wide arc, striking all hostile creatures within a 20 foot cone. Each target within the area must make a Dexterity saving throw against your Ki Save DC or suffer 2d10 + your Wisdom modifier Slashing damage and the Bleeding (1d10) condition. A successful save halves the damage and negates the Bleeding condition. This damage improves by 1d10 Slashing damage whenever your Proficiency would increase above a +2 bonus.

Throat Punch (Ex)

Whenever you would hit a creature with a Martial Arts attack, you can spend a point of Ki to force the creature to make a Constitution saving throw against your Ki save DC, on failure that creature suffers from the Muted condition until the end of your next turn.

Trampling Charge (Ex)

Whenever you would take the Charge Stamina Action, you can enhance this action by expending an additional 1 point of Stamina to make a free Shove attempt against each valid target of your choice that you would move through as a part of this Charge action.   A creature that is Shoved successfully in this way suffers 1d12 points of Bludgeoning damage, increasing by an additional 1d12 points of Bludgeoning damage whenever your Proficiency would increase above a +2 bonus.

Zephyr Blow (Su)

You can spend 1 Ki point to replace an attack that you are about to make with a burst of wind as if you had cast the Gust of Wind spell; however, the duration of this effect is instantaneous and causes those within this chakra's area to immediately save against the effect or be pushed back. You can spend 2 Ki points to cast this spell as an Action as a chakra power, when doing so it is considered a Supernatural ability and non-magical.

Ki (Su)

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You have honed your focus on the monastic teachings as your understanding of your inner chakra has unlocked within you the ability to harness the mystical energy of Ki. Earned through meditation, self-reflection, and bodily perfection, you fuel your mystic powers through your ki. You gain a pool of Ki as shown on the Monk table above, you can use this Ki to activate Chakras, perform Mantras, and utilize other features granted by the monk class.   During your daily meditations, you harness your inner chakra, generating the raw energy within your body into your Ki, you begin each day with the maximum amount of Ki that you can hold, any spent Ki used is regained after you complete a Short or Long Rest. You must spend at least 30 minutes of the rest meditating to regain your ki.   When you first gain this feature, you unlock three chakras for free, they are as follows:
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 3 Ki point to make two martial arts attacks as a Bonus Action. You may do so, even while making two-weapon fighting attacks using your Martial Arts feature.
  • Patient Defense: You can spend 2 Ki point to take the Dodge action as a Bonus Action on your turn.
  • Step of the Wind: You can spend 1 Ki point to take the Dash action as a Bonus Action on your turn, of which you don't provoke Reactionary attacks and your jump distance is doubled for the rest of the turn.
Finally, sometimes you will have a power or an ability that requires a saving throw to resist; in such cases, any Monk class feature that you use has a Saving Throw DC equal to 8 + your Wisdom modifier + Proficiency.

Martial Arts (Ex)

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As you begin your path as a monk your study of the martial arts have given you a deeper understanding of unarmed combat and the art of fighting. You begin with two martial art combat options as given below, additionally, any natural attacks that you possess are modified as given under Natural Unarmed Strike:
  • Mighty Unarmed Strike: This is a heavy unarmed strike, meant to strike hard, but without the finesse of the lighter strikes. This attack possess the Two-Handed property and deals 1d8 Bludgeoning damage. It has a 20x2 Critical rating and has a Penetration score of 0. Finally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Breaching, Breaker, Collateral, Concussive, Deadly, Finesse, Grab, Heavy Shot, Hooked, Knockback, Plowing, Snagging, Staggering, or Striking.
  • Swift Unarmed Strike: This is a light unarmed strike, meant to strike swiftly with a barrage of strikes. This attack possess the Finesse and Light properties and deals 1d4 Bludgeoning damage. It has a 20x2 Critical rating and has a Penetration score of 0. Finally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Astonishing, Blocking, Deflecting, Grab, Hooked, Parrying, or Quick Shot.
  • Natural Unarmed Strike: For monks utilizing their natural attacks in their martial arts style, claws are considered Swift, bites are considered Mighty. Your natural attacks gain two properties of your choice from their martial arts category. Your natural attacks can utilize their innate damage, or the damage of their martial arts category, whichever is greater.
Finally, you gain the following benefits while you are unarmed or wielding only monk weapons and aren’t wearing armor or wielding a shield:
  • Any weapon with the Brawling feature gains the Finesse property for free while you wield it, even if it does not qualify for the property.
  • Whenever you would attempt to Disarm, Grapple, Overrun, Shove Aside, or Shove a creature, you may utilize your Dexterity (Acrobatics) skill instead of the standard options.
  • At 5th level, and every 6 levels thereafter in this class, your Martial Arts damage dice are increased by one step along this track: 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d8 > 3d6 > 2d10.

Monastic Tradition

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As you begin your path as a monk, so to must you begin your tutelage within your monastic tradition. Your understanding of your monastic orders ways grants you enhanced features and connection to your inner chakra; granting you access to special features tied to one of the Monastic Tradition of the Monk class. You gain Monastic Features at 1st level, and again at level 3, 5, 10, 15, and finally 20th level.

Unarmed Defense (Ex)

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Beginning as a 1st level Monk, you have learned how to brace your body for impact and dodge and parry attacks that would otherwise fell a lesser warrior so long as you are free of burden. So long as you are not wearing light or heavier armor, nor wearing a shield, you gain a Natural bonus to AC equal to your Wisdom modifier. This does not stack with other Natural bonuses to AC gain from class features, such as a Barbarians Primal Defense feature.

Raised Adrenaline (Ex)

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Beginning at 2nd level, your training has enabled to your refocus your mind, body, and spirit whenever you would enter times of danger. Whenever you would roll Initiative, you can activate this ability to regain 1d10 + your Proficiency in Hit Points, up to your maximum, and gain an amount of Ki equal to half of this result.   You can use this feature once, regaining expended uses after you would complete a Long Rest. You can use this feature even while out of uses by expending 4 points of Stamina.

Unarmored Movement (Ex)

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Beginning at 2nd level, as you progress within your studies as a monk, you have learned how to move like the wind, for as long as you are not wearing armor or wielding a shield, you gain a +10 foot Dodge bonus to all forms of Movement that you naturally possess. This bonus increases by +5 feet at 6th level and every four levels thereafter.   Upon reaching 9th level in monk, you gain the ability to move along vertical surfaces and across liquids during the move without falling. However, if you end your movement on a vertical surface or a liquid, you fall.

Deflect Missiles (Ex)

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Beginning at 3rd level, you have learned how to parry and redirect projectiles and other ranged attacks back at your attack. Whenever you would be struck by a ranged martial attack, you can expend 1 Ki and a Reactionary attack to deflect or catch the attack that you would be hit by. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.   If you reduce the damage to 0 and the attack originates from a weapon, you can disarm and grab hold of the melee weapon, so long as it is small enough for you to hold in one hand and you have at least one hand free. If you disarm a weapon in this way, you can spend 1 Ki point to make an attack with the weapon you just disarmed, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencies, and the attack counts as a Brawling weapon for the attack.

Style Focus (Ex)

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Starting at 3rd level, and again at 6th level, and every 6 levels thereafter, you gain a bonus Style feat of your choice that you qualify for. Additionally, your chosen combat styles grant you additional martial arts combat options. Allowing you to make a Light or Heavy martial arts style attack of the given style. These style attacks utilize the following statistics and are modified by the style feat as normal, likewise they can be modified by the Martial Arts natural unarmed strike feature:

Boar Style

You have learned how to focus your unarmed strikes into a terrifying savagery akin to that of the mighty boar, ripping at your foes flesh and terrifying those foes around you.
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Mighty Boar Strike
This is a heavy unarmed strike, meant to tear at the targets weak points, but without the finesse of the lighter strikes. This attack possesses the Breaching, Brutal, Striking, and Two-Handed property and deals 1d10 Piercing damage It has a 19-20x2 Critical rating and has a Penetration score of 2.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Armor Piercing, Breaker, Cleaving, Collateral, Concussive, Cracking (2), Heavy Shot, Plowing, Snagging, or Staggering. Finally, choose one of the following rating sets: Axe Rating II and III, Claw III, Club II and III, Hammer II and III, Mace II and III, Pick II and III, Sword II, or Whip II. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Boar Strike
This is a light unarmed strike, meant to shred the targets around you, but without the strength of the heavier strikes. This attack possesses the Cleaving, Collateral, Finesse, Light, and Plowing, and properties and deals 1d6 Slashing damage. It has an 18-20x2 Critical rating and has a Penetration score of 0.   Additionally, choose one of the following properties, this attack possesses the chosen property. Once chosen this property cannot be changed: Brutal, Snagging, or Striking. Finally, choose one of the following rating sets: Axe Rating II and III, Claw III, Club II and III, Hammer II and III, Mace II and III, Pick II and III, Sword II, or Whip II. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Crane Style

You have learned how to fight unarmed in a graceful and fluid motion that emphasizes defense and form over aggressive action.
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Mighty Crane Strike
This is a heavy unarmed strike, meant to disorient and dislodge those struck, but without the speed and momentum of the lighter strikes. This attack possesses the Braced, Finesse, Knockback, and Two-Handed property and deals 1d8 Bludgeoning damage It has a 20x2 Critical rating and has a Penetration score of 0.   Additionally, choose one of the following properties, this attack possesses the chosen property. Once chosen this property cannot be changed: Disorienting, Distracting, Hooked, Staggering. Finally, choose one of the following rating sets: Claw II and III, Club III, Spear II, or Sword III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Crane Strike
This is a light unarmed strike, meant to strike with swift and defensive movements, but without the strength of the heavier strikes. This attack possesses the Blocking, Finesse, Light, and Parrying properties and deals 1d4 Bludgeoning damage. It has a 19-20x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Braced, Deflecting, Disorienting, Distracting, Grab, Hooked, Matching, Quick Shot. Finally, choose one of the following rating sets: Claw II and III, Club III, Spear II, or Sword III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Dragon Style

You have learned how to fight with the ferocity of the dragon, emphasizing the fluid motion, and strength of the mighty dragons.
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Mighty Dragon Strike
This is a heavy unarmed strike, meant to dislodge and break the guard of those struck, but without the speed and momentum of the lighter strikes. This attack possesses the Breaching, Cracking (2), Reach, and Two-Handed property and deals 1d10 Bludgeoning damage It has a 20x2 Critical rating and has a Penetration score of 4.   Additionally, choose two of the following properties, this attack possesses the chosen property. Once chosen these properties cannot be changed: Breaker, Brutal, Concussive, Heavy Shot, Lingering (martial arts die), Plowing, Striking. Finally, choose one of the following rating sets: Claw III, Club II and III, Spear II, Hammer II and III, Mace II and III, Pick II and III, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Dragon Strike
This is a light unarmed strike, meant to strike with fluid and controlled motion, but without the ferocity of the heavier strikes. This attack possess the, Concussive, Finesse, and Light properties and deals 1d6 Bludgeoning damage. It has a 19-20x2 Critical rating and has a Penetration score of 2.   Additionally, choose one of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Breaker, Lingering (martial arts die), Plowing, Quick Strike, Striking. Finally, choose one of the following rating sets: Claw III, Spear II, Pick II and III, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Dragonfly Style

You have learned how to fight with the dexterous and fluid motions of the dragonfly, swooping in from above to end your foes swiftly.
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Mighty Dragonfly Strike
This is a heavy unarmed strike, meant to bewilder and control, but without the speed and momentum of the lighter strikes. This attack possesses the Entangle, Finesse, Hooked, and Two-Handed property and deals 1d8 Bludgeoning damage It has a 19x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Armor Piercing, Blocking, Brutal, Collateral, Concussive, Disorienting, Distracting, Flexible, Heavy Shot, Knockback, Plowing, Striking. Finally, choose one of the following rating sets: Blowgun II, Claw II and III, Club III, Dagger II and III, Spear II, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Dragonfly Strike
This is a light unarmed strike, meant to strike swift and decisive action, but without the strength of the heavier strikes. This attack possesses the Collateral, Finesse, Light, and Striking properties and deals 1d6 Bludgeoning damage. It has an 18-20x3 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Armor Piercing, Blocking, Brutal, Concussive, Disorienting, Distracting, Entangle, Flexible, Hooked, Knockback, Matching, Parrying, Plowing, Quick Shot. Finally, choose one of the following rating sets: Blowgun II, Claw II and III, Club III, Dagger II and III, Spear II, Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Jabbing Style

You have learned how to fight with the quick and fluid motions of a boxer, performing rapid jabs and quick movements as you fight throughout the battlefield.
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Mighty Jabbing Strike
This is a heavy unarmed strike, meant to strike with strength and determination, but without the speed and momentum of the lighter strikes. This attack possesses the Blocking, Grab, and Versatile (1d10) property and deals 1d8 Bludgeoning damage It has a 18x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Breaching, Breaker, Brutal, Concussive, Cracking (2), Deflecting, Disorienting, Fine, Finesse, Heavy Shot, Hooked, Knockback, Matching, Parrying, Quick Shot, Staggering. Finally, choose one of the following rating sets: Claw II and III, Club III, Mace II and III, Pick II and III, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Jabbing Strike
This is a light unarmed strike, meant to strike with rapid action and concussive force, but without the strength of the heavier strikes. This attack possesses the Breaker, Concussive, Finesse, and Light properties and deals 1d6 Bludgeoning damage. It has an 18-20x2 Critical rating and has a Penetration score of 2.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Blocking, Breaching, Brutal, Cracking (2), Deflecting, Disorienting, Fine, Finesse, Grab, Heavy Shot, Hooked, Knockback, Matching, Parrying, Quick Shot, Staggering. Finally, choose one of the following rating sets: Claw II and III, Club III, Mace II and III, Pick II and III, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Monkey Style

You have learned how to fight with the nimble movements and unpredictable style of the monkey, utilizing all manner of terrains and positions to fight your foes.
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Mighty Monkey Strike
This is a heavy unarmed strike, meant to reposition and break your foes, but without the speed and momentum of the lighter strikes. This attack possesses the Astonishing, Disorienting, Grab, and Two-Handed property and deals 1d8 Bludgeoning damage. It has a 19x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Collateral, Concussive, Entangle, Finesse, Flexible, Heavy Shot, Hooked, Knockback, Plowing, Snagging, Staggering. Finally, choose one of the following rating sets: Blowgun II, Claw II, Club III, Crossbow II and III, Sword III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Monkey Strike
This is a light unarmed strike, meant to strike from all manner of directions in order to bewilder your foes, but without the strength of the heavier strikes. This attack possesses the Disorienting, Finesse, Grab, and Light properties and deals 1d6 Bludgeoning damage. It has an 18-20x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Astonishing, Collateral, Distracting, Entangle, Flexible, Hooked, Matching, Parrying, Plowing, Quick Shot, Snagging. Finally, choose one of the following rating sets: Blowgun II, Claw II, Club III, Crossbow II and III, Sword III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Panther Style

You have learned how to present yourself as weak or a false threat, so when the opportunity presents itself you pounce, swiftly ending those who misjudged you.
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Mighty Panther Strike
This is a heavy unarmed strike, meant to confound and brutalize its victims, although it lacks the speed and momentum of the lighter strikes. This attack possesses the Brutal, Finesse, Staggering, Striking, and Two-Handed property and deals 1d8 Bludgeoning damage It has an 18x3 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen property. Once chosen these properties cannot be changed: Astonishing, Breaching, Braced, Collateral, Concussive, Disorienting, Distracting, Finesse, Flexible, Heavy Shot, Hooked, Knockback. Finally, choose one of the following rating sets: Blowgun II, Claw II and III, Crossbow III, Dagger II and III, Flail II and III, Mace II and III, Spear II, or Sword II. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Panther Strike
This is a light unarmed strike, meant to strike with both patience and speed, but without the ferocity of the heavier strikes. This attack possess the Braced, Finesse, Flexible, and Light properties and deals 1d6 Bludgeoning damage. It has an 18-20x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Astonishing, Breaching, Brutal, Collateral, Disorienting, Distracting, Hooked, Matching, Quick Shot, Striking. Finally, choose one of the following rating sets: Blowgun II, Claw II and III, Crossbow III, Dagger II and III, Flail II and III, Mace II and III, Spear II, or Sword II. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Snake Style

You have learned how to fight with the cunning swiftness of the serpent, striking out with sudden reactionary moves as you fend off would be foes.
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Mighty Snake Strike
This is a heavy unarmed strike, meant to deny and betray your target, but without the speed and precision of the lighter strikes. This attack possesses the Distracting, Reach, Snagging, and Two-Handed property and deals 1d8 Bludgeoning damage. It has a 20x4 Critical rating and has a Penetration score of 2.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Astonishing, Brutal, Concussive, Disorienting, Flexible, Grab, Hooked, Parrying. Finally, choose one of the following rating sets: Blowgun II, Claw II and III, Club III, Dagger II and III, Flail II and III, Mace II and III, or Sword III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Snake Strike
This is a light unarmed strike, meant to strike with the speed of the serpent, precise and deadly, but without the ferocity of the heavier strikes. This attack possesses the Brutal, Finesse, Light, and Matching properties and deals 1d6 Bludgeoning damage. It has an 18-20x2 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Astonishing, Concussive, Disorienting, Distracting, Flexible, Grab, Hooked, Parrying, Quick Shot, Reach, Snagging. Finally, choose one of the following rating sets: Blowgun II, Claw II and III, Club III, Dagger II and III, Flail II and III, Mace II and III, or Sword III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Tiger Style

You have learned how to emulate the fighting style and ferocity of the tiger. Allowing you to unleash devastating blows with your unarmed strikes.
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Mighty Tiger Strike
This is a heavy unarmed strike, meant to brutalize and cleave through its victims, although it lacks the speed and momentum of the lighter strikes. This attack possesses the Armor Piercing, Cleaving, Striking, and Two-Handed property and deals 1d10 Bludgeoning damage It has an 18x3 Critical rating and has a Penetration score of 0.   Additionally, choose two of the following properties, this attack possesses the chosen property. Once chosen these properties cannot be changed: Breaching, Breaker, Brutal, Collateral, Concussive, Disorienting, Finesse, Heavy Shot, Hooked, Knockback, Plowing. Finally, choose one of the following rating sets: Claw II and III, Club II and III, Dagger III, Hammer II and III, Mace II and III, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.
Swift Tiger Strike
This is a light unarmed strike, meant to strike with agility and ruthlessness. This attack possess the Brutal, Finesse, Knockback, and Light properties and deals 1d6 Bludgeoning damage. It has an 18-20x3 Critical rating and has a Penetration score of 0.   Additionally, choose one of the following properties, this attack possesses the chosen properties. Once chosen these properties cannot be changed: Collateral, Disorienting, Hooked, Plowing, Quick Shot, or Striking. Finally, choose one of the following rating sets: Claw II and III, Club II and III, Dagger III, Hammer II and III, Mace II and III, or Sword II and III. You gain access to Rating II features at level 3 in this class, and access to Rating III features at level 7 in this class.

Ability Boost (Ex)

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Starting at 4th level, and every 4 levels thereafter, you gain an Ability Boost that can be applied to any ability score of your choice, increasing that ability score by 2 points, up to your ability score cap. Alternatively, you can increase two different ability scores by 1 point each, up to their cap. Lastly, you can choose to instead of taking an Ability Boost, replace this boost with a feat of your choice that you qualify for.

Slow Fall (Su)

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Beginning at 4th level as a Monk, you have learned how to utilize the flow of your own chakra to slow your descent. You can as a Reaction whenever you would fall, treat that fall that as a number of feet less equal to 10 times your Monk Level for the purposes of damage and effects.

Combo Strike (Su)

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Beginning at 5th level, you have learned how to combine your flurry of attacks into measured and designed blows meant to achieve a particular effect. Whenever you would take the Attack Action, should you achieve a series of successful attacks that follows one of the given attack schemes given below an additional effect is applied to the target of the next attack that you would make. This attack is known as a Combo Strike and can be empowered with your Ki to further enhance its impact. Any save tied to a Combo Strike goes against your Ki Save DC.   You begin knowing all Combo Strike Starters, all Basic Combo Strikes, and your Proficiency bonus in Intermediate Combo Strikes. Whenever you would learn a new Intermediate Combo Strike, you can replace one that you already know with a new one. You can learn new and unknown combo strikes above your initial understanding through study and training, subject to GM approval.

Combo Strike Starters

Combo Strikes must begin with a special action or attack known as a starter, they can be a variety of actions and the most common of which are given below:
Dodging Starting Strike
You must move within reach of a target creature and take the Dodge Action to trigger this combo strike. On success, you mark that creature as your target for a following Dodging combo strike attack pattern.
Mighty Starting Strike
You must successfully hit a creature with a Mighty martial arts attack to trigger this combo strike. On success, you mark that creature as your target for a following mighty combo strike attack pattern.
Provoking Starting Strike
You must provoke a Reactionary Attack through your own movement to trigger this combo strike. On success, you mark the reactive creature as your target for a following Provoking combo strike attack pattern.
Studying Starting Strike
You must make a martial arts attack against a creature and miss. On success, you mark that creature as your target for a following Studying combo strike attack pattern.
Swift Starting Strike
You must successfully hit a creature with a Swift martial arts attack to trigger this combo strike. On success, you mark that creature as your target for a following Swift combo strike attack pattern.

Basic Combo Strike

A Basic Combo Strike is a form of Combo Strike that can be triggered after successfully starting a combo followed by a single attack from a particular attack type, they may require additional steps as given in the individual combo attack as shown below:
Crushing Palm
You must make a successful Swift Starting Strike combo against a creature followed by a successful Swift martial arts attack against the same target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack deals an additional Training Dice in Force damage and forces your target to make a Constitution saving throw or suffer a penalty to their AC equal to your Proficiency for a number of rounds equal to your Wisdom modifier. A creature that fails against this ability receives a new save at the end of each of their turns to end this effect early.
Flick Kick
You must move at least 10 feet after triggering this combo with a successful Mighty Starting Strike, followed by a successful Mighty martial arts attack against the same or a new target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack deals an additional Training Dice in Force damage and forces your target to make a Strength saving throw or be knocked away up to 20 feet + 5 feet per half of your Proficiency. You may choose in which space your target lands, so long as it is away from you.
Hard Knuckles
You must make a successful Mighty Starting Strike combo against a creature followed by a successful Swift martial arts attack against the same target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack deals an additional Training Dice in Force damage and forces your target to make a Wisdom saving throw or suffer a level of the Overcome condition for a number of rounds equal to half of your Wisdom modifier. A creature that fails against this ability receives a new save at the end of each of their turns to end this effect early.
Heavy Chop
You must make a successful Mighty Starting Strike combo against a creature followed by a successful Mighty martial arts attack against the same target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack deals an additional Training Dice in Force damage and knocks the target Prone.
Transferring Step
You must make a successful Studying Starting Strike, followed by any martial arts attack that misses the target to trigger this combo strike.   Upon achieving this combo strike, you may move up to 10 feet without provoking Reactionary Attacks. Alternatively, you can maneuver through your target, forcing them to make a Dexterity saving throw or trade places with you.
Tempest Strike
You must move at least 15 feet while remaining within 5 feet of the target of a successful Swift Starting Strike, followed by a successful Swift martial arts attack against the same target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack deals an additional Training Dice in Force damage and forces your target to make a Constitution saving throw or suffer from the Dazzled condition as well as a level of Encumbrance for the next minute. A creature that fails against this ability receives a new save at the end of each of their turns to end these conditions early.
Whiplash
You must make a successful Swift Starting Strike combo against a creature followed by a successful Mighty martial arts attack against the same target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack deals an additional Training Dice in Force damage and forces your target to make a Wisdom saving throw or suffer from the Confused condition for a number of rounds equal to your Wisdom modifier. A creature that fails against this ability receives a new save at the end of each of their turns to end this condition early.

Intermediate Combo Strike

An Intermediate Combo Strike is a form of Combo Strike that can be triggered after successfully starting a combo followed by two attacks from a variety of attack types, they may require additional steps as given in the individual combo attack as shown below:
Bloody Brim
You must make a successful Hard Knuckles combo strike against a creature followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target to suffer from the Bleeding (double Training Dice) condition.
Body Swing
You must make a successful Heavy Chop combo strike against a creature followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target to be Shoved back in a straight line a number of feet equal to 5 times your Wisdom modifier. Should the target hit a creature, both the target and the struck creature must make a Strength saving throw or be knocked Prone as well as Entangled until the end of their next turn. Should the target hit a solid object, the target suffers an additional Training Die in damage for every 5 feet shoved into the object and must make a Constitution saving throw or be Dazed until the end of their next turn.
Crackjaw
You must make a successful Whiplash combo strike against a creature followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target to be Muted until the end of your next turn and the target is Surprised until the start of its next turn.
Fading Image
You must make a successful Transferring Step combo strike, followed by any martial arts attack that misses the target to trigger this combo strike.   Upon achieving this combo strike, you gain a +2 Insight bonus to AC until the end of your next turn and may move yourself or the triggering creature up to 10 feet.
Inner Pain
You must make a successful Transferring Step combo strike, followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target to suffer from the Sickened condition for 1 minute, receiving a new save to end this condition early at the end of each of the target’s turns.
Reverse Heel
You must make a successful Flick Kick combo strike, followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target to become Seized until the end of their next turn.

Extra Attack (1) (Ex)

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Beginning at 5th level, whenever you would take the Attack Action, you can make two martial attacks as a part of this action, instead of one.

Open Chakra (Root) (Ma)

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Beginning at 5th level you have learned how to open the chakra of survival and potential. You can spend a point of Ki as an Action to touch an allied creature, granting that creature an Insight bonus to their DR against all damage sources equal to your Proficiency for the next minute. You can do so on yourself as a Bonus Action.   Alternatively, whenever you would hit a creature with a Martial Arts attack, you can spend a point of Ki to force the creature to make a Constitution saving throw against your Ki save DC, on failure that creature reduces any DR that they possess by your Proficiency and their AC by half of your Proficiency for the next minute. The target receives a new save at the end of each of their turns to end this effect early.

Ki-Empowered Strikes (Su)

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Beginning at 6th level, your martial arts have been empowered by your inner chakra. You treat your martial arts attack rolls as magical and either silver or cold iron for the purpose of bypassing and overcoming DR, Resistance, and Immunity to non-magical or non-chosen material attacks and damage.   At 9th level, you treat your martial arts attacks as the other material in addition to your original choices for the purpose of bypassing and overcoming DR, Resistance, and Immunity to non-magical or non-chosen material attacks and damage. This further improves to include Adamantine at 12th level.

Style Fusion (Ex)

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Beginning at 6th level, you have learned how to blend your fighting style together with that of another, creating your own unique way of fighting. You can have two Style Feats active at the same time instead of one, benefiting from both and gaining access to the style focus of both while in their respective stances. Additionally, whenever you would switch into or out of a style, you can switch into or out of up to two styles at a time.

Evasion (Su)

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Beginning at 7th level, your connection to the world’s chakra and your own flow of ki allows you to dodge and avoid effects that would otherwise be too difficult to avoid. Whenever you would be subjected to a Dexterity saving throw that deals half damage on success, you instead suffer no damage on success, or half damage on failure.

Open Chakra (Sacral) (Ma)

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Beginning at 7th level you have learned how to open the chakra of emotion and creativity. You can spend a point of Ki as an Action to grant yourself a Fly speed equal to your Walking speed for a number of rounds equal to your Proficiency. Should you already possess a Fly speed, you instead gain a +30 foot boost to your Fly speed for the duration of this effect.   Alternatively, whenever you would be called to make an Insight check to read the emotions of a creature, or a Persuasion or Intimidation check to influence a given emotion of a creature, you can spend a point of Ki to gain Advantage on that check.

Stillness of Mind (Su)

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Beginning at 7th level, you have learned how to channel your ki through your body to purify your body of ailment. As a Bonus Action, you can expend number of Ki points equal to half of the level of the given condition, minimum 1, to cure yourself of a single negative condition of your choice that you are currently afflicted by.   You can take this action, even if you would not normally be able to do so. If a given condition is not tied to a spell or other leveled effect, it's level is considered to be half of the number of HD that its source possesses, or subject to GM discretion, if neither tied to leveled effect nor creature.

Open Chakra (Naval) (Ma)

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Beginning at 9th level you have learned how to open the chakra of power and combustion. You can spend a point of Ki as an Action to grant yourself resistance to a single damage type of your choice for the next minute.   Alternatively, you can spend a point of Ki to unleash a cone of spiritual fire, causing all hostile creatures within a 20 foot cone to make a Wisdom saving throw against your Ki save DC or suffer 3d8 points of True damage. This damage increases by 1d8 whenever you would gain a new Open Chakra feature, capping at 7d8 when you would open your Crown Chakra.

Purity of Body (Su)

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Beginning at 10th level, your connection to the cosmos and your inner chakra as hardened your body and its natural rhythms of resistance. You become immune to non-magical Diseases and Poison and can as a Bonus Action cure yourself of any magical Diseases and Poisons afflicting you by spending 1 point of Ki and making a successful saving throw against the DC of the triggering affliction(s).

Extra Attack (2) (Ex)

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Beginning at 11th level, You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Improved Combo Strike (Su)

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Beginning at 11th level, you have further mastered the arts of martial combat and have thus learned how to combine your flurry of attacks into measured and steady strikes designed to achieve a particular effect. You gain access to the Advanced Combo Strike options. You begin knowing two Advanced Combo Strikes and learn an additional Advanced Combo Strike at 15th level and again at 19th level.

Advanced Combo Strike

An Advanced Combo Strike is a form of Combo Strike that can be triggered after successfully starting a combo followed by three attacks from a variety of attack types, they may require additional steps as given in the individual combo attack as shown below:
Buzzsaw
You must make a successful Bloody Brim combo strike against a creature followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack strikes all targets within a 15 feet per Proficiency bonus line centered on the triggering target. All targets must make a Dexterity saving throw or suffer from the Burdened and Prone conditions. Only the primary target is subject to critical effects.
Chakra Spin
You must make a successful Fading Image combo strike, followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack strikes all targets within a 10 feet per Proficiency bonus cone centered on the triggering target. You may move to any point within this cone without provoking Reactionary attacks.
Rushing Nimbus
You must make a successful Reverse Heel combo strike, followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack knocks the triggering target up into the air a number of feet equal to 10 times your Proficiency bonus, the target remains in the air until your turn ends or they would otherwise be knocked down earlier.
Soaring Kick
You must make a successful Inner Pain combo strike, followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, you and the target move up to 10 feet per Proficiency bonus you possess in a straight line in a direction of your choice. For every 10 feet traveled, your target suffers Force damage equal to your Training Dice. Should your target hit a solid object they are knocked Prone and are Dazed until the end of their next turn.
Tornado Kick
You must make a successful Body Swing combo strike against a creature followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target to be Shoved back in a straight line a number of feet equal to 5 times your Wisdom modifier. Should the target hit a creature, both the target and the struck creature must make a Constitution saving throw or be knocked Prone as well as Seized until the end of their next turn. Should the target hit a solid object, the target suffers an additional Training Die in damage per 5 feet shoved into the object and must make a Constitution saving throw or be Seized until the end of their next turn.

Open Chakra (Heart) (Ma)

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Beginning at 11th level you have learned how to open the chakra of compassion and love. You can spend a point of Ki as an Action to grant yourself Fast Healing equal to your Wisdom modifier multiplied by half of your Proficiency bonus for the next minute.   Alternatively, you can spend 2 points of Ki to infuse a number of creatures of your choice equal to your Proficiency bonus with bolstered resolve and resilience. Granting each target a Morale bonus to Constitution or Wisdom saves equal to your Wisdom modifier. This effect remains for 1 minute or until you lose Concentration as if you were concentrating on a spell.

Open Chakra (Throat) (Ma)

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Beginning at 13th level you have learned how to open the chakra of thoughts made manifest. You can spend 2 points of Ki as an Action to touch a dead creature and force it to reveal truth to a single answer as if the creature were subject to a Speak With Dead and Compelled Truth effect. A creature can only be targeted by this ability once by a given creature, after which it holds no additional effect.   Alternatively, you can spend 3 points of Ki to produce a tangible spiritual connection from beyond the veil and make it manifest. This can produce an object or structure no larger than 5 feet squared per Wisdom modifier that you possess that is simple in nature without only basic moving parts, if any. The object cannot reproduce custom arms or armor, nor can it reproduce items of quality or magic. The object fades after a number of hours equal to your Proficiency bonus. The object is clearly from the spirit world and will fade after a brief time.

Tongue of the Sun and Moon (Su)

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Beginning at 13th level, you have learned how to unlock your chakra of speech and understanding, granting you the ability to understand all spoken languages; additionally, the words that you speak, regardless of language spoken can be understood by those that you choose to understand, so long as they are capable of understanding speech. If a creature already understands the language spoken, they can understand your words without issue.

Diamond Soul (Su)

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Beginning at 14th level, your mastery of chakra has allowed you to break through your own bodies weaknesses and excel where you would normally falter. You gain Proficiency in a single additional saving throw of your choice or gain Expertise in a saving throw with which you are already proficient in. Additionally, whenever you would fail a save, you can expend 2 points of Ki to reroll the save. You must take the new result, even if it is worse.

Open Chakra (Third-Eye) (Ma)

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Beginning at 15th level you have learned how to open the chakra of vision and intuition. You can spend 2 points of Ki whenever you would be called to roll Initiative to swap places with a single creature of your choice that is within the initiative.   Alternatively, you can spend 3 points of Ki to gain the effects of True Sight for the next minute. While this feature is active, a single spiritual eye opens upon your brow, glowing with the power of your open chakra.

Timeless Body (Su)

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Beginning at 15th level, your ability to channel the flow of your chakra has allowed you to halt the aging process. You no longer suffer from the effects of age and you cannot be magically aged; however, you can still die of old age without alternative means, because of this, your maximum age is doubled. Lastly, you can utilize the flow of the spiritual energies around you to sustain yourself, allowing you to subsist without food or water.

Greater Combo Strike (Su)

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Beginning at 17th level, you have become a true master of the arts of martial combat and have thus learned how to combine your flurry of attacks into earth shattering strikes designed to achieve a particular effect. You gain access to the Master Combo Strike options. You begin knowing one Master Combo Strike and learn an additional Master Combo Strike at 19th level.

Master Combo Strike

A Master Combo Strike is a form of Combo Strike that can be triggered after successfully starting a combo followed by four attacks from a variety of attack types, they may require additional steps as given in the individual combo attack as shown below:
Brain Buster
You must make a successful Buzzsaw combo strike against a creature followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack causes the target struck to make a Constitution saving throw or suffer a number of your Training Dice in Psychic damage equal to half of your Proficiency bonus.
Falling Chi
You must make a successful Rushing Nimbus combo strike, followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack knocks the target Prone. If the target was in the air, it reverberates back up in the air up to your Proficiency bonus x 10 feet or half of the elevation of the target, whichever is lower, before falling Prone once more. For every 10 feet fallen, the target suffers an additional Training Dice in Force damage. At the end of this combo, the target must make a Constitution saving throw or suffer from the Stunned condition.
Fang Strike
You must make a successful Soaring Kick combo strike, followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the target suffers from the Putrid condition for the next minute. The target receives a Constitution saving throw to end this effect early at the end of each of their turns.
Silent Palm
You must make a successful Chakra Spin combo strike, followed by a successful Swift martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack forces the target to make a Constitution saving throw or be knocked Unconscious.
Stolen Force
You must make a successful Tornado Kick combo strike against a creature followed by a successful Mighty martial arts attack against any target to trigger this combo strike.   Upon achieving this combo strike, the triggering attack restores 1d4 points of your Ki up to your maximum and the target loses 1d4 points of Stamina.

Open Chakra (Crown) (Ma)

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Beginning at 17th level you have learned how to open the chakra of divinity and consciousness. You can spend 10 points of Ki to astrally project yourself as if you had cast the Astral Projection spell. You can expend an additional point of Ki to astrally project a willing creature touched; you may do so up to your Proficiency bonus in additional targets.   Alternatively, you can spend 5 points of Ki to enter into a meditative state for 10 minutes, after which you can ask up to your Proficiency bonus in questions in relation to a single topic all of which must occur within the next month, this otherwise functions like the Divination spell.

Flawless Mind (Su)

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Beginning at 18th level, you have awoken your understanding of ki and the flow of chakra throughout the cosmos. Through this understanding you have learned how to shrug off effects that would hold true those of weaker minds. Whenever you would be called to make an Intelligence, Wisdom, or Charisma saving throw that holds a partial effect on success, you instead suffer no negative effect on success and the partial effect on failure.   Additionally, at the start of your turn you can expend a Ki point attempt a new save against all ongoing conditions caused by an Intelligence, Wisdom, or Charisma saving throw that you are currently afflicted by.

Perfect Self (Su)

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Beginning at 20th level, you have truly perfected your ties to your chakra and the spiritual world around you. The first Ki ability that you activate in a round has its cost reduced by 1 and whenever you would successfully complete a Greater Combo Strike you can expend 5 points of Ki to gain an additional Action. Finally, whenever you would expend one or more points of Ki, you are healed for an amount equal to your Training Dice + your Wisdom modifier.

Monastic Tradition

The monastic orders of the monk are tied to the understanding and adherence to the spiritual path and the root chakra that upholds the worlds design. These orders are scattered and often secluded without admittance to outsiders. Though such orders take on new initiates when shown promise, these traditions help to further hone a budding monk's chakra into a chosen path and technique for martial perfection.

Way of the Ascendant Dragon

Those that follow the way of the ascendant dragon have studied the powerful entities known as dragons in an effort to emulate their spiritual energies and come close to their greatness. Through the channeling of chakra, these monks can bolster themselves and their allies with the fierceness of the dragon and can soar through the winds like these mythical creatures that they adhere to.
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Way of the Ascendant Dragon Features

Level Features
1st Breath of the Dragon, Dragon Soul
3rd Draconic Roar
5th Wings Unfurled
10th Aspect of the Wyrm
15th Soulbond
20th Awakened Dragon

Breath of the Dragon (Su)

Beginning at 1st level, you have learned how to channel your chakra into the raw destructive energy of a dragon. Whenever you take the Attack Action you can replace one of the attacks with a burst of draconic energy in either a 20 foot cone or a 30 foot long, 5 foot wide line whose damage type is the same as your dragon soul. At 10th level, you produce a 40 foot cone or a 60 foot long, 5 foot wide, line. At 15th level, you produce a 60 foot cone or a 90 foot long, 5 foot wide, line.
Each creature within the area of effect must make a Dexterity saving throw against your Ki Save DC or suffer damage of the chosen type equal to two rolls of your Mighty Martial Arts attack. A successful save halves the damage. This damage increases by an additional roll of your Mighty Martial Arts die at 8th level and again at 15th level.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses after you would complete a Long Rest. Alternatively, you can activate this feature by spending 3 points of Ki.

Dragon Soul (Su)

Beginning at 1st level, you have learned to channel the ferocity of the dragon into your own spirit, allowing you to manifest your chakra spirit as that of a dragon. You can alter the damage of your Martial Arts attacks to that of your dragon spirit, choose Acid, Cold, Fire, Lightning, Radiant, Poison, Shade, or Thunder damage. You can instead deal this damage type with your Martial Arts attacks. Additionally, you become Resistant to this damage type.
Finally, you learn how to speak, read, and write Draconic and one other language of your choice and you gain a Penetration score of your chosen element equal to double your Proficiency bonus, plus the base attack’s Penetration score, if any.

Draconic Roar (Ma)

Beginning at 3rd level, you can as a Bonus Action unleash your chakra into a blast of draconic energy producing a variety of effects, as given below:
  • Bolster: You can expend 2 points of Ki to grant yourself and all allies within 10 feet a +1d4 Morale bonus to Attacks and Saves for the next minute. At 10th level, this improves to provide a +1d6 Morale bonus to Attacks and Saves.
  • Frighten: You can expend 2 points of Ki to cause all hostile creatures within 20 feet to make a Wisdom saving throw against your Ki Save DC or become Frightened of you for the next minute.
  • Might: You can expend 1 point of Ki to grant yourself and all allies within 10 feet an additional +1d4 Morale bonus to damage rolls that they would make as well as a +1 Enhancement bonus to Natural Armor for the next minute. At 10th level, this improves to a +1d6 Morale bonus to damage rolls and a +2 Enhancement bonus to Natural Armor.
  • Vigor: You can expend 1 points of Ki to grant yourself and all allies within 10 feet Fast Healing equal to double your Proficiency bonus for the next minute. This Fast Healing ceases to function on a target should they be Unconscious.

Wings Unfurled (Su)

Beginning at 5th level, whenever you would use your Step of the Wind feature, you can call upon your draconic soul to unfurl a pair of draconic wings granting you a Fly speed equal to your Walk speed for the next minute.

Aspect of the Wyrm (Su)

Beginning at 10th level, you can call upon your draconic soul by expending 2 points of Ki to produce an aura of draconic might out to 10 feet for 1 minute as a Bonus Action. You can change this aura as a Bonus Action on your turn. Choose either Protection or Wrath, as given below:
  • Protection: Choose either Acid, Cold, Fire, Lightning, Radiant, Poison, Shade, or Thunder damage, you and allies within your aura receive Resistance to this damage type for as long as the target remains within the aura.
  • Wrath: Hostile creatures that start their turn within your aura suffer 1d6 + your Proficiency bonus in damage of your draconic soul. Additionally, whenever a hostile creature would make an attack against an ally within this aura, that creature must make Constitution saving throw or suffer this damage as if they had started their turn within this aura.

Soulbond (Su)

Beginning at 15th level, you gain Blindsight out to 10 feet and whenever you would activate your Aspect of the Wyrm, choose any number of creatures within the aura that you can see. Those creatures must make a Dexterity saving throw against your Ki Save DC or suffer damage as if they were struck by your Breath of the Dragon feature.

Awakened Dragon (Su)

Beginning at 20th level, you gain Immunity to your draconic soul damage type and gain a +2 Natural Armor bonus to AC. Whenever you would activate Wings Unfurled, the wings remain until you choose to dismiss them and grant double your Walk speed in Fly speed. Finally, whenever you successfully hit a creature benefiting from a magical effect, you can expend 2 points of Ki to dispel the magical effect as if you had cast a Dispel Magic spell upon the target.

Way of the Astral Self

Stepping into the cosmic void of the astral sea, you have learned how to hone your spiritual connection to the dimensions within and beyond, and it is through this understanding of the multiverse that you have learned that the physical body is but an illusion, one that you can manipulate to suit your needs.
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Way of the Astral Self Features

Level Features
1st Astral Arms, Astral Visage
3rd Cosmic Gate
5th Astral Body
10th Cosmic Soul
15th Awakened Self
20th Cosmic Truth

Astral Arms (Ma)

Beginning at 1st level, you have unlocked the truth of the spiritual flow of your chakra and its connection to your body, allowing you to call upon this bond to unite your spirit with flesh and produce a portion at least of your astral self. You can spend 2 points of Ki as a Bonus Action to summon the arms of your astral self, alternatively you can activate this as a part of the Bonus Action that you use to call upon your Astral Visage. When you do so, each creature of your choice within 10 feet must make a Dexterity saving throw against your Ki Save DC or suffer Force damage equal to two rolls of your Mighty Martial Arts damage.   Additionally, for the next 10 minutes, your arms remain manifest, hovering near your shoulders or around your body as a spiritual extension of your own self. The appearance of these arms are up to your interpretation, but they vanish early should you become Incapacitated or Die. While these arms are active, you gain the following benefits:
  • You can utilize your Wisdom modifier instead of your Strength modifier when making Strength checks or Strength saving throws.
  • These astral arms can be used in place of your physical arms to make Martial Arts attacks and these arms improve the Reach of your Martial Arts attacks by 5 feet.
  • These astral arms can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage of your Martial Arts attacks.
  • You can choose to deal Force damage when attacking with your Martial Arts attacks.

Astral Visage (Ma)

Beginning at 1st level, you can call upon not just your astral arms, but a visage of your astral self to aid you. You can as a Bonus Action spend 2 point of Ki or as a part of the Bonus Action to call upon your Astral Arms produce your Astral Visage. This visage remains for 10 minutes or for the duration of your Astral Arms. It vanishes early if you are Incapacitated or when you would Die.   This astral visage covers your face like a mask or helmet, obscuring your appearance with an appearance up to your interpretation. While the astral visage is present, you gain the following benefits:
  • You gain Devilsight out to 120 feet and receive Advantage on Insight and Intimidation checks.
  • Whenever you would speak, you can direct your words to a creature of your choice that you can see within 60 feet, only that creature can hear these words. Alternatively, you can amplify your voice, allowing all those within 600 feet to hear you clearly.
  • You can breathe without issue while within the Astral Sea.

Cosmic Gate (Ma)

Beginning at 3rd level, you can expend 2 points of Ki as an Action to conjure forth a small 10 ft. by 10 ft. gateway to a location within 60 feet that you can see and if you so choose to a different location within 60 feet that you can see. You can expend an additional point of Ki to expand the range of this feature to 120 feet. You or any creature can move through a gateway that you produce by expending 5 feet of movement to exit from any other gateway formed by you.   You can have a number of gateways active at any one time equal to your Proficiency bonus. Whenever you would produce a gateway that would put you over your max, you can choose which gateway to close. These gateways remain open for 1 minute or until you close them early as a Bonus Action on your turn. A gateway must remain within 120 feet of you or another gateway per Monk level that you possess. If a gateway exits this range, it is forcibly shut.

Astral Body (Ma)

Beginning at 5th level, whenever you would have both your astral arms and visage manifested, you can choose to manifest your astral body, whose appearance is up to your interpretation. Your astral body connects with your astral arms and astral visage to form a full appearance. While it is present, you gain the following benefits:
  • You gain Resistance to Force damage.
  • Whenever you would suffer elemental damage, you can expend 2 points of Ki to reduce the damage by 1d10 + your Monk level, should this reduce the damage to 0, you can choose to throw the damage back at your aggressor. Make a Swift Martial Arts attack, should you hit your aggressor, they immediately suffer damage as if struck by your Swift Martial Arts attack, except the damage is of the same type reduced.
  • Your Astral Body grant you the ability to strike at Incorporeal targets as if your attacks had Ghost Touch.
  • You can see Invisible creatures or objects up to 30 feet away from your position.

Cosmic Soul (Su)

Beginning at 10th level, you have learned to further hone your connection to the interdimensional rifts of the realm. Whenever a creature enters into one of your cosmic gates, you can force that creature to make a Charisma saving throw against your Ki Save DC or be shunted out of the gate to a gate of your choice, including the one just entered, suffering a roll of your Mighty Martial Arts in Force damage on failure.   Finally, you can produce a cosmic gate as a Bonus Action on your turn, or as a Reaction to being targeted by an Attack by expending 2 points of Ki. Should you use this reactively, you can choose to bring forth the gateway temporarily to deflect the incoming attack, granting you a Deflection bonus to AC equal to your Proficiency Bonus. Should this cause the attack to miss, the gateway is immediately closed, but the attack is instead redirected at a target of your choice within 60 feet of your position.

Awakened Self (Ma)

Beginning at 15th level, your connection to your astral self has been completed, with your full potential unlocked you gain the following benefits:
  • Whenever you take the Attack Action, you can make an additional Martial Arts attack as a part of this Action, as your astral arms further aid you in combat, whether seen or unseen.
  • Whenever you would be subject to a Teleportation effect with a chance for error, you and those that travel with you reduce that error chance by your level in the Monk class. Additionally, while traveling across planes, you reduce the negative effects of the inter-planar energies by half, if any, for you and those that you travel with you.
  • You can manifest your astral arms, visage, and body as a Reaction to rolling Initiative, and whenever you would manifest your astral self the duration is increased to 1 hour.
  • While your arms are Manifested, you can spend an additional point of Ki whenever you would Flurry of Blows to gain an additional Martial Arts attack from your Astral Arms aiding you.
  • While your body is Manifested, you gain a +2 Natural Bonus to AC.

Cosmic Truth (Su or Ma)

Beginning at 20th level, your understanding of the cosmos as found the uncaring truth of the void, and it is from this truth you have awakened your potential. You can enter into an Incorporeal state as a Bonus Action by expending 5 points of Ki, remaining in this state until you exit as a Bonus action. While in this state you are subject to the Incorporeal condition, gain the Incorporeal Movement feature, a Fly speed of 60 feet, and the ability to pass into or out of the Ethereal Plane as an Action. You can see into or out of the Ethereal Plane up to 60 feet.   Additionally, gain Advantage on all Initiative checks that you would make and on Attack rolls that you make against a creature that has not yet acted in combat. Finally, you can expend 10 points of Ki to cast the Time Stop or 6 points of Ki to cast the Plane Shift spell.
 

Way of Mercy

Those that follow the way of mercy have learned how to channel their chakra to alter the flow of the spiritual lifeforce that streams throughout the world. Capable of manipulating the life of those that they touch, these monks are often called to the art of the wandering physician or even the role of assassin in rare cases.   This understanding of life and death has allowed those that follow the way of mercy to project their chakra in ways that can both harm and heal, bringing life to the injured and swift death to the unforgiven.
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Way of Mercy Features

Level Features
1st Hand of Life and Death, Implements of Mercy
3rd Physician’s Touch
5th Pain
10th Hope
15th Restorative Aura
20th Hand of Ultimate Mercy

Hand of Life and Death (Su)

Beginning at 1st level, you have learned how to channel your chakra to manipulate the forces of life and death. Through this understanding you can spend a point of Ki to cause all of your attacks in a round to instead provide healing as given below or deal Necrotic damage, chosen for each individual attack. The amount healed is equal to the base damage of your martial arts attack + your damage modifier.

Implements of Mercy (Ex)

Beginning at 1st level, your training has taught you the importance of the mundane arts of healing and empathizing with your patients to better gauge how best to help them. You gain Proficiency in the Insight and Medicine skill as well as with Surgery Supplies.

Physician’s Touch (Su)

Beginning at 3rd level, you have learned how to better place your manipulation of life and death through your martial arts. Whenever you would heal a target through your Hand of Life and Death feature, you can attempt a Wisdom + your Proficiency bonus check against the save DC of a single affliction affecting your target, on success the affliction is cured.   Additionally, whenever you would deal Necrotic damage through your Hand of Life and Death feature, you are able to transfer some of the life force stolen unto either yourself or a creature of your choice within 15 feet of you or the target. The chosen creature is healed for half of the total damage dealt.

Pain (Ex)

Beginning at 5th level, you are able to transfer the pain you have suffered unto your aggressor. Whenever you would be hit by an attack, you can expend a Reaction to make an attack against your aggressor at Advantage.

Hope (Su)

Beginning at 10th level, you can expend 5 points of Ki to begin a Raise Dead ritual as if you had cast the Raise Dead spell upon a creature touched. You still must hold all required ingredients to perform this ritual.   Additionally, you gain Proficiency in Death Saving Throws and can spend a point of Ki to grant this Proficiency bonus as a Morale bonus on the next Death Saving Throw a creature of your choice within 30 feet of you is about to make.

Restorative Aura (Ma)

Beginning at 15th level, you can expend 2 points of Ki as a Bonus Action to activate a 20 foot aura of rejuvenation. All creatures of your choice that begin their turn within this aura are healed for your Training Dice + your Wisdom modifier + half of your Monk level. This aura remains for 1 minute.

Hand of Ultimate Mercy (Su)

Beginning at 20th level, whenever you would critically hit a creature with your Hand of Life and Death should you heal your target, they are cleansed of all negative conditions currently afflicting them, and should your target be damaged, your attack ignores Resistance to Necrotic damage and treats Immunity as Resistance, additionally, the target of your Physician’s Touch feature is healed for the full damage dealt instead of half of the damage dealt.   Finally, whenever you would succeed on a Death Saving throw you can treat your result as if you had rolled a natural 20. You can do so once, regaining this use after completing a Long Rest.
 

Way of Shadow

Those that follow the way of shadow have learned to channel their chakra to alter the flow of perception and the spiritual realities of light and darkness. Able to cloak themselves and those around them in the weave of darkness and tricks, these monks are often called to the role of spy or assassin, it is perhaps for this reason that they receive an ill reputation as wrongdoers and brigands, but for those who can claim alliance with shadow, there are few who can call such an allyship ill-conceived.   This understanding of light and darkness has allowed those that follow the way of shadow to project their chakra in ways that can trick the senses, alter reality, and dance with darkness.
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Way of Shadow Features

Level Features
1st Gloom Touched, Shadow Arts
3rd Shadow Step
5th Cloak of Shadows
10th Opportunist
15th Just Beyond Sight
20th Devouring Darkness

Gloom Touched (Su)

Beginning at 1st level, you have learned how to tap into the flow of spiritual energy from the powers of light and darkness and can manipulate this energy into your chakra to strike with the power of light and shadow. Whenever you make a Martial Arts attack, you can choose to deal Radiant or Shade damage instead of the normal damage type of your attack. This treats the attack as a Glowing or Shade attack as appropriate for the purpose of Combo Attacks.

Shadow Arts (Ma)

Beginning at 1st level, your understanding of shadows has allowed you to tap into the spiritual flow of energy from these elements to produce magical effects. You can cast the Minor Illusion cantrip, and can cast each of the following spells by spending 2 points of Ki: Darkness, Invisibility, Pass Without Trace, or Silence. Your spellcasting ability modifier for these spells is Wisdom. Additionally, you gain Darkvision out to 60 feet, or if you already possess Darkvision, you increase your Darkvision range by 30 feet.

Shadow Step (Ma)

Beginning at 3rd level, you can transmute the shadows around you and bend the light in your favor to shift reality. While in an area of dim light or darkness, you can as a Bonus Action teleport up to 60 feet to an unoccupied space that you can see that is also in dim light or darkness. After teleporting through this feature, the next attack that you make before the beginning of your next turn is made at Advantage.

Cloak of Shadows (Su)

Beginning at 5th level, you have learned to weave the light and shadows around you to alter the visual reality of the world. While you are in an area of dim light or darkness, you can as an Action become Invisible. You remain in this state until you would break Invisibility, by making an attack, casting a spell, or entering into an area of bright light.   Additionally, you have further honed your shadow arts, granting you Devilsight out to 60 feet, and allowing you to cast the following spells by spending 3 points of Ki: Fear, Hunger of Hadar, Major Image, or Nondetection.

Opportunist (Ex)

Beginning at 10th level, you have learned to harness the distraction of your foes to your advantage. Whenever a creature within 5 feet of you would be hit by an attack made by a creature other than you, you can make a Reactionary attack against the triggering creature.

Just Beyond Sight (Su)

Beginning at 15th level, you have learned to not only jaunt through shadows and darkness, but through a creatures own personal shadow. So long as a creature is producing a shadow of at least one size-category smaller than you are and is within 300 feet of you, you can use your Shadow Step feature to teleport to that creature. When you would do so, that creature must make a Wisdom saving throw against your Ki Save DC or become Frightened of you for the next minute.

Devouring Darkness (Su)

Beginning at 20th level, you can produce a 20 foot aura of magical darkness that strikes out at the life force of hostile creatures around you, feeding you of their life essence and restoring you of your spiritual connection. You can activate this aura as a Bonus Action or disable it as a Bonus Action.   A hostile creature that starts its turn within this aura must make a Charisma saving throw against your Ki Save DC or suffer 3d10 points of Shade damage and lose 1 point of Ki, if any. A successful save reduces the damage by half and negates the loss of Ki. You heal for half of any damage dealt with this ability, and if you would steal any points of Ki using this ability, you recover 1 point of Ki at the start of your turn in which you have stolen Ki.

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