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MONGE Baki, o Grappler

Raita Kazama

MESTRE
MESTRE DE
DE ARTES
ARTES MARCIAIS
MARCIAIS
Conteúdo Por que revisar o Monge
O monge, em DnD 5e, está bem representado com os
aspectos básicos de um mestre de artes marciais em mente.
No entanto, na minha opinião, apresenta vários problemas
MONGE 2-8 fundamentais:
Detalhes da classe ................................................. 2 O monge carece de um papel próprio no grupo. Sua
......................................... 3 posição sempre permaneceu ambígua e obscura.
A Mesa do Monge .............................................. ............................. 4 A nova "Defesa Sem Armadura" permite a criação de um
Características da classe.................................................. monge com base na força ou destreza, embora a defesa
................................. 9 - 22 possa ser um pouco menor nos primeiros 4 níveis, isso é
retribuído por um aumento de pontos de vida (d10).
Tradições Monásticas 10
Carece de um sistema de desengate prático e barato que
Caminho da Sombra ....................................... ............................ 11 lhe permita aproveitar ao máximo sua velocidade.
Caminho da Mão Aberta ....................................... ....................... 12 Falta flexibilidade na escolha do estilo de artes marciais.
Um mestre de artes marciais deveria ter mais manobras
Caminho dos Elementos ....................................... .........................14 de combate.
Caminho do Kensei.............................................. .............................15 O monge é uma classe MAD e, portanto, precisa de
Caminho do Imortal.............................................. .......................... 16 muitos pontos ASI para permanecer performático.
Caminho da Alma do Sol............................................. 17 O dano do monge não escala como deveria, e alguns
.......................... 18 recursos, mesmo que usem pontos de ki, podem falhar
sem produzir resultados. O problema se torna mais óbvio
Caminho do Mestre Bêbado.............................................. .............19 por volta do 11º nível e piora à medida que sobe de nível.
Caminho do Eu Astral............................................. ....................... 20 O monge depende muito dos pontos de ki, e é por isso que
Caminho da Misericórdia ....................................... adicionei o recurso Harmonia no 14º nível.
21
......................................... O recurso monge no 20º nível é um pouco decepcionante,
Caminho do Dragão Ascendente.............................................. especialmente porque é especificado que deve estar em 0
......... ki para ser ativado.
Artes Marciais do Ki Monástico .......................................
.................

Prefácio
O Monge é uma aula muito interessante para quem gosta de
artes marciais e filmes em que as manobras acrobáticas de
combate são o centro das atenções, acompanhadas por uma
sequência quase artística de punhos, dedos, cotoveladas,
cabeçadas, joelhadas, chutes, etc.

Kung Fu Panda
Henrik Tamm
Monge

Detalhes da aula A maioria dos monges não evita seus vizinhos, fazendo
Seus punhos se tornam um borrão quando eles desviam uma visitas frequentes a cidades ou vilas próximas e trocando
saraivada de flechas, um meio-elfo pula sobre uma barricada seus serviços por comida e outros bens. Como guerreiros
e se joga nas fileiras de duendes do outro lado. Ela gira entre versáteis, os monges muitas vezes acabam protegendo seus
eles, desviando seus golpes e fazendo-os cambalear, até que vizinhos de monstros ou tiranos.
finalmente ela fica sozinha. Para um monge, tornar-se um aventureiro significa deixar
Respirando fundo, um humano coberto de tatuagens se um estilo de vida estruturado e comunitário para se tornar
posiciona em uma posição de batalha. Quando os primeiros um andarilho. Essa pode ser uma transição difícil, e os
orcs atacando o alcançam, ele exala e uma rajada de fogo monges não a aceitam levianamente. Aqueles que saem de
ruge de sua boca, engolfando seus inimigos. seus claustros levam o trabalho a sério, encarando suas
Movendo-se com o silêncio da noite, um halfling vestido de aventuras como testes pessoais de crescimento físico e
preto entra em uma sombra sob um arco e emerge de outra espiritual. Como regra, os monges se importam pouco com a
sombra escura em uma varanda a poucos passos de riqueza material e são movidos pelo desejo de cumprir uma
distância. Ela desliza sua lâmina para fora de sua bainha missão maior do que simplesmente matar monstros e
envolta em pano e espia pela janela aberta o príncipe tirano, saquear seus tesouros.
tão vulnerável nas garras do sono.
Qualquer que seja sua disciplina, os monges estão unidos
em sua capacidade de controlar magicamente a energia que
flui em seus corpos. Quer seja canalizada como uma
demonstração impressionante de proeza de combate ou um
foco mais sutil de habilidade defensiva e velocidade, esta
energia infunde tudo o que um monge faz.
A Magia do Ki
Os monges fazem um estudo cuidadoso de uma energia
mágica que a maioria das tradições monásticas chama de ki.
Essa energia é um elemento da magia que permeia o
multiverso — especificamente, o elemento que flui através
dos corpos vivos. Os monges aproveitam esse poder dentro
de si para criar efeitos mágicos e exceder as capacidades
físicas de seus corpos, e alguns de seus ataques especiais
podem impedir o fluxo de ki em seus oponentes. Usando essa
energia, os monges canalizam velocidade e força
sobrenaturais em seus ataques desarmados. À medida que
ganham experiência, seu treinamento marcial e seu domínio
do ki lhes dão mais poder sobre seus corpos e os corpos de
seus inimigos.
Treinamento e ascetismo
Pequenos claustros murados pontilham as paisagens dos
mundos de D&D, pequenos refúgios do fluxo da vida comum,
onde o tempo parece ter parado. Os monges que aí vivem
procuram a perfeição pessoal através da contemplação e de
um treino rigoroso. Muitos entraram no mosteiro quando
crianças, enviados para lá viver quando seus pais morreram,
quando não havia comida para sustentá-los ou em troca de
alguma gentileza que os monges haviam feito para suas
famílias.
Alguns monges vivem totalmente separados da população
circundante, isolados de qualquer coisa que possa impedir
seu progresso espiritual. Outros juram isolamento, surgindo
apenas para servir como espiões ou assassinos sob o
comando de seu líder, um nobre patrono ou algum outro Desbravador
poder mortal ou divino. YamaOrce

MONGE | Detalhes da aula 2


Criando um Monge

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

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

promise you to the monastery in gratitude for a service

performed by the monks? Did you enter this secluded life to


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

The Monk Table


Proficiency Martial Unarmored
Level Bonus Arts Ki Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2+Wis mod +10 ft Ki Power, Unarmored Movement
3rd +2 1d4 3+Wis mod +10 ft Ki Martial Arts, Monastic Tradition
4th +2 1d4 4+Wis mod +10 ft Ability Score Improvement, Ki Power
5th +3 1d6 5+Wis mod +10 ft Extra Attack, Ki Martial Arts,
6th +3 1d6 6+Wis mod +15 ft Ki-Empowered Body, Monastic Tradition feature
7th +3 1d6 7+Wis mod +15 ft Evasion, Stillness of Mind, Ki Power
8th +3 1d6 8+Wis mod +15 ft Ability Score Improvement, Ki Martial Arts
9th +4 1d8 9+Wis mod +15 ft Unarmored Movement
10th +4 1d8 10+Wis +20 ft Cultivo corporal, melhoria no valor de habilidade
mod
11º +4 1d8 mod +20 pés Recurso de Tradição Monástica
11+Wis
dia +4 1d8 mod +20 pés Aprimoramento do Índice de Habilidade, Ki Artes
12 12+Sab Marciais
13º +5 1d10 mod +20 pés Ki Power, Cultivo da Alma
13+Sab
dia +5 1d10 mod +25 pés Harmonia
14 14+Wis
dia +5 1d10 mod +25 pés Corpo Atemporal, Movimento Sem Armadura
15 15+Wis
dia +5 1d10 mod +25 pés Aprimoramento do Índice de Habilidade, Ki Artes
16 16+Wis Marciais
dia +6 1d12 mod +25 pés Recurso de Tradição Monástica
17 17+Wis
dia +6 1d12 mod +30 pés Poder de Ki, Melhoria da Harmonia
18 18+Wis
dia +6 1d12 mod +30 pés Melhoria na pontuação de habilidade
19 19+Wis
dia +6 1d12 mod +30 pés Iluminação
20 20+Wis
3 MONGE | A Mesa do Monge
Você pode fazer um ataque desarmado como uma ação Mo
Recursos de classe bônus. Se você gastar 1 ponto de ki ou mais como parte
Como um monge, você ganha as seguintes características de de sua ação em seu turno, você pode fazer um ataque com (me
classe. uma arma de monge como uma ação bônus antes do final No 2º
do turno. enqu
Pontos de Vida empu
Dados de Vida: 1d10 por nível de monge ating
Pontos de Vida no 1º Nível: 10 + seu modificador de Mong
Constituição reduz
Pontos de Vida em Níveis Superiores: 1d10 (ou 6) + seu igual
modificador de Constituição por nível de monge após o 1º No
de su
proficiências sem c
Armadura: Nenhuma No
Armas: Armas simples, armas improvisadas e uma arma bônu
marcial de sua escolha que carecem das propriedades
pesadas e especiais.
Ferramentas: Escolha um tipo de ferramenta de artesão ou
um instrumento musical
Jogadas de Resistência : Força, Destreza
Perícias: Escolha duas entre Acrobacia, Atletismo, História,
Intuição, Natureza, Medicina, Percepção e Furtividade.
Equipamento
Você começa com o seguinte equipamento, além do
equipamento fornecido pelo seu antecedente:
(a) lança ou (b) bordão
(a) 10 dardos ou (b) quaisquer armas simples
(a) um pacote de explorador ou (b) um pacote de
masmorra
Se você estiver usando riqueza inicial, terá 2d4 x 10 PO
em fundos.
Defesa sem armadura (melhorada)
Começando no 1º nível, enquanto você não estiver usando
armadura e não empunhando um escudo, sua CA é igual a
10 + seu Bônus de Proficiência de Monge + seu modificador
de Sabedoria.
Artes Marciais (melhorado)
No 1º nível, sua prática de artes marciais dá a você o domínio
dos estilos de combate que usam ataques desarmados e
armas de monge, que são quaisquer armas simples e
marciais, que não possuem as propriedades pesadas e
especiais.

Você ganha os seguintes benefícios enquanto estiver


desarmado ou empunhando apenas armas de monge e não
estiver usando armadura ou escudo:
Você pode usar Destreza em vez de Força para as jogadas
de ataque e dano de seus ataques desarmados e armas de
monge.
Você pode rolar um d4 no lugar do dano normal de seu
ataque desarmado ou arma de monge. Este dado muda
conforme você ganha níveis de monge, conforme
mostrado na coluna Artes Marciais da tabela Monge.
Uma vez por turno, quando você acertar uma criatura com
um ataque que causa dano de concussão, você pode Avatar Aang
movê-la 1,5 metro para um espaço desocupado, desde que nymre
o alvo não seja mais do que um tamanho maior que você.
MONGE | Características da aula | 1 4
Ki Power (melhorado) Arte da Respiração da Tartaruga. Você pode prender a 7º n
respiração por um número de horas igual à metade do

A partir do 2º nível, seu treinamento permite que você seu nível de monge e ganha um deslocamento de natação
controle a energia mística do ki. Seu acesso a essa energia é igual ao seu deslocamento de caminhada. Além disso, Lí
representado por vários pontos de ki. Seu nível de monge + você pode usar sua ação para dar esse mesmo poder a até ou
seu modificador de Sabedoria determinam o número de 5 pessoas a até 18 metros de você consumindo 1 ponto de qu
pontos que você possui, conforme mostrado na coluna ki. en
Pontos de Ki da tabela Monge.

Se
Você pode gastar esses pontos para alimentar vários 1
recursos de ki. Você começa conhecendo três dessas vo
características: Rajada de Golpes, Postura Defensiva e Passo pr
ao Vento. Além disso, você aprende um poder de ki adicional bo
no 4º, 7º, 13º e 18º nível nesta classe. Um pré-requisito de Le
nível refere-se ao seu nível nesta classe. nã

M
Quando você gasta um ponto de ki, ele fica indisponível até ki
que você termine um descanso curto ou longo, no final do Di
qual você atrai todo o seu ki gasto de volta para você. Você
deve passar pelo menos 30 minutos do descanso meditando
para recuperar seus poderes de ki. 13º

Algumas de suas características de ki exigem que seu alvo Po


faça um teste de resistência para resistir aos efeitos da De
característica. A CD do teste de resistência é calculada da
seguinte forma: Pa

se
va
CD do teste de magia = 8 + seu bônus de proficiência + seu fin
modificador de Sabedoria
Fl
Rajada de Golpes. Imediatamente após realizar a ação no
de Ataque em seu turno, você pode gastar 1 ponto de ki do
para realizar dois ataques desarmados como uma ação pr
bônus. co
Postura defensiva. Você pode gastar 1 ponto de ki para
realizar a ação Esquivar como uma ação bônus no seu 18º
turno.

Passo ao Vento. Você pode gastar 1 ponto de ki para Da


realizar a ação Desengajar ou Correr como uma ação 4
bônus no seu turno e, durante o movimento, você ganha Du
um deslocamento de voo igual ao seu deslocamento de te
caminhada. ga
tu
4º nível: Da

po
Força vital. Como uma ação bônus, você pode gastar 2 Du
pontos de ki e curar a si mesmo ou a uma criatura bu
voluntária que você tocar em um número de pontos de yo
vida igual a um dado de artes marciais + seu bônus de yo
proficiência. en
ca
Queda Lenta. Como reação, você pode gastar 1 ponto de co
ki para criar uma plataforma de 3 metros de ki ao seu br
redor com uma forma de sua escolha (uma flor de lótus,
uma mão aberta, uma nuvem, etc.), o que retarda a queda
de todos no topo. a 60 pés por rodada por 5 minutos. Se a
criatura cair antes que o Ki Power termine, ela não sofre
dano de queda e pode cair de pé, e o Ki Power termina
para aquela criatura.

5 MONGE | Características da aula | 2


Ki Artes Marciais (novo) Precision. When you make an unarmed strike, you can Sw
roll one martial arts die and add it to the roll. You can use un
Começando no 3º nível, você pode manipular o ki do seu this technique before or after making the attack roll, but cr
inimigo quando você controlar o seu próprio por meio de before any effects of the attack are applied. wi
pontos de pressão. Você aprende duas técnicas KMA de sua th
escolha e duas adicionais no 5º, 8º, 12º e 16º nível. Cada vez 8th level: ad
que você aprende um novo KMA, também pode substituir um

KMA que conhece por um diferente no mesmo nível. Você


pode usar apenas uma técnica KMA por ataque desarmado Absorb Force. When another creature damages you with
que acerta, cada KMA consome 1 ponto de ki. a melee attack, you can use your reaction and reduce the
A level prerequisite refers to your level in this class. A damage by one Martial Arts die roll + your Dexterity
dependence of the subclasses, there are alternative KMA modifier.
techniques (Monastic Ki Martial Arts, p. 21).
Disarming Strike. When you hit a creature with an
3rd level: unarmed strike, you can attempt to disarm the target,

forcing it to drop one item that it's holding. The creature


must make a Strength saving throw. On a failed save, it
Evasive Footwork. When you move, roll one martial arts drops the object you choose. The object lands at its feet.
die and add the number rolled to your AC until you stop.
Focused Strike. As a bonus action on your turn, you can
Lunging Strike. When you make an unarmed strike on take a focused combat stance. Until the start of your next
your turn, your reach increase by 5 feet for that attack. turn or until you are incapacitated, you ignore the
Push Strike. When you hit a creature with an unarmed disadvantage on all weapon or unarmed attack rolls.
strike, you can attempt to push the target back. The Goad Strike. When you hit a creature with an unarmed
creature must make a Strength saving throw. If it fails, strike, you can attempt to goad the target into attacking
you can push it up to 15 feet away from you. you. The target must make a Wisdom saving throw. On a
Throwing Strike. When you hit a creature with an failed save, the target has disadvantage on all attack rolls
unarmed strike, you can attempt to knock the target down. against targets other than you until the end of your next
The creature must make a Dexterity saving throw or be turn.
knocked prone. Murder Strike. When you hit a creature with an unarmed
strike, you can attempt to frighten your target. The
5th level: creature must make a Wisdom saving throw. On a failed

save, it is frightened of you until the end of your next turn.


Blinding Strike. When you hit a creature with an 12th level:
unarmed strike, you can target its eyes with your fingers.

The creature must succeed on a Dexterity saving throw


or be blind until the end of your next turn. Dazing Strike. When you hit another creature with an
Distracting Strike. When you hit a creature with an unarmed strike, you can blow to the enemy temple. The
unarmed strike, you can distract the creature, giving your creature must make an Intelligence saving throw. If it
allies an opening. The next attack roll against the target by fails, it can’t take a reaction until the end of its next turn.
an attacker other than you has advantage if the attack is Moreover, on its next turn, it must choose whether it gets a
made before the start of your next turn. move, an action, or a bonus action; it gets only one of the
three.
Freezing Strike. When you hit a creature with an Focus Breaker. When you hit a creature with an unarmed
unarmed strike, you can block its motion. The creature strike, you can attempt to shatter their concentration. If
must succeed on a Charisma saving throw or not be able the creature makes a Constitution save to maintain
to move, swimming or fly until the end of your next turn. concentration on a spell, roll one martial arts die and
An airborne creature affected by this attack safely subtract the number rolled from the creature's roll.
descends at 60 feet per round until it reaches the ground.
Deflect Missiles. When you or an ally at 5 feet of you are Anti-Critics. When a creature does a critical hit against
hit by a ranged weapon attack, can use your reaction to you, you can use your reaction to avoid this critical
deflect the missile, and the damage is reduced by one damage. The target must make an Intelligence saving
Martial Arts die roll + Dexterity mod. Additionally, you can throw. If it fails, its critical hit becomes a normal hit.
make a ranged attack with 20/60 of range using the Stunning Strike. When you hit another creature with an
weapon or ammunition you just deflected. The missile unarmed strike, you can interfere with the flow of ki in an
counts as a monk weapon for this attack. opponent's body. The creature must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.

MONK | Class Features | 3 6


16th level: Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic
Counter Strike. When a creature misses you with a tradition. Your tradition grants you features at 3rd level and
melee attack, you can use your reaction to make an again at 6th, 11th, and 17th level.
unarmed strike against that creature.
Devious Strike. Whenever a creature within your reach Ability Score Increase (improved)
attacks an ally, you can use your reaction to make one When you reach 4th level, and again at 8th, 10th, 12th, 16th
unarmed strike against that creature. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Mental Strike. When you hit a creature with an unarmed choice by 1. As normal, you can't increase an ability score
strike, you can attempt to damage its mind with your ki. above 20 using this feature.
The creature must succeed on a Charisma saving throw,
or it must roll a d8 and subtract the number rolled from Extra Attack
the next attack roll or saving throw it makes before the
end of your next turn. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Reactive Strike. You con use your reaction to instantly
leap at one creature that has fallen prone in your reach Ki-Empowered Body
and make an unarmed strike.
Starting at 5th level, your hard training has made your body a
Throat Strike. When you hit a creature with an unarmed weapon. Your unarmed strikes count as magical for the
strike, you can blow the enemy throat. The creature must purpose of overcoming resistance and immunity to
succeed on a Constitution saving throw or not being able nonmagical attacks and damage.
to speak until the end of your next turn.
Evasion
At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon's lightning
breath or a fireball spell. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Stillness of Mind (improved)
Starting at 7th level, at the start of your turn, you can end one
effect that is causing you or one willing creature that you
touch to be charmed or frightened. If you do this, you cannot
take an action on that turn.
Body Cultivation (improved)
At 10th level, your mastery of the ki flowing through you
makes you proficiency in Constitution saving throw and
immune to disease and poison. Additionally, every time you
use a Ki Martial Arts attack you can add your Martial Arts die
to the damage.

Ryu - Street Fighter Koi Tat


DHK88 Dylan Helman

7 MONK | Class Features | 4


Siddhartha

Gianluca Rolli

Soul Cultivation Timeless Body


Beginning at 13th level, your mastery of ki grants you At 15th level, your ki sustains you so that you suffer none of
proficiency in all saving throw. Additionally, whenever you the frailty of old age, For every 10 years, your body ages only
make a saving throw and fail, you can spend 1 ki point to
reroll it and take the second result. 1 year and you can't be aged magically. You can still die of old
age, however. In addition, you no longer need food or water.
Harmony (new)
Enlightenment (improved)
At the 14th level, the harmony achieved between body and
mind allows a Ki Martial Arts technique to be performed At 20th level, you go beyond the human limit. Your body is so
more naturally and in balance with nature. Choose a 3rd and used to certain movements that have become one with your
a 5th level KMA technique that you already know and that being. You can take an additional reaction between each of
have "strike" in the name. At the 18th level, you can choose your turns. Moreover, you can use both inner ki and the ki of
other 8th and 12th level techniques. Once per round, you can heaven and earth, every time you roll for initiative, you have at
perform One of this KMA techniques without spending ki last 5 + your Wisdom modifier ki available.
points, and Two at 18th level. By spending 8 hours in
meditation, it is possible to exchange one or both of the
chosen KMA techniques for other techniques.
MONK | Class Features | 5 8
Monastic Traditions

T
en traditions of monastic pursuit are common Each monastic order has its own secret KMA techniques,
in the monasteries scattered across the techniques accessible only if you are a member. Even if these
multiverse. Most monasteries practice one 10 monasteries respect each other, this does not mean that
tradition exclusively, but a few honor the ten there is no confrontation and rivalry, because only from these
traditions and instruct each monk according to are their movement and thus evolution.
his or her aptitude and interest. All ten

traditions rely on the same basic techniques, Along with their choice of the Monastic Traditions, the
diverging as the student grows more adept. Thus, a monk monk will gain access to Monastic KMA techniques specific
need choose a tradition only upon reaching 3rd level. to its subclass (Monastic Ki Martial Arts, p. 21).

Ramakien
เอกชัย มิลินทะภาส

9 Monastic Traditions
Way of the Shadow Shadow Step
At 6th level, you gain the ability to step from one shadow into
Monks of the Way of Shadow follow a tradition that values another. When you are in dim light or darkness, as a bonus
stealth and subterfuge. These monks might be called ninjas action you can teleport up to 60 feet to an unoccupied space
or shadowdancers, and they serve as spies and assassins. you can see that is also in dim light or darkness. You then
Sometimes the members of a ninja monastery are family have advantage on the first melee attack you make before the
members, forming a clan sworn to secrecy about their arts end of the turn.
and missions. Other monasteries are more like thieves'
guilds, hiring out their services to nobles, rich merchants, or Cloak of Shadows
anyone else who can pay their fees. Regardless of their By 11th level, you have learned to become one with the
methods, the heads of these monasteries expect the shadows. When you are in an area of dim light or darkness,
unquestioning obedience of their students. you can use your action to become invisible. You remain

invisible until you make an attack, cast a spell, or are in an
Shadow Arts
area of bright light.
Starting when you choose this tradition at 3rd level, you can Opportunist
use your ki to duplicate the effects of certain spells. As an At 17th level, you can exploit a creature's momentary
action, you can spend 2 ki points to cast Darkness, distraction when it is hit by an attack. Whenever a creature
Darkvision, Mirror Image, Pass without Trace, or Silence, within 5 feet of you is hit by an attack made by a creature
without providing material components. Additionally, the other than you, you can use your reaction to make a melee
Darkvision spell you can perform allows one to see into your attack against that creature.
magical darkness.
ki Shadow Arts
2 Darkness
2 Darkvision
2 Mirror Image
2 Pass without Trace
2 Silence

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

The amount of the extra damage increases as you gain


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

Batman
Marie Bergeron

Ensō ( 円相), Wu
Takeda-art

Monastic Traditions | Way of the Shadow 10


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

Open Hand Technique


Starting when you choose this tradition at 3rd level, your
trainings lead you to have a deeper knowledge in the martial
arts and its uses through ki. Once per turn, when using
Flurry of Blows, you can use a KMA technique while
spending 1 less ki point. Additionally, you learn one extra Ki
Martial Arts technique and another one at 11th level.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action,
you can regain hit points equal to three times your monk
level. You must finish a long rest before you can use this
feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation
that surrounds you with an aura of peace. At the end of a long
rest, you gain the effect of a Sanctuary spell that lasts until
the start of your next long rest (the spell can end early as
normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus. Additionally, you
can still spend 1 ki point to recast this abjuration, but the
effect is the standard one.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in
someone's body. When you hit a creature with an unarmed
strike, you can spend 3 ki points to start these imperceptible
vibrations, which last for a number of days equal to your
monk level. The vibrations are harmless unless you use your
action to end them. To do so, you and the target must be on
the same plane of existence. When you use this action, the
creature must make a Constitution saving throw. If it fails, it
is reduced to 0 hit points. If it succeeds, it takes 10d10
necrotic damage.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Amida Buddha
Sig. Mikado

Kung Fu-Semiotics
Martial Arts Studies

11 Monastic Traditions | Way of the Open Hand


Way of the Elements Spellcasting Ability.
Wisdom is your spellcasting ability for
your Monk spells, being spells powered by your ki.
You follow a monastic tradition that teaches you to harness
the elements. When you focus your ki, you can align yourself Spell save DC = 8 + your proficiency bonus + your Wisdom
with the forces of creation and bend the elements to your will, modifier
using them as an extension of your body. Some members of Spell attack modifier = your proficiency bonus + your
this tradition dedicate themselves to a single element, but Wisdom modifier
others weave the elements together. Spellcasting Focus. You can use a Ki focus as a spellcasting
Many monks of this tradition tattoo their bodies with focus for your Monk spells. A Ki focus can be a bandage, a
representations of their ki powers, commonly imagined as tattoo or necklace, a staff made entirely from an ancient tree,
coiling dragons, but also as phoenixes, fish, plants, or an object incorporating elemental rocks.
mountains, and cresting waves.

Master of Elements
Disciple of the Elements At 6th level, you learn to modify elements to your liking. All
When you choose this tradition at 3rd level, you learn spells-ki that contain the elements in the table below can be
elemental spell-Ki that harness the power of the elements. A exchanged for another element. If the spell requires a saving
elemental spell-Ki requires you to spend ki points each time throw this is based on the chosen element and not on the
you use it. The number of spells you know is based on your original spell information.
level in this class.
Elements Save
Spells-Ki know
Acid / Fire / Lightening Dexterity
level 0 1 2 3 4
Cold / Poison / Thunder Constitution
3rd 2 2 - - -
Force Strength
6th 3 3 2 - -
11th 4 4 3 2 - Elemental Martial Arts
17th 4 4 4 3 2 At 11th level, when you perform a melee attack action, you
can cast one of your cantrips in place of one of your attacks.
Whenever you learn a new elemental spell-Ki, you can also Wonder of the Elements
replace one elemental spell-Ki that you already know with a
different. At 17th level, you can choose one spell per level that is found

in your list, these spells now cost one ki less as if they were of
Casting Elemental Spell-Ki. To cast one of these spells, a lower level.
you use its casting time and other rules, but you don't need to
provide material components for it. Each spell has a base
price that is equal to its level in ki points. Once you reach 5th
level in this class, you can spend additional ki points to
increase the level of an elemental spell-Ki that you cast,
provided that the spell has an enhanced effect at a higher
level, as Burning Hands does. The Spell-Ki's level increases
by 1 for each additional ki point you spend. For example, if
you are a 5th-level monk and you cast Burning Hands, you
can spend 2 ki points to cast it as a 2nd-level spell.
The maximum number of ki points you can spend to cast a
Spell-Ki in this way (including its base ki point cost and any
additional ki points you spend to increase its level) is
determined by your monk level, as shown in the Spells-Ki
table.
Monk level Ki
5th-8th 2
9th-12th 3
13th-16th 4
17th-20th 5

Avatar Aang
MyCks Sato

Monastic Traditions | Way of the Elements |1 12


Elements Spell List

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


Acid Splash Aganazzar's Scorcher Ashardalon's Stride Arcane Eye
Booming Blade Continual Flame Call Lightning Conjure Minor Elementals
Control Flames Darkvision Create Food and Water Control Water
Create Bonfire Dragon's Breath Daylight Elemental Bane
Dancing Lights Dust Devil Elemental Weapon Fire Shield
Fire Bolt Earthbind Erupting Earth Freedom of Movement
Frostbite Flame Blade Fireball Galder's Speedy Courier
Green-Flame Blade Flaming Sphere Flame Arrows Gravity Sinkhole
Gust Gust of Wind Flame Stride (UA) Ice Storm
Light Heat Metal Fly Stone Shape
Lightning Lure Icingdeath's Frost (UA) Freedom of the Waves HB Stoneskin
Mold Earth Kinetic Jaunt Gaseous Form Storm Sphere
Poison Spray Levitate Glyph of Warding Summon Elemental
Produce Flame Magic Weapon Haste Summon Construct
Ray of Frost Maximillian's Earthen Grasp Lightning Arrow Vitriolic Sphere
Shape Water Melf's Acid Arrow Lightning Bolt Wall of Fire
Shocking Grasp Protection from Poison Meld into Stone Watery Sphere
Thunderclap Pyrotechnics Melf's Minute Meteors Widogast's Web of Fire HB
Rime's Binding Ice Protection from Energy

1st Level Scorching Ray Pulse Wave


Absorb Elements See Invisibility Sleet Storm


Acid Stream (UA) Shatter Stinking Cloud

Arcane Weapon (UA) Skywrite Thunder Step


Armor of Agathys Snilloc's Snowball Storm Tidal Wave


Burning Hands Warding Wind Wall of Water


Catapult Water Breathing Avatar Kora



Chaos Bolt Water Walk penelopeloveprints-deactivated2



Chromatic Orb Wind Wall



Create or Destroy Water



Detect Poison and Disease



Earth Tremor

Faerie Fire

Feather Fall

Fog Cloud

Frost Fingers

Guiding Bolt

Hellish Rebuke

Ice Knife

Longstrider

Magnify Gravity

Searing Smite

Thunderous Smite

Thunderwave

Witch Bolt

Zephyr Strike

13 Monastic Traditions | Way of the Elements |2


Way of the Kensei Sharpen the Blade
At 11th level, you gain the ability to augment your weapons
Monks of the Way of the Kensei train relentlessly with their further with your ki. As a bonus action, you can expend up to
weapons, to the point that the weapon becomes like an 3 ki points to grant one kensei weapon you touch a bonus to
extension of the body. Founded on a mastery of sword attack and damage rolls when you attack with it. The bonus
fighting, the tradition has expanded to include many different equals the number of ki points you spent. If the weapon is
weapons. magical and already has a bonus, this fature can enhance this

bonus, but the sum of the bonuses must not exceed +3.
A kensei sees a weapon much in the same way a Additionally, any attack roll you make with this weapon is a
calligrapher or a painter regards a pen or brush. Whatever critical hit on a roll of 18-20 on the d20. This bonus lasts for 1
the weapon, the kensei views it as a tool used to express the minute or until you use this feature again.
beauty and precision of the martial arts. That such mastery

makes a kensei a peerless warrior is but a side effect of


intense devotion, practice, and study. Unerring Accuracy
Path of the Kensei
At 17th level, your mastery of weapons grants you
extraordinary accuracy. If you miss with an attack roll using a
When you choose this tradition at 3rd level, your special kensei weapon on your turn, you can reroll it. You can use
martial arts training leads you to master the all the weapons. this feature only once on each of your turns.
This path also includes instruction in the deft strokes of
calligraphy or painting. You gain the following benefits:
Kensei Fighting Style. You adopt a particular style of
fighting as your specialty. Choose one among Archer,
Blind Fighting, Dueling, Great Weapon Fighting, Superior
Technique and Thrown Weapon Fighting. You can't take a
Fighting Style option more than once, even if you later get
to choose again.
Kensei Weapon. Your special martial arts training give
you proficiency with any martial weapons. These weapons
are monk weapons for you, and you are no longer limited
on using weapons that lack the heavy and special
properties. Additionally, your Ki Martil Arts unarmed
techniques can be used with a kensei weapon.
Way of the Brush. You gain proficiency with your choice
of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons,
granting you the following benefits.
Agile Parry. If you make an unarmed strike as part of the
Attack action on your turn and are holding a kensei
weapon, you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonuses to AC until the start of
your next turn, while the weapon is in your hand, and you
aren’t incapacitated.
Deft Strike. When you hit a target with a kensei weapon,
you can spend 1 ki point to cause the weapon to deal extra
damage to the target equal to your Martial Arts die. You
can use this feature only once on each of your turns.
Flurry of Weapon Attacks. When you use your Flurry of
Blow feature, you can use your kensei weapon as if it were
an unarmed strike.

Tatoo #145
lisabradford

Monastic Traditions | Way of the Kensei 14


Way of the Immortal
Monks of the Way of the immortal are obsessed with the
meaning of dying. They capture creatures and prepare
elaborate experiments to capture, record, and understand the
moments of their demise. They then use this knowledge to
guide their understanding of martial arts, yielding a undying
fighting style.

Knowing Death
Starting when you choose this tradition at 3rd level, you gain
proficiency in the Nature and Medicine skills, and you gain
proficiency with the herbalism kit.
Approaching Death
At 3rd level, your study of death allows you to extract energy
from the feeling of death. You gain the following benefits:
Dying. When you are hit by an enemy attack, the next turn
you can use a feature that requires ki by wasting 1 ki point
less.
Give Death. When you reduce a creature within 5 feet of
you to 0 hit points, you gain temporary hit points equal to
your Wisdom modifier + your monk level (minimum of 1).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those
around you as an action, for your soul has been touched by
the shadow of death. When you take this action, each
creature within 30 feet of you that can see you must succeed
on a Wisdom saving throw or be frightened of you until the
end of your next turn.
Mastery of Life and Death
Beginning at 11th level, you use your familiarity with death to
escape its grasp. When you are reduced to 0 hit points, you
can expend 1 ki point (no action required) to have 1 hit point
instead.
Touch of Death
Starting at 17nd level, you can channel the energy of death to
destroy another creature's life force by touch. When you hit a
creature with a melee attack, you can choose to expend 1 ki
points. The target must make a Constitution saving throw,
and it takes 2d12 necrotic damage on a failed save, or half as
much damage on a successful one.

Half-Orc Monk Reading


Pathfinder 2e

15 Monastic Traditions | Way of the Immortal


Way of the Sun Soul Elemental Radiation
At 6th level, you can choose to change your radiant damage to
Monks of the Way of the Sun Soul learn to channel their own fire damage or lightning damage only for the features of this
life energy into searing bolts of light. They teach that subclass.
meditation can unlock the ability to unleash the indomitable
light shed by the soul of every living creature. Blinding Sun

At 11th level, before or after using lightning step, every enemy
Radiant Sun ki who is within 30 feet of you must pass a constitution saving
throw or be blinded until the end of your next turn.
Starting when you choose this tradition at 3rd level, you learn Additionally, your radiating ki grants you resistance to cold
one Radiant Sun techniques of your choice. You learn one and fire damage.
additional technique at 11th, and 17th level. Each time you
learn new techniques, you can also replace one technique you Sunshine Aura
know with a different one. At 17th level, you become wreathed in a luminous, magical

aura. You shed bright light in a 30-foot radius and dim light
You can spend 2 ki point to make an attack against one for an additional 30 feet. You can extinguish or restore the
creature within 5 feet of you as an action and combine it with light as a bonus action. Your light brings the same
a Radiant Sun technique. On a hit, the target suffers your characteristics as the sun and eradicates magical darkness.
normal attack plus the radiant damage. The amount of the Whenever a creature hits you with a melee attack while
radiant damage is equal to your wisdom modifier. this light shines, your light erupts with radiant energy. The

radiant damage equals 5 + your Wisdom modifier.
Your Radiant damage increases as you gain levels in this
class. At 5th level, the damage increases by one Martial Arts
die on a hit (1d6 / 1d8 + wis mod), at 11th level increase by
another (2d8 / 2d10 + wis mod) and 17th level yet another
(3d12 + wis mod). You can add special effects to your ki
attack.
Ki Beam When you have attacked your target, you can
choose to release a beam of radiant energy. All enemies
behind the target hit in a straight line within 10 feet must
succeed on a Dexterity saving throw or take your radiant
damage. Leveling up in this subclass increases the range
attack. At 5th level the beam is 15 feet, at 11th level 20
feet, and at 17th level 30 feet.
Ki Blast. When you have attacked your target, you can
choose to release a blast that can damage all the enemies
that are 5 feet away from you. All enemies 5 feet away
from you must succeed on a Dexterity saving throw or
take your radiant damage. Leveling up in this subclass
increases the blast radius. At 11th level 10 feet, at 17th
level 15 feet.
Ki Radiation. When you have attacked your target, you
can choose to release radiation energy in the area of 10
feet around your target. The radiant energy lingers in the
affected area, making it a difficult terrain until the end of
your next turn. Every enemy who ends his turn in this
radioactive terrain must succeed on a Constitution saving
throw or takes your radiant damage. Leveling up in this
subclass increases the radius area. At 5th level the area is
15 feet, at 11th level 20 feet, at 17th level 30 feet and the
radiation can persist for 2 turns.
Ki Burst. You gain the ability to create an orb of light that
erupts into a devastating explosion. You can attack an
enemy 30 feet away by creating a sphere of energy, if you
hit, it receives the normal damage and all enemies around
it by 5 feet must succeed on a Constitution saving throw
or take your radiant damage. Leveling up in this subclass Human Monk
increases the range attack. At 5th level the beam is 60 Wizards - D&D 5e

feet, at 11th level 90 feet, and at 17th level 150 feet.

Monastic Traditions | Way of the Sun Soul 16


Way of the Drunken Master Fierce Drunker
Starting at 11th level, the properties of your brewer's supplies
The Way of the Drunken Master teaches its students to move take on special effects on you, every time you drink you can
with the jerky, unpredictable movements of a drunkard. A choose to have one of these effects.
drunken master sways, tottering on unsteady feet, to present
what seems like an incompetent combatant who proves Drunkard's Luck. You always seem to get a lucky bounce
frustrating to engage. The drunken master’s erratic stumbles at the right moment. When you make an ability check, an
conceal a carefully executed dance of blocks, parries, attack roll, or a saving throw and have disadvantage, as a
advances, attacks, and retreats. free action you can drink and spend 1 ki points to cancel

the disadvantage for that roll.
A drunken master often enjoys playing the fool to bring Drunkard's Constitution. When you drink thanks to "The
gladness to the despondent or to demonstrate humility to the Drunken God of the Jar"feature, you can choice to spend 1
arrogant, but when battle is joined, the drunken master can ki points to gain temporary hit points equal to one roll of
be a maddening, masterful foe. your Martial Arts die + your own Wisdom modifier.
Alcoholic Dance A Drunkard's Breath. When you drink thanks to "The
When you choose this tradition at 3rd level, you gain Drunken God of the Jar" feature, you can choice to spend
proficiency in the Performance skill if you don't already have 1 ki points and spit it on a creature within 5 feet of you, it
it. Your martial arts technique mixes combat training with the must succeed on a Dexterity saving throw. On a failed
precision of a dancer and the antics of a jester. You also gain save, the target has disadvantage on the next attack roll it
proficiency with brewer's supplies if you don't already have it. make. Or you can choose to ignite the alcohol and the
You can take a sip of your brewer's supplie as a bonus action target take 1 martial art die plus your Wisdom modified of
and gain temporary hit points equal your Wisdom modifier. fire damage.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of Intoxicated Frenzy
your movement. Whenever you use yours ki features. At 17th level, you gain the ability to make an overwhelming
number of attacks against a group of enemies. When you use
Drunken Movement. If you use at least 1 ki point in your your Flurry of Blows your walking speed increases by
turn, your movement becomes very difficult to follow. You another 10 feet, and you can make up to three additional
gain the benefit of the Disengage action, and your walking attacks with it, provided that each Flurry of Blows attack
speed increases by 10 feet until the end of the current targets a different creature this turn.
turn.
Drunken Stance. When you make a reaction attacks, you
can automatically push your opponent 5 feet.
Drunken Fall. When you have been attacked with a melee
attack roll, as a reaction you can fall prone and rolling half
your speed without taking opportunity attacks, and until
the beginning of your next turn your enemies have no
advantage in hitting you because you are prone.
The Drunken Gods Style
Starting at 6th level, you can move in sudden, swaying ways.
You gain the following benefits.
The Drunken God of the Jar. Once per turn, when a
creature misses or hit you with a melee attack roll, as a
free action you can drink a sip of your brewer's supplie.
The Drunken God Limp. When you're prone, you can
stand up by spending 5 feet of movement, rather than half
your speed.
The Drunken God Seeing Double. When a creature
misses you with a melee attack roll, as a reaction you can
cause that attack to hit one creature of your choice, other
than the attacker and that you can see within 5 feet of you
or the creature that is attacking you.

Monastic Traditions | Way of the Drunken King of Fighters XII - Chin Gentsai
17 Master Creative Uncut
Way of the Astral Self Body of the Astral Self
Starting at 11th level, when you have both your astral arms
A monk who follows the Way of the Astral Self believes their and visage summoned, you can cause the body of your astral
body is an illusion. They see their ki as a representation of self to appear (no action required). This spectral body covers
their true form, an astral self. This astral self has the capacity your physical form like a suit of armor, connecting with the
to be a force of order or disorder, with some monasteries arms and visage. You determine its appearance.
training students to use their power to protect the weak and While the spectral body is present, you gain the following
other instructing aspirants in how to manifest their true benefits.
selves in service to the mighty.

Deflect Energy. When you take acid, cold, fire, force,
lightning, or thunder damage, you can use your reaction to
Arms of the Astral Self deflect it. When you do so, the damage you take is reduced
At 3rd level, your mastery of your ki allows you to summon a by 1d10 + your Wisdom modifier (minimum reduction of
portion of your astral self. As a bonus action, you can spend 1 1). Additionally, the first time you hit with a melee attack in
ki point to summon the arms of your astral self. When you do your next turn, the target suffers an additional Martial Art
so, each creature of your choice that you can see within 10 die of the deflected element.
feet of you must succeed on a Dexterity saving throw or take
force damage equal to two rolls of your Martial Arts die. Empowered Arms. Once on each of your turns when you
For 10 minutes, these spectral arms hover near your hit a target with the Arms of the Astral Self, you can deal
shoulders or surround your arms (your choice). You extra damage to the target equal to your Martial Arts die.
determine the arms' appearance, and they vanish early if you
are incapacitated or die. Awakened Astral Self
While the spectral arms are present, you gain the following Starting at 17th level, your connection to your astral self is
benefits: complete, allowing you to unleash its full potential. As a
You can use your Wisdom modifier in place of your bonus action, you can spend 3 ki points to summon the arms,
Strength modifier when making Strength checks and visage, and body of your astral self and awaken it for 10
Strength saving throws. minutes. This awakening ends early if you are incapacitated
You can use the spectral arms to make unarmed strikes. or die.
When you make an unarmed strike with the arms on your While your astral self is awakened, you gain the following
turn, your reach for it is 5 feet greater than normal. benefits.
The unarmed strikes you make with the arms can use Armor of the Spirit. You gain a +2 bonus to Armor Class.
your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and Astral Barrage. Whenever you use the Extra Attack
their damage type is force. feature to attack twice, you can instead attack three times
if all the attacks are made with your astral arms.
Visage of the Astral Self
When you reach 6th level, you can summon the visage of your
astral self. As a bonus action, or as part of the bonus action
you take to activate Arms of the Astral Self, you can spend 1
ki point to summon this visage for 10 minutes. It vanishes
early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask.
You determine its appearance.
While the spectral visage is present, you gain the following
benefits.
Astral Sight. You can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom
(Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your
words to a creature of your choice that you can see within
60 feet of you, making it so only that creature can hear
you. Alternatively, you can amplify your voice so that all
creatures within 600 feet can hear you.

Ancient Civilizations
Silviu Sadoschi

Monastic Traditions | Way of the Astral Self 18


Way of Mercy Flurry of Healing and Harm
Starting at 11th level, you can now mete out a flurry of
Monks of the Way of Mercy learn to manipulate the life and comfort and hurt. When you use Flurry of Blows, you can use
death force of others to bring aid to those in need. They are your Hands of Healing or Hand of Harm without spending ki
wandering physicians to the poor and hurt. However, to those points. You can still use Hands of Harm only once per turn.
beyond their help, they bring a swift end as an act of mercy.

Hand of Ultimate Mercy
The walkers of this way usually don robes with deep cowls, By 17th level, Your mastery of life and death energy opens the
and they often conceal their faces with masks, presenting door to the ultimate mercy. As an action, you can touch the
themselves as the faceless bringers of life and death.
Some corpse of a creature that died within the past 24 hours and
might be gentle-voiced healers, beloved by their communities, expend 5 ki points. The creature then returns to life,
while others might be masked bringers of macabre mercies. regaining a number of hit points equal to 4d12 + your
Implements of Mercy Wisdom modifier. If the creature died while subject to any of
the following conditions, it revives with them removed:
When you choose this tradition at 3rd level, you gain blinded, deafened, paralyzed, poisoned, and stunned. Also, as
proficiency in the Insight and Medicine skills, and you gain an action you can perform the finger of death spell by
proficiency with the herbalism kit. touching the enemy using 5 ki points.
You also gain a special mask, which you often wear when Once you use these features, you can't use it again until you
using the features of this subclass. You determine its finish a long rest.
appearance, or generate it randomly by rolling on the
Merciful Mask table.
Merciful Mask
d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Hands of Healing
When you attack, you can replace one of the unarmed strikes
with a Hands of Healing. You can spend 1 ki point to touch a
creature and restore a number of hit points equal to two rolls
of your Martial Arts die + your Wisdom modifier.
Hands of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a
creature with an unarmed strike, you can spend 1 ki point to
deal extra necrotic damage equal to one roll of your Martial
Arts die + your Wisdom modifier. You can use this feature
only once per turn.
Physician's Touch
Starting at 6th level, you can administer even greater cures
with a touch, and if you feel it's necessary, you can use your
knowledge to cause dreadful harm.
When you use Hands of Healing on a creature, you can
also end one disease or one of the following conditions
affecting the creature: blinded, deafened, paralyzed, poisoned,
or stunned.
When you cure someone of a negative condition you can
retain it and when you use the Hand of Harm you can
transmit one of the retained condition at a time to one of your
opponents. This condition persists until the end of your next
turn. You can retain a maximum of conditions equals to your
proficiency bonus. These conditions are cancelled each long Executioner
rest. If you do not have negative conditions, poison can Creative Uncut
always be used.

19 Monastic Traditions | Way of Mercy


Way of the Ascendant Dragon At 11th level, the damage of this feature increases to three
rolls of your Martial Arts die.
The fundamental teaching of this tradition holds that by You can use this feature a number of times equal to your
emulating dragons, a monk becomes a more integrated part proficiency bonus, and you regain all expended uses when
of the world and its magic. By altering their spirit to resonate you finish a long rest. While you have no uses available, you
with draconic might, monks who follow this tradition can spend 2 ki points to use this feature again.
augment their prowess in battle, bolster their allies, and can
even soar through the air on draconic wings. But all this Dragon Constitution
power is in service of a greater goal: achieving a spiritual At 6th level your hit point maximum increases by an amount
unity with the essence of the Material Plane. equal to once your level then by +1 at each level. Additionally
As a follower of this Monastic Tradition, you decide how you gain a +1 bonus to armor class.
you unlocked the power of dragons through your ki. The Aspect of the Wyrm
Ascendant Dragon Origin table offers some possibilities.
At 11th level the power of your draconic spirit now radiates
Ascendant Dragon Origin from you, warding your allies or inspiring fear in your
d6 Origin enemies. As a bonus action, you can create an aura of
1 You honed your abilities by observing a dragon and draconic power that radiates 10 feet from you for 1 minute.
aligning your ki with their world altering power. For the duration, you gain one of the following effects of your
choice:
2 A dragon personally took an active role in shaping your
inner energy. Frightful Presence. When you create this aura, and as a
3 You studied at a monastery that traces its teachings bonus action on subsequent turns, you can choose a
back centuries or more to a single dragon’s creature within the aura. The target must succeed on a
instruction. Wisdom saving throw against your ki save DC or become
4 You spent long stretches meditating in the region of
frightened of you for 1 minute. The target can repeat the
influence of an ancient dragon’s lair, absorbing its saving throw at the end of each of its turns, ending the
ambient magic. effect on itself on a successful save.
5 You found a scroll written in Draconic that contained Resistance. Choose a damage type when you activate this
inspiring new techniques. aura: acid, cold, fire, lightning, or poison. You and your
6 After a dream that featured a five-handed dragonborn allies within the aura have resistance to that damage.
you awoke with altered ki, reflecting the breaths of
dragons Once you create this aura, you can’t create it again until you
finish a long rest, unless you expend 3 ki points to create it
Draconic Disciple again.
At 3rd level, you can channel draconic power to magnify your Ascendant Aspect
presence and imbue your unarmed strikes with the essence
of a dragon’s breath. You gain the following benefits: At 17th level, your draconic spirit reaches its peak. You gain
the following benefits:
Draconic Presence. If you fail a Charisma (Intimidation)
or Charisma (Persuasion) check, you can use your Augment Breath. When you use your Breath of the
reaction to reroll the check, as you tap into the mighty Dragon, you can spend 1 ki point to augment its shape
presence of dragons. Once this feature turns a failure into and power. The exhalation of draconic energy becomes
a success, you can’t use it again until you finish a long rest. either a 60-foot cone or a 90-foot line that is 5 feet wide
(your choice), and each creature in that area takes damage
Draconic Strike. When you damage a target with an equal to four rolls of your Martial Arts die on a failed save,
unarmed strike, you can change the damage type to acid, or half as much damage on a successful one.
cold, fire, lightning, or poison.
Blindsight. You gain blindsight out to 10 feet. Within that
Tongue of Dragons. You learn to speak, read, and write range, you can effectively see anything that isn’t behind
Draconic or one other language of your choice. total cover, even if you’re blinded or in darkness. Moreover,
you can see an invisible creature within that range, unless
Breath of the Dragon the creature successfully hides from you.
At 3rd level you can channel destructive waves of energy, like Explosive Fury. When you activate your Aspect of the
those created by the dragons you emulate. When you take the Wyrm, draconic fury explodes from you. Choose any
Attack action on your turn, you can replace one of the attacks number of creatures you can see in your aura. Each of
with an exhalation of draconic energy in either a 20-foot cone those creatures must succeed on a Dexterity saving throw
or a 30-foot line that is 5 feet wide (your choice). Choose a against your ki save DC or take 3d10 acid, cold, fire,
damage type: acid, cold, fire, lightning, or poison. Each lightning, or poison damage (your choice).
creature in that area must make a Dexterity saving throw
against your ki save DC, taking damage of the chosen type
equal to two rolls of your Martial Arts die on a failed save, or
half as much damage on a successful one.
Monastic Traditions | Way of the Ascendant
Dragon 20
Monastic Ki Martial Arts 8th level:
At 3rd level, a Monk gains the Ki Martial Arts feature. Here

are new playtest options for that feature. Many of these new Venom Strike (Prerequisite: Shadow) When you hit a
Martial Arts are based on your direction in the martial arts creature with a unarmed strike, you can poison him. The
world. Each subclass has the ability to have specific creature must succeed on a Constitution saving throw or
techniques based on their characteristics and understanding be poisoned for three turns. At the end of each of its turns,
in martial arts. the target can make another Constitution saving throw.
On a success, the effect ends.
3rd level:

Crippling Strike (Prerequisite: Open Hand) When you
hit a creature with a unarmed strike, you can attempt to
Shadow (Prerequisite: Shadow) When you make a Crippling their minds. The creature must make an
Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom Intelligence saving throw. On a failed save, the target is
(Perception) check, you can roll one Martial Arts die and incapacitated until the start of your next turn.
add it to the ability check, provided you aren't
incapacitated. Elemental Strike (Prerequisite: Elements) When you
make a unarmed strike on your turn, you can increase
Freeze Strike (Prerequisite:e Open Hand) When you hit your reach for that attack by 10 feet. If you hit, you can
a creature with a unarmed strike, you can block his change the type of damage with one of your elements.
reaction by hitting its pressure points. The creature can't
take reactions until the end of your next turn. Drain Life Force (Prerequisite: Immortal) When you hit
a creature with a unarmed strike, you can attempt to drain
Elements (Prerequisite: Elements) When you make an life force from it to heal your wounds. Roll one Martial
Intelligence (Arcana), an Intelligence (Nature) or a Arts die and you regain hit points equal to your martial
Wisdom (Insight) check or an initiative roll, you can roll arts dice rolled. When you use this ability, the damage
one Martial Arts die and add it to the ability check. turns into necrotic damage.
Yin-Yang (Prerequisite: Immortal) As a bonus action, Draconic Strike (Prerequisite: Ascendant Dragon)
you can roll one Martial Arts die and you or one willing When you take damage from a creature within your reach,
creature that you touch regain a number of hit points you can use your reaction to make an unarmed strike
equal to the number rolled plus your proficiency bonus. against that creature.
Additionally, you can do the reverse operation to recover 1
ki point. Ki Weapon Strike (Prerequisite: Kensei) When you
make aa attack with your kense weapon on your turn, you
Sharp (Prerequisite: Kensei) When you make a Strength can damage all the enemies that surround you. All
(Athletics), a Dexterity (Acrobatics) or a Wisdom enemies 5 feet away from you must succeed on a
(Perception) check, you can roll one Martial Arts die and Dexterity saving throw or take a damage equal to your
add it to the ability check. Martial Arts die + your wisdom modifier.
Strike of Light (Prerequisite: Sun Soul) When you hit a Radiant Missile (Prerequisite: Sun Soul) As a bonus
creature with a unarmed strike, you can cast light on an action, you create three glowing darts of radiant light.
object held or worn by the creature you hit. The creature Each dart hits a creature of your choice that you can see
must succeed on a Dexterity saving throw, or one of its within range of 120 feet. A dart deals 1d4 + 1 radiant
objects is lighted. damage to its target. The darts all strike simultaneously,
Alcoholic (Prerequisite: Drunken Master) When you and you can direct them to hit one creature or several.
take damage from a creature, you can use your reaction to Lucky Strike (Prerequisite: Drunken Master) When you
drink a sip of your brewer's supplies. take damage from a creature in range, as a reaction you
Vigilant (Prerequisite: Astral Self) When you make an can unbalance yourself against one creature of your
choice, other than the attacker, that you can see within 5
Intelligence (Investigation), a Wisdom (Perception) or a feet of you to make an unarmed attack on it.
Wisdom (Insight) check or an initiative roll, you can roll
one Martial Arts die and add it to the ability check.
Praying Mantis
Herbalist (Prerequisite: Mercy) When you make an Ropear
Intelligence (Nature), a Wisdom (Medicine) or a Wisdom
(Survival) check, you can roll one Martial Arts die and add
it to the ability check.
Draconian Charisma (Prerequisite: Ascendant
Dragon) Whenever you make a Charisma check when
interacting with dragons and Lesser Dragons, you can roll
one Martial Arts die and add it to the ability check.

21 Monastic Traditions | Special Ki Martial Arts |1


Hand of Darkness (Prerequisite: Astral Self) As an Drunken Strike (Prerequisite: Drunken Master) When
action, you can expend 1 additional ki point to the KMA you use your drunken fall, as you roll you can make an
technique for summon the Darkness spell without unarmed strike against someone in your path.
providing material components.
Buddha Hand (Prerequisite: Astral Self) As an action,
Filth Fever (Prerequisite: Mercy) When you hit a you can summon the Bigby's Hand spell without providing
creature with a unarmed strike, a raging fever sweeps material components. This summoning is only active for
through the creature’s body. The creature must make a this turn, but you can maintain it by consuming 1 ki point
Constitution saving throw. On a failed save, it has each turn.
disadvantage on Strength checks, Strength saving throws,
and attack rolls that use Strength until the end of your Seizure Strike (Prerequisite: Mercy) When you hit a
next turn. creature with a unarmed strike, this is overcome with
shaking. The creature must make a Constitution saving
throw. On a failed save, it has disadvantage on Dexterity
16th level: checks, Dexterity saving throws, and attack rolls that use

Dexterity until the end of your next turn.


Ripper Strike (Prerequisite: Shadow) When you hit a
creature with a unarmed strike, you can cause internal
bleeding. At the start of each of its turns, it must succeed
on a Constitution saving throw or take one Martial Arts
dice of bleeding damage. After three saving throw the
internal bleeding ends.
No Mercy (Prerequisite: Open Hand) When you have an
enemy prone beside you as a reaction you instantly leap at
it, and make a single unarmed strike. If you hit, the target’s
movement speed is reduced by 10 feet until the end of
their next turn and they must make a Constitution saving
throw or be poisoned until the end of your next turn.
Elemental Reaction (Prerequisite: Elements) When you
hit a creature with a unarmed strike, you can cause an
elemental reaction. If you performed a spell during your
action, you can change your damage to that type of
element. At the start of each of its turns, it must succeed
on a saving throw (based on the element type) or take
one Martial Arts dice of elemental damage. After three
saving throw the elemental reaction ends.
Nightmare Strike (Prerequisite: Immortal) When a
creature is frightened, you can use your reaction to make
an unarmed attack against that creature.
Ki Weapon Release (Prerequisite: Kensei) When you
make a unarmed strike on your turn, you can increase
your reach for that attack by 30 feet. All enemies in a
straight line within these 30 feet must succeed on a
Dexterity saving throw or take a damage equal to one
Martial Arts die you just rolled + your wisdom modifier.
Trail of Cinders (Prerequisite: Ascendant Dragon)
Flames of a dragon blast from your feet. For this turn,
when you move within 5 feet of a creature, it must
succeed on a Dexterity saving throw or takes one Martial
Arts die fire damage from your trail of heat. A creature or
object can take this damage only once during a turn.
Wall Of Light (Prerequisite: Sun Soul) As an action, you
can summon the Wall Of Light spell without providing 和太鼓
material components. This summoning is only active for Hidekichi Shigemoto
this turn, but you can maintain it by consuming 1 ki point
each turn.

Monastic Traditions | Special Ki Martial Arts |2 22


Credits
POSITION CONTEXT ARTIST LINK
Producer: Homebrew Aanx https://www.reddit.com/user/Chemical_Regret_5668
D&D5e
Program The Scott Tolksdorf https://www.patreon.com/stolksdorf
Homebrewery
Cover: D&D Cover AeronDrake https://imgur.com/a/NbTia
Alts
Cover: Zenyatta Thomas Elliott https://www.artstation.com/artwork/DqQV0
Page 1 Kung-fu Panda Henrik Tamm https://www.henriktamm.com/?project=kung-fu-panda
Page 2 Pathfinder YamaOrce https://www.deviantart.com/yamaorce/art/Cyranni-comm-545205947
Page 4 Avatar Aang nymre https://a-lot-of-korra.tumblr.com/post/118263724708/nymre-this-was-
inspired-by-the-episode-the
Page 7.1 Ryu - Street JDHK88 https://www.deviantart.com/dhk88/art/Ryu-Alternate-Street-Fighter-V-
Fighter 558575139
Page 7.2 KOI TAT Dylan Helman https://www.behance.net/gallery/54122585/Koi-Oi
Page 8 Siddhartha Gianluca Rolli https://www.artstation.com/artwork/KEOBy
Page 9 Ramakien เอกชัย มิลินทะภาส https://kooper.co/th-digital-art-by-thai-artist-ekachai-milintapas/
Page 10.1 Ensō (
Wu
円相), Takeda-art https://www.redbubble.com/i/sticker/Martial-Wu-Calligraphy-by-Takeda-
art/34499569.EJUG5
Page 10.2 Batman Marie Bergeron https://www.behance.net/gallery/13912399/The-Bat
Page 11.1 Amida Buddha Sig. Mikado https://sumie-okazu.top/kokuuzoubosatu
Page 11.2 Kung Fu- Martial Arts Studies https://martialartsstudies.blogspot.com/2015/06/the-semiotics-of-kung-
Semiotics fu.html
Page 12 Avatar Aang MyCks Sato https://www.deviantart.com/mycks
Page 13 Avatar Kora penelopeloveprints- https://critter-of-habit.tumblr.com/image/173712804094
deactivated2
Page 14 Tatoo #145 lisabradford https://www.pinterest.ch/pin/96264510774396904/
Page 15 Half-Orc Monk Pathfinder 2e https://www.tumgir.com/tag/Pandesmos
Reading
Page 16 Human Monk Wizards - D&D 5e https://www.pinterest.ch/pin/527976756320512611/
Page 17 King of Chin Gentsai Art https://www.creativeuncut.com/gallery-09/kof12-chin-gentsai.html
Fighters XII
Page 18 Ancient Silviu Sadoschi https://www.artstation.com/contests/ancient-
Civilizations civilizations/challenges/14/submissions/14248?sorting=survivors
Page 19 Executioner Creative Uncut https://www.creativeuncut.com/gallery-24/ooam-executioner.html
Page 21 Praying Mantis Ropear https://www.pinterest.ch/pin/846606429965805153/
Page 22 和太鼓 Hidekichi Shigemoto http://www.hidekichi.com/works_japanese.html
Special Brush sets Denny Tang https://pstutorialsws.deviantart.com/art/Watercolor-Splatters-160738581

Special Brush sets Daniel Kamarudin https://thedurrrrian.deviantart.com/art/Durian-Brushes-533653041

Context: Dungeons and Dragons 5th Edition by Wizards of Texts taken and edited from the books "Player's
the Coast, LLC. Handbook," "Tasha's Cauldron of Everything," "Xanathar's

Guide to Everything,
"Xanathar's Guide to Everything,"
Monk - Master of Martial Arts is unofficial Fan Content "Adventurer's Guide to the Sword Coast," "Treasure of Fizban
permitted under the Fan Content Policy. Not Dragons."
approved/endorsed by Wizards. Portion of the materials used
are property of Wizards of the Coast. Wizard of Coast LLC.

23 Credits

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