Base Class: Monk
Where most monks hone their spirits through meditation and instinct, Warriors of the Perfect Kata pursue combat as an exacting science. They study the geometry of motion, the mathematics of timing, and the mechanics of every strike until battle becomes an equation they alone can solve. To them, each kata is not only a ritual of discipline but also a living proof—an expression of intellect sharpened into lethal precision.
These monks are tacticians of the body and mind. They predict their opponents’ movements before they happen, dismantle complex attacks with the smallest motions, and strike with a flawless economy of force. Some train in hidden monasteries where martial techniques are recorded like ancient texts; others develop their art through relentless personal study, drafting and refining their own “forms” like scholars of war.
Where others find enlightenment, they find mastery—an unshakable truth in the logic of combat.
Level 3: Kata of the Calculated Form
You have sharpened your wit to a deadly point. Your technique is flawless, and rigorously planned. You gain the following benefits:
Prepared. You have advantage on Initiative, and you can use your Intelligence modifier instead of your Wisdom modifier for any Wisdom (Perception) checks.
Perfect Technique. You can use your Intelligence modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Intelligence modifier instead of your Strength modifier to determine the save DC.
Planned Defense. While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Intelligence modifiers.
Mental Focus. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Intelligence modifier and Proficiency Bonus.
Level 6: Kata of the Fleet Foot
You have practiced precise sequences of martial arts legwork for every possible scenario and can combine them in combat to deadly effect. You gain the following abilities:
Fulcrum and Lever. You gain a bonus to your Strength (Athletics) and Dexterity (Acrobatics) checks equal to your Intelligence modifier.
Wall Runner. During any turn where you take the Dash action, you have a climb speed equal to your walking speed and you ignore DIfficult Terrain. If you end your turn on a vertical surface, you can make an Athletics check to hold on, otherwise you fall. You can use this climb speed during any movement on the turn you Dash.
Seven-Sided Strike. During any turn where you use your Flurry of Blows, you can teleport 5 feet to a space you can see before each attack you make with a Monk Weapon or an Unarmed Strike. When you use your Flurry of Blows in this way, you spend 2 Focus Points instead of 1.
Sweeping Slide. During any turn where you take the Disengage action, you can move through the space of any creature that is of a size equal to or larger than yours. Once per turn, if you move through the space of a creature no more than one size larger than you, you can cause it to make a Dexterity saving throw or fall prone.
Level 11: Kata of the Distant Fist
You have learned the Mage Hand cantrip, you can make the spectral hand Invisible and you can cast it as a Bonus Action, or as part of any other Bonus Action. You can also control the hand as a Bonus Action or as part of any other Bonus Action, and the distance you can move your Mage Hand as well as its maximum distance from you is equal to your walking speed. You have also learned new techniques:
Distant Fist. You can deliver any of your Unarmed Strikes from the position of your Mage Hand.
Flying Uppercut. On your turn, the first time you hit each creature with an Unarmed Strike, you can push that creature up to 10 feet in any direction. A creature must be no more than one size larger than you to be pushed in this way. If you are within 10 feet of your Mage Hand, you can increase this pushing distance to 20 feet.
Distracting Fusillade. Once per turn, when you make an Unarmed Strike against a creature while you are within 10 feet of your Mage Hand, you can choose to have Advantage on the attack roll.
Level 17: Kata of the Butterfly
Your study of the battlefield has grown so masterful that you have planned your offense several turns in advance.
You have developed your tactical reasoning to new heights. Your Intelligence score increase by 4, to a maximum of 25.
As a Bonus Action, you can expend 4 Focus Points to gain the following benefits over the next 2 turns before unleashing a devastating attack. All benefits from this feature end at the end of the second turn.
Turn 0 (the turn you activate this feature)
Mental Map. You have Blindsight to a distance of 30 feet.
Ample Precaution. The first time you would be reduced to 0 hit points by damage, you are reduced to 1 hit point instead.
The Calm Before the Storm. Whenever you hit a creature with an Unarmed Strike, it gains one invisible mark (marks can stack). While marked, the creature cannot benefit from the Invisible condition against you.
Adaptive Planning. If a marked creature you can see is reduced to 0 hit points, you can use your Reaction to transfer any number of its marks to another creature you have already marked. If this happens during your turn, no Reaction is required.
Turn 1.
Quickening. All attacks you make have Advantage, and all attacks against you have Disadvantage and your movement does not provoke Opportunity Attacks. Whenever you use your Flurry of Blows, you can make 1 extra Unarmed Attack.
Turn 2.
Wingflap Hurricane. At the end of your turn, your perfect planning sets off a sequence of improbable but impeccably precise events, erupting into chaos on the battlefield. For instance, you may have perfectly timed a bookshelf to fall over in just such a way that it hits a desk, launching a blade that ricochets off a stone tablet, which cuts a rope, collapsing a scaffold, dropping a torch, which lights a curtain... and so on.
Each creature you have marked must make an Intelligence saving throw. On a failed save, it takes damage equal to 2 rolls of your Martial Arts die for each mark on it and falls Prone. On a successful save, it takes half as much damage and does not fall prone.
The damage type is determined by the nature of the events you describe (for example, knocking over a brazier might cause Fire damage), but you may choose for the damage to be Force damage instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/2/2025 7:12:37 AM
|
1
|
0
|
1
|
Coming Soon
|
|
|
8/2/2025 7:18:40 AM
|
2
|
0
|
1.1
|
Coming Soon
|
|
|
8/2/2025 7:33:39 AM
|
3
|
0
|
1.1
|
Coming Soon
|
|
|
8/2/2025 9:19:29 AM
|
9
|
0
|
1.2
|
Coming Soon
|
|
|
8/2/2025 9:35:24 AM
|
6
|
0
|
1.21
|
Coming Soon
|
|
|
8/2/2025 9:38:32 AM
|
6
|
0
|
1.22
|
Coming Soon
|
|
|
8/2/2025 9:47:28 AM
|
7
|
0
|
1.22
|
Coming Soon
|
Comments