Monk
Base Class: Monk

Monastic Tradition: Way of the Lost Relic

Monks of the Way of the Lost Relic believe that true perfection lies not in the stillness of the present, but in the recovered movements of the past. While other monks seek enlightenment through meditation, these scholars seek it through the study of ancient combat logs, treating forgotten battlefields as libraries and lost weapons as textbooks. They are often seen as eccentric dreamers, muttering about "forgotten stances" and "ancient rhythms" while tracing patterns in the air. However, in combat, the distraction vanishes. They become vessels for ancient, forgotten killing styles, executing maneuvers with a brutal, mechanical precision.

Level 3: Recovered Cantrips

3rd-level Way of the Lost Relic feature

Your study of ancient civilizations has unlocked minor magical formulas that complement your martial arts. You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is not required; your ki acts as the conduit.

  • Spellcasting Ability: Wisdom is your spellcasting ability for these cantrips.
  • Thematic Flavor: These are not standard spells but minor manifestations of ancient techniques.
  • Milestone Expansion: You learn one additional Wizard cantrip of your choice at 6th, 11th, and 17th level.
Acid Splash

Cast "Acid Splash" as a Cantrip.

Chill Touch

Cast "Chill Touch" as a Cantrip.

Dancing Lights

Cast "Dancing Lights" as a Cantrip.

Fire Bolt

Cast "Fire Bolt" as a Cantrip.

Light

Cast "Light" as a Cantrip.

Mage Hand

Cast "Mage Hand" as a Cantrip.

Mending

Cast "Mending" as a Cantrip.

Message

Cast "Message" as a Cantrip.

Minor Illusion

Cast "Minor Illusion" as a Cantrip.

Poison Spray

Cast "Poison Spray" as a Cantrip.

Prestidigitation

Cast "Prestidigitation" as a Cantrip.

Ray of Frost

Cast "Ray of Frost" as a Cantrip.

Shocking Grasp

Cast "Shocking Grasp" as a Cantrip.

True Strike

Cast "True Strike" as a Cantrip.

Level 3: Recovered Hand Technique

3rd-level Way of the Lost Relic feature

You have mastered the foundational stances of the lost civilisation, allowing you to disrupt an opponent’s flow through precise, ki-infused strikes. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • Shatter Stance: The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
  • Break Form: The target must succeed on a Dexterity saving throw or be knocked prone.
  • Sever Flow: The target cannot take Reactions until the end of your next turn.

Level 3: Ancient Disciplines

3rd-level Way of the Lost Relic feature

You have learned to weave spellcasting into your martial arts, using forgotten formulas called Ancient Disciplines. These disciplines allow you to cast spells by spending Ki points, treating magic as just another limb in your combat repertoire.

  • Disciplines Known: You know two 3rd-level disciplines of your choice from the Ancient Disciplines list below. You learn additional disciplines at 6th, 11th, and 17th level, as shown in the Disciplines Known table. You can use a discipline only if you meet its level prerequisite.
  • Using Disciplines: To use a discipline, you must spend the specified number of Ki points as part of the action required to use it. If a discipline requires a saving throw, the DC is: 8 + your proficiency bonus + your Wisdom modifier.
  • Changing Disciplines: When you gain a level in this class, you can replace one discipline you know with another discipline of the same level or lower.

Disciplines Known

Monk Level Disciplines Known Max Discipline Level
3rd 2 3rd
6th 3 6th
11th 4 11th
17th 5 17th

Ancient Disciplines List

3rd Level Disciplines (Cost: 1-2 Ki)

  • Burning Palm: You can spend 1 ki point to cast burning hands. The fire burns with a cold, blue hue.
  • Thunder Clap: You can spend 1 ki point to cast thunderwave (centered on yourself).
  • Ghost Step: You can spend 1 ki point to cast misty step. You vanish in a puff of ancient dust and reappear instantly.
  • Sonic Strike: You can spend 2 ki points to cast shatter. The sound is a dissonant chord from a forgotten instrument.
  • Magic Weapon: You can spend 2 ki points to cast magic weapon on your unarmed strikes or a monk weapon. The weapon glows with runic script. (Lasts 1 minute).
  • Wind Step: You can spend 2 ki points to cast gust of wind. The wind smells of old parchment.

6th Level Disciplines (Cost: 2-3 Ki)

  • Scorching Ray: You can spend 2 ki points to cast scorching ray. The rays are thin beams of concentrated ki.
  • Earth Grasp: You can spend 2 ki points to cast Maximilian’s earthen grasp. The hand is formed of swirling debris and blue energy.
  • Web of War: You can spend 2 ki points to cast web. The strands appear as sticky, glowing filaments of energy.
  • Warding Wind: You can spend 2 ki points to cast warding wind. The wind howls with voices of the past.
  • Flaming Sphere: You can spend 3 ki points to cast flaming sphere. The sphere is composed of cold blue fire.
  • Hold Person or Monster: You can spend 3 ki points to cast hold person or hold monster. The target is bound by invisible chains of force.

11th Level Disciplines (Cost: 3-4 Ki)

  • Fireball: You can spend 3 ki points to cast fireball. The explosion is silent, expanding in a perfect sphere of blue light.
  • Wall of Force: You can spend 4 ki points to cast wall of force. The wall is translucent and filled with scrolling runic data.
  • Banishment: You can spend 4 ki points to cast banishment. The target is pulled into a void of white silence.
  • Sleet Storm: You can spend 3 ki points to cast sleet storm. The ice crystals are sharp and geometric.
  • Dispel Magic: You can spend 3 ki points to cast dispel magic. You touch the effect and unravel its weave with your ki.
  • Fly: You can spend 3 ki points to cast fly on yourself. You are lifted by unseen currents of power.

17th Level Disciplines (Cost: 5-7 Ki)

  • Cone of Cold: You can spend 5 ki points to cast cone of cold. The cold is absolute, freezing time itself.
  • Wall of Force (Sphere): You can spend 5 ki points to cast wall of force shaped as a sphere.
  • Telekinesis: You can spend 5 ki points to cast telekinesis. You move objects with a mere thought.
  • Reverse Gravity: You can spend 6 ki points to cast reverse gravity. The area becomes a crushing point of infinite density.
  • Power Word Kill: You can spend 9 ki points to cast power word kill. You speak a single word of the Old Tongue, and the target ceases to be.
Banishment

You can spend 4 ki points to cast banishment. The target is pulled into a void of white silence.

Burning Palm

Burning Palm: You can spend 1 ki point to cast burning hands. The fire burns with a cold, blue hue.

Cone of Cold

You can spend 5 ki points to cast cone of cold. The cold is absolute, freezing time itself.

Dispel Magic

You can spend 3 ki points to cast dispel magic. You touch the effect and unravel its weave with your ki.

Earth Grasp

You can spend 2 ki points to cast Maximilian’s earthen grasp. The hand is formed of swirling debris and blue energy.

Fireball

You can spend 3 ki points to cast fireball. The explosion is silent, expanding in a perfect sphere of blue light.

Flaming Sphere

You can spend 3 ki points to cast flaming sphere. The sphere is composed of cold blue fire.

Fly

You can spend 3 ki points to cast fly on yourself. You are lifted by unseen currents of power.

Ghost Step

Ghost Step: You can spend 1 ki point to cast misty step. You vanish in a puff of ancient dust and reappear instantly.

Hold Person or Monster

You can spend 3 ki points to cast hold person or hold monster. The target is bound by invisible chains of force.

Magic Weapon

You can spend 2 ki points to cast magic weapon on your unarmed strikes or a monk weapon. The weapon glows with runic script. (Lasts 1 minute).

Power Word Kill

You can spend 9 ki points to cast power word kill. You speak a single word of the Old Tongue, and the target ceases to be.

Reverse Gravity

You can spend 6 ki points to cast reverse gravity. The area becomes a crushing point of infinite density.

Scorching Ray

You can spend 2 ki points to cast scorching ray. The rays are thin beams of concentrated ki.

Sleet Storm

You can spend 3 ki points to cast sleet storm. The ice crystals are sharp and geometric.

Sonic Strike

You can spend 2 ki points to cast shatter. The sound is a dissonant chord from a forgotten instrument.

Telekinesis

You can spend 5 ki points to cast telekinesis. You move objects with a mere thought.

Thunder Clap

Thunder Clap: You can spend 1 ki point to cast thunderwave (centered on yourself).

Wall of Force

You can spend 4 ki points to cast wall of force. The wall is translucent and filled with scrolling runic data.

Wall of Force (Sphere)

You can spend 5 ki points to cast wall of force shaped as a sphere.

Warding Wind

You can spend 2 ki points to cast warding wind. The wind howls with voices of the past.

Web of War

You can spend 2 ki points to cast web. The strands appear as sticky, glowing filaments of energy.

Wind Step

You can spend 2 ki points to cast gust of wind. The wind smells of old parchment.

Level 6: Fluid Arsenal

You view weapons and limbs as interchangeable components of a single combat form.

  • Seamless Integration: You can draw or sheathe a monk weapon as part of the Attack action or Flurry of Blows without using your object interaction. You can switch between unarmed strikes and weapon attacks freely within the same action.
  • Momentum Carry: If you switch from an unarmed strike to a monk weapon (or vice versa) during the same Attack action, the first attack you make with the new style gains a bonus to the damage roll equal to your Wisdom modifier (minimum of +1).
  • Reactive Shielding: As a reaction when you are hit by a melee attack, you can spend 1 Ki point to project a brief barrier of force. Your AC increases by +2 against that attack, potentially causing it to miss.
    • Discipline Option: Additionally, if you know a discipline that casts shield (if added via DM approval) or warding wind, you can cast that discipline as a reaction instead of spending the normal Ki cost, provided you have enough Ki to pay for it.

Level 11: Ancient Ascendancy

You have unlocked the ability to channel the raw energy of the Ancients directly through your meridians. Your movements become a blur of impossible angles, allowing you to dominate the battlefield.

As a bonus action, you can spend 3 Ki points to enter Ascendancy for 1 minute. While in Ascendancy:

  • Extended Reach: Your unarmed strikes and monk weapon attacks have a reach of 10 feet. When you hit a creature with a melee attack, you can choose one of the following effects:
    • Crush: The target takes an extra 1d6 Force damage and is knocked prone.
    • Levitate: The target is lifted 10 feet into the air and suspended there until the start of your next turn.
  • Efficient Termination: Once per turn, when you reduce a creature to 0 hit points, you can immediately make another unarmed strike or monk weapon attack against a different creature within reach as part of the same action.
  • Discipline Mastery: When you use an Ancient Discipline of 3rd level or lower, you can do so as a bonus action instead of an action. If a discipline normally takes a bonus action, you can use it as a reaction on your turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 17: Perfect Form

You have become a living embodiment of the ultimate Ancient combat form. Your body and weapons are indistinguishable from the energy that powers them.

  • Singularity Strike: When you hit a creature with an unarmed strike or a monk weapon, you can spend 5 Ki points to unleash a technique that collapses space around the target. The target and all creatures of your choice within 15 feet of it must make a Dexterity saving throw.
    • On a failed save, a creature takes 6d10 Force damage, is knocked prone, and is restrained by gravitational forces until the end of your next turn.
    • On a successful save, a creature takes half as much damage and is not knocked prone or restrained.
  • Immutable Stance: You are immune to the Prone, Restrained, and Stunned conditions. Additionally, you cannot be moved against your will by any effect.
  • Infinite Algorithm: If you switch between unarmed and weapon styles during this action, the damage bonus from Momentum Carry applies to all attacks made with the new style.
  • Discipline Grandmaster: You can now use Ancient Disciplines of 3th level or lower as a bonus action. Additionally, when you roll damage for an Ancient Discipline, you can treat any roll of 1 or 2 on a damage die as a 3.

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