Monk
Base Class: Monk

Monks of the Way of the Shinobi blend martial discipline with secret techniques that manipulate both the elements and the senses. Through rigorous training, they learn to channel their ki into devastating elemental attacks and weave illusions capable of deceiving even the sharpest minds.

Elemental Technique

Starting when you choose this tradition at 3rd level, you can hurl bolts of elemental releases.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals damage is based of the element you choose, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Fire Technique

Starting when you choose this tradition at 3rd level, you can hurl bolts of elemental releases.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals fire damage, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Lightning Technique

Starting when you choose this tradition at 3rd level, you can hurl bolts of elemental releases.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals lightning damage, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Shadow Technique

Starting when you choose this tradition at 3rd level, you can hurl bolts of elemental releases.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals necrotic damage, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Water Technique

Starting when you choose this tradition at 3rd level, you can hurl bolts of elemental releases.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals cold damage, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Wind Technique

Starting when you choose this tradition at 3rd level, you can hurl bolts of elemental releases.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals force damage, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Shinobi's Guile

Your training emphasizes subtlety, misdirection, and the careful manipulation of others.

You gain proficiency in the Deception skill.

Veil Arts

When you choose this tradition at 6th level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend ki points equal top the spell level to cast  mirror image ,charm person ,hold person, pass without trace, or hypnotic pattern, without providing material components.

Crushing Delusion

When you choose this tradition at 11th level, and when you cast a spell granted by your Veil Arts feature that requires a creature to make a saving throw, you can spend 1 additional ki point. That creatures affected have disadvantage on the first initial saving throw it makes against the spell.

Endless Labyrinth

As an action, you spend 5 ki points to ensnare the mind of one creature you can see within 60 feet.

The creature must succeed on a Wisdom saving throw against your ki save DC or become incapacitated for 1 minute.

At the end of each of its turns, it takes psychic damage equal to three rolls of your Martial Arts die as it struggles to escape the ever-changing illusion.

The creature repeats the saving throw at the end of each turn, ending the effect on a success.

A creature that succeeds on its saving throw is immune to this feature for 24 hours.

You can affect only one creature with this feature at a time.

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