Base Class: Monk
Signature Mechanic: Forms
Instead of the Fighter's Preparations, the Monk gains Transcendent Forms.
Choose one at the start of combat, or switch as a bonus action by spending 1 Discipline/Ki point.
Examples:
- Mountain Form — Become nearly immovable, reduce incoming damage, and resist forced movement.
- River Form — Increased movement, opportunity attacks against you have disadvantage, and you can move through enemy spaces.
- Storm Form — Extra attacks, lightning-fast reactions, and improved initiative.
- Void Form — Heightened perception, advantage on Wisdom saves, and the ability to see invisible creatures.
- Phoenix Form — Regain hit points whenever you spend Discipline/Ki and keep fighting through injuries.
Every form changes how the Monk plays, almost like changing stances in a fighting game.
Ascendant Forms
Instead of passive bonuses,
you master combat states.
You know three Forms at 3rd level.
You may enter one as a Bonus Action.
It lasts until:
- you become Incapacitated
- you enter another Form
- combat ends
At 11th level you know four.
At 17th level you know all five.
Changing Forms costs 1 Discipline Point (Ki).
FORM I
Mountain Form
"No force shall move me."
Gain:
- +2 AC.
- Advantage against being shoved or knocked prone.
- Reduce all damage by your Wisdom modifier (minimum 1).
- Opportunity attacks against you are made with disadvantage.
The defensive stance.
FORM II
River Form
"Flow around the obstacle."
Gain:
+15 movement.
Move through enemy spaces.
Ignore difficult terrain.
After using Step of the Wind,
make one unarmed strike.
FORM III
Storm Form
"Strike before the thunder is heard."
Gain:
+10 Initiative.
The first attack you make each turn has advantage.
Whenever Flurry of Blows hits twice,
move 10 feet without provoking.
FORM IV (11th)
Void Form
"See what others cannot."
Gain:
Blindsight 15 feet.
Advantage against illusions.
You cannot be surprised.
Invisible creatures gain no benefit against you.
FORM V (17th)
Phoenix Form
"Rise again."
Whenever you spend a Discipline Point:
Gain temporary HP equal to
Wisdom modifier + Monk level.
If reduced to 0 HP:
Once per long rest,
drop to 1 instead.
Already,
this is a much more dynamic Monk.
Level 3 Feature
Perfect Discipline
Whenever you roll Initiative,
if you have no Discipline Points remaining,
regain
Wisdom modifier (minimum 1).
The Champion is never completely exhausted.
Level 6
Perfect Flow
Whenever you spend a Discipline Point,
choose one.
Move 10 feet.
Stand from prone.
Dash 10 feet through occupied spaces.
Disengage.
Gain +2 AC until your next turn.
It makes every Ki expenditure cinematic.
Level 11
Soul Beyond Flesh
Your body has become something greater.
Gain:
Immunity to disease.
Resistance to poison.
No longer require food or water.
Run across vertical surfaces and liquids indefinitely.
You no longer fall during your turn.
Very wuxia.
Very anime.
Still feels D&D.
Level 17
Ascendant Soul
Once per Long Rest.
One minute.
Your soul manifests around you.
Think translucent giant martial spirit.
Benefits:
Flying speed equal to movement.
All unarmed strikes gain +10 reach.
Flurry costs 0 Discipline.
Opportunity attacks against you have disadvantage.
Every unarmed strike deals one additional Martial Arts die.
Whenever you reduce a creature to 0 HP,
regain one Discipline Point.
Ascendant Forms
Ascendant Forms
Instead of passive bonuses,
you master combat states.
You know three Forms at 3rd level.
You may enter one as a Bonus Action.
It lasts until:
- you become Incapacitated
- you enter another Form
- combat ends
At 11th level you know four.
At 17th level you know all five.
Changing Forms costs 1 Discipline Point (Ki).
FORM I
Mountain Form
"No force shall move me."
Gain:
- +2 AC.
- Advantage against being shoved or knocked prone.
- Reduce all damage by your Wisdom modifier (minimum 1).
- Opportunity attacks against you are made with disadvantage.
The defensive stance.
FORM II
River Form
"Flow around the obstacle."
Gain:
+15 movement.
Move through enemy spaces.
Ignore difficult terrain.
After using Step of the Wind,
make one unarmed strike.
FORM III
Storm Form
"Strike before the thunder is heard."
Gain:
+10 Initiative.
The first attack you make each turn has advantage.
Whenever Flurry of Blows hits twice,
move 10 feet without provoking.
FORM IV (11th)
Void Form
"See what others cannot."
Gain:
Blindsight 15 feet.
Advantage against illusions.
You cannot be surprised.
Invisible creatures gain no benefit against you.
FORM V (17th)
Phoenix Form
"Rise again."
Whenever you spend a Discipline Point:
Gain temporary HP equal to
Wisdom modifier + Monk level.
If reduced to 0 HP:
Once per long rest,
drop to 1 instead.
Mountain Form
- +2 AC.
- Advantage against being shoved or knocked prone.
- Reduce all damage by your Wisdom modifier (minimum 1).
- Opportunity attacks against you are made with disadvantage.
Phoenix Form
Whenever you spend a Discipline Point:
Gain temporary HP equal to
Wisdom modifier + Monk level.
If reduced to 0 HP:
Once per long rest,
drop to 1 instead.
River Form
Gain:
+15 movement.
Move through enemy spaces.
Ignore difficult terrain.
After using Step of the Wind,
make one unarmed strike.
Storm Form
+10 Initiative.
The first attack you make each turn has advantage.
Whenever Flurry of Blows hits twice,
move 10 feet without provoking.
Void Form
Blindsight 15 feet.
Advantage against illusions.
You cannot be surprised.
Invisible creatures gain no benefit against you.
Perfect Discipline
Whenever you roll Initiative,
if you have no Discipline Points remaining,
regain
Wisdom modifier (minimum 1).
The Champion is never completely exhausted.
Perfect Flow
Move 10 feet.
Stand from prone.
Dash 10 feet through occupied spaces.
Disengage.
Gain +2 AC until your next turn.
Soul Beyond Flesh
Immunity to disease.
Resistance to poison.
No longer require food or water.
Run across vertical surfaces and liquids indefinitely.
You no longer fall during your turn.
Ascendant Soul
Once per Long Rest.
For one minute.
You Ascend
Benefits:
Flying speed equal to movement.
All unarmed strikes gain +10 reach.
Flurry costs 0 Discipline.
Opportunity attacks against you have disadvantage.
Every unarmed strike deals one additional Martial Arts die.
Whenever you reduce a creature to 0 HP,
regain one Discipline Point.
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