Monk
Base Class: Monk

This is a generic monk subclass that offers flexible flavour via choice of various options, but it has been mathematically rebalanced relative to the fighter class in terms of damage and survivability.

Martial Stance

When you choose this tradition at 3rd level, you learn one martial stance of your choice. You learn additional stances at 11th and 17th level.

Bear

At the start of your turn, you gain temporary hit points equal to your constitution modifier.

Blade

You gain a +2 to your AC if you a wielding a melee weapon that does not have the Heavy property.

Bow

You gain +2 bonus to attack rolls with ranged weapons, and you can make melee attacks with any ranged weapon that you are proficient with using the same attack / damage as its normal ranged attack.

(You do not gain the benefits of this bonus to attack if you also have the Archery Fighting Style)

Crane

Your movement does not provoke opportunity attacks.

Dragon

Once on your turn when you hit a creature with an unarmed strike you can deal additional damage to the target equal to two rolls of your martial arts die.

Horse

Whenever you hit a creature with an attack, you can spend 1 ki to push the target 15 ft away from you or knock them prone.

Mantis

When you strike a creature with one of your Flurry of Blows, you can attempt to grapple the target as part of that attack. You can use your Dexterity modifier instead of your Strength when grappling this way.

Mystic

You can use your Wisdom modifier for the attack and damage rolls of your unarmed strikes.

Turtle

You gain proficiency in light and medium armour, you can still benefit from your Martial Arts feature while wearing armour.

Channel Ki

You can spend 1 action to regain all of your ki points. Once you use this feature you cannot use it again until you finish a long rest.

Martial Master

Starting at 6th level, you can spend 1 ki to give yourself advantage on melee weapon attacks until the end of your turn.

Alternatively, you can spend 1 ki to add 1d4 force damage to each of your ranged attacks that hit until the end of your turn.

Specialized Training

At 6th level, you gain one feature of your choice.

Brawler

You have advantage on attacks that target a creature you are grappling. When you make an Athletics check you add twice your proficiency bonus to the roll.

Death Grip

When you use your Stunning Strike feature, you can spend 1 additional ki point to give the target disadvantage on the save.

Disorienting Strike

When you strike a creature with a melee weapon attack, you can disorient them preventing them from fighting effectively for a short time. You can spend 2 ki points to disorient the enemy giving them disadvantage on the next attack roll, ability check or saving throw they make.

 

Ki Burst

You can expend 3 ki points as an action to release a burst of energy from within yourself. Creatures within 20 ft of you other than yourself must make a Dexterity saving throw against your ki DC. On a failure, they take 8d6 damage or half as much on a success. This damage can be fire, force, necrotic or radiant, you choose when you use this ability.

You can expend up to 2 additional ki points to increase the damage by 1d6 for each ki spent when you reach 11th level.

Mystic Self

As a bonus action, you can to project a mystical version of yourself to a point within 60 ft of you. On your turn, you can make unarmed strikes as if you were standing in the location of your mystic self. In addition, you can see and hear as if in its location. Your mystic self can move on your turn, and shares your movement speed but disappears if it is ever more than 60ft from you.

Any effect that dispels or blocks magic, dispels your mystic self.

Resilient Ki

When you are reduced to 0 hp with ki remaining, you can spend 1 ki to remain at 1 hp instead.

Shadow Master

You can gain Darkvision of 60ft if you don't already have it.

You can use a bonus action to teleport to an area of darkness within 60ft of you that you can see. You have advantage on the next melee attack you make before the end of your turn.

Staggering Flurry

Whenever you hit a creature with one of your Flurry of Blows attacks, you expend their reaction and the next attack that targets them has advantage.

Tranquility

When you use your Patient Defense, you regain hit points equal to two rolls of your martial arts die plus your Wisdom modifier.

In addition, until you take a hostile action in combat, enemies must make a Wisdom saving throw against your ki DC or they cannot target you with an attack or damage dealing ability/spell. This effect does not affect spells and abilities that target an area.

Powerful Strikes

Starting at 11th level, you add both your Dexterity modifier and your Wisdom modifier to the damage of your unarmed strikes.

Rapid Strikes

At 17th level, you can make 1 additional attack with your action, and your Flurry of Blows ability.

You can spend 6 ki points to take a second action on your turn, once you use this ability you cannot use it again until you finish a short or long rest.

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