Base Class: Monk
A Wandering Monk draws upon the wisdom of an eclectic blend of traditions. Instead of following a rigid path, this adherent takes the lessons of disparate schools of thought and weaves them into a tapestry of insights and techniques all their own. In the eyes of more traditional monastic institutions, their approach may seem deviant or rife with inelegant contradictions, but those monks who wander and take in a diverse range of experiences discover those truths only they can find along their own paths.
As a Wandering Monk, you may be self-taught, making it up as you go along and doing what works, or perhaps you received training from different monasteries or mentors. You may seek enlightenment, or perhaps you have a unique focus on the mastery of your mind, spirit, and body. Either way, you are a warrior-sage whose style is unique, personal, and all their own.
Wandering Novice
3rd-level Wandering Monk feature
At 3rd level, you gain two Eclectic Features.
Wandering Adept
6th-level Wandering Monk feature
At 6th level, you gain one Eclectic Feature.
Wandering Expert
11th-level Wandering Monk feature
At 11th level, you gain one Eclectic Feature.
Wandering Master
17th-level Wandering Monk feature
At 17th level, you gain one Eclectic Feature.
Eclectic Features
3rd-level Wandering Monk feature
At 3rd level, you select a feature, and select additional features at 6th, 11th, and 17th levels.
Arms of the Astral Self
Prerequisite: 3rd-level monk
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Aspect of the Wyrm
Prerequisite: 11th-level monk
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Awakened Astral Self
Prerequisite: 17th-level monk, Arms of the Astral Self, Visage of the Astral Self, Body of the Astral Self features
Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Body of the Astral Self
Prerequisite: 11th-level monk, Arms of the Astral Self and Visage of the Astral Self features
When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Cloak of Shadows
Prerequisite: 11th-level monk
You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Disciple of the Elements
Prerequisite: 3rd-level monk
You learn Elemental Disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You can learn elemental disciplines of your choice as Eclectic Options. You can learn two elemental disciplines, and learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.
| Monk Levels | Maximum Ki Points for a Spell |
|---|---|
| 5th-8th | 3 |
| 9th-12th | 4 |
| 13th-16th | 5 |
| 17th-20th | 6 |
Draconic Disciple
Prerequisite: 3rd-level monk
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:
Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.
Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon. You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
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. While you have no uses available, you can spend 2 ki points to use this feature again.
Drunkard's Luck
Prerequisite: 11th-level monk
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
Drunken Technique
Prerequisite: 3rd-level monk
Bonus Proficiencies. You gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
Intoxicating Agility. You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Extract Aspects
Prerequisite: 3rd-level monk
You can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Flurry of Healing and Harm
Prerequisite: 11th-level monk, Hands of Mercy feature
You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.
Hand of Ultimate Mercy
Prerequisite: 17th-level monk
Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Hands of Mercy
Prerequisite: 3rd-level monk
Hand of Healing. Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
Hand of Harm. You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Implements of Mercy. You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
| d6 | Mask Appearance |
|---|---|
| 1 | Raven |
| 2 | Blank and white |
| 3 | Crying visage |
| 4 | Laughing visage |
| 5 | Skull |
| 6 | Butterfly |
Hour of Reaping
Prerequisite: 6th-level monk
You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Intoxicated Frenzy
Prerequisite: 17th-level monk
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Mastery of Death
Prerequisite: 11th-level monk
You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Mystical Barrage
Prerequisite: 17th-level monk
You've gained the knowledge to manipulate a creature's ki to undermine their fortitude. You gain an additional language and an additional skill proficiency from the list: Arcana, History, Investigation, Nature, or Religion—(or you can double the bonus of an existing proficiency from the list).
Debilitating Barrage. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Mystical Mind
Prerequisite: 11th-level monk
You've honed your awareness and reflexes through mental aptitude and pattern recognition. You gain an additional language and an additional skill proficiency from the list: Arcana, History, Investigation, Nature, or Religion—(or you can double the bonus of an existing proficiency from the list).
Mind of Mercury. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Mystical Truth
Prerequisite: 6th-level monk
You have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
Extort Truth. You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
One with the Blade
Prerequisite: 6th-level monk, Path of the Kensei feature
You extend your ki into your kensei weapons, granting you the following benefits.
Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Open Hand Technique
Prerequisite: 3rd-level monk
You can manipulate your enemy's ki when you harness your own. 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.
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
Opportunist
Prerequisite: 17th-level monk
You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Path of the Kensei
Prerequisite: 3rd-level monk
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Kensei Weapons. As an Eclectic Option, you can choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above, as an Eclectic Option.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Physician's Touch
Prerequisite: 6th-level monk, Hands of Mercy feature
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
Quivering Palm
Prerequisite: 17th-level monk
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Radiant Sun Bolt
Prerequisite: 3rd-level monk
You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, 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.
Searing Arc Strike
Prerequisite: 6th-level monk
You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Searing Sunburst
Prerequisite: 11th-level monk
You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Shadow Arts
Prerequisite: 3rd-level monk
You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
Shadow Step
Prerequisite: 6th-level monk
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Sharpen the Blade
Prerequisite: 11th-level monk, Path of the Kensei feature
You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Sun Shield
Prerequisite: 17th-level monk
You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Tipsy Sway
Prerequisite: 6th-level monk
You can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Touch of Death
Prerequisite: 3rd-level monk
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Touch of the Long Death
Prerequisite: 17th-level monk
Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
Tranquility
Prerequisite: 11th-level monk
You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Unerring Accuracy
Prerequisite: 17th-level monk
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Visage of the Astral Self
Prerequisite: 6th-level monk, Arms of the Astral Self feature
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Wholeness of Body
Prerequisite: 6th-level monk
You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Wings Unfurled
Prerequisite: 6th-level monk
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
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.
Eclectic Options
You select two options for features, and select additional options at 6th, 11th, and 17th levels.
Elemental Discipline: Breath of Winter
Prerequisite: 17th-level monk, Disciple of the Elements feature
You can spend 6 ki points to cast cone of cold.
Elemental Discipline: Clench of the North Wind
Prerequisite: 6th-level monk, Disciple of the Elements feature
You can spend 3 ki points to cast hold person.
Elemental Discipline: Elemental Attunement
Prerequisite: 3rd-level monk, Disciple of the Elements feature
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Elemental Discipline: Eternal Mountain Defense
Prerequisite: 17th-level monk, Disciple of the Elements feature
You can spend 5 ki points to cast stoneskin, targeting yourself.
Elemental Discipline: Fangs of the Fire Snake
Prerequisite: 3rd-level monk, Disciple of the Elements feature
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Elemental Discipline: Fist of Four Thunders
Prerequisite: 3rd-level monk, Disciple of the Elements feature
You can spend 2 ki points to cast thunderwave.
Elemental Discipline: Flames of the Phoenix
Prerequisite: 11th-level monk, Disciple of the Elements feature
You can spend 4 ki points to cast fireball.
Elemental Discipline: Gong of the Summit
Prerequisite: 6th-level monk, Disciple of the Elements feature
You can spend 3 ki points to cast shatter.
Elemental Discipline: Mist Stance
Prerequisite: 11th-level monk, Disciple of the Elements feature
You can spend 4 ki points to cast gaseous form, targeting yourself.
Elemental Discipline: Ride the Wind
Prerequisite: 11th-level monk, Disciple of the Elements feature
You can spend 4 ki points to cast fly, targeting yourself.
Elemental Discipline: River of Hungry Flame
Prerequisite: 17th-level monk, Disciple of the Elements feature
You can spend 5 ki points to cast wall of fire.
Elemental Discipline: Rush of the Gale Spirits
Prerequisite: 3rd-level monk, Disciple of the Elements feature
You can spend 2 ki points to cast gust of wind.
Elemental Discipline: Shape the Flowing River
Prerequisite: 3rd-level monk, Disciple of the Elements feature
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Elemental Discipline: Sweeping Cinder Strike
Prerequisite: 3rd-level monk, Disciple of the Elements feature
You can spend 2 ki points to cast burning hands.
Elemental Discipline: Unbroken Air
Prerequisite: 3rd-level monk, Disciple of the Elements feature
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Elemental Discipline: Water Whip
Prerequisite: 3rd-level monk, Disciple of the Elements feature
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Elemental Discipline: Wave of Rolling Earth
Prerequisite: 17th-level monk, Disciple of the Elements feature
You can spend 6 ki points to cast wall of stone.
Kensei Weapon: Fifth Weapon
Prerequisite: 17th-level monk, Path of the Kensei feature
You are proficient in a simple or martial weapon (not heavy or special) of your choice as your kensei weapon, which is a monk weapon for you.
Kensei Weapon: Fourth Weapon
Prerequisite: 11th-level monk, Path of the Kensei feature
You are proficient in a simple or martial weapon (not heavy or special) of your choice as your kensei weapon, which is a monk weapon for you.
Kensei Weapon: Melee Weapon
Prerequisite: 3rd-level monk, Path of the Kensei feature
You are proficient in a simple or martial melee weapon (not heavy or special) of your choice as your kensei weapon, which is a monk weapon for you.
Kensei Weapon: Ranged Weapon
Prerequisite: 3rd-level monk, Path of the Kensei feature
You are proficient in a simple or martial ranged weapon (not heavy or special) of your choice as your kensei weapon, which is a monk weapon for you.
Kensei Weapon: Third Weapon
Prerequisite: 6th-level monk, Path of the Kensei feature
You are proficient in a simple or martial weapon (not heavy or special) of your choice as your kensei weapon, which is a monk weapon for you.
Comments