Monk
Base Class: Monk
The Way of the Weave was, a long time ago, in a very distant place, a closely guarded tradition taught by a sect of secretive monks. Their purpose was to watch over the balance of nature, the planes, and even the weave itself. The masters of the Way of the Weave trained its practitioners in the art of harnessing one's own ki into powerful external manifestations, and were most famed and feared for their ability to produce a fearsome blade of pure energy through the use of a hilt of spiritwood.

This homebrew was brought to you by: Castanya the Dice Goblin (aka Dango). You can find more of my homebrew at linktr.ee/castanya.

Ki Blade

At 3rd level, you learn to craft a spiritwood hilt by spending an hour weaving an imprint of your ki into a piece of wood in the shape of the hilt. The spiritwood becomes a mundane piece of wood if you die, or if you craft a new one.

While holding your spiritwood hilt, you can channel your ki to conjure a blade of spiritual energy. Conjuring and dissipating the blade is considered equivalent to drawing and sheathing a weapon. It can only be drawn by you and it immediately dissipates if it leaves your grasp or you are incapacitated.

The ki blade is a simple melee monk weapon, and sheds dim light in a 10 foot radius around you. It deals force damage and uses your Martial Arts Die as its weapon damage die. Being a pure manifestation of your ki, it has the finesse weapon property. Additionally, you can use your ki blade to Deflect Missiles (both to deflect and to redirect) if you have that feature.

When you reach 6th level in this class, you can spend an hour working on your spiritwood hilt to give it an upgrade of your choice:

  • Single. Your spiritwood gains the versatile property. While wielding it with two hands, your ki blade deals +2 damage on a hit. This bonus increases to +3 at 13th level.
  • Dual. You split your spiritwood hilt in two. Each of them has the light property.
  • Double. Your spiritwood can emit a ki blade from both ends. It gains the two-handed property.

If you choose Dual or Double, you can use your ki blade for all attacks that are made as part of a bonus action.

Project Ki

When you choose this tradition at 3rd level, you learn the mage hand cantrip. You can cast it without verbal components. The spell’s range (in feet) and the amount of weight the hand can carry are increased by 10 times your Proficiency Bonus.

When you are not wielding your ki blade, if your spiritwood hilt is within range of your mage hand, you can use a bonus action to summon your spiritwood hilt, making it fly to your hand.

Additionally, you start unlocking your Psionic Powers, which allow you to perform special feats and cast certain spells using your ki. You immediately gain the ability to use the psionic wave and psionic jump powers. When casting spells using ki, you must spend ki points equal to 1 + the level you are casting the spell at, and you don’t need to provide material components for them. Spells cast with your ki use of your Ki save DC.

Once you reach 6th level in this class, you can spend additional ki points to increase the level of a spell you cast using a Psionic Power. The spell’s level increases by 1 for each additional ki point you spend, but you can only spend up to 2 additional ki.

Wisdom is the spell casting ability for your mage hand and any spells you gain from Psionic Powers.

Psionic Jump

You gain the ability to cast Jump using your ki.

Additional Effects: While under the effects of this spell, you take no fall damage.

Psionic Wave

As an action, spend 2 ki points to forcefully move matter with your mind. Each creature of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes either 2d8 thunder damage, 2d8 lightning damage, or no damage at all (your choice), and is either pushed 10 feet away from you, or pulled 10 feet toward you. On a successful save, the target takes half as much damage and isn’t moved.

Starting at 11th level, you can choose to move affected creatures in different directions (not just toward or away from you).

Additionally, at 11th level, you may spend an additional ki point when using this power to increase the damage to 4d8 and the range to 45 feet. At 17th level, you may spend two additional ki points when using this power to increase the damage to 6d8 and the range to 60 feet.

Psionic Powers

Starting at 6th level, you start developing your Psionic Powers further. You gain the ability to use 2 additional Psionic Powers of your choice.

You gain 2 more Psionic Powers when you reach 11th level in this class, and 1 more at 17th level.

Battle Meditation

You gain the ability to cast Bless using your ki. (6th level required)

Boomerang Blade

This power requires 6th level. Your Ki Blade gains the thrown weapon property, and it has a range of 30 feet. Your Ki Blade is no longer dissipated when you throw it to make an attack. Once it hits or misses, it comes back to you.

Additionally, as a bonus action, you can spend 2 Ki Points to have it fly and attack up to 2 targets that are with 30 feet of you, and up to 15 feet away from each other. You must roll an attack for each of the targets.

Bring Peace

You gain the ability to cast Calm Emotions using your ki. (11th level required)

Additional Effects: You can also target beasts.

Detect Thoughts

You gain the ability to cast Detect Thoughts using your ki. (11th level required)

Additional Effects: For the duration of the spell, you can automatically see any thinking creatures within 30 feet of you that can be detected by the spell. This does not apply to constructs and undead, nor any creature with insufficient thoughts.

Haste

You gain the ability to cast Haste using your ki. (17th level required)

Mind Trick

You gain the ability to cast Suggestion using your ki. (11th level required)

Additional Effects: You can choose an additional target for each slot level above 2nd.

Pionic Strike

As part of your attack action, you gain the ability to psionically leap up to 30 feet to an empty space you can see. This leap does not spend your movement. You can make this leap before or after you make the attack. Once you use this feature, you can't do it again until your next turn.

Additionally, you can spend 2 ki points to roll an additional Martial Arts die and add it to the damage of the attack.

Psionic Bolt

You gain the ability to cast Lightning Bolt using your ki. (17th level required)

Additional effects: You can choose to deal thunder damage instead of lightning when casting the spell using your ki.

Psionic Healing

You gain the ability to cast Cure Wounds using your ki. (6th level required)

Additional Effects: You can choose an additional target for each slot level above 1st. Any additional targets must be within 15 feet of your original target.

Psionic Lightning

You gain the ability to cast Witch Bolt using your ki. (6th level required)

Additional Effects: You can choose an additional target for each slot level above 1st. Any additional targets must be within 15 feet of your original target.

Slow

You gain the ability to cast Slow using your ki. (17th level required)

Stasis

You gain the ability to cast Hold Person using your ki. (11th level required)

Psionic Styles

At 6th level, you become specialised in one of the different Psionic Styles of ki blade combat. You learn one Psionic Style of your choice. At the start of your turn you can choose which style you are currently using. You may only have one active style at a time.

You lose the benefits from your active Psionic Style if you are not carrying your spiritwood hilt or wielding your ki blade.

You learn one additional Psionic Style when you reach 11th level in this class, and another at 17th level.

Ataru Ferocity

Once during your turn, if you are using this style, you can make a Ferocious Strike against a creature, which allows you to add your Wisdom Modifier (minimum of 1) to the damage roll of your ki blade. If you miss with a Ferocious Strike, you can deal damage to your target equal to your Wisdom Modifier (minimum of 1).

Starting at 11th level, you can make two Ferocious Strikes during your turn.

Ki Efficiency

After learning this style, the ki cost of your Psionic Powers is reduced by 1. Additionally, once every long rest, you can use an action to concentrate and recover a number of ki points equal to your proficiency modifier.

Shii-Cho Area

Once during your turn, if you are using this style and you hit a creature with one of your ki blades as part of your action, you can make a melee attack roll with the same ki blade against a second creature within 5 feet of the first that is also within your reach. 

Starting at 11th level, you can do so twice during your turn.

Additionally, creatures do not get advantage on attack rolls against you due to their allies being within 5 feet of you (like with the pack tactics feature, or the flanking optional rule).

Soresu Defense

While wielding your ki blade and using this style, you gain +1 to your Armor Class, and the first time you use Deflect Missiles in a round, you can do so without spending your reaction.

Gemcore Hilt

At 11th level, you learn to modify your spiritwood hilt to make it able to house a single gemstone. By spending an hour integrating a gem into the grain of your spiritwood hilt, you can bestow additional magical properties to it and your ki blade. You gain different benefits depending on the kind of gemstone that is fitted inside your spiritwood hilt. You can use the same hour-long process to remove the gem or replace it with a different one.

Double-bladed ki blades, and dual wielded ki blades still count as a single active spiritwood hilt, and both ki blades benefit from the effects of gems embedded into it.

At 17th level, you are able to fit two gemstones inside your spiritwood hilt. If the gems provide the same kind of unique benefit, only one of them applies. For instance, if one gem gives a +1 bonus to hit, and the other gives a +2 bonus to hit, you must choose between them, they do not add up to a bonus of +3. In the case of bonus damage, they can coexist as long as they are not the same type of damage. In the case of Spells, you get all the spells, except any duplicates.

  • Amber (at least 100gp): +1 lightning damage on hit.
  • Amethyst (at least 100gp): +1 fire damage on hit.
  • Chrysoberyl (at least 100gp): +1 cold damage on hit.
  • Coral (at least 100gp): you gain Darkvision (up to 60 feet).
  • Garnet (at least 100gp): +1 psychic damage on hit.
  • Jade (at least 100gp): +1 poison damage on hit.
  • Coral (at least 100gp): Darklight (the light emitted by your blade is not visible beyond 30 feet of it).
  • Pearl (at least 100gp): +1 force damage on hit.
  • Spinel (at least 100gp): +1 necrotic damage on hit.
  • Tourmaline (at least 100gp): +1 thunder damage on hit.
  • Alexandrite (at least 500gp): Shockwave (When attacking during your turn, you can choose to increase your range to 15 feet).
  • Aquamarine (at least 500gp): +1d6 when rolling deflect missiles, and you can cast feather fall using ki (you need to be wielding your ki blade but do not need to provide material components).
  • Black Pearl (at least 500gp): +1d6 force damage on hit.
  • Blue Spinel (at least 500gp): +1d6 psychic damage on hit.
  • Peridot (at least 500gp): Psion's Shove (as a bonus action you can try to psionically shove one creature you can see within 30 feet of you; the creature must succeed against your Ki save DC or be moved 5 feet in a direction of your choosing). You can cast catapult using ki (you need to be wielding your ki blade).
  • Topaz (at least 500gp): You can’t be surprised and can add your proficiency bonus to initiative rolls.
  • Black Opal (at least 1000gp): +1 to hit rolls with your ki blade, and 30ft Darklight (see Coral).
  • Blue Sapphire (at least 1000gp): +1 to hit rolls with your ki blade, and +1 AC while wielding your ki blade.
  • Emerald (at least 1000gp): +1 to hit rolls with your ki blade, and Keen (attacks with your ki blade score a critical on a 19 or 20).
  • Fire Opal (at least 1000gp): +1 to hit rolls with your ki blade, and +1d10 fire damage on hit.
  • Opal (at least 1000gp): +1 to hit rolls with your ki blade, and Blindsight up to 30ft while wielding your ki blade.
  • Star Ruby (at least 1000gp): +1 to hit rolls with your ki blade, and Thunderous Strike (on a hit with your ki blade you can spend 1 ki point to force the target to make a Strength save if they are large or smaller; on a fail you can choose to knock it prone or push it 10 feet away from you).
  • Star Sapphire (at least 1000gp): +1 to hit rolls with your ki blade, and Psionic Speed (once per turn you may spend 1 ki to take an additional reaction; you can still use only one reaction per triggering effect).
  • Yellow Sapphire (at least 1000gp): +1 to hit rolls with your ki blade, and you can cast nondetection using your ki (you need to be wielding your ki blade but do not need to provide material components).
  • Black Sapphire (at least 5000gp): +2 to hit rolls with your ki blade, +1 to your ki save DC, and Gem Ki (while carrying your spiritwood hilt or wielding your ki blade, your maximum number of ki points increases by an amount equal to your proficiency bonus; these ki points are only regained at the end of a long rest).
  • Diamond (at least 5000gp): +2 to hit rolls with your ki blade, +1 to all saving throws, and Regeneration (once per turn after you spend ki, you can spend a hit die and regain hit points equal to the amount rolled; if you do not spend hit dice, you regain 1 hit point instead; Additionally, if you lose a body part, you can hold it to the wound and use an action to reattach it, otherwise it regrows after 1d6 days if you have at least 1 hit point the whole time)
  • Jacynth (at least 5000gp): +2 to hit rolls with your ki blade, Keen (see Emerald), and +1d8 radiant damage on hit.
  • Ruby (at least 5000gp): +2 to hit rolls with your ki blade, Psionic Deflection (while wielding your ki blade, you can use deflect missiles against any kind of attack and damage type; only ranged attacks can be redirected), and Beacon (as a bonus action, you teleport your spiritwood hilt to your hand; if you have a dual spiritwood hilt you can teleport both of them to your hands; if your spiritwood hilt is in another plane of existence, nothing happens).
Optional rule: Ki Gem crafting

In adventures or campaigns where characters may have a hard time finding or buying gems, your DM might allow your character to craft their own gems:

When you reach 11th level, you learn to crystalyse your ki into the shape of a gemstone unique to you by going through a complex and time-consuming ritual. You must use a base medium, such as sand, stone, dirt, or even water or wood. By spending 8 hours focusing your ki on the medium of your choosing, you can create a unique gemstone. Choose the benefits granted by a gemstone worth at least 100 gp, but less than 500 gp. Your unique gemstone provides those benefits when fitted into your spiritwood hilt. You become able to craft one additional unique gemstone at 13th, 15th and 17th level.

You can choose benefits granted by gems that are worth more as you level up:

  • At 13th level, gems worth less than 1000 gp.
  • At 15th level, gems worth less than 5000 gp.
  • At 17th level, any gem.

Mind Over Matter

At 17th level, you gain the ability to cast Telekinesis as a Psionic Power.

When the spell ends, if you did not target a creature with it for the duration, you regain half the ki you spent to cast it (rounded down).

Previous Versions

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