Monk
Base Class: Monk

Monks of this tradition shape emotion into a disciplined art. Through breath and focus they prepare distinct feelings - joy, fear, anger, resolve - and drive them into an enemy with a precise strike, trading raw harm for control, disruption, and timely aid to companions. Their blows can steal nerves, provoke a misstep, steady an ally’s hand, or quicken a fighter’s pace, turning the rhythm of battle with moments rather than massacres.

As mastery deepens, the monk’s presence hums with resonance: a close-held aura that echoes the chosen emotion, brushing any creature that moves within its reach. At the height of the path, a controlled surge unlocks the full palette at once, letting the monk steer the clash not by overwhelming force, but by perfectly placed feeling.


Way of Emotions Features
Monk Level Feature Emotions
3rd Emotional Resonance Annoyance, Joy, Resolve
6th Emotional Reserve Disgust, Inspiration, Surprise
11th Echo of Emotions Anger, Fear, Sadness
17th Burst of Emotions

Level 3: Emotional Resonance

You learn to channel your inner emotional rhythm into your fighting style. You gain the following benefits:

  • Mindful Strikes. You can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of your Unarmed Strikes.
  • Impose Emotion. Once per your turn, when you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to impose one prepared emotion on it. If you use Flurry of Blows, you can forgo the damage of one hit to use this effect without spending a Focus Point.
  • Subtle Influence. The target perceives the imposed emotion as a natural impulse and remains unaware of your influence unless they detect your touch. This can alter their attitude and decisions beyond the listed mechanical effects.
  • Restrictions. A Stunned creature is immune to your emotions. A target on which you impose one of your emotions (successfully or not) becomes immune to any of your emotions and Stunned condition until the end of your next turn.

You prepare two emotions on 3rd level. You prepare more as you gain levels: three at 6th, four at 11th, and five at 17th level. You can change one prepared emotion during a Short Rest, or all of them during a Long Rest. If an emotion requires a saving throw, the DC = 8 + your Proficiency Bonus + your Wisdom Modifier.

Anger (Level 11)

When you impose this emotion, the target must succeed on a Wisdom saving throw or, at the start of its next turn, the target must use its Action to attack the nearest creature (other than you) within 10 feet, using a weapon or spell that reaches the target. If using Multiattack, only the first attack targets that creature. The effect ends if no such attack is possible.

Annoyance (Level 3)

When you impose this emotion, the target must succeed on a Charisma saving throw or immediately use its Reaction to make one melee attack against you. If the attack hits, you can use your Deflect Attacks feature against it without expending your Reaction.

Disgust (Level 6)

When you impose this emotion, the target must succeed on an Intelligence saving throw or until the start of your next turn, the target has Disadvantage on Ability Checks and cannot take the Disengage or Help actions.

Fear (Level 11)

When you impose this emotion, the target must succeed on a Wisdom saving throw, or it is Frightened of you until the start of your next turn.

Inspiration (Level 6)

When you impose this emotion, until the start of your next turn, the target can add your Martial Arts die to one attack roll (weapon or spell).

Joy (Level 3)

When you impose this emotion, the target regains Hit Points equal to its highest mental modifier (Intelligence, Wisdom, or Charisma; minimum of 1). The target can also spend Hit Dice (up to half your Proficiency Bonus, rounded down) to increase the healing by the rolled amount. If you impose this emotion using your Echo of Emotions feature, the target gains Temporary Hit Points instead of regaining Hit Points. Any Hit Dice it spent are added to these Temporary Hit Points.

Resolve (Level 3)

When you impose this emotion, until the start of your next turn, the target ignores Difficult Terrain and its Speed increases by 5 × Proficiency Bonus feet.

Sadness (Level 11)

When you impose this emotion, the target must succeed on a Charisma saving throw, or until the start of your next turn, the target has Disadvantage on the first Intelligence, Wisdom, or Charisma saving throw it makes against an effect created by a creature other than you.

Surprise (Level 6)

When you impose this emotion, the target must succeed on an Intelligence saving throw, or the target immediately ends the Grappled condition on any creature it is grappling. Additionally, until the start of your next turn, the target has Disadvantage on the first saving throw it makes to avoid the Grappled or Shoved condition.

Level 6: Emotional Reserve

Your mastery deepens. When you impose an emotion using Emotional Resonance, you can choose any emotion from the full list, not just your prepared ones. You can use this feature a number of times equal to your Proficiency Bonus and you regain all uses after a Long Rest.

Level 11: Echo of Emotions

Your emotions resonate outward. As a Bonus Action, you can spend 1 Focus Point to manifest a 5-foot emanation centered on yourself for 1 minute (no concentration required). The emanation ends early if you become Incapacitated or if you die.

  • Resonating Effect. Choose one prepared emotion (excluding Emotional Reserve choices). At the start of each of your turns (no action required), you can expend 1 Focus Point to switch this emotion to another prepared one.
  • Trigger. When a visible creature you choose enters the emanation for the first time on a turn or starts its turn there, it is subjected to the emotion as if you hit it (no Focus Point cost). Note: Moving the emanation onto a creature does not trigger this effect.

Level 17: Burst of Emotions

Once per Long Rest, you can enter a cathartic state for 3 rounds (no action required) . The state ends early if you become Incapacitated or if you die.

  • Total Mastery. All emotions count as prepared. You can impose emotions on yourself. During this state, you ignore the immunity to your own emotions.
  • Unstoppable Feeling. You are immune to the Charmed and Frightened conditions. Additionally, magic can't put you to sleep.
  • Amplified Echo. Your Echo of Emotions activates immediately (no cost) and resets its duration to 1 minute. While the Burst lasts, the emanation increases to 10 feet and does not need line of sight.
  • Immediate Resonance. Upon entering this state, you can choose which emotion your Echo resonates with. You can choose to be immediately subjected to the Echo’s emotion.

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