Monk
Base Class: Monk

Monks of this tradition shape emotion into a disciplined art. Through breath and focus they prepare powerful emotions channeling them to fortify their own bodies or driving them into an enemy with a precise strike. They trade raw harm for control, disruption, and timely aid to companions.

Warrior of Emotions Features
Monk Level Feature
3rd Emotional Resonance
6th Strong Emotions
11th Echo of Emotions
17th Burst of Emotions

Level 3: Emotional Resonance

You learn to channel your inner emotional rhythm into your fighting style, transferring these feelings into your foes through the impact of your strikes.

Preparation. When you finish your Short of Long Rest you can prepare a number of Emotions equal to your Proficiency and from these you choose the number of Emotions to manifest their Dominant effects equal to half of your Proficiency Bonus (rounded down). You gain the benefit of the Dominant effect constantly while you are conscious.

Imposing. You can impose Emotion by hit only once per your turn. To do so after you hit a creature with an Unarmed Strike, you can spend 1 Focus Point and impose one of your prepared Emotions - the attack deals normal damage, but you can choose to forgo the damage (touch a creature). Target should make a Wisdom saving throw or choose to fail it. If the target succeeded its saving throw against imposing you wouldn’t spend Focus Point. You can’t target yourself unless an Emotion says otherwise.

Anger (Level 11)

Impose effect. The target feels anger and at the start of its next turn, the target must first use its Action to attack any creature other than itself within 10 feet by using its weapon or unarmed strike. If it is using Multiattack it applies only to its first attack. The effect ends if no such attack is possible.

Dominant effect. Your reach for Unarmed Strikes increases by 10 feet. Additionally every time you make an Unarmed Strike against a creature that is less than 5 feet away from you and you roll 1 on Attack roll it becomes 20 instead.

Annoyance (Level 3)

Impose effect. The target feels annoyed and immediately uses its Reaction to make one melee attack against you, provided you are within its reach. If the attack misses, the target is left off balance, causing its Armor Class to be reduced by 1 until the start of your next turn. The effect ends if no such attack is possible.

Dominant effect. When a creature attacks you in response to your Annoyance Impose effect, it makes the attack roll with Disadvantage and if the attack misses its Armor Class to be reduced by 2 until the start of your next turn.

Calm (11 level)

Impose effect. The target feels calm and until the start of your next turn, it has Advantage on the first saving throw it makes. Additionally, the target can immediately make a saving throw with Advantage against one condition affecting it: Charmed, Frightened, Paralyzed, or Stunned. On a successful save, the condition ends.

Dominant effect. Any Critical Hit against you becomes a normal hit and you receive bonus +2 to your AC. Additionally, whenever you use the Patient Defense feature, you gain Advantage on all saving throws until Patient Defense is active.

Confidence (Level 9)

Impose effect. The target feels confident and until the start of your next turn it ignores Difficult Terrain, its Speed increases by a number of feet equal to 5 times your Proficiency Bonus and doesn’t cause Attacks of Opportunity.

Dominant effect. Once on each creature's turn, when it misses you with an attack, you can use your Deflect Attacks feature against it without expending your Reaction and spending Focus Point. You treat the damage as if it were reduced to 0. Additionally, you have Advantage on saving throws against being Restrained, Paralyzed or Stunned.

Disgust (Level 6)

Impose effect. The target feels disgust and until the start of your next turn, every foot of movement the target uses costs 1 extra foot. Additionally, if the target starts its turn within 10 feet of you, it immediately falls Prone and receives Poisoned condition.

Dominant effect. Prone creatures in 10 feet of you or less for getting up need to spend their full movement and Bonus Action. Additionally, you gain Resistance to Poison damage and Immunity to condition Poisoned.

 

Fear (Level 9)

Impose effect. The target feels fear and until the start of your next turn, the target has Disadvantage on attack rolls against creatures you choose that both you and the target can see. The number of such creatures is equal to half of your Proficiency Bonus (rounded down).

Dominant effect. When you use Flurry of Blows, you can choose to reduce your Speed to 0 until the end of the turn. If you do, you have Advantage on the attack rolls made as part of that Flurry of Blows, and you ignore any Disadvantage on these attacks. You can use this benefit only if you haven't moved during this turn. Additionally, you gain Immunity to the Frightened condition.

Inspiration (Level 6)

Impose effect. The target feels inspired and it can immediately use its Reaction to make one weapon attack or Unarmed Strike against a creature within its reach. Alternatively, the target can use its Reaction to cast a Cantrip that has a casting time of one Action.

Dominant effect. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Short or Long Rest. Additionally, when this triggers, you can immediately apply the Impose effect of any prepared Emotion to yourself for free (no action required) and you restore your Reaction if you don’t have it.

Joy (Level 3)

Impose effect. The target feels joy and for the next minute, the target gains Temporary Hit Points equal to your Wisdom modifier plus the target's highest Intelligence, Wisdom, or Charisma modifier (minimum of 1). The target can also spend a number of Hit Dice up to equal to half your Proficiency Bonus (round down); it rolls those dice and adds the total to the Temporary Hit Points gained.

Dominant effect. Now with the imposed effect of Joy you are not giving Temporary Hit Points but healing on the same amount of Hit Points.

Sadness (Level 9)

Impose effect. The target feels sadness and 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 not by Emotions.

Dominant effect. If creature is imposed with sadness all Intelligence, Wisdom, and Charisma saving throws against its effects are made with Advantage and such creature cannot make any Advantage rolls of its own. Additionally, you gain Resistance to Necrotic and Psychic damage.

Surprise (Level 3)

Impose effect.  The target feels surprised, and until the start of your next turn, it makes saving throws against the Grapple condition with Disadvantage. Additionally, any feature that automatically applies the Grapple condition on hit fails, and t

Dominant effect. You add your Wisdom modifier to your Initiative rolls and ignore Disadvantage on those rolls. Additionally, during the first round of combat, you have Advantage on the first attack roll you make against each creature that acts after you. Furthermore, any creature that acts after you has Disadvantage on attack rolls against you. This Disadvantage ends for a specific creature if you attack it or force it to make a saving throw.

Level 3: Subtle Influence

When you hit a creature with an Unarmed Strike, you can choose to forgo both the damage and the mechanical Impose effect to project raw emotion. When used in this way, you can choose any emotion available to this subclass, even if it is not Prepared.

The target feels the emotion as a natural impulse and is unaware of your influence. To do so without being noticed (for example, by a gentle touch in a crowd), the DM may require a Dexterity (Sleight of Hand) check or Wisdom (Insight) check. The target’s reaction is determined by the DM.

Level 6: Strong Emotions

Your mastery allows you to amplify emotions you impose, ensuring they take hold or spreading on yourself. Once per round, when you apply an Impose effect, you can choose one of the following options:

Insistence. If the target succeeds on its saving throw against the Emotion, you can force it to reroll the save. It must use the new roll.

Shared Feeling. You immediately apply the same Impose effect to yourself without spending Focus or using an action.

You can use this feature number of times equal to your Wisdom modifier (minimum of 1) per Long Rest.

Level 11: Echo of Emotions

Your emotions resonate outward. You can spend 1 Focus Point to manifest a 15-foot Emanation centered on yourself (no action required). It lasts for 1 minute or until you are Incapacitated. The Emanation is visible and reveals your location even if you are Invisible or Hidden; creatures inside are aware of your emotional influence.

Resonating. When you create the Emanation, choose one of your prepared Emotions to resonate within it. At the start of your turn you can change the resonating Emotion to another prepared one for free (no action required).

Imposing. When a creature you can see enters the Emanation for the first time on a turn or starts its turn there, you can spend 1 Focus Point and immediately attempt to apply the Impose effect of the resonating Emotion to it (no action required). You can do that multiple times per round. Moving the Emanation onto a creature doesn’t trigger this effect.

Level 17: Burst of Emotions

You become a living resonator of pure feeling, capable of projecting your internal state onto reality itself. While your Echo of Emotions is active, you can use an Action and spend 5 Focus Points to overcharge it, unleashing a burst of emotional energy.

Burst. The Emanation instantly expands to a 60-foot radius centered on you. Choose a number of creatures within the radius equal to your Wisdom modifier (minimum of 1). You immediately attempt to apply the Impose effect of the Emotion currently resonating in your Emanation to each target for free. All these attempts are amplified with Strong Emotions for free (you choose the option).

Stabilize. Immediately after the burst, the radius returns to normal.

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