Monk
Base Class: Monk

Signature Mechanic: Forms

Instead of the Fighter's Preparations, the Monk gains Transcendent Forms.

Choose one at the start of combat, or switch as a bonus action by spending 1 Discipline/Ki point.

Examples:

  • Mountain Form — Become nearly immovable, reduce incoming damage, and resist forced movement.
  • River Form — Increased movement, opportunity attacks against you have disadvantage, and you can move through enemy spaces.
  • Storm Form — Extra attacks, lightning-fast reactions, and improved initiative.
  • Void Form — Heightened perception, advantage on Wisdom saves, and the ability to see invisible creatures.
  • Phoenix Form — Regain hit points whenever you spend Discipline/Ki and keep fighting through injuries.

Every form changes how the Monk plays, almost like changing stances in a fighting game.

Ascendant Forms

Instead of passive bonuses,

you master combat states.

You know three Forms at 3rd level.

You may enter one as a Bonus Action.

It lasts until:

  • you become Incapacitated
  • you enter another Form
  • combat ends

At 11th level you know four.

At 17th level you know all five.

Changing Forms costs 1 Discipline Point (Ki).


FORM I

Mountain Form

"No force shall move me."

Gain:

  • +2 AC.
  • Advantage against being shoved or knocked prone.
  • Reduce all damage by your Wisdom modifier (minimum 1).
  • Opportunity attacks against you are made with disadvantage.

The defensive stance.


FORM II

River Form

"Flow around the obstacle."

Gain:

+15 movement.

Move through enemy spaces.

Ignore difficult terrain.

After using Step of the Wind,

make one unarmed strike.


FORM III

Storm Form

"Strike before the thunder is heard."

Gain:

+10 Initiative.

The first attack you make each turn has advantage.

Whenever Flurry of Blows hits twice,

move 10 feet without provoking.


FORM IV (11th)

Void Form

"See what others cannot."

Gain:

Blindsight 15 feet.

Advantage against illusions.

You cannot be surprised.

Invisible creatures gain no benefit against you.


FORM V (17th)

Phoenix Form

"Rise again."

Whenever you spend a Discipline Point:

Gain temporary HP equal to

Wisdom modifier + Monk level.

If reduced to 0 HP:

Once per long rest,

drop to 1 instead.


Already,

this is a much more dynamic Monk.


Level 3 Feature

Perfect Discipline

Whenever you roll Initiative,

if you have no Discipline Points remaining,

regain

Wisdom modifier (minimum 1).

The Champion is never completely exhausted.


Level 6

Perfect Flow

Whenever you spend a Discipline Point,

choose one.


Move 10 feet.


Stand from prone.


Dash 10 feet through occupied spaces.


Disengage.


Gain +2 AC until your next turn.


It makes every Ki expenditure cinematic.


Level 11

Soul Beyond Flesh

Your body has become something greater.

Gain:

Immunity to disease.

Resistance to poison.

No longer require food or water.

Run across vertical surfaces and liquids indefinitely.

You no longer fall during your turn.


Very wuxia.

Very anime.

Still feels D&D.


Level 17

Ascendant Soul

Once per Long Rest.

One minute.

Your soul manifests around you.

Think translucent giant martial spirit.

Benefits:

Flying speed equal to movement.

All unarmed strikes gain +10 reach.

Flurry costs 0 Discipline.

Opportunity attacks against you have disadvantage.

Every unarmed strike deals one additional Martial Arts die.

Whenever you reduce a creature to 0 HP,

regain one Discipline Point.

Ascendant Forms

Ascendant Forms

Instead of passive bonuses,

you master combat states.

You know three Forms at 3rd level.

You may enter one as a Bonus Action.

It lasts until:

  • you become Incapacitated
  • you enter another Form
  • combat ends

At 11th level you know four.

At 17th level you know all five.

Changing Forms costs 1 Discipline Point (Ki).


FORM I

Mountain Form

"No force shall move me."

Gain:

  • +2 AC.
  • Advantage against being shoved or knocked prone.
  • Reduce all damage by your Wisdom modifier (minimum 1).
  • Opportunity attacks against you are made with disadvantage.

The defensive stance.


FORM II

River Form

"Flow around the obstacle."

Gain:

+15 movement.

Move through enemy spaces.

Ignore difficult terrain.

After using Step of the Wind,

make one unarmed strike.


FORM III

Storm Form

"Strike before the thunder is heard."

Gain:

+10 Initiative.

The first attack you make each turn has advantage.

Whenever Flurry of Blows hits twice,

move 10 feet without provoking.


FORM IV (11th)

Void Form

"See what others cannot."

Gain:

Blindsight 15 feet.

Advantage against illusions.

You cannot be surprised.

Invisible creatures gain no benefit against you.


FORM V (17th)

Phoenix Form

"Rise again."

Whenever you spend a Discipline Point:

Gain temporary HP equal to

Wisdom modifier + Monk level.

If reduced to 0 HP:

Once per long rest,

drop to 1 instead.

Mountain Form

 

  • +2 AC.
  • Advantage against being shoved or knocked prone.
  • Reduce all damage by your Wisdom modifier (minimum 1).
  • Opportunity attacks against you are made with disadvantage.

 

Phoenix Form

Whenever you spend a Discipline Point:

Gain temporary HP equal to

Wisdom modifier + Monk level.

If reduced to 0 HP:

Once per long rest,

drop to 1 instead.

River Form

Gain:

+15 movement.

Move through enemy spaces.

Ignore difficult terrain.

After using Step of the Wind,

make one unarmed strike.

Storm Form

+10 Initiative.

The first attack you make each turn has advantage.

Whenever Flurry of Blows hits twice,

move 10 feet without provoking.

Void Form

Blindsight 15 feet.

Advantage against illusions.

You cannot be surprised.

Invisible creatures gain no benefit against you.

Perfect Discipline

Whenever you roll Initiative,

if you have no Discipline Points remaining,

regain

Wisdom modifier (minimum 1).

The Champion is never completely exhausted.


Perfect Flow

Move 10 feet.


Stand from prone.


Dash 10 feet through occupied spaces.


Disengage.


Gain +2 AC until your next turn.

Soul Beyond Flesh

Immunity to disease.

Resistance to poison.

No longer require food or water.

Run across vertical surfaces and liquids indefinitely.

You no longer fall during your turn.

Ascendant Soul

Once per Long Rest.

For one minute.

You Ascend

Benefits:

Flying speed equal to movement.

All unarmed strikes gain +10 reach.

Flurry costs 0 Discipline.

Opportunity attacks against you have disadvantage.

Every unarmed strike deals one additional Martial Arts die.

Whenever you reduce a creature to 0 HP,

regain one Discipline Point.

Way Of The Ascendant Soul Image

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