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Monk


Hit Points

Hit Dice: d8 per Monk level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiences

Armor:
Tools: One Tool Proficiency of your Choice.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Overview & Creation

Monk’s learn a plethora of fantastical abilities from their monastic orders, but the essence of a monk is in their mind. A centering of mind-body-soul that brings power rocketing out their fists and feet. It makes them fasters, tougher, and lighter; even to the point of snatching arrows from midflight. Monks seek to become one with the universe, and to transcend their petty needs and wants, but it also gives them control over their opponents through their body.  


Class Features

Unarmoured Defence

  Beginning at 1st Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk weapons. You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren’t wearing armor or wielding a Shield;
  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
  • You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.
  • When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn. Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.
 

Monastic Tradition

You were raised in a monastery, a group of reclusive and spiritual brothers and sisters known as a monastic tradition (shown at the bottom of the page). Your tradition grants you additional features at 3rd, 6th, 11th, and 17th level.  

Chi

Starting at 2nd Level, your Training allows you to harness The Mystic energy of chi. Your access to this energy is represented by a number of chi points. Your monk level determines the number of points you have, as shown in the Chi Points column of the Monk table. You can spend these points to fuel various chi features:
  • Distant Eye: When you make a ranged weapon attack, you can spend 1 chi point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
  • Flurry of Blows: Immediately after you take the Attack action on Your Turn, you can spend 1 chi point to make two unarmed strikes as a Bonus Action.
  • Chi-Fueled Strike: If you spend 1 chi or more as part of your action on your turn, you can then immediately make one unarmed strike as a Bonus action.
  • Focused Aim: When you miss with an attack roll, you can spend 1 to 3 chi points to increase your attack roll by 2 for each of these chi points you spend, potentially turning the miss into a hit.
  • Patient Defense: You can spend 1 chi point to take the Dodge action as a Bonus Action on Your Turn.
  • Quickened Healing: As an action, you can spend 2 chi points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
  • Step of the Wind: You can spend 1 chi point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.
When you spend a chi point, it is unavailable until you finish a Long Rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points. Some of your chi features require your target to make a saving throw to resist the feature’s Effects. The saving throw DC is calculated as follows:   Chi Save DC = 8 + your Proficiency Bonus + your Wisdom modifier.  

Dedicated Weapon

At 2nd level, you train yourself to use a variety of Weapons as monk weapons, not just Simple Weapons and Shortswords. Whenever you finish a short or long rest, you can touch one Weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria:
  • The weapon must be a Simple or Martial Weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.
 

Unarmoured Movement

Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.  

Deflect Missiles

Starting at 3rd Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the damage is not reduced to 0, roll a d20. If you roll under your level, this feature does not use your Reaction. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 chi point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the Attack.  

Ability Score Improvement or Feat

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you can take a Feat from the Feats List.  

Slow Fall

Beginning at 4th Level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.  

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.  

Stunning Strike

Starting at 5th Level, you can interfere with the flow of chi in an opponent’s body. When you hit another creature with a melee weapon Attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.  

Chi-Empowered Strikes

Starting at 6th level, you can strike ethereal creatures.  

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.  

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon’s lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Purity of Body

At 10th level, your mastery of the chi flowing through you makes you immune to nonmagical disease and the Poisoned condition.  

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the chi of other minds so that you understand all spoken Languages. Moreover, any creature that can understand a language can understand what you say.  

Diamond Soul

Beginning at 14th level, your mastery of chi grants you proficiency in all Saving Throws. Additionally, whenever you make a saving throw and fail, you can spend 1 chi point to reroll it and take the second result.  

Timeless Body

At 15th level, your chi sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.  

Empty Body

Beginning at 18th level, you can use your action to spend 4 chi points to become Invisible for 1 minute. During that time, you also have Resistance to all damage but force damage. Additionally, you can spend 8 chi points to cast the Astral Projection spell, without needing material Components. When you do so, you can’t take any other creatures with you.  

Perfect Soul

At 20th level, when you roll for Initiative and have no chi points remaining, you regain 6 chi points.


Starting Equipment

Roll 1d4 x10gp

  The absolute lowest starting gold, mostly spent on thrown ammunition and a pack. Considering a monk weapon cannot be used for all the bonus action attacks, most monks go without for their first few levels unless they can spare the coin.


Subclass Options

Way of the Cobalt Flame

The monks of the Cobalt Flame are the last vestiges of free knowledge in the Sword Coast. An order filled with Psions, Wizards and even a few Rangers, the Cobalt Flame started as an Order dedicated to reducing and containing the effects of the Spellplague and Far Realm. The heart of the Order is Candlekeep, an ancient but illustrious place of learning, but monasteries are littered all over Faerun.   Cobalt Initiate Build
Arcanist Robes [Cobalt Flame] (1gp)
Tonfa (1d6 bludgeoning, Light, Finesse): 4lb, 2gp
12 Shuriken ( (1d4 piercing, range 20/60ft, Finesse, Thrown): 1/4lb, 5cp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Mystical Erudition

Upon choosing this tradition, you’ve undergone extensive training with the Cobalt Flame, teaching you extensively in history or lore from the monastery’s collected volumes. You learn one language of your choice, and you choose one skill from the following list to gain proficiency in: Arcana, History, Nature, Psionics and Religion. You gain an additional language and an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.  

Extract Aspects

Beginning at 3rd level when choosing this tradition, you can strike multiple pressure points to extract crucial information about your foe. Whenever you hit a single creature with one of the attacks granted by your Flurry of Blows, you learn the creature’s Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. You can use this feature a number of times equal to three times your Intelligence modifier, you must finish a long rest before you can use it again. Upon reaching 6th level, you can use this feature four times your Intelligence modifier between long rests, and beginning at 17th level, you can use it five times your Intelligence modifier between long rests.  

Extort Truth

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 1 chi point to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration. You know if they succeeded or failed on their 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.  

Preternatural Counter

Beginning at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.  

Mind of Mercury

Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 chi point per reaction beyond the first. You can only use one reaction per trigger. In addition, whenever you make an Intelligence (Investigation) check, you can spend 1 chi point to gain advantage on the roll.  

Debilitating Barrage

Upon reaching 17th level, you’ve gained the knowledge to temporarily lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 chi points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type. Creatures with resistance or immunity to the chosen damage type do not suffer vulnerability. Instead, their resistance to the chosen damage type is lost for the duration, or their immunity is reduced to resistance for the duration.  

Way of the Drunken Master

A very niche technique, often taught by a single master to a single student. The path itself eschews responsibility and is often considered more of a curse than a blessing by non-practitioners. Because of it’s decentralised nature, it’s masters wonder all over the realms and turns up in some surprising places.   Town Drunk Build
Gourd Bottle and Random Skipping Stones
Bottle of Wine (1sp)
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Bonus Proficiencies

When you choose this tradition, you gain proficiency in the Performance and Improvised Weapons, and these count as monk weapons to you.  

Drunken Technique

At 3rd level, 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.  

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
  • Leap to Your Feet: When you’re Prone, you do not grants advantage against melee attackers, and 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 chi 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.
 

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment for yourself or your allies. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 chi points to cancel the disadvantage for that roll. You can also use this ability for an ally within 5ft as a reaction.  

Intoxicated Frenzy

At 17th level, 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.  

Way of the Four Elements

A popular monastic tradition amongst Githzerai of ‘The House of the Wind’ and the Wu Jen of the Green Lotus. Because of it’s flashy nature and the lack of arcane spellcasters in Shou Lung, the style is far more popular in the southern reaches of Kara-Tur. That being said, it’s practioners have Monasteries are far flung as ‘Myrmyr and Zuhkara and Chult in the Shining South. Really anywhere with exceptional elemental harmonies is a good place for the Order.   Firebender Build
Arcanist Robes [Evoker] (1gp)
Sai (1d6 piercing, Light): 2lb, 10gp
12 Shuriken ( (1d4 piercing, range 20/60ft, Finesse, Thrown): 1/4lb, 5cp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Initiate of the Way

When you choose this tradition, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: Control Flames, Gust, Mould Earth, or Shape Water. You learn two additional cantrips from this list at 6th level.  

Disciple of the Elements

At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend chi points when you use them. You learn three Elemental Disciplines of your choice. You learn three additional Elemental Disciplines 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 Elemental Discipline.   Casting Elemental Spells: Some Elemental Disciplines allow you to cast spells. 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. When you cast a spell with an Elemental Discipline, it is cast at the spell’s lowest level unless otherwise specified. Once you reach 5th level in this class, you can spend additional chi points to increase the level of an Elemental Disciplines 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 chi point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 2 chi points to cast it as a 2nd-level spell (the discipline’s base cost of 1 chi point plus 1). The maximum number of chi points (its base chi point cost plus any additional points) that you can spend on the spell is 2, unless an Elemental Disciplines specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.  

Way of the Kensei

The most popular of Monastic Order in the western regions, the Kensei seek to master the merging of chi philosophy and martial excellence. There are many different Orders that seek to develop different weapons, the various Bladesinger Colleges of the Lion Blade or Eagle Axes, or theological orders like ‘The Black Blade’ of Uthgard or ‘The Rising Tridant’ of Akkitos. While this way can be taught in the east, it is often seen as a crude and philosophically bankrupt form of channeling chi by the followers of The Enlightened One.   Swordmaster Build
Arcanist Robes [Abjurer] (1gp)
Katana (1d8/d10 slashing): 2lb, 35gp
Daikyū Bow (1d10 piercing, range 150/600ft, Ammunition, Two-Handed): 3lb, 150gp Can be used on horseback effectively.
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Path of the Kensei

When you choose this tradition, you gain proficiency in Scribing, a Melee Weapon and a Ranged Weapon of your choice not included in the Monk list. Each of these Weapons can be any Weapon that lacks the heavy properties, and these Weapons chosen are Monk Weapons for you. 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.  

Kensei Forms

Beginning at 3rd level, your special martial arts training leads you to master the use of kensei weapons. You gain the following benefits:
  • 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.
 

One with the Blade

At 6th level, you extend your chi 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 chi 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.
 

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your chi. As a bonus action, you can expend up to 3 chi 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 chi points you spent. This bonus lasts for 1 minute or until you use this feature again.  

Unerring Accuracy

At 17th level, 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.  

Way of the Long Death

There is only one Monastic Order of the Long Death, an ancient order that first began in the Firesoul Uprising centuries ago. The Order of the Long Death struggled for stability, often ending up a odds with the rulers of the land for their perchance with slavery, morbid experimentation and obsession with death. They found stability in Thay under the Zulkir, but after the Mournlands and exodus of Thesk they have been left adrift again. The current Order Headquarters is hidden deep within The Great Wild Woods.   Deathdealer Build
Arcanist Robes [Abjurer] (1gp)
Punch Dagger (1d6 piercing, Light, Finesse): 2lb, 10gp
12 Shuriken ( (1d4 piercing, range 20/60ft, Finesse, Thrown): 1/4lb, 5cp
Alchemist’s Station (50gp) and Poisoner’s Kit (3gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Proficiencies

When you start this tradition, you gain proficiency in Alchemy, Medicine, and Poisoning.  

Touch of Death

Starting at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you hit a creature with a melee attack, the creature marked by you has disadvantage on any attack roll that doesn’t target you until the beginning of your next turn. Additionally, 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).  

Hour of Reaping

At 6th level, 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.  

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 chi point (no action required) to have 1 hit point instead. You can use this feature three times, regaining charges after a long rest.  

Touch of the Long Death

Starting at 17th level, 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 chi points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per chi point spent on a failed save, or half as much damage on a successful one.  

Way of the Open Hand

The original monastic Order of Kara-Tur and Shou Lung, the Way of the Open Hand is most focuses on the controlling of chi both in ones self and in others. Practiced by the various followers of ‘The Enlightened One’ and the githzerai monastery of ‘House of the Stone’, the orders seek solitude and understanding of the purity of chi and life itself, but the Way of the Open Hand is rarely adopted outside of the East. With western practitioners often seduced by the far more practical Ways of the Kensei.   Good Brother Build
12 Shuriken ( (1d4 piercing, range 20/60ft, Finesse, Thrown): 1/4lb, 5cp
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Bonus Proficiencies

When you choose this tradition, you gain proficiency in Religion and learn the Guidance and Spare the Dying cantrips.  

Open Hand Technique

Starting at 3rd Level, you can manipulate your enemy’s chi 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.
 

Wholeness of Body

At 6th level, 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.  

Tranquility

Beginning at 11th level, 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.  

Quivering Palm

At 17th level, 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 chi 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.  

Way of the Ravenguard

The Way of the Ravenguard is a religious order grown from the Obsidian Ravens of Neverwinter. An order or healers, killer, and intelligence gatherers. Their mission is to study forms of magical healer and assist Aasimar in captivity. The heart of the Order is in Waterdeep, hidden amongst the docks and slums in experimentation on the desperate. The Ravenguard usually don robes with deep cowls, and they often conceal their faces with raven masks, presenting themselves as the faceless bringers of life and death.   Ravenguard Build
Arcanist Robes [Necromancer] (1gp)
Rapier (1d8 piercing, Finesse): 2lb, 25gp
12 Syringes [Shurikens] ( (1d4 piercing, range 20/60ft, Finesse, Thrown): 1/4lb, 5cp
Herbalism Pouch (10gp) and Healer’s Kit (4gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Bonus Proficiency

When you choose this tradition, you gain proficiency in Herbalism, Insight and Medicine skills, and you can use the Spare the Dying cantrip.  

Hand of Healing

Starting at 3rd level, 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

Beginning at 3rd level, 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.  

Physician's Touch

At 6th level, 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.  

Flurry of Healing and Harm

At 11th level, 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

At 17th level, 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, or Stunned. Once you use this feature, you can't use it again until you finish a long rest.  

Way of the Shadow

The darkest of monastic orders, they often embed themselves within other monastic orders to avoid attention. Channeling their chi to obfuscate or hide from the world, there are rare organisations that are made entirely of Shadow Monks. The hidden ‘House of the Shadows’ Githzerai that exists between the realms of Tien Shan and the Shadowfell, the monastic inclined of the ‘Citadel of Assassins’, and ‘The Iron Shadow’ of Qahara.   Black Lotus Build
Ninjato (1d6 slashing, Light): 2lb, 20gp
12 Shuriken ( (1d4 piercing, range 20/60ft, Finesse, Thrown): 1/4lb, 5cp
Alchemist’s Station (50gp) and Poisoner’s Kit (3gp), False Face Kit (5gp),
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Proficiencies

When you choose this tradition, you gain proficiency in Disguises, Poisoning and Stealth, and you gain the Minor Illusion cantrip if you don’t already know it.  

Shadow Arts

Beginning at 3rd level, you can use your ki to duplicate the effects of certain spells. You can spend 1 chi point to cast Black Lotus Assault, Duskwalk or Falling Spider’s Spite without providing material components. You can spend additional chi to increase the spell level.  

Shadow Step

At 6th level, 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. Also, you can spend 2 chi points to cast Darkness, Pass Without Trace, Silence without providing material components. You can spend additional chi to increase the spell level, and can see through any magical darkness you create.  

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus action to become invisible and hide. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Also, you can spend 3 chi points to cast Fox’s Fangs, Grim Scythe, Nondetection without providing material components. You can spend additional chi to increase the spell level.  

Opportunist

At 17th level, 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. Also, you can spend 4 chi points to cast Flashing Blades, Shadow Refuge, Unseen Claw without providing material components. You can spend additional chi to increase the spell level.


Created by

Falme.

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