Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 168 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Monk
Level Proficiency
Bonus
Features Martial
Arts
Ki
Points
Techniques
Known
1st +2 Martial Arts, Unarmored Defense, Semi Proficiencies 1d6
2nd +2 Ki, Martial Stances, Unarmored Movement 1d6 10 3
3rd +2 Inner Spirit, Monastic Tradition 1d6 15 3
4th +2 Ability Score Improvement 1d6 20 3
5th +3 Extra Attack 1d8 25 4
6th +3 Ki-Fueled Strikes, Tradition Feature 1d8 30 4
7th +3 Legendary Ability Score Improvement, Tranquil Instinct 1d8 35 5
8th +3 Ability Score Improvement 1d8 40 5
9th +4 Inner Spirit (2) 1d8 45 6
10th +4 Enlightenment 1d8 50 6
11th +4 Excess Chakra, Tradition Feature 1d10 55 7
12th +4 Ability Score Improvement 1d10 60 7
13th +5 Master of Stances 1d10 65 8
14th +5 Timeless Body, Tranquil Instinct (2) 1d10 70 8
15th +5 Legendary Ability Score Improvement, Inner Spirit (3) 1d10 75 9
16th +5 Ability Score Improvement 1d10 80 9
17th +6 Extra Attack (2), Tradition Feature 1d12 85 10
18th +6 Enlightenment (2) 1d12 90 10
19th +6 Ascended State 1d12 95 11
20th +6 Ability Score Improvement 1d12 100 11
21st +7 Inner Spirit (4), Tranquil Instinct (3) 1d12 105 12
22nd +7 Persistent Change 1d12 110 12
23rd +7 Excess Chakra (2), Legendary Ability Score Improvement 2d6 115 13
24th +7 Ability Score Improvement 2d6 120 13
25th +8 Tradition Feature 2d6 125 14
26th +8 Enlightenment (3) 2d6 130 14
27th +8 Inner Spirit (5) 2d6 135 15
28th +8 Ability Score Improvement 2d6 140 15
29th +9 Extra Attack (3) 2d8 145 16
30th +9 True Master 2d8 150 16
Monk Ability Score

Upon gaining this class, you must select your Monk Ability Score. This score can be either Intelligence, Wisdom or Charisma.

Monk Modifier

If something refers to your Monk Modifier, then that means it is referring to the modifier of your Monk Ability Score.

For example if your Monk Ability Score was Wisdom and your Wisdom score was 17, your Monk Modifier would be +3.

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d8
  • Hit Points at 1st Level: 16 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d8 (9) + two times your Constitution modifier per Monk level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Shortswords
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception and Survival

Martial Arts

Upon choosing this class at 1st level, you have underwent training and learned many styles of martial arts. For the purposes of your monk abilities, Martial Arts attacks are your unarmed strikes, and attacks with melee weapons without the heavy or special properties.

So long as you are not wearing heavy armor, wielding a shield or a heavy weapon, your Martial Arts attacks gain the following benefits:

  • You can use your Dexterity score instead of Strength for the attack and damage rolls.

  • You can use your Martial Arts die as shown in the Martial Arts table in the Monk class table instead of the attacks normal damage die.

  • If you have taken the attack action this turn and made a Martial Arts attack, you can make one unarmed strike as a bonus action.

Unarmored Defense

Also at 1st level, so long as you are not wearing armor and not wielding a shield, your AC is equal to 10 + Your Strength or Dexterity modifier (Your choice) + Your Monk Modifier

Semi Proficiencies

Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Monk) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Monk is the first class you choose. You can not have two instances of this feature from separate classes.


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Shortsword or (b) Any simple weapon
  • (a) A Shortbow and 20 Arrows or (b) 20 Darts
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) A set of artisan's tools or (b) A musical instrument
Different Monk Ability Scores

You may be wondering how an Intelligence and Charisma based Monk would work given that they are normally exclusively Wisdom; Well here's how!

Intelligence. This represents a studious monk who focuses on the technical aspects of existence.

Wisdom. This represents an insightful monk who reads and understands their foes.

Charisma. This represents a confident monk who specializes in having an undeniable presence.

It's also important to note that everything in this class tries to allow for Strength based monks too. Meaning that you can build your monk around any of the non-Constitution ability scores!

Ki

Upon reaching 2nd level, you have begun to tap into a mystical energy known as ki. You can use this ki to fuel special abilities known as techniques.

Ki Points

This inner reservoir of ki is represented by Ki Points, the amount you have is shown in the Ki Points column in the monk class table. You can expend these points to fuel your monk abilities, you regain all expended ki points upon completing a short or long rest.

Techniques

You know 3 techniques upon gaining this feature, and you learn more as you gain levels in this class, as shown in the Techniques Known column in the monk class table. Whenever you gain a level in this class, you may exchange one technique you know for another technique of your choice. If a technique forces a creature to make a saving throw, you calculate the DC as such:


Technique DC = 8 + your proficiency bonus +
your Monk modifier

Fundamentals

Every monk has access to these three techniques that do not count against their techniques known:

Flurry of Blows. Provided you have taken the attack action this turn and made a Martial Arts attack, you can expend 3 Ki Points as a bonus action to make two unarmed strikes.

Patient Defense. As a bonus action you can expend 4 Ki Points to take the dodge action.

Step of the Wind. As a bonus action you can expend 1 Ki Point to take the dash or disengage action. When you use this feature, your jump distance is doubled for the remainder of the turn.


Martial Stances

Additionally at 2nd level, you have begun to adopt special forms in combat known as Martial Stances. You know 2 stances, and whenever you gain a level in this class you may exchange one stance you know for another.

Upon rolling initiative, you may choose to enter a stance you know, which grants you benefits depending on the particular stance. As a bonus action on your turn, you may change your stance to another you know. A stance is made up of three components, each granting you benefits:

Form Blessing. This is a passive benefit that the stance grants you without any needed input on your part.

Stance Power. This is an active benefit of the stance that often requires you to use an action or actively try to use.

Zenith Move. This is a powerful aspect of the stance that works identically to the Stance Power, however after using the Zenith Move, your stance immediately ends and you can not enter that particular stance again until you complete a long rest.

You remain in your stance until initiative ends or until you are incapacitated. If you are not currently in a stance, you may use your bonus action to enter one.

Unarmored Movement

Finally at 2nd level, the inner potential of your body begins to awaken. So long as you are not wearing armor or wielding a shield, your movement speed increases by an amount equal to 5 times your proficiency bonus.

Monastic Tradition

Once you reach 3rd level, you choose a Monastic Tradition that embodies your philosophy and training as a monk. Your choice grants you features at certain levels in the Monk class, as indicated in the Monk class table. The options can be found later in this document.

Inner Spirit

Also at 3rd level, your spirit shines in unique and powerful ways. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Monk class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th level, 15th level, 21st level and 27th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th 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 choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 17th level (3 attacks) and at 29th level (4 attacks)

Ki-Fueled Strikes

At 6th level, your ki fills every blow you dish out. Any Martial Arts attack you make is considered magical for the purposes of overcoming immunity and resistance to damage.

This also applies to any Stance Powers or Zenith Moves your stances may have.

Tranquil Instinct

Beginning at 7th level, your instincts guide you through harms way. Choose two saving throws, these become your Tranquil Saves. When you are subjected to an effect that allows to make a saving throw to take only half damage, and the saving throw is for a Tranquil Save, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

At 14th level, you may make two additional saving throws Tranquil Saves. At 21st level, the final two saving throws become Tranquil Saves.


Enlightenment

Upon reaching 10th level in this class, you have achieved enlightenment on a facet of existence. Choose one of the following features:

Beyond Corruption. You are immune to curses.

Diamond Body. As a bonus action you can expend 20 ki points to gain resistance to all damage except force damage for 1 minute.

Divine Eyes. You can perceive the true form of shapechangers you can see, you can see through illusions, and you can see into the ethereal plane. The range of these special sights is only limited by your normal vision.

Exalted Mind. You are immune to the Charmed and Frightened conditions.

Focused State. So long as you are concentrating (As if concentrating on a spell) You have advantage on all saving throws. If this concentration ends, you lose this benefit until 1 hour has passed.

Purity of Body. You are immune to poison damage and the poisoned condition, you are also immune to disease.

Resilient Soul. You may add half your Monk modifier (Rounded up, minimum of 1) to all saving throws you make.

Tongue of the Sun and Moon. You understand all spoken languages, and any creature who can understand a language can understand what you say.

Unfaltering Step. You are capable of walking across liquids as if they were normal ground. You can also walk across vertical surfaces provided you are moving, if you end your turn on a vertical surface, you fall.

Whenever you gain a level in this class, you may exchange your choice for another. Once you reach levels 18 and 26, you may choose an additional feature from the above options.

Excess Chakra

Upon reaching 11th level, you begin to have an excess of energy that you can wield. At the start of each of your turns, you gain a number of temporary ki points equal to your Monk modifier (Minimum of 1)

Whenever you would expend ki points, you can use any number of these temporary ki points in place of regular ki points. You lose all unexpended temporary ki points at the start of your turn (Upon which you gain temporary ki points as normal)

Temporary ki points can not be used to restore hit points to yourself or anyone else.

Once you reach 23rd level, the amount of temporary ki points you gain at the start of each of your turns is increased to twice your Monk modifier (Minimum of 2)

Master of Stances

Once you reach 13th level, you have achieved mastery over your stances. At the start of your turn (No action required) You may enter a stance if you are not currently in one, or change to a different stance if you are.

Additionally, after using a stances Zenith Move, you may roll 1d6. On a roll of 6, you are not forced to leave the stance.

Timeless Body

Beginning at 14th level, your body has ascended beyond normal mortality. You gain the following benefits:

  • You no longer suffer the frailty of old age and you can't be aged magically.

  • For every 10 years that pass, you only age 1 year.

  • You no longer need food or water.

Ascended State

At 19th level, your training and discipline has gifted you a level of strength few other mortals possess. You are capable of taking two bonus actions on your turn instead of one.

These bonus actions cannot be used to perform the same action on the same turn however (For example, if one was used to use Flurry of Blows, the other must be used to use something else such as Step of the Wind)

You also gain an additional reaction, which may only be used to make an attack of opportunity.

Persistent Change

Beginning at 22nd level, swapping stances offers further benefits to you. If you have swapped your stance this turn, you may add your Monk modifier to the attack and damage rolls of your Martial Arts attacks.

Additionally, whenever you roll 1d6 as per your Master of Stances feature, you still remain in your stance if you roll a 5 or 6.

True Master

Finally at 30th level, you have become a master of martial arts. You gain the following benefits:

  • You gain a third bonus action as per your Ascended State feature, none of these bonus actions can be used to perform the same action on the same turn.

  • You gain an additional reaction, which may only be used to make an attack of opportunity.

  • Whenever you roll 1d6 as per your Master of Stances feature, you still remain in your stance if you roll a 4, 5 or 6.

  • The temporary ki gained from Excess Chakra can now be used to restore hit points.

Monastic Tradition

A monks Monastic Tradition is their subclass, and represents how they stylize their martial arts. They choose their archetype at 3rd level, and gain features then and again at levels 6, 11, 17 and 25

Subclasses

All subclasses can be found below

Ascendant Dragon (Page 9) - A noble subclass that embodies the might and majesty of dragons.

Astral Self (Page 10) - A menacing subclass that allows a monk to project their spirit and fight alongside it.

Beyond (Page 11) - A half-caster subclass based on warlock that witnessed their patron and has since been influenced by it.

Blazing Soul (Page 12) - A ranged subclass that unleashed bolts of devestating energy at will.

Colossal (Page 13) - A mighty subclass that specializes in wielding heavy weapons in two hands.

Divinity (Page 14) - A half-caster subclass based on cleric that wields and unleashes divine magic.

Drunken Master (Page 15) - A tipsy subclass that dances around the field with strange movement and many strikes.

Forgotten (Page 16) - A mysterious subclass that turns the monk into an unknown enigma that few understand.

Harbinger (Page 17) - A macabre subclass that specializes in wielding fear and bringing death where they step.

Kensei (Page 18) - A graceful subclass that wields weapons with far more technique and skill than other monks.

Mercy (Page 19) - A two-faced subclass that both brings life and merciful death.

Open Hand (Page 20) - A masterful subclass that focuses on the basics of being a monk rather than any new powers.

Shadow (Page 21) - A sneaky subclass that jumps through shadows as if they were connected.

Tranquility (Page 22) - A pacifist subclass that helps and heals any in need.

Weave (Page 23) - A half-caster subclass based on wizard that converts their ki into powerful magic.

Wu Jen (Page 24) - A sorcerous subclass that while it may not be a half caster, is a powerful elemental mage.


Half-Casting Subclasses

Some monastic traditions are considered to be half-casters, which means they have spell slots and spellcasting. The specifics of how their spellcasting works depends on what fullcaster the subclass is based on, but below you can find the table to determine how many spell slots you have at each level.

Unlike classes that do gain spellcasting as apart of their base class, a half-caster subclass does not gain any extra resources for their casting if they level beyond level 30.

Half-Caster Spellcasting
Level 1st 2nd 3rd 4th 5th 6th 7th 8th
3rd 2
4th 3
5th 3
6th 4 2
7th 4 2
8th 4 3
9th 4 3
10th 4 3 2
11th 4 3 2
12th 4 3 3
13th 4 3 3
14th 4 3 3 1
15th 4 3 3 1
16th 4 3 3 2
17th 4 3 3 2
18th 4 3 3 3 1
19th 4 3 3 3 1
20th 4 3 3 3 2
21st 4 3 3 3 2
22nd 4 3 3 3 2 1
23rd 4 3 3 3 2 1
24th 4 3 3 3 2 1
25th 4 3 3 3 2 1
26th 4 3 3 3 2 1 1
27th 4 3 3 3 2 1 1
28th 4 3 3 3 2 1 1
29th 4 3 3 3 2 1 1
30th 4 3 3 3 2 1 1 1

Way of the Ascendant Dragon

You have aligned your inner energy with that of a dragons. By causing your ki to mimic the sheer might of a dragon, your presence and power is undeniable. Monks of this path typically seek spitual unity with the essence of the material plane.

Breath of the Dragon

3rd Level Feature

Once per round when you would make an unarmed strike attack, you can replace it with a usage of this feature.

You exhale destructive energy in either a 15-foot cone or a 30-foot long line that is 5-feet wide (Your choice) You also choose either Acid, Cold, Fire, Lightning or Poison damage. All creatures within the destructive energies area must succeed on a Dexterity saving throw (Constitution if it deals Cold or Poison damage) Against your technique DC.

On a failed saving throw, a creature suffers damage of the chosen type equal to two rolls of your Martial Arts Die (You do not add any ability modifiers to this damage) A creature suffers no damage on a successful saving throw.

Draconic Disciple

3rd Level Feature

You gain the following benefits:

Draconic Ki. Whenever an effect would determine your creature type, it registers you as a Dragon rather than your normal creature type. You have advantage on saving throws made against effects that normally can't target dragons (Such as Hold Person)

Draconic Strike. Whenever you damage a target with an unarmed strike or would deal spirit damage to them, you can change the damage dealt to your choice of Acid, Cold, Fire, Lightning or Poison damage.

Tongue of Dragons. You learn the Draconic language. While speaking Draconic, you have advantage on Persuasion checks made against Dragons.

Growing Breath

6th/11th/25th Level Feature

The area your Breath of the Dragon effects increases by 15-feet (If done as a cone) or 30-feet (If done as a line) This happens now and every time you gain a feature from this sublass (So 30-foot cone/60-foot line now, 45-foot cone/90-foot line at 11th level, ect)

Additionally, once you reach 11th level, you may now roll your Martial Arts Die three times when using your Breath of the Dragon. At 25th level, you may roll it 4 times instead.

Finally, if a creature succeeds on its saving throw against your Breath of the Dragon, it suffers half damage instead of no damage.


Wings Unfurled

11th Level Feature

Whenever you use Step of the Wind, you gain a flying speed equal to your walking speed until the end of the current turn, as spectral wings manifest from your back.

If you end your turn in the air and nothing else is holding you aloft, you fall.

Wyrm Aspect

17th Level Feature

As a bonus action on your turn, you may choose a creature within 30-feet of you, that creature must succeed on a Wisdom saving throw against your technique DC.

On a failed saving throw, they become Charmed or Frightened of you until end of your next turn.

True Wyrm

25th Level Feature

Whenever you use Wyrm Aspect, all creatures of your choice within 30-feet of you (Excluding the initial target) suffer your choice of Acid, Cold, Fire, Lightning or Poison damage equal to half your monk level (Rounded up)

Additionally, as a bonus action, you may grant yourself immunity to your choice of Acid, Cold, Fire, Lightning or Poison damage. This immunity lasts until you use this feature again to choose a new immunity.

Way of the Astral Self

Everyone has an other side to themselves, monks of this path are so in tune with themselves that they are able to manifest this other self to aid them.

Astral Self

3rd Level Feature

Once each round during your turn (No action required) You can summon or dismiss your Astral Self. Your Astral Self takes an appearance of your choice, it could be a pair of spectral arms manifesting out from you, it could be an entire body, or even something else.

Your Astral Self is intangible and entirely immune to damage and conditions. Your Astral Self can move through solid objects due to its intangible nature.

Whenever you would make an unarmed strike, you can instead cause your Astral Self to make the strike for you, attacking a creature of your choice within 15-feet of you. Unarmed Strikes made using your Astral Self use your monk modifier for their attack and damage rolls, and they deal force damage instead of the damage type they would normally deal.

Your Astral Self disappears if you fall unconscious or die.

Astral Manipulation

3rd Level Feature

You learn the Mage Hand and Thaumaturgy cantrips, you use your Monk ability score for your spellcasting ability for these spells. These spells take the form of your Astral Self manipulating the environment for you.

When you cast either of these spells using this ability, their duration lasts until you are incapacitated or you choose to end them on your turn (No action required)

When you cast Mage Hand, the maximum amount of weight it can carry is equal to 15 times your Monk ability score.

Visage of the Astral Plane

6th Level Feature

While your Astral Self is summoned, you have advantage on Insight and Intimidation checks. You also can see normally in both dim light and darkness within 120-feet of you while your Astral Self is summoned.

Deflect Energy

11th Level Feature

You learn the Deflect Missile technique if you do not already know it, and it does not count against your techniques known. If you already know it, you instead learn one other technique of your choice.

You also gain a new usage for Deflect Missile: You may now use it whenever you suffer Acid, Cold, Fire, Force, Thunder, Lightning or another Monks spirit damage. You may make a ranged Martial arts attack if this reduces the damage taken to 0 as normal, this ranged Martial arts attack deals the same damage type as the damage type you reduced.


Greater Self

11th Level Feature

Once per turn when you hit with a Martial arts attack using your Astral Self, you may cause it to deal additional force damage equal to one roll of your Martial Arts die.

Awakened Self

17th Level Feature

You gain the following benefits:

  • Your Astral Self can now attack creatures within 30-feet of you.

  • You may now cast the spells gained from Astral Manipulation as a bonus action, and you may cast both at the same time using the same bonus action.

  • Your AC is increased by one third of your proficiency bonus (Rounded down) while your Astral Self is summoned.

Astral Barrage

25th Level Feature

As an action, you may target a creature within 30-feet of you and command your Astral Self to rush them with strikes. Your Astral Self makes a number of attacks against that creature equal to two times the number of attacks you can normally make using your action.

Once you use this feature, you cannot do so again until you complete a long rest.

Way of the Beyond

Monks of this archetype have gazed beyond the material realm and saw something gaze back at them. This experience could've drove them to madness, it could've made them fearful... Or perhaps it could've made them a follower. Regardless, the monk was forever changed by their experience.

Pact Magic

3rd Level Feature

You gain the spellcasting trait as a warlock possesses it, however you refer to the half-caster spellcasting table found on Page 8 for determining how many spell slots you have.

When calculating how many spell slots you have at each level, you half the total number of spell slots you would have (Rounded up) For example, at 3rd level you'd have one 1st level spell slot instead of two. In exchange for this however, you regain all expended spell slots of 5th level or lower gained from this feature at the end of a short rest.

You do not gain cantrips unless there's a specific subclass feature that grants them, otherwise your casting works exactly as a warlocks does. Your spellcasting ability is your choice of Intelligence or Charisma, you learn spells as a Warlock does.

You start knowing two spells of your choice from the Warlock spell list, and you learn an additional spell at 6th level and every 4 levels afterwards (10, 14, 18 ect) Spells you learn must be for a level you can cast. Whenever you gain a level in the monk class, you may exchange a spell you have gained from this feature for another.

Eldritch Way

3rd Level Feature

Whenever you use your action to cast a Warlock spell of 1st level or higher, you may make an unarmed strike as a bonus action, or use Flurry of Blows to make two, expending the ki points as normal.

Sickening Power

6th Level Feature

You gain 1 Eldritch Invocation and 1 Eldritch Mutation from the Warlock class. Neither of which can have a prerequisite of any kind.

Whenever you gain a subclass feature (Levels 11, 17 and 25) You gain an additional Invocation or Mutation of your choice (But not both)

Whenever you gain a level in this class, you may exchange one invocation and one mutation you possess for another.


Bargain for Power

11th Level Feature

Whenever you finish a short or long rest, you may choose to attempt to bargain for temporary power. You reduce your hit point maximum by 50, in exchange, you gain an additional Eldritch Invocation or Eldritch Mutation.

Both the hit point reduction and Invocation/Mutation last until you next complete a short or long rest, upon which you may choose to prolong this feature, neither regaining the lost maximum hit points.

Whenever you use this feature, you may choose to gain more than 1 Inovcation/Mutation, each Invocation/Mutation beyond the first costs an additional 50 maximum hit points to be given up (So 100 given up for the 2nd for 150 total, 150 given up for the 3rd for 300 total, ect)

The lost hit points cannot be regained by any means aside from giving up the Invocation/Mutaton when you complete a short or long rest. Any other means attempted fail (Such as the Greater Restoration spell)

Ki Bargain

17th Level Feature

As an action, you may regain an expended spell slot of 5th level or lower by expending a number of ki points equal to ten times the spell slots level. If you do so, the expended ki points can only be regained upon completing a long rest.

You cannot use temporary ki points for this feature (Such as from Excess Chakra)

Eldritch Blaze

25th Level Feature

As a bonus action, you may expend a spell slot of 6th level or higher to enter a furious state known as Eldritch Blaze. While in this state, you gain the following benefits:

  • Your movement speed increases by an amount equal to 5 times the expended spell slots level.

  • Your Martial Arts attacks deal bonus force damage equal to the expended spell slots level.

  • All Warlock spells you cast are considered to have been cast at one level higher.

At the start of each of your turns, roll 1d20 with a bonus to the roll equal to the level of the expended spell slot. If you roll higher than 15, you remain in Eldritch Blaze. It automatically ends if you are incapacitated.

You do not make this roll if it's the turn immediately after when you entered Eldritch Blaze.

Warlock Class

This subclass uses material from the warlock class, you can use the below links to access the warlock class.

Homebrewery

Google Drive

Way of the Blazing Soul

Previously known as Sun Soul

Monks who follow this path channel their inner energy into bolts of spiritual energy that they use to attack at a range greater than most other monks can manage.

Ki Bolt

3rd Level Feature

Whenever you would make an unarmed strike attack, you can instead make a Ki Bolt attack.

Ki Bolts are ranged martial arts attack with a range of 30/90 feet, and you are proficient in. You may use your choice of Strength or Dexterity for your ki bolts attack rolls, and on a hit they deal spirit damage equal to your Martial Arts die.

Spirit damage is explained more later, but to put it simply it is any damage type other than bludgeoning/piercing/slashing that you and your DM agree is appropriate for your character.

Spirit Fire

3rd Level Feature

Whenever you would deal fire damage, you can instead change the damage to be spirit damage. You also learn the Graceful Phoenix Stance, and it does not count against your stances known.

Searing Blast

6th Level Feature

You are capable of using the Stance Power of the Graceful Phoenix Stance even if you are not in the stance. Whenever you use this stance power, you may spend additional ki points on it. For every 5 ki points beyond the initial 5 spent, the stance power deals additional damage equal to one roll of your martial arts die.


Spiritual Burst

11th Level Feature

As an action, you create an orb of spiritual energy and hurl it at a point within 150-feet of you. All creatures within 20-feet of this point must succeed on a Dexterity saving throw, suffering spirit damage equal to two rolls of your martial arts die on a failed saving throw, or half as much on a successful one.

You may expend ki to empower this blast, for every 5 ki points expended, this ability deals additional damage equal to one roll of your martial arts die. You cannot spend more than 15 ki points on this ability.

Strengthened Spirit

17th Level Feature

You gain the following benefits:

  • Once per round when you would deal spirit damage, you can cause the effect to deal an additional 2d6 spirit damage.

  • You are immune to the damage type your spirit damage is.

Ascended Spirit

25th Level Feature

You gain a flying speed equal to your walking speed, this is a hover speed.

Way of the Colossal

Most monks focus on a constant barrage of swift attacks, seeking to deal a constant stream of punishment... Monks who follow this path believe that less can be more, seeking to overwhelm their foes with brutal attacks.

Heavy Striker

3rd/17th Level Feature

You gain proficiency in all Martial weapons, additionally, your melee attacks made with heavy weapons are now considered to be Martial Arts attacks, and you can benefit from your Martial Arts feature while wielding heavy weapons.

Additionally, once per turn when you hit a melee weapon with the heavy property, you can cause the attack to deal additional damage equal to your Martial Arts die. If you do so, you cannot use your bonus action to make unarmed strikes this turn.

At 17th level, you may now use this feature twice per turn.

Strong Form

3rd Level Feature

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also learn the Unyielding Titan Stance, and it does not count against your stances known.

Consistent Striker

6th Lvel Feature

If you have already applied your bonus damage from Heavy Striker this turn and you hit with another attack, you may expend 2 ki points to apply it again.

Hefty Launch

11th Level Feature

Once per round when you apply Heavy Strikers bonus damage, you may use the Launching Strike technique on them without expending ki points. You need not know the technique in order to use this feature.

Colossal Swipe

25th Level Feature

As an action you may strike the ground in front of you, forming a line in front of you that's 60-feet long and 5-feet wide. All creatures within the line must succeed on a Dexterity saving throw, suffering 16d10 damage of the same type as your weapon on a failed saving throw, or half as much on a successful one.

Once you use this feature, you cannot do so again until you complete a long rest. You may use it again early by expending 60 ki points in order to do so.

Way of Divinity

While many monks worship gods of some kind, monks of this archetype ingrain their worship into their fighting style, becoming a true champion of their divine patrons.

Cleric Spellcasting

3rd Level Feature

You gain the spellcasting trait as a cleric possesses it, however you refer to the half-caster spellcasting table found on Page 8 for determining how many spell slots you have.

You do not gain cantrips unless there's a specific subclass feature that grants them, otherwise your casting works exactly as a cleric does. Your spellcasting ability is your choice of Intelligence, Wisdom or Charisma, and you can learn and prepare spells as a cleric does.

When preparing spells, you choose a number of spells from the cleric spell list equal to half your monk level (Rounded down) + your spellcasting modifier. All spells must be of a level you can cast.

Sworn to Divinity

3rd Level Feature

Choose a Holy Pledge from the cleric class and gain the benefits of it. If a feature from the pledge refers to your Cleric level in any way, you instead use your Monk level.

Channel Sanctity

6th Level Feature

You learn 2 Channel Divinities of your choice from the Cleric class. Once per long rest, you may use one of the channel divinity options you know.

At 11th level, you gain an additional usage of this feature between long rests, and you learn another Channel Divinity of your choice. At 25th level, you gain a third usage between long rests, and you learn a fourth Channel Divinity of your choice.


Channel Fists

11th Level Feature

Whenever you use an action or bonus action to use a channel divinity, you may immediately make an unarmed strike as apart of the same action. You have advantage on this unarmed strike, and it deals additional radiant damage equal to one roll of your Martial Arts die.

Lesser Aspect

17th Level Feature

Choose one of the following features, whenever you complete a long rest, you may change your choice.

Conduit. All of your spells deal additional radiant damage equal to your Monk modifier (Minimum of 1) If you have used a Channel Divinity ability since the start of your last turn, it is instead two times your Monk modifier (Minimum of 2)

Missionary. You gain a +2 bonus to all ability checks you make. If you have used a Channel Divinity ability in the past minute, it is instead +4.

Priest. Your Armor Class is increased by 1. If you have used a Channel Divinity ability since the start of your last turn, this bonus is instead 2.

Warrior. All of your attacks deal additional radiant damage equal to your Monk modifier (Minimum of 1) If you have used a Channel Divinity ability since the start of your last turn, it is instead two times your Monk modifier (Minimum of 2)

Manifest Miracle

25th Level Feature

You may call upon your god to aid you in the greatest way it can. Choose any spell of 7th level or lower from any spell list. You cast it at 7th level without expending a spell slot and ignoring any material components it may have.

The action required to use this ability is the same as the spells normal action requirement-if it requires a casting time greater than one action, you still must take that time required.

The chosen spell uses your spellcasting DC and spell attack modifier if necessary, it is considered a Cleric spell for you when cast via this feature.

After you use this feature, you must complete 1d4 long rests before you may do so again.

Cleric CLass

This subclass uses material from the legendary cleric class, you can use the below links to access the legendary cleric class.

Homebrewery

Google Drive


Way of the Drunken Master

It's debatable as to whether or not these monks are actually wasted, but regardless of their inebriation status, monks who practice this style have jerky enough movements to be a headache for any opponent.

Drunken Movement

3rd Level Feature

Whenever you hit a creature with a Martial Arts attack during your turn, your movement speed increases by 5-feet until the end of your turn. Additionally, if you have hit a creature with a Martial Arts attack during the current turn, your movement does not trigger attacks of opportunity from that creature.

Joyful Raucous

3rd Level Feature

You gain proficiency in the Performance skill and with Brewers Supplies. If you already have either of these proficiencies, you instead gain expertise.

Tipsy Sway

6th Level Feature

You may stand up from being prone without expending any movement.

Additionally, whenever a creature misses a melee attack roll against you, you may use your reaction to force them to reroll that attack against another creature within 5-feet of you.

Drunkards Luck

11th Level Feature

Whenever you would make an ability check, attack roll or saving throw and would have disadvantage on the roll, you can expend 3 ki points to cancel disadvantage on that roll.

Double Up

17th Level Feature

When you redirect an attack using Tipsy sway and that attack hits, you may make an attack against either the attack creature or the creature the attack was redirected to (If you have the Drunk Master feature, you may make an attack against both)

Drunk Master

25th Level Feature

Whenever you would use your action, bonus action, or legendary action to make an attack, the number of attacks you can make is doubled. However, all attacks made with that particular action must target a different creature.

Once you use this feature for a particular action type, you cannot use it again for that action type until the start of your next turn.

Way of the Forgotten

One of the most powerful weapons in the world is being unknown. Just another face in the crowd that no one knows anything about... Monks of this path recognize this, and seek to be as enigmatic and mysterious as possible.

Siphon Memories

3rd Level Feature

Once per turn when you hit a creature with a martial arts attack, you can force them to make an Intelligence saving throw. On a failed saving throw, they forget one random memory, and you learn the memory.

The memory lost can be no greater than 1 minute long. When you use this ability, you can specify a specific type of memory (Such as a password they know) However if you do, the creature has advantage on their saving throw.

Lost in the Crowd

3rd Level Feature

While in a crowded area (Such as a bazaar or party) You can spend 1 minute blending in. Once you have completed this minute, you appear as just another face in the crowd.

No creature can recognize you while you are blending in unless you allow them to. This effect ends if you cast a spell, make an attack, or do something strange (DM discretion)

Painful Siphon

6th/17th Level Feature

When you successfully use Siphon Memories on a creature, instead of stealing a memory, you can cause them to suffer 2d8 psychic damage.

At 17th level, this damage is increased to 4d8, and they suffer half of this damage if they succeeded on the saving throw.

Mysterious

11th Level Feature

You are immune to magic and other effects that would read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can only telepathically communicate with you if you allow them to.

Truly Forgotten

25th Level Feature

Provided a creature has not physically seen you for 1 week, they forget you ever existed, losing all memories associated with you. These memories return if they see you again however.

You can choose for specific creatures to be immune to this ability if you so wish.


Way of the Harbinger

Previously known as Long Death

Monks of this path are obsessed with death to an unhealthy degree. They love monitoring people as they approach their final moments to see how it affects them, and they use this inspiration to improve their fighting style.

Stolen Last Breath

3rd Level Feature

When you reduce a creature within 30-feet of you to 0 hit points, you gain temporary hit points equal to your Monk level + Your Monk modifier (Minimum of 1)

While these temporary hit points persist, you have resistance to Necrotic damage and you cannot be frightened. If you were already frightened, it is suspended until either its duration runs out, or you run out of these temporary hit points.

Deaths Teachings

3rd Level Feature

You gain proficiency in the Intimidation skill, if you already have this proficiency you instead gain expertise. You also learn the Long Death Stance, and it does not count against your stances known.

Fearful Touch

6th Level Feature

When you hit or miss a creature with a Martial Arts attack, you can expend 3 ki points to force them to make a Wisdom saving throw against your Monk DC. On a failed saving throw, they become Frightened of you until the end of your next turn.

If the attack missed, this frightening effect could take the form of them being horrified at how your attack impacted the ground/a surface near them.

Mastery of Death

11th Level Feature

When you would be reduced to 0 HP, you can expend 3 ki points (No action required) to instead be reduced to 1 HP.

Reapers Grasp

17th Level Feature

You learn the Death Touch technique, it does not count against your techniques known and you ignore its level prerequisite. When you use Death Touch, you deal 2d10 damage for every 5 ki points expended, rather than 1d10.

Devour Fear

25th Level Feature

If you reduce a creature that is Frightened to 0 HP, or you reduce a creature to 0 HP using Death Touch, the amount of temporary hit points you gain from Stolen Last Breath are doubled.

Way of the Kensei

Every monk has at least minor skills in various weapons, although monks who follow this path seek to master a specific set of weapons, honing them to absolute perfection.

Steel Student

3rd Level Feature

Choose one melee weapon and one ranged weapon that lacks the heavy or special properties, these weapons become your Kensei weapons. You are proficient in your Kensei weapons, and they are valid weapons to be used for your Martial Arts. You choose an additional kensei weapon at levels 6, 11, 17 and 25.

You also gain the following features:

Agile Parry. If you make an unarmed strike as apart of the attack action on your turn and you are holding a kensei weapon, you may use it to defend yourself if it is a melee weapon. You gain a +2 bonus to your AC until the start of your next turn provided you aren't disarmed of the weapon nor incapacitated.

Kensei Shot. As a bonus action, you may focus your aim to become more lethal. Any ranged Kensei weapon attack you make on the same turn deals bonus damage equal to your Monk modifier (Minimum of 1)


Brush and Blade

3rd Level Feature

You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

While holding the tool you gained proficiency with from this feature, you may use your bonus action to create one of your Kensei Weapons in your hands, which appears to be made of ink.

This weapon lasts until you are no longer holding it, and otherwise functions exactly as a normal nonmagical version of the weapon would function.

Ki Infusion

6th Level Feature

You gain the following benefits:

  • Your Kensei Weapons are considered magical for the purposes of overcoming immunity and resistance to damage.

  • Once per turn, when you hit a target with Kensei Weapon attack, you may expend 4 ki points to deal additional damage to them equal to your Martial Arts die.

Sharpen

11th Level Feature

As a bonus action you may expend up to 15 ki points, for every 5 ki points expended, the weapon gains a +1 bonus to its attack and damage rolls. This feature cannot increase a weapons bonus to attack and damage rolls to above +3.

This bonus lasts until you use this feature again, or you complete a short or long rest.

When creating a weapon using Brush and Blade, you may use this feature as apart of the same bonus action.

Supreme Accuracy

17th Level Feature

Once per round when you miss with a Kensei Weapon attack, you may make another attack with the same weapon against the same target with advantage.

Extremely Sharp

25th Level Feature

All Kensei Weapons you wield gain a +2 bonus to attack and damage rolls. Sharpen now has a maximum of +5 rather than +3.

Way of Mercy

There are two times of mercy to those in pain: Relief and healing, and a swift painless end. Monks of this path can embody either or even both at the same time. Some may be gentle voiced soothing healers, some may be masked bringers of merciful deaths, and for some it depends on the situation they find themselves in.

Hands of Harm and Health

3rd Level Feature

You learn the Mystic Healing technique and it does not count against your techniques known. If you already knew it, you may instead learn another technique of your choice.

Mystic Healing for you only requires 4 ki points instead of the usual 5. Additionally, whenever you would make an Unarmed Strike attack, you can replace that attack with a usage of Mystic Healing, expending ki points as normal.

Additionally, whenever you hit a creature with a Martial Arts attack, you may use Mystic Healing on them, expending the ki points as normal. If you do so, instead of restoring hit points, you deal Necrotic or Poison damage (Your choice) equal to the amount of healing you would've originally given to them.

Implements of Mercy

3rd Level Feature

You gain proficiency in the Insight and Medicine skills, and also in Herbalism kits. If you already have proficiency in either of these already, you instead gain expertise.

Physician's Touch

6th Level Feature

When you use Healing Hands on a creature and restore hit points to them, you may also cause them to be cured of one disease or one of the following conditions affecting the creature: Blinded, Deafened, Paralyzed, Poisoned or Stunned.

When you use Healing Hands on a creature and damage them using it, you may also inflict them with the Poisoned condition.

Doctors Relief

11th Level Feature

Whenever you use Healing Hands, you gain a bonus to the roll equal to half your monk level (Rounded up) As a reminder, this would apply to both healing and damage, since the damage is based on the healing.

Overtime Effort

17th Level Feature

Whenever you would restore hit points to a creature or deal Necrotic or Poison damage to them, you may expend a number of ki points up to your Monk modifier (Minimum of 1) For every ki point expended, the healing/damage dealt is increased by 2.


Life Breather

25th Level Feature

You may now use Healing Hands on corpses. In order to do so, they must not have been dead for more than 24 hours.

If you choose to restore hit points to a corpse, that creature returns to life with hit points equal to the amount your Healing Hands would've restored. Any conditions or diseases afflicting the creature at the time of its death are also removed.

If you choose to deal damage to a corpse, you rend the ability for it to return to life from it, allowing it to return to peaceful sleep. That creature cannot be returned to life by means short or a Wish spell or divine intervention.

You may use this feature a number of times equal to your Monk modifier (Minimum of 1) You regain all expended uses upon completing a long rest.


Way of the Open Hand

Monks who follow this path pursue further mastery over the ki they wield, honing their body and abilities to their absolute limits.

Simplified Techniques

3rd Level Feature

Once per turn you may use a Strike technique you know (Such as Blinding Stirke or Launching Strike) without expending ki points.

Well Trained

3rd Level Feature

You learn 3 additional techniques of your choice, these techniques do not count against your techniques known. You also learn one additional stance of your choice, which does not count against your stances known.

Preserving Ki

6th Level Feature

Flurry of Blows now only costs 2 ki points, and Patient Defense now costs only 3 ki points.

Brutal Techniques

11th Level Feature

Whenever you score a critical hit, you may use a Strike technique you know without expending ki points.

Open Grandmaster

17th Level Feature

When you use Flurry of Blows, you may make three unarmed strikes instead of two.

Unending Strikes

25th Level Feature

You are now able to use Flurry of Blows without expending ki points.

Way of Shadow

Often employed as spies or assassins, monks who follow this path are stealthy and hard to pin down, the shadows seem to bend to their whim and they are dangerous foes.

Shadow Arts

3rd Level Feature

As an action, you can expend 10 ki points to cast one of the following spells without requiring material components: Darkness, Darkvision, Pass without trace, or silence.

If you cast Darkness with this feature, you can see through it.

One with Night

3rd Level Feature

You gain darkvision out to a range of 60-feet. You also learn the Steel Shadow Stance, and it does not count against your stances known.

Shadow Step

6th Level Feature

You learn the Vanishing Cyclone technique, you ignore its prerequisite and it does not count against your techniques known.

If you use this technique to teleport to an area of dim light or darkness while you are also in an area of dim light or darkness, its range is increased to 30-feet and it has no ki point cost.

Shadow Meld

11th Level Feature

As an action while in an area of dim light or darkness, you can turn invisible. This invisibility lasts until you hit with an attack, cast a spell or step into an area of bright light.

Dark Slip

17th Level Feature

If you are targeted by an attack while in an area of dim or bright light, you may use your reaction to use the Shadow Step technique.

If it was a melee attack and this brings you out of its range, it automatically misses. If it was a ranged attack, it misses regardless of whether you were within its range or not.

Shadow Grandmaster

25th Level Feature

You may use Shadow Meld as a bonus action on your turn instead of an action.

Way of Tranquility

While not opposed to using it, monks of this tradition see violence as a last resort. They are accomplished diplomats who seek to resolve things peacefully, but they are prepared to fight the cruel people who will not listen to reason.

Tranquil Energy

3rd Level Feature

You have a pool of tranquil energy equal to ten times your Monk level. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of tranquility to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Tranquil Energy, expending hit points separately for each one.

When you use Flurry of Blows, you may replace one attack with a usage of this feature. This feature has no effect on constructs and undead.

You regain all expended points from this pool of energy upon completing a long rest.


Diplomats Teachings

3rd Level Feature

You learn three languages of your choice, and you gain proficiency in both the Performance and Persuasion skills. If you already have proficiency in one of these skills, you instead gain expertise.

You also learn the Hesitant Fist Stance, and it does not count against your stances known.

Emissary of Peace

6th Level Feature

You have advantage on Performance and Persuasion checks made in order to calm violent emotions or foster peace.

Douse the Flames of War

11th Level Feature

As an action, you may touch a creature and force them to make a Wisdom saving throw against your Monk DC, which they automatically succeed on if you or one of your allies has damaged them and they can remember this (DM discretion)

On a failed saving throw, the creature becomes unwilling to make any attacks nor cast any spells that would negatively effect another creature. This lasts for 1 hour, depending on how this one hour goes, the DM may rule that the creature is not hostile when the effect ends.

This effect ends early if the creature is attacked, takes damage, or is forced to make a saving throw. It also ends early if it witnesses any of these things happening to one of its allies.

Friend to All

17th Level Feature

Provided you have not harmed a creature or one of its allies, that creature recognizes you as a peaceful being and views you favorably. It is willing to hear out what you have to say, and even if it disagrees with what you say, it is willing to let you leave without accosting you.

If you harm it or one of its allies, this feature ends however.

Time of Peace

25th Level Feature

Provided you are not in combat, you may use Tranquil Energy as an action to restore up to 3 creatures hit points or cure their diseases/poisons at the same time. All must be within 30-feet of you.

You only need to expend points from your Tranquil Energy pool as if you were only healing one creature (For example, if you spend 10 points, all creatures restore 10 hit points)

Way of the Weave

Magic is present in nearly everything, the weave is an ever existing force that resides there even if you are unaware of it. Monks of this tradition seek to understand the weave and wield it.

Wizard Spellcasting

3rd Level Feature

You gain the spellcasting trait as a wizard possesses it, however you refer to the half-caster spellcasting table found on Page 8 for determining how many spell slots you have.

You do not gain cantrips unless there's a specific subclass feature that grants them, otherwise your casting works exactly as a wizards does. You gain a spellbook, your spellcasting ability is Intelligence, and you can learn and prepare spells as a wizard does.

Whenever you first gain this feature, you may add 6 wizard spells to your spellbook (As a reminder, the wizard spell list encompasses every spell) Whenever you gain a level in your class, you may add an additional wizard spell of a level you can cast to your spell book.

When preparing spells, you choose a number of spells equal to half your monk level (Rounded down) + your intelligence modifier. All spells must be of a level you can cast, and must be in your spellbook.

You can also scribe spells into your spellbook as per the Wizard class.

Ki Casting

3rd Level Feature

You may cast a spell gained from this subclass by expending a number of ki points equal to three times the spells level, rather than expending a spell slot.

You may do so a number of times equal to your Monk modifier (Minimum of 1) You regain all expended uses upon completing a long rest.


Conservative Scribe

6th Level Feature

When you scribe a spell into your spellbook, it requires half the normal gold and time (25 gold and one hour of work per level of spell) You may choose to only use one fourth of the gold required, if you do so however, the time required doubles (12 gold + 5 silver and four hours of work per level of spell)

Restorative Ki Casting

11th Level Feature

Whenever you cast a spell of 1st level or higher using ki points via your Ki Casting feature, you regain hit points equal to the number of ki points expended.

Fists of the Weave

17th Level Feature

Your unarmed strikes gain a bonus to their attack and damage rolls equal to half the level (Rounded up) of your highest level unexpended spell slot.

True Ki Caster

25th Level Feature

You may now cast spells using ki points as per the Ki Casting feature, but you are not limited in the amount of times you can do so between long rests.

Wizard CLass

This subclass uses material from the wizard class, you can use the below links to access the wizard class.

Homebrewery

Google Drive

Way of the Wu Jen

Monks who channel their energy to produce elemental magic are known as Wu Jen monks. While they may not be true spellcasters, they are powerful elemental warriors.

Manifest Elements

3rd Level Feature

You gain the Arcane Manifestation feature from the Sorcerer class, your manifestation range is 15-feet. To determine what manifestations you know, choose two options from the below list:

Air. You learn the High Voltage manifestation and the Gust cantrip.

Earth. You learn the Bend Earth manifestation and the Mold Earth cantrip.

Fire. You learn the Create Flame manifestation and the Control Flames cantrip.

Water. You learn the Command Moisture manifestation and the Shape Water cantrip.

At the start of your turn when you would use a manifestation, you can instead cast a cantrip you gained from this feature. The cantrips effects are limited to your manifestation range however.

You use your monk ability score as if it were your spellcasting ability score for the purposes of these manifestations and cantrips.

Primordial Gift

3rd Level Feature

You learn the Primordial language, and you have advantage on Charisma checks made to interact with Elementals.

Elemental Wrath

6th Level Feature

Whenever you would deal Spirit damage, you may cause for that damage to be your choice of Bludgeoning, Cold, Fire, or Lightning instead. If you do so, it deals 1 additional damage for every damage dice it has.

Superior Elements

11th/25th Level Feature

Choose one of the two options you did not choose from Manifest Elements, you gain that manifestation and cantrip. At 25th level, you gain the manifestation and cantrip of the 4th and final option.

Greater Elemental Command

17th Level Feature

At the start of your turn when you would use a manifestation or cantrip, you may now use both a manifestation and cantrip, instead of only just one.


Elemental Aspect

25th Level Feature

Whenever you finish a short or longer rest, you may choose an Investiture spell from Xanathars Guide to Everything. You are considered to be permanently under that spells effects, it does not require concentration and if it is dispelled, it returns after 1 minute has passed.

If you are concentrating on a spell, this effect is nullified for the duration of that concentration.

Sorcerer Class

This subclass uses material from the sorcerer class, you can use the below links to access the wizard class.

Homebrewery

Google Drive

Techniques

Techniques are special abilities that monks can use, often requiring the expenditure of ki in order to do so. Monks start knowing 2 techniques and learn more as shown in the techniques known column of the monk class table.

If a technique has a level prerequisite, you must be at least that level in the monk class in order to learn it.

Whenever you gain a level in this class, you may exchange one technique you know for another that you meet the prerequisites for.

Spirit Damage

Many techniques that release pure ki energy will refer to something known as Spirit Damage. Spirit damage varies depending on the monk, although it typically is force damage.

Your spirit damage can be any damage type other than bludgeoning, piercing or slashing damage. Provided both you and your DM agree it is fitting for your character.

Arresting Strike

Prerequisite: None

When you hit a creature with a Martial Arts attack, you may choose to expend any amount of your remaining movement. For every foot of movement expended, the struck creature has their movement speed decreased by an equal amount until the end of their next turn.

Blinding Strike

Prerequisite: None

When you hit a creature with a melee Martial Arts attack, you can expend 2 ki points to cause their vision to go blurry. They have disadvantage on Perception checks based on sight, and they subtract half your proficiency bonus (Rounded down) from any ranged attack rolls they make. Both of these effects last until the end of your next turn.

Blurring Strike

Prerequisite: None

When you hit a creature with a melee Martial Arts attack, you can expend 2 ki points to force them to make a Constitution saving throw. On a failed saving throw, they cannot take reactions until the end of your next turn.

Counter Attack

Prerequisite: None

If you are dodging and a creature misses you with a melee attack while within 5-feet of you, you may use your reaction to make a Martial Arts attack against them. Hit or miss, you stop dodging.

You may expend 2 ki points to remain dodging.


Deflect Missile

Prerequisite: None

As a reaction to being hit by a ranged weapon attack, you may attempt to catch it, reducing the damage by your Martial Arts die + Your Monk level. If this reduces the damage to 0 and the projectile is small enough to fit in your hand, you may catch it.

If you catch the projectile, you may immediately make a ranged Martial arts attack with it against a target within 60-feet of you as apart of the same reaction.

Disarming Strike

Prerequisite: None

When you hit a creature with a melee Martial Arts attack, you can expend 5 ki points to force them to make a Strength saving throw. On a failed saving throw, they drop one item of your choice that they are holding.

If you have the Deflect Missile technique, you may use your reaction to catch the item if you have a free hand.

Ki Barrier

Prerequisite: None

As a reaction to suffering damage, you may expend any number of ki points to reduce the damage taken by an amount equal to 3 times the number of ki points expended (Minimum of 0 damage)

If the creature who dealt the damage to you is within 30-feet of you, they suffer spirit damage equal to the number of ki points expended.

Ki Lance

Prerequisite: None

In place of an attack on your turn, you can expend 4 ki points to throw a lance of ki at a target within 60-feet of you. Make a ranged Martial Arts attack against the creature, the creature suffers spirit damage equal to your Martial Arts die + Your Strength or Dexterity modifier on a hit, and you may subject them to one Strike technique you know that costs 2 or less ki to use (You may subject them to this even if the technique normally requires a melee Martial Arts attack)

Launching Strike

Prerequisite: None

When you hit a creature with a melee Martial Arts attack, you can expend 3 ki points to force them to make a Strength saving throw. On a failed saving throw, they are pushed a number of feet away from you equal to 5 times your Monk modifier (Minimum of 5-feet)

If they collide with a solid surface such as a wall, their travel is stopped and they suffer 1d4 bludgeoning damage for every 5-feet of distance they still had remaining.

Muting Strike

Prerequisite: None

When you hit a crerature with a melee Martial Arts attack, you can expend 3 ki points to force them to make a Constitution saving throw. On a failed saving throw, they are unable to speak or use features that require their mouth (Such as a breath weapon, spells with verbal components or a roar ability) until the end of your next turn.

Mystic Healing

Prerequisite: None

As an action you can expend 5 ki points to restore hit points to yourself or a within your reach equal to one roll of your Martial arts die + Your Monk modifier.

Ringing Strke

Prerequisite: None

When you hit a creature with a melee Martial Arts attack, you can expend 2 ki points to cause their ears to start ringing. They have disadvantage on Perception checks based on hearing, and they subtract half your proficiency bonus (Rounded down) From any concentration check they make. Both of these effects last until the end of your next turn.


Tripping Strike

Prerequisite: None

When you hit a creature with a melee Martial Arts attack, you can expend 3 ki points to force them to make a Strength saving throw. On a failed saving throw, they fall prone.

Tumbling Movement

Prerequisite: None

When you would be hit by a melee weapon attack, you can use your reaction to expend 2 ki points and move up to 5-feet without provoking attacks of opportunity. If this movement brings you out of the attacks range, the damage from the attack you would've suffered is halved.

Whirlwind of Blows

Prerequisite: None

As an action, you may expend 5 ki points to make a melee Martial Arts attack against each creature of your choice within 5-feet of you.

Shrouded Step

Prerequisite: None

When you make a Stealth check, you may expend any number of ki points. You gain a bonus to the stealth check equal to the number of ki points expended.

For every bonus to the Stealth check you would gain beyond your proficiency bonus, you must expend 2 ki points rather than 1.

Slow Fall

Prerequisite: None

So long as you are conscious, all falling damage you take is reduced by an amount equal to 5 times your Monk level. If you would still suffer falling damage, you can expend any number of ki points to reduce the damage taken by 1 for each ki point expended.

Energy Bomb

Prerequisite: 5th Level

As a bonus action, you may expend 5 ki points to condense your ki into a miniature sphere that fits in your hands. This sphere lasts for 1 minute or until you throw it. In place of an attack, you may throw this sphere to a point you can see within 90-feet of you.

All creatures within 5-feet of this point must succeed on a Dexterity saving throw, suffering 4d6 spirit damage on a failed saving throw, or half as much on a successful one.

For every 5 ki points expended beyond the initial cost, this technique deals an additional 2d6 damage.

Focused Aim

Prerequisite: 5th Level

When you miss a creature with a melee Martial Arts attack, you can expend up to 10 ki points. For every 2 ki points expended, your attack roll is increased by 1, potentially turning it into a hit.

Ki Beam

Prerequisite: 5th Level

As an action you may expend 5+ ki points to blast a line of pure ki out, this line is 80-feet long and 5-feet wide. All creatures caught within the line must succeed on a Dexterity saving throw, suffering 4d6 spirit damage on a failed saving throw, or half as much on a successful one.

For every 5 ki points expended beyond the initial cost, this technique deals an additional 2d6 damage.

Slowing Strike

Prerequisite: 5th Level

When you hit with a melee Martial Arts attack, you can expend 5 ki points to force them to make a Constitution saving throw. On a failed saving throw, they become Slowed until the start of your next turn.

While slowed, their speed is halved, they can take an action or bonus action (Not both) on their turn, and the total number of attacks they can make when they take the attack action is halved (Rounded up, minimum of 1)

Soothing Touch

Prerequisite: 5th Level

When you hit with a melee Martial Arts attack, instead of dealing damage you can expend any number of ki points and roll a number of d4's equal to the total ki points expended.

If the struck creatures current hit points are equal to or less than the total rolled, they fall asleep for 10 minutes. They wake up early if they suffer damage or a creature within 5-feet of them uses their action to wake them.

If the creature has more than half their maximum hit points remaining, this technique has no effect on them.

Stunning Strike

Prerequisite: 5th Level

When you hit a creature with a melee Martial Arts attack, you can expend 5 ki points to force them to make a Constitution saving throw. On a failed saving throw, they become Stunned until the end of your next turn.

Spiritual Empowerment

Prerequisite: 9th Level

As a bonus action, you may expend any number of ki points. For every ki point expended, the next instance of Spirit Damage you deal before the end of your turn deals an additional 1 damage for each ki point expended.

If the effect targets multiple creatures, only one creature receives this bonus damage (You choose which one)

Vanishing Cyclone

Prerequisite: 9th Level

As a bonus action, you may expend 3 ki points to teleport to an unoccupied space within 15-feet of you. After using this ability, you have advantage on your next Martial Arts attack this turn.

If you hit with your next Martial Arts attack this turn, you may use this ability again without expending ki points (No action required)

Evasive Maneuvers

Prerequisite: 11th Level

When you are caught within an area of effect ability (Such as a red dragons breath attack) You may use your reaction to expend any number of ki points and move 5-feet for every 3 ki points expended, up to a maximum of half your movement speed (Rounded down)

If this brings you out of the effects range, you are unaffected by it.

If you have the Tumbling Movement technique, you may instead move 5-feet for every 2 ki points expended.

Form of Air

Prerequisite: 11th Level

As a bonus action on your turn, you may expend 10 ki points to become Invisible until the start of your next turn. At the start of your next turn, you may choose to prolong this invisibility by expending an additional 10 ki points.

You can keep this invisibility active so long as you have the ki points to prolong it.

Ki Release

Prerequisite: 15th Level

As an action you may expend 35 ki points to blast an enormous amount of ki out in a line, this line is 150-feet long and 15-feet wide. All creatures caught within the line must succeed on a Dexterity saving throw, suffering 15d8 spirit damage on a failed saving throw, or half as much on a successful one.

Pacifists Shield

Prerequisite: 15th Level

As a bonus action, you may expend 5 ki points to place a ward of pacifism around you. While this ward persists, whenever a creature would target you with an attack, they must succeed on a Wisdom saving throw. On a failed saving throw, they must choose a new target for their attack or forfeit it.

Creatures who fail their saving throw also suffer psychic damage equal to your Martial Arts die. If you make an attack, cast a spell or deal damage to a creature through something other than this techniques effect, the ward ends.

Travel Beyond

Prerequisite: 17th Level

As an action, you may expend 50 ki points to cast the Astral Projection spell without material components. If you do so, you may only target yourself.

You may expend any number of additional ki points when using this feature, for every 10 additional ki points expended, you may bring one additional creature with you who is willing.

Death Touch

Prerequisite: 19th Level

As an action, you may touch a creature within 5-feet of you and expend a number of ki points equal to or less than 40. The target must succeed on a Constitution saving throw, suffering 1d10 necrotic damage for every 4 ki points expended on a failed saving throw, or half as much on a successful one.

Quivering Palm

Prerequisite: 19th Level

When you hit a creature with a melee Martial Arts attack, you can expend 25 ki points to infuse their spirit with imperceptile vibrations, which lasts for a number of days equal to your monk level.

Provided you are on the same plane of existence, you can use your action to end these vibrations early on a creature, forcing them Constitution saving throw, suffering 10d10 necrotic damage on a successful save, or reducing them to 0 hit points on a failed save.

You can have as many creatures affected with these vibrations at a time as you wish, however to trigger the vibrations requires an individual action for each creature.

Ki Explosion

Prerequisite: 23rd Level

As an action, you can expend all of your remaining ki to create a blast of spiritual energy around you. All creatures and objects within 120-feet of you (Including yourself) suffer 3 spirit damage for every ki point expended for this technique.

Creatures reduced to 0 hit points by this technique are instantly killed and disintegrated. After using this feature, you cannot regain ki points or gain temporary ki points from Excess Chakra until you complete 1d4 long rests.


Exalted State

Prerequisite: 25th Level

As a bonus action, you may expend ki points equal to half your ki point maximum to enter a state of exaltation. While in this state, you have advantage on all attack rolls, and all attack rolls made against you have disadvantage.

While in this state, you cannot regain ki points, and you no longer gain temporary ki points from Excess Chakra. At the start of each of your turns, you must expend 2 ki points or end this state.

True Word

Prerequisite: 25th Level

As an action, you may expend any number of ki points to speak a word that influences the multiverse. All creatures of your choice within 30-feet of you are subjected to one of the following effects:

Creation. They restore hit points equal to five times the number of ki points expended. Once a creature receives healing from this feature, they cannot do so again until a week has passed.

Destruction. If their hit points are equal to or less than half the number of ki points expended (Rounded down) they instantly die.

Ki Overload

Prerequisite: 29th Level

As a bonus action, you may expend 30 ki points to overload your power until the start of your next turn. While overloaded, all of your Martial Arts attacks deal an additional 2d8 spirit damage.

Stances

Upon reaching 2nd level, you begin to enter Stances while in combat. You know two stances and you learn a third from your monastic tradition. When you roll initiative, you may enter a stance. On subsequent turns, you may change your stance as a bonus action.

Once you use a stances Zenith Move, the stance ends and you are unable to enter it again until you complete a long rest.

Ardent Guillotine Stance

While in this stance, the monks limbs burn incredibly hot, and they move their limbs with the force of a guillotine as they embody the merciless executioner.

Form Blessing. You may choose for your unarmed strikes to deal either Fire or Slashing damage, and your unarmed strikes ignore resistance to these damage types.

Stance Power. Once per round in place of an attack, you may sweep the area around you with flame. All creatures within 5-feet of you must succeed on a Dexterity saving throw, suffering fire damage on a failed save and no damage on a successful one. This fire damage is equal to one roll of your Martial Arts die + Your Strength or Dexterity modifier (Your choice)

Zenith Move. Immediately before making an unarmed strike, you may declare this an execution strike. If you roll a natural 20 on the attack roll for this attack, you decapitate the creature and it dies if it cannot survive without a head. If the DM rules it is too big to have its head cut off, it can survive without its head, is a legendary creature (Has legendary actions) or it does not have a head, it instead suffers 6d8 fire damage.

If the attack roll is not a natural 20, the attack instead deals an additional 3d8 fire damage.

Clouds Descent Stance

While in this stance, clouds drift from the monks back and form appendages that look like wings as they embody the sky itself.

Form Blessing. You descend at a rate of 30-feet per round and suffer no falling damage while you are conscious. While falling, you may walk normally, moving as you fall.

Stance Power. As a reaction to a creature targeting you with a melee attack, you may cause clouds to obscur their vision, granting them disadvantage on the attack roll. You may do so after seeing the result of the roll, but before any of the effects of the attack trigger.

Zenith Move. When you hit a creature with an unarmed strike, provided you are both directly underneath the open sky, you may teleport both of you 120-feet into the air. As a reminder, using this ability would end the stance, so you do not benefit from this stances Form Blessing unless you have a means to remain in the stance.


Creeping Spider Stance

While in this stance, spider webbing appears all throughout the monks hair, and spectral spider legs appear from their back as they embody the patient spider.

Form Blessing. You gain a crawling speed equal to your walking speed. Using this speed, you can move up, down and across vertical surfaces and upside down along ceilings. You may do all of this while leaving your hands free.

Stance Power. Once per round when you hit a creature with a Martial Arts attack, you may force them to make a Dexterity saving throw against your Monk DC. On a failed saving throw, their speed is reduced to 0 until the end of your next turn as webbing restrains them.

Zenith Move. As an action, you may lay a field of webbing across the ground in a 60-foot radius centered on yourself. The webbing is difficult terrain for every creature except for you and creatures who ignore difficult terrain made of webbing.

The webbing remains for 1 minute. If an area of webbing is caught in an area of effect ability that deals fire damage (Such as the Fireball spell) all webbing within that abilities area is burnt away.

Crimson Slime Stance

While in this stance, the monks body becomes more akin to a liquid, and they become incredibly sticky as they embody the ancient oozes.

Form Blessing. While in this stance, you are immune to the grappled condition, and you can move through spaces as narrow as 1-inch.

Stance Power. When a creature hits you with a melee weapon attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed saving throw, the weapon sticks to your body, causing that creature to be disarmed of their weapon. In order to pick their weapon up from your body, they must succeed on an Athletics check (Which can be made as either an action or bonus action on their turn) against your monk DC.

Zenith Move. When you would grapple a cerature, you can trigger this ability provided the creature is your size or smaller. The creature becomes Restrained in addition to being grappled by you, as your body engulfs them. Whenever you would move, the creature moves with you (You suffer no movement penalty to moving with them)

While Restrained via this feature, a creature cannot speak, and at the start of each of their turns, you can roll your martial arts die and deal acid damage to them equal to the total rolled (This is optional)

You only exit this stance as a result of using this ability once the engulfed creature escapes your grapple.

Cyan Gorilla Stance

While in this stance, the monks arms elongate and their movements become even more erratic and unpredictable as they embody a wild gorilla.

Form Blessing. Your reach is increased by 5-feet.

Stance Power. As a bonus action, you may beat your chest and make an Intimidation check against a creature that can see you, that creature contests it with an Insight check. If you win the contest, you have advantage on attack rolls against that creature until the start of your next turn.

Zenith Move. As an action, you may leap to a space within your movement speed. All creatures within 5-feet of where you land must succeed on a Dexterity saving throw, suffering bludgeoning damage equal to three rolls of your Martial Arts die on a failed saving throw, or half as much on a successful one.

Devouring Tempest Stance

While in this stance, winds pick up and surround the monk as they embody an engulfing tornado

Form Blessing. If a ranged attack roll would be made against a target within 5-feet of you, it is instead redirected to you. All ranged attack rolls made against you have disadvantage.

Stance Power. As an action, you may strike the ground and force all creatures within 30-feet of you to make a Strength saving throw. On a failed saving throw, they are pulled to an unoccupied space within 5-feet of you. If you use this ability, you are able to use your bonus action this turn to make an unarmed strike or use Flurry of Blows.

Zenith Move. As a bonus action, you may flare the tempest within. For the next minute, you retain this stances Form Blessing even if you are no longer within this stance. Additionally, this stances Form Blessing has its range increased to 30-feet.


Falling Star Stance

While in this stance, the monks hair twinkles like twilight, and their movement leaves behind a comet trail as they embody a descending star.

Form Blessing. Whenever you suffer falling damage, all creatures within 5-feet of you suffer half of this falling damage as well. If you reduce the falling damage with a technique such as Slow Fall or are immune to falling damage, the other creatures still suffer this damage as if you did not reduce it.

Stance Power. When you suffer falling damage, you can roll your Martial Arts die to increase the damage by the amount rolled. This bonus damage cannot be reduced or ignored by you by any means, it also amplifies your Form Blessing appropriately.

For every 50-feet you fall, you may roll your Martial Arts die one additional time (You are not required to, but you may if you wish)

Zenith Move. As an action you may make an athletics check, leaping directly up into the air a number of feet equal to ten times the result of the athletics check. Then, choose a point within a number of feet of where you originally were equal to 5 times the result of the athletics check.

You land at that location, and all other creatures within 5-feet of that point suffer damage from the Form Blessing as normal, however instead of suffering half the falling damage, they suffer all of it.

Fanged Maelstrom Stance

While in this stance, the monks fangs elongate, and their movements become thunderous as they embody the raging whirlpool.

Form Blessing. You gain a swimming speed equal to your walking speed and can breathe underwater. When you use Step of the Wind while in water, your movement speed is tripled rather than doubled.

Stance Power. Once per round when you hit a creature with a Martial Arts attack, you can force them to make a Constitution saving throw. On a failed saving throw, their lungs fill with water and they begin drowning if they cannot breathe underwater.

A creature must spend their action retching the water in order to end this effect. If a creature has already been subjected to this effect in the past hour, they have advantage on subsequent saving throws made against it.

Zenith Move. As an action, you may force all creatures within 60-feet of you to make a Constitution saving throw. On a failed saving throw, a creatures lungs fill with water as per the Stance Power of this stance. However, on the turn they retch up the water from this ability, they cannot take any other actions nor movement, and they are unable to use any legendary actions or reactions until the start of their next turn after retching up this water.

Furious Wyrm Stance

While in this stance, the monks hands become claw-like as they embody the fury of a dragon.

Form Blessing. Your Martial Arts die is increased by 1 stage (Refer to the Martial Arts column of the monk class table to see how it grows) If the die is already 2d8, it becomes 2d10. Additionally, whenever you make a melee Martial Arts attack, you may choose to deal slashing damage.

Stance Power. Once per turn when you deal slashing damage to a target, you may expend 1 ki point to cause them to suffer necrotic damage at the start of their next turn equal to two times your monk modifier (Minimum of 2)

Zenith Move. As an action, you may move up to your walking speed without provoking attacks of opportunity. If you end this movement within 5-feet of a creature, you may immediately make a melee Martial Arts attack. If it hits, it becomes a critical hit. If you rolled a natural 20 on the attack roll for this attack, the damage is quadrupled instead of doubled.

Gallows Noose Stance

While in this stance, the monk forms ropes using their inner energy which surrounds their body as they embody those unjustly executed.

Form Blessing. You do not require air and can survive even in a vacuum. Additionally, nothing can prevent you from speaking.

Stance Power. When a creature within 30-feet of you makes a save to maintain concentration on a spell, you may use your reaction to apply a penalty to their save equal to one roll of your Martial Arts die.

Zenith Move. As an action, you may send out spectral nooses to each creature within 30-feet of you. Each one must succeed on a Dexterity saving throw to avoid it. On a failed saving throw, they begin suffocating, and at the start of each of their turns while suffocating they suffer bludgeoning damage equal to one roll of your Martial Arts die.

A creature may repeat this saving throw at the end of each of their turns, ending the effect on a successful saving throw. If a creature is not suffocating from this feature, they may use their action to free a suffocating creature within 5-feet of them from their noose.


Graceful Phoenix Stance

While in this stance, the area around the monk becomes superheated and they embody the flame of a phoenix.

Form Blessing. After you deal fire damage to a creature, you may immediately move up to 5-feet without provoking attacks of opportunity.

Additionally, once per turn when you hit with a Martial Arts attack, you may turn the attacks damage into fire damage.

Stance Power. As a bonus action, you can expend 5 ki points to wave your hand and release a wave of flame. All creatures in a 15-foot cone must succeed on a Dexterity saving throw or suffer fire damage equal to two rolls of your Martial Arts die on a failed saving throw, or half as much on a successful one.

Zenith Move. After being reduced to 0 HP, you may explode in a burst of flame. All other creatures within 15-feet of you suffer fire damage equal to twice your monk level, and you regain hit points equal to twice your monk level.

Grandmaster Stance

While in this stance, all emotion leaves the monks body and their head is cleared of all distractions as they embody the ultimate monk.

Form Blessing. The ki point costs for all of your monk abilities (Such as tecniques or subclass features) is reduced by 1 (A technique cannot cost less than 1 ki point) This only applies once to each technique.

For techniques such as Focused Aim, it only decreases the cost ofr one of these instances. So for example, the first +1 bonus to your attack roll would only cost 1 ki point, but all ones after would cost 2 as normal (So 3 total for a +2 bonus, 5 total for a +3 bonus, ect)

Stance Power. As a bonus action, you may choose any technique that does not have a level prerequisite. You learn that technique for the duration of this stance or until you use this feature again.

Zenith Move. As an action, you regain half of your maximum ki points.

Grasping Kraken Stance

While in this stance, tentacles emerge from the monks back and they embody the might of a kraken.

Form Blessing. You are capable of having up to eight creatures grappled at a single time by using your tentacles, if you do so this leaves your hands free. When you leave this stance, all creatures grappled by your tentacles are freed.

Stance Power. As a bonus action, you may deal bludgeoning damage equal to half your monk level (Rounded up) to all creatures grappled by your tentacles.

Zenith Move. As an action, you may attempt to throw all creatures grappled by your tentacles into the air. A creature must succeed on a Strength saving throw or be thrown a number of feet into the air equal to 20 times your Monk modifier (Minimum of 20-feet) They then fall back down and take the appropriate damage.

Regardless of whether a creature succeeds or fails on this saving throw, the grapple ends.

Great Beast Stance

While in this stance, the monks footsteps turn into slithering noises as their movement becomes comparable to one with a serpentine lower half as they embody an ancient archdevil.

Form Blessing. You ignore nonmagical difficult terrain and your movement speed increases by 10-feet.

Stance Power. Whenever you hit a creature with an unarmed strike, instead of dealing damage, you may grapple them with a spectral coil. Your hands remain free while performing this grapple and you can only grapple one creature at a time using this feature.

If you are ever further than 5-feet away from them, this grapple ends. When you move, you may choose to pull them with you as per the normal rules for pulling a creature while grappling them.

While grappling a creature in this manner, you have advantage on attack rolls made against them.

Zenith Move. As an action, you may force a creature grappled by your Stance Power to make a Constitution saving throw. On a failed saving throw, they immediately fall unconscious, and remain unconscious for 1 hour or until a creature within 5-feet of them uses their action to wake them.

A creature also wakes up from this effect early if they suffer any damage. If a creatures Level/CR is higher than or equal to yours, or the creature has legendary actions, they automatically succeed on this saving throw.


Hesitant Fist Stance

While in this stance, the monks expression and face becomes kinder, and they emit a soothing aura that encourages peace as they embody a diplomatic pacifist.

Form Blessing. You have resistance to all damage provided you have not taken a harmful action (DM discretion) against a creature since the start of your last turn.

Stance Power. As a reaction to a creature within 30-feet of you making an attack roll, you may attempt to convince them to stop fighting. Make a Persuasion check contested by their Insight, this ability automatically fails if you or one of your allies has harmed that creature since the start of your last turn.

On a failed saving throw, that creatures attack fails, and they are unable to make another attack roll until the start of their next turn. If you or one of your allies damages a creature affected by this, it immediately ends and they become immune to it for 24 hours. During which time they have advantage on attack rolls against the creature who ended this effect.

Zenith Move. As an action, you may instill hesitation into all creatures (Including yourself) who can hear you within 60-feet of you. Each creature must succeed on a Wisdom saving throw, on a failed saving throw, they become unwilling to harm anyone who also failed this saving throw.

If a creature is missing any hit points, it has advantage on the saving throw. If it is missing more than half of its hit points, it automatically succeeds (It may still choose to fail however)

This effect lasts for 1 hour or until an affected creature is harmed in some way.

Kings Stride Stance

While in this stance, the monks aura flares with nobility, and their presence is suffocating as they embody an accomplished king.

Form Blessing. You ignore magical difficult terrain (But not nonmagical) additionally, creatures have disadvantage on attacks of opportunity against you.

Stance Power. As a bonus action you may force a creature you can see within 30-feet of you to make a Wisdom saving throw. On a failed saving throw, the number of attacks that creature can make on their next turn is halved (Rounded down, minimum of 1)

Zenith Move. As an action, you may fill yourself with royal majesty. All Charisma checks and saving throws you make within the next hour have advantage and a +5 bonus.

Knights Legacy Stance

While in this stance, spectral armor surrounds the monk and they take on a chivalrous spirit as they embody a noble knight.

Form Blessing. Your AC increases by 2.

Stance Power. As a bonus action, you may raise a banner of command and roll your Martial Arts die twice. You may divy up a number of temporary hit points between willing creatures within 30-feet of you up to the total rolled (All of which may be granted to one person such as yourself) Creatures with these temporary hit points lose any remaining at the start of your next turn.

Zenith Move. When you would use your Stance Power, you can instead roll your Martial Arts die five times. All affected creatures have resistance to all damage and gain a +2 bonus to their AC while these temporary hit points persist.

Leviathans Advance Stance

While in this stance, the monks presence becomes formidable, and their movement seems unstoppable as they embody a hulking leviathan.

Form Blessing. Your movement speed cannot be reduced by any means (Including difficult terrain) You can also move through the spaces of other creatures, however you cannot end your turn on another creatures space.

Stance Power. As a reaction to being knocked prone or pushed against your will, you can instead not be knocked prone or pushed against your will.

Zenith Move. As an action, you may charge in a straight line up to your movement speed. If this movement would move you through a wall or solid object, you break through the wall or object (If the object is small, it is instead pushed away) This effect can even break through magical walls such as the one made by Wall of Force.

If you move through a creature, they may use their reaction to move up to 5-feet to get out of your path. If they do not, they suffer bludgeoning damage equal to two rolls of your Martial Arts die, and they fall prone.

Your DM may rule that some things are too durable to be broken by this feature (Such as a Lich's phylactery or a wall made of Adamantine)


Long Death Stance

While in this stance, the monks eyes become pitch black and their shadow takes on a sinister appearance, being present even in the absence of light as they embody the grim reaper.

Form Blessing. While in this stance, you have advantage on Intimidation checks, and you have advantage on attack rolls made against Frightened creatures.

Stance Power. As an action, you may force all creatures within 30-feet of you to make a Wisdom saving throw against your Monk DC, becoming Frightened of you until the end of your next turn.

Zenith Move. As a bonus action, you may instill utter terror into the hearts of all Frightened creatures within 60-feet of you that can hear or see you. Such creatures lose the Frightened condition but become Paralyzed until the end of your next turn.

Lunar Radiance Stance

While in this stance, moonlight shines from the monk and their eyes look like brilliant moons as they embody the moons fury.

Form Blessing. You have advantage on saving throws and checks made against spells belonging to the Illusion spell school.

Stance Power. When you hit a shapeshifted creature with a Martial Arts attack, you may force them to make a Charisma saving throw. On a failed saving throw, they revert to their true form.

Zenith Move. As an action, you may shed brilliant moonlight in a 30-foot radius that lasts for 1 minute. The area is considered bright light for this duration, and shapeshifters are reverted to their true form if they are within this light, additionally, illusions cast at a level equal to or lower than your proficiency bonus within the area are dispelled.

Measured Needle Stance

While in this stance, the monks senses sharpen to an unbelievable degree, allowing them to feel even the tiniest adjustment in the environment as they embody an observant warrior.

Form Blessing. You are aware of the presence of all traps within 60-feet of you, you must have access to your sight, hearing and smell in order to benefit from this.

Stance Power. As a bonus action, you may choose a creature you can see within 60-feet of you and immediately learn of all of its resistances, immunities and vulnerabilities. If it has none, you also learn this.

You cannot use this feature if they have not already taken a turn in combat.

Zenith Move. As an action, you may strike your fists together and release a shockwave that exposes truth. All illusions within 60-feet of you are dispelled if they were cast at a level equal to or lower than your proficiency bonus.

Additionally, all Shapechangers are forced back into their true form, and cannot shift form again until 1 minute has passed. At the end of each of their turns, they may make a Charisma saving throw against your monk DC in order to end this effect early.

Mighty Barbarian Stance

While in this stance, the monks hair elongates (If they have any) and their body features become harsher and more defined as they embody an ultimate berserker.

Form Blessing. Your critical hit range is increased by 2 (From 20 to 18-20 for example) Whenever you score a critical hit, the struck target suffers additional damage equal to half your Monk level (Rounded up) This bonus damage is spirit damage.

Stance Power. As a bonus action, you may grant yourself resistance to your choice of Bludgeoning, Piercing or Slasing damage until the start of your next turn.

Zenith Move. As an action you may make an attack with advantage against a creature within your reach. On a hit, this attack is an automatic critical, and it deals triple damage instead of double damage.


Pearl Blizzard Stance

While in this stance, chilling mist surrounds the monk and they embody the unforgiving fury of a blizzard.

Form Blessing. Frost coats one of your limbs, turning it into a spear of ice. When you make a Martial Arts attack using this limb, it deals piercing damage instead of bludgeoning, and creatures not resistant or immune to cold damage have their movement speed reduced by 5-feet until the end of their next turn. This speed reduction stacks with itself.

Stance Power. When you hit with a Martial Arts attack, you can expend up to 3 ki points. For each ki point expended, the attack deals an additional 1d6 cold damage.

Zenith Move. As an action, you superchill the area around you, forcing all other creatures within 30-feet of you to make a Constitution saving throw. On a failed saving throw, they become Restrained in ice until the end of your next turn. While restrained by this feature, they are also incapacitated.

Piercing Stake Stance

While in this stance, the monk moves with frightening grace as their fingers sharpen into stakes as they embody a legendary vampire hunter.

Form Blessing. Your unarmed strikes deal piercing damage instead of bludgeoning damage. Additionally, whenever you hit a creature with an unarmed strike, that creature cannot regain any hit points until the start of your next turn.

Stance Power. As a reaction to a creature attempting to gain hit points while under the effects of this stances Form Blessing, you may regain the hit points they would've regained if they weren't affected by the Form Blessing.

Zenith Move. When you damage a creature with an unarmed strike attack, if their current hit points are equal to or less than your Monk ability score after suffering the damage, you may choose to instantly kill them.

Saurian Scale Stance

While in this stance, the monks body covers in scales and their teeth sharpen as they embody the mighty dinosaur.

Form Blessing. Your maw becomes a natural weapon that can be used for your Martial Arts attacks. It deals piercing damage on a hit, and whenever you damage a creature with it, you gain a +1 bonus to all attack and damage rolls you make until the start of your next turn.

Stance Power. When you hit a creature with your bite from this stances Form Blessing, you may expend a Monk hit die, rolling it and adding your Constitution modifier as normal. You regain hit points equal to the amount rolled.

Zenith Move. When you damage a creature wearing medium or light armor with your bite attack, you may cause their armor to receive a -5 penalty to its AC that lasts until the end of your next turn.

Shining Wave Stance

While in this stance, water encircles the monk and they embody the relentless tides.

Form Blessing. You manifest a whip made of water in your hands. This whip uses your Martial Arts die for its damage roll and deals bludgeoning damage. It has a reach of 30-feet.

Stance Power. Once per turn when you hit a target with your whip of water, you may force the target to make a Strength saving throw if it is a creature. On a failed saving throw, it is pulled to an unoccupied space within 5-feet of you.

If the target is an object of large size or bigger, this fails. If they are medium or smaller, they are pulled to an unoccupied space within 5-feet of you.

Zenith Move. As an action you whirl your whip of water around you, creating a watery vortex. All creatures within 30-feet of you must succeed on a Strength saving throw, suffering 1d10 bludgeoning damage per point of your proficiency bonus on a failed saving throw, or half as much on a successful one.

You may pull any creature who failed their saving throw to an unoccupied space within 5-feet of you.

Silken Strand Stance

While in this stance, thin threads spread out from the monks body and connect to nearby surfaces as they embody a master weaver..

Form Blessing. Provided there is a wall on each opposite side of you no greater than 30-feet away (For example, a wall to the North 20-feet away and a wall to the South 25-feet away) You are able to walk in the air as if it were solid ground. This takes the form of powerful strands of thread connecting to the wall and allowing you to stand on them.

While this does allow you to walk on the air as if they flat floors or even stairs, you cannot go higher than the height of either wall using this feature.

Stance Power. As a bonus action, you may force a target within 30-feet of you to make a Strength saving throw, on a failed saving throw, they are pulled to a space within 5-feet of you. If they are one size category larger than you, they have advantage on this saving throw, and they automatically succeed if they are two size categories larger.

Zenith Move. As an action, you may send strings above you that connect to an unseen force. While these strings are present, you have a flying speed equal to your walking speed. The strings last for one hour or until they are cut. Whenever a creature would hit you with a weapon attack that deals slashing damage, they can choose to cut a string instead of dealing slashing damage.

Once a number of strings have been cut equal to your Monk modifier (Minimum of 2) This effect ends and you fall if you were aloft.


Sky Breaker Stance

While in this stance, lightning dances across the monks body as they embody a living lightning bolt.

Form Blessing. You have resistance to Lightning damage and can hold your breath indefinitely.

Stance Power. When you would your bonus action to make an unarmed strike or use Flurry of Blows, in place of one of the unarmed strikes, you may throw a jolt of lightning at a creature within 30-feet of you. Make a ranged attack roll using your Monk modifier for the attack and damage rolls. On a hit, the creature suffers lightning damage equal to one roll of your Martial Arts die + Your Monk modifier.

Zenith Move. As a reaction to a creature hitting you with a weapon attack, you can cause a lightning bolt to descend from the sky. That creature must succeed on a Dexterity saving throw, suffering a number of d10's in lightning damage equal to your Monk modifier (Minimum of 3d10) on a failed saving throw, or half as much on a successful one.

If the creature fails their saving throw, they also become Deafened until the end of your next turn. You cannot use this reaction if the open sky was not above that creature.

Steel Shadow Stance

While in this stance, the monk becomes shrouded in shadow and they embody a lethal assassin.

Form Blessing. While in an area of dim light or darkness, you are invisible to creatures who would rely on darkvision to see you.

Stance Power. You can take the hide action as a bonus action, you can even do so if the only thing obscuring you is dim light or darkness.

Zenith Move. As an action, you instill a primal fear of the dark in all creatures within 120-feet of you that are in dim light or darkness. They must succeed on a Wisdom saving throw or become Frightened, which lasts until they leave the area of dim light or darkness.

Thunderous Heart Stance

While in this stance, the beat of your heart is amplified, sounding almost like a drum beat as they embody a booming musician.

Form Blessing. While in this stance, your attacks using Martial Arts deal thunder damage instead of their usual damage type. If a creature is Deafened, that does not grant them immunity to this particular thunder damage.

Stance Power. As a bonus action, you may amplify the beat of your heart. All other creatures within 15-feet of you must succeed on a Constitution saving throw. On a failed saving throw, a creature becomes Deafened until the end of your next turn. While a creature is Deafened from this feature, they are incapable of concentrating on spells.

Zenith Move. As an action, you may create a shockwave of booming sound that extends out from you in a 25-foot wide line that is 50-feet wide. All creatures caught within the line must succeed on a Strength saving throw or be pushed to the end of the line. Regardless of whether a creature succeeds on this saving throw or not, they become Deafened until the end of your next turn. While a creature is Deafened from this feature, they are incapable of concentrating on spells.


Unyielding Titan Stance

While in this stance, the monks presence becomes undeniable and they embody the might of a giant.

Form Blessing. You may use your choice of either Strength or Dexterity for the purposes of calculating your carrying capacity. Additionally, your base carrying capacity is increased by an amount equal to 30 times your Monk ability score.

Stance Power. As a bonus action, you may increase your size category by one. Your size doubles in all dimensions and your weight is increased by 8 times. All of your Martial Arts attacks deal an additional 1d6 damage while in this state.

At the start of your next turn, you return to normal size (You can immediately expend your bonus action to not shrink and remain at this size however)

Zenith Move. When you use your Stance Power, you may instead grow by two size categories, quadrupling your size and multiplying your weight by 16 times. All of your Martial Arts attacks instead deal an additional 2d6 damage while in this state.

This lasts until the end of your next turn.

Combat Traits

Below you will be able to find the features you are able to select from your Inner Spirit feature at levels 3, 9, 15, 21, and 27.

Arcane Development

Choose a cantrip from any spell list that does not deal damage, you learn that cantrip, using your monk ability score as your spellcasting ability score. Whenever you use Flurry of Blows, you may replace one of the attacks from that feature with a casting of that cantrip.

You may select this combat trait as many times as you wish, selecting a new cantrip that does not deal damage each time.

Battlefield Cleaner

When you hit a creature with a weapon attack, the creature takes extra damage equal to your martial arts die if it is below half its hit point maximum. A creature may only be afflicted with this damage once per round.

Boundless Wellspring

Your ki point maximum is increased by two times your monk level, and it increases by an additional 2 points for every level you gain afterwards.

You may select this combat trait as many times as you wish, gaining more ki points appropriately.

Colossus Toppler

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Consistent Form

Choose a stance you know, provided you are currently not in a stance, you gain the benefits of that stances Form Blessing.

You may select this trait as many times as you wish.


Critical Improvement

Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example)

If you have at least 15 levels in this class, you may select this feature a second time. If you have at least 27 levels in this class, you may select this feature a third time.

Destructive Spirit

Spirit damage you deal deals double damage against objects and structures, it also ignores any resistance to damage an object or structure may have.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)

Heavy Handed Warrior

You gain proficiency in two heavy weapons of your choice, additionally, your melee attacks made with heavy weapons are now considered to be Martial Arts attacks, and you can benefit from your Martial Arts feature while wielding heavy weapons.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Master of Techniques

You learn 3 additional techniques that you meet the prerequisites for, which do not count against your techniques known.

You may select this feature as many times as you wish.

Pure Speed

Your movement speed is increased by 10-feet.

You may select this feature as many times as you wish, however for subsequent takings your movement speed is only increased by 5-feet.

Resilient Body

Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Monk level, your maximum HP increases by an additional 3 HP.

You may select this trait multiple times.

Shielded Warrior

If a monk feature would normally not be usable while wielding a shield (Such as Martial Arts or Unarmored Defense) It is now usable while wielding a shield. Shields can also now be used for your Martial Arts attacks.

Sightless Warrior

You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Steel Shell Warrior

You gain proficiency in Light Armor and Medium Armor. If a Monk feature would be unusable or restricted in some way due to you wearing armor (Such as the Martial Arts feature or Unarmored Movement feature) it no longer does.

If armor would allow you to add your Dexterity modifier to your AC in some way, you can instead choose to add your Strength modifier or Monk modifier to your AC as if it were your Dexterity modifier.

Tossing Adept

Immediately after attacking using a weapons thrown property, you may draw a new weapon of the same type as apart of the same attack (No action required) Additionally, when you use Flurry of Blows, instead of making unarmed strike attacks, you may instead make attacks using weapons with the thrown property. You must be throwing them in order to do so however.

Unerring Marksman

You gain proficiency in all Martial ranged weapons, ranged weapons are now applicable for Martial Arts attacks. If you make a ranged weapon attack while within 5-feet of a creature, you do not have disadvantage on the attack roll.

Expanded Training

Prerequisite: 9th Level

You learn an additional Martial Stance of your choice.

If you are at least 21st level in this class, you may select this trait a second time.


Apex Spirit

Prerequisite: 15th Level

Spirit damage you deal gains a bonus effect depending on which damage type it dealt.

Acid: When you deal spirit damage to a creature wearing metal armor, their AC is reduced by 1 until the end of your next turn (This does not stack but it can be prolonged)

Cold: When you deal spirit damage to a creature, their movement speed is reduced by 5-feet, increased by an additional 5-feet for every 10 spirit damage they suffered. This reduction lasts until the end of your next turn.

Fire: When you deal spirit damage to a creature, they light aflame. Unless something puts them out (Water, them or another creature using their action to put them out, ect) They suffer 1 fire damage at the start of their next turn, increased by 1 for every 5 spirit damage they suffered from the initial effect. After suffering this damage, they are no longer on fire.

Force: Your spirit damage abilities deal 1 bonus damage for every damage die they have.

Lightning: You have advantage on attack rolls that deal spirit damage if the target is wearing metal armor. Creatures wearing metal armor have disadvantage on their saving throws against your effects that deal spirit damage.

Necrotic: You have advantage on attack rolls that deal spirit damage if the target is a celestial or plant. Celestials and plants have disadvantage on their saving throws against your effects that deal spirit damage.

Poison: When you deal spirit damage to a creature, that creature suffers a penalty on their next ability check, attack roll or saving throw equal to one roll of your Martial Arts die.

Psychic: When you deal spirit damage to a creature, you become aware of their exact location at all times until the end of your next turn.

Radiant: You have advantage on attack rolls that deal spirit damage if the target is a fiend or undead. Fiends and undead have disadvantage on their saving throws against your effects that deal spirit damage.

Thunder: When you deal spirit damage to a creature, that creature cannot hear anything until the end of your next turn (This does not reduce the effectiveness of your spirit damage)

Further Enlightenment

Prerequisite: 15th Level

You may choose an additional option from the Enlightenment feature, gaining its benefits.

You may choose this feature again at 27th level, gaining another option from the Enlightenment feature.

Grasping Spirit

Prerequisite: 15th Level, you do not have Repelling Spirit

Whenever you deal spirit damage to a creature, you may choose to pull them closer to you. The distance you may pull them is 5-feet for every 10 spirit damage you dealt to them with that particular instance of spirit damage. They cannot be pulled closer to you than within 5-feet of you.

Repelling Spirit

Prerequisite: 15th Level, you do not have Grasping Spirit

Whenever you deal spirit damage to a creature, you may choose to push them away from you. The distance you may push them is 5-feet for every 10 spirit damage you dealt to them with that particular instance of spirit damage.

Legendary Arts

Here you will find the Legendary arts that only a Monk of the appropriate level can learn (If a Monk specific Legendary action requires 2 actions, you must be a level 11 Monk to know it for example)

Deep Breathing

Cost: 1 Legendary Action

If you spent 5 or more Ki points on your last turn, you regain 3 ki points.

Forms Strength

Cost: Varies

You use your current stances Stance Power. If it requires a bonus action to use normally, this costs 1 legendary action. If it requires an action to use normally, this costs 2 legendary actions.

Save Ki

Cost: 1 Legendary Action

The next ability you use that costs Ki before the end of your next turn costs 1 less Ki (Minimum of 0)

This ability does not stack with itself.

Quick Swap

Cost: 1 Legendary Action

You change your current stance to another you know.

Tsunami of Blows

Cost: 1 Legendary Action

You use your Flurry of Blows feature, expending ki as normal.

Unleashed Potential

Cost: 2 Legendary Actions

You use your current stances Zenith move.


Leveling Beyond 30

Here you can find what the Legendary Monk gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary monk gains a regular ASI.

  • Every third ASI a legendary monk would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every level you gain 5 additional ki points.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Strength, Dexterity and your Monk Ability Score is equal to your Monk level if they were not already higher.

Changelog

Version 1.1

A big update featuring balance updates for various techniques and new customization options for everything else. As a note, on February 27th 2024, the balance updates for the techniques were pushed to the homebrewery document, but they are still considered to be apart of the 1.1 update.

  • Added 10 new Subclasses: Ascendant Dragon, Astral Self, Beyond, Divinity, Drunken Master, Forgotten, Harbinger, Mercy, Weave and Tranquility. Wu Jen received a huge enough rework to technically be new too, so that's technically 11 new subclasses for 16 total.

  • Added 24 new Stances for 31 total.

  • Buffed Furious Wyrm's Stance Power, Graceful Phoenix's Form Blessing and Pearl Blizzards Stance Power, reworked Unyielding Titans Stance Power + Zenith Move.

  • Added 13 new Combat Traits for 24 total.

  • Added 3 new Legendary Actions: Forms Strength, Quick Swap and Unleashed Potential.

  • Can now use Step of the Wind to disengage as a bonus action (Was always intended just forgot to specify)

  • Way of the Kensei's Sharpen feature now has a limit to how long it lasts.

  • Launching Strike is now 5 times your monk modifier (Minimum of 5-feet) rather than just your monk modifier (This was always the intention I just made a typo)

  • Heavily adjusted how Mystic Healing works (Previously was an action to heal for hit points equal to two times the number of ki points expended)

  • Tumbling Movement now halves the attacks damage instead of causing it to automatically miss.

  • Shrouded step nerfed when getting a bonus beyond your proficiency bonus.

  • Added a 1 minute duration and damage scaling to Energy Bomb

  • Soothing Touch no longer works on creatures with half their hit point maximum remaining.

  • Spiritual Empowerment now only works on the next instance of spirit damage dealt before the end of your current turn, this is to prevent theoretical infinitely scaling damage by using this + short resting to regain ki points.

  • Death Touch now has a ki point maximum of 40 rather than being equal to your Monk level. It now deals 1d10 for every 5 ki points expended instead of 1d10 for every 2 (This is to make it much closer to how Touch of the Long Death works in normal 5e) Technically this is causing it to deal half the damage for the same ki point cost as it would in normal 5e, but the Harbinger subclass brings the damage back to normal.

Version 1.0.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d8, you now add double your Constitution modifier for each level.

Version 1.0 (March 15th 2023)

The eighth overall legendary class and the first release of Monk

  • Released with 6 Subclasses: Blazing Soul, Colossal, Kensei, Open Hand, Shadow and Wu Jen.

  • Released with 37 Techniques

  • Released with 7 Stances

  • Released with 11 Combat Traits

  • Released with 3 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Art by Dao Trong Le on Artstation!

  • Art on Martial Arts/Semi Proficiencies Page by Bram Sels on Artstation!

  • Art on Ki/Monastic Tradition Page by Alex Flores on Artstation!

  • Art on Timeless Body/True Master Page by Livia Prima on Artstation!

  • Art on Way of the Ascendant Dragon Page by Rudy Siswanto on Artstation!

  • Art on Way of the Astral Self Page by Samantha Gorel on Artstation!

  • Art on Way of the Beyond Page by Maxim Schastny on Artstation!

  • Art on Way of the Blazing Soul Page by B i m a on Artstation!

  • Art on Way of the Colossal Page by ZACK FAIR on Artstation!

  • Art on Way of Divinity Page by @Damien_V_Grimm on Twitter!

  • Art on Way of the Drunken Master Page by Kwon young jin on Artstation!

  • Art on Way of the Forgotten Page by WillOBrien on Artstation!

  • Art on Way of the Harbinger Page by Dom on Artstation!

  • Art on Way of the Kensei Page by 宋大能 on Artstation!

  • Art on Way of Mercy Page by Anthony DePietro on Artstation!

  • Art on Way of the Open Hand Page by Yang Bilong on Artstation!

  • Art on Way of Shadow Page by Gun Gunawan on Artstation!

  • Art on Way of Tranquility Page by Marc Sampson on Artstation!

  • Art on Way of the Weave Page by Michał Sztuka on Artstation!

  • Art on Way of the Wu Jen Page by Sean Tay on Artstation!

  • Art on 2nd Techniques Page by Wen Yi on Artstation!

  • Art on 4th Techniques Page by Exia on Artstation!

  • Art on Combat Traits Page by 大 黑柱 on Artstation!

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: Apollyon

  • Living Legend: Kiphea

  • Living Legend: Lives

  • Living Legend: Mistaken Faith

  • Savior: Bird Jormungandr

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Renowned Hero: Xabbu

  • Folk Hero: Xenostar

  • Mercenary: Deathknight

  • Mercenary: Echo Arashi

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  • Mercenary: Xanfyr