Monastic Tradition - Fourth Monk


These ascetic warriors use techniques learned from ancient scrolls marked as being 'Fourth Edition' in order to hone their bodies and minds to near perfection.

"Fourth" Subclasses

The Fourth subclasses are adaptations for some martial classes of their 4th edition counterparts. The power level of these is expected to be higher than some standard 5e subclasses due to their flexibility, without overwhelming power.

Disciplines

At 3rd level a monk learns a number of disciplines (detailed at the end of this section). Disciplines are split into three different varieties - At-Will, Encounter, and Daily. At-Will Disciplines can be used each turn freely. Encounter Disciplines can be used once, and refresh whenever initiative is rolled. Daily Disciplines can be used once, and refresh whenever you complete a long rest. Unless otherwise specified, Disciplines are made as part of an attack during the Attack action, as a modifier to one of your normal attacks. You may only use one discipline each turn. Some disciplines Attack effects grant you additional movement - this does not cost your normal movement allowance.

Many disciplines have both an 'Attack' and 'Move' effect, which represents a combination technique. You gain both the effects whenever you expend a discipline, and you can initiate them in any order.

Some disciplines require a certain number of levels in the Monk class in order to take, as detailed below.

At 3rd level you choose two At-Will, one Encounter, and one Daily discipline. Whenever you gain a level in the Monk class you can retrain one Discipline you know of any type for another one that you qualify for of the same type. At 5th, 11th, and 17th level you gain another Encounter and Daily discipline of your choice that you qualify for, such that you will have four of each at 17th level. A discipline's use must be declared before you make any attack rolls.

Some disciplines call for saving throws. The DC for these is 8 + your proficiency bonus + your wisdom modifier.

Disciplined Form

At 6th level you select one of two forms with which to emphasise your monastic tradition - Stone Fist and Centred Breath. These offer you the following bonuses:


Stone Fist: Whenever you hit with your Flurry of Blows attacks you add your strength modifier to the damage roll (minimum 1) in addition to your dexterity modifier. In addition, as long as you have at least 1 ki point your unarmed strikes are treated as adamantine for the purpose of dealing damage to objects.


Centred Breath: Whenever you hit with your Flurry of Blows attack the targeted creature deals half damage against you until the end of your next turn. In addition, as long as you have at least 1 ki point you can hold your breath indefinitely while conscious.

Advanced Disciplined Form

From 11th level your chosen form gains additional benefits. In addition, your Stillness of Mind can be activated as either an action or a bonus action.


Stone Fist: If a creature succeeds on their saving throw against your Stunning Strike, their speeds are halved on their next turn and they have disadvantage on the next attack they make.


Centred Breath: The range of your Deflect Missiles is increased from 20/60 to 60/120 and you no longer need to spend ki to throw the projectile back. You add your wisdom modifier to the damage reduction.

Stances

At 11th level you gain access to three stances of your choice from the Stance List at the end of this document. You gain an additional stance at monk level 15, 18 and 20. Whenever you gain a level in the monk class, you can exchange one stance you know for another one. You can initiate or change your stance either by using your bonus action or at no action cost if you spend ki on your turn. You may only change stance once per turn. A stance chosen lasts until you change stance or fall unconscious.

Mastered Disciplined Form

From 17th level your chosen form gains additional benefits. In addition, you cannot die of old age anymore, in addition to your Timeless Body features.


Stone Fist: When you hit with your Flurry of Blows you may choose to either push the target back up to 15ft or knock them prone. Your flurry of blows hits now deals an additional 1d6 thunder damage to all creatures other than yourself within 10ft of the target creature.


Centred Breath: When you hit with your Flurry of Blows you add your Martial Arts die to all saving throws you make against the target creature until the end of your next turn.

Disciplines

3rd Level At-Will

Crane's Wings

You leap across the battlefield and kick your foe, sending it staggering backward.

Attack: When you hit with this discipline you push the target back 5ft.

Move: Your jump distance is doubled this turn, and not limited by your speed.

Dancing Cobra

You leap across the battlefield and kick your foe, sending it staggering backward.

Attack: If the target made an opportunity attack against you during this turn and you hit, you deal additional damage equal to your Wisdom modifier.

Move: Your movement speed is increased by 10ft this turn.

Dragon's Tail

Your hand lashes out like a dragon’s tail, and with the lightest touch unleashes power that knocks your foe to the ground.

Attack: If you hit with this Discipline the target is knocked prone.

Move: You exchange places with an adjacent creature. Only willing allies or prone enemies can be subject to this effect.

Five Storms

You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore.

Attack: You attack all creatures you are adjacent to, with a single attack and damage roll. You don't apply your ability modifier to the damage roll.

Move: 5ft of your chosen movement this turn does not provoke opportunity attacks.

3rd Level Encounter

Awaken the Slumbering Heart

Your foes’ wounds allow you to dodge at just the right angles to foil the enemies’ attacks. When you attack, you focus on a single enemy’s injuries and find the perfect place to strike.

Attack: If the target you hit is below half health, they take extra damage on this attack and the next attack that hits them equal to your strength modifier.

Move: Creatures below half health can't take reactions against you this turn.

Drunken Monkey

You lurch seemingly out of control. Your enemies are bewildered as they try to hit your swaying form, and with a cunning jab, you cause one of your foes to attack its companion.

Attack: If you hit with this discipline the target moves 5ft in a direction of your choosing, then makes a melee attack against the target of your choice. This attack adds your wisdom modifier to the attack roll.

Move: You ignore difficult terrain and add your wisdom modifier to your AC against opportunity attacks this turn. If you already did due to Unarmoured Defense, you add it a second time.

Open the Gate of Battle

Your sudden movement catches your foe unprepared, and you launch into your attack.

Attack: You double the damage dealt with this attack if the target was at full hit points when you hit.

Move: You do not provoke opportunity attacks from the first enemy you move away from this turn.

Rising Storm

The air around you hums with power as you focus the energy within you into a roar of thunder.

Attack: You deal thunder damage instead of your normal damage type with this attack. Each enemy adjacent to the target takes thunder damage equal to your Strength modifier.

Move: You gain a fly speed equal to your movement speed this turn. If you don't land at the end of the movement you fall.

3rd Level Daily

Harmonious Thunder

You punch one foe, then spin and deliver a kick to another. Thunder rumbles in the distance, rolls closer, and explodes between your two foes.

Attack: When you hit with this discipline you link the targeted creature to another enemy creature you can see. Whenever either of the linked creatures take damage, the other creature takes thunder damage equal to your strength modifier. This lasts until the end of the encounter or one of the creatures is reduced to 0 hit points.

If you miss with this discipline you still deal half damage, but do not link creatures together.

Masterful Spiral

With a sudden burst of motion, you deliver crushing kicks and punches of ki force to nearby enemies.

Attack: The attack made as part of this discipline is against all creatures you choose within 10ft of you, using a single attack and damage roll. If you miss any of the creatures, you still deal half damage to them.

Spinning Leopard Maneuver

Maintaining perfect balance, you weave a deadly path through the fray, dealing kicks and punches to each foe you pass.

Attack: You move up to your speed and attack each creature you move adjacent to during this movement. It does not expend your normal movement for the turn, you do not provoke opportunity attacks due to this movement, and you use only a single attack and damage roll. If you miss any of the creatures, you still deal half damage to them.

5th Level Encounter

Dance of Swords

As your foes swarm around you, you leap among them and turn their numbers against them.

Attack: The creature hit with this discipline takes extra damage equal to twice the number of enemy creatures adjacent to you.

Move: You add +10ft to your movement speed. You gain advantage on attacks against enemy creatures that make opportunity attacks that miss during this turn.

Enduring Champion

You focus your pain into a point at the end of your fist. As you strike, you deliver your ills to your enemy.

Attack: If you hit with this discipline you can make an extra saving throw against one effect currently affecting you that allows repeat saving throws to end. When you do so, you add your Wisdom modifier to the save - a second time, if it is a Wisdom saving throw. If you successfully save then the effect ends and the target takes psychic damage equal to your Wisdom modifier.

Move: You add +10ft to your movement speed. Each time you are attacked during your turn you gain an additional 5ft move speed until the end of your next turn.

Eternal Mountain

You focus your mind, calling on your iron discipline to walk, fight, and shrug off attacks with a mountain’s enduring spirit.

Attack: You attack all creatures adjacent to you with a single attack and damage roll. Any creature hit by this is knocked prone.

Move: You reduce all damage taken by an amount equal to your Strength modifier until the end of your next turn.

Twin Thunders

You move in a blur and deliver a sweeping kick with such ferocity that thunderous energy blasts both your foe and its cohort.

Attack: You deal thunder damage with this attack instead of your normal damage type. If you hit, you deal 1d10 additional thunder damage to the target creature, and 1d10 thunder damage to one creature of your choice adjacent to the target.

Move: You add +10ft to your movement speed and choose one enemy you can see. You do not provoke opportunity attacks from that enemy.

5th Level Daily

Deadly Cobra Strike

You weave from side to side and lash your hand forth like a striking cobra, leaving behind poisoned wounds.

Attack: The creature hit by this discipline takes 1d8 poison damage, and then an additional 1d8 poison damage at the end of each of their turns. They can make constitution saves at the end of each of their turns to end the repeated poison damage.

One Hundred Leaves

You launch a flurry of attacks, striking with such speed and might that creatures scatter before you like leaves in a hurricane.

Attack: The creature hit by this discipline is pushed 10ft in a direction of your choice. If you miss, you deal half damage and only push them 5ft. In addition, until the end of your next turn when you use Flurry of Blows you make an additional Flurry of Blows attack.

Supreme Avalanche Combination

A cascade of punches creates deep wounds that your future attacks can exploit.

Attack: If you miss with this discipline, the target still takes half damage. Regardless of hit or miss, until the end of the encounter you deal an additional 1d4 damage to the target and shove it 5ft whenever you hit it with an attack.

9th Level Encounter

Fist of One Hundred Strikes

You move so quickly that you become a blur, as if a hundred copies of yourself suddenly sprang among your foes.

Attack: You make two attacks with this discipline instead of one, but they must be against different creatures.

Move: Up to 10ft of your movement this turn does not provoke opportunity attacks.

Grasping Tide

You fall upon your foe like a tidal wave, delivering a series of punches and kicks that catch it within your grasp and drag it along with you.

Attack: When you hit with this discipline the next attack against your target has advantage. In addition the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three on their next turn.

Move: If you you leave a square adjacent to any enemy you have hit on this turn, you can move that enemy into the space you vacated.

Strike the Avalanche

As your blow falls, you send your foe flying across the battlefield to slam into your enemies like an avalanche.

Attack: The creature hit by this discipline is moved back 5ft x your Wisdom modifier. After the movement, all creatures within a 5ft radius of the target (but not the target) must make a strength saving throw or fall prone.

Move: You add +10ft to your movement speed. During this turn you do not provoke opportunity attacks from prone enemies.

Titan's Step

You drop into a deep fighting stance. Each step you take carves chunks from the ground below you, and each kick you deliver crushes bone and metal.

Attack: The creature hit by this discipline is moved back 5ft x your Strength modifier.

Move: Your jump distance is doubled this turn and your jump distance is not limited by speed. You are considered to have a running start, even if you haven't. Where you land, each square adjacent to you becomes difficult terrain due to the churned ground.

9th Level Daily

Crane Dances

You step carefully to reach your foes, measuring their posture and fighting stance to deliver just the right amount of power to send them toppling over.

Attack: Instead of one attack, you may make up to four attacks with this discipline, so long as each is against a different creature. You cannot move between these attacks as normal, but as long as each target creature is within 10ft of the last one attacked you can teleport between them. Creatures hit by these attacks are also knocked prone, and if you miss you still deal half damage.

Strength to Weakness

You perceive what your eyes cannot see: your foe’s inner weakness. You lightly touch that foe. A moment later, the agony of your attack falls upon it.

Attack: When you hit with this discipline, the target takes 2d8 psychic damage at the end of each of their turns. They may make a Constitution saving throw at the end of each of their turns to end this effect. Even if you miss, you still deal half damage, and the recurring psychic damage is only 1d8.

Twilight Touch

You tap your fingers against your enemies’ heads, disrupting the flow of energy through the foes and clouding their vision.

Attack: Creatures hit by this discipline are blinded until the end of your next turn. If you miss, you still deal half damage.

11th Level Encounter

Dance of the Stinging Hornet

You leap into the air and land on your foe’s back. From there, you rain blows on your enemy.

Attack: The creature hit by this discipline is automatically grappled. While they are grappled in this way by you, they grant you 3/4 cover, unless they are smaller than you, in which case they only grant you 1/2 cover.

Move: Your jump distance is doubled this turn and your jump distance is not limited by speed. You are considered to have a running start, even if you haven't.

Furious Bull

You move like an enraged bull, drawing on your inner power to shove aside your foes and deliver vicious punches that leave them senseless.

Attack: You attack all creatures you choose within a 10ft radius with this discipline, using a single attack and damage roll. Creatures hit this discipline the next attack against your target has advantage. In addition the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three on their next turn. Once the attack has concluded, you move to a point within the radius of your choice, without provoking opportunity attacks.

Move: You add +10ft to your movement speed. You can move through enemy creature spaces this turn.

Overpowering Strike

You focus energy into a single strike so powerful that your foe has trouble striking back.

Attack: The creature hit by this discipline subtracts your wisdom modifier from all attack rolls they make until the end of your next turn.

Move: Up to fifteen feet of your movement this turn does not provoke opportunity attacks.

Step Between the Worlds

You slip underneath the fabric of the world, emerging to fall upon your enemy with a kick, sending it through the passage you emerged from.

Attack: The creature hit by this discipline is teleported a distance equal to 10ft x your Wisdom modifier, in a direction of your choice.

Move: You teleport a distance of 10ft x your Wisdom modifier.

11th Level Daily

Dancer on the Sea of Battle

You weave between enemy lines, dashing among your foes and leaving fallen warriors in your wake.

Attack: You move up to your speed and attack each creature you move adjacent to during this movement. It does not expend your normal movement for the turn, you do not provoke opportunity attacks due to this movement, and you use only a single attack and damage roll. Creatures hit by this discipline are also knocked prone. If you miss any of the creatures, you still deal half damage to them.

Ring the Golden Bell

You leap up and punch at the air, causing a shimmering bolt of force to arc across the battlefield. You follow the bolt, landing at its point of impact.

Attack: When you use this discipline you can jump up to 50ft. This movement does not cost your normal movement, nor does it provoke opportunity attacks. You attack all creatures you choose within a 5ft radius of where you land using only a single attack and damage roll. This attack deals radiant damage. In addition those hit must choose whether they gets a move, an action, or a bonus action; it gets only one of the three on their next turn. This effect lasts until the end of the encounter or until they make a successful constitution saving throw at the end of their turns.

If you miss, you still deal half damage.

Way of the Autumn Wind

You spring into the air and perform a roundhouse kick, creating a bitter draft. You dance on the wind as it washes over your foes, draining their strength.

Attack: You attack all creatures within a 10ft radius with this discipline using a single attack and damage roll. The damage done by this discipline is Cold. If you hit, the creature deals half damage on all attacks until they make a successful constitution saving throw at the end of their turn to end the effect. If you miss, you still deal half damage.

15th Level Encounter

Death's Chilled Embrace

Your touch roots your foe in place, so when it is forced to move, its flesh cracks like breaking ice.

Attack: This discipline deals necrotic damage instead of the normal damage type. The creature hit by this discipline has their speeds reduced to 0 until the end of your next turn. Until this effect ends, any effect that would forcibly move the creature additionally deals 1d8 + your strength modifier necrotic damage.

Move: You add +20ft to your movement speed this turn.

Steps of Grasping Fire

You become sheathed in flames and leave a trail of fire behind you with each step.

Attack: You make an attack against all creatures you choose within a 15ft radius using a single attack and damage roll. This discipline deals fire damage instead of the normal damage type.

Move: Any enemy that hits you with an opportunity attack during your turn takes 2d8 fire damage. In addition, you leave a wall of flames behind you which lasts until the end of your next turn. Any creature that enters the fire wall or starts its turn there takes 2d8 fire damage.

Three Winds Kick

You move like a hurricane, dashing amid your enemies as you deliver a flurry of kicks.

Attack: You can attack three times with this discipline instead of once, but must attack a different creature adjacent to you with each attack. Once the attacks are resolved, you can teleport up to 10ft in any direction.

Move: You can choose to teleport with your movement this turn, so long as you appear adjacent to an enemy.

Whirlwind Kick

You spin at incredible speeds, creating a vortex of wind that draws your foes near. As they sprawl around you, you leap into the air and make your escape.

Attack: When you use this discipline, all enemy creatures in a 15ft radius must succeed on a strength saving throw or be pulled adjacent to you, or to the nearest unoccupied space. You then make an attack against all adjacent creatures you choose using a single attack and damage roll.

Move: You gain a flying speed this turn equal to your movement speed. The first 5ft of your movement does not provoke opportunity attacks.

15th Level Daily

Duel in the Heavens

You draw on your inner reserves to unleash a deadly kick. Your foe soars through the air, and in a flash you leap after it. For a brief moment, the two of you float in midair until you unleash a second attack that sends it crashing to the ground

Attack: You attack twice as part of this discipline, both against the same target. The first attack shoves the target up to 25ft in any direction, and you move to follow it without provoking opportunity attacks. If you miss, you deal half damage and the movement still takes effect. If you hit with the second attack the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three on their next turn. They are also knocked prone. If you miss with the second attack, you still deal half damage and they are still knocked prone, but their actions are unaffected.

Rising Dragon Fire

You exhale an inferno to burn your enemies.

Attack: Instead of making an attack with this discipline, all creatures in a 10ft radius must make a dexterity save or take 5d8 fire damage. A successful save halves the damage. This area remains inflamed until the end of your next turn. Whenever you hit a creature in the area with an attack, they take an additional 2d8 fire damage. You can use your bonus action each turn to sustain the inflamed area for another round.

Avalanche Throw

You grab the enemy as it moves in to attack, and you throw it across the battlefield, then leap through the air to deliver a devastating attack.

Attack: This discipline is used as a reaction instead of an attack, which you can take after an enemy hits you with a melee attack. You make an immediate attack against the creature. If you hit, you push the target up to 30ft from you and knock it prone. If you miss, you still deal half damage and push them 10ft instead. You may then move adjacent to the target creature without provoking an opportunity attack of your own and make a second attack. If this second attack hits, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three on their next turn.

Using this discipline prevents you from using a discipline on your next turn.

17th Level Encounter

Fist of Golden Light

Focusing your energy, you transform your fist into a brand of radiance.

Attack: This discipline deals radiant damage instead of its normal damage. If you hit, the target and each enemy creature adjacent to the target must make a successful constitution save or be blinded until the end of your next turn.

Move: You add +20ft to your movement speed.

Hungry Ghost

You transform into a spectral version of yourself, and your strike gives you vitality.

Attack: If you hit with this discipline you gain temporary hit points equal to 10 + your wisdom modifier.

Move: You gain resistance to all damage and ignore difficult terrain until the start of your next turn.

Sunder the Castle

You settle into a fighting posture, and your enemies sense that you are about to unleash an attack capable of pushing a castle off its foundation.

Attack: The creature you hit with this discipline is shoved back 5ft x your Strength modifier and knocked prone. If they are forced into a wall or similar impassable object the movement stops, and both creature and object take 1d6 x your strength modifier bludgeoning damage.

Move: Creatures who miss you with an opportunity attack this turn fall prone.

17th Level Daily

Phoenix Dance

You focus your psionic energy and project it outward as a halo of golden flame. You rampage among your foes, burning them as you unleash a series of kicks and punches.

Attack: You fly up to your speed without expending movement or provoking opportunity attacks. You strike at each creature you move adjacent to during the movement, using a single attack and damage roll. If you hit, the creature is knocked prone. If you miss, you still deal half damage. Regardless of hit or miss, each creature you attack takes 2d10 fire and 2d10 radiant damage.

Strike of the Vulnerable Turtle

Your hands become a blur as you make a rapid series of attacks, reducing your foe’s armor to a crumpled ruin.

Attack: If you hit with this discipline, the target takes double damage from the attack and subtracts your dexterity modifier from their armour class and dexterity saves until the end of the encounter. If you miss, you still deal half damage and the reduction to their AC and dexterity saves only lasts until the end of your next turn.

Blinding Sun Technique

You utter a mantra as the energy within you flows into your attacks. With each strike, the divine radiance that burns within you grows stronger.

Attack: This discipline deals radiant damage instead of its normal damage type. If you miss you still deal half damage. Until the end of the encounter you add your proficiency bonus your damage rolls and can critically strike on an attack roll of 19-20 instead of just 20. When you critically hit, the target is blinded until the end of your next turn.

Stances

Autumn Wind Stance

The strong winds at your back shift you from your foes.

Whenever you are hit by an attack you can use your reaction to immediately move up to 10ft. This movement does not provoke opportunity attacks.

Centred Stance

You breathe deeply. With your center strong, you calmly avoid enemy attacks.

Your armour class is increased by +2.

Dragon's Vengeance Stance

When your enemy earns your ire by wounding you, the heat of dragon’s fire washes off you in waves.

While you are below half health any enemy creature that starts its turn adjacent to you takes fire damage equal to your Martial Arts die + your wisdom modifier.

Inevitable End Stance

Your blows herald the enemy's end.

The damage dice of your Flurry of Blows attacks are increased two steps - eg. from 1d8 to 1d12, or from 1d10 to 2d8.

Master of Winds Stance

Wind whips around you, taking you where you need to go, not where anyone else would send you.

After you are forcibly moved you can move a number of feet in a direction you choose equal to the distance you were moved.

Meditative Stance

By focusing your mind, you banish your ills.

When you make a saving throw to end an effect on you at the end of your turn, you can reroll one of the saves of your choice. You must choose to reroll before the DM announces the result.

Misty Storm Stance

Your form fades to mist, letting attacks pass through you.

When you are hit by an attack, you can use your reaction to avoid the attack, and gain resistance to all damage until the end of your next turn, at which point the stance ends.

Root the Mountain Stance

You assume a wide stance, digging your feet into the ground to become as steadfast as the mountain.

You cannot be forcibly moved or knocked prone unless you want to be. Your movement speeds are halved.

Soul Dance Stance

Your form wavers, and in a blink of an eye, you are somewhere else.

When an enemy misses you with an attack you can choose to teleport adjacent to them and gain advantage on your next attack against them until the end of your next turn.

Spiral Stance

Your ki strikes stretch beyond a mortal body.

Your unarmed strikes have their reach increased by 5ft.

Still Sword Stance

You cast aside thoughts of battle, and your foes are compelled to do the same.

You and all enemy creatures within a 15ft radius subtract -1d4 from their attack rolls.

Watchful Hydra Stance

Your stance's quick strikes let you reach even further.

You can make an additional attack with your Flurry of Blows, so long as you attack a new creature with it. When you do so the range of this attack is increased by 10ft.