Wisdom of Five Elements

Unlike other adventurers, monks seek enlightenment within over riches, fame, fortune or vengeance. While the other heroes find their due rewards at the point of a blade, a martial artist may find observing the movements of a grasshopper or a crane just as fulfilling. In your campaign, you may find a need for a sidequest for the monk in the party, if only so they would finally itemize to be on par with the rest of the loot whores. You heard me.

These bits of wisdom may come as rewards for seeking out reclusive hermit grandmasters, defeating exotic monsters and emulating their fighting abilities, or deciphering ancient scrolls. Pace this accordingly with the rest of your campaign. Unlike the abilities your friendly neighborhood monk gains from regular level ups, this wisdom stays sealed away until discovered in various secret locations of your choosing.


Wind Fury Stance


  • You have learned the Wind Fury Stance and gain +1 Wisdom.

Cost: To enter this stance, spend 1 ki.

While active: double the number of your attacks, but attacks on you have advantage. Quadruple your jump distance.

Stance ends: when you don't attack on your turn.


Lazy River Stance


  • You have learned the Lazy River Stance and gain +1 Wisdom.

Cost: To enter this stance, spend 1 ki.

While active: when you save against a spell, it is reflected unto the caster and may affect other targets near them if the spell has an area of effect. You can also walk on water, mud or snow without leaving footprints or sending ripples.

Stance ends: when you move or teleport more than 10 feet per turn.



Churning Pillar Stance


  • You have learned the Churning Pillar Stance and gain +1 Wisdom.

Cost: To enter this stance, spend 1 ki.

While active: add +2 to your AC for each adjacent opponent. Your saving throws and ability checks have advantage. You also gain burrow speed of 5 feet per turn.

Stance ends: when you move or teleport more than 5 feet per turn or have no adjacent enemies at the end of your turn.


Dancing Flame Stance


  • You have learned the Dancing Flame Stance and gain +1 Wisdom.

Cost: To enter this stance, spend 1 ki.

While active: add +1d6 fire damage per active stance to your unarmed and weapon attacks. Add +10 feet of range per active stance to your unarmed and weapon attacks. Hadouken!

Stance ends: when you don’t move on your turn.


Steel Serpent Stance


  • You have learned the Steel Serpent Stance and gain +1 Wisdom.

Cost: To enter this stance, spend 1 ki.

While active: gain 1 coil every time you hit and every time you are attacked. You may spend all coils (minimum 1) to perform a Cobra Kick.

Stance ends: when you don’t attack on your turn. Any remaining coils are gone.


Actions

Cobra Kick: as a bonus action, jump up to 30 feet in any direction, then attack an adjacent target. On a hit, deal +1d6 force damage per coil, or half this amount on a miss.