Way of the Beast
The monk who chooses the path of the Red Fist learns to imitate, emulate, and even begin to take on aspects of beasts to defeat their foes. They are able to use powerful stances and techniques in ways to both help their allies, and destroy their foes.
When you choose this archetype at 3rd level, you learn to emulate techniques and tactics of certain sacred animals. Choose 3 of the following stances to learn. As a bonus action, you can spend 1 ki point to assume a stance and gain the corresponding benefits. You can only gain the benefits of one stance at a time, and can spend a bonus action and 1 ki point to switch to a different stance.
Your stance ends early if you are knocked unconscious. You can also choose to end your stance at any time.
Tiger Stance. While in this stance, you can make three unarmed strikes instead of two when you use the Flurry of Blows feature.
Eagle Stance. While in this stance, you can use your Flurry of Blows feature when you successfully grapple a creature as a part of your attack action. Additionally, while you have a creature grappled your movement speed is no longer halved.
Bear Stance. While in this stance, bludgeoning, piercing, and slashing damage that you take from melee weapon attacks is reduced by an amount equal to your proficiency bonus.
Monkey Stance. While in this stance, you can move through an enemy square. Additionally, if you make a melee attack against a creature, opportunity attacks made by that creature against you are made with disadvantage until the beginning of your next turn.
Crane Stance. When you use your Step of the Wind feature, your AC increases by 1 and your movement speed is increased by 10 feet until the beginning of your next turn.
At 6th level, you gain the ability to refocus your mind. As an action, you can regain ki points equal to half your monk level rounded down. You must finish a long rest before you can use this feature again.
By 11th level, you learn new techniques that imitate the dangerous effectiveness of beasts of nature. Choose two of the following techniques to master:
Viper's Strike. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point and the target must make a Constitution saving throw, or take 2d10 poison damage on a failed save, or half as much on a success. The creature is poisoned for a number of rounds equal to half your monk level, rounded down.
Butterfly Palm Whenever you make a melee attack against an enemy creature, you can spend 2 ki points to aim for vital points. The target must make a Constitution saving throw or be blinded and deafened for a number of rounds equal to your proficiency bonus.
Wolf Fangs. Whenever a creature hits you with a melee weapon attack, you can use your reaction and spend 2 ki points to knock them off balance. Until the beginning of your next turn, friendly creatures within 5 ft of you have advantage on attack rolls against that creature.
Leopard Tail When you hit a creature with a melee attack, you can spend 2 ki point to attempt to damage another creature with the same attack. Choose any number of creatures within 5 feet of the original target and within your reach. If the original attack roll would hit any of the additional creatures, they takes half as much damage.
Mantis Bite. Whenever a creature attacks you with a melee weapon attack and misses, you can use your reaction to spend 1 ki point and attempt a grapple. If the grapple is successful, you can spend an additional ki point to make a single melee attack against that creature.
At 17th level, you gain access to legendary secret techniques. Choose one of the following options:
Great Buddhist Palm When you hit a creature with an unarmed strike, you can spend 4 ki points to focus a massive wave of ki through your attack. Each creature in a 15 ft cone in the direction of the creature you hit must make a strength saving throw or take 10d6 bludgeoning damage and be knocked prone, or half as much damage on a successful save.
Fist of the Dragon Whenever a creature makes a melee weapon attack against you, you can use your reaction and spend 4 ki points to launch a counterattack. The creature must make a Dexterity saving throw or take 10d10 force damage, or half as much on a successful save.
Phoenix Falls from Heaven As an action, you can spend 4 ki points to use this ability. When you do, each enemy creature in a 30 ft radius must make a Constitution saving throw or take 8d6 radiant damage and become blinded until the end of your next turn.
Way of the Wukong
Monks who choose the way of the Wukong are usually a little more chaotic than their peers, using their powers to serve more personal goals. They understand their strength, and use it in ways to make sure others recognize their power as well. One trait all Way of the Wukong monks share, is a disdain for authority figures, especially those who use magic as a means to govern or rule others.
Starting at 3rd level, your connection to the mystical arts allows you to step through time and space. As a bonus action, you can spend 1 ki point to forego your movement and teleport up to half your movement speed to an unoccupied space that you can see. At 11th level, this range is increased to your movement speed.
At 6th level, you gain advantage on Perception and Investigation checks to see through magical illusions. Additionally, you can cast detect magic at will.
Beginning at 11th level, whenever you successfully make a saving throw against a spell effect, you can use your reaction to spend 3 ki points and choose a new target for the spell. This ability doesn’t work with spells that have area effects, such as the explosion of a fireball.
When you reach 17th level, whenever you hit a creature with an attack granted by your Flurry of Blows technique, you can choose to force that creature to make a Constitution saving throw. On a failed save, they are silenced for 1 round.
Way of the Sword Saint
A stoic warrior, highly disciplined and dedicated to the art using one’s weapon as an extension of one’s self. The Way of Kensai is a tradition that adheres to a strict code of honor and discipline. Usually, Kensai monks lived a way of life that combined loyalty, martial arts mastery, honor until death, and complete dedication to way of the blade.
Starting when you choose this tradition at 3rd level, your years of training in the arts of war grant you new proficiencies.
- If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
- You are considered proficient with the longsword and longbow.
- Longswords and longbows count as monk weapons for you.
Beginning at 3rd level, the art of striking first and striking hard becomes your mantra. You can spend 3 ki points to place yourself first in the initiative order.
Beginning at 6th level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast bless, divine favor, or sanctuary.
Starting at 11th level, you can use your reaction to stop an incoming melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object land at its feet.
At 17th level, your spirit is channeled through your blade, sending forth a crushing wave of energy. As an action, you can spend 3 ki points to force each creature in a 30 ft line to make a Dexterity saving throw or take 8d8 force damage on a failed save, or take half as much damage on a successful save.
You must complete a long rest before you can use this feature again.