A Martial Artist of Supernatural Focus
Primary Ability | Dexterity and Wisdom |
|---|---|
Hit Point Die | D8 per Monk level |
Saving Throw Proficiencies | Strength and Dexterity |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth |
Weapon Proficiencies | Simple weapons and Martial weapons that have the Light property |
Tool Proficiencies | Choose one type of Artisan's Tools or Musical Instrument |
Armor Training | None |
Starting Equipment | Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11GP; or (B) 50GP |
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
| Level | Proficiency Bonus | Features | Martial Arts Die | Unarmored Movement | Focus Points |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Unarmed Strike | d6 | ||
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | d6 | 10 | 2 |
| 3 | +2 | Deflect Harm, Strike with Discipline | d6 | 10 | 3 |
| 4 | +2 | Ability Score Improvement, Quickened Healing, Slow Fall | d6 | 10 | 4 |
| 5 | +3 | Extra Attack, Stunning Strike | d8 | 15 | 5 |
| 6 | +3 | Empowered Strikes | d8 | 15 | 6 |
| 7 | +3 | Bob and Weave | d8 | 15 | 7 |
| 8 | +3 | Ability Score Improvement | d8 | 15 | 8 |
| 9 | +4 | Acrobatic Movement | d8 | 20 | 9 |
| 10 | +4 | Purity of Body*, Heightened Focus | d8 | 20 | 10 |
| 11 | +4 | Momentum | d10 | 20 | 11 |
| 12 | +4 | Ability Score Improvement | d10 | 20 | 12 |
| 13 | +5 | Dampen Energy, Tongue of the Sun and Moon | d10 | 25 | 13 |
| 14 | +5 | Disciplined Survivor | d10 | 25 | 14 |
| 15 | +5 | Timeless Body, Perfected Discipline | d10 | 25 | 15 |
| 16 | +5 | Ability Score Improvement | d10 | 25 | 16 |
| 17 | +6 | d12 | 30 | 17 | |
| 18 | +6 | Superior Defense | d12 | 30 | 18 |
| 19 | +6 | Ability Score Improvement | d12 | 30 | 19 |
| 20 | +6 | Body and Mind | d12 | 30 | 20 |
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strikes and Monk weapons, which are the following:
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing heavy armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You canr oll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Current Martial Arts Die: @scale.monk.die
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack damage rolls of your Unarmed Strikes and Monk wewapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Martial Heritage. You can use any weapon as a Monk weapon that you have proficiency with as a result of your species as long as it does not have the Heavy property. While wielding this weapon you treat it as if it has the Light property.
Foundry Note
This feature includes activites for enchanting a weapon which adds a Monk Attack activity to it that integrates the changes mentioned above.
While you are wearing no armor and not wielding a shield, your AC cannot be less than 10 plus your Dexterity modifier plus your Wisdom modifier.
At Monk level 9, your current Hit Points and Hit Point maximum increases by an amount equal to your Wisdom score while you are wearing no armor and not wielding a shield. This is increased to twice your Wisdom score once you reach Monk level 18.
Should you don armor or a shield this bonus to your Hit Points is immediately lost and can only be regained after completing a Long Rest.
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all of your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Foundry Note
The Flurry of Blows activity is a Bonus Action which expends a Focus Point and includes the Attack Roll and Damage for an Unarmed Strike using your Martial Arts Die which automatically scales as you level up.
The Patient Defense Bonus Action activity includes an Active Effect for tracking that you're Disengaged. The Patient Defense (Focus Point) activity expends a Focus Point and includes an Active Effect that adds the Dodging status.
The Step of the Wind Bonus Action activity expends 1 Focus Point and includes an Active Effect for tracking that you're Disengaged.
Your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Current Increase: @scale.monk.unarmored-movement
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest.
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Foundry Note
The Reduce activity can be used to heal yourself to reduce the total damage if it's not enough to reduce it to 0.
The Redirect activity can be used to roll damage and consume a use of your Focus Points if you can reduce it to 0. You can select the type of damage in the roll dialog. The dice increase automatically as you level up.
If you spend 1 Focus Point or more as part of your action on your turn, you can make one attack with a Monk weapon as a Bonus Action before the end of the turn.
As an action, you can spend 1 Focus Point to be able to expend a Hit Die to recover health. You also roll a Martial Arts die and add the result to your Hit Die roll. You regain hit points equal to the total.
You can use your Reaction when you fall to reduce any falling damage you take by an amount equal to five times your Monk level.
At 12th level, this no longer requires your Reaction, but you must be conscious and not Incapacitated to benefit from this feature.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
You can do this a number of times equal to your Proficiency Bonus and regain any expended uses at the end of a Long Rest. At any point when you are out of uses of this feature, you can expend 1 Focus Point instead.
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
When you are subjected to an effect that allows you to make a Strength saving throw, Dexterity saving throw, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You do not benefit from this feature if you have the Incapacitated condition.
While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Your mastery of your body gives you the following benefits:
Poison Immunity. You are immune to Poison damage and the Poisoned conditions
Inexhaustible. You have Advantage on saving throws to avoid or end Exhaustion
Dexterous Adaptability. You may use your Dexterity modifier in place of your Strength modifier for any Strength ability check
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is no more than one size category larger than you. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.
Foundry Note
The Flurry of Blows activity will expend 1 Focus Point and you can then make three Unarmed Strikes.
The Patient Defense activity will roll the Temporary Hit Points for you.
When you roll Initiative, you can roll a Martial Arts die, and add it to the result. Additionally, you can spend 1 Focus Point to reroll your d20 die for Initiative and take the new result.
You can now use your Deflect Harm ability against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
You learn to reach the minds of others so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Your physical and mental discipline grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Focus Point to reroll it, and you must use the new roll.
Your focus sustains you so that you suffer none of the frailty of old age, and you cannot be aged magically. You can still die of old age, however. In addition, you no longer need food or water, and you reduce any level of Exhaustion have by 1 when completing a Short Rest.
When you roll Initiative you gain a number of Focus Points equal to your Wisdom modifier (minimum of 1) up to the maximum. If you start your turn with no Focus Points, you regain one Focus Point.
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Foundry Note
This feature will expend 3 Focus Points and includes an Active Effect which will apply the relevant Resistances.
At 20th level, you have honed your body and mind to new heights. You may divide 10 points between your Strength, Dexterity, and Wisdom scores. Your maximum for those scores is now 24.
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
| Level | Features |
|---|---|
| 3 | Hand of Harm, Hand of Healing, Implements of Mercy |
| 6 | Physician's Touch |
| 11 | Flurry of Healing and Harm |
| 17 | Hand of Ultimate Mercy |
Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.
Foundry Note
For the free use when replacing an Unarmed Strike uncheck the Consume Item Use prompt.
You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the Herbalism Kit. If you already have proficiency with either of these skills, you gain proficiency in another Monk skill. If you already have proficiency with the Herbalism Kit, you gain proficiency in another Artisan's Tool of your choice.
Your Hand of Harm, Hand of Healing, and Implements of Mercy improve, as detailed below.
Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.
Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, Stunned, or Weakened.
Implements of Mercy. When you make an Insight check, Medicine check, or a check using your Herbalism Kit, you can roll a Martial Arts die and add it to the result.
Foundry Note
You can use the Improved Hand of Harm and Improved Hand of Healing activities on this feature going forward. The Improved Hand of Harm activity includes an Active Effect which will apply the Poisoned status.
When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Foundry Note
This feature can be used for tracking your available uses.
Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours, and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to a number of Martial Arts die equal to your Wisdom modifier (minimum of 1), and stand from Prone for free. The target can immediately expend a number of their Hit Die equal to your Wisdom modifier (minimum of 1) to further increase the Hit Points recovered.
If the creature died with any of the following conditions, it revives with them removed: Blinded, Deafened, Exhausted, Paralyzed, Poisoned, Stunned, and Weakened.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
| Level | Features |
|---|---|
| 3 | Shadow Arts |
| 6 | Shadow Step |
| 11 | Improved Shadow Step |
| 17 | Cloak of Shadows |
You have learned to draw on the power of the Unformed Maze, gaining the following benefits.
Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
Pass Without Trace. You can expend 2 Focus Points to cast the Pass Without Trace spell without spell components.
Silence. You can expend 2 Focus Points to cast the Silence spell without spell components.
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Shadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.
While entirely in Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space that is also in Dim Light or Darkness, and can make an Unarmed Strike as part of the same action. You have Advantage on the next melee attack you make before the end of the current turn.
Your focus and connection to shadow to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature.
Foundry Note
This feature inclues an activity which will expend a Focus Point.
As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.
Invisibility. You have the Invisible condition.
Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.
| d6 | Origin |
|---|---|
| 1 | You honed your abilities by aligning your spirit with a dragon's world-altering power. |
| 2 | A dragon personally took an active role in shaping your inner energy. |
| 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god. |
| 4 | You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic. |
| 5 | You found a scroll written in Draconic that contained inspiring new techniques. |
| 6 | After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons. |
| Level | Features | Breath Weapon |
|---|---|---|
| 3 | Breath of the Dragon, Draconic Disciple | 2d6 |
| 6 | Wings Unfurled | 3d8 |
| 11 | Aspect of the Wyrm | 4d10 |
| 17 | Ascendant Aspect | 5d12 |
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 15 foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Each creature in that area must make a Dexterity saving throw against your Focus save DC, taking damage of the chosen type equal to a given number of rolls of your Martial Arts die plus half your Monk level on a failed save, or half as much damage on a successful one.
The damage of this breath attack scales along with your Martial Arts die on the Monk Table. At Monk level 3 you deal 2d6 plus your half your Monk level. At Monk level 5 you deal 3d8 plus half your Monk level. At Monk level 11you deal 4d10 plus half your Monk level. At Monk level 17 you deal 5d12 plus half your Monk level.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. While you have no uses available, you can spend 2 Focus Points to use this feature again.
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits.
Draconic Presence. You increase your Intimidation and Persuasion checks by your Wisdom modifier (minimum of 1). If you fail an Intimidation or Persuasion check, you can take a Reaction to reroll the check, as you tap into the mighty presence of dragons.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Draconic Strike. When you damage a target with an Unarmed Strike, you can change the damage type to Acid, Cold, Fire, Lightning, or Poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
As a Bonus Action you can unfurl spectral draconic wings from your back that grants you a Fly Speed equal to your Speed that lasts for 10 minutes.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As long as you have at least 1 Focus Point you radiate with draconic power in a 10 foot Emanation around you in one of two ways. You can change which aspect of the aura you radiate when you complete a Short or Long Rest, or when you unleash it (as described below). You can choose to suppress this aura (no action required).
Unleash. As a Bonus Action, you can unleash your draconic power increasing the aura to 30 feet for 1 minute.
Frightful Presence. When you create this aura, and as a Bonus Action on the subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your Focus Save DC or become Frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: Acid, Cold, Fire, Lightning, or Poison. You and your allies within the aura have Resistance to this damage.
Foundry Note
The Invoke Frightful Presence and Invoke Resistance activities will create an emanation and consume a usage of this feature and should be used whenever changing the aspect you are emanating.
The Frightful Presence Save activity has an Active Effect that can be used to apply the Frightened condition.
The Unleash activity does not change the size of your Emanation, it only is used to track your Bonus Action.
The Invoke Resistance activity provides Active Effects for all five resistances, disable all but the appropriate one for the damage type you choose.
Your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 Focus Point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes additional damage equal to a number of Martial Arts die equal to your Wisdom modifier (minimum of 1) on a failed save, or half as much damage on a successful one.
Blindsight. You gain Blindsight out to 30 feet.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a saving throw as if they were hit by your Stunning.
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their Focus as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
| Level | Features |
|---|---|
| 3 | Arms of the Astral Self |
| 6 | Visage of the Astral Self |
| 11 | Body of the Astral Self |
| 17 | Awaken Astral Self |
Your mastery of your Focus allows you to summon a portion of your astral self. As a Bonus Action, you can expend 1 Focus Point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take Force damage equal to a number of of your Martial Arts die equal to half your Monk level.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you have the Incapacitated condition or die. While the spectral arms are present, you gain the following benefits:
Astral Reach. When you make an Unarmed Strike with the arms on your turn, your reach for it is 5 feet greater than normal. The arms deal your choice of Bludgeoning or Force damage (you choose for each attack you make with them). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
Astral Strength. You can use your Wisdom modifier in place of your Strength modifier when making Strength checks or Strength saving throws.
Astral Vortex. Immediately after you miss with an attack when you take the Attack action or use your Flurry of Blows you can make an additional Unarmed Strike with one of your astral arms as part of the same action. You can make a number of these attacks with your astral arms equal to your Proficiency Bonus in a turn.
Foundry Note
The Summon Arms activity uses the Focus Point and applies an Active Effect to track that your Arms are summoned.
The Summon Save activity can be used to apply the Dexterity save to surrounding opponents.
You can summon the visage of your astral self. As part of the Bonus Action you take to activate Arms, you can summon this visage as well for 10 minutes. It vanishes early if you have the incapacitated condition or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits:
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Astral Wisdom. When you make an Insight, Perception, or Intimidation check, you can roll one Martial Arts die and add it to the result.
Astral Words. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required) for 1 Focus Point. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits:
Astral Harmony. Your Unarmed Strikes using your astral arms gain any magical bonuses of the weapons you are wielding.
Astral Deflection. The damage reduced and damage you deal with your Deflect Harm is increased by your Wisdom modifier (minimum of 1).
Your connection to your astral self is complete, allowing you to unleash its full potential. When you have your arms, visage and body of the astral self all summoned at the same time you gain the following benefits:
Astral Echoes. When a creature fails it's saving throw against your Stunning Strike they are also paralyzed while stunned in this way.
Astral Pressure. When you take the Dodge action, your astral arms can attack a number of creatures equal to your Wisdom modifier (minimum of 1) once that are within reach as part of the same action.
Driven by the pursuit of knowledge and its scholars' worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul's cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.
The monks of the Cobalt Soul are the embodiment of the maxim: "Know your enemy." Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.
| Level | Features |
|---|---|
| 3 | Extract Aspects, Mystical Erudition* |
| 6 | Extort Truth |
| 11 | Mind of Mercury |
| 17 | Debilitating Barrage |
You can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately take a Reaction to make a Monk weapon attack or Unarmed Strike against that creature if it is within your reach. This benefit lasts until you finish a Short or Long Rest.
Additionally, when you analyze a creature, you learn all of its damage Immunities, Resistances, and Vulnerabilities.
At Monk level 11, your analysis gives you a further understanding into any creature. Your Monk weapon attacks and Unarmed Strikes have their Critical Hit threshold expanded by one against the creature or similar creatures (at the DM's discretion) that you have analyzed.
You have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your Proficiency Bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at Monk levels 11 and 17.
You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with Advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
You have honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you have already taken your Reaction, you may spend 1 Focus Point to take an additional Reaction. You can use only one Reaction per triggering effect.
You have gained the knowledge to manipulate a creature to undermine their fortitude. When you hit a creature with an Unarmed Strike, you can spend 3 Focus Points to cause the creature to gain Vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has Resistance to the damage type you choose, this Resistance is suppressed for 1 minute, rather than gaining Vulnerability. A creature that is Immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
| Level | Features |
|---|---|
| 3 | Bonus Proficiencies*, Drunken Technique |
| 6 | Tipsy Sway |
| 11 | Drunkard's Luck |
| 17 | Intoxicated Frenzy |
You gain proficiency in the Acrobatics and Performance skills if you do not already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with Brewer's Supplies if you do not already have it.
If you already have proficiency with either of these skills, you gain proficiency in another Monk skill at 1st level. If you already have proficiency with Brewer's Supplies, you gain proficiency in another Artisan's Tool of your choice.
You learn how to twist and turn quickly which you utilize in scraps. During your turn, if you make a melee attack with a Monk weapon or Unarmed Strike against a creature, that creature cannot make Opportunity Attacks against you for the rest of your turn.
Whenever you expend a Focus Point, your Unarmored Movement bonus movement is doubled until the start of your next turn.
You can move in sudden, swaying ways. You gain the following benefits:
Leap to Your Feet. When you are Prone, you can stand up by spending 5 feet of movement, rather than 15 feet and standing from Prone does not provoke Opportunity Attacks.
Redirect Attack. When a creature misses you with a melee attack roll, you can take a Reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within reach of the attacker.
You always seem to get a lucky bounce at the right moment. When you make a D20 Test and have Disadvantage on the roll, you can cancel the Disadvantage for that roll.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You gain the ability to make an overwhelming number of attacks against a group of enemies. Whenever you expend 1 Focus Point on a Monk ability, you can make up to your Wisdom modifier (minimum of 1) attacks with a Monk weapon or Unarmed Strikes, provided that each attack targets a different creature this turn. You can only use this feature once per turn.
You follow a monastic tradition that teaches you to harness the elements. When you focus, you can align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
| Level | Features |
|---|---|
| 3 | Manipulate Elements, Elemental Attunement |
| 6 | Sculpt the Elements |
| 11 | Suffused with Elements |
| 17 | Elemental Epitome |
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the incapacitated condition. You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a DC 8 Strength saving throw. On a failed save, you can move the target up to 10 feet twoard or away from you, as elemental energy swirls around it.
Foundry Note
The Elemental Attunement activity expends 1 Focus Point and includes an Active Effect for tracking this feature.
The Elemental Strike activity can be used for your Unarmed Strike and will allow you to select the damage type in the roll dialog.
The Elemental Save activity includes the Strength saving throw.
You can create explosive bursts of elemental energies to buffet your foes. As an Action, you can spend 1 Focus Point to create an area of dangerous elemental energy. You will the elements to impose your foes how you desire, choose between the option to Buffet your foes with hampering effects or to Burst them with harmful damaging bursts. Then choose how you wish to Mold Elements against your foes to craft the area of effect, which originates from you.
Buffet. Your training with the elements allow you to focus the elements in ways that bend your enemies' wills to yours. Choose between Imprison, Pummel, and Rumble for the desired effect.
Burst. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Creatures must succeed a Dexterity saving throw or take a number of Martial Arts die equal to your Wisdom modifier (minimum of 1) of your chosen damage type, or half as much damage on a successful save.
Mold Elements. You choose the shape and size of the area affected by the energies you release. You can choose the area to be a 15-foot cone, a 5-foot radius, or a line 30 feet long and 5 feet wide. The area and size can be increased once you reach certain levels in monk. At Monk level 11 you can choose to create a 30-foot cone, a 10-foot radius, or a line 60 feet long and 10 feet wide for 1 additional Focus Point. At Monk level 17 you can choose to create a 60-foot cone, a 20-foot radius, or a line 120 ft long and 15 feet wide for 1 more additional Focus Point.
While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
At Monk level 13, your Dampen Energy damage reduction is doubled vs Acid, Cold, Fire, Lightning or Thunder damage. If you spend the 1 Focus Point to redirect that attack's force you can choose to impose one of the conditions from your Sculpt ability instead of doing damage.
While your Elemental Attunement is active, you also gain the following benefits.
Bend the Elements. Creatures of your choice in the area of your Sculpt the Elements are unaffected.
Damage Resistance. You gain Resistance to Acid, Cold, Fire, Lightning and Thunder damage.
Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Foundry Note
The Damage Resistance activity includes an Active Effect which grants all of the appropriate resistances.
The Destructive Stide activity includes an Active Effect which can increase your Movement Speed by 20 feet and allows you to choose the type of damage in the roll dialog.
The Empowered Strike activity allows you to choose the damage type in the roll dialog.
Monks of the Way of the Kensei are also known as Sword Saints and train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
| Level | Features |
|---|---|
| 3 | Path of the Kensei, Way of the Brush |
| 6 | One with the Blade |
| 11 | Unerring Accuracy |
| 17 | Flurry of Steel |
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy and painting as well as other artistic skills. You gain the following benefits.
Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon (but not a lance, net, or firearm) that lacks the Heavy property. The longbow or the warbow are also a valid choice. If the weapon has the Loading property you ignore it when it is your kensei weapon. You gain proficiency with these new weapons if you do not already have it. You can use the mastery property of these weapons.
If your Strength score is 15 or higher, you are able to make weapons with the Heavy property your Kensei weapons, however they lose their Heavy property for you while they are a Kensei weapon.
Weapons of the chosen types are Monk weapons for you. Many of this tradition's features work only with your Kensei weapons. When you reach levels 6, 11, and 17 in this class you can choose an additional weapon to be a Kensei weapon for you, following the criteria above.
Agile Parry. If you make an Unarmed Strike on your turn and are holding a melee Kensei weapon, you can use it to defend yourself. You gain a bonus to your AC equal to half your Proficiency Bonus until the start of your next turn while the weapon is in your hand and you do not have the incapacitated condition.
Kensei's Shot. When you hit a creature with a ranged Kensei weapon, you can deal bonus extra damage equal to one roll of your Martial Arts die plus your Wisdom modifier. You only deal this bonus damage once per turn.
You gain proficiency with Calligrapher's Supplies, Painter's Supplies, and your choice of Artisan's Tool.
You extend your Focus into your Kensei weapons, granting you the following benefits.
Deft Strike. Your Kensei weapon attacks have their Critical Hit threshold expanded by one, and your melee Kensei weapons deal one additional Martial Arts die when determinng the extra damage for a critical hit with a melee Kensei weapon.
Magic Kensei Weapons. Your attacks with your kensei weapons now deal Force damage if you choose.
Swift Kensei Weapons. Drawing or stowing your Kensei weapons requires no action.
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a Monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
You can attack with your Kensei weapon in place of your Unarmed Strikes when you Flurry of Blows or other Monk features that require an Unarmed Strike.
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
| Level | Features |
|---|---|
| 3 | Touch of Death |
| 6 | Hour of Reaping |
| 11 | Mastery of Death |
| 17 | Touch of the Long Death |
Your study of death allows you to extract vitality from another creature as it nears its demise. When a hostile creature you can see or hear is reduced to 0 Hit Points within a number of feet equal to 5 times your Wisdom modifier (minimum of 1), you gain Temporary Hit Points equal to your Wisdom modifier plus your Monk level (minimum of 1 Temporary Hit Point).
At Monk level 6, creatures that take damage from your Monk weapon or Unarmed Strike cannot regain Hit Points until the start of your next turn.
You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature of your choice within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
You use your familiarity with death to escape its grasp. When you are reduced to 0 Hit Points, you can expend 1 Focus Point (no action required) to have 1 Hit Point instead, and you can expend a number of Hit Die equal to your Wisdom modifier (minimum of one) to regain additional Hit Points.
Additionally, creatures that are immune to the Frightened condition still must succeed a Wisdom saving throw against your Hour of Reaping. On a failure, they are not Frightened but unsettled. Your Monk weapon attacks and Unarmed Strikes have their Critical Hit threshold expanded by one against any creature that failed their saving throw against your Hour of Reaping until the end of your next turn.
Your touch brings others closer to the release of death. When you hit a creature affected by any condition with a Monk weapon or Unarmed Strike they take additional damage equal to a number of Martial Arts die equal to your Wisdom modifier (minimum of 1).
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate their Focus to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
| Level | Features |
|---|---|
| 3 | Open Hand Technique |
| 6 | Wholeness of Body |
| 11 | Gentle Fist |
| 17 | Quivering Palm |
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can't make Opportunity Attacks until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
At Monk level 11, your Push and Topple can effect creatures two size categories or larger than you.
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Your movements in combat are increasingly more difficult to track. When a creature fails it's saving throw against your Open Hand Technique or Stunning Strike you have the Invisible condition to that creature and it does not benefit from features such as Keen Hearing, Devil's Sight, Tremor Sense or similar features to sense you until the end of your next turn.
While you are Invisible to a creature in this way, your Unarmed Strikes deal an additional Martial Arts die of damage to the creature.
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can spend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force or Necrotic damage (your choice when you end the vibrations) on a failed save or half as much damage on a successful one.
Alternatively, when you take the Attack action on your turn, you can replace one of your attacks with a Quivering Palm (expending 4 Focus Points to do so).
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly (no action required).
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
| Level | Features |
|---|---|
| 3 | Sun Soul Bolt |
| 6 | Brilliant Sun Soul |
| 11 | Searing Soul Arc |
| 17 | Roaring Soul Shield |
You can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a Ranged Spell Attack with a range of 120 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is Bludgeoning or Radiant (your choice on each attack), and its damage die is equal to your Martial Arts die.
If the target is within a number of feet equal to your Speed then your Sun Soul Bolt attacks have their Critical Hit threshold expanded by one.
You can use your Sun Soul Bolt in place of the Bonus Action attacks granted by your Martial Arts feature, and Flurry of Blows feature.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
When you gain the Stunning Strike feature, this special attack can be used to attempt a Stunning Strike.
As a Bonus Action the Focus you control can be used to grant you a Fly Speed equal to your Speed that lasts for 10 minutes. However while flying in this way, the attack range of your Sun Soul Bolt is reduced to 60 feet.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Additionally, when you use your Patient Defense, any creature that misses you with an attack must make a Constitution saving throw. On a failure they are blinded until the end your next turn.
At Monk level 13, the damage types you can reduce and damage you deal with your Deflect Harm includes all damage types but Psychic.
You gain the ability to channel your Focus into searing waves of energy. Your Sun Soul Bolt attacks that are part of your Attack action can instead damage all creatures in an area in front of you for 1 Focus Point per burst. Each creature in a cone of a size equal to your Speed must make a Dexterity saving throw. A creature takes your Sun Soul Bolt damage plus your Wisdom modifier (minimum of 1) on a failed save, or half as much damage on a successful one.
If you attempt to Stunning Strike through the burst of energy, you must expend one use of the feature per creature.
You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a Bonus Action.
If a creature within the light deals damage to you, you can take a Reaction to deal radiant damage to the creature. The radiant damage equals to a number of Martial Arts die equal to your Wisdom modifier (minimum of 1).