Monk: Difference between revisions

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Her fists a blur as they deflect an incoming hail of arrows, a faerie springs over a barricade and throws herself into the massed ranks of sahuagins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.<br>
Her fists a blur as they deflect an incoming hail of arrows, a faerie springs over a barricade and throws herself into the massed ranks of sahuagins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.<br>
Taking a deep breath, a Verdan covered in tattoos settles into a battle stance. As the first charging woe striders reach him, he exhales and blasts of light flow from his fists, engulfing his foes.<br>
Taking a deep breath, a Verdan covered in tattoos settles into a battle stance. As the first charging woe striders reach him, he exhales and blasts of light flow from his fists, engulfing his foes.<br>
Moving with the silence of the night, a black-clad Ursan steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.<br>
Moving with the silence of the night, a black-clad Ursan steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.<br>
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.<br>
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.<br>
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.<br>
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.<br>
Small walled cloisters dot the landscape of the world, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.<br>
Small walled cloisters dot the landscape of the world, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.<br>
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.<br>
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.<br>
The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.<br>
The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.<br>
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.


{| class="wikitable"
{| class="wikitable"
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'''Hit Dice.''' 1d10 per Monk Level<br>
'''Hit Dice.''' 1d10 per Monk Level<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Monk Level after 1st<br>
'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Monk Level after 1st<br>
'''Armor Proficiencies.''' None<br>
'''Armor Proficiencies.''' None<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
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Your practice of martial arts gives you mastery of combat styles that use Monk Weapons, which are Unarmed Strikes and [[Armor and Weapons#Simple Weapons|Simple Weapons]] that do not have the Two-Handed or Heavy Properties.<br>
Your practice of martial arts gives you mastery of combat styles that use Monk Weapons, which are Unarmed Strikes and [[Armor and Weapons#Simple Weapons|Simple Weapons]] that do not have the Two-Handed or Heavy Properties.<br>
By meditating you can focus your ki to learn how to best use a Weapon. At the end of a Long Rest, you touch up to two [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that don't have the Heavy Property. These [[Armor and Weapons#Weapons|Weapons]] become Monk Weapons until you finish a Long Rest.<br>
By meditating you can focus your ki to learn how to best use a Weapon. At the end of a Long Rest, you touch up to two [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that don't have the Heavy Property. These [[Armor and Weapons#Weapons|Weapons]] become Monk Weapons until you finish a Long Rest.<br>
You gain the following benefits while you are wielding only Monk Weapons and you aren’t wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]] or wielding a [[Armor and Weapons#Shields|Shield]]:
You gain the following benefits while you are wielding only Monk Weapons and you aren't wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]] or wielding a [[Armor and Weapons#Shields|Shield]]:
*You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Monk Weapons.
*You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Monk Weapons.
*You can roll your Martial Arts Die in place of the normal Damage of your Monk Weapons. This Die changes as you gain Levels in this class, as shown in the Martial Arts column of the Monk table, but starts as a d6.
*You can roll your Martial Arts Die in place of the normal Damage of your Monk Weapons. This Die changes as you gain Levels in this class, as shown in the Martial Arts column of the Monk table, but starts as a d6.
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| [[Monk#Way of the Adept Kensei|Way of the Adept Kensei]] || 3 || You gain a mastery over weaponry, augmenting your fighting style based on the qualities of the weapon and changing those qualities with your ki.
| [[Monk#Way of the Adept Kensei|Way of the Adept Kensei]] || 3 || You gain a mastery over weaponry, augmenting your fighting style based on the qualities of the weapon and changing those qualities with your ki.
|-
|-
| [[Monk#Way of the Ascendent Dragon|Way of the Ascendent Dragon]] || 2 || Example
| [[Monk#Way of the Ascendent Dragon|Way of the Ascendent Dragon]] || 2 || You harness the elemental power of dragons in order to transmute your strikes as well as embodying the physical frightening presence and winged forms of the dragons you imitate.
|-
|-
| [[Monk#Way of the Astral Self|Way of the Astral Self]] || Example || Example
| [[Monk#Way of the Astral Self|Way of the Astral Self]] || 3 || You begin to manifest your true self physically, granting you power and heightening all of your abilities from your attacks to your very senses
|-
|-
| [[Monk#Way of the Basking Viper|Way of the Basking Viper]] || Example || Example
| [[Monk#Way of the Basking Viper|Way of the Basking Viper]] || 2 || You embody the skilled hunting of snakes to poison your foes and exploit their weaknesses as you become a perfect apex predator.
|-
|-
| [[Monk#Way of the Drunken Master|Way of the Drunken Master]] || Example || Example
| [[Monk#Way of the Drunken Master|Way of the Drunken Master]] || 2 || You embody the fighting style of a drunkard, but refine their jerky movements to great effect, allowing you to, instead of being a clumsy and bumbling fool, become an unpredictable and effective warrior.
|-
|-
| [[Monk#Way of the Flowing River|Way of the Flowing River]] || Example || Example
| [[Monk#Way of the Flowing River|Way of the Flowing River]] || 3 || You learn to use your opponents actions against them, seeming to be helpless, then using their arrogance and momentum against them
|-
|-
| [[Monk#Way of the Heroic Vigilante|Way of the Heroic Vigilante]] || Example || Example
| [[Monk#Way of the Heroic Vigilante|Way of the Heroic Vigilante]] || 4 || You assume a secret identity which is a larger than life personality you craft, as you hide your true identity and become a paragon of heroism.
|-
|-
| [[Monk#Way of the Howling Hurricane|Way of the Howling Hurricane]] || Example || Example
| [[Monk#Way of the Howling Hurricane|Way of the Howling Hurricane]] || 2 || You use heavy weaponry and use your ki to gain a level of control over the winds around you to harry your foes movement, strike nearby enemies simultaneously, and knock them to the ground before taking advantage of their new weakened position.
|-
|-
| [[Monk#Way of the Long Death|Way of the Long Death]] || Example || Example
| [[Monk#Way of the Long Death|Way of the Long Death]] || 1 || You gain a command over death which you use to deal out destruction onto your foes while granting yourself an unnatural vitality.
|-
|-
| [[Monk#Way of the Merciful Grasp|Way of the Merciful Grasp ]]|| Example || Example
| [[Monk#Way of the Merciful Grasp|Way of the Merciful Grasp ]] || 2 || You become a paragon of mercy, quickly ending the suffering of your foes while maintaining the life of your allies with your alternating hands of healing and harm.
|-
|-
| [[Monk#Way of the Open Hand|Way of the Open Hand]] || Example || Example
| [[Monk#Way of the Open Hand|Way of the Open Hand]] || 1 || You use your mastery over ki to use your foes' ki against them and to use your ki to strengthen yourself.
|-
|-
| [[Monk#Way of the Radiant Soul|Way of the Radiant Soul]] || Example || Example
| [[Monk#Way of the Radiant Soul|Way of the Radiant Soul]] || 3 || You use the power of radiant light to shoot beams of light and conjure spheres of burning brightness as you become a shining paragon against the darkness.
|-
|-
| [[Monk#Way of the Raging Elements|Way of the Raging Elements]] || Example || Example
| [[Monk#Way of the Raging Elements|Way of the Raging Elements]] || 4 || You use the elemental magic of shamans to deal elemental destructions out to your foes with your monk weapons and magic
|-
|-
| [[Monk#Way of the Shadowed Heart|Way of the Shadowed Heart]] || Example || Example
| [[Monk#Way of the Shadowed Heart|Way of the Shadowed Heart]] || 3 || You use the shadows around you to teleport through the world around you and gain a supernatural stealth, as well as gaining mastery over shadow magic to summon the shadows you use for your strength.
|-
|-
| [[Monk#Way of the Silent Void|Way of the Silent Void]] || Example || Example
| [[Monk#Way of the Silent Void|Way of the Silent Void]] || 4 || You embody the endless void that will eventually consume that you use to interrupt the magic of your foes as you fade through the battlefield like a shade, destroying everything around you.
|-
|-
| [[Monk#Way of the Still Lake|Way of the Still Lake]] || Example || Example
| [[Monk#Way of the Still Lake|Way of the Still Lake]] || 5 || You still your ki to reflect your foes to a supernatural degree, taking on their shape while reflecting magic and damage off of your still soul.
|}
|}
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= Monastic Tradition =
= Monastic Traditions =
== Way of the Adept Kensei ==
== Way of the Adept Kensei ==
Monks of the Way of the Adept Kensei 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.<br>
Monks of the Way of the Adept Kensei 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.<br>
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==== Path of the Kensei ====
==== Path of the Kensei ====
''3rd Level Way of the Adept Kensei Feature''<br>
''3rd Level Way of the Adept Kensei Feature''<br>
Your training in the art of weaponry as given you skills most monks overlook the use of. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]], [[Armor and Weapons#Light Armor|Light Armor]], and [[Armor and Weapons#Medium Armor|Medium Armor]]. [[Armor and Weapons#Martial Weapons|Martial Weapons]] also count as Monk Weapons for you. Additionally, [[Armor and Weapons#Martial Ranged Weapons|Shortbows]] and [[Armor and [[Weapons#Martial Ranged Weapons|Longbows]] also count as Monk Weapons.<br>
Your training in the art of weaponry as given you skills most monks overlook the use of. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]], [[Armor and Weapons#Light Armor|Light Armor]], and [[Armor and Weapons#Medium Armor|Medium Armor]]. [[Armor and Weapons#Martial Weapons|Martial Weapons]] also count as Monk Weapons for you. Additionally, [[Armor and Weapons#Martial Ranged Weapons|Shortbows]] and [[Armor and Weapons#Martial Ranged Weapons|Longbows]] also count as Monk Weapons.<br>
You also gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Tools]] and [[Adventuring Gear#Artisan's Tools|Painter's Tools]].<br>
You also gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Tools]] and [[Adventuring Gear#Artisan's Tools|Painter's Tools]].<br>
Finally, Ranged Weapon Attacks you make do not have Disadvantage while a hostile creature is within 5ft of you.
Finally, Ranged Weapon Attacks you make do not have Disadvantage while a hostile creature is within 5ft of you.
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==== Kensei Technique ====
==== Kensei Technique ====
''3rd Level Way of the Adept Kensei Feature''<br>
''3rd Level Way of the Adept Kensei Feature''<br>
You improve your technique while using specific types of Weapons. You can use a Bonus Action, choosing one of the following benefits to gain until the start of your next turn:
You improve your technique while using specific types of [[Armor and Weapons#Weapons|Weapons]]. You can use a Bonus Action, choosing one of the following benefits to gain until the start of your next turn:
*'''Dazing Swings.''' When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Reach Property, you can Daze the creature until the start of your next turn.
*'''Dazing Swings.''' When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Reach Property, you can Daze the creature until the start of your next turn.
*'''Precise Strikes.''' When you choose this benefit, the Crit Range of your Attacks made using Monk Weapons that have the Finesse Property is increased by 2.
*'''Precise Strikes.''' When you choose this benefit, the Crit Range of your Attacks made using Monk Weapons that have the Finesse Property is increased by 2.
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==== Augmented Blades ====
==== Augmented Blades ====
''6th Level Way of the Adept Kensei Feature''<br>
''6th Level Way of the Adept Kensei Feature''<br>
As a Bonus Action, you can alter a Monk Weapon that you touch by spending up to 3 Ki Points, when you do so, that Weapon gains the following benefits:
As a Bonus Action, you can alter a Monk Weapon that you touch by spending up to 3 Ki Points, when you do so, that [[Armor and Weapons#Weapons|Weapon]] gains the following benefits:
*The Weapon you touch gains a bonus to its Attack and Damage Rolls equal to the number of Ki Points spent.
*The [[Armor and Weapons#Weapons|Weapon]] you touch gains a bonus to its Attack and Damage Rolls equal to the number of Ki Points spent.
*You give the Weapon a Property of your choice as your Ki augments the way it interacts with the world. If the Weapon is a Melee Weapon, you can give it the Finesse, Reach, Thrown (20/60), or Versatile Property (your choice).
*You give the [[Armor and Weapons#Weapons|Weapon]] a Property of your choice as your Ki augments the way it interacts with the world. If the Weapon is a Melee Weapon, you can give it the Finesse, Reach, Thrown (20/60), or Versatile Property (your choice).
*If the Weapon is a Ranged Weapon, you can give the Weapon the Concealable, Finesse, Stealthy, or Versatile Property (your choice).
*If the [[Armor and Weapons#Weapons|Weapon]] is a Ranged Weapon, you can give the Weapon the Concealable, Finesse, Stealthy, or Versatile Property (your choice).
This augmentation lasts for a number of hours equal to your Wisdom Modifier, and once you use this Bonus Action on a Weapon, you can't use it on that Weapon again until you finish a Long Rest.
This augmentation lasts for a number of hours equal to your Wisdom Modifier, and once you use this Bonus Action on a [[Armor and Weapons#Weapons|Weapon]], you can't use it on that [[Armor and Weapons#Weapons|Weapon]] again until you finish a Long Rest.
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==== Draconic Disciple ====
==== Draconic Disciple ====
''3rd Level Way of the Ascendent Dragon Feature''<br>
''3rd Level Way of the Ascendent Dragon Feature''<br>
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s power. Choose a Dragon type and an associated Damage Type. The Damage Type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).<br>
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's power. Choose a Dragon type and an associated Damage Type. The Damage Type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).<br>
When you would deal Damage with a Monk Weapon, you can instead deal Damage of the Type you chose with this feature, when you do this, you ignore Resistance to that Damage Type.<br>
When you would deal Damage with a Monk Weapon, you can instead deal Damage of the Type you chose with this feature, when you do this, you ignore Resistance to that Damage Type.<br>
Additionally, you gain Resistance to the Damage Type you chose with this feature.
Additionally, you gain Resistance to the Damage Type you chose with this feature.
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==== Draconic Will ====
==== Draconic Will ====
''3rd Level Way of the Ascendent Dragon Feature''<br>
''3rd Level Way of the Ascendent Dragon Feature''<br>
You learn to speak, read, and write Draikyaan.<br>
You learn to speak, read, and write [[Languages#Draikyaan|Draikyaan]].<br>
Additionally, if you fail on a Strength or Charisma (Intimidation) or Charisma (Persuasion) Check, or fail on a Saving throw against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]] you can use your Reaction to reroll the Check or Save, as you tap into the mighty presence of dragons. Once this Reaction changes the result of a Check, you can’t use it again until you finish a Long Rest unless you spend 1 Ki Point to use it again. You only expend the Ki Point using this feature if you change the result of the Check.
Additionally, if you fail on a Strength or Charisma (Intimidation) or Charisma (Persuasion) Check, or fail on a Saving throw against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]] you can use your Reaction to reroll the Check or Save, as you tap into the mighty presence of dragons. Once this Reaction changes the result of a Check, you can't use it again until you finish a Long Rest unless you spend 1 Ki Point to use it again. You only expend the Ki Point using this feature if you change the result of the Check.
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''11th Level Way of the Ascendent Dragon Feature''<br>
''11th Level Way of the Ascendent Dragon Feature''<br>
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a Bonus Action, you can create a 10ft Moving Emanation of draconic power for 1 minute. For the duration, you gain one of the following effects:
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a Bonus Action, you can create a 10ft Moving Emanation of draconic power for 1 minute. For the duration, you gain one of the following effects:
*When you create this Emanation, and as a Bonus Action on subsequent turns, you can choose a creature within the Emanation. The target must succeed on a Wisdom Saving Throw against your Ki Save DC. On a failed Save, a creature becomes Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.
*When you create this Emanation, and as a Bonus Action on subsequent turns, you can choose a creature within the Emanation. The target must succeed on a Wisdom Saving Throw against your Ki Save DC. On a failed Save, a creature becomes [[Conditions#Frightened|Frightened]] of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.
*All creatures of your choice in the Emanation have Resistance to the Damage Type you chose with your Draconic Disciple feature.
*All creatures of your choice in the Emanation have Resistance to the Damage Type you chose with your Draconic Disciple feature.
Once you create this aura, you can’t create it again until you finish a Long Rest, unless you spend 3 Ki Points to create it again.
Once you create this aura, you can't create it again until you finish a Long Rest, unless you spend 3 Ki Points to create it again.
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==== Ascendant Aspect ====
==== Ascendant Aspect ====
''17th Level Way of the Ascendent Dragon Feature''<br>
''17th Level Way of the Ascendent Dragon Feature''<br>
You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature takes Damage of the Type you chose with your Draconic Disciple feature equal to 4d10, is Frightened of you until the end of your next turn, and is knocked Prone. On a successful Save a creature takes half as much Damage and is knocked Prone.
You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature takes Damage of the Type you chose with your Draconic Disciple feature equal to 4d10, is [[Conditions#Frightened|Frightened]] of you until the end of your next turn, and is knocked [[Conditions#Prone|Prone]]. On a successful Save a creature takes half as much Damage, is knocked [[Conditions#Prone|Prone]], but is not [[Conditions#Frightened|Frightened]] of you.
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''3rd Level Way of the Astral Self Feature''<br>
''3rd Level Way of the Astral Self Feature''<br>
Your mastery of your ki allows you to summon a portion of your Astral Self. As a Bonus Action, you can spend 1 Ki Point to summon the Astral Arms of your Astral Self. When you do so, each creature of your choice that you can see within 10ft of you must succeed on a Dexterity Saving Throw or take Force Damage equal to two rolls of your Martial Arts Die.<br>
Your mastery of your ki allows you to summon a portion of your Astral Self. As a Bonus Action, you can spend 1 Ki Point to summon the Astral Arms of your Astral Self. When you do so, each creature of your choice that you can see within 10ft of you must succeed on a Dexterity Saving Throw or take Force Damage equal to two rolls of your Martial Arts Die.<br>
For 10 minutes, these Astral Arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are Incapacitated or die. While the Astral Arms are present, you gain the following benefits:
For 10 minutes, these Astral Arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are [[Conditions#Incapacitated|Incapacitated]] or die. While the Astral Arms are present, you gain the following benefits:
*You can use your Wisdom Modifier in place of your Strength Modifier when making Strength Checks and Strength Saving Throws.
*You can use your Wisdom Modifier in place of your Strength Modifier when making Strength Checks and Strength Saving Throws.
*Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity.
*Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity.
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==== Visage of the Astral Self ====
==== Visage of the Astral Self ====
''6th Level Way of the Astral Self Feature''<br>
''6th Level Way of the Astral Self Feature''<br>
You can summon the Visage of your Astral Self. As a Bonus Action, or as part of the Bonus Action you take to summon your Astral Arms with your Arms of the Astral Self feature, you can spend 1 Ki Point to summon an Astral Visage for 10 minutes. It vanishes early if you are Incapacitated or die. The Astral Visage covers your face like a helmet or mask. You determine its appearance. While the Astral Visage is present, you gain the following benefits:
You can summon the Visage of your Astral Self. As a Bonus Action, or as part of the Bonus Action you take to summon your Astral Arms with your Arms of the Astral Self feature, you can spend 1 Ki Point to summon an Astral Visage for 10 minutes. It vanishes early if you are [[Conditions#Incapacitated|Incapacitated]] or die. The Astral Visage covers your face like a helmet or mask. You determine its appearance. While the Astral Visage is present, you gain the following benefits:
*You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
*You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
*You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks.
*You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks.
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==== Venom Strike ====
==== Venom Strike ====
''3rd Level Way of the Basking Viper Feature''<br>
''3rd Level Way of the Basking Viper Feature''<br>
You can channel your ki into an enemy to introduce a toxin into their body. When you hit a creature with an Attack made with a Monk Weapon, you an force that creature to make a Constitution Saving Throw against your Ki Save DC. On a failed Save, a creature is Poisoned for a number of rounds equal to your Wisdom Modifier. While a creature is Poisoned in this way, it takes an amount of Poison Damage equal to one roll of your Martial Arts Die at the end of each of its turns, then makes the Saving Throw again, ending the effect on a successful Save.<br>
You can channel your ki into an enemy to introduce a toxin into their body. When you hit a creature with an Attack made with a Monk Weapon, you an force that creature to make a Constitution Saving Throw against your Ki Save DC. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] for a number of rounds equal to your Wisdom Modifier. While a creature is [[Conditions#Poisoned|Poisoned]] in this way, it takes an amount of [[Conditions#Poisoned|Poisoned]] Damage equal to one roll of your Martial Arts Die at the end of each of its turns, then makes the Saving Throw again, ending the effect on a successful Save.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. If you have no remaining uses of this feature, you can spend 2 Ki Points to use it again.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. If you have no remaining uses of this feature, you can spend 2 Ki Points to use it again.
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==== Virulent Venom ====
==== Virulent Venom ====
''17th Level Way of the Basking Viper Feature''<br>
''17th Level Way of the Basking Viper Feature''<br>
Your venomous strikes have become even more gruesome. When you use your Venom Strike feature, you can spend 3 Ki Points, causing the target to be Paralyzed instead of Poisoned on a failed Save. Additionally, the target takes three rolls of your Martial Arts Die instead of two while Paralyzed in this way.
Your venomous strikes have become even more gruesome. When you use your Venom Strike feature, you can spend 3 Ki Points, causing the target to be [[Conditions#Paralyzed|Paralyzed]] instead of being [[Conditions#Poisoned|Poisoned]] on a failed Save. Additionally, the target takes three rolls of your Martial Arts Die instead of two while [[Conditions#Paralyzed|Paralyzed]] in this way.
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level Way of the Drunken Master Feature''<br>
''3rd Level Way of the Drunken Master Feature''<br>
You gain Proficiency in Performance and Brewer's Supplies. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
You gain Proficiency in Performance and [[Adventuring Gear#Artisan's Tools|Brewer's Supplies]]. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
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==== Drunkard's Luck ====
==== Drunkard's Luck ====
''11th Level Way of the Drunken Master Feature''<br>
''11th Level Way of the Drunken Master Feature''<br>
You always seem to get a lucky bounce at the right moment. When you make an Attack Roll, Ability Check, or Saving Throw with Disadvantage, you can spend 2 Ki Points to no have Disadvantage on that roll.
You always seem to get a lucky bounce at the right moment. When you make an Attack Roll, Ability Check, or Saving Throw with Disadvantage, you can spend 2 Ki Points to not have Disadvantage on that roll.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Monk#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with Intimidation, Performance, [Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]], also you can use a [[Armor and Weapons#Shields|Shield]] to still gain the benefits of all your Monk features
| [[Monk#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with Intimidation, Performance, [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]], also you can use a [[Armor and Weapons#Shields|Shield]] to still gain the benefits of all your Monk features
|-
|-
| [[Monk#Force of Personality|Force of Personality]] || 3rd || You use your Charisma instead of your Wisdom for all of your Monk features
| [[Monk#Force of Personality|Force of Personality]] || 3rd || You use your Charisma instead of your Wisdom for all of your Monk features
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==== Heroic Persona ====
==== Heroic Persona ====
''3rd Level Way of the Heroic Vigilante Feature''<br>
''3rd Level Way of the Heroic Vigilante Feature''<br>
You design your Heroic Persona, a lager than life identity usually marked by a thematic costume or flashy suit of armor. As a Bonus Action if no creatures can see you, you can adopt your Heroic Persona, which can include a suit of [[Armor and Weapons#Light Armor|Light Armor]] or [[Armor and Weapons#Medium Armor|Medium Armor]] and a [[Armor and Weapons#Shields|Shield]] if you have them on your person. When you do so, you gain Temporary Hit Points equal to your Monk Level, and while your Heroic Persona is active you gain the following benefits:
You design your Heroic Persona, a larger than life identity usually marked by a thematic costume or flashy suit of armor. As a Bonus Action if no creatures can see you, you can adopt your Heroic Persona, which can include a suit of [[Armor and Weapons#Light Armor|Light Armor]] or [[Armor and Weapons#Medium Armor|Medium Armor]] and a [[Armor and Weapons#Shields|Shield]] if you have them on your person. When you do so, you gain Temporary Hit Points equal to your Monk Level, and while your Heroic Persona is active you gain the following benefits:
*As a Bonus Action, you can spend 1 Ki Point to gain Temporary Hit Points equal to your Monk Level + your Charisma Modifier.
*As a Bonus Action, you can spend 1 Ki Point to gain Temporary Hit Points equal to your Monk Level + your Charisma Modifier.
*When you hit on a Melee Attack made using a Monk Weapon, you can spend 1 Ki Point to deal an additional 1d10 Bludgeoning Damage.
*When you hit on a Melee Attack made using a Monk Weapon, you can spend 1 Ki Point to deal an additional 1d10 Bludgeoning Damage.
*You can use your Charisma, in place of Dexterity, when calculating your Armor Class for [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]].
*You can use your Charisma, in place of Dexterity, when calculating your Armor Class for [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]].
*Ability Checks and Divination Spells that would discern your true identity automatically fail.
*Ability Checks and [[Divination|Divination Spells]] that would discern your true identity automatically fail.
Your Heroic Persona lasts for 1 hour, and ends early if you use a Bonus Action to exit your Heroic Persona, which you can only do if no creatures can see you. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, unless you spend 3 Ki Points to use it again.
Your Heroic Persona lasts for 1 hour, and ends early if you use a Bonus Action to exit your Heroic Persona, which you can only do if no creatures can see you. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, unless you spend 3 Ki Points to use it again.
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==== Inspiring Presence ====
==== Inspiring Presence ====
''11th Level Way of the Heroic Vigilante Feature''<br>
''11th Level Way of the Heroic Vigilante Feature''<br>
The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona from your Heroic Persona feature is active, creatures of your choice within 15ft of you that can see or hear you have Advantage on Saving Throws to resist being Charmed or Frightened. At the start of your turn, all creatures of your choice within this area gain a number of Temporary Hit Points equal to your Monk Level + your Charisma Modifier that remain until they are no longer within this area. At 17th Level, the Radius of this feature increases to 30ft.
The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona from your Heroic Persona feature is active, creatures of your choice within 15ft of you that can see or hear you have Advantage on Saving Throws to resist being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]]. At the start of your turn, all creatures of your choice within this area gain a number of Temporary Hit Points equal to your Monk Level + your Charisma Modifier that remain until they are no longer within this area. At 17th Level, the Radius of this feature increases to 30ft.
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==== Heavy Warrior ====
==== Heavy Warrior ====
''3rd Level Way of the Howling Hurricane Feature''<br>
''3rd Level Way of the Howling Hurricane Feature''<br>
You have trained to wield Heavy Weapons in conjunction with your martial arts. You gain Proficiency with all Martial Melee Weapons with the Heavy Property, and also count as Monk Weapons for you.
You have trained to wield Heavy Weapons in conjunction with your martial arts. You gain Proficiency with all [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapons]] with the Heavy Property, and also count as Monk Weapons for you.
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''17th Level Way of the Howling Hurricane Feature''<br>
''17th Level Way of the Howling Hurricane Feature''<br>
Your mastery over the weight of your weapons increases. Your Reach while using Monk Weapons that have the Heavy Property is increased by 5ft. Additionally, when you hit on an Attack using a Monk Weapon that has the Heavy Property, that creature must make a Strength Saving Throw or be knocked Prone.<br>
Your mastery over the weight of your weapons increases. Your Reach while using Monk Weapons that have the Heavy Property is increased by 5ft. Additionally, when you hit on an Attack using a Monk Weapon that has the Heavy Property, that creature must make a Strength Saving Throw or be knocked Prone.<br>
Additionally, your Crit Range increases by 2 while Attacking creatures that are Slowed or Prone
Additionally, your Crit Range increases by 2 while Attacking creatures that are [[Conditions#Slowed|Slowed]] or [[Conditions#Prone|Prone]]
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==== Hour of Reaping ====
==== Hour of Reaping ====
''6th Level Way of the Long Death Feature''<br>
''6th Level Way of the Long Death Feature''<br>
You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As an Action, each creature of your choice within 30ft of you that can see you must succeed on a Wisdom Saving Throw. On a failed Save a creature is Frightened of you until the end of your next turn.
You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As an Action, each creature of your choice within 30ft of you that can see you must succeed on a Wisdom Saving Throw. On a failed Save a creature is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
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==== Implements of Mercy ====
==== Implements of Mercy ====
''3rd Level Way of the Merciful Grasp Feature''<br>
''3rd Level Way of the Merciful Grasp Feature''<br>
You gain Proficiency in Insight and Medicine, and you gain Proficiency with Herbalism Kits.
You gain Proficiency in Insight and Medicine, and you gain Proficiency with [[Adventuring Gear#Alchemical Tools|Herbalism Kits]].
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==== Physician's Touch ====
==== Physician's Touch ====
''6th Level Way of the Merciful Grasp Feature''<br>
''6th Level Way of the Merciful Grasp Feature''<br>
You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.<br>
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.<br>
When you use your Hand of Healing feature, you can also end one Disease or one of the following Conditions affecting the creature: Blinded, Dazed, Deafened, Paralyzed, Poisoned, or Stunned.<br>
When you use your Hand of Healing feature, you can also end one Disease or one of the following Conditions affecting the creature: [[Conditions#Blinded|Blinded]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], or [[Conditions#Stunned|Stunned]].<br>
When you use your Hand of Harm feature, you Poison that creature until the end of your next turn.
When you use your Hand of Harm feature, you [[Conditions#Poisoned|Poison]] that creature until the end of your next turn.
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==== Heroes Never Die ====
==== Heroes Never Die ====
''17th Level Way of the Merciful Grasp Feature''<br>
''17th Level Way of the Merciful Grasp Feature''<br>
Your mastery of life energy opens the door to the ultimate mercy. As an Action, you can touch the corpse of a creature that died within the past 24 hours and spend 5 Ki Points. The creature then returns to life, regaining a number of Hit Points equal to 4d10 + your Wisdom Modifier. If the creature died while subject to any of the following Conditions, it revives with them removed: Blinded, Dazed, Deafened, Paralyzed, Poisoned, and Stunned. Once you use this feature, you can’t use it again until you finish a Long Rest.
Your mastery of life energy opens the door to the ultimate mercy. As an Action, you can touch the corpse of a creature that died within the past 24 hours and spend 5 Ki Points. The creature then returns to life, regaining a number of Hit Points equal to 4d10 + your Wisdom Modifier. If the creature died while subject to any of the following Conditions, it revives with them removed: [[Conditions#Blinded|Blinded]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], and [[Conditions#Stunned|Stunned]]. Once you use this feature, you can't use it again until you finish a Long Rest.
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==== Open Hand Technique ====
==== Open Hand Technique ====
''3rd Level Way of the Open Hand Feature''<br>
''3rd Level Way of the Open Hand Feature''<br>
You can manipulate your enemy’s Ki when you harness your own. Whenever you hit a creature with an Attack from your Flurry of Blows feature, choose one of the following effects to impose on the target:
You can manipulate your enemy's Ki when you harness your own. Whenever you hit a creature with an Attack from your Flurry of Blows feature, choose one of the following effects to impose on the target:
*The target falls Prone.
*The target falls Prone.
*The target is pushed 15ft away from you.
*The target is pushed 15ft away from you.
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==== Tranquility ====
==== Tranquility ====
''11th Level Way of the Open Hand Feature''<br>
''11th Level Way of the Open Hand Feature''<br>
You can enter a special meditation that surrounds you with an aura of peace. At the end of a Long Rest, you non-magically gain the effects of the Sanctuary Spell with a Duration of Until the end of your next Long Rest. You use Wisdom as your Spellcasting Ability for this effect.
You can enter a special meditation that surrounds you with an aura of peace. At the end of a Long Rest, you non-magically gain the effects of the [[Level 1#Sanctuary|Sanctuary]] Spell with a Duration of Until the end of your next Long Rest. You use Wisdom as your Spellcasting Ability for this effect.
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| [[Monk#Radiant Sun Bolt|Radiant Sun Bolt]] || 3rd || You can shoot bolts of light out of your hands that Attack and deal Radiant Damage
| [[Monk#Radiant Sun Bolt|Radiant Sun Bolt]] || 3rd || You can shoot bolts of light out of your hands that Attack and deal Radiant Damage
|-
|-
| [[Monk#Searing Arc Strike|Searing Arc Strike]] || 6th || You use a Bonus Action and spend Ki Points to cast the [[Level 1#Burning Hands|Burning Hands]] Spellcasting after you take Attack Action
| [[Monk#Searing Arc Strike|Searing Arc Strike]] || 6th || You use a Bonus Action and spend Ki Points to cast the [[Level 1#Burning Hands|Burning Hands]] Spell after you take Attack Action
|-
|-
| [[Monk#Searing Sunburst|Searing Sunburst]] || 11th || You can throw a radiant sphere of light that deals Radiant Damage to all nearby creatures
| [[Monk#Searing Sunburst|Searing Sunburst]] || 11th || You can throw a radiant sphere of light that deals Radiant Damage to all nearby creatures
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==== Searing Arc Strike ====
==== Searing Arc Strike ====
''6th Level Way of the Radiant Soul Feature''<br>
''6th Level Way of the Radiant Soul Feature''<br>
You gain the ability to channel your Ki into searing waves of energy. Immediately after you take the Attack Action on your turn, you can spend 2 Ki Points to cast the Burning Hands Spell as a Bonus Action. You use Dexterity as your Spellcasting Ability for this Spell.<br>
You gain the ability to channel your Ki into searing waves of energy. Immediately after you take the Attack Action on your turn, you can spend 2 Ki Points to cast the [[Level 1#Burning Hands|Burning Hands]] Spell as a Bonus Action. You use Dexterity as your Spellcasting Ability for this Spell.<br>
You can spend additional Ki Points to cast the Burning Hands Spell in this way at a higher Spell Level. Each additional Ki Point you spend increases the Spell's Level by 1.  
You can spend additional Ki Points to cast the [[Level 1#Burning Hands|Burning Hands]] Spell in this way at a higher Spell Level. Each additional Ki Point you spend increases the Spell's Level by 1.  
You can raise the Spell's Level in this way a number of times equal to half your Monk Level.
You can raise the Spell's Level in this way a number of times equal to half your Monk Level.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Monk#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Wisdom and Learning Spells, usually from the [[Abjuration]] or [[Evocation]] Schools from the [[Shaman Spells|Shaman Spell List]], you also cast these Spells using Ki Points, but get extra Ki Points you can only use to cast these Spells
| [[Monk#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Wisdom and Learning Spells, usually from the [[Evocation]] or [[Transmutation]] Schools from the [[Shaman Spells|Shaman Spell List]], you also cast these Spells using Ki Points, but get extra Ki Points you can only use to cast these Spells
|-
|-
| [[Monk#Shamanic Magic|Shamanic Magic]] || 3rd || You learn [[Languages#Elemental|Elemental]] and can use a Monk Weapon as a Spellcasting Focus
| [[Monk#Shamanic Magic|Shamanic Magic]] || 3rd || You learn [[Languages#Elemental|Elemental]] and can use a Monk Weapon as a Spellcasting Focus
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'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A Druidic Focus<br>
'''Spellcasting Focus.''' A Druidic Focus<br>
'''Spell Learning Method.''' You start knowing 3 Spells from the Shaman Spell List, two of which must be from the Evocation or Transmutation Schools. You learn additional Spells from the Shaman Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.<br>
'''Spell Learning Method.''' You start knowing 3 Spells from the [[Shaman Spells|Shaman Spell List]], two of which must be from the [[Evocation]] or [[Transmutation]] Schools. You learn additional Spells from the [[Shaman Spells|Shaman Spell List]] which can only be learnt from the [[Evocation]] or [[Transmutation]] Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.<br>
You do not gain Spell Slots, instead, if you cast a Spell, you must spend Ki Points to do so. The number of Ki Points spent to cast a Spell is equal to 1 + the Spell's Level. The maximum Spell Level you can cast Spells at with this feature is shown in the Spell Level column in the following table.<br>
You do not gain Spell Slots, instead, if you cast a Spell, you must spend Ki Points to do so. The number of Ki Points spent to cast a Spell is equal to 1 + the Spell's Level. The maximum Spell Level you can cast Spells at with this feature is shown in the Spell Level column in the following table.<br>
You also gain special Ki Points you can only to cast Spells in this way, these special Ki Points are called Spell Ki, and the amount you have per Level is shown in the Spell Ki column of the following table.
You also gain special Ki Points you can only to cast Spells in this way, these special Ki Points are called Spell Ki, and the amount you have per Level is shown in the Spell Ki column of the following table.


{| class="wikitable"
{| class="wikitable"
|+ Spells Known and Spell Level per Level
|+ [[Shaman Spells|Shaman Spell List]]
|-
|-
! Level !! Cantrips Known !! Spells Known !! Spell Level !! Spell Ki
! Level !! Cantrips Known !! Spells Known !! Spell Level !! Spell Ki
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==== Shamanic Magic ====
==== Shamanic Magic ====
''3rd Level Way of the Raging Elements Feature''<br>
''3rd Level Way of the Raging Elements Feature''<br>
You begin to take on the traits of the shamans and use their magic through your Ki. You learn Elemental. Additionally, you can use a Monk Weapon as a Way of the Raging Elements Spellcasting Focus.
You begin to take on the traits of the shamans and use their magic through your Ki. You learn [[Languages#Elemental|Elemental]]. Additionally, you can use a Monk Weapon as a Way of the Raging Elements Spellcasting Focus.
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''17th Level Way of the Raging Elements Feature''<br>
''17th Level Way of the Raging Elements Feature''<br>
When you deal Damage of a Type you chose with your Elemental Attunement feature to a creature, you can force it to make a Constitution Saving Throw against your Ki Save DC. On a failed Save a creature gains a Condition based on the Damage Type dealt as follows until the start of your next turn:
When you deal Damage of a Type you chose with your Elemental Attunement feature to a creature, you can force it to make a Constitution Saving Throw against your Ki Save DC. On a failed Save a creature gains a Condition based on the Damage Type dealt as follows until the start of your next turn:
*If you dealt Acid Damage, the target is Dazed until the end of your next turn.
*If you dealt Acid Damage, the target is [[Conditions#Dazed|Dazed]] until the end of your next turn.
*If you dealt Cold Damage, the target is Slowed until the end of your next turn.
*If you dealt Cold Damage, the target is [[Conditions#Slowed|Slowed]] until the end of your next turn.
*If you dealt Fire Damage, the target is Blinded until the end of your next turn.
*If you dealt Fire Damage, the target is [[Conditions#Blinded|Blinded]] until the end of your next turn.
*If you dealt Lightning Damage, the target is gains 1 Level of Exhaustion end the start of your next turn.
*If you dealt Lightning Damage, the target gains 1 Level of [[Conditions#Exhaustion|Exhaustion]]. When a creature [[Conditions#Exhaustion|Exhausted]] in this way regains Hit Points, it can expend any number of Hit Dice up to the number of the Levels of [[Conditions#Exhaustion|Exhaustion]] it has, it then loses a number of Levels of [[Conditions#Exhaustion|Exhaustion]] equal to the number of Hit Dice expended.
*If you dealt Poison Damage, the target is Poisoned until the end of your next turn.
*If you dealt Poison Damage, the target is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.
*If you dealt Thunder Damage, the target is Deafened until the end of your next turn.
*If you dealt Thunder Damage, the target is [[Conditions#Deafened|Deafened]] until the end of your next turn.
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== Way of the Shadowed Heart ==
== Way of the Shadowed Heart ==
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.
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.
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==== Shadow Arts ====
==== Shadow Arts ====
''3rd Level Way of the Shadowed Heart Feature''
''3rd Level Way of the Shadowed Heart Feature''
You can use your Ki to duplicate the effects of certain Spells. As an Action, you can spend 2 Ki Points to cast the Darkness, Darkvision, Pass Without Trace, or Silence Spells without Components. Additionally, you learn the Minor Illusion Cantrip. Wisdom is your Spellcasting Ability for these Spells.
You can use your Ki to duplicate the effects of certain Spells. As an Action, you can spend 2 Ki Points to cast the [[Level 2#Darkness|Darkness]], [[Level 2#Darkvision|Darkvision]], [[Level 2#Pass Without Trace|Pass Without Trace]], or [[Level 2#Silence|Silence]] Spells without Components. Additionally, you learn the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip. Wisdom is your Spellcasting Ability for these Spells.
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==== Cloak of Shadows ====
==== Cloak of Shadows ====
''11th Level Way of the Shadowed Heart Feature''
''11th Level Way of the Shadowed Heart Feature''
You have learned to become one with the shadows. When you are in Dim Light or Darkness, you can use your Action to become Invisible. You remain Invisible until you make an Attack, cast a Spell, or are in an area of Bright Light.
You have learned to become one with the shadows. When you are in Dim Light or Darkness, you can use your Action to become [[Conditions#Invisible|Invisible]]. You remain [[Conditions#Invisible|Invisible]] until you make an Attack, cast a Spell, or are in an area of Bright Light.
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==== Degraded Form ====
==== Degraded Form ====
''11th Level Way of the Silent Void Feature''<br>
''11th Level Way of the Silent Void Feature''<br>
You can use an Action and spend 4 Ki Points to non-magically replicate the effects of the Dispel Magic Spell at 3rd Level using Wisdom as your Spellcasting and with a Range of Touch.<br>
You can use an Action and spend 4 Ki Points to non-magically replicate the effects of the [[Level 3#Dispel Magic|Dispel Magic]] Spell at 3rd Level using Wisdom as your Spellcasting and with a Range of Touch.<br>
Also, when you pass through a creature with your Vorpal Step feature, you can force it to make a Constitution Saving Throw. On a failed Save a creature takes Force Damage equal to one roll of your Martial Arts Die + your Wisdom Modifier. You can only force a creature to make this Saving Throw once per turn.
Also, when you pass through a creature with your Vorpal Step feature, you can force it to make a Constitution Saving Throw. On a failed Save a creature takes Force Damage equal to one roll of your Martial Arts Die + your Wisdom Modifier. You can only force a creature to make this Saving Throw once per turn.
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==== Avatar of Entropy ====
==== Avatar of Entropy ====
''17th Level Way of the Silent Void Feature''<br>
''17th Level Way of the Silent Void Feature''<br>
You can use an Action to non-magically replicate the effects of the Disintegrate Spell at 6th Level using Wisdom as your Spellcasting and with a Range of Touch. Additionally, when you use this Action the creature must make a Constitution Saving Throw instead of a Dexterity Saving Throw.<br>
You can use an Action to non-magically replicate the effects of the [[Level 9#Disintegrate|Disintegrate]] Spell at 6th Level using Wisdom as your Spellcasting and with a Range of Touch. Additionally, when you use this Action the creature must make a Constitution Saving Throw instead of a Dexterity Saving Throw.<br>
Once you use this Action, you can't use it again until you finish a Long Rest, unless you spend 6 Ki Points to use it again.
Once you use this Action, you can't use it again until you finish a Long Rest, unless you spend 6 Ki Points to use it again.
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