{"name":"Monk","overview":"[img:5626356|right|200|nolink]\r\nHer fists a blur as they deflect an incoming hail of arrows,\r\nan elf springs over a barricade and throws herself\r\ninto the massed ranks of goblins on the other side.\r\nShe whirls among them, knocking their blows aside and\r\nsending them reeling, until at last she stands alone.\r\nTaking a deep breath, a human covered in tattoos\r\nsettles into a battle stance. As the first charging orcs\r\nreach him, he exhales and a shout of fire roars from his\r\nmouth, engulfing his foes.\r\n[br]\r\nMoving with the silence of the night, a black-clad\r\nDunmer steps into a shadow beneath an arch and\r\nemerges from another inky shadow on a balcony a\r\nstone\u2019s throw away. She slides her blade free of its clothwrapped scabbard and peers through the open window\r\nat the tyrant prince, so vulnerable in the grip of sleep.\r\nWhatever their discipline, monks are united in their\r\nability to magically harness the energy that flows in\r\ntheir bodies. Whether channeled as a striking display\r\nof com bat prowess or a subtler focus of defensive ability\r\nand speed, this energy infuses all that a monk does.","hit_dice":"1d8 per monk level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per monk level after 1st","armor_proficiencies":"None","weapon_proficiencies":"Simple weapons, shortswords","tools":"Choose one type of artisan\u2019s tools or one musical instrument","saving_throws":"Strength, Dexterity","skills":"Choose two from Acrobatics, Athletics, History,\r\nInsight, Religion, and Stealth","starting_equipment":"\u2022 (a) a shortsword or (b) any simple weapon\r\n\u2022 (a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\u2022 10 iron throwing knives","spellcasting":"[i]3rd level monk feature[\/i]\r\n[br]\r\nTaking the Subclass, The Way of the Voice, gives you access to shouts. Shouts are presented according to the level when they become available. If a shout requires a level, you must be that level in this class to learn the shout. [anchor|shouts-1]\r\n\r\n[img:5917416|left|600|nolink]\r\n[h3]Aura Whisper[\/h3]\r\n[i](Concentration)[\/i]\r\n[br]\r\n[b]Basic (1 ki):[\/b] This shout is silent, and produces no more noise than a whisper. You gain heightened senses for 10 minutes, choosing one of the following options:\r\n[br]\r\n[b]Keen Sight[\/b] \u2013 You have advantage on Wisdom (Perception) checks that rely on sight. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.\r\n[br]\r\n[b]Keen Hearing[\/b] \u2013 You have advantage on Wisdom (Perception) checks that rely on hearing. You know the exact location of every sound produced within 60 feet of you.\r\n[br]\r\n[b]Darkvision [\/b]\u2013 You gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 60 feet.\r\n[br]\r\n[b]Empowered (1 ki):[\/b] You also know the direction and distance to all living creatures within 60 feet of you. This does not include constructs and undead.\r\n\r\n[h3]Disarm[\/h3]\r\n[b]Basic (1 ki):[\/b] Force one creature of your choice within 10 feet of you to make a Strength saving throw, dropping one item it is holding on a failed save. The item, such as a weapon or a shield, falls to the ground in a random place within 20 feet of the target.\r\n[br]\r\n[b]Empowered (2 ki):[\/b] You get to choose the place where the dropped item lands. Additionally, you can attempt to catch the dropped item if it would land within your reach. To do so, you must have at least one hand free and use your reaction to make a DC 10 Dexterity check. On a success, you catch the item in your hand.\r\n\r\n[h3]Elemental Fury[\/h3]\r\n[i](Concentration)[\/i]\r\n[br]\r\n[b]Basic (2 ki):[\/b] You imbue your strikes with elemental power. For 1 minute, you gain a +1 bonus to all attack and damage rolls made with melee weapons or unarmed strikes.\r\n[br]\r\n[b]Empowered (1 ki):[\/b] The next time you hit a creature with a melee weapon attack or an unarmed strike within the next minute, your blow is charged with elemental energies and the attack deals an extra 2d6 cold, fire, lightning, or thunder damage.\r\n\r\n[img:5919150|right|600|nolink]\r\n[h3]Fire Breath[\/h3]\r\n[b]Basic (1 ki):[\/b] You breathe dragonflame in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in that area that aren\u2019t being worn or carried. You can spend a number of additional ki points up to your proficiency bonus to increase the fire damage of this shout. For each additional ki point spent, the fire damage is increased by 1d6.\r\n[br]\r\n[b]Empowered (1 ki):[\/b] Creatures failing the saving throw are set ablaze, burning continuously. A burning target sheds bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of its turns, a burning creature repeats the saving throw. It takes 1d6 fire damage on a failed save, and the effect ends on a successful one. These magical flames can\u2019t be extinguished through nonmagical means. If damage from this shout reduces a target to 0 hit points, the target is turned to ash.\r\n\r\n[h3]Kyne\u2019s Peace[\/h3]\r\n[b]Basic (1 ki):[\/b] You use the power of your voice to influence a nearby beast. Choose one beast within 30 feet that can hear you. The beast must succeed on a Wisdom saving throw or be charmed by you for 24 hours. A beast that is already friendly to you can choose to fail the saving throw. If you or one of your companions harms the target, the effect ends.\r\n[br]\r\n[b]Empowered (2 ki):[\/b] You can communicate with the beast as if it knew one language of your choice. The beast is friendly to you and your companions. Roll initiative for it in combat, where it takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don\u2019t issue any commands to it, the beast defends itself from hostile creatures, but otherwise takes no actions. [anchor|shouts-2]\r\n\r\n[img:5920520|left|600|nolink]\r\n[h3]Throw Voice[\/h3]\r\n[b]Basic (1 ki):[\/b] This shout is silent, and produces no more noise than a whisper. You project your voice (saying a short message) as if it is coming from a location within 60 feet of you. This can be used to distract or confuse others. A creature that succeeds on a Wisdom check against your Ki save DC realizes that the voice is an illusion, but doesn\u2019t know your location.\r\n[br]\r\n[b]Empowered (1 ki):[\/b] You can add your Wisdom modifier to any Stealth and Sleight of Hand checks you make for 30 seconds after using this shout.\r\n\r\n[h3]Unrelenting Force[\/h3]\r\n[b]Basic (1 ki):[\/b] You use the power of your voice to stagger all creatures in a 15-foot cone originating from you. Those creatures must succeed on a Strength saving throw or take 2d8 thunder damage and be pushed 10 feet away from you. A creature that succeeds on the save takes half as much damage and isn\u2019t pushed. You can spend a number of additional ki points up to your proficiency bonus to increase the thunder damage of this shout.\r\n[br]\r\n[b]Empowered (1 ki):[\/b] Creatures failing the saving throw take an additional 1d8 thunder damage and are knocked prone in addition to being pushed.\r\n\r\n[h3]Whirlwind Sprint[\/h3]\r\n[b]Basic (1 ki):[\/b] By harnessing the power of your voice, you move 60 feet in a straight horizontal line. You count as if you are flying during this move, so you do not leave footprints and can cross pits and similar terrain. You stop if you encounter any solid obstacle such as another creature, a stone column, or a wall. You cannot use this shout if you are carrying weight that exceeds your carrying capacity.\r\n[br]\r\n[b]Empowered (1 ki):[\/b] You can move through creatures during this move. Additionally, you can make one unarmed attack against each creature that you moved through.\r\n\r\n[h3]Dismay[\/h3]\r\n[i](6th Level Required, Concentration)[\/i]\r\n[br]\r\n[b]Basic (3 ki):[\/b] The power of your voice is so strong it breaks your enemies\u2019 will to fight. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or become frightened for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\r\n[br]\r\n[b]Empowered (2 ki):[\/b] A creature failing the saving throw takes 3d10 psychic damage.\r\n\r\n[h3]Frost Breath[\/h3]\r\n[i](6th Level Required)[\/i]\r\n[br]\r\n[b]Basic (3 ki):[\/b] You breathe frigid air in a 30-foot cone. All creatures in that area must make a Constitution saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this shout becomes a frozen statue until it thaws. Ice forms on any liquid surface within the area of this shout. You can spend a number of additional ki points up to your proficiency bonus to increase the cold damage of this shout. For each additional ki point spent, the cold damage is increased by 1d8.\r\n[br]\r\n[b]Empowered (2 ki):[\/b] Each creature that fails the saving throw while standing on the ground is also restrained as its legs are encased in ice, binding them to the ground. A restrained creature can use its action to make a Strength check against your Ki save DC. On a success, it frees itself.\r\n\r\n[img:5918552|right|600|nolink]\r\n[h3]Battle Fury[\/h3]\r\n[i](11th Level Required, Concentration)[\/i]\r\n[br]\r\n[b]Basic (4 ki):[\/b] Choose up to six creatures within 30 feet of you that can hear you. Whenever one of the chosen creatures makes an attack roll, a damage roll, or a saving throw within the next 10 minutes, that creature can roll a d4 and add the number rolled to the attack roll, damage roll, or saving throw.\r\n[br]\r\n[b]Empowered (2 ki):[\/b] The chosen creatures also gain temporary hit points equal to your monk level + your Wisdom modifier. These temporary hit points last for 10 minutes.\r\n\r\n[h3]Become Ethereal[\/h3]\r\n[i](11th Level Required, Concentration)[\/i]\r\n[br]\r\n[b]Basic (3 ki):[\/b] You, along with everything you are wearing and carrying, become halfway ethereal, gaining resistance to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes. While in this state, you cannot make unarmed attacks or weapon attacks, but can still use shouts.\r\n[br]\r\n[b]Empowered (4 ki):[\/b] You become fully ethereal, gaining immunity to nonmagical bludgeoning, piercing, and slashing damage, as well as resistance to all other damage for 10 minutes. You can also move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. While ethereal, you cannot make unarmed attacks or weapon attacks, but can still use shouts. [anchor|shouts-3]\r\n\r\n[h3]Call Storm[\/h3]\r\n[i](11th Level Required, Concentration)[\/i]\r\n[br]\r\n[b]Basic (3 ki):[\/b] A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. You cannot use this shout if you can\u2019t see a point in the air where the storm cloud could appear (for example, if you are in a room that can\u2019t accommodate the cloud). When you use this shout, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your bonus action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you use this shout, you gain control over the existing storm instead of creating a new one. Under such conditions, the shout\u2019s damage increases by 1d10.\r\n[br]\r\n[b]Empowered (2 ki):[\/b] The area underneath the cylinder is considered difficult terrain for flying creatures. The area is heavily obscured, and exposed flames in the area are doused. If a creature is concentrating in the spell\u2019s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. Attacks with weapons using arrows, bolts, and other ordinary projectiles passing through the area have disadvantage (boulders hurled by giants or siege engines, and similar projectiles, are unaffected).\r\n\r\n[img:5920521|left|600|nolink]\r\n[h3]Slow Time[\/h3]\r\n[i](11th Level Required, Concentration)[\/i]\r\n[br]\r\n[b]Basic (3 ki):[\/b] For 1 minute, time is slowed for everyone except you. During this time, your speed is increased by 15 feet, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack or unarmed strike only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, you can\u2019t move or take actions until after your next turn, as a wave of lethargy sweeps over you.\r\n[br]\r\n[b]Empowered (6 ki):[\/b] You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 turns in a row, during which you can use actions and move as normal. This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.\r\n\r\n[h3]Call of Valor[\/h3]\r\n[i](17th Level Required, Concentration)[\/i]\r\n[br]\r\nYour shout summons warriors from Sovngarde, who come from the afterlife to aid you through advice or combat prowess. A number of warrior spirits appear in a space within 60 feet of you. The spirits use the berserker, veteran, or archer statistics from the Monster Manual or the Volo\u2019s Guide to Monsters. The spirits return to Sovngarde after 1 hour or when they drop to 0 hit points. You can summon up to 3 spirits, spending 3 ki points for each spirit summoned. You can summon a specific spirit if you know their name and they are willing to lend you their aid.\r\n\r\n[h3]Dragon Aspect[\/h3]\r\n[i](17th Level Required, Concentration)[\/i]\r\n[br]\r\nYou spend 7 ki points to take on the mighty aspect of a dragon, with an armored hide, spectral wings, and powerful claws. You gain the following benefits for 10 minutes:\r\n[br]\r\n[u]Claws.[\/u] Your unarmed strikes use 2d6 for their damage dice and deal slashing instead of bludgeoning damage.\r\n[br]\r\n[u]Draconic Resilience.[\/u] You gain resistance to fire and cold damage, and your AC is increased by 2. Spectral Wings. You have a flying speed of 60 feet. If you are still flying when this effect ends, you fall unless you can somehow prevent it (such as through the slow fall trait).\r\n\r\n[h3]Soul Tear[\/h3]\r\n[i](17th Level Required)[\/i]\r\n[br]\r\nYou spend 8 ki points to harness the darkest powers of the shout, destroying a creature\u2019s body from the inside and rending its soul. A creature within 30 feet must make a Constitution saving throw. It takes 5d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this shout rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. [anchor|Class-Features]\r\n[hr]","class_features":"[b]Unarmoured Defence[\/b]\r\n[br]\r\n[i]1st level monk feature[\/i]\r\n[br]\r\nWhile you are wearing no armour\r\nand not wielding a shield, your AC equals 10 + your\r\nDexterity modifier + your Wisdom modifier.\r\n\r\n[b]Martial Arts[\/b]\r\n[br]\r\n[i]1st level monk feature[\/i]\r\n[br]\r\nYour practice of martial arts gives you\r\nmastery of combat styles that use unarmed strikes and\r\nmonk weapons, which are shortswords, throwing knives and any simple\r\nmelee weapons that don\u2019t have the two-handed or\r\nheavy property.\r\n[br]\r\nYou gain the following benefits while you are unarmed\r\nor wielding only monk weapons and you aren\u2019t wearing\r\narmour or wielding a shield:\r\n\r\n\u2022 You can use Dexterity instead of Strength for the\r\nattack and damage rolls of your unarmed strikes and\r\nmonk weapons.\r\n[br]\r\n\u2022 You can roll a d4 in place of the normal damage\r\nof your unarmed strike or monk weapon. This die\r\nchanges as you gain monk levels, as shown in the\r\nMartial Arts column of the [blocklink:1454882].\r\n[br]\r\n\u2022 When you use the Attack action with an unarmed\r\nstrike or a monk weapon on your turn, you can make\r\none unarmed strike as a bonus action. For example, if\r\nyou take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus\r\naction, assuming you haven't already taken a bonus\r\naction this turn.\r\n\r\n[b]Ki[\/b]\r\n[br]\r\n[i]2nd level monk feature[\/i]\r\n[br]\r\nYour training allows you to\r\nharness the mystic energy of ki. Your access to this\r\nenergy is represented by a number of ki points. Your\r\nmonk level determines the number of points you have,\r\nas shown in the Ki Points column of the Monk table.\r\nYou can spend these points to fuel various ki features.\r\nYou start knowing three such features: Flurry of Blows,\r\nPatient Defense, and Step of the Wind. You learn more\r\nki features as you gain levels in this class.\r\n[br]\r\nWhen you spend a ki point, it is unavailable until\r\nyou finish a short or long rest, at the end of which you\r\ndraw all of your expended ki back into yourself. You\r\nmust spend at least 30 minutes of the rest meditating to\r\nregain your ki points.\r\n[br]\r\nSome of your ki features require your target to make\r\na saving throw to resist the feature\u2019s effects. The saving\r\nthrow DC is calculated as follows:\r\n\r\n[center][b]Ki save DC[\/b] = 8 + your proficiency bonus +\r\nyour Wisdom modifier[\/center]\r\n\r\n[img:5917444|right|400|nolink][u]Flurry of Blows:[\/u]\r\n[br]\r\nImmediately after you take the Attack action on your\r\nturn, you can spend 1 ki point to make two unarmed\r\nstrikes as a bonus action.\r\n\r\n[u]Patient Defence:[\/u]\r\n[br]\r\nYou can spend 1 ki point to take the Dodge action as a\r\nbonus action on your turn.\r\n\r\n[u]Step of the Wind:[\/u]\r\n[br]\r\nYou can spend 1 ki point to take the Disengage or Dash\r\naction as a bonus action on your turn, and your jump\r\ndistance is doubled for the turn.\r\n\r\n[b]Unarmoured Movement[\/b]\r\n[br]\r\n[i]2nd level monk feature[\/i]\r\n[br]\r\nYour speed increases by 10 feet\r\nwhile you are not wearing armour or wielding a shield.\r\nThis bonus increases when you reach certain monk\r\nlevels, as shown in the Monk table.\r\n[br]\r\nAt 9th level, you gain the ability to move along vertical\r\nsurfaces and across liquids on your turn without falling\r\nduring the move.\r\n\r\n[b]Deflect Missiles[\/b]\r\n[br]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nYou can use your reaction to\r\ndeflect or catch the missile when you are hit by a ranged\r\nweapon attack. When you do so, the damage you take\r\nfrom the attack is reduced by 1d10 + your Dexterity\r\nmodifier + your monk level.\r\n[br]\r\nIf you reduce the damage to 0, you can catch the\r\nmissile if it is small enough for you to hold in one hand\r\nand you have at least one hand free. If you catch a\r\nmissile in this way, you can spend 1 ki point to make a\r\nranged attack with the weapon or piece of ammunition\r\nyou just caught, as part of the same reaction. You make\r\nthis attack with proficiency, regardless of your weapon\r\nproficiencies, and the missile counts as a monk weapon\r\nfor the attack.[anchor|Class-Features-2]\r\n\r\n[b]Monastic Tradition:[\/b]\r\n[br]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nWhen you reach 3rd level, you commit yourself to a\r\nmonastic tradition: the Way of the Open Hand, the Way\r\nof Shadow, or the Way of the Voice. Your tradition\r\ngrants you features at 3rd level and again at 6th, 11th,\r\nand 17th level. \r\n\r\n[b]Ability Score Improvement[\/b]\r\n[br]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n\r\n[b]Slow Fall[\/b]\r\n[br]\r\n[i]4th level monk feature[\/i]\r\n[br]\r\nYou can use your reaction when\r\nyou fall to reduce any falling damage you take by an\r\namount equal to five times your monk level.\r\n\r\n[b]Extra Attack[\/b]\r\n[br]\r\n[i]5th level monk feature[\/i]\r\n[br]\r\nYou can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\n\r\n[b]Stunning Strike[\/b]\r\n[br]\r\n[i]5th level monk feature[\/i]\r\n[br]\r\nYou can interfere with the flow of\r\nki in an opponent\u2019s body. When you hit another creature\r\nwith a melee weapon attack, you can spend 1 ki point to\r\nattempt a stunning strike. The target must succeed on a\r\nConstitution saving throw or be stunned until the end of\r\nyour next turn.\r\n\r\n[b]Ki-Empowered Strikes[\/b]\r\n[br]\r\n[i]6th level monk feature[\/i]\r\n[br]\r\nYour unarmed strikes count as\r\nmagical for the purpose of overcoming resistance and\r\nimmunity to nonmagical attacks and damage.\r\n\r\n[b]Evasion[\/b]\r\n[br]\r\n[i]7th level monk feature[\/i]\r\n[br]\r\nYour instinctive agility lets you dodge\r\nout of the way of certain area effects, such as a\r\ndragon\u2019s breath or a fireball spell. When you\r\nare subjected to an effect that allows you to make a\r\nDexterity saving throw to take only half damage, you\r\ninstead take no damage if you succeed on the saving\r\nthrow, and only half damage if you fail.\r\n\r\n[b]Stillness of the Mind[\/b]\r\n[br]\r\n[i]7th level monk feature[\/i]\r\n[br]\r\nYou can use your action to end one\r\neffect on yourself that is causing you to be charmed\r\nor frightened.\r\n\r\n[b]Purity of Body[\/b]\r\n[br]\r\n[i]10th level monk feature[\/i]\r\n[br]\r\nYour mastery of the ki flowing through you\r\nmakes you immune to disease and poison.\r\n\r\n[b]Tongue of the Sun and Moons[\/b]\r\n[br]\r\n[i]13th level monk feature[\/i]\r\n[br]\r\nYou learn to touch the ki of other\r\nminds so that you understand all spoken languages.\r\nMoreover, any creature that can understand a language\r\ncan understand what you say.\r\n\r\n[b]Diamond Soul[\/b]\r\n[br]\r\n[i]14th level monk feature[\/i]\r\n[br]\r\nYour mastery of ki grants you\r\nproficiency in all saving throws.\r\nAdditionally, whenever you make a saving throw and\r\nfail, you can spend 1 ki point to reroll it and take the\r\nsecond result.\r\n\r\n[b]Timeless Body[\/b]\r\n[br]\r\n[i]15th level monk feature[\/i]\r\n[br]\r\nYour ki sustains you so that you suffer\r\nnone of the frailty of old age, and you can't be aged\r\nmagically. You can still die of old age, however. In\r\naddition, you no longer need food or water.\r\n\r\n[b]Empty Body[\/b]\r\n[br]\r\n[i]18th level monk feature[\/i]\r\n[br]\r\nYou can use your action to\r\nspend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage\r\nbut force damage.\r\nAdditionally, you can spend 8 ki points to cast the\r\n@[Astral Projection](spell:b872587f-9b52-40f6-836d-bfd67233b50b) spell. When you do so, you can\u2019t take any other\r\ncreatures with you.\r\n\r\n[b]Perfect Self[\/b]\r\n[br]\r\n[i]20th level monk feature[\/i]\r\n[br]\r\nWhen you roll for initiative and have no ki\r\npoints remaining, you regain 4 ki points. [anchor|Open-Hand]","subclass_options":"[img:5625987|right|300|nolink]\r\n[h1]Way of the Open Hand:[\/h1]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nMonks of the Way of the Open Hand are the ultimate\r\nmasters of martial arts combat, whether armed or\r\nunarmed. They learn techniques to push and trip their\r\nopponents, manipulate ki to heal damage to their\r\nbodies, and practice advanced meditation that can\r\nprotect them from harm.\r\n\r\n[b]Open Hand Technique[\/b]\r\n[br]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nStarting when you choose this tradition,\r\nyou can manipulate your enemy\u2019s ki when you harness\r\nyour own. Whenever you hit a creature with one of the\r\nattacks granted by your Flurry of Blows, you can impose\r\none of the following effects on that target:\r\n[br]\r\n\u2022 It must succeed on a Dexterity saving throw or be\r\nknocked prone.\r\n[br]\r\n\u2022 It must make a Strength saving throw. If it fails, you\r\ncan push it up to 15 feet away from you.\r\n[br]\r\n\u2022 It can\u2019t take reactions until the end of your next turn.\r\n\r\n[b]Wholeness of Body[\/b]\r\n[br]\r\n[i]6th level monk feature[\/i]\r\n[br]\r\nYou gain the ability to heal yourself. As an\r\naction, you can regain hit points equal to three times your monk level. You must finish a long rest before you\r\ncan use this feature again.\r\n\r\n[b]Tranquility[\/b]\r\n[br]\r\n[i]11th level monk feature[\/i]\r\n[br]\r\nYou can enter a special\r\nmeditation that surrounds you with an aura of peace. At\r\nthe end of a long rest, you gain the effect of a @[Sanctuary](spell:2649368a-057f-43eb-a5bd-2fdefc01a993)\r\nspell that lasts until the start of your next long rest (the\r\nspell can end early as normal). The saving throw DC\r\nfor the spell equals 8 + your Wisdom modifier + your\r\nproficiency bonus.\r\n\r\n[b]Quivering Palm[\/b]\r\n[br]\r\n[i]17th level monk feature[\/i]\r\n[br]\r\nYou gain the ability to set up lethal\r\nvibrations in someone\u2019s body. When you hit a creature\r\nwith an unarmed strike, you can spend 3 ki points to\r\nstart these imperceptible vibrations, which last for a\r\nnumber of days equal to your monk level. The vibrations\r\nare harmless unless you use your action to end them.\r\nTo do so, you and the target must be on the same plane\r\nof existence. When you use this action, the creature\r\nmust make a Constitution saving throw. If it fails, it is\r\nreduced to 0 hit points. If it succeeds, it takes 10d10\r\nnecrotic damage.\r\n[br]\r\nYou can have only one creature under the effect of this\r\nfeature at a time. You can choose to end the vibrations\r\nharmlessly without using an action. [anchor|Shadow]\r\n\r\n[img:5625986|left|300|nolink]\r\n[h1]Way of Shadow:[\/h1]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nMonks of the Way of Shadow follow a tradition that\r\nvalues stealth and subterfuge. These monks might\r\nbe called acolytes or shadowscales, and they serve as\r\nspies and assassins. Sometimes the members of a\r\nbrotherhood are like family members, forming a clan\r\nsworn to secrecy about their arts and missions. Other\r\nsanctuaries are more like thieves\u2019 guilds, hiring out\r\ntheir services to nobles, rich merchants, or anyone else\r\nwho can pay their fees. Regardless of their methods, the\r\nheads of these sanctuaries expect the unquestioning\r\nobedience of their students.\r\n\r\n[b]Shadow Arts[\/b]\r\n[br]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nStarting when you choose this tradition, you\r\ncan use your ki to duplicate the effects of certain spells.\r\nAs an action, you can spend 2 ki points to cast @[Darkness](spell:e2945df5-6370-42cc-94f3-51f1046444d6),\r\n@[Darkvision](spell:c4f2a636-0d99-44ab-8fe5-bfeafc557ec5), @[Pass Without Trace](spell:52aa4989-8763-43a4-aaa5-6a8ec05f4039), or @[Silence](spell:0a8a88c0-f5b9-4cb9-a8aa-7350ed69b5f7). Additionally, you gain\r\nthe @[Minor Illusion](spell:25f3cb67-cfec-4646-bbfb-1c9b6150fa25) cantrip if you don\u2019t already know it.\r\n\r\n[b]Shadow Step[\/b]\r\n[br]\r\n[i]6th level monk feature[\/i]\r\n[br]\r\nYou gain the ability to step from one shadow\r\ninto another. When you are in dim light or darkness,\r\nas a bonus action you can teleport up to 60 feet to an\r\nunoccupied space you can see that is also in dim light\r\nor darkness. You then have advantage on the first melee\r\nattack you make before the end of the turn.\r\n\r\n[b]Cloak of Shadows[\/b]\r\n[br]\r\n[i]11th level monk feature[\/i]\r\n[br]\r\nYou have learned to become one with\r\nthe shadows. When you are in an area of dim light or\r\ndarkness, you can use your action to become invisible.\r\nYou remain invisible until you make an attack, cast a\r\nspell, or are in an area of bright light.\r\n\r\n[b]Opportunist[\/b]\r\n[br]\r\n[i]17th level monk feature[\/i]\r\n[br]\r\nYou can exploit a creature's momentary\r\ndistraction when it is hit by an attack. Whenever a\r\ncreature within 5 feet of you is hit by an attack made by\r\na creature other than you, you can use your reaction to\r\nmake a melee attack against that creature. [anchor|the-Voice]\r\n\r\n[img:5625994|right|300|nolink]\r\n[h1]Way of the Voice:[\/h1]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nA tradition of harmony. Monks of The Way of the Voice teach that, except in times of true need, the Voice must be used only for the worship and glory of the gods, and that true mastery of it can only be achieved when one's inner spirit is in harmony with one's actions. The Greybeards believe that only in the contemplation of the Sky (the domain of Kynareth) and the practice of the Voice can a man achieve this harmony. This philosophy is exemplified in a motto of the Dragon tongue: Lok, Thu'um \"Sky above, Voice within\".\r\n\r\n[u]Disciple of the Thuum:[\/u] When you choose this tradition, you learn magical disciplines that harness the power of your voice. A discipline requires you to spend ki points each time you use it.\r\n\r\nYou know three shouts of your choice, which are detailed in the [url:https:\/\/www.worldanvil.com\/block\/1406712#shouts-1]\"Spellcasting\"[\/url] section above. You learn one additional shout of your choice at 6th, 11th, and 17th level.\r\n\r\nWhenever you learn a new shout, you can also replace one shout that you already know with a different shout.\r\n\r\n[u]Using Shouts.[\/u] Each shout has two levels: the basic level and the empowered level. The exception are the shouts learned at 17th level. To cast a shout, you need to use your action and spend the indicated number of ki points, choosing between the shout\u2019s basic and empowered effects. If you choose the empowered effect, its ki cost and effect are added to the basic effect. Many shouts require creatures to make saving throws against their affects, you use your Wisdom modifier when setting the saving throw DC.\r\n\r\n[center][b]Shout save DC =[\/b] 8 + your proficiency bonus +\r\n[br] your Wisdom modifier[\/center]\r\n\r\nShouts produce a loud noise that can be heard up to 300 feet away. If a shout requires concentration, it follows the same rules as spells that require concentration. You cannot use shouts if you cannot speak. This includes situations when you are gagged, underwater, or in an area of magical silence.\r\n\r\n[b]Enlightened[\/b]\r\n[br]\r\n[i]3rd level monk feature[\/i]\r\n[br]\r\nYou discover deep reserves of inner energy inside your soul. You have an additional number of ki points equal to your Wisdom modifier. These extra ki points can only be used for shouts.\r\n\r\n[b]Energy from Within[\/b]\r\n[br]\r\n[i]6th level monk feature[\/i]\r\n[br]\r\nYou are deeply connected with the ki flowing through you. Whenever you spend ki to use a shout, you regain hit points equal to twice the number of ki points you spent.\r\n\r\n[b]Mystic Assault[\/b]\r\n[br]\r\n[i]11th level monk feature[\/i]\r\n[br]\r\nYou can augment your physical attacks with your shouts. Immediately after you take the Attack action on your turn, you can use a bonus action to use a shout that spends up to 3 ki points.\r\n\r\n[b]Mastery of the Voice[\/b]\r\n[br]\r\n[i]17th level monk feature[\/i]\r\n[br]\r\nYou can disrupt the ki inside other creatures with your strikes, making them more susceptible to your shouts. When you hit a creature with an unarmed strike, that creature has disadvantage on the next saving throw it makes against a shout you use before the end of your next turn.\r\n\r\nAdditionally, choose one shout that you know and that has no level requirement. You need to spend one less ki point when using that shout. This can reduce a shout\u2019s ki cost to 0.","table_data":"[b]Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmoured Movement | Features[\/b]\r\n1st | +2 | 1d4 | - | - | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features]Unarmoured Defence[\/url], [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features]Martial Arts[\/url]\r\n2nd | +2 | 1d4 | 2 | +10ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features]Ki[\/url], [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features]Unarmoured Movement[\/url]\r\n3rd | +2 | 1d4 | 3 | +10ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features]Deflect Missiles[\/url], [url:https:\/\/www.worldanvil.com\/block\/1406712#Open-Hand]Open Hand Technique[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#Shadow]Shadow Arts[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#the-Voice]Enlightened[\/url]\r\n4th |+2 | 1d4 | 4 | +10ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Ability Score Improvement, Slow Fall[\/url]\r\n5th | +3 | 1d6 | 5 | +10ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Extra Attack, Stunning Strike[\/url]\r\n6th | +3 | 1d6 | 6 | +15ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Ki-Empowered Strikes[\/url], [url:https:\/\/www.worldanvil.com\/block\/1406712#Open-Hand]Wholeness of Body[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#Shadow]Shadow Step[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#the-Voice]Energy from Within[\/url]\r\n7th | +3 | 1d6 | 7 | +15ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Evasion, Stillness of Mind[\/url]\r\n8th | +3 | 1d6 | 8 | +15ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Ability Score Improvement[\/url]\r\n9th | +4 | 1d6 | 9 | +15ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features]Unarmoured Movement Improvement[\/url]\r\n10th | +4 | 1d6 | 10 | +20ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Purity of Body[\/url]\r\n11th | +4 | 1d8 | 11 | +20ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Open-Hand]Tranquillity[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#Shadow]Cloak of Shadows[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#the-Voice]Mystic Assault[\/url]\r\n12th | +4 | 1d8 | 12 | +20ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Ability Score Improvement[\/url]\r\n13th | +5 | 1d8 | 13 | +20ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Tongue of the Sun and Moons[\/url]\r\n14th | +5 | 1d8 | 14 | +25ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Diamond Soul[\/url]\r\n15th | +5 | 1d8 | 15 | +25ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Timeless Body[\/url]\r\n16th | +5 | 1d8 | 16 | +25ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Ability Score Improvement[\/url]\r\n17th | +6 | 1d10 | 17 | +25ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Open-Hand]Quivering Palm[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#Shadow]Opportunist[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406712#the-Voice]Mastery of the Voice[\/url]\r\n18th | +6 | 1d10 | 18 | +30ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Empty Body[\/url]\r\n19th | +6 | 1d10 | 19 | +30ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Ability Score Improvement[\/url]\r\n20th | +6 | 1d10 | 20 | +30ft | [url:https:\/\/www.worldanvil.com\/block\/1406712#Class-Features-2]Perfect Self[\/url]","source":"","jsondata":"","tags":"D&D, Homebrew, Elder Scrolls, Skyrim","isShared":"on","templateId":"5460","blockId":"1406712","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"26911"}