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Monk Subclasses

The document outlines four monk subclasses: Way of the Turning Leaf, Way of the Spirited Hand, Way of the Iron Heart, and Way of the Wyrmfire, each with unique philosophies and abilities. The Turning Leaf emphasizes adaptability and using an enemy's force against them, the Spirited Hand connects with ancestral spirits for guidance, the Iron Heart focuses on unwavering protection, and the Wyrmfire harnesses the transformative power of fire. Each subclass includes specific abilities unlocked at various monk levels, enhancing their combat and support capabilities.

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0% found this document useful (0 votes)
4 views5 pages

Monk Subclasses

The document outlines four monk subclasses: Way of the Turning Leaf, Way of the Spirited Hand, Way of the Iron Heart, and Way of the Wyrmfire, each with unique philosophies and abilities. The Turning Leaf emphasizes adaptability and using an enemy's force against them, the Spirited Hand connects with ancestral spirits for guidance, the Iron Heart focuses on unwavering protection, and the Wyrmfire harnesses the transformative power of fire. Each subclass includes specific abilities unlocked at various monk levels, enhancing their combat and support capabilities.

Uploaded by

Brandon Goslin
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Monk Subclasses

Way of the Turning Leaf


"Be like the leaf that bends with the storm yet never breaks, that dances on the wind yet always
finds its path."

Monks of the Turning Leaf study the eternal dance between motion and stillness, drawing power
from the very air around them. This ancient tradition originated in the floating monasteries and
hidden enclaves in the peaks of mountains, where monks learned to read the patterns of wind
and weather as clearly as any text. They believe that true mastery comes not from resisting
change, but from flowing with it—turning obstacles into opportunities and using an enemy's
force against them.

These monks are often found serving as guides through treacherous mountain passes or as
diplomatic messengers who can traverse any terrain. Their philosophy emphasizes adaptability
and grace under pressure, teaching that even the mightiest oak can be felled by the storm, but
the humble reed survives by bending.

3rd Level: Gale Step


● When you use Step of the Wind, enemies within 5 feet of you must make a Strength
saving throw or be pushed 10 feet away from you.
● Opportunity attacks against you have disadvantage while you are moving.

3rd Level: Momentum Technique


● Once per turn, when you move at least 15 feet in a straight line before making a melee
attack, you can roll your Martial Arts die and add the result to either your attack roll or
damage roll (your choice).

6th Level: Zephyr Guard


● You can use your reaction to reduce fall damage for yourself or an ally within 30 feet by
1d6 per Ki point spent (maximum equal to your Wisdom modifier).
● You can spend 1 Ki point as a bonus action to create difficult terrain in a 10-foot radius
around you until the start of your next turn. The area is filled with swirling winds that don't
affect you or creatures of your choice.

11th Level: Eye of the Storm


● You are unaffected by difficult terrain and can move across any liquid surface as if it
were solid ground.
● When you use Flurry of Blows, each hit can push the target 5 feet in a direction of your
choice.
● You can hover up to 1 foot above the ground, allowing you to avoid ground-based
effects like caltrops or grease spells, but this doesn't grant you a flying speed.

17th Level: Tempest Waltz


● As an action, you can spend 3 Ki points to create a 20-foot radius windstorm centered
on you that lasts for 1 minute. You must maintain concentration on this effect as if
concentrating on a spell.
● While the storm is active:
○ Creatures of your choice within the area must succeed on a Strength saving
throw at the start of their turn or be knocked prone.
○ You can move through enemy spaces without provoking opportunity attacks.
○ Ranged weapon attacks made by creatures within the area (other than you) have
disadvantage.

Way of the Spirited Hand


"In the space between breaths, the ancestors whisper. In the moment between heartbeats, the
spirits dance."

The Way of the Spirited Hand connects monks to the ethereal realm, allowing them to call upon
spectral allies for guidance and protection. This tradition emerged from the burial grounds of
ancient battlefields, where monks discovered they could commune with the lingering spirits of
noble warriors and wise beasts. These spectral companions are not bound souls, but willing
guardians who choose to aid the living in their struggle against darkness.

Practitioners often serve as spiritual mediums and guardians of sacred sites. They understand
that death is not an ending but a transformation, and that wisdom can be gleaned from those
who have passed beyond the veil. The spirits they summon reflect their inner nature—some call
upon the cunning of ancient foxes, others the loyalty of fallen hounds, or the wisdom of
ancestral owls.

3rd Level: Spirit Companion


● You can summon a spectral spirit that takes the form of a beast (CR 1/4 or lower) as an
action, costing 1 Ki point. Choose a beast stat block, but the spirit has hit points equal to
3 times your monk level and adds your Wisdom modifier to its attack and damage rolls.
● The spirit lasts for 1 hour, until it's reduced to 0 hit points, or until you summon another.
It acts immediately after your turn and is friendly to you and your allies.
● The spirit is incorporeal but can interact with the physical world to make attacks.

3rd Level: Guiding Echo


● When your spirit is within 10 feet of you, you can add half your Wisdom modifier
(rounded up) to one attack roll, ability check, or saving throw you make on your turn.

6th Level: Ki Channeling


● You can spend 1 Ki point as a bonus action to empower your spirit with one of the
following effects:
○ Spectral Strike: The spirit's next attack has advantage.
○ Protective Aura: An ally within 10 feet of the spirit gains temporary hit points
equal to your Wisdom modifier + half your monk level.
○ Ethereal Push: The next creature the spirit hits must make a Strength saving
throw or be knocked prone.

11th Level: Twin Spirits


● You can maintain two spirits simultaneously. When you summon a spirit while you
already have one active, you can spend 1 additional Ki point to keep both active.
● You gain +2 AC while at least one spirit is within 5 feet of you.

17th Level: Spectral Body


● As an action, you can spend 4 Ki points to partially phase into the ethereal realm for 1
minute, calling upon the collective power of countless ancestral spirits. During this time:
○ You can move through other creatures and objects as if they were difficult terrain,
taking 1d10 force damage if you end your turn inside an object.
○ Your attacks deal additional radiant damage equal to your Wisdom modifier + the
number of spirits you currently have summoned.
○ When you hit a creature with an unarmed strike, ghostly hands reach out from
the ethereal plane. The target must make a Wisdom saving throw or be stunned
until the end of their next turn. Once a creature has been targeted by this effect, it
cannot be targeted again until it finishes a long rest.

Way of the Iron Heart


"The mountain does not fear the storm, for it knows that stone endures long after wind has
passed."

Monks of the Iron Heart forge themselves into unbreakable shields, protecting others through
unwavering resolve and indomitable will. This tradition was born in the siege-torn borderlands,
where monks discovered that true strength came not from dealing devastating blows, but from
standing firm when others would fall. They practice forms of meditation that turn flesh to steel
and spirit to adamant.

These monks often serve as bodyguards, fortress defenders, and protectors of the innocent.
Their philosophy centers on the concept of "immovable compassion"—that sometimes the
greatest act of love is to stand between evil and those who cannot protect themselves. They
believe that a single person with unshakeable conviction can change the course of history.

3rd Level: Iron Stance


● When you take the Dodge action, you gain temporary hit points equal to your Wisdom
modifier + half your monk level (rounded up).
6th Level: Unyielding Guard
● When you are hit by an attack, you can spend 1 Ki point and use your reaction to reduce
the damage by 1d8 + your Wisdom modifier. You can use this feature only once per
turn.

6th Level: Protective Reflexes


● When a creature you can see attacks an ally within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll.

11th Level: Immovable Soul


● You gain proficiency in Strength saving throws. If you're already proficient, you can add
double your proficiency bonus to Strength saving throws.
● You cannot be moved against your will by any means unless you are incapacitated.
Difficult terrain costs no extra movement for you.

17th Level: Fortress of Will


● As a bonus action, you can spend 3 Ki points to enter an enhanced defensive state for 1
minute. While in this state:
○ Allies within 10 feet of you have resistance to one damage type of your choice
(chosen when you activate this feature).
○ You can use your Unyielding Guard feature without spending Ki points.
○ When you use your reaction to protect an ally with Protective Reflexes, you can
also grant them the benefits of your Unyielding Guard if they're hit.

Way of the Wyrmfire


"Within every flame burns the memory of dragons. Within every ember lies the potential for
rebirth."

The Way of the Wyrmfire teaches monks to harness the primal essence of fire, channeling the
ancient power that once coursed through the veins of great dragons. This tradition began when
a group of monks discovered the still-warm heart of an ancient red dragon, learning to absorb
and reshape its fiery essence. Unlike the scattered teachings of the Four Elements, Wyrmfire
monks focus entirely on fire's transformative and destructive aspects.

These monks often serve as forge-keepers, purifiers of corruption, and guardians against
creatures of ice and darkness. They believe that fire represents not just destruction, but renewal
—that sometimes the old must burn away for the new to grow. Their monasteries are built
around eternal flames that are said to contain sparks of the first dragon's breath.

3rd Level: Ember Strike


● When you hit a creature with an unarmed strike, you can spend 1 Ki point to deal an
additional 1d6 fire damage. The target catches fire, taking 1d4 fire damage at the start of
each of their turns. The target can use an action to extinguish the flames.

3rd Level: Flame Step


● When you use Step of the Wind, you can leave behind a 5-foot wide, 10-foot long line of
fire that lasts until the start of your next turn. When a creature enters the area for the first
time on a turn or starts its turn there, it takes 1d4 fire damage.

6th Level: Burning Soul


● You gain resistance to fire damage.
● When you take fire damage, you can use your reaction to spend 1 Ki point and force a
creature within 10 feet to make a Dexterity saving throw. On a failure, they take fire
damage equal to half the damage you took.

11th Level: Inferno Technique


● When you use Flurry of Blows, you can replace one of the attacks with a burst of flame.
Each creature within 5 feet of you must make a Dexterity saving throw, taking 2d6 fire
damage on a failure, or half as much on a success.
● Your Ember Strike damage increases to 2d6, and the ongoing fire damage increases to
1d6.

17th Level: Dragon's Ascendance


● As an action, you can spend 4 Ki points to wreath yourself in draconic fire for 1 minute.
While transformed:
○ You shed bright light in a 20-foot radius and dim light for an additional 20 feet.
○ At the end of your turn, each hostile creature within 5 feet of you takes fire
damage equal to your Martial Arts die.
○ Your unarmed strikes deal fire damage instead of their normal damage type and
ignore resistance to fire damage.
○ You gain immunity to fire damage for the duration.

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