TEXT: Monks, Mantras, and Monasteries
  1
  Monks, Mantras, & Monasteries
  CLASSING IT UP
  Beth Jones & Anja Svare
  
  Classing It Up
  2
  LegaL
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2022 by Anja Svare Productions and published under the Community Content Agreement for Dungeon Masters Guild.
  TabLe of ConTenTs
  MonasTiC TradiTions 
  3
   Way of The ChaMeLeon 
  3
   Way of The Cobra 
  4
   Way of The fieLd Weaver 
  6
   Way of honor 
  7
   Way of The hooded Monk 
  8
   Way of The PerfeCT hosT 
  10
   Way of The rising and seTTing sun 
  11
   Way of The shaMan 
  12
   Way of The sPhinx 
  15
   Way of suffering 
  16
   Way of TransendenCe 
  17
   Way of The uniCorn 
  18
   Way of unTaPPed PoTenTiaL 
  20
   Way of WaTer 
  21
  Monk WeaPons 
  22
  Way of The uniCorn MonasTery 24
  MagiC iTeMs 
  26
  CrediTs
  Authors:  Beth Jones and Anja Svare
  Art:  Some artwork © Dean Spencer, used with permission. 
  All rights reserved.
            Some artwork © Grim Press, used with permission. 
  All rights reserved. Artist: Bob Greyvenstein
  Layout: Anja Svare
  Cartography: Anja Svare
  Publisher: Anja Svare Productions
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  A Monk Practices Her Forms with a Deadly Weapon.
  CLASSING IT UP
  Monks, Mantras, & Monasteries
  
  Monks, Mantras, and Monasteries
  This supplement offers 14 new monastic traditions, 
  descriptions of martial arts flavored weapons that can be 
  substituted for common simple weapons, new weapons 
  designed specifically for monks, and a map with the unique 
  description of a monastery dedicated to the Way of the 
  Unicorn.
  MonasTiC TradiTions
  Following are new monastic traditions for the monk class 
  for use in your game subject to GM approval. 
  Way of The ChaMeLeon
  Monks that train in the Way of the Chameleon learn to 
  manipulate their bodies at the cellular level. Much like 
  shapeshifters, they can change their appearance from one 
  humanoid to another. They can significantly alter their 
  anatomy like growing fins and gills, or they can make more 
  subtle changes like altering their skin tone to match their 
  surroundings. These monks are sometimes referred to as 
  Shifters and are often employed as infiltrators by a guild 
  or organization hoping to gain intelligence on an opposing 
  organization.
  Ki Magic
  Starting when you choose this tradition at 3rd level, you 
  can add twice your proficiency bonus to Dexterity (Stealth) 
  checks, and you can use your ki to duplicate the effects of 
  the alter self spell. As an action, you can expend 1 ki point 
  to cast alter self, without providing material components, 
  expending a spell slot, or maintaining concentration. 
  Camouflage Guru
  At 6th level, you can try to hide when you are lightly 
  obscured from the creature from which you are hiding. You 
  can also try to hide from a creature even if you are in plain 
  view of it as long as you are adjacent to an inanimate solid 
  surface (such as a wall, tree, or rock).
  Cellular Manipulation
  By 11th level, you can use a bonus action to cause your 
  limbs to elongate. This effect lasts for 10 minutes. Each 
  time you use this feature, you must choose which set of 
  limbs to elongate and you gain the specified bonus detailed 
  below:
  Arms:  Your reach for your unarmed strikes is 5 feet greater 
  than normal.
  Legs: Your speed increases by +10 feet.
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  Hobble Opponents
  By 17th level, you can manipulate cellular structures in 
  bodies other than your own. As an action, you can force up 
  to six creatures that you can see within 60 feet to make a 
  Constitution saving throw (DC 8 + your proficiency bonus 
  + your Wisdom modifier) at disadvantage or take 10d6 
  necrotic damage and fall prone as their bones become 
  jellylike and unable to support weight. On a successful 
  save, a target takes half as much damage and doesn’t fall 
  prone. Each round at the start of its turn, a prone creature 
  can make a new Constitution saving throw to see if it 
  can stand. (The saves made on subsequent rounds to 
  determine whether a creature can stand are not made 
  at disadvantage.) Failure means it is unable to stand and 
  must remain prone. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  3
  
  Classing It Up
  4
  Way of The Cobra
  Monks that train in the Way of the Cobra are exposed to 
  minuscule amounts of various poisons over long periods 
  until they develop immunity to poison and can even use 
  their ki to generate poison in their bodies. This unique 
  skill set allows these monks to undertake covert missions 
  that require the elimination of a public figure in a discreet 
  manner or function as a monarch’s food taster.
  Poison Tolerance
  Starting when you choose this tradition at 3rd level, you 
  gain resistance to poison damage.
  Poisonous Touch
  At 6th level, when you spend 1 ki point as a bonus action 
  to use your flurry of blows feature, you can simultaneously 
  coat your palms with contact poison from your sweat 
  glands. Any successful attack you make with your flurry of 
  blows requires your target to make a Constitution saving 
  throw (DC 8 + your proficiency bonus + your Wisdom 
  modifier). On a failed save the target takes 1d6 points 
  of poison damage in addition to your unarmed attack’s 
  normal damage or half as much poison damage on a 
  successful save.
  Retaliatory Strike
  By 11th level, you can strike back at your attacker by 
  excreting venom from your salivary glands. When you take 
  damage from a melee attack, you can use your reaction to 
  excrete venom from your mouth in a 5-foot line. Your target 
  must make a Dexterity saving throw (DC 8 + your 
  proficiency bonus + your Wisdom modifier). On a 
  failed save the target takes 3d6 points of poison 
  damage and becomes poisoned until the end of 
  your next turn. On a successful save, the target 
  takes half as much damage and does not 
  become poisoned.
  You can use this feature a number of times 
  equal to your proficiency bonus. Following a 
  long rest, you regain all expended uses. 
  Paralyzing Retaliatory Strike
  By 17th level, when you use your retaliatory 
  strike feature, in addition to the normal 
  effects, your target also gains the paralyzed 
  condition on a failed save. This paralysis lasts 
  until the end of your next turn.
  
  Monks, Mantras, and Monasteries
  5
  ErEvan SiannodEl
  Medium humanoid (high elf), lawful neutral
  Armor Class 16 (unarmored defense)
  Hit Points 45 (6d8 + 18)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  12 (+1)
  12 (+1)
  14 (+2)
  8 (–1)
  Saving Throws Str +4, Dex +7
  Skills Acrobatics +7, Perception +5, Stealth +7
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish, Orc
  Challenge 5 (1,800 XP)
  Fey Ancestry. Erevan has advantage on saving throws against being 
  charmed, and magic can't put him to sleep.
  Innate Spellcasting. Erevan's innate spellcasting ability is 
  Intelligence (spell save DC 12, +4 to hit with spell attacks). 
  He can innately cast the following spells, requiring no material 
  components:
  At will: true strike
  Ki Pool. Erevan has 6 Ki points, which can be used for the 
  following abilities.
  Flurry of Blows: Immediately after he takes the attack action on 
  his turn, he can spend 1 ki point to make two unarmed strikes as 
  a bonus action.
  Patient Defense: He can spend 1 ki point to take the Dodge 
  action as a bonus action on his turn.
  Step of the Wind: He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action on his turn, and his jump 
  distance is doubled for the turn.
  Poisonous Touch. When Erevan spends 1 ki point as a bonus 
  action to use his flurry of blows feature, he can simultaneously 
  coat his palms with contact poison from his sweat glands. Any 
  successful attack he makes with his flurry of blows requires his 
  target to make a DC 13 Constitution saving throw. On a failed 
  save the target takes 1d6 points of poison damage in addition 
  to the unarmed attack’s normal damage or half as much poison 
  damage on a successful save.
  Stunning Strike. Erevan can interfere with the flow of ki in an 
  opponent's body. When he hits another creature with a melee 
  weapon attack, he can spend 1 ki point to attempt a Stunning 
  Strike. The target must succeed on a DC13 Constitution saving 
  throw or be stunned until the end of the Cobra Monks next turn.
  Trance. After resting for 4 hours, Erevan gains the benefits of 8 
  hours of sleep.
  Actions
  Multiattack. Erevan makes two attacks, only one of which can be 
  with the kusari-fundo. He can then make one unarmed strike as a 
  bonus action.
  Bichuwa. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 10/50 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Kusari-Fundo. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage. Dexterity (Sleight of 
  Hand) checks to conceal this weapon are made at a +2 bonus.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage. These unarmed 
  strikes count as magical for the purpose of overcoming resistance 
  and immunity to nonmagical attacks and damage.
  ReActions
  Slow Fall. Erevan can use his reaction when he falls to reduce any 
  falling damage he takes by 30 points.
  Deflect Missiles. Erevan can use his reaction to deflect or catch 
  the missile when he is hit by a ranged weapon attack. When he 
  does so, the damage he takes from the attack is reduced by 1d10 
  + 10.
  If the damage is reduced to 0, Erevan can catch the missile if 
  it is small enough for him to hold in one hand and he has at least 
  one hand free. If he catches a missile in this way, he can spend 
  1 ki point to make a ranged attack (range 20 feet/60 feet) with 
  the weapon or piece of ammunition he just caught, as part of the 
  same reaction. He makes this attack with proficiency, regardless 
  of his weapon proficiencies, and the missile counts as a monk 
  weapon for the attack.
  Erevan Siannodel - Spy of the Cobra
  
  Classing It Up
  Way of The fieLd Weaver
  Monks that follow the Way of the Field Weaver not 
  only study the magical energy of ki as it flows through 
  living bodies, but they also study ki as it interacts with 
  electromagnetic fields or the electric and magnetic 
  currents that flow through all of creation. This study grants 
  them prowess with lightning magic and the ability to defy 
  gravity.
  Hurl Lightning Bolt
  Starting when you choose this tradition at 3rd level, you 
  can hurl bolts of lightning at your foes.
  You gain a new attack option that you can use with the 
  Attack action. This special attack is a ranged spell attack 
  with a range of 30 feet. You are proficient with it, and 
  you add your Dexterity modifier to its attack rolls and 
  your Wisdom modifier to its damage rolls. Its damage is 
  lightning, and its damage die is a d4. This die changes as 
  you gain monk levels, as shown in the Martial Arts 
  column of the Monk table. 
  When you take the Attack action on your turn and use 
  this special attack as part of it, you can spend 1 ki point to 
  make the special attack twice as a bonus action. 
  When you gain the Extra Attack feature, this special attack 
  can be used for any of the attacks you make as part of the 
  Attack action.
  Shocking Assault
  At 6th level, you gain the ability to infuse your unarmed and 
  monk weapon strikes with electrical charges. Once on each 
  of your turns when you hit a creature with a monk weapon 
  or an unarmed strike, you can cause the attack to deal an 
  extra 1d6 lightning damage to the target. When you reach 
  12th level, the extra damage increases to 1d8.
  Defy Gravity
  At 11th level, you gain the ability to channel your ki into 
  gravity-defying power. You can spend 3 ki points as a bonus 
  action to cast levitate without needing components or 
  expending a spell slot.
  Electrical Conduit
  At 17th level, you gain immunity to lightning damage, and 
  once per long rest when you use your hurl lightning bolt 
  feature, you can cause the bolt to split and hit two targets 
  at once as long as both targets are within 15 feet of each 
  other. In addition to taking lightning damage, each target 
  must make a Constitution saving throw (DC 8 + your 
  proficiency bonus + your Wisdom modifier). On a failed 
  save, the target is stunned for 2 rounds, or for 1 round on a 
  successful save.
  6
  
  Monks, Mantras, and Monasteries
  Way of honor
  Duty, honor, leadership, order, and self-sacrifice…these 
  are the tenets of the Way of Honor. Monks that follow this 
  tradition lead others in the fight to eradicate injustice. 
  Others respect these monks and follow their lead, not 
  because of the monks’ compelling personalities, but 
  because of their sagacity. Monks that walk the Way of 
  Honor make wise choices that result in success earning 
  them the reputation of great leaders. They are also 
  forthright, disciplined, and efficient in all they do. Once an 
  honor monk gives their promise, nothing short of death 
  will keep them from fulfilling it. 
  Commanding Presence
  Starting when you choose this tradition at 3rd level, you 
  gain proficiency with the Intimidation or Persuasion skill 
  (your choice). You use your Wisdom modifier on the skill 
  selected in place of your Charisma modifier. Furthermore, 
  once per long rest, you can spend 1 ki point as an action 
  to create the effects of charm person (as a 1st level spell) 
  without expending a spell slot. The Wisdom saving throw 
  DC to avoid the effects of your charm person spell is 8 + 
  your proficiency bonus + your Wisdom modifier.
  Battlefield Awareness
  At 6th level, you can assess your surroundings for threats 
  and react immediately with the perfect strategy to gain 
  victory over your foes. You gain advantage on all initiative 
  rolls. You also gain two superiority dice, which are d8s. A 
  superiority die is expended when you use it. You regain all 
  of your expended superiority dice when you finish a short 
  or long rest. You can use a superiority die to accomplish 
  any of the strategies listed below.
  Disarming AttackPHB. When you hit a creature with an 
  unarmed or melee weapon attack, you can expend one 
  superiority die to attempt to disarm the target, forcing it 
  to drop one item of your choice that it’s holding. You add 
  the superiority die to the attack’s damage roll, and the 
  target must make a Strength saving throw (DC 8 + your 
  proficiency bonus + your Wisdom modifier). On a failed 
  save, it drops the object you choose. The object lands at its 
  feet.
  Prompt Allies. When you make a successful melee attack 
  against a foe, you can use a bonus action to direct your 
  allies to attack. When you do so, choose up to two friendly 
  creatures who can see or hear you and expend one 
  superiority die. The creature/s can immediately use their 
  reaction to make one weapon attack, adding the superiority 
  die to the attack's damage roll. 
  RallyPHB. On your turn, you can use a bonus action and 
  expend one superiority die to bolster the resolve of one 
  of your companions. When you do so, choose a friendly 
  creature who can see or hear you. That creature gains 
  temporary hit points equal to the superiority die roll + your 
  Wisdom modifier.
  Instill Fear
  By 11th level, your presence causes would-be attackers 
  to think twice about confronting you. When you make an 
  initiative roll, you can force all foes within 60 feet that you 
  are aware of to make their initiative rolls at disadvantage. 
  Any creature rolling an initiative less than yours must then 
  make a successful Wisdom saving throw (DC 8 + your 
  proficiency bonus + your Wisdom modifier) or gain the 
  frightened condition until the start of your next turn.
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  Duty-Bound
  By 17th level, whenever an ally within 10 feet of you misses 
  a foe with a melee attack, you can use your reaction to 
  make one melee attack against the foe if it is within your 
  reach.
  7
  
  Classing It Up
  8
  Way of The hooded Monk
  Monks that follow the Way of the Hooded Monk conduct 
  the majority of their training blindfolded to better develop 
  and hone their senses other than sight. These monks can 
  function as easily in the dark as in the light. This ability, 
  coupled with a hooded monk’s heightened sense of their 
  environment makes them excellent choices for scouts and 
  look-outs.
  Blindsight
  Starting when you choose this tradition at 3rd level, you 
  gain blindsight with a range of 10 feet. Within the specified 
  range, you can perceive your surroundings without 
  relying on sight, so your ability to perceive is not 
  hampered by darkness, by being blind, or if the 
  creature you are perceiving is invisible.
  Visualizing Ki
  At 6th level, you can 
  visualize in your mind’s 
  eye the ki that radiates 
  from the vital spots in a 
  creature’s anatomy as a 
  bright light.
  Once on each of your turns, 
  when you hit a creature with a 
  monk weapon or an unarmed strike, you 
  can target a vital spot and cause the attack 
  to deal more damage than usual. Roll one 
  dice equal to the value of your martial arts 
  die and add the amount to the damage 
  inflicted upon the target. 
  Sixth Sense
  By 11th level, you have become preternaturally aware of 
  your surroundings and can detect the slightest fluctuations 
  in tone and pace when listening for falsehoods. Whenever 
  you roll for initiative, roll a d4 and add it to your initiative 
  roll. Additionally, you gain proficiency with Wisdom 
  (Insight) skill checks. If you already have proficiency with 
  Insight, you double your proficiency bonus when you make 
  Wisdom (Insight) skill checks to determine if a creature is 
  lying.
  Appearance of Innocence
  At 17th level, you can trick others into thinking you are less 
  capable than you are. When a creature attempts a melee 
  attack against you, it must make a successful Wisdom 
  saving throw (DC 8 + your proficiency bonus + your 
  Wisdom modifier) or take a -3 penalty on the attack 
  roll. If the attack misses, you can use your reaction to 
  make 1 melee attack against the creature with your 
  unarmed strike or monk weapon.
  
  Monks, Mantras, and Monasteries
  9
  aoth SEprEt
  Medium humanoid (human), lawful good
  Armor Class 16 (unarmored defense)
  Hit Points 60 (11d8 + 11)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  13 (+1)
  11 (+0)
  15 (+2)
  13 (+1)
  Saving Throws Str +4, Dex +8
  Skills Insight +6 (+10 to detect lying), Stealth +8
  Damage Immunities poison; disease
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Evasion. If Aoth is subjected to an effect that allows him to make 
  a Dexterity saving throw to take only half damage, he instead 
  takes no damage if he succeeds on the saving throw, and only half 
  damage if he fails.
  Ki Pool. Aoth has 11 Ki points, which can be used for the 
  following abilities.
  Flurry of Blows: Immediately after he takes the attack action on 
  his turn, Aoth can spend 1 ki point to make two unarmed strikes 
  as a bonus action.
  Patient Defense: Aoth can spend 1 ki point to take the Dodge 
  action as a bonus action on his turn.
  Step of the Wind: Aoth can spend 1 ki point to take the 
  Disengage or Dash action as a bonus action on his turn, and his 
  jump distance is doubled for the turn.
  Sixth Sense. Aoth has become preternaturally aware of his 
  surroundings and can detect the slightest fluctuations in tone 
  and pace when listening for falsehoods. Whenever he rolls for 
  initiative, he rolls a d4 and adds it to his initiative roll. He can 
  also duble his proficiency bonus when making Wisdom (Insight) 
  checks to detect whether a creature is lying.
  Stunning Strike. Aoth can interfere with the flow of ki in an 
  opponent's body. When he hits another creature with a melee 
  weapon attack, he can spend 1 ki point to attempt a Stunning 
  Strike. The target must succeed on a DC 14 Constitution saving 
  throw or be stunned until the end of Aoth's next turn.
  Visualizing Ki. Once on each of his turns, when Aoth hits a 
  creature with a monk weapon or an unarmed strike, he can target 
  a vital spot and cause the attack to deal an extra 1d8 hit points of 
  damage.
  Actions
  Multiattack. Aoth makes two attacks. He can then make one 
  unarmed strike as a bonus action.
  Sanjiegun. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage. Aoth gains a +1 bonus on 
  his armor class for 1 round anytime he makes all of his attacks for 
  the round with this weapon.
  Katar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. Ability checks made to avoid 
  a disarm attempt while wielding this weapon are made at a +2 
  bonus.
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. These unarmed 
  strikes count as magical for the purpose of overcoming resistance 
  and immunity to nonmagical attacks and damage.
  Stillness of Mind. Aoth can use his action to end one effect on 
  himself that is causing him to be charmed or frightened.
  ReActions
  Slow Fall. Aoth can use his reaction when he falls to reduce any 
  falling damage he takes by 55 points.
  Deflect Missiles. Aoth can use his reaction to deflect or catch the 
  missile when he is hit by a ranged weapon attack. When he does 
  so, the damage he takes from the attack is reduced by 1d10 + 15.
  If the damage is reduced to 0, Aoth can catch the missile if it 
  is small enough for him to hold in one hand and he has at least 
  one hand free. If he catches a missile in this way, he can spend 
  1 ki point to make a ranged attack (range 20 feet/60 feet) with 
  the weapon or piece of ammunition he just caught, as part of the 
  same reaction. He makes this attack with proficiency, regardless 
  of his weapon proficiencies, and the missile counts as a monk 
  weapon for the attack.
  Aoth Sepret - Scout of the Hooded Monk
  
  Classing It Up
  10
  Way of The PerfeCT hosT
  Monks of the Way of the Perfect Host consider themselves 
  to be humble servants of the communities within 
  which they reside. These monks practice humility and 
  mindfulness. Completing tasks slowly, deliberately, and 
  one at a time with a focus on excellence is at the core of 
  their beliefs. Monks of the Perfect Host believe rituals 
  create a sense of importance around daily activities. Above 
  all, these monks practice simplicity of lifestyle, service 
  to others, and active listening skills to meet the needs of 
  those they serve.
  Tea Ceremony
  Starting when you choose this tradition at 3rd level, once 
  after a long rest, you can expend 1 ki point and spend 10 
  minutes creating a pot of tea made from herbs, flowers, 
  roots, berries, and other ingredients readily available for 
  free in natural settings. 
  The ki-infused tea serves up to six creatures. If imbibed 
  within 1 minute of being created, the tea boosts the 
  imbiber’s health and stamina. Imbibers gain a number of 
  temporary hit points equal to 1d8 + your Wisdom modifier. 
  The number of temporary hit points gained from this 
  feature increases by +1d8 each time you gain another 
  monk feature from your monastic tradition. For example, 
  imbibers gain a number of temporary hit points equal 
  to 2d8 + your Wisdom modifier at 6th level, 3d8 + your 
  Wisdom modifier at 11th level, and so on. A creature can’t 
  benefit from more than one dose of this tea per day.
  Comfort Measures
  At 6th level, whenever you finish a long rest, you can 
  magically produce a tonic that heals what ails your guest. 
  When you touch an empty flask, it magically fills with 
  your choice of one of the tonics listed below. As an action, 
  a creature can drink the tonic or administer it to an 
  incapacitated creature.
  Healing. The drinker gains a number of hit points equal to 
  2d4 + your Wisdom modifier + your proficiency bonus. 
  Resilience. The drinker can roll a d6 and add the number 
  rolled to every saving throw they make for the next 10 
  minutes. 
  Restorative. The drinker is cured of one disease or 
  condition affecting it. The condition can be blinded, 
  deafened, charmed, frightened, poisoned, or up to 2 levels 
  of exhaustion.
  As soon as you create a new tonic, any previously created 
  and unused tonic automatically becomes inert, losing all of 
  its magical properties.
  Mindfulness
  By 11th level, you excel at attending to the task at hand. 
  As a bonus action, you can choose to focus your attention 
  on defense or offense. If you focus on defense, your AC 
  increases by +2 for 1 minute. If you focus on offense, your 
  attack rolls gain a +2 bonus for 1 minute.
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  Word of Encouragement
  By 17th level, your allies have come to rely upon you for 
  help and advice. After an ally within 30 feet of you that you 
  can see misses a foe with a melee attack, you can use your 
  reaction to speak a word of advice. The next attack your 
  ally makes against the foe they missed gains a bonus on 
  the attack roll equal to your Wisdom modifier.
  
  Monks, Mantras, and Monasteries
  11
  Way of The rising 
  and seTTing sun
  Time marches on. Change is inevitable. This too shall 
  pass. Time heals all wounds. These are the mantras that 
  form the basis of the governing philosophy for devotees 
  of the Way of the Rising and Setting Sun. They teach that 
  change is the only constant in the universe. They cite many 
  examples of change in the natural world, and even the 
  name of this monastic tradition varies depending upon 
  the location where the monastery is situated. Monasteries 
  located in mountainous regions or beside a river adopt the 
  title Way of the Currents. Those located by the sea choose 
  the Way of the Moon and Tides. Other orders refer to this 
  common tradition as the Way of the Seasons. 
  Regardless of which title these monks adopt to identify 
  themselves, they all learn ways to manipulate ki to interact 
  with the constant flow of time and evolution of existence. 
  Adherents of this tradition believe that growth and positive 
  change are driven by experience and practice, so novices 
  spend countless hours in study adding to their knowledge 
  and skill base. By the time these monks near the end of 
  their training, they have mastered the amazing ability to 
  use their ki to alter reality!
  Filling the Vessel
  Starting when you choose this tradition at 3rd level, 
  you gain proficiency with any two of the following skills: 
  Acrobatics, Athletics, History, Insight, Religion, and Stealth. 
  You also gain proficiency in one language of your choice. 
  Alternatively, you can gain proficiency with a second or 
  third language by forfeiting proficiency with one skill for 
  each additional language you select beyond the first.
  Time Heals all Wounds
  By 6th level, you have learned to harness your ki to knit 
  injuries back together. After you take bludgeoning, piercing, 
  or slashing damage, you can expend 1 ki point and use 
  your reaction to begin a chain of slow and steady healing. 
  On the round you use this feature and at the start of your 
  turn every round thereafter for the next minute, you heal 
  2 hit points of damage. You can’t heal more hit points than 
  your maximum with this feature and you can’t heal hit 
  points if you are dead at the start of your turn.
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  Time Flies and Time Drags
  By 11th level, you can use your ki to both slow and speed up 
  time simultaneously for a brief period. As an action, you can 
  spend 3 ki points and select up to three creatures within 
  30 feet of you that you can see to be the target of either a 
  haste or slow spell. You can decide individually which spell 
  each of the targets is affected by. An unwilling target gains 
  a Wisdom saving throw (DC 8 + your proficiency bonus 
  + your Wisdom modifier) to avoid the effects. To use this 
  feature, you do not need any components nor do you need 
  to maintain concentration or expend a spell slot. The effects 
  of this feature last for 1 minute.
  If you want to use this feature a second time before 
  completing a long rest, you must expend 6 ki points to do 
  so. After a second use, you must finish a long rest before 
  you can use this feature again.
  Special
  At 15th level, typical monks gain the class 
  feature Timeless Body. This ability doesn’t 
  fit well with the concept that time changes 
  everything, so we propose the following 
  alternate 15th level ability for monks that 
  follow the Way of the Rising and Setting Sun 
  (with GM approval of course):
  Ravages of Time
  At 15th level, you can spend 1 ki point to cause rapid 
  cellular degeneration in a creature’s body making them 
  feeble and clumsy. You can force up to three living 
  creatures within 30 feet that you can see to make a 
  Constitution saving throw (DC 8 + your proficiency bonus 
  + your Wisdom modifier) at disadvantage. On a failed save, 
  the creature takes a -3 penalty on their attack and damage 
  rolls and on their AC. These penalties are reduced to -1 on 
  a save. These penalties last for 1 minute.
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  Alter Reality
  At 17th level, you gain two flux dice, which are d8s. A flux 
  die is expended when you use it. You regain all of your 
  expended flux dice when you finish a short or long rest. 
  When you are hit by a melee attack and before damage is 
  rolled, you can use your reaction and expend one flux die 
  to force your attacker to roll a d6 and subtract that amount 
  from their attack roll. If the adjusted total is not enough to 
  hit you, the attack turns into a miss instead.
  
  Classing It Up
  12
  Way of The shaMan
  This monastic tradition is known by several names, 
  including the Way of Divinity and the Way of the Animist. 
  Regardless of which name various orders use to identify 
  themselves, the overriding philosophy of these monks 
  is that nature spirits inhabit every aspect of the natural 
  world from rocks to rain. Guarding the inhabitants of the 
  locations where these spirits abide is one job of the nature 
  spirit. Punishing intruders is another. 
  Different terms are used to describe this spiritual life force 
  depending on the geographical location of each order, but 
  whether these spiritual forces are referred to as anito, 
  shen, kami, iye, or landvaettir by the order, all monks of the 
  Way of the Shaman agree upon three primary principles. 
  The first is that these spirits are powerful, divine, and 
  deserve respect. The second is that the spirits are invisible, 
  existing simultaneously alongside that which is seen as 
  intangible conscious entities. The third is that the nature 
  spirits can be both benevolent and malevolent.
  Way of the Shaman monks use a form of art called 
  oritaberu which is akin to origami. Oritaberus are 
  constructed of foodstuffs found in nature and then 
  folded into three-dimensional designs. Mashed berries 
  or pulverized grains mixed with water are rolled out into 
  paper-thin sheets and dried. As a monk folds these sheets 
  into aspects of nature like birds or trees, they invite a 
  nature spirit into their oritaberu design. When a monk eats 
  the oritaberu, the nature spirit resides within the monk for 
  a time granting them special powers.
  Vessel for Divinity
  Starting when you choose this tradition at 3rd level, you 
  can use an oritaberu to invite a nature spirit into your body 
  for a brief period.
  After you finish a long rest, you can create one oritaberu 
  sheet. Anytime thereafter, as an action, you can fold the 
  sheet into any one of the oritaberu shapes listed below 
  and consume it to gain the benefits conveyed by it. These 
  benefits last for 1 hour, or until you finish a long rest, 
  whichever comes first. This duration increases by 1 hour 
  each time you gain another monk feature from your 
  monastic tradition (ie. 2 hours at 6th level, 3 hours at 11th 
  level, and 4 hours at 17th level). As soon as you create a 
  sheet of oritaberu after a long rest, any previously created 
  unused sheets disintegrate and become useless. 
  oriTaberus
  Camel: You do not need to eat or drink until your next 
  long rest, you automatically save on any saving throws 
  made against environmental heat conditions that would 
  inflict levels of exhaustion, and you have advantage on 
  Constitution saving throws. 
  Cloud: You gain resistance to your choice of lightning or 
  thunder damage. 
  Crow: You gain advantage on all Intelligence saving throw 
  rolls and Intelligence-based skill checks.
  Dung Beetle: Your Strength ability score increases by +2.
  Eagle: You gain advantage on Wisdom (Perception) checks 
  and can add double your proficiency bonus on Perception 
  checks.
  Flying Squirrel: You gain advantage on Dexterity saving 
  throws and can add double your proficiency bonus on 
  Dexterity (Acrobatics) skill checks.
  Gorilla: You can add double your proficiency bonus on 
  Charisma (Intimidation) skill checks and you can speak 
  with all types of apes and monkeys as though you are 
  under the effects of speak with animals.
  Leech: You gain a swim speed of 20 feet and can breathe 
  water as well as air. 
  Leopard: You gain advantage on Strength saving throws 
  and can add double your proficiency bonus on Strength 
  (Athletics) skill checks.
  Mountain: Your AC with your unarmored defense monk 
  class feature is 11 + your Dexterity modifier + your 
  Wisdom modifier.
  Mountain Goat: You gain a climb speed of 20 feet and 
  loose rubble is not considered difficult terrain for you.
  Owl: Your Wisdom ability score increases by +2 points.
  Panda: Your Charisma ability score increases by +2 points.
  Peacock: You gain advantage on Charisma (Performance) 
  skill checks and can add double your proficiency bonus on 
  Charisma (Performance) skill checks.
  Peregrine Falcon: Your unarmored movement from your 
  monk class feature increases by +10 feet.
  Quarter Moon: You gain darkvision with a range of 30 feet 
  or if you already have darkvision, it is extended 30 feet.
  Raccoon: Your Dexterity ability score increases by +2 
  points.
  Sea Urchin: You gain resistance to slashing damage.
  Sun: You gain resistance to your choice of cold or fire 
  damage.
  Tree: You gain resistance to bludgeoning damage.
  
  Monks, Mantras, and Monasteries
  13
  Kindred Spirits
  At 6th level, after you finish a long rest, you can create 
  two sheets of oritaberu. You can eat both oritaberus at the 
  same time to gain their benefits simultaneously, or you can 
  eat them at separate times, in which case, you will need to 
  track their durations separately.
  Unbound and Unseen
  By 11th level, you can take on some of the qualities of 
  spirits. As an action, you can become invisible, and you 
  can 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. The effects of this feature 
  last for 1 minute and you remain invisible for the entire 
  duration regardless of what actions you take including 
  making attacks or casting spells. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest. 
  Greater Oritaberu 
  At 17th level, the nature spirits associated with your 
  oritaberus grant you a second power (in addition to the 
  power you gain at 3rd level) while inhabiting your body as 
  detailed below.
  oriTaberus
  Camel: Twice while this oritaberu is active, you can 
  use your reaction after taking damage to roll a d4 die. 
  You immediately heal all the damage that triggered this 
  reaction except a number of hit points equal to the roll on 
  the d4.
  Cloud: You gain immunity to your choice of lightning or 
  thunder damage. (This is in addition to the resistance 
  granted at 3rd level. So you could have resistance to 
  lightning damage and immunity to thunder damage or vice 
  versa.)
  
  Classing It Up
  14
  Crow: Select two tools. You can add double your 
  proficiency bonus on any checks you make with the chosen 
  tools.
  Dung Beetle: For the purpose of determining your carrying 
  capacity and how much you can push, drag, or lift, you 
  are treated as though you are one Size category larger 
  than you really are. In addition, once while this oritaberu 
  is active, you can cast enlarge/reduce, without using 
  components or expending a spell slot.
  Eagle: You can speak Auran and anytime you make a 
  Wisdom saving throw, you can roll a d6 and add the result 
  to your total.
  Flying Squirrel: You can fall any distance without taking 
  damage and you always land on your feet. When you use 
  your step of the wind monk feature to take the Disengage 
  action, you do not need to spend a ki point.
  Gorilla: Once while this oritaberu is active, you can use 
  a bonus action to cause your arms to grow in length for 
  1 hour. This adds +5 feet to your reach when you make 
  melee attacks. During this time, any unarmed strikes you 
  make deal +1 additional points of bludgeoning damage.
  Leech: You deal 1 additional hit point of damage with any 
  melee attacks that deal piercing damage and you gain 
  blindsight to a range of 10 feet (you use chemoreception to 
  perceive creatures within this range).
  Leopard: When you are prone, standing up does not use 
  any of your movement and you can make a running long 
  jump or a running high jump without moving (rather than 
  moving the standard 10 feet). When you use your step of 
  the wind monk feature to take the Dash action or to double 
  your jumping distance, you do not need to spend a ki point.
  Mountain: Your AC with your unarmored defense monk 
  class feature is 12 + your Dexterity modifier + your 
  Wisdom modifier.
  Mountain Goat: You gain advantage on Strength and 
  Dexterity saving throws made against effects that would 
  knock you prone and you gain three spirit dice, which are 
  d8s. A spirit die is expended when you use it. When the 
  duration of your oritaberu expires, any unused spirit dice 
  are wasted. When you hit a creature with an unarmed 
  attack, you can expend one spirit die to attempt to drive the 
  target back. You add the spirit die to the attack’s damage 
  roll, and if the target is Large or smaller, it must make a 
  Strength saving throw (DC 8 + your proficiency bonus + 
  your Wisdom modifier). On a failed save, you push the 
  target up to 15 feet away from you.
  Owl: You have advantage on Wisdom (Perception) checks 
  that rely on hearing or sight. If you already have advantage 
  or lose advantage due to an opponent’s action or feature, 
  you can instead double your proficiency bonus when 
  making your check.
  Panda: You gain resistance to cold and once while this 
  oritaberu is active, you can expend 1 ki point as a bonus 
  action to cast charm person as a 1st level spell without 
  expending a spell slot or using components. The creature 
  makes its Wisdom saving throw at disadvantage and is 
  charmed for as long as your oritaberu is active (rather than 
  the spell’s set time of 1 hour).
  Peacock: While this oritaberu is active, your hair turns into 
  a lush fan of plumage. Once on each of your turns when 
  you hit a creature with a monk weapon or an unarmed 
  strike, you can cause your plumage to wave about in the 
  creature’s face, distracting it and giving your allies an 
  opening. The next attack roll against the target by an 
  attacker other than you has advantage if the attack is made 
  before the start of your next turn.
  Peregrine Falcon: Your unarmored movement from your 
  monk class feature increases by +15 feet.
  Quarter Moon: The range of your darkvision increases by 
  +30 feet.
  Raccoon: Your Intelligence ability score temporarily 
  increases by +2 points.
  Sea Urchin: After a creature makes a successful melee 
  attack against you, you can use your reaction to cause 
  sharp spikes to erupt from uncovered portions of your 
  body which automatically deal 10 (2d10) points of piercing 
  damage to your attacker and then immediately retract. 
  You can use this feature a number of times equal to your 
  proficiency bonus as long as your oritaberu is active.
  Sun: You gain immunity to your choice of cold or fire 
  damage. (This is in addition to the resistance granted at 
  3rd level. So you could have resistance to cold damage and 
  immunity to fire damage or vice versa.)
  Tree: As long as you spend at least 10 minutes in natural 
  sunlight, you do not need to eat the day you have consumed 
  a tree oritaberu. Also, you can’t be involuntarily moved 
  from your spot. All attempts to push you, trip you, or knock 
  you prone automatically fail. Once while this oritaberu is 
  active, you can expend 1 ki point as a bonus action to cast 
  enlarge on yourself. You do not need to use components, 
  expend a spell slot, or maintain concentration to use this 
  feature.
  
  Monks, Mantras, and Monasteries
  15
  Way of The sPhinx
  The first practitioner of the Way of the Sphinx was a 
  humble monk (named Belzar the Quiet One) who risked 
  his life to save an androsphinx. As a reward and heartfelt 
  thanks for the monk’s selflessness, the sphinx taught 
  Belzar to infuse his voice with the power of his ki to 
  produce painful and frightening vocalizations. The irony of 
  a monk known for his quiet demeanor being the father of 
  a monastic tradition that develops a powerful voice is not 
  lost on devotees. To this day, monks that learn this unique 
  technique begin their educational journey with the mantra, 
  “from the silence, a whisper—from a whisper, a word—
  from a word, a roar”.
  Vocal Arts
  Starting when you choose this tradition at 3rd level, you 
  can use your voice to damage your enemies.
  You can use your action to emit a thrumming vocalization 
  that slams into your enemies inflicting thunder damage. 
  The shape of this vocal attack is a 15 ft. cone that requires 
  each creature in the cone’s area to make a Constitution 
  saving throw. The DC for this saving throw equals 8 + your 
  Wisdom modifier + your proficiency bonus. A creature 
  takes 2d6 thunder damage on a failed save, and half as 
  much damage on a successful one. The damage increases 
  as you gain monk levels, to 3d6 at 6th level, 4d6 at 11th 
  level, and 5d6 at 16th level.
  Once you use this feature, you can’t use it again until you 
  complete a short or long rest.
  Seeds of Discord
  At 6th level, you gain a new vocal art that causes foes to 
  become agitated and distrustful of their allies. 
  As a bonus action, you can expend 1 ki point and make a 
  verbal suggestion laced with innuendo to cause all foes 
  (that you can see and who can hear you) within 30 feet to 
  make a Wisdom saving throw (DC 8 + your proficiency 
  bonus + your Wisdom modifier). Creatures that fail their 
  save consider all previous allies to be their mortal enemies 
  for 1 minute. If a “mortal enemy” is within 30 feet of an 
  affected creature, the affected creature must use its Action 
  to attack the mortal enemy using the most lethal means at 
  its disposal, even if this means breaking off a combat they 
  are already engaged in. A creature doesn’t need to share a 
  language with you to be affected by this feature, but they 
  must be able to understand at least one language even if 
  they can’t speak it.
  Once you use this feature, you can’t use it again until you 
  finish a long rest. 
  Empowered Vocalizations
  Beginning at 11th level, creatures failing their saving 
  throw against your vocal arts feature not only take 
  thunder damage, but also suffer an additional penalty. You 
  can select which penalty each creature incurs from the 
  following options (each creature does not need to suffer 
  the same penalty):
    • The creature is knocked prone.
    • The creature is pushed back 10 ft. in a straight line.
    • The creature gains the frightened condition for 1 minute.
  Devastating Vocalizations
  Beginning at 17th level, your vocal arts feature increases 
  in power and range. When you use your vocal arts feature, 
  you add double your proficiency bonus to the save DC, the 
  cone becomes 30 feet, and you also gain the new penalty 
  options listed below to apply to creatures that fail their 
  saving throw:
    •  The creature is knocked prone and permanently 
  deafened until cured by magic.
    •  The creature is pushed back 10 ft. in a straight line and 
  takes an additional 2d6 points of thunder damage.
    •  The creature gains the frightened condition for 1 minute 
  and is stunned for 3 rounds.
  
  Classing It Up
  Way of suffering
  “Whatever doesn’t kill you makes you stronger” is the 
  mantra often quoted by monks that ascribe to the Way of 
  Suffering. This tradition is a physically challenging one 
  consisting of extreme conditioning exercises that stretch 
  the body to its limit. These monks are repeatedly brought 
  to the brink of collapse until their ability to withstand pain 
  and other physical stressors such as frigid temperatures, 
  hot coals, and toxic substances far exceeds that of a normal 
  individual. 
  Other mantras that are commonly recited by initiates 
  undergoing physically arduous training are “no pain, no 
  gain” and “adversity strengthens resolve”. Laymen that 
  don’t understand the necessity for the rigorous and painful 
  training techniques derisively refer to this monastic 
  tradition as the Way of the Flagellant or the Way of the 
  Marked.
  Trial by Fire and Ice
  Starting when you choose this tradition at 3rd level, you 
  gain your choice of resistance to cold or fire damage.
  Toughened by Trials
  At 6th level, your hit dice per monk level increases from a 
  1d8 to a 1d10. Henceforth, you gain a number of hit points 
  equal to 6 (or 1d10) + your Constitution modifier per monk 
  level. Additionally, your AC from your unarmored defense 
  increases to 12 + your Dexterity modifier + your Wisdom 
  modifier.
  Unrivaled Perserverence
  By 11th level, you can use a bonus action and expend 1 ki 
  point to regain hit points equal to 1d10 + your monk level. 
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  Ceremonial Scarring
  At 17th level, you undergo a ceremony in which ki is woven 
  into the fabric of your skin with a secret scarring ritual.
  When you take damage from a melee attack, you can use 
  your reaction and expend 2 ki points to gain immunity 
  to all types of damage except psychic and radiant for 1 
  minute.
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  16
  
  Monks, Mantras, and Monasteries
  17
  Way of TransendenCe
  Monks that follow the Way of Transcendence are known 
  as mentalists for their highly developed minds. Daily 
  meditation practices coupled with self-reflection awaken 
  psychic abilities in these monks such as telepathy and 
  mind reading.
  Mastery of the Mind
  Starting when you choose this tradition at 3rd level, you 
  gain your choice of one of the following features (this 
  choice is permanent and can’t be changed):
    •  You gain resistance to psychic damage 
  and proficiency with Wisdom saving 
  throws.
    •  You can cast the cantrip mind 
  sliverTCoE and gain proficiency with 
  Wisdom saving throws.
    •  You can use your Wisdom 
  modifier in place of your 
  Strength or Dexterity modifier 
  for your attack and damage 
  rolls with your unarmed 
  attacks and monk weapons.
    •  Once per turn, after you 
  succeed on an unarmed attack, 
  you can choose to make the 
  damage from that attack be psychic damage 
  instead of bludgeoning damage and force your target 
  to make an Intelligence saving throw DC 8 + your 
  proficiency bonus + your Wisdom modifier. On a failed 
  save, the target can’t take bonus actions until the end of 
  your next turn.
  Thought Made Solid
  At 6th level, when you or another creature you can see 
  within 30 feet of you takes damage, you can use your 
  reaction to create a shield of telekinetic force around the 
  creature which remains in effect for 1 minute. This shield 
  increases the creature’s Armor Class by +2. A creature 
  can’t gain this benefit if it is already wielding a shield.
  You can’t use this feature again until you finish a short or 
  long rest.
  Mind to Mind
  At 11th level, you can speak telepathically to any creature 
  that you can see that is within 30 feet of you. Your 
  telepathic communication is in a language you know, and 
  the creature understands it if they know that language. 
  Additionally, you can use your ki to duplicate the effects of 
  the detect thoughts spell. As an action, you can expend 2 
  ki points to cast detect thoughts, requiring no spell slot or 
  components.
  Synaptic Short Circuit
  At 17th level, you gain immunity to psychic damage. 
  Additionally, you can reach into another’s mind to interrupt 
  messages from the brain to the rest of the body. As an 
  action, you can release a wave of psychically charged 
  energy in a 30-foot radius of yourself. All enemies within 
  range that have an Intelligence score of 1 or more must 
  make an Intelligence saving throw (DC 8 + your proficiency 
  bonus + your Wisdom modifier). On a failed save, a target 
  takes 10d6 psychic damage and is paralyzed for 1d4 
  rounds. On a successful save, a target takes half as much 
  damage and isn’t paralyzed. 
  You can’t use this feature again until you finish a long rest.
  
  Classing It Up
  18
  Way of The uniCorn
  Protecting the innocent and nature’s treasures is a monk 
  of the Way of the Unicorn’s priority. Any monk wishing 
  entrance must demonstrate dedication to protecting 
  and preserving nature and its inhabitants. The first 
  monk of this tradition (Liang Shuu) was gifted a spark of 
  guardianship magic by an ancient unicorn. Since that day, 
  all monks joining the Way of the Unicorn take a vow to care 
  for those in danger as arduously as possible.
  Safe and Sound
  Starting when you choose this tradition at 3rd level, you 
  gain proficiency with Intelligence (Nature) checks, and 
  all allies within 60 feet that can see or hear you gain 
  advantage on their saving throws made against fear effects. 
  Peaceful Presence
  At 6th level, you can distract enemies from their harmful 
  intentions. You gain two peacekeeping dice, which are d8s. 
  A peacekeeping die is expended when you use it. When 
  you or an ally that you can see within 30 feet of you takes 
  damage from a melee attack, you can use your reaction 
  to expend a peacekeeping die. Roll the die and subtract 
  the amount from the total damage that the attack that 
  triggered this reaction deals. The creature that inflicted 
  the damage must then make a successful Wisdom saving 
  throw (DC 8 + your proficiency bonus + your Wisdom 
  modifier) or lose the ability to take bonus actions and 
  reactions until the end of your next turn.
  You regain all of your expended peacekeeping dice when 
  you finish a short or long rest.
  Close Wounds
  By 11th level, you can use your ki to heal allies and 
  yourself. You can spend 1 ki point as an action and touch 
  a creature to heal it. The touched creature heals a number 
  of hit points equal to three times your level + your Wisdom 
  modifier.
  You can’t use this feature again until you finish a long rest.
  To the Rescue
  By 17th level, you can teleport away to safety as a bonus 
  action. You can teleport yourself and up to one additional 
  creature. The creature must be adjacent to you and either 
  willing or unconscious. You teleport up to 30 feet to an 
  unoccupied space. 
  If you wish to use this feature again before you finish a long 
  rest, you must expend 5 ki points to do so.
  intEvar MoSSvalE
  Medium humanoid (wood elf), neutral good
  Armor Class 16 (unarmored defense)
  Hit Points 93 (17d8 + 17)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  18 (+4)
  12 (+1)
  10 (+0)
  18 (+4)
  13 (+1)
  Saving Throws Str +5, Dex +10, Con +7, Int +6, Wis +10, Cha +7
  Skills Insight +10, Medicine +10, Nature +6, Perception +10,
  Religion +6, Stealth +10
  Damage Immunities poison; disease
  Senses darkvision 60 ft., passive Perception 20
  Languages All
  Close Wounds. Intevar can use her ki to heal allies and herself. She 
  can spend 1 ki point as an action and touch a creature to heal it. 
  The touched creature is healed for 55 hit points. She can’t use this 
  feature again until she finishes a long rest.
  Diamond Soul. Intevar's mastery of ki grants her proficiency in all 
  saving throws. Additionally, whenever she makes a saving throw 
  and fails, she can spend 1 ki point to reroll it and take the second 
  result.
  Evasion. If Intevar is subjected to an effect that allows her to make 
  a Dexterity saving throw to take only half damage, she instead 
  takes no damage if she succeeds on the saving throw, and only 
  half damage if she fails.
  Fey Ancestry. Intevar has advantage on saving throws against 
  being charmed, and magic can't put her to sleep.
  Innate Spellcasting. Intevar's innate spellcasting ability is Charisma 
  (spell save DC 15, +7 to hit with spell attacks). She can innately 
  cast the following spells, requiring no material components:
  At will: friends
  Ki Pool. Intevar has 17 Ki points, which can be used for the 
  following abilities.
  Flurry of Blows: Immediately after she takes the attack action on 
  her turn, she can spend 1 ki point to make two unarmed strikes 
  as a bonus action.
  Patient Defense: Shee can spend 1 ki point to take the Dodge 
  action as a bonus action on her turn.
  Step of the Wind: She can spend 1 ki point to take the 
  Disengage or Dash action as a bonus action on her turn, and her 
  jump distance is doubled for the turn.
  Mask of the Wild. Inevar can attempt to hide even when she is 
  only lightly obscured by foliage, heavy rain, falling snow, mist, or 
  other natural phenomena.
  Safe and Sound. All allies within 60 feet of Intevar that can see or 
  hear her gain advantage on their saving throws made against fear 
  effects.
  Intevar Mossvale - Abbot of the Unicorn
  
  Monks, Mantras, and Monasteries
  19
  Sentinel. Intevar has mastered techniques to take advantage of 
  every drop in any enemy's guard, gaining the following benefits.
  •  When she hits a creature with an opportunity attack, the 
  creature's speed becomes 0 for the rest of the turn.
  •  Creatures provoke opportunity attacks from her even if they 
  take the Disengage action before leaving her reach.
  •  When a creature makes an attack against a target other than 
  Intevar (and that target doesn't have this feat), she can use her 
  reaction to make a melee weapon attack against the attacking 
  creature.
  Stunning Strike. Intevar can interfere with the flow of ki in an 
  opponent's body. When she hits another creature with a melee 
  weapon attack, she can spend 1 ki point to attempt a Stunning 
  Strike. The target must succeed on a DC 16 Constitution saving 
  throw or be stunned until the end of Intevar'ss next turn.
  Timeless Body. Intevar's ki sustains her so that she suffers none of 
  the frailty of old age, and she can't be aged magically. She can still 
  die of old age, however. In addition, she no longer needs food or 
  water.
  To the Rescue. Intevar can teleport away to safety as a bonus 
  action. She can teleport herself and up to one additional creature. 
  The creature must be adjacent to her and either willing or 
  unconscious. She teleports up to 30 feet to an unoccupied space.
  If Intevar wishes to use this feature again before she finishes a 
  long rest, she must expend 5 ki points to do so.
  Tongue of the Sun and Moon. Intevar has learned to touch the 
  ki of other minds so that she understand all spoken languages. 
  Moreover, any creature that can understand a language can 
  understand what she says.
  Trance. After resting for 4 hours, Intevar gains the benefits of 8 
  hours of sleep.
  Actions
  Multiattack. Intevar makes two attacks. She can then make one 
  unarmed strike as a bonus action.
  Wind and Fire Wheel. Melee Weapon Attack: +10 to hit, reach 
  5 ft., one target. Hit: 9 (1d10 + 4) piercing or slashing damage. 
  Intevar gains a +1 bonus to her armor class for 1 round anytime 
  she makes all of her attacks for the round with this weapon.
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1d10 + 4) bludgeoning damage. These unarmed 
  strikes count as magical for the purpose of overcoming resistance 
  and immunity to nonmagical attacks and damage.
  Stillness of Mind. Intevar can use her action to end one effect on 
  herself that is causing her to be charmed or frightened.
  ReActions
  Deflect Missiles. Intevar can use her reaction to deflect or catch 
  the missile when she is hit by a ranged weapon attack. When she 
  does so, the damage she takes from the attack is reduced by 1d10 
  + 21.
  If the damage is reduced to 0, Intevar can catch the missile if 
  it is small enough for her to hold in one hand and she has at least 
  one hand free. If she catches a missile in this way, she can spend 
  1 ki point to make a ranged attack (range 20 feet/60 feet) with 
  the weapon or piece of ammunition he just caught, as part of the 
  same reaction. She makes this attack with proficiency, regardless 
  of her weapon proficiencies, and the missile counts as a monk 
  weapon for the attack.
  Peaceful Presence. Intevar can distract enemies from their harmful 
  intentions. She has two peacekeeping dice, which are d8s. A 
  peacekeeping die is expended when she uses it.
  When Intevar or an ally that she can see within 30 feet of her 
  takes damage from a melee attack, she can use her reaction to 
  expend a peacekeeping die. Roll the die and subtract the amount 
  from the total damage that the attack that triggered this reaction 
  deals. The creature that inflicted the damage must then make a 
  successful DC 16 Wisdom saving throw or lose the ability to take 
  bonus actions and reactions until the end of Intevar's next turn.
  She regains all of her expended peacekeeping dice when she finish 
  a short or long rest.
  Slow Fall. Intevar can use her reaction when she falls to reduce any 
  falling damage he takes by 85 points.
  Intevar Mossvale - Abbot of the Unicorn
  Wheels of Wind and Fire
  
  Classing It Up
  20
  Way of unTaPPed 
  PoTenTiaL
  Self-perfection, both physically and mentally, is the 
  foremost goal of followers of the Way of Untapped 
  Potential. These monks engage in rigorous physical 
  training to become top-notch athletes. They advocate 
  hitting hard and fast and prefer strength over subtlety. 
  “Meet force with force” is a common mantra among those 
  studying the Way of Untapped Potential. These monks 
  believe that everyone has the potential for perfection within 
  them, but such perfection cannot be obtained without 
  single-minded devotion to developing it. 
  Extreme Conditioning
  Starting when you choose this tradition at 3rd level, you 
  experience your pinnacle of athletic prowess. 
  You can add double your proficiency bonus to all Strength 
  (Athletics) checks and you gain your choice of a swim or 
  climb speed of 25 feet. 
  Potential Fulfilled
  At 6th level, you can dig deep within your 
  reserves of determination to achieve your 
  objectives. You gain two potential dice, which 
  are d8s. A potential die is expended when you use 
  it. When you attempt a skill check or an attack roll, 
  you can expend one potential die and add it to 
  your roll.
  You regain all of your expended 
  potential dice when you finish a short or 
  long rest.
  Shock and Awe
  By 11th level, you have mastered the art of hitting hard and 
  fast, often leaving your target dumbfounded. You can add 
  your Wisdom modifier (if positive) whenever you roll for 
  initiative. Additionally, whenever you expend a potential die 
  to use your potential fulfilled feature on a melee attack roll 
  and the attack is a success, you can expend 1 ki point to 
  turn the attack into a shock and awe attack. For 1 minute, 
  the target suffers a -2 penalty on its attack and damage 
  rolls while one ally of your choice that is within 10 feet 
  of you and could see your attack gains a +1 bonus on its 
  attack and damage rolls.
  Fast Learner
  By 17th level, your mistakes become a learning experience. 
  Once per round, when you miss a target with a melee 
  attack, the next attack you make against that target in the 
  same round is made at advantage.
  
  Monks, Mantras, and Monasteries
  21
  Way of WaTer
  Rushing water is both powerful and flexible. Over time, 
  water can smooth and shape the hardest of rocks as easily 
  as it can flow around obstacles and continue unhindered 
  on its way. Likewise, monks training in the Way of Water 
  learn to execute evasive maneuvers combined with 
  powerful blows to gain victory over their opponents.
  Redirecting the Flow
  Starting when you choose this tradition at 3rd level, you 
  gain two flexibility dice, which are d8s. A flexibility die is 
  expended when you use it. After you take bludgeoning, 
  piercing, or slashing damage from a melee attack made by 
  an attacker you can see and that is within your reach, you 
  can use your reaction and expend one flexibility die to turn 
  the attacker’s momentum against them. Roll your flexibility 
  die and add its value to your attacker’s attack roll. If the 
  total hits the attacker’s AC, your attacker takes one-half the 
  amount of damage you took from the attack.
  You regain all of your expended flexibility dice when you 
  finish a short or long rest.
  Rush of the Rapids
  At 6th level, when you gain your unarmored movement 
  monk feature at 6th level, your Unarmored Speed bonus 
  increases to 20 feet instead of 15 feet.
  Crashing Wave Assault
  At 11th level, when you hit a Large or smaller creature with 
  an unarmed attack, you can attempt to knock the target 
  down. The target must make a Strength saving throw 
  (DC 8 + your proficiency bonus + your Wisdom modifier) 
  at disadvantage. On a failed save, you knock the target 
  prone and it takes an additional 2d6 points of bludgeoning 
  damage.
  You can’t use this feature again until you finish a short or 
  long rest.
  Going with the Flow
  By 17th level, you have mastered the art of rolling with a 
  punch. After a creature that you can see successfully hits 
  you with a melee attack that deals bludgeoning, piercing, 
  or slashing damage, you can use your reaction to soften 
  the blow. Make a DC 15 Dexterity saving throw. On 
  a failed save, you take only half damage, and on a 
  successful save, you take only one quarter the 
  damage instead. 
  You can’t use this feature again until you 
  finish a short or long rest.
  
  Classing It Up
  22
  Under the monk’s martial arts class feature gained at 1st 
  level, the PHB states that monks can use unarmed strikes 
  and “monk weapons, which are shortswords and any 
  simple melee weapons that don’t have the two-handed or 
  heavy property”. It goes on to state that you can describe 
  your weapon’s appearance differently, but you should use a 
  similar weapon’s statistics from the basic list provided. 
  There are two distinct sections below. The first section 
  describes weapons that can be directly substituted as the 
  PHB suggests. The weapons described fall within the 
  parameters dictated for monk weapons and are more 
  flavorful and thematically in tune with the spirit of the 
  monk class. Some of the new weapons listed are known by 
  more than one name depending upon the region they are 
  used in. If this is the case, the various names are separated 
  by a slash. For example, an old man’s staff is also known as 
  a tonfa so this is presented in the chart as old man’s staff/
  tonfa. A few of the weapons will list changes in weight or 
  an additional property beyond what the standard weapon 
  offers that doesn’t create a noticeable change in the power 
  level. These changes are noted in blue. These additional 
  benefits can be used with Dungeon Master permission. 
  The second section provides the full details for weapons 
  that are not common and would require specialized 
  training. Therefore, they are listed as martial weapons, 
  so they wouldn’t technically meet the PHB’s definition of 
  a monk weapon. However, they are equivalent in power 
  level to the simple weapons allowed as monk weapons, 
  and historically they symbolize well-established weapons 
  wielded by individuals employing martial arts fighting 
  styles. For this reason, we have added a new weapon 
  property called “monk” to designate that these weapons 
  can be considered monk weapons for the purposes of the 
  monk’s martial arts feature gained at 1st level. Feel free to 
  use these new weapon descriptions to further individualize 
  your monk with your Dungeon Master's permission.
  Name
  Cost
  Damage
  Weight
  Properties
  Martial Melee Weapons
  Kusari-Fundo
  10 gp
  1d6 bludgeoning
  3 lb.
  Concealable*, finesse, monk*
  Pinyin/Sanjiegun/Sansetsukon/Three-section Staff
  8 gp
  1d6 bludgeoning
  3 lb.
  Blocking*, finesse, monk*
  War Fan
  4 gp
  1d4 slashing
  1/4 lb.
  Concealable*, finesse, light, monk*
  Wind and Fire Wheel
  20 gp
  1d4 piercing or slashing
  2 lb.
  Blocking*, finesse, light, monk*
  Name
  Cost
  Damage
  Weight
  Properties
  Simple Melee Weapons
  Bichuwa
  2 gp
  1d4 piercing
  1 lb.
  Finesse, light, thrown (range 10/50)
  Kama
  3 gp
  1d6 piercing or slashing
  3 lb.
  Light, (no thrown property)
  Karambit
  1 gp
  1d4 slashing
  1/2 lb.
  Concealable*, finesse, light
  Katar/Punching Dagger
  2 gp
  1d4 piercing
  1 lb.
  Finesse, light, secure* (no thrown 
  property)
  Old Man's Staff/Tonfa
  1 sp
  1d4 bludgeoning
  2 lb.
  Blocking*, light
  Tabak-Toyok/Nunchuck
  1 sp
  1d4 bludgeoning
  2 lb.
  Light
  Standard
  New
  Dagger
  Bichuwa, Katar, & Punching Dagger
  Ckub
  Old Man’s Staff/Tonfa & Tabak-Toyok/Nunchuck
  Handaxe
  Kama
  Sickle
  Karambit
  siMPLe WeaPons
  MarTiaL WeaPons
  WeaPons subsTiTuTions
  New optional weapon properties introduced in this supplement.
  Blocking: When used in conjunction with the monk’s martial arts feature, a monk gains a +1 bonus on their armor class for 1 round anytime the monk 
  makes all of their attacks for the round with a weapon with this property.
  Concealable: Dexterity (Sleight of Hand) checks to conceal these weapons are made at a +2 bonus.
  Monk: These weapons can be considered monk weapons for the purposes of the monk's martial arts feature at 1st level.
  Secure: Ability checks made to avoid a disarm attempt are made at a +2 bonus.
  Monk WeaPons — noT JusT a dagger!
  
  Monks, Mantras, and Monasteries
  23
  Weapon Descriptions
  biChuWa
  A bichuwa is a dagger with a narrow, wavy blade with 
  an all metal, looped hilt cast in one single piece. It is 
  slightly longer and thinner than a typical dagger (roughly 
  30 centimeters) and resembles the stinger of a scorpion. 
  Its wavy blade makes it less aerodynamic than a typical 
  dagger which accounts for its shorter range.
  daburu gureibu/doubLe gLaive
  This double-headed glaive is a powerful weapon in the 
  right hands. Although taking time to master and limiting 
  the assailant to one weapon, the ability to use either end 
  of this glaive while blocking opponent's attacks makes it a 
  popular large weapon
  kaMa
  Kamas originated as farming implements for reaping 
  crops, especially rice. They are inexpensive and consist of a 
  scythe-like blade with a sharpened point attached to a short 
  stick.
  karaMbiT
  A karambit looks like a tiny sickle with a metal finger loop 
  at the end instead of a handle. The loop can be used to 
  attach a ribbon to be worn in one’s hair where it can easily 
  be concealed. It is particularly small and light, roughly only 
  a hand’s length.
  kaTar/PunChing dagger
  This dagger has a short, wide, triangular blade, but 
  where the hilt and pommel would normally be, there is a 
  horizontal metal bar connected to two vertical metal bars 
  on either side, forming the letter H. The wielder grips the 
  horizontal bar in their palm so that the dagger ends up 
  sitting above their knuckles. The wielder uses the weapon 
  to make short, quick jabs at an opponent. This unique grip 
  makes it more difficult to disarm a wielder of their katar.
  oLd Man’s sTaff/Tonfa
  This L-shaped baton or fighting stick has a perpendicular 
  handle attached 1/3 of the way down the 20-inch-long stick 
  which rests against the wielder’s forearm. Having the stick 
  rest against the forearm provides a measure of protection 
  when it is used to block incoming blows.
  Tabak-Toyok/nunChuCk
  This weapon consists of two short sticks attached by a 
  short chain. It combines the straightforward bludgeoning 
  elements of a club with the flexible nature of a flail.
  kusari-fundo
  This whip-like weapon consists of a length of chain with a 
  metal weight attached to the end. The length of the chain 
  varies from 12-inches to 36-inches. When all rolled up, it is 
  easier to conceal than a sword.
  Pinyin/sanJiegun/sanseTsukon/ 
  Three-seCTion sTaff
  This flail-like weapon consists of three short, wooden 
  staffs, (typically made of hardwood, rattan, or bamboo) 
  connected by metal rings. The staffs can be spun to gather 
  momentum to deliver a more powerful strike and the 
  articulation has the benefit of being able to strike over and 
  around shields and defensive cover.
  War fan
  Resembling a courtier’s fan, this weapon consists of 
  silk paper stretched over a folding frame of steel ribs 
  punctuated at the tips by sharp spikes. As a direct 
  extension of the hand, a war fan can be manipulated 
  with speed and precision and more easily passed off as a 
  mundane item rather than a weapon.
  Wind and fire WheeL
  This weapon consists of a flat metal ring about 15-inches 
  in diameter. One of the quarter segments has a cross-guard 
  padded grip and the other three ring segments have 2 to 
  3-inch-long protruding flame-style blades that can be used 
  to slash or stab an opponent or to parry an opponent’s 
  attack.
  Buchiwa
  Katar
  
  Classing It Up
  24
  Way of The 
  uniCorn MonasTery
  Way of the Unicorn monasteries are always located in 
  a remote wilderness location in a glade protected by a 
  unicorn. The glade is considered the unicorn’s lair (MM, 
  p.293) and it has three unique lair properties. First, 
  the glade that houses the monastery has an ambient 
  temperature of 65 degrees regardless of the temperature of 
  the forest outside the glade. Second, any open flames are 
  automatically snuffed out within the confines of the glade. 
  Since monks dedicated to the Way of the Unicorn only eat 
  raw vegetable matter, fire is not needed for cooking. Nor is 
  it needed for providing warmth or light. After the sun goes 
  down, the entire glen is lit by a preponderance of fireflies. 
  Third, whenever monks are required to fight within the 
  confines of the monastery glade, they can use their ki to 
  cast the following spells once each per long rest: sanctuary, 
  calm emotions, and beacon of hope. The number of ki 
  points spent must be equal to the level of the spell being 
  cast. Components and spell slots are not required to cast 
  these spells.
  The mild 65 degree temperature allows the shelters in 
  the glen to be made of sticks, fallen branches, and thatch, 
  without the need for protection against extremes of heat, 
  cold, or storm conditions. Numerous small thatched 
  huts are nestled high above the ground amid the sturdy 
  branches of the trees encircling the glade. The huts 
  are accessed by vine ladders and are generally airy and 
  sparsely furnished, embellished with simple pieces of art 
  like small wood carvings of forest creatures or miniature 
  rock cairns. Each of these structures provides the sleeping 
  quarters and personal space for a pair of monks. 
  A pebble walking path separates the central space of the 
  circular glade into four equal quarters, each of which is 
  designed with a special purpose in mind. The first quarter 
  has a well in the center and is otherwise unadorned. The 
  lush grass provides a soft carpet for the monks to perform 
  their morning and evening calisthenics and meditations.
  The second quarter contains a covered building that 
  houses a surgery with medical supplies useful for treating 
  sick or injured animals of all sorts from a tiny chipmunk to 
  a massive moose.
  The building constructed of stone in the third quarter 
  serves as an ornate bathhouse. Windows on the roof 
  allow the sunshine to nurture the plethora of hanging 
  plants within that accentuate every nook and cranny. The 
  natural smooth stone tubs vary in size, with some able to 
  accommodate a single individual and others large enough 
  for a half dozen monks. Various floral scents waft through 
  the airy building accompanied by the sound of the pan 
  flute and sitar that add to the ambiance of relaxation. 
  Two smaller rooms adjacent to the bathing area are used 
  for administering acupuncture, massage, or reflexology 
  treatments to nurture the health of the monks as well as 
  visitors seeking relief from various ailments.
  The covered building in the fourth quarter has numerous 
  rooms designed for a variety of purposes. There is a food 
  preparation and storage area, an area for communal 
  meals, a small library of books mainly relating to wildlife, 
  weather, and terrain, and several crafting rooms where 
  monks engage in a variety of artistic and creative pursuits 
  including painting, basket weaving, and sculpting clay.
  The overall ambiance of a monastery of the Way of the 
  Unicorn is that of peace and tranquillity. Birdsong and the 
  rustling of leaves on the gentle breeze have a calming and 
  spirit-lifting effect on most visitors. Surrounded by nature, 
  each monastery provides its monks with a haven free from 
  urban crime, pollution, and conflict. These monks are well 
  prepared to live off the land in harmony with its flora and 
  fauna, preserving its natural state.
  Karambit
  
  Monks, Mantras, and Monasteries
  25
  Way of The uniCorn MonasTery MaP
  Map Key
  1.  Well and calisthenics 
  area.
  2. Vetrinarian center.
  3. Bathhouse.
  4. Kitchen.
  5. Communal eating area.
  6. Library.
  7. Crafting rooms.
  8. Sleeping huts.
  1
  2
  3
  4
  5
  6
  7
  8
  8
  8
  8
  This map is also included in your download as a high-
  resolution battlemap sized for virtual tabletop play.
  
  Classing It Up
  26
  Spinning Wheel
  Weapon (wind and fire wheel), uncommon
  This finely balanced Wind and Fire Wheel can be 
  thrown at opponents with great accuracy, and 
  returns to the wielder automatically. Using a 
  command word, the wheel gains the trown weapon 
  property with a range of 20i60, but inflicts only 
  slashing damage when used in this manner.
  When thrown, the wheel loses the blocking 
  property during that round, but does automatically 
  return to the wielder at the end of their turn.
  MagiC iTeMs
  Stormy Staff
  Weapon (Quarterstaff), very rare (requires attunement by 
  a monk)
  This quarterstaff can be used to magically 
  control winds. As an action, the weapon can be 
  spun rapidly and used to cast the following spells, 
  requiring only the verbal component of the 
  command words and the somatic component of 
  spinning the weapon as your action.
  You do not have to use your action to spin the 
  Gusting Staff after you have used your action to 
  cast a spell, but you must maintain concentration. 
  All spell saves for various effects are DC 14.
  The weapon has 5 charges, and regains 1d4 
  charges at dawn.
  _  Gust of Wind (1 charge).
  _ Warding Wind (1 charge).
  _  Whirlwind (4 charges). The spell effects are 
  centered on you, do not affect you, and cannot 
  be moved.
  Cowl of Shadows
  Wondrous item, rare (requires attunement)
  Woven from an unknown fabric, once attuned this 
  headpiece integrates seemlessly onto an existing 
  cloak, cape, or other hoodless outerwear. The 
  wearer can lift the cowl over their head as a 
  free action and gain advantage on all Dexterity 
  (Stealth) checks used to Hide. This feature can 
  only be used a number of times each day equal 
  to the attuned wearer's Dexterity modifier. The 
  number of uses resets each night at dusk.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Subclasses - Classing It Up/Classing It Up - Monks, Mantras & Monasteries.pdf