17

Monastic Traditions

You are a monk, a master of martial combat and spiritual ki. You can channel the mystical energy that flows through your body—but how do you wield it?

Do you leap into the heart of battle, a blur of fists and fury? Do you bend the elements of nature to your will, striking at your enemies with fire, water, earth, and air? Or do you move silently through shadows, waiting for your enemies to make a lethal mistake?

Choose a Monastic Tradition to help harness your mystical ki as you master inner peace.

Choose Your Tradition

Choose your monastic tradition from one of the following options:

  • Way of the Elementalist: You can harness the raw power of the elements—earth, water, air, and fire—and bend them to your will.
  • Way of the Open Hand: You are a master of the martial arts, using special techniques to push, trip, and daze your opponents.

Creating a Tradition

To create your own Monastic Tradition (or to convert an existing tradition from other sources), follow these steps:

  1. Add 4 Mantras: At 1st-level, monastic traditions expand the monk mantra list with 4 unique mantras. Create interesting ways to act in battle that are thematic to your tradition—be flavorsome.
  2. Create 3rd and 7th-level Features: Monastic traditions grant features at 3rd and 7th-level.
  3. Create a 10th-level Capstone: At 10th-level, monastic traditions grant a unique capstone feature—this is the pinnacle of your tradition's theming.

And that's it, your tradition is complete!

Way of the Elementalist

You are the still center of the turning wheel. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will.

1Monastic Mantras

Add the following four mantras to your list of mantra options:

Balance of All Things

When you make an ability check and use Acrobatics or Religion, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this mantra, but you must decide before the GM says whether your check succeeds or fails.

Greater Balance of All Things: (5th-level) Your bonus increases from 1d6 to 1d8.

Superior Balance of All Things: (9th-level) Your bonus increases from 1d8 to 1d10.

Fury of Elements

When you hit a creature with a weapon melee attack, you can change the type of damage you deal. Choose one of cold, fire, bludgeoning, lightning, or thunder—your attack deals this damage type. In addition, you deal 1d6 additional damage of the same type.

Greater Fury of Elements: (5th-level) The additional damage you deal increases from 1d6 to 1d8.

Superior Fury of Elements: (9th-level) The additional damage you deal increases from 1d8 to 1d10.

Clutch of the Wild

When you hit a Large or smaller creature with a weapon melee attack, you can attempt to trap it using elemental power. The creature must make a Strength saving throw. If it fails, the creature is grappled.

Greater Clutch of the Wild: (5th-level) You can use this mantra on Huge creatures.

Superior Clutch of the Wild: (9th-level) You can use this mantra on Gargantuan creatures.

Shield of Elements

When you are reduced to 0 hit points but not killed outright, you can shield yourself with elemental power to drop to 1 hit point instead. You can't use this mantra again until you finish a long rest.

Greater Shield of Elements: (5th-level) You can use this mantra two times per long rest.

Superior Shield of Elements: (9th-level) You can use this mantra three times per long rest.

3Elemental Arts

You gain the ability to cast powerful elemental arts by channeling the ki that flows within you.

Learning Elemental Arts

At 3rd-level, you know three arts of your choice from the elementalist spell list. The spell level of your elemental arts must be lower than or equal to your maximum spell level.

You learn additional arts of your choice at higher levels, as shown in the Arts Known column of the Class Features (Elementalist) table.

Replacing Known Arts: When you finish a long rest, you may replace one of your known elemental arts with another option from the elementalist spell list.

Class Features

Monk (Elementalist)

Level Arts Known Max. Spell Level
3rd 3 1st
4th 4 1st
5th 5 1st
6th 6 2nd
7th 7 2nd
8th 8 2nd
9th 9 2nd
10th 10 3rd

Casting Elemental Arts

To cast an elemental art of 1st-level or higher, you must spend a number of ki points as shown in the Elementalist Spellcasting table. You must use the spell's casting time and other rules—but you don't need to provide material components for it.

Upcasting Spells: When casting an elemental art at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough ki points.

Elementalist Spellcasting

Spell Level Ki Points
1st 2
2nd 3
3rd 5

Spellcasting Ability

Wisdom is your spellcasting ability for your elemental art spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for spells that you cast.

Spellcasting Ability

Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier: your proficiency bonus + your Wisdom modifier

3Spear of Elements

When you spend an action to cast an elemental art, you can make one unarmed strike as a bonus action. The range of this unarmed attack is increased by +10 ft.

Elemental Flurry of Blows: Immediately after you spend an action to cast an elemental art, you can spend 1 ki point to make two unarmed strikes as a bonus action. The range of these unarmed attacks is increased by +10 ft.

6Variable Arts

When you learn a variable elemental art, you can choose what type of damage that elemental art deals—fire, cold, bludgeoning, lightning, or thunder. You may learn a variable elemental art multiple times, choosing a new damage type each time.

10Elemental Avatar

At 10th-level, you have become deeply attuned to the elements of nature. When you finish a long rest, choose one of the following masteries:

  • Avatar of Air (Investiture of Wind)
  • Avatar of Earth (Investiture of Stone)
  • Avatar of Fire (Investiture of Flame)
  • Avatar of Water (Investiture of Ice)

You can spend an action to freely invoke your chosen avatar. You may use this feature once, and you regain expended uses when you finish a long rest.

Elementalist Spell List

Cantrip

d100
01-11Blade Ward
12-22Control Flames
23-33Fire Bolt
34-44Gust
45-55Mold Earth
56-66Ray of Frost
67-77Shape Water
78-88Shocking Grasp
89-99Thunderclap

1st-level

d100
01-08Absorb Elements
09-16Burning Hands
17-24Create or Destroy Water
25-32Earth Tremor
33-40Expeditious Retreat
41-48Feather Fall
49-56Fog Cloud
57-64Ice Knife
65-72Jump
73-80Longstrider
81-88Thunderwave
89-96Zephyr Strike

2nd-level

d100
01-07Aganazzar's Scorcher
08-14Barkskin
15-21Dragon's Breath
22-28Flame Blade
29-35Flaming Sphere
36-42Gust of Wind
43-49Hold Person
50-56Levitate
57-63Maximilian's Earthen Grasp
64-70Scorching Ray
71-77Shatter
78-84Snilloc's Snowball Swarm
85-91Spider Climb
92-98Warding Wind

3rd-level

d100
01-07Call Lightning
08-14Erupting Earth
15-21Fireball
22-28Fly
29-35Gaseous Form
36-42Lightning Bolt
43-49Melf's Minute Meteors
50-56Thunder Step
57-63Tidal Wave
64-70Wall of Sand
71-77Wall of Water
78-84Water Breathing
85-91Water Walk
92-98Wind Wall

Way of the Open Hand

You are a master of the martial arts, using special techniques to push, trip, and daze your opponents.

1Monastic Mantras

Add the following four mantras to your list of mantra options:

Will of the Dragon

When you make an ability check and use Acrobatics or Athletics, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this mantra, but you must decide before the GM says whether your check succeeds or fails.

Greater Will of the Dragon: (5th-level) Your bonus increases from 1d6 to 1d8.

Superior Will of the Dragon: (9th-level) Your bonus increases from 1d8 to 1d10.

Pinch of Death

Once per turn, when you hit a Large or smaller creature with a melee weapon attack, you can attempt to hit a nerve cluster. The creature must make a Constitution saving throw. On a failed save, the creature's speed is reduce to 0 until the end of its next turn.

Greater Pinch of Death: (5th-level) You can use this mantra on Huge creatures.

Superior Pinch of Death: (9th-level) You can use this mantra on Gargantuan creatures.

Snake Fist

Once per turn, when you hit a Large or smaller creature with a weapon attack, you can attempt to make the creature drop an item. The creature must make a Wisdom saving throw. If it fails, the creature drops one item of your choice that it is holding.

If you are adjacent to the creature, you can catch the dropped item if you are unrestrained and have at least one free hand.

Greater Snake Fist: (5th-level) You can use this mantra on Huge creatures.

Superior Snake Fist: (9th-level) You can use this mantra on Gargantuan creatures.

Circle of Steel

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you deal an extra 1d6 damage with your weapon.

Greater Circle of Steel: (5th-level) The additional damage increases from 1d6 to 1d8.

Superior Circle of Steel: (9th-level) The additional damage increases from 1d8 to 1d10.

3Open Hand Technique

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that creature:

  • Axe Kick: The creature must succeed on a Dexterity saving throw. If it fails, it is knocked prone.
  • Fists of Fury: The creature must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • Palm Strike: The creature can't take reactions until the end of your next turn.

6Wholeness of Body

As an action, you can regain hit points equal to three times your monk level. You can use this feature once, and you regain expended uses when you finish a long rest.

10Quivering Palm

When you hit a creature with an unarmed attack, you can attempt to create deadly vibrations within their body. The creature must make a Constitution saving throw. If it fails, the creature is afflicted with imperceptible vibrations that last until you next finish a long rest.

You can spend an action to resonate these vibrations—at which point, the vibrations end and the creature suffers 5d10 necrotic damage. If the creature is reduced to 0 hit points by this damage, it dies immediately.

You can use this feature once, and you regain expended uses when you finish a long rest.

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