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Way OF THE AVATAR He clenched his fists and tensed his body. With a sudden ‘movement, the ground under him cracks and fissures, and to the shock of the agents around him, the human's fists ‘emanate a translucent aura, and his eyes start to glow white. He presses his hands against the air, and with a thunderous. ‘smack, the agents are blown back and knocked to the ground, ‘save for a brutish one who resisted the blow. Swiftly, he then runs extraordinarily fast towards the brutish agent, thrusting a punch with a booming impact. The agent steps back a few fect to catch himself, just when the human smashes a knee in his abdomen, again with a booming impact, and again backing him a few feet. Then, to0 quick to realize, the man is five feet in the air, dropping a booming kick, knocking the agent to the ground. You follow a personal monastic tradition that is more innate than others. When you focus your ki, you can align ‘yourself with the life force of the universe to better transmute ‘yourself to be stronger, think faster, and act faster. You can also project your energy into magical effects which can protect you against incoming blows and attacks, and to blast others back, Monks of this tradition tend to not conform to a monastic lifestyle. Duc to their innate powers, some may not identify as ‘monks at all, leaning towards a chaotic alignment. These individuals are idintified as conduits, who have the ability to feel the ki energy flowing around them, without training, study, or knowledge ofits existence. Some monks of this tradition even leave behind their tradition of peace and begin to head down the path to chaos. Ki Conpurr When you choose this tradition at 3rd level you choose from alist of augmentations to augment your abilities with your ki You gain three augmentations of your choice. Your augmentation options are detailed on page 2 You gain wo additional augmentations of your choice at 6th, 11th, and, 17th level Whenever you learn a new augmentation, you can also replace one augmentation that you already know with a different augmentation, including spells but not cantrips. Casting Augmentation Spells. Some augmentations allow you to cast spells. See chapter 10 of the Player's: ‘Handbook (PHB) for the general rules of spellcasting. To cast one of these spells, you must spend a number of ki points equal to one plus the spel’s level You use its casting time and other rules, but you don't need to provide material components for it. Once you reach Sth level in this class, you can spend additional ki points to increase the level of an augmentation spell that you cast, provided that the spell has an enhanced effect at a higher level, as thunderwave does. The spell’s level inereases by | for each additional ki point you spend. For example, if you are a Sth-level monk and cast thunderwave, you can spend 3 ki points to cast it as a 2nd-evel spell (the spell’s base cost of 2 ki points plus 1) ‘The maximum number of ki points you can spend to cast a spell in this way (as well as the Force Palm, Ki Healing, Palmbeam, and Powered Strike augmentations) is, determined by your monk level, as shown in the Spells and Ki Points table. SPELLS AND Ki POINTS Monk Levels Maximum Ki Points for a Spell 3rd-ath A Sth-8th 3 9th-12th 4 13th-16th 5 17th-20th 6 ———— CrepITs ‘* Artby Nele Diel, Deviant Art. Neledielcom, + Design/Archetype by Keith MacDonald (Keundt), AUGMENTATIONS The augmentations are presented in alphabetical order. an augmentation requires a level you must be that level in this class to learn the augmentation. Athleticism. Asa bonus action on your turn, or as a reaction when you make a Strength or Dexterity saving throw, you can spend 1 ki point to enhance your athletic capabilities for 1 minute. For the duration, whenever you make an Athletics or Acrobatics check, or a Strength or Dexterity saving throw, you can roll 1d4 and add the result to the roll. This augmentation requires concentration, Additionally, your carrying capacity doubles while this ‘augmentation is active. Blinding Beam (Palmbeam Required) When you hit a creature with a palmbeam on your turn, you can use a bonus action and spend ki points to attempt to blind the creature. It ‘must make a Consitution saving throw. On a failed save, itis blinded until the start ofits next turn and takes 148 extra radiant damage per ki point spent. On a successful save, {ts not blinded and takes onty half of the extra damage. Breathe of Life. As an action, you can perform one of the. following effects within 30 feet of you: + You instantly make a flower blossom, a seed pod open, o ‘leaf bud bloom. * You create an instantaneous, harmless sensory effect, such as falling leaves, a pull of wind, a gentle rumbling of ‘stone, or a small, gentle wave of thunder which can be heard up to 30 feet away. The effect must fit in a 5-foot cube. * You instantly light or snuff out a candle, a torch, or a small campfire. Foree Palm, As an action on your turn, you can spend 1 ki point and extend your palm in the direction ofa target creature within 30 feet of you that you ean see. It must make a Strength saving throw. On a failed save, it takes 246 thunder damage, is pushed back 10 feet away from you and is knocked prone. On a successful save, it takes only half damage and is not pushed or knocked prone. Improved Force Palm (Force Palm Required) When you use Force Palm, the damage increases by 1d6 and the pushing distance increases by 5 feet for each additional ki point you spend. Improved Ki Healing (Ki Healing Required) When you restore hit points to a creature with Ki Healing, it regains additional hit points equal to your Wisdom modifier. The dice to regain hit points also change as your Martial Arts damage die changes. Ki Healing. As an action on your turn, you can spend 1 ki ‘point to tap into regenerative energy with your ki to heal a creature you touch. The creature regains Id4 hit points for each ki point spent. ‘Palmbeam (1th Level Required) Using the cast a spell ‘action, you can flash a beam of radiant light from your palm towards a target creature within 30 feet of you. Make a ranged spell attack against the creature. You are proficient with this attack, and you add your Dexterity modifier to the attack roll. On a hit, the creature takes 348 radiant damage, ‘When you reach 17th level in this class, the damage increases to 448 Palmlight. As an action, you can create a bright light in the palm of one or both of your hands for I minute. It shines bright light in a 5 foot radius, and dim light up to a 15 foot radius. This augmentation requires concentration. As a bonus action on your turn while this effect is active, ‘you can concentrate the light in a direction, shining bright light in a 5-foot wide 30 foot line, and dim light in a 40 foot cone originating from your hand. When you reach 17th level in this class, the light emanating, from your hands becomes sunlight. Powered Strike. When you hit a creature with an unarmed strike on your turn, you can use a bonus action and spend 1 ki point to increase the power of the strike. The creature must make a Constitution saving throw. On a failed save, it takes 2d4 extra damage plus 1d4 for each additional ki point spent. On a successful save, they take only half of the extra damage. The damage die changes as your Martial Arts damage die changes. Thunderous Strike. When you make an unarmed strike, you can use thunder damage instead of bludgeoning. Your strikes count as magical when you attack this way. Unearthed Conduit Powers. You learn one spell or cantrip from the following spell list. You can select this augmentation multiple times. When you do, choose a different spell each time. Canrrips (0 Levet) + Blade Ward Sree! * Shilelagh © Thaumaturgy ‘Ist Lever + Detect Evil and Good Detect Poison and Disease Expeditious Retreat Heroism Jump Shield Thunderwave 2ND Level (6TH LeveL REQUIRED) Darkvision (on selfonly) Enhance Ability (on self only) Lesser Restoration Locate Animals or Plants Protection from Poison See Invisibility Shatter Silence Warding Bond 3RD LeveL (11TH LeveL REQUIRED) Beacon of Hope Counterspell Dispel Magic Haste (on self only) Plant Growth (long-term option, 8 hour casting only) Protection from Energy 4H Level (17TH Levet REQUIRED) + Death Ward * Locate Creature '* Otiluke's Resilient Sphere ELEMENTAL EvIL SPELLS CaNTRIPS * Control flames + Gust * Thunderclap isTLEVEL, * Earth Tremor Sworp Coast ADVENTURERS SPELLS CANTRIPS + Booming Blade MONASTIC TRADITIONS {A few traditions of monastic pursuit are common in the ‘monasteries scattered across the multiverse. Most monasteries Practice one tradition exclusively, but a few honor all the traditions and instruct each monk according to his or her aptitude and interest, All the traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. ‘Way OF THE BLOODIED FIST Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life fore as well asthe life force of their foes. By focusing their ki, they exert control over blood - a powerful too! tha isnot to be underestimated. Their ‘monasteries practice in secretin dark caves and high mountains, ‘out of the eye of the common people, and their members only Teave for the rare missions ordered by only the mast desperate ‘Many monks of this tradition are covered in scars - some self: inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these sears, forming them into complex designs and symbols to represent their unique ki powers. SANGUINE ARTS Starting when you choose this tradition at 3rd lev your ki to duplicate the effects of certain spells. As ‘can spend 2 ki points to cast bloodburn, blood seal, or vampire's kiss without providing material components. Additionally, you gain the bloodleting eantrip if you don't already know it, You ‘must still pay the hemom y costs associated with each spell TOLL OF THE MYSTIC At 6th level, you gain the ability to convert your life foree into ki {As a bonus aetion on your turn, you can convert your hit points {nto ki points, with 4 hit points equalling 1 ki point. You ean spend a maximum of 12 hit points at any one time, gaining 3 ki points in the process. RANSFUSION Beginning at 11th Te never you score a critical hit with a attack or reduce a ereature to 0 hit points with one, you in 1dé hit points. DOMINION OF BLOOD At 17th level, you can take complete control ofa ereature by ‘manipulating its blood. When you it a creature with an unarmed sirike, you ean spend 3 ki points to attempt to grasp control over creature. The er Uuyw oF fall wider your conte ‘On every subsequent turn aft your action to take total and precise control ofthe target. Until the end of your next tur, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do, ring this time, you can also eause the ereature to us bur this requires you to-use your own reaction as well. If you do not take this action atthe start of your turn, the control ends prematurely. This control can last for up to | minute Each time the target takes damage, it makes a new Constitution saving throw against the effect. Ifthe saving throw succeeds, the succeed on a Constitution saving assuming control, you must use effect ends. MONK OF THE DESERT WIND Thave previously adapted the Desert Wind tradition from Tome of Battle: The Book of Nine Swords into a full- fledged class, the Martial Adept. This is my attempt at instead adapting it and the 4th edition “Desert Wind” monk as a single, simple monk subclass. This class option references some material from the Elemental Evil Player's Companion. Monastic TRADITION ‘The following option is available to monks upon reaching 3rd level Way OF THE DESERT WIND Your monastic tradition draws power from the harsh wind of the desert. You harness the power of the beating sun that drives the winds and the ever building dunes, Through this, you find power and wisdom in the unending harshness of nature. Many monks that follow this harsh tradition take on the appearance and personality of hard-baked earth: dry and abrasive. As they grow stronger, monks of the desert, «wind are followed by unseasonably warm breezes, their skin dries, and their flesh shrinks until it clings to the bone. Girrs oF THE Desert At 3rd level when you choose this tradition, you learn the produce flame and gust cantrips. BLISTERING FLURRY Starting at 3rd level, you wrap the harsh winds of the desert around your striking fists. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, choose either the target of the attack or one creature within 5 feet of it. The chosen creature takes fire damage equal to your Wisdom modifier. At 1th level, this effect applies to all unarmed strikes you make, not just those granted by Flurry of Blows. WILL OF THE WIND Starting at 6th level, you can use your ki to control the wind. You can spend 2 ki points to cast gust of wind or warding wind, or 3 ki points to cast wind wall, requiring no material components. RisING PHOENIX At 1th level, you can generate a column of heated air beneath you. While you benefit from your Unarmored, Movement feature, you gain a flying speed equal to your Unarmored Movement bonus. This flying speed increases as your Unarmored Movement bonus does. CioaKk oF CaLiMa Beginning at 17th level, you wrap yourself in biistering winds. You are resistant to fire damage. When a creature hits you with a melee attack, you can use your reaction to deal fire damage to the creature equal to 5+ your Wisdom modifier. Crevits Designer: Kittenhugs Art by: Eric Belisle ial thanks: /tg/,r/UnearthedArcana Last updated January 12, 2016 LEGAL INFORMATION DUNGEONS & DRAGONS, D&D, Wizards ofthe Coast, Forgotten Realms, the dragon ampersand, and ll other Wizards ofthe Coast product names, and their respective logos ae trademarks of Wizards ofthe Coast in the USA and other counties. This work contains material that is copyright Wizards ofthe Coast andjor 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 2016 by ick Johnson and published under the Community Content Agreement for Dungeon Masters Guild. Way or THe Jape Serpent Frou land shrouded n mists,» acetal roup of rsine humanoids have practiced marta arts to restore the bay and soothe the soul One of the four patrons ofthese peoples the Joe Serpent has tnught them the tar feat eK eit etfs to rotor ows lin rind contes. Often referred to as Ki-weavers, same ofthe orginal disciples of (he Jade Seepent have wandered search of adventure, setting wp theie ‘own monasteries ae there aged fled with their own disciples Srrrxes or tHe Jape Serpent When you chose this wadion at Sed level, you are able wo call upon the ‘teachings of the Jade Serpent enveloping your handsin a green mistto fin profiency with brewers supplies ‘Whenever you ise Fliry of Blows, you can spend an addtional ki pont to hea an ally within 30 feet for half ofthe total damage dealt by yuo ‘our turn. Any healing that exceeds the targets maximum IPs lost ‘Tra Mastery A 6th level sour redirection of ki has allowed you to impart some of ‘your ov kta drinks you create vig benekts as long a the ki ‘our profceney with b -vers supplies has paid of specifically the artoftea making and infusion ofiferent herb ans to make something beter than a standard drink. takes 30 minutes o properly {infuse 1 drink or | hour tose multiple drinks with long rest firth beverage is consumed, of three days have pasted alice which the kin the brews become ice. Kigained throu the Perfect Self class feature cannot surpass this limi. [Ki Tea. infusing this bright bc drink with 2k points allows the atest ee alt a mc Purifying Mixture. This deep purple drink when iatused with 3 ki points gives the imbiber the effet ofa esser restoration spel Transkin Brevslmparting 3 ki pints ino this brown, congealed drink fronts the drinker resistance to one ofthe fllowing damage types, ‘decided when tis is brewed: slashing, bladaeoning, or piereing Resistance lst for 3 rounds (sees Fare eee eee teen eee ‘he imbiber the effects ofthe haste spell for 2 round, Jasmine Dragon Tea. This pics whit tea varies in power depending ‘on how much ki the monk focuses into it You can spend wp to 48 to Increase the damage by 16 fire damage per ki infused. Asan ation, ‘one can drink this ea and immedhatly breathes een fre in 15 cone in front of them. Each create inthe cone must make « Dexterity ‘ving throw against the Monk's ki save DC. Atarget takes the fll sdumage oma failed sve, o half mich damage on 3 sccessfal one. Ki Cocoon ‘our continued manipulation of has allowed you tose your own kito acta protective harrier to others. Starting at 11th eel You can spent invigorating cocoon ranting them temporary hit points equal to 18 per point spent this wa. These hitpoints lst for 1 minute. You cat use this feature again until you take a short orang rest, Yu'ton's Rejuvenation ‘our mastery of ki manipulation has given youinsightsinto the general health of those around you At 17th level. youcaa spend (Ki poiats as a bonus ation to accelerate your ales natual healing process, allowing Furrner Tea Mastery ‘Atthe DMs iscretion, a Monk of the Jade Serpentis able to create ‘more potent brews 38 they grow in power However monks abet our upto. kino a single beverage These ki points can further ‘augment the examples under Tea Masters Restoring power outside of health point is outside ofthe realm ofthe monks capabilities (restoring spell sos for example). However, the ‘monk sable to replicate many spells that affect the sel Monks of the Way of the Mistweaver are masters SF anatomy, medicine, and the flow of ki throughout the body. They lesrn to view the flow of ki in the body and world around them 2s a support their allies IwreRwAL MEDICINE [=r] When you choose this tradition at 3rd level, you gein proficiency in Medicine if you don’t already have it. ‘Additionally. with an action you can open your awareness fo, detect unhealthiness. Until the end of yournext tum, you | know the location of any poisons, poisoned or poisonous, creature, and any diseased creatures within 30 feet of you that is not behind total cover. You know the type of poison or disease (mummy rot), but not its identity (Borre Fen Man, for’ example). Renewnc Msr (eon) Alco at 3rd level, your strike: draw upen your ki and transfer renewing energy to your allies. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you € can heal yourself or any creature within 30 feet of you for the amount of damage dealt by that attack Exp. Harm [cor] At 6th level, your understanding of intemal medicine allows you to draw out any harmful toxins within the body. As an action, you may spend 3 ki to mimic the effects of lesser restoration. At 11th level, your expel harm can also mimic the effects of greater restoration for 6 ki Envetopine Mist. [zor] By 1Ithlevel, you are able to envelop those who rely on you in 2 fine mist. As a bonus action, you can grant your enveloping mist to 2 creature you touch or to yourself. For one minute. the target of your enveloping mist has resistance to all damage except psychic damage. ‘Once you have used this ability, you must complete « short or long rest before you can use it again. Brean OF Lire When you reach 17th level, you can expel 2 fine mist from 4 your body which moves like a living, breathing thing. Your breath of life bounds across the battlefield, healing allies and» injuring your enemies. As an action, you may spend 7 ki and choose a creature within 30 feet of you that you can see. Your breath then leaps from that creature to another target, which must be within 30 feet of the first. It then leaps again, a total of three more times, to affect a total of five creatures. Each successive jump may go no further than 30 feet from the previous target, and you may not affect the same target more than once Each affected enemy must make a Constitution saving. throw (DC 8 + your Proficiency bonus + your Wisdom modifier). The target takes 8d8 poison damage on a failed save. or half as much on a successful one. Each affected ally instead gains 8d8 hit points. WAY OF THE Jepr Jeo! Spetucastinc You follow a monastic tradition that teaches you to use the mystical energies of the Force. With a lightsaber in hand and command of the ever present and limitless potential of the Force, you are a force to be reckoned with in both might and magic. SPELLCASTING When you choose this tradition at 3rd level, you augment your martial prowess with the ability to cast spells using the Force. See chapter 10 for the general rules of spelleasting, Cantrips. You learn (ice cantips: meye hand aud (wo other cantrips of your choice from the jedi spell list. You earn an additional jedi cantrip of your choice at 10th level Spell Slots. The Jedi Spellcasting table shows how many spells slots you have to cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest For example, if you know the Istevel spell jumpand have a Istlevel and a 2nd-level spell slot available, you can cast jump using either slot. ‘Spells Known of Ist-Level and Higher. You know three stlevel jedi spells of your choice. The Spells Known column of the Jedi Spelleasting table shows when you learn more jedi speils of Ist level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of Ist or 2nd level, Whenever you gain a level in this class, you can replace one of the jedi spells you know with another spell of your choice from the jedi spell list, which also must be of a level for which you have spell slots. Monk Cantrips Spells —SPt!! Slots per Spell Level— Level Known Known Ist 2nd 3rd 4th ard 3 3 2 - =- 4th 3 4 3 - - - sth 3 ‘4 30-=- = = 6th 3 4 3 — — — 7th 3 E 4 2 o- = ath 3 6 4 2 0 -— — oth 3 6 4 ae Joth 4 7 4 3 ith 4 8 4 3 - - T2th 4 8 4 3 - - 13th 4 9 4 a ae = Vath 4 10 4 3 2 1sth 4 10 4 3 2 0- 16th 4 u 4 3 3 0 = 17th 4 u 4 3 3 18th 4 u 4 3 30 = Toth 4 2 4 3 3 1 20th 4 13 4 3 3 1 Spelleasting Ability. Wisdom is your spelleasting ability for your jedi spells, since you learn your spells through enlightenment and attunement to the Force. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a jedi spell you cast and when making an attack roll with one. Way oF THe JED! LIGHTSABER At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a lightsaber. You perform the ritual over 1 hour, which can be done during a short The weapon must be within your reach throughout the ritual, during which the weapon breaks apart into thousands of tiny floating shards that reconfigure themselves into a lightsaber hilt. If the lightsaber was made from a weapon with magical properties, those properties persist. The lightsaber is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. It is considered a monk weapon and can be used with any monk ability that requires an unarmed strike or free hand, such as Flurry of Blows and Deflect Missiles. The weapon is comprised of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. The blade's damage is radiant, and its damage die is a d6. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table. You can have up to two lightsabers created this way. If you attempt to create a third lightsaber, you must break your attunement with one of the other two lightsabers, which reverts the transformation back into the weapon it was previously, FORCE SENSE At 6th level, your attunement to the Force lets you feel the current emotional state of creatures within 30 feet of you: you can sense emotions such as fear, anger, amusement, confusion, etc. You have advantage on Insight checks on creatures whose emotions you sense, along with advantage on Animal Handling checks if applicable. You can also detect the presence of creatures you can't sce within 30 fect of you. This ability penetrates barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Emotionless creatures, such as most constructs, cannot be detected this way. BLADEWEAVING At 11th level, when you use the Attack action to strike with your lightsaber, the next spell you cast this turn with a casting time of 1 action can instead be cast as a bonus action by spending 2ki points. SHATTERPOINT At 17th level, you see every fault line in your target; all you have to do is pour the Force into the cracks to shatter it. As a bonus action, choose a target you can see within 10 feet of you. Your next attack or spell against the target automatically succeeds (attack rolls hit and the target fails its saving throw) and ignores any resistances or immunities that would normally apply. If the attack or spell would deal damage, it deals double that damage. Once you use this feature, you can't use it again until you finish a short rest. SPELL DESCRIPTIONS The spells are presented in alphabetical order. Force Biast 3rd-level evocation Casting Time: 1 action Range: Self (40-foot cone) Components: S Duration: Instantaneous A blast of pure Force-energy erupts from your hands. Each creature in a 40-foot cube originating from you must make knocked prone. Ona sie as much damage and isn't pushed or knocked prone. In. addition, unsecured objects that are completely within the arca of effect are automatically pushed 20 fect away from you by the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Forcz CHOKE 2nd-level transmutation Casting Time: | action Range: 60 feet Components: S Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 3410 force damage for each slot level above 2nd at the start of each of its turns while the spelkis in effect. Force LIGHTNING Ist-level evocation Casting 1 action Range: 30 feet Components: S Duration: Concentration, up to 1 minute Abeam ofcrackling, blue energy lances out toward a creature thin range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and for the duration its movement speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use tions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature's abilities or magi n't make more than one melee or ranged attack duraing its turn. On each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends ifthe target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above Ist items, it e Force Pusu Astlevel evocation Casting bonus action Range: 30 feet ‘Components: Duration: Instantaneous You slam a concussive burst of force at one creature within range. Ihe target must make a Strength saving throw. On a failed save, the target is pushed 20 feet away from you and knocked prone. On a successful save, the creature isn't pushed or knocked prone. Forces REPULSE Ist-level evocation Casting Time: | action Range: Self (15-foot sphere) Components: S Duration: Instantaneous A 154foot sphere of pure Force-energy pulses outward from you. Each creature in a 15-foot radius around you must make a Strength saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the are of effect are automatically pushed 10 feet away from you by the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 148 for each slot level above Ist. Force WEAPON 3rd-level transmutation Casting Time: 1 action Range: Touch Components: S ‘oncentration, up to 1 hour ‘weapon you touch becomes a magic weapon. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 force damage when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to 42 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 344. Saber THROW 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: S, M (a lightsaber) Duration: Instantaneous ‘You toss your lightsaber, sending it spinning through the air ina line 30 feet longand 5 feet wide in a direction you choose before. Each creature in the line must make a Dexterity saving throw. A creature takes 308 radiant damage on a failed save, or half as much damage on a successful one. The lightsaber then returns back to your hand. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Way oF THe JED! JeEp1 SPELLS Canrrips (0 Level) Friends Guidance Mage Hand Mending Message Minor Illusion Shocking Grasp True Strike Ist LeveL, Absorb Elements" Animal Friendship Bane Bless Catapult* Charm Person Comprehend Languages Command Cure Wounds Detect Magic Disguise Self Force Lightning * Force Push Force Repulse ** Healing Word Heroism Jump Longstrider Shield Silent Image 2no Lever Aid Blur Calm Emotions Darkvision Detect Thoughts Enhance Ability Enthrall Force Choke" Gentle Repose Gust of Wind Hold Person Invisibility Knock Lesser Restoration Levitate Locate Object Magic Weapon Mirror Image Phantasmal Force Prayer of Healing Saber Throw “* See Invcisibility Suggestion 3no LeveL ‘Aura of Vitality Beacon of Hope Crusaders Mantle Fear Force Blast** Haste Hypnotic Pattern Major Image Mass Healing Word Nondetection Plant Growth Protection from Energy Revivify Sending ‘Tongues Vampiric Touch 4H Levet ‘Aura of Life ‘Aura of Purity Compulsion Confusion Death Ward Divinitation Dominate Beast Freedom of Movement Greater Invisibility Hallucinatory Terrain Locate Creature Phantasmal Killer * Spell located in Elemental Evil: Player's Companion. ** New spell located below. Way oF THe JED! MONASTIC TRADITIONS Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse, Mos monasteries practice one tration exclusively, but few honor the many traditions and instruct each monk according to his or her aptinde and interest. All trait rely on the same basic techniques, diverging as the student {grows more adept. Thus, a monk need choose only upon reaching 3rd level. Way OF THE SHADOW SUN ‘Monks who parsue the Way of the Shadow Sun study good and evi, light and dark, and s balance. These monks are highly skilled at manipulating ki, to lind power mn their both to heal and to sap vitality. However, a Shadow Sun ‘monk derives his ot her power from within, by understanding their own righteousness and their personal shadow of evil. Only when a student of the shadow sun has accepted his or her own duality does he or she graduate to become a shadow sun ninja, TOUCH OF THE SHADOW SUN Starting when you choose this tradition at 3rd level, your ‘touch drains vitality and heals wounds. You can spend a ki Point as an action to make an unarmed strike against a ‘creature within your reach, On a hit, the target takes an additional 346 necrotic damage. Record the amount of necrotic damage dealt. You can't use this ability again until you use your action to touch a willing creature within your reach, restoring an amount of hit points equal to the ‘damage recorded. SHapow Sun Vorp At 6th level, while you are not carrying a shield, you can use your bonus action to manifesta barrier of light. For 1 ‘minute, or until you ate hit, you have a +2 bonus to AC, as if you were wielding a shield, When you are hit, the shield shatters in a wave of inky black energy. Each creature within 5 feet of you must make a Dexterity saving throw or take 1d10 + your Wisdom modi Once you use this ability, you must finish a short or long, er necrotic damage, zest before using it again. BLINDING DARKNESS By Ith level, when you begin your turn hidden in dim light or darkness, you can emerge in a blinding flash of light as a bonus action, Creatures within 20 feet of you ‘must make a Constitution saving throw. A creature is. dazzled on a failed save, and you have advantage on attack rolls against it until the of your turn. BALANCE OF LIGHT AND DARKNESS Stauting ut 1741 level, when you we your Fluuty of Blows, your first additional attack deals an extra 1d10 radiant ‘damage, and your second additional attack deals an extra 1410 necrotic damage, SHINOBI A bandit leaps from a bush stabbing at a lone man on the road The blade sink deep into what he realizes is a small log that is now where the man was just moments ago. Before the bandit has time to realize what has happend he jerks and, slumps forward as a barrage of shuriken slam into his back. A shadowy figure leaps gracefully from rooftop to rooftop, valuable document in hand. Whistles blow as guards fill the streets attempting to find the figure. As two guards turn a sillhuette cuts across the moon before landing with a foot in the face of one guard and a swift punch doubles the second before the figure dashes across the large koi pond into the darkness, ‘group of wild hounds circle an elderly looking woman, hunger in their eyes. The woman quickly makes a few hand signs while taking in a deep breath before exhaling a stream of fire onto the hounds sending them scurrying away, the hunger replaced with fear. Master ONEs SELF A shinobi is a studios warrior who seeks to master their craft both physically and mentally. A shinobi must be both sharp of mind and deft of blade. Harsh training is undergone to strengthen both body and mind, such as meditating on hot coals, carrying logs accros thin rope bridges and sparring in absolute darkness. The life of a shinobi is harsh, only those with strong mental and physical resiliance can train and live as shinobi ANCIENT AND SECRET ‘The art of jutsu is a closely guarded secret known only to the shinobi who live in secluded temples that are nearly impossible to get to. Few can use it and fewer still can master this ancient art. This mystical craft harness inner strength known as ki to create mystical effects that can be mistaken for magic. Should the secret of jutsu ever be discoverd or stolen shinobi will stop at nothing to keep the knowledge known to only themselves. BLADES FOR HIRE Shinobi are often hired for espionage and assassination missions and occasionally body guards by the wealthy and powerful Shinobi follow a strict code that varies from temple to temple when it comes to contracting their services and violation results in immediate termination of services and in some cases termination of the contractor. THE SHINOBI Level Proficiency Bonus Ast 42 2nd +2 ard +2 4th +2 sth 8 6th 3 7th +3 ath 43 9th +4 10th +4 ith +4 12th +4 13th + 14th +5 15th a 16th +5 W7th +6 18th +6 19th +6 20th +6 QuicKsuiL> ‘You can make a shinobi quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the criminal background. Cass FEATURES Asa shinobi, you gain the following class features Hrr Points Hit Dice: 148 per fishmongerer level Hit Points at 1st Level: 8 ~ your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per shinobi level after 1st PROFICIENCIES ‘Armor: None ‘Weapons: Simple weapons Tools: Thieve's tools ‘Saving Throws: Wisdom, Dexterity Skills: Choose three from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth Features Jutsu, Ki, Unarmored Defense Know The Land, Trap Finding Shinobi Way Ability Score Improvment Vanish Shinobi Way Evasion Ability Score Improvment Meditation Shinobi Way Ability Score Improvment Toxin Immunity Death Blow Ability Score Improvment Shinobi Way Ability Score Improvment Master Shinobi Eguirmanr You start with the folowing equipment, equipment granted by your background: addition to the ‘= (@)a martial weapon or (b) two simple weapons, ten shuriken © burgalers pack ne! a ee The staple of the shinobi. Jutsu are mystical abilities learned. through rigoriuse training that allow a shinobie to accomplish wonderious feats. At Ist level, you know two jutst of your choice. Your jutsu options are detailed at the end of the class description. When ‘you gain certain shinobi levels, you gain additional jutsu of, your choice, as show n in the jutsu known column of the Shinobi table. Additionally, when you gain a level in this class, you can choose one of the jutsu you know and replace it with another jutsu that you could learn at that level. Kr ‘Starting at Ist level your training allows you to hamess the ‘mystic energy of ki. Your access to this energy is represented bya number of ki points. Your shinobi level determines the ‘number of points you have, as shown in the Ki Points column of the Shinobi table. You can spend these points to fuel various ki features and jutsu. You begin knowing three such. features: Flash Step, Smoke Bomb, and Steel Wind. ‘When you spend a ki point, it is unavailable until you finish ‘a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of yourr ki features and jutsu require your target to make a saving throw to resist the effects, the saving throw DC is calculated as follows. Ki save DC=8 + your proficiency bonus + your Wisdom your Poder . Dears Mark ‘As a bonus action you can expend 1 ki and mark a creature for death for 1 minute. You deal an extra 1d6 damage to the marked target whenever you hit it with an attack. Ifthe target drops to 0 hit points before the mark ends, you ‘can use a bonus action on a subsequent turn of yours to mark: anew creature. Fiasx Star ‘As a bonus action you may expend 2 ki points to teleport toa location you can see within 30 feet. You may make a Dexterity (Stealth) check to hide as part of this action if the destination of your teleport is obscured Ifyou wish you may leave a small 2 foot long log behind in the space you vacated. At 7th level you may flash step as a reaction if you would be hit by an attack, instead taking no damage if you would move ‘out of the attacks reach. STEEL WIND Immediately after you take the Attack action on your turn, you ‘can spend | ki point to make two ranged attacks with shuriken as a bonus action, UNARMORED DEFENSE Beginning at 1st level, while you are wearing no armor and, not wielding a shield your AC equals 10 + your Dexterity ‘modifier + your Wisdom modifier. Know Tue LanD Starting at 2nd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. W hen you make an Intelligence or Wisdom check related to ‘your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient i. While traveling for an hour or more in your favored terrain, ‘you gain the following benefits: ‘Difficult terrain doesn't slow your group's travel, = Your group can't becom ¢ loat except by magical means. + Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking) you remain alert to danger. + Ifyou are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would ‘+ While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You ch oose additional favored terrain types at 6th and 10th level Trap FINDING Starting at 2nd level, when you make a Wisdome (Perception) test to spot traps and the result of the die roll is less then 10 you can instead take 10, fursu STYLE ‘When you reach 3rd level you adopt a particular style of jutsu: Genjutsu, Ninjutsu or Tiajutsu, all detailed at the end of the class description. Your jutsu style grants you features at 3rd level and again at 6th, 11th, and 17th level VANISH ‘Starting at 5th level you can use the Hide action as a bonus action on ynur turn. Also, you can't be tracked by nonmagical ‘means, unless ynu choose to leave a trail EVASION At th level your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell W hen you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fai MEDITATION Beginning at 10th level you can complete a brief meditation to call on your ki reserves. As an action you immediatly regain a number of ki points equal to your proficiency bonus. Must complete a long rest before using this feature again. Toxin IMMUNITY By dosing yourself with small amounts of toxins over the years has caused your body to gain immunity to them. You hhave immunity ti poison damage and cannot be effected by poisons. When tasting food or drink you immediatly know if it has, been poisoned. Additionally when attempting to identify a poison you have advantage on the roll DraTH BLOW ‘You may apend three consecutive rounds studying a creature. After you finish studying a creature and hitit with a melee or ranged attack they must make a Constitution saving throw. On a failed save the creature falls to 0 hitpoints. You must complete a short rest before using this feature again, SHINOBI To master yourself is to master the mind. You ‘mastery of the Shinobi way. The ki cost of abilities that use Ki are reduced by I(minimum 1) SHINOBI WAY GENJUTSU ‘Shinobi who choose to pursue genjutsu muddle the minds of their opponents making them easier targets and make them their own worst enemy. Minp SriKe Starting when you choose this Shinobi Way at 3rd level, creatures who fail their saving throw or ability check against a genjutsu cast by you take 1d6 + your Wisdom modifier psychick damage. This damage increases by 1d6 when you reach 5th level (26) 11th level (346) and 17th level (46) MISDIRECTION Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your ki save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. Reairy Souter Starting at 11th level, when you cast an illusion genjutsu that hhas a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s norm al parameters for the illusion}, provided that you can see the illusion. When you cast an illusion spell of Ist level or higher, you can choose one inanimate, nonm agical object that is part of the illusion and make that object real You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone. NINJUTsU Shinobi who pursue ninjutsu master a wide variety of powers, most notable or those that call forth the clementse to do their bidding. EMPOWER Starting when you choose this Shinobi Way at 3rd level when {you use a ninjutst that lets you cast a spell,you can increase the spell level by 1 for each ki point you spend in addition to the normal cost. Quick HaNpsicns STarting at 6th level when you use @ninjutsu that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting. PorentJursu Beginning at 11th level, you can add your Wisdom modifier to the damage roll of any ninjusu you cast. TAyUTSU bi who pursue taijutsu seek to turn their bod perfect weapon. Practitionoers of taijutsu need no weapon, using their iron hard knuckles, strength, and speed to devistate their foes. UNARMED SPECIALIST ‘Starting when you choose this Shinobi Way at 3rd level, You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d4 in place of the normal damage of your unarmed strikes. ‘When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. Extra ATTACK ‘Starting at 6th level you ean attack twice. instead of once, ‘whenever you take the Attack action on your turn Additionally your unarmed strikes cotunt as magical for the purpose of overcoming resistance and immunity to non- ‘magical attacks and damage ELLusive ‘Starting at 11th level you cannot be suprised and creature suffer disadvantage when making opprotunity attacks against you. Jutsu Ifa jutsu has prerequisites, you must meet them to learn it. ‘You can learn the jutsu at the same time that you meet its Prerequisites. GenjuTsu AGONIZE Prerequisite: level 5 ‘You cause the mind to feel great pain no matter how small the injury. As an action you can spend 2 ki points to target a creature within 30 feet. The target creature must make a Charisam saving throw or gain vulerability to a damage type of your choice. At the end of each of its turns, the target repeats the saving throw, ending the effect on a success. Dream EATER Prerequisite: level 7 ‘As an action you can spend 5 ki points to cast Phantasmal Killer Fase Form Prerequisite: level 5 ‘Asan action you can spend 5 ki points to cas seeming Gost WALK Prerequisite: level 3 As an action you can spend 3 ki points to cast invisibility on yourself Greater Misty Visions Prerequisite: level 5 ‘As an action you can spend 3 ki points to cast major image Hypra Form Prerequisite: level 2 ‘As an action you may spend 2 ki points to cast mirror image Hypra Heap You can cast disguise selfat will Minp Moip Prerequisite: level 3 Asan action you can spen 2 ki points to cast phantasmal force Mrezor Prison Prerequisite: level 4 Asan action you can spend 3 ki points and begin. concentraiting. Choose a creature within 60 feet. The creature must makes a Charisma save, and on a failed save they become trapped in a six sided illusoryy box made of mirrors abd must attack one of the darie reflections. The target automaticly hits a reflection, shattering the mirror and taking half the damage they dealt. {At the end of each of its turns, the target repeats the saving throw, ending the effect on a success of when all six illusory mirrors have been shatterd. If the creature is dealt damage by another source they have advantage on their next saving, throw Misty Visions You can cast silent image at will PHANTOM FoRM Prerequisite: level 5 Asan action you can spend 5 ki points to cast mislead PHANTOM LAND Prerequisite: level 13 As an action you can spend 7 ki points to cast mirage arcane Ninjutsu DraGon Beata Prerequisite: level 3 As an action you can spend 2 ki points to cast Aganazzar's Scorcher at its lowest level Eyss OF THE OWL Asan action you can spend 1 ki point to gain darkvision out toa range of 120 feet for 1 hour. EXPANSION Prerequisite: level 3 Asan action you can spend 2 ki points to cast enlarge/reduce GrasPinc Roots Asan action you can expend 2 ki points to cast the entangle Hippen Mist Prerequisite: level 3 ‘As an action you can spend 2 ki points to create a 20-foot- radius sphere of fog for 1 minute centered on a point within 30 fect. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses It. You deal an additional 146 damage when making an attack against a creature inside the fog. Mriuic Prerequisite: level 3 ‘As an action you can spend 2 ki points to cast Alter Self PHANTOM STEP Prerequisite: level 3 ‘As a bonus action you can spend 2 ki points and cause your form becomes transluscent. You can move through other creatures and objects as if they were difficult terrain. You, takes 5 (110) force damage if you end turn inside an object, and are immediatly shunted outside the object to the closest ‘open space. ‘Winp WALK ‘When making a long or high jump you can do so as if effected hy the jump spell Sanp BuriaL Prerequisite: sand coffin ‘Asa bonus action you can spend 1 ki point to crush a creature effected by the Sand Coffin Jutsu, The creature takes 3410 bludgeoning damage. Sanp Corrin As an action you can expend 1 ki points to wrap a creature within 60 feet of you in sand. The target creature must make ‘a Dexterity saving throw. On a failed save the target is restrained. At the end of each ofits turns, the target repeats the saving throw, freeing itself on a success. SHapow CLONE Prerequisite: level 5 Asan action you can spend 3 ki points to create a shadow clone in an unoccupied space with in 10 feet of you that lasts for 1 minute, This shadow clone is identical to you in ever way. Your shadow clone has 1 hit point and the same ability modidiers and AC as you. If subject to a saving throw to take half damage your shadow clone instead takes no damage on a succesful save, You can mentally command your shadow clone, this does ‘ot require an action and your shadow clone acts on your turn, Itcan take the attack and move action and use a reaction to take opprotunity attacks. ‘SHapow Paracysis Prerequisite: evel 3 As an action you can spend 1 ki point and target a creature within 60 feet. The target must succeed on a Wisdom saving throw or be paralyzed At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the jutsu ends. At the beginning of your turn you must immediatly expend another ki point or the effect ends and if you leave the range ofthe jutsu the effect ends. When in dim light the range increases to 90 feet and when in darkness the range increases to 120 feet. SHADOW STRANGLE Prerequisite: shadow paralysis Asa bonus action you can expend I ki point to target a creature effected by shadow paralysis. The target must make a Constitution saving throw, suffering a level of exhaustion on a failed save. SMOKE BoMB Asa bonus or disengage action you may spend 2 ki points to use a smoke bomb and vanish. Creature with in 5 feet of you must make a Constitution save or become blinded until the end of their next turn. Using a smoke bomb also renders you invisible until the end of your next turn or you make an attack. Sprper Styte Asan action you can spend 3 ki points and gain the ability to move up, down, and across vertical surfaces and upside down, along cellings, while leaving your hands free for 1 minute, You also gains a climbing speed equal to your walking speed. SrrrKInc SHADOW SNAKE ‘As an action you can spend 3 ki points to send out a serpent of shadow at a target within 30 feet. The target must make a Dexterity saving throw. On a failed save the target is grappled for 1 minute and takes 348 bludgeoning damage. The target, can repeat the saving throw at the beginning of its turn, ending the grapple on a success and taking the damage again ona failed save. SUMMONING Prerequisite: level 5 As an action you can spend 3 ki points to casn Conjure Animals at its lowest level ‘WATER DRAGON Prerequisite: level 5 Asan action you can spend 3 ki points to cast Tidal Wave ‘Water Prison Prerequisite: level 7 Asan action you can spend 4 ki points to cast Watery Sphere ‘Water SHark Boma A watery shark darts through the air to devour its target. As an action you can expend 2 ki points and begin concentraiting to summon a shark made of water in ‘unoccupied spaces that you can see within 60 feet. This shark has the same stats as a reef shark and acts on your turn, It obeys any verbal commands that you issue to it (no action required by you) You can spend additional ki points to summon a more powerful shark when casting this jutsu. You can spend 4 ki points to instead summon a hunter shark, or 8 ki points to instead summon a gaint shark. ‘WATER VORTEX Prerequisite: level 9 Asan action you can spend 5 ki points to cast Maelstrom ‘Warery Destruction Prerequisite: level 15 As an action you can spend 8 ki points to cast tsunami ‘Tayutsu Ar Paw Prerequisite: level 5 ‘Your swift and powerful strikes can send out buffeting wind Your unarmed attacks gain the reach property. Bopy Boost As an action you can spend 1 ki point to cast bless targetting yourself Dancinc LEaF Prerequisite: leaf hurricane Asa reaction when hit by a melee attack, you can make two. unarmed attacks against the creature that hit you. Dracon CLaw ‘Your unarmed attacks deal slashing damage in addition to bludgeoning. Once per turn when you hit a creature with an ‘unarmed attack you can spend 3 ki points and leave a bleeding wound For 1 minute, the creature takes 248 damage at the beginning of each of its turns The target can ‘can make a Constitution saving throw to end the effect and ‘can repeat the saving throw at the end of its turn. Tron Bopy Prerequisite: level 4 Intesne training has hardend your muscle like iron, Bludgeoning, piercing, and slashing damage that you take pons is reduced by 3 ‘Lear Hurricane ‘Asan attack action you can make one unarmed attack against each creature adjacent to you. ‘As an action you can spen 2 ki points to cast haste targetting yourself ROOK BREAKER Prerequisite: level 5 ‘When you hit another creature with an unarmed attack, you ‘can spend 3 ki points to deal 246 bonus damage and the target must succeed on a Constitution saving throw or be stunned until the end of your next turn Rounpxousg Kick ‘Once per turn you can replace one of your unarmed attacks with a roundhouse kick. The roundhouse kick deals damage ‘equal to your strength modifier and the hit creature must, make a Strength saving throw or be knocked prone. Ticrr RELEASE Asan action you can spend 2 ki points to caste heroism targetting yourself, Tornavo Fist Prerequisite: Air Palm ‘When making an unarmed attack you can spend 1 ki point to hhave the target creature make a Strength saving throw or be pushed 10 feet away from you in the direction of your attack. ina striaght line ART CREDITS # Rikamaru- Tenchu 4 * Concept Art by artcobai * Concept Art by Andrée Wallin * Art by Unknown

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