Monastic Traditions

Way of the Iron Body

While other monk traditions focus on turning their bodies into the ultimate weapon, you have learned to turn your body into the ultimate defense. Through rigorous training and the use of bolstering Ki you have made your body like a thing unto iron.

Hardened Body Defense

Starting when you choose this tradition at 3rd level, you have gained the ability to strengthen your body against damage. When you take damage you may spend a ki point to use your reaction to reduce the attacks damage by your Wisdom modifier + twice your monk level.

Durable Body

Starting at 6th level, your body has become capable of sustaining itself even under great duress. When you are dropped to 0 hit points you may use your reaction to instead be at 1 hit point. Once you use this feature you can’t use it again until you complete a long rest.

Iron Resistance

Starting at 11th level, you have gained the ability to ignore the most deliberating effects to your health. You are immune to ability damage from attacks and spells, as well as from effects that lower your maximum hit point total.

Adamantine Body

At 17th level, you have trained your body to the point that normal attacks have very little effect against you. You gain resistance to all non-magical attacks.

Way of the Weapon

The art of unarmed fighting has been a long tradition of many monastic traditions, you have learned though to use weapons to increase your already deadly fighting style. To you your fist and your weapon are all a part of the same body.

Weapon Training

Starting at when you choose this tradition at 3rd level, you have mastered the use of a particular weapon. Choose one, one-handed or versatile weapon, that weapon now counts as monk weapon for all effects and abilities.

Weapons Flurry

Starting at 6th level, you have learned to use your flurry of blows with weapons. When you use your flurry of blows you may make the attacks with a monk weapon instead of just with unarmed strikes like usual.

Ki Weapon

Starting at 11th level, you have learned the ability to channel your Ki through your weapons. By spending 3 Ki points you can attune your weapon to yourself, allowing you to call the weapon to your hand from up to 1 mile away. While the weapon is attuned to you, it cannot be disarmed from your grip. Finally, the weapon that you wield ignores all forms of resistance to bludgeoning, piercing or slashing attacks.

Weapon Surge

At 17th level, you are one with your weapon, making you a deadly force with your weapon. When you use your weapon to attack and hit, you may spend up to 3 Ki points on the attack. For each Ki point that you have spent, you can add an additional 2d6 damage to the attack.

Way of the Flowing River

The Fluid movement of the river as it crosses the land. Some see it as a force that is easily manipulated and turned to their own use. Those that follow the Way of the Flowing River, know though that the river can cut across the land, it can wear down mountains and it can flood villages. The power of the river comes from the speed in which the water flows and its ability to move around the obstacles in its way to reach its final destination. Though those that practice this form of martial arts knows that a calm flowing river can become a dangerous crushing rapids.

Fluid Grace

Starting when you choose this tradition at 3rd level, you become incredibly flexible like flowing water. You can squeeze yourself into a space two sizes smaller than you without penalty and you can move through the space of any creature. Additionally by spending a Ki point, creatures that attack you when you have provoke an attack opportunity from them have disadvantage on their attacks. This effect lasts until the end your current turn.

Flow of the River

Starting at 6th level, your blows pack the power of a raging river. When you hit a target you can empower the blow by spending a Ki point, you add your Wisdom Modifier to the damage and the target must make a Strength save or be pushed 15 feet away from you, the save DC=8+ Your Proficiency Bonus+ Your Wisdom Modifier.

Rushing Rapids

Starting at 11th level, your speed and agility makes you faster than most creatures can handle. You can Spend 4 Ki Points to caste haste on yourself as an action.

Crushing Stream

Starting at 17th level, your movement becomes like that of a crushing river, overrunning your foes. If you move through an enemy’s space and then make an attack against them, that attack has advantage. You can use this ability more than once per turn and more than once on the same enemy.

Way of the Beast

Many different schools teach styles based on the movements of animals and beasts that live in the world. Monks that practice the Way of the Beast have mastered the art of shifting into different styles that represent the beast that inspired them. Practitioning these different styles in not easy as it requires years of training however, in return it allows for greater flexibility in combat.

Beast Styles

Starting when you choose this tradition at 3rd level, you have learned to mimic beasts taking on their aspects in combat. You can spend a Ki point to enter a beast style as a bonus action, you remain in the style for 1 minute or until you end it as a free action. You can also switch between styles as a bonus by spending a Ki point. You can choose to enter any of the styles listed below.

Swift Style

Starting at 6th level, you have learned to enter into a style at a rapid speed. You can enter a style as a free action instead of a bonus. Additionally, you can switch between styles as a free action, you can only switch a style once per turn.

Greater Style

Starting at 11th level, you have learned to harness even more power from even more dangerous beasts. You can enter into a greater style as a bonus action by spending 2 Ki points, this style lasts for 1 minute or until you end it as a free action. You can switch into another greater style as a bonus action by spending 2 Ki points. Additionally, you can switch to between greater and lesser styles, following each styles action type and Ki point cost.

Fuse Style

Starting at 17th level, you have learned to fuse a lesser and greater style into something new. You may have both a greater and lesser style going at the same time. You may switch a greater style for a greater style and a lesser style for a lesser style only once per turn.

Beast Styles

Crane Style

While in this style your jumping distance is doubled. Additionally, when you make an attack with your legs as a part of unarmed strike, you reach increases to 10 feet instead of 5.

Turtle Style

While in this Style you have a +2 shield bonus, as if you were wielding a shield. This does not count as having a shield, in regards to your unarmed defense.

Tiger Style

While in this style your unarmed strikes do slashing damage and each unarmed strike that you hit a target with after the first does an extra 2 damage.

Snake Style

While in this style your unarmed strikes do piercing damage. Additionally being prone does not give a creature advantage against you and you can crawl at full speed instead of half speed.

Greater Beast Style

Phoenix Style

While in this style you can fly up to your speed as a move action but you must land at the end of the movement. Additionally, your unarmed strikes do Fire damage.

Shishi Style

While in this style your unarmed strikes do Thunder damage and targets that are hit by your unarmed strikes take an extra 1d4 Thunder damage.

Dragon Style

While in this style your unarmed strikes do Cold damage, targets that are hit by your unarmed strike have their speed cut and half.

Shijin Style

While in this style your unarmed strikes do Acid damage. Additionally, targets hit by your unarmed strike have disadvantage on opportunity attacks until the start of their next turn.