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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual, and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the monk class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You can create a monk that took an unusual combat 
  style, and have the bow as its favorite weapon. You also 
  could be a tattooed monk capable of channel mystical 
  energy through your tattoos. Or you could be a monk 
  that learn a fighting style opposed to its teachings, 
  wearing armor for protection, and focusing your attacks 
  in brutal force instead of agility. Or you could be a 
  pacifist monk that trail the way of the lotus and spread 
  words of serenity and still around the world. 
  At this supplemental rulebook are presented ten new 
  monastic traditions. Certainly, one of than will fit the 
  concept you imagine for your monk. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  March 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  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 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE MONK 
  A man wearing simple vests and wielding nothing more 
  than a stick wander quietly down the street. When this 
  man entering an alley, thugs that demands him to give 
  his possessions surround him. Keeping a countenance of 
  peace, the man put its stick in a box and get ready to 
  the imminent clash. When the first thug approaches, 
  the man unleashes a punch that throw the thug far 
  away. The other outlaws are surprised, but not 
  intimidated enough to give up the fight against a man 
  that even wears armor. They make this great mistake. 
  Punches, knee blows, kicks, and halters put down the 
  outlaws one by one. In the end, all outlaws are knocked 
  down in the floor and the man standing unharmed with 
  the same countenance of peace it has at the start. 
  A monk is a martial artist untouchable by ordinary 
  street thieves. His fists are as lethal as any sword 
  wielded by a skilled warrior, and its insight is its 
  greatest trump, allowing him to access its inner energy 
  to avoid the most attacks struck against him. 
   
  CLASS FEATURES 
  As a monk, you are an unmatched martial artist. 
  Additionally, you are able to manipulate your inner 
  energy to produce unique effects and as you become 
  more experienced, you improves your body, mind, and 
  spirit to supernatural levels.  
   
  UNARMORED DEFENSE 
  Your training is entirely focused on freedom of 
  movements. When you are wearing no armor, you use 
  your insight and perception to anticipate the attacks of 
  your foes, dodging these attacks in the very moment. 
   
  MARTIAL ARTS 
  No other warrior is so efficacious at unarmed combat 
  than you are. Your intense training allow you to 
  improve your strikes until reach perfection. Your fists 
  become weapons as deadly as any sword, and you can 
  attack with blinding speed and peerless accuracy. 
   
  KI 
  Through meditation and constant practice, you are able 
  to control the primal energy that exists inside you. You 
  can channel this energy to produce several supernatural 
  effects that turns you a singular martial artist. 
   
  UNARMORED MOVEMENT 
  When you are without impediments, you can move with 
  an extraordinary speed. Even fast animals like horses 
  or cheetahs have difficult to reach an experienced monk 
  in a racing.  
   
   
   
   
  MONASTIC TRADITION 
  The choice of your monastic tradition defines the kind of 
  monk you are, your life philosophy, and your martial art 
  style. The way you trail at your monk career can varies 
  widely thanks to the chosen of your tradition. In the 
  Player’s Handbook are presented three traditions. Here 
  are presented ten new slopes of this class feature, 
  bringing a huge variety for the kind of monk you want 
  to be. The new monastic traditions are presented in the 
  final of this brief description of the monk class features. 
   
  DEFLECT MISSILES 
  Your insight and perfect reaction allow you to avoid 
  arrows and other objects thrown in your direction. If hit 
  you with a sword is difficult, hit you with an arrow is 
  nearly impossible. 
   
  ABILITY SCORE IMPROVEMENT 
  As a monk, are two abilities usually more important to 
  you. At first, your Wisdom is related to most of your 
  class features, and improves your insight and sixth 
  sense in combat. As second, your Dexterity represents 
  your agility and accuracy. However, you can find some 
  feats that can expand even more your versatility, or 
  improves the focus in some aspect you wish to exalt on 
  your character (see chapter 6 on Player’s Handbook). 
   
  SLOW FALL 
  Controlling the energy of your body, you can reduce the 
  density of your body, consequently reducing the effects 
  of gravity on yourself. 
   
  EXTRA ATTACK  
  Your speed and agility become evident when you 
  unleash many attacks in combat. Mainly when your 
  standard combat skill is improved through your inner 
  energy to make a blinding flurry of punches and kicks.  
   
  STUNNING STRIKE 
  With a sharp blow in the weak spot of your enemy, you 
  can make him to become daze and with no reaction for a 
  brief moment. Enough time to finish him. 
   
  KI-EMPOWERED STRIKES 
  You can make your entire body a deadly weapon able to 
  overcome even the magical protection of your foes. 
   
  EVASION 
  Thanks to your agility and quick-wits, you can dive in 
  safety escaping unscathed from effects that could put 
  you down. 
   
  
   
  STILLNESS OF MIND 
  In a moment of distress, you can focus and make a brief 
  meditation to calm down your mind and spirit. Your 
  head is completely emptied from harassments and you 
  are ready to fight again. 
   
  PURITY OF BODY 
  Your body become a bulwark of resilience against some 
  harmful effects. Your health is immaculate and you fell 
  no effect of toxins that enter in your body. 
   
  TONGUE OF THE SUN AND MOON 
  When you expand your mind in an impressive way, you 
  can understand the language of all living beings. 
   
  DIAMOND SOUL 
  When you reach this level of self-improvement, you 
  become nearly untouchable. Is virtually impossible 
  affect you with most of mundane harmful effects, and 
  even magical and supernatural effects seldom affects 
  you in the expected way. 
   
  TIMELESS BODY 
  Your body stop to age, but your mind and spirit 
  continues in the travel of wisdom and constant 
  evolution. You are forever young until you get your 
  moment to disincarnate. 
   
  EMPTY BODY 
  Focus your inner energy, you can access other planes of 
  existence. You disincarnate from your material body, 
  make a spiritual travel to get answers, and improves 
  your mind and spirit. 
   
  PERFECT SELF 
  At the apex of your self-improvement, you make your 
  inner energy to become endless. You always have a 
  portion of your energy source. 
   
  MONASTIC TRADITIONS 
  At this supplemental rulebook are presented ten new 
  monastic traditions you can choose instead of the 
  monastic traditions presented in the Player’s Handbook. 
  The Way of the Devoted Monk, the Way of the Drunken 
  Master, the Way of Lotus, the Way of Ninjutsu, the Way 
  of Retaliation, the Way of the Sacred Fist, the Way of 
  the Sadhaka, the Way of Steel, the Way of the Tattooed 
  Monk, and the Way of the Zen Archer. 
   
   
   
   
   
   
  WAY OF THE DEVOTED MONK 
  The devoted monasteries are monastic orders usually 
  located in places hard to access where only the most 
  perseverant monks can reach. Once in the monastery, 
  these monks are presented to the masters of vow. A 
  group of monks represented by a single monk that 
  doesn’t make the vow of silence. This monk teach the 
  precepts and vows that the devoted monks can make 
  when trail this way. The life of a devoted monk is full of 
  privations accepted by these monks as a way to prove 
  its spiritual elevation, and purification of body and 
  mind. 
   
  SACRED VOW 
  At 3rd level, when you choose this tradition, you must 
  choose a sacred vow among the present below, and 
  fulfill this vow rigorously. 
  Vow of Abstinence. You cannot consume any 
  narcotic substance like alcohol or drugs. While you 
  fulfill this vow, you gain resistance to poison and 
  necrotic damage. 
  Vow of Chastity. You cannot have sexual intercourse 
  or any kind of intimate contact with other person. While 
  you fulfill this vow, you gain advantage on Charisma 
  checks and on Intelligence saving throws.   
  Vow of Obedience. You must obey the orders of your 
  superiors at the monastery of the devoted without 
  question. While you fulfill this vow, you gain advantage 
  on saving throws to not be charmed or frightened. 
  Vow of Peace. You cannot kill any living creature. 
  While you fulfill this vow, you gain +1 bonus to AC and 
  initiative rolls. 
  Vow of Poverty. Your possessions cannot be worth 
  more than 10 gp. You can bear goods with a higher 
  value, but with the single purpose to donate it to the 
  poor or to your monastery. While you fulfill this vow, 
  you recover 1 hit point each 10 minutes. You also gain 
  advantage on saving throws to resist extreme cold 
  effects and you need to eat only once per week.  
  Vow of Purity. You cannot eat meat and must be 
  always clean. While you fulfill this vow, you gain 
  advantage on saving throws against poison and disease. 
  Additionally, you can speak with beasts as you share a 
  language with them. 
  Vow of Silence. You cannot speak. While you fulfill 
  this vow, you gain advantage on Wisdom checks and on 
  Charisma saving throws. 
  If you intentionally breaches one of your vow, you lose 
  the benefits of this vow until being target of a geas spell 
  cast by a member of the devoted monastery or fulfill a 
  task given by your immediate superior. 
  Additionally, in a day you make something that 
  breach one of your sacred vows, you suffer disadvantage 
  on ability checks until you end a long rest. 
   
  EXTRA VOW 
  When you reach the 6th level, you can go back to the 
  devoted monastery to make a new sacred vow. Choose a 
  second vow from the list of sacred vows. At 12th level, 
  
   
  you gain a third vow, and at 18th level, you gain a 
  fourth sacred vow. 
   
  RITUAL OF DEVOTION 
  Starting at 11th level, you can do a ritual with your 
  allies to make them swear a sacred vow to you. With a 
  ritual that takes 10 minutes, you can grant the benefits 
  of one of your sacred vows at your choice to any willing 
  creature that participate on the ritual. A creature that 
  participate on the ritual gain the same benefits you 
  gain from the chosen vow while it fulfill the vow or until 
  it finish a long rest. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  GRAND DEVOTION 
  At 17th level, the benefits granted by your sacred vows 
  improves. These benefits replaces the benefits of your 
  Sacred Vow. 
  Vow of Abstinence. While you fulfill this vow, you 
  are immune to poison and necrotic damage. 
  Vow of Chastity. While you fulfill this vow, you gain 
  advantage on Charisma checks and is immune to spells 
  and effects that requires an Intelligence saving throw.   
  Vow of Obedience. While you fulfill this vow, you 
  are immune to charmed and frightened conditions. 
  Vow of Peace. While you fulfill this vow, you gain +2 
  bonus to AC and initiative rolls. 
  Vow of Poverty. While you fulfill this vow, you 
  recover 1 hit point each 1 minutes. You are also 
  immune to extreme cold effects and doesn’t eat or drink.  
  Vow of Purity. While you fulfill this vow, you are 
  immune to poison and disease. Additionally, you can 
  speak with beasts as you share a language with them. 
  Vow of Silence. While you fulfill this vow, you gain 
  advantage on Wisdom checks and are immune to spells 
  and effects that requires a Charisma saving throw. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF THE DRUNKEN MASTER 
  Some unconventional monks learn a fighting style 
  focused on being apparently constantly drunk. The 
  drunken masters also known as drunk pugilist, are 
  monks that learn an unorthodox fighting style that uses 
  the groggy state of inebriation to gain advantage. The 
  movements of the drunken master are unpredictable, 
  making hard to know how to hit and even more hard to 
  know how to defend itself against the attacks 
  apparently random struck by the drunken monk.  
   
  MASTER OF IMPROVISATION 
  At 3rd level, when you choose this tradition, you gain 
  proficiency with improvised weapons. These weapons 
  count as monk weapons to you. 
   
  DRUNKEN MASTER STYLE 
  Also at 3rd level, you can take new actions using your ki 
  when you are drunk. You must use an action to ingest 
  at least 1 quart of strong alcoholic drink like rum, sake 
  or wine, becoming drunk while you have ki points 
  remaining. While you are drunk, you gain advantage on 
  Dexterity (Acrobatics) checks, but suffer disadvantage 
  on Wisdom (Perception) checks. Additionally, you can 
  use the following features while drunk: 
  Countertrip. If a creature try to knock you prone 
  and fail, you can use your reaction to spend 1 ki point 
  and make a unarmed attack against this creature. If 
  you hit, in addition to cause damage, the target must be 
  successful on a Strength saving throw or is knocked 
  prone. 
  Flowing Like Water. If a creature is grappling you 
  can use a bonus action to spend 1 ki point and make a 
  Dexterity (Acrobatics) check to escape the grapple. If 
  you are successful on the check, you can make an 
  unarmed attack as part of this bonus action. 
  Stunning Throw. As a bonus action, you can spend 
  1 ki point to throw a monk weapon that cause 
  bludgeoning damage in a creature within 20 feet of you. 
  If you hit, the target is affected by your Stunning 
  Strike. 
   
  DRUNKEN RECOVERY 
  At 6th level, you can drink alcoholic drinks to replenish 
  your ki pool. As an action, you must drink at least half 
  quart of strong alcoholic drink and make a DC 15 
  Constitution saving throw. If you are successful in this 
  save, you recover a number of ki points equal to your 
  Wisdom modifier (minimum of 1 point). 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  BREATH OF FIRE 
  When you reach the 11th level, you can unleash an 
  extremely flammable burp. As an action, you can spend 
  5 ki points to expel gas in a 30-foot cone and flame it 
  with a fire source in your hand, like a torch or candle. A 
  creature in the area must make a Dexterity saving 
  throw. The target takes 8d6 fire damage on a failed 
  save, or half as much damage on a successful one. 
  
   
  ALWAYS DRUNK 
  At 17th level, you are constantly drunk and don’t need 
  to ingest alcohol anymore. You can activate your 
  Drunken Master Style as a bonus action without need 
  of drink. Additionally, you can use a bonus action to 
  spend 2 ki points and activate two of your monk 
  features among the following: Flurry of Blows, Patient 
  Defense, Step of the Wind, Flowing Like Water, or 
  Stunning Throw.  
  You can’t use the same feature twice with a single 
  bonus action this way. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF LOTUS 
  The Way of the Lotus is trail by monks that decide 
  coexists in a peaceful way with the rest of the beings. 
  The philosophy of the monk of the lotus is summarized 
  by seek of spiritual peace and spread of serenity and 
  tranquility around the world. You are taught to don’t 
  harm other living beings and, even when obliged to do 
  so, you never takes life from a living being. During your 
  training, you develops techniques to neutralize your 
  foes without cause pain or harm, trying to solve the 
  strife in a clean and peaceful way.  
   
  BRAND OF MERCY 
  At 3rd level, when you choose this tradition, you learn 
  to unleash attacks on nonlethal spots, knocking out 
  your foes without risk of killing them. When you make 
  an unarmed attack against a hostile creature and the 
  damage deal is enough to drop the target hit points to 0, 
  you can drop the target hit point to 1 instead, but the 
  target is unconscious for 1 hour. 
  Additionally, as a bonus action, you can spend 1 ki 
  point to touch a unconscious creature that you can see 
  and target it with the brand of mercy for 1 hour. While 
  a creature is branded this way, it recover double of the 
  hit points when is target of an effect that recover hit 
  points. However, the target suffer disadvantage on 
  Wisdom saving throws against effects produced by you. 
  A creature cannot be target of your Brand of Mercy 
  again until it finish a long rest. 
   
  APPEASER TOUCH 
  Also at 3rd level, you can pacify an opponent you touch. 
  When you hit a creature with an unarmed attack, you 
  can spend 2 ki points to pacify the target. This attacks 
  doesn’t cause damage, but the target must be successful 
  in a Wisdom saving throw or is pacified for 1 minute. A 
  pacified creature cant take actions. The target can 
  make a new saving throw at the end of each of its turns, 
  ending the pacify effect with a successful save. The 
  effect also end if the target suffer damage. 
  A creature immune to the charmed condition is also 
  immune to your Appeaser Touch. 
   
  HEALING TOUCH 
  Starting at 6th level, you can recover the wounds of a 
  creature that you touch or you can smite evil creture 
  with radiant light. As an action, you can spend 2 ki 
  points to touch a living creature that you can see. The 
  target recover a number of hit points equal to 1d8 + 
  your Wisdom modifier. 
  Alternatively, when you hit an undead or a fiend with 
  an unarmed attack, you can use a bonus action to spend 
  1 ki point and cause 2d8 extra radiant damage to the 
  target. 
  You can spend extra ki points to improve this effect. 
  For each ki point you spend, you heal 1d8 extra hit 
  points to a living creature you touch, or cause 1d8 extra 
  radiant damage to an undead or fiend you hit. 
   
   
  
   
  LOTUS STANCE 
  At 11th level, you learn to meditate in a stance that 
  inspire perfection of body and spirit. When you finish a 
  short rest, you can spend 4 ki point to unleash a burst 
  of renewal energy in a 10-foot-radius centered on you. 
  Any living creature friendly to you in the area recover a 
  number of hit points equal to 2d4 + your Wisdom 
  modifier.  
  Alternatively, you can recover 1 level of exhaustion of 
  each living creature in the area. 
   
  TOUCH OF REDEMPTION 
  At 17th level, you can open the mind of the foes you face 
  to the path of true. When you make an attack that 
  knock a living creature unconscious, you can spend 5 ki 
  points to charm the target. The target must make a 
  Wisdom saving throw at the start of its next turn. If the 
  creature fail the save, it become charmed by you for 24 
  hours or until you or your companions do anything 
  harmful to it. The charmed creature regards you as a 
  friend and will follow you, helping as best as it can. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF NINJUTSU 
  The monks that trail the Way of Ninjutsu learn the 
  secret techniques of the ninjas. To become a ninja, 
  foremost the monk need to be accepted in a secret clan 
  of ninjas. After being accepted in a clan, the monk learn 
  techniques that improves its stealth, and learn 
  assassination techniques too. This makes the ninja a 
  very skilled killer capable to enter in any place without 
  being noticed and eliminate its target in a clear and fast 
  way, leaving the place after someone realize what just 
  happen. 
   
  ART OF NINJÚTSU 
  At 3rd level, when you join a secret clan of ninjas, you 
  add the following weapons to your monk weapons: 
  katana (longsword), kodachi (scimitar), fukiya 
  (blowgun), and naginata (glaive). You are proficient 
  with these weapons, and with the poisoner’s kit. 
   
  SUDDEN STRIKE 
  Also at 3rd level, you become able to unleash a deadly 
  strike when you got your enemy unwarned. When you 
  use a monk weapon to attack a creature that cannot see 
  you or is surprised, you add 1d8 extra damage to the 
  first attack that you hit on this target. 
  The extra damage from your Sudden Strike increase 
  by 1d8 for each three levels of monk you have (2d8 at 
  6th level, 3d8 a6 9th level, 4d8 at 12th level, 5d8 at 
  15th level, and 6d8 at 18th level). 
   
  NINJUTSU TECHNIQUES 
  At 6th level, you learn techniques that makes your 
  infiltration and evasion easier. You can use the 
  following abilities spend ing ki points. 
  Fast Climb. As an action, you can spend 1 ki point 
  to gain climb speed equal to your walking speed until 
  the end of your next turn. 
  Smoke Bomb. As a bonus action, you can spend 2 ki 
  points to throw a smoke bomb on your feet creating a 
  smoke cloud in the space occupied by you and in all 
  adjacent spaces until the end of your turn. During this 
  time, you gain the benefits of the invisibility spell. The 
  smoke creates a heavily obscured area, but you suffer 
  no penalty to your sight when you are inside the area of 
  your own smoke bomb. 
  Uncanny Perception. As a bonus action, you can 
  spend 3 ki points to gain blindsight out to a range of 10 
  feet. 
   
  STEALTH MASTER 
  When you reach the 11th level, you become a master on 
  occult arts. You gain advantage on Dexterity (Stealth) 
  checks and you cannot be tracked by nonmagical 
  means. From now on, when you use your Smoke Bomb 
  you can spend 2 extra ki points to increase the duration 
  of your bomb until the end of your next turn. During 
  this time, you gain the benefits of the greater invisibility 
  spell while you remain inside the area occupied by the 
  smoke. 
   
  
   
  GHOST STEP 
  At 17th level, you become able to use your inner energy 
  to access the Ethereal Plane for a short time. As an 
  action, you can spend 5 ki points to assume a 
  incorporeal shape for 1 minute. While in this shape, you 
  gain the following features: 
   Is hard to see you. A creature must be successful in a 
  DC 20 Wisdom (Perception) check at the start of its 
  turn to see you. 
   You gain resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks, and to 
  poison damage. 
   You are immune to the grappled, paralyzed, petrified, 
  prone, and restrained conditions. 
   You can move through other creatures and objects as 
  if they were difficult terrain. You takes 5 (1d10) force 
  damage if you ends your turn inside an object. 
   You can use only magical weapons to attack creatures 
  on the Material Plane. You can attack creatures on 
  the Ethereal Plane as normal. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF RETALIATION 
  The best defense is the counterattack. This is the 
  philosophy taught to the retaliators, the monks that 
  trail the Way of Retaliation. Wait until the very 
  moment when your opponent make an attack and opens 
  its guards. At this moment, the retaliator makes its 
  true strike. The attacks of the retaliator take advantage 
  of the swing of its enemy to knock him down, disarm 
  him, or pushes him off a cliff to certain death.  
   
  MASTER RETALIATOR  
  At 3rd level, when you choose this tradition, you learn 
  to use your inner energy in response to the actions of 
  your enemies. 
  Counterstrike. When a creature within 5 feet of you 
  that you can see make a melee attack against you, you 
  can use your reaction to spend 1 ki point and make an 
  unarmed attack or an attack using a monk weapon 
  against this creature. If you hit, the target suffer 
  disadvantage on the attack roll that trigger this 
  maneuver. 
  Escape Step. When a creature you can see make a 
  ranged attack against you, you can spend 1 ki point to 
  move up to 10 feet. The creature suffer disadvantage on 
  its attack roll doing your movement. 
  Redirect Attack. You can make another creature be 
  target of an attack aimed on you. When you are target 
  of an attack and another hostile creature different from 
  the attacker is within 5 feet of you, you can use your 
  reaction to spend 1 ki point and make this creature be 
  the target of the attack instead of you. 
   
  READY REACTION 
  At 6th level, you can get ready to make multiple 
  reactions in a single round. At your turn, you can 
  abdicate to use your action and your bonus action. Until 
  the start of your next turn, you can take up to four 
  reactions. 
  You can’t take more than one reaction in a turn of a 
  given creature. 
   
  MANEUVER OPPORTUNITY 
  When you reach the 11th level, whenever you hit a 
  creature with an attack of opportunity, you can start 
  the maneuver Grappling or Shoving a Creature against 
  this creature. 
  Additionally, you can try to disarm the creature you 
  hit by make an Athletics check (using Strength or 
  Dexterity at your choice) contested by the target’s 
  Strength (Athletics) or Dexterity (Acrobatics) check (the 
  target chooses the ability to use). If you succeed, the 
  target drops an object wielded in the ground at its 
  space. 
   
  REACTION SURGE 
  At 17th level, at the start of your turn, you can spend 3 
  ki points to act freely in this round. Until the start of 
  your next turn, you can intercalate your actions 
  between the turns of other creatures. For example, you 
  can move 10 feet and start the Attack action to make an 
  attack against a creature. During the turn of this 
  creature, you can move 10 feet and attack another 
  target, using your second attack from your Attack 
  action. At the turn of the next creature, you can use 
  your bonus action to make a flurry of blows and move 
  20 feet, to finally make an attack of opportunity using 
  your reaction in the turn of another creature. 
  
   
  WAY OF THE SACRED FIST 
  The Way of the Sacred Fist is made up of monks 
  indoctrinated in some kind of religious sect. They 
  worship a specific god, or a group of deities with a 
  similar alignment. During its meditations and prayers, 
  these monks gain the ability to channel divine energy 
  through its bodies, using its inner mystical energy as a 
  tool to access its faith. 
  Like a cleric or paladin, a sacred fist can lose its 
  spellcasting ability if acts against the dogmas of the 
  gods its monastery worship, although is very difficult it 
  happen since the sacred fist has a bigger picture of 
  worshiping than both previews classes. 
   
  SPELLCASTING 
  When you reach 3rd level, you augment your versatility 
  with the ability to cast spells. See chapter 10 for general 
  rules of spellcasting and chapter 11 for the cleric spell 
  list. 
  Cantrips. You learn one cantrip of your choice from 
  the cleric spell list, and the cantrip sacred flame. You 
  learn an additional cleric cantrip of your choice at 10th 
  level. 
  Spell Slots. The Sacred Fist Spellcasting table show 
  how many spell slots you have to cast your spells of 1st 
  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 1st-level spell shield 
  and have a 1st-level and a 2nd-level spell slot available, 
  you can cast shield using either slot. 
   
  SACRED FIST SPELLCASTING 
  Monk 
  Level 
  Cantrips 
  Known 
  Spells 
  Known 
  –Spell Slots per Spell Level– 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  1 
  3 
  2 
  – 
  – 
  – 
  4th 
  1 
  4 
  3 
  – 
  – 
  – 
  5th 
  1 
  4 
  3 
  – 
  – 
  – 
  6th 
  1 
  4 
  3 
  – 
  – 
  – 
  7th 
  1 
  5 
  4 
  2 
  – 
  – 
  8th 
  1 
  6 
  4 
  2 
  – 
  – 
  9th 
  1 
  6 
  4 
  2 
  – 
  – 
  10th 
  2 
  7 
  4 
  3 
  – 
  – 
  11th 
  2 
  8 
  4 
  3 
  – 
  – 
  12th 
  2 
  8 
  4 
  3 
  – 
  – 
  13th 
  2 
  9 
  4 
  3 
  2 
  – 
  14th 
  2 
  10 
  4 
  3 
  2 
  – 
  15th 
  2 
  10 
  4 
  3 
  2 
  – 
  16th 
  2 
  11 
  4 
  3 
  3 
  – 
  17th 
  2 
  11 
  4 
  3 
  3 
  – 
  18th 
  2 
  11 
  4 
  3 
  3 
  – 
  19th 
  2 
  12 
  4 
  3 
  3 
  1 
  20th 
  2 
  13 
  4 
  3 
  3 
  1 
   
   
   
  Spells Known of 1st-Level and Higher. You know 
  three 1st-level cleric spells of your choice, two of which 
  you must choose from the divine domain spell list of the 
  divine domains you chose with your Sacred Domains. 
  The Spells Known column of the Sacred Fist 
  Spellcasting table shows when you learn more cleric 
  spells of 1st level of higher. For instance, when you 
  reach 7th level in this class, you learn one new spell of 
  1st or 2nd level. Each of these spells must be in the 
  divine domain spell list of the domains you chose with 
  your Sacred Domains. For instance, when you reach 7th 
  level in this class, you can learn one new spell of 1st or 
  2nd level. 
  The spells you learn at 8th, 14th, and 20th level can 
  be any spell from the cleric spell list. 
  Whenever you gain a level in this class, you can 
  replace one of your cleric spells you know with another 
  spell of your choice from the cleric spell list. The new 
  spell must be of a level for which you have spell slots, 
  and it must be in the divine domain spell list of a divine 
  domain you chose with your Sacred Domains, unless 
  you’re replacing the spell you gained at 8th, 14th, or 
  20th level. 
  Spellcasting Ability. Wisdom is your spellcasting 
  ability for your cleric spells, since you learn spells 
  through devotion. You use Wisdom whenever a spell 
  refers to your spellcasting ability. In addition, you use 
  your Wisdom modifier when setting the saving DC for a 
  cleric spell you cast and when making an attack roll 
  with one. 
   
  Spell save DC = 8 + your proficiency bonus +  
  your Wisdom modifier 
   
  Spell attack modifier = your proficiency bonus +  
  your Wisdom modifier 
   
  SACRED DOMAINS 
  At 3rd level, you must choose two among the Divine 
  Domains available for cleric (see Player’s Handbook). 
  You must choose the spells from the spell list table of 
  the domains you choose as your spells known. 
  You gain no other feature granted by the chosen divine 
  domains through this feature. 
   
  INNER DIVINE ENERGY 
  Also at 3rd level, you gain the ability to use your inner 
  mystical energy together with your divine energy. As a 
  bonus action, you can spend ki points to cast a spell 
  using a higher spell slot. For each 2 ki points you spend, 
  you consider the spell slot expended to cast the spell as 
  1 level higher, up to the maximum of 4th level.  
   
  FIST OF SACRED FLAMES 
  Starting at 6th level, you can spend 1 ki point to 
  channel your divine energy through your fists. When 
  you spend ki points to use your Flurry of Blows, you can 
  spend 1 extra ki point to cast the sacred flame cantrip 
  through the first unarmed attack you hit. The target 
  suffer disadvantage on its saving throw against this 
  cantrip when you cast it this way. 
  
   
  FLURRY OF SACRED FLAMES 
  At 11th level, you improves the fist of sacred flames 
  technique. When you spend ki point to use your Flurry 
  of Blows, you can spend 2 extra ki points to cast the 
  sacred flame cantrip through both unarmed attacks you 
  make using your bonus action. Each attack that hit an 
  enemy, unleash the effect of the cantrip on the creature, 
  and it has disadvantage on both saving throws against 
  the effects of the cantrips casted this way. 
   
  INNER ARMOR 
  Starting at 17th level, you gain the ability to use your ki 
  together with your divine energy to create an intangible 
  protection around you. If you are wearing no armor and 
  not wielding a shield, as an action, you can spend 3 ki 
  points and expend a spell slot of your choice. During 1 
  minute, you gain a bonus to your AC equal to the spell 
  slot expended. Additionally, you gain resistance to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical attacks for the duration. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF THE SADHAKA 
  Some monks can achieve spiritual evolution through 
  meditation and constant focus. The monks that follow 
  the Way of the Sadhaka trail a path of inner peace and 
  persistent meditation. They can make impressive feats 
  when finish spiritual mantras, or when are fully focused 
  on its spirit. When achieve full spiritual evolution, a 
  sadhaka can reach the nirvana, gaining a complete 
  sense of the world surrounding it and of all worlds that 
  exists on the multiverse. 
  Although theses monks being religious devotees, they 
  don’t follow any specific god but a spiritual doctrine.  
   
  MANTRA OF POWER 
  At 3rd level, when you choose this tradition, you learn 
  how to make mantras. During a rest, you can focus to 
  make mantras that allow you to access new spiritual 
  levels. When you finish a short or a long rest, you can 
  reallocate a portion of your inner energy to gain one of 
  the following benefits: 
   You can roll a d4 and add the number rolled to any 
  ability check you make. The ki points maximum of 
  your ki pool is reduced by 3 points. 
   You can add 1d4 extra damage to your damage rolls 
  with unarmed attack or with monk weapons. The ki 
  points maximum of your ki pool is reduced by 5 
  points. 
   You can roll a d4 and add the number rolled to any 
  saving throw you make. The ki points maximum of 
  your ki pool is reduced by 7 points. 
   You can roll a d4 and add the number rolled to any 
  attack roll with unarmed attacks or with monk 
  weapons you make. The ki points maximum of your ki 
  pool is reduced by 7 points. 
   You gain resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks. The ki 
  points maximum of your ki pool is reduced by 9 
  points. 
   You gain resistance to damage from spells. The ki 
  points maximum of your ki pool is reduced by 9 
  points. 
   
  You maintain the chosen benefit as long as you are 
  wearing no armor and not wielding a shield. This 
  benefit remains until you finish a short or long rest, 
  when you can choose another benefit. 
   
  INNER AKASHA 
  Starting at 6th level, you can amplify your inner 
  strength through the universal quintessential energy. 
  Whenever you finish a long rest, roll a d6. You can add 
  the number rolled to the ki points maximum your ki 
  pool can have. You keeps this amount until finish a long 
  rest. 
  When you reach certain levels, you can roll a superior 
  die with this feature. 1d8 at 10th level, 1d10 at 14th 
  level, and 1d12 at 18th level. 
   
   
   
  
   
  STEADFAST CONCENTRATION 
  At 11th level, you can focus your spirit and body in an 
  awesome way. When you roll a Hit Die to recover hit 
  points during a short rest, you recover a number of 
  extra hit points equal to half your monk level. 
  Additionally, you can activate and sustain two 
  different benefits from your Mantra of Power 
  simultaneously. When you reach the 20th level, you can 
  activate and sustain three different benefits from your 
  Mantra of Power simultaneously. 
   
  REACH THE NIRVANA 
  At 17th level, you reach the state of complete freedom 
  at your spiritual seek. You can spend 8 ki points to cast 
  the foresight spell, or you can spend 6 ki points to cast 
  the mind blank spell without needing material 
  components. You can cast such spells only on yourself, 
  and the duration of each spell is 1 hour. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF STEEL 
  Unlike any other monk, a martial artist that trail the 
  Way of the Steel doesn’t counts on agility and speed on 
  combat. Instead, this monk learns to protect itself as 
  the traditional warriors, and counts on brutal strength 
  to knock its enemies down. You are known as iron 
  monk, developing techniques and trailing a path 
  entirely different from the path you trail in the start of 
  your career.  
   
  BONUS PROFICIENCIES 
  At 3rd level, when you choose this tradition, you follow 
  a path entirely different from other monastic traditions. 
  You gain proficiency with light and medium armor. 
   
  IRON MONK TECHNIQUES 
  Also at 3rd level, you develops different techniques from 
  traditional monk techniques when you use your ki in 
  combat. While wearing an armor, you can add your 
  Wisdom or Dexterity modifier (whichever is higher) to 
  the base AC granted by the armor (maximum of +2 to 
  medium armor). Additionally, you can use your monk 
  features while wearing armor, except the Flurry of 
  Blows, Patient Defense, and Step of the Wind. The 
  following abilities replace the abilities you can’t use: 
  Iron Fist.  As a bonus action, you can spend 1 ki 
  point to focus your energy in a single powerful blow. 
  When you take the Attack action, you abdicates of any 
  extra attack to make a single unarmed attack or a 
  single attack with a monk weapon. You can roll three 
  extra weapon damage dice if you hit. At 5th level, you 
  roll four extra weapon damage dice if you hit. 
  Armored Defense. As a bonus action, you can spend 
  1 ki point to gain resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical attacks until the 
  start of your next turn. 
  Mountain Stance. As a bonus action, you can spend 
  1 ki point to gain advantage on Strength checks and on 
  Strength saving throws until the start of your next 
  turn. Additionally, when you shove a creature, you can 
  push it up to 10 feet of you, if you win the contest. 
   
  STRIKE OF UTTER BRUTALITY 
  At 6th level, when you use your Iron Fist, you can spend 
  2 extra ki points to make a powerful blow that is 
  potentially deadly. You gain advantage on this attack 
  roll and it score a critical hit on a roll of 18–20.  
   
  SAVAGE DISARM 
  Starting at 11th level, you learn a combat technique 
  that surprises your enemies. When you take the Attack 
  action, you can spend 2 ki point to make a disarm 
  attack instead of cause damage. If you hit, the creature 
  must make a Strength saving throw. If the target fail 
  the save, you takes a weapon it is wielding. If the target 
  succeed, it suffer disadvantage on attack rolls with the 
  weapon you try to disarm until the start of your next 
  turn. 
   
  
   
  DEVASTATING COUNTERATTACK 
  At 17th level, you learn to counterattack with mighty 
  vigor using all your strength without care about 
  accuracy. When a creature within 5 feet of you hit you 
  with a melee attack, you can use your reaction to spend 
  3 ki point and use your Iron Fist against it. You suffer a 
  –5 penalty on this attack roll, but it is a critical hit if 
  you hit. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF THE TATTOOED MONK 
  A monk that trail the Way of the Tattooed Monk 
  discover how to enchant with mystical power the tattoos 
  it draw. Such tattoos are not just paintings to the 
  monks that bear them. Theses tattoos are full of 
  meaning and mysticism. A tattooed monk usually 
  worship nature and the lush natural and supernatural 
  creatures existent. 
   
  TATTOOIST EXPERT 
  At 3rd level, when you choose this tradition, you can 
  draw tattoos with great skill. You gain proficiency with 
  painter’s supplies and calligrapher’s supplies. Using 
  these tools, you can draw tattoos appropriated to store 
  mystical power. Each tattoo need a session of 8 hour to 
  be finished and 100 gp expended with inks and mystical 
  materials. 
   
  MYSTICAL TATTOO 
  Also at 3rd level, you can awaken the mystical power in 
  the tattoos you bear. Awake a tattoo require 1 hour of 
  meditation and you cannot awake another tattoo until 
  you finish a long rest. Initially, you can awake two of 
  your tattoos. Each tattoo let you use your ki in a new 
  way, as describe bellow. Activate these abilities require 
  no action by you, but you can do so only once per turn. 
  Dragon. You can spend 1 ki point to gain fly speed 
  equal to your walking speed until the end of your turn. 
  If you finish your movement up in the air, you fall 
  slowly on the ground without harm. 
  Heron. You can spend 1 ki point to gain advantage on 
  Dexterity checks and Dexterity saving throws until the 
  start of your next turn. 
  Monkey. You can spend 1 ki point to gain climb speed 
  equal to your walking speed until the end of your turn. 
  Additionally, you gain advantage on Dexterity 
  (Acrobatics) checks for the duration. 
  Oak. You can spend 1 ki point to gain advantage on 
  Constitution checks and Constitution saving throws 
  until the start of your next turn. 
  Phoenix. When you hit a creature with an unarmed 
  attack, you can spend 1 ki point to cause 1d6 extra fire 
  damage. 
  Snake. You can spend 1 ki point to make an unarmed 
  attack that cause piercing damage instead of 
  bludgeoning damage. If you hit, the target must make a 
  Constitution saving throw or be poisoned for 1 minute. 
  The poisoned target can make a new saving throw at 
  the end of its turns, finishing the poisoned condition 
  with a successful save. 
  Tiger. When you hit a creature with an unarmed 
  attack, you can spend 1 ki point to knock it prone. You 
  must make a Dexterity (Acrobatics) or Strength 
  (Athletics) check, your choice, contested by the target’s 
  Strength (Athletics) or Dexterity (Acrobatics) check (the 
  target chooses the ability to use). If you succeed, the 
  target is knocked prone. 
   
   
   
   
   
   
  
   
  TATTOO OF POWER 
  At 6th level, your tattoos gives your permanent 
  benefits. You gain the benefits related to each tattoo 
  you bear. 
  Dragon. You gain advantage on Wisdom saving 
  throws against being frightened. 
  Heron. You can make a Dexterity (Acrobatics) check 
  instead of a Strength (Athletics) check to jump. 
  Monkey. You can make a Dexterity (Acrobatics) 
  check instead of a Strength (Athletics) check to climb. 
  Oak. You gain advantage on Strength (Athletics) 
  checks against being pushed or knocked prone. 
  Phoenix. You gain advantage on Dexterity saving 
  throws against spells and effects that cause fire 
  damage. 
  Snake. You gain advantage on Constitution saving 
  throws against poison. 
  Tiger. You gain advantage on Wisdom (Perception) 
  checks that rely on smell. 
   
  EXTRA AWAKEN 
  When you reach the 11th level, you can awake the 
  dormant power of a third tattoo you bear. Choose a 
  tattoo option different from the tattoos you already has 
  awaken described on your Mystical Tattoo. 
  At 18th level, you can awake a fourth tattoo among 
  the options available on your Mystical Tattoo. 
   
  DISINCARNATE TATTOO  
  At 17th level, you can use your inner energy to unchain 
  the power stored on a mystical tattoo of yours in a burst 
  of energy. As an action, you can spend 5 ki points and 
  choose one of your tattoos to unchain it. Any hostile 
  creature within 30 feet of you must make a Dexterity 
  saving throw. A creature takes 10d8 force damage on a 
  fail save and is push 10 feet away from you. On a 
  successful save, a target takes half as much damage 
  and is not push away from you. The powers of the 
  chosen tattoo become dormant and you lose its benefits. 
  You can awake the same tattoo or a different one 
  through the ritual described on your Mystical Tattoo. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAY OF THE ZEN ARCHER 
  Some monks seek become one with a weapon entirely 
  different from the weapons they usually use – the bow. 
  These monks are known as zen archers and they master 
  the art of bow when mystically bond themselves to their 
  bows, becoming able to channel their inner energy 
  through it. A zen archer is able to foresee the course of 
  its arrows and to make powerful shots capable of knock 
  down the most powerful foes. 
   
  ZEN ARCHERY STYLE 
  At 3rd level, when you choose this tradition, you gain 
  proficiency with longbow and shortbow. These weapons 
  count as monk weapons for you. 
  Additionally, you suffer no penalty on ranged attack 
  rolls with a bow while a hostile creature is within 5 feet 
  of you. 
   
  ONE WITH THE BOW 
  Also at 3rd level, you learn to become one with your bow 
  and can spend your inner energy to make feats with it. 
  Flurry of Arrows. Immediately after you take the 
  Attack action with a bow on your turn, you can spend 1 
  ki point and make an attack with the same bow as a 
  bonus action. 
  Intuitive Aim. As a bonus action, you can spend 1 ki 
  point to gain advantage on your ranged attack with a 
  bow until the end of your turn.  
  True Shot. As a bonus action, you can spend 1 ki 
  point to ignore half cover or three-quarters cover you 
  target can have. 
   
  STUNNING SHOT 
  At 6th level, you can shot powerful arrows able to stun 
  your foes. When you make a ranged attack using a bow 
  against a creature, you can spend 1 ki point to try to 
  stun the target. If you hit, the target must be successful 
  in a Constitution saving throw or be stunned until the 
  end of your next turn. 
   
  THREATENING BOW 
  Starting at 11th level, you starts to threat an area with 
  your bow same way you do with a melee weapon. While 
  you are wielding a bow, you threat an area of 20 feet of 
  you. If a creature you can see, within 20 feet of you 
  move away from your threat area, you can use your 
  reaction to make an attack of opportunity with the bow 
  you are wielding against the creature. 
   
  ONE WITH THE TARGET 
  At 17th level, whenever you hit a critical hit with a 
  ranged attack using a bow, this attack cause the 
  maximum damage possible. Additionally, as a bonus 
  action, you can spend 5 ki points to make your ranged 
  attacks with a bow score a critical hit on a roll of 18–20 
  for 1 minute. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alan Venic/Alan Venics Redbook - Tome of the Monk.pdf