TEXT: Monastic 
  Traditions: 
  The Four Temples 
  Way of the Sumo 
  Sumo warriors are exemplars of strength and 
  determination, unwilling to let anything knock 
  them down or get past their defenses. They are 
  immovable as the stone, fleet of foot, a balance 
  of poise and strength. The techniques of the 
  sumo are all about grappling, throwing, and 
  immobilizing your opponent, all while 
  weathering whatever your opponent throws 
  against you. 
  Sumo Techniques 
  Starting at 3rd level, whenever you make an 
  unarmed strike against an opponent, you may 
  spend a ki point to attempt a sumo technique. 
  For Athletics checks made for Sumo techniques, 
  you may use your Dexterity modifier in place of 
  your Strength. Your techniques are: 
  ●
  Grapple your opponent. 
  ●
  Throw your opponent. Make an 
  opposing Athletics checks against a 
  creature no more than one size category 
  larger than you. If your opponent fails, 
  you throw them into an empty space 
  adjacent to you, dealing an additional 
  1d6 bludgeoning damage and forcing 
  them prone. 
  ●
  Slap down your opponent. Make an 
  unarmed attack roll against the target. 
  On a success, you deal your martial arts 
  die for damage without your modifier, 
  and the opponent must succeed a 
  Dexterity saving throw against your Ki 
  save DC or fall prone, unless the target 
  is more than one size category larger 
  than you. 
  Contends With Demons 
  At 6th level, when you are targeted by effects 
  that would push or pull you by force, the moving 
  effect is halved for you. Additionally, as an 
  action, you can spend 3 ki points and cast the 
  Enlarge ​spell on yourself. 
  Withstands All Foes 
  When you reach 11th level, once per short or 
  long rest, you may use your action to recover 
  your overall character level in hit points. In 
  addition, you gain resistance to all damage types 
  until the start of your next turn. 
  Moves The Earth 
  At 17th level, once per long rest you can use 
  your action to channel your ki into a ground 
  strike, creating a quaking sphere of thunderous 
  energy. All hostile creatures within 10 feet, 
  including flying creatures, must make a 
  Constitution save against your Ki save DC. On a 
  failed save, they take 6d8 Thunder damage and 
  fall prone, and take half damage without falling 
  prone on a successful save. 
   
   
  
   
  Way of Eight Palms 
  Practitioners of the Way of Eight Palms 
  understand the special relationship between 
  space, movement, and combat. You were 
  taught that movement and grace were just as 
  important as striking and defense, if not 
  more so. As a student of the Eight Palm 
  path, you run circles around your opponents, 
  delivering precision blows with fists, feet, 
  and blades. 
  Bonus Proficiencies 
  You gain proficiency with longswords, 
  scimitars, and improvised weapons, and you 
  treat them as monk weapons for the 
  purposes of your class features. 
  Circling Stride 
  Starting at 3rd level, once per turn when you 
  make an unarmed or monk weapon attack, 
  you may choose to either disengage or move 
  10 feet as a free action. In addition, when 
  you are unarmored and adjacent to multiple 
  opponents, your Armor Class increases by 2. 
  Aspect of Wind 
  At 6th level, you can move through a space 
  occupied by another creature, but cannot end 
  your turn there unless another feature allows 
  you to do so, and opportunity attacks against 
  you have disadvantage while you are 
  unarmored. You may also use your reaction 
  to lessen the damage of an attack or spell 
  effect against you that you can see by the 
  sum of both your Dexterity and Wisdom 
  modifiers. 
  Around, Through, Within 
  At 11th level, once per turn, you may choose 
  to spend 1 ki point, extending the reach of 
  your next attack by 5 feet. If that attack 
  lands, you may use your bonus action to 
  teleport to any unoccupied space within 10 
  feet of the target, Attack rolls against you 
  have disadvantage until the start of your 
  next turn, 
  Eight Palms 
  At 17th level, once per long rest, when you 
  trigger your ​Flurry of Blows ​ability, the 
  number of attacks granted increases to seven 
  (for a total of eight attacks). You may target 
  one creature or several, however separate 
  targets must be no more than 10 feet apart. 
  You may teleport up to 10 feet between 
  these attacks. If you teleport beyond the 
  range of any enemies during this sequence, 
  the sequence ends prematurely. 
   
   
   
   
  
   
  Way of the Unarmored Knight 
  Bereft of armor, but not of honor, the 
  unarmored knight relies on their 
  determination and fighting spirit to carry 
  them to victory. You may not come from the 
  same disciplined traditions of other monks, 
  but you are conditioned for war and trained 
  with a multitude of weapons. 
  Bonus Proficiencies 
  You gain proficiency in the Animal 
  Handling skill, lances, and one of the 
  following sword types: longswords, 
  scimitars, or rapiers. For the purposes of 
  monk class features, the sword type you 
  choose counts as a monk weapon. 
  Knight’s Charge 
  Starting at 3rd level, you embrace the 
  purpose and intrepid soul of a warrior. When 
  you take the dash action you may make an 
  unarmed strike or monk weapon attack as a 
  bonus action. You have advantage on the 
  attack roll, which deals an additional 
  damage die of piercing damage if it lands. 
  Additionally, you may cast the ​Compelled 
  Duel ​and ​Shield ​spells at a cost of 2 ki 
  points. 
  Marksman’s Eye 
  At 6th level your focus becomes 
  unparalleled. You gain advantage on 
  perception checks related to sight. Once per 
  turn, when you make a ranged or thrown 
  weapon attack with a simple weapon, you 
  deal an additional damage die of damage on 
  the attack. You may also spend 1 ki point to 
  eliminate cover or range penalties on any 
  ranged attack rolls you make with simple 
  weapons. 
  Swordsman’s Arm 
  At 11th level, you can infuse your ki into 
  powerful weapon or unarmed attacks. You 
  can cast ​Blinding Smite ​for a cost 4 ki 
  points, and ​Staggering Smite ​for a cost of 5 
  ki points. 
  Warrior’s Will 
  At 17th level, you are an exemplary warrior. 
  You deal an additional d4 force damage on 
  one melee or unarmed attack per turn, and 
  gain advantage against fear and charm 
  effects. In addition, you regain 1 ki point 
  whenever you score a critical hit with an 
  unarmed attack or monk weapon 
   
   
   
   
   
  
   
   
  The Sanguine Path 
  Those who walk the Sanguine Path pay 
  homage to the powers of death and dying. 
  Not only do you understand that all life 
  ends, you understand ​how ​to end it. The 
  power you channel is considered heinous by 
  some, but your masters contend that there is 
  virtue and solace in the finality you bring. 
  Sanguine Strike 
  At 3rd level,whenever you make an 
  unarmed or monk weapon attack, you may 
  spend 1 ki point and use your bonus action 
  to make a Sanguine Strike. You make an 
  unarmed strike against the target, and if it 
  lands the target must make a Constitution 
  saving throw. On a failed save, the target 
  takes 1d4 necrotic damage at the beginning 
  of each turn for one minute until they 
  succeed the saving throw or the condition is 
  otherwise removed. You may stack up to 
  three Sanguine Strikes on the same target. A 
  successful Constitution save by the target 
  negates all Sanguine Strikes upon it. 
  Red Haze 
  At 6th level, dark power boils within you, 
  unsettling your enemies. When an enemy 
  you can see within 30 feet targets you with 
  an attack, you can use your reaction to 
  shroud yourself in a dark red maelstrom of 
  sanguine energy, imposing disadvantage on 
  the attack. You can use this ability a number 
  of times equal to half your Wisdom modifier 
  per short or long rest. 
  Sanguine Effusion 
  At 11th level, you may subject yourself to 
  the dark powers you serve, harming 
  yourself, but aiding your allies. You may 
  use your action to deal 1d8, or up to 3d8, 
  necrotic damage to yourself. At the same 
  time, you gain a pool of temporary hit points 
  equal to the number rolled, which you may 
  divide among up to five allied creatures 
  within 30 feet of you, including yourself. 
  Hematomania 
  At 17th level, you become a paragon of the 
  Sanguine Path. Whenever you are below 
  maximum health and deal damage to a 
  living creature with an unarmed strike or 
  monk weapon, once per turn you may spend 
  1 ki point to regain 1d4 + your Wisdom 
  modifier in hit points. 
   
   
   
   
   
  
   
   
   
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  of the Sumo, Way of Eight Palms, Way of the Unarmored Knight, The 
  Sanguine Path,, and associated lore and narrative features 
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  and spells. 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 2016, Wizards of  the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson,  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
  Chris Sims, and Steve Townshend, based on original material
  by E. Gary 
  Gygax and Dave Arneson 
  Monastic Traditions: The Four Temples, Copyright 2017 Ebethan Game 
  Designs 
   
  
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