Monk Tradition Handbook
By Joshua Joseph Kochuthelliyil
Hello! I am Joshua Joseph Kochuthelliyil, and this is the Monk Tradition Handbook. This is intended for use with the Dungeons and Dragons 5e tabletop role-playing game. Here, I shall present a quick synopsis of what each Monk Tradition is all about, but before we get into that, let’s answer some questions . . .
What is a Monk?
A Monk is one of the many classes that a player can choose for their player character. They are supernatural, wise, martial artists who have achieved inner peace. Through their deep understanding of mind and body, Monks can dash in the blink of an eye, unleash an instant barrage of punches and kicks, and catch a swallow mid-flight. Most of all, a Monk’s inner temperance allows them to harness a powerful life force present within all living creatures; Ki, through which Monks are able to do what all others deem impossible. In deepening their understanding of themselves and the world, Monks seek true enlightenment, across their endless journey of self-improvement. This class embodies the trope of a wise, oriental martial artist who wields mystic techniques, but the Monk class has a good amount of flexibility and as such can be used to cover a wide variety of concepts. Monks are melee skirmishers who have decent damage, but lack durability. As such, they rely on their superior mobility to get through fights in one piece. A Monk’s main ability is Dexterity and their secondary ability is Wisdom.
What is a Monastic Tradition?
A Monastic Tradition is the art that the Monk draws from for their martial arts and philosophy. There are many different mystic teachings, and so each Monk develops a different skill set based on the one they draw from. Functionally, the Monastic Tradition you choose for your Monk is your subclass.
Alright, without further ado, let’s begin with the Monk Tradition Handbook!
Astral Self
“Indeed Jotaro, what you have called an "evil spirit" is but a powerful vision created by your own life energy! And since it stands next to you, it is called... a Stand!” - Joseph Joestar, JoJo’s Bizarre Adventure, by Hirohiko Araki
The Astral Self Tradition teaches that the body is merely a vessel for something much more potent. Through deep meditation, these Monks learn how to awaken their soul; their Astral Self, as a spectral projection of themselves, and harness its power! Astral Selves are as varied as the Monks that follow this Tradition, reflecting the Monk’s inner character; one may look like a golden visage, another might be a tangled mass of vines, and still another may be a great crustacean! These spiritual Astral Selves linger upon the Monk, attacking mystically on the Monk’s behalf and opening the Monk’s senses to beyond just what the eyes see! This is a great subclass, as it changes your main ability to just Wisdom, since your Astral Self draws upon your spirit for strength, not your body.
Ascendent Dragon
“Dragons are really creatures that embody nature's essence.” - Tohru, Miss Kobayashi's Dragon Maid, by Coolkyousinnjya
The Ascendent Dragon Tradition teaches that understanding the soul of the Dragon is the path to enlightenment. As such, in order to become more in tune with themselves and the world, Ascendent Dragon Monks alter their spirit to emulate the might of Dragons! Through their mystic philosophy, these Monks learn to exhale energy, exude the fearsome presence and perceptiveness of Dragons, and even manifest spectral wings that allow them to soar! This is a very well rounded Monk Tradition, so it’s an excellent choice for enthusiasts of oriental, snake-like dragons!
Drunken Master
“Alcohol is a mirror. It reflects the true nature of the person drinking it.” - Ryuu Sasakura, Bartender, by Araki Joh
The Drunken Master Tradition principles being unpredictable ( alcohol optional )! Drunken Master Monks sway with a tipsy rhythm that makes them impossible to get a read upon, and attack with such a jerk that is impossible to block, before slipping seamlessly out of their opponent’s reach! The Drunken Master Tradition is all about lulling the enemy into a false sense of security, while fighting with the irregularity of a drunkard! These elusive, possibly intoxicated martial artists are capable of dancing around the room, redirecting enemy attacks into other enemies, and striking where one’s defenses are the weakest! The Drunken Master Tradition is the prime choice for players that want their Monk to have even more mobility.
Four Elements
“Water. Earth. Fire. Air. Long ago, the four nations lived together in harmony . .” - Katara, Avatar: The Last Airbender, by Bryan Konietzko
The Four Elements Tradition teaches its followers in the art of using their Ki to harness the fundamental forces of creation! Everything in this world is composed of some combination of Water, Earth, Fire, and Air; as such it stands to reason that he who masters the elements, masters himself. Through their practice, these Monks of the Four Elements produce magical, elemental wonders! Rivers of hungry Flame! Whips of still Water! Waves of rolling Earth! Chains of north Wind! At the command of a Four Elements Monk, the world itself moves! This is essentially the ⅓ caster subclass for the Monk, as it gives you access to spells.
Sadly, this is easily one of the most underpowered subclasses in the entire game. The reason why, is that unlike the Arcane Trickster Rogue subclass or the Eldritch Knight Fighter subclass, the Four Elements Monks do not get spell slots to fuel their spells with. Instead, they need to spend Ki, which all their other abilities also already cost to use, and so a Four Elements Monk runs out of Ki near-instantly. Here are the recommended fixes, although keep in mind that the DM has final say:
Give Four Elements Monks “Aether” points equal to their Ki points. Allow casting of spells through Ki as normal, but in addition the Monk may expend Aether points equal to the Ki cost of a spell to cast it. Aether recovers on a short rest, just like Ki, but can only be used for casting spells. This gives us the freedom to cast spells without eating into Ki. If you feel like that’s too much, try giving Four Elements Monks Aether equal to half their maximum Ki.
Give each 3rd level Elemental Discipline ( barring Elemental Attunement ) a fitting cantrip. So, Fist of Unbroken Air also gives you Gust, Fangs of the Fire Snake gives you Produce Flame, so on. This helps the Four Elements Monk feel magical without needing to spend Ki.
Fangs of the Fire Snake is a little underwhelming compared to Fist of Unbroken Air and Water Whip. Change it so that its effects last for 1 minute instead of 1 round.
It feels strange that Fire, Air, and Water have a unique 3rd level Elemental Discipline, but not Earth. I say, make an Elemental Discipline that can be used as a reaction to reduce the damage of an attack at the cost of Ki or Aether. Let’s call it, “Aegis Endurance”. How about, 2 Ki or Aether for a 2d10 + Monk level damage reduction, with +1d10 for each additional point spent? Oh, and learning this Elemental Discipline also grants the Monk the Mold Earth cantrip.
Give all Four Elements Monks access to the Ki Empowered Strike optional feature. This gives Four Elements Monks the ability to strike after casting a spell, similarly to Eldritch Knight Fighters.
It’s pathetic that the Four Elements subclass only has a single feature.
At level 6, give them an ability that allows them to choose at the beginning of the day to be resistant to Fire, Lighting, Cold, or Thunder damage. Also, let’s give them the Primordial language and fluency in all of its sublanguages, because why not.. Let’s call this feature, “Primordial Protection”.
Around level 11 is where the other ⅓ casters gain some way to impose disadvantage on their saving throws. Rogues impose it if they are hidden from the target of their spells. Fighters impose it if they had hit the target of their spells with an attack previously. I say, let’s make it so if the Monk has hit a creature with Flurry of Blows, then that creature has disadvantage on the next spell save from the Monk’s spells until the end of the Monk’s next turn. Let’s call this feature, “Focus Break”.
By 17th level, we want to give the Four Elements Monk something decently powerful. How about, -1( maybe even -2 ) to all point costs for Elemental Disciplines ( possibly making some Disciplines have a cost of 0 )? Since I also would like to invoke an “Avatar State” like theme, let’s also give Four Element Monks of this level Truesight. Let’s call this feature, “Elemental Mastery”.
Finally, the pool of spells the Four Elements Monk has access to is extremely limited. Consider adding the following: Absorb Elements, Cure Wounds, Create/Destroy Water, Earth Tremor, Fog Cloud, Air Bubble, Continual Flame, Flaming Sphere, Skywrite, Spike Growth, Erupting Earth, Call Lighting, Meld into Stone, Water Breathing, Wind Walk, Water Wall, Fire Shield, Stone Shape, and Watery Sphere.
Kensei
“The sword is a reflection of the soul. To master it, I must first master myself." - Roronoa Zoro, One Piece, by Eiichiro Oda
The Kensei Tradition principles relentlessly training with the armaments of war, until the weapons one wields are not mere tools of combat, but extensions of the Monk themselves. Monks of this way of life see their weapon similarly to how an artist regards their brush. A blade is not merely an object of death, but a powerful tool used to express the beauty and skill of the wielder’s sword arts. This understanding is truly what makes a Kensei Monk a peerless combatant. This is the Tradition for players that want their Monk to be a master of advanced weapons like Longswords(Katanas), Whips(Rope Darts), Muskets(Tanegashima), and Longbows(Yumi).
Although Kensei is mechanically decent, there are a few pointless flaws that prevent players from liking this subclass. Here are my recommended fixes, although keep in mind that the DM has final say:
Change the Agile Parry feature so instead of gaining the AC bonus by making an unarmed strike with your action, you gain the AC bonus if you make a melee weapon attack with your action. As it stands, Kensei Monks never make more than 1 attack with their Kensei weapons! With the fix, you get at least 2 every turn.
Make it so when Kensei Monks use Flurry of Blows, they may make 2 weapon attacks instead of 2 unarmed strikes. The main problem plaguing Kensei is that they simply don’t get to use their superior weapons enough. With this change, if a Kensei really wants to, they can go all out and make 4 weapon attacks and no unarmed strikes, at the cost of Ki, but they still retain their Monk martial artist flavor because without spending Ki, they still only have the options of punching or using Kensei Shot as a bonus action. Plus, this allows for the Kensei Monk to have more synergy with their Sharpen the Blade feature.
I feel like the Kensei Tradition could use a neat feature for when the Monk isn’t in combat. How about, advantage against attacks on tiny objects or creatures, and any hit on a tiny object is a crit? This should allow the Kensei Monk to do things like cutting an apple into paper-thin sheets, and snaring a sparrow mid-flight. Let’s call the feature, “Sword Saint”.
Long Death
“The fear of death is what gives life meaning. Embrace it, and you will wield power over the living and the dying.” - Johan Liebert, Monster, by Naoki Urasawa
To eat is to let someone else starve. To laugh is to steal someone else’s joy. To become wealthy is to rob someone less fortunate. So . . it only seems reasonable, the Long Death Tradition attests . . that for one to attain eternal life, they must reap the life force of others! Monks who follow the Long Death Tradition are obsessed over the meaning and mechanics of dying! They capture animals and prepare cruel experiments to glean insight on the moments of their demise! In their dark wisdom, Long Death Monks have unlocked a mystical touch of Death that allows them to fuel and bolster themselves with the Ki of those they kill! This Monk Tradition is great for a player who wants to be able to take a beating, as it transforms the Monk into a Tank!
However, I feel it’s missing a feature to use out of combat. How about, let’s let Long Death Monks add their Wisdom modifier to Intimidation checks? It seems fitting, given the theme of the subclass. Let’s call this feature, “Dark Psychometry”. keep in mind that the DM has final say, however.
Mercy
“I will kill. I will let live. I will harm and heal. None will escape me. None will escape my sight.” - Kirei Kotomine, Fate/Stay Night: Heaven’s Feel III. Spring Song, by Kinoko Nasu
The Mercy Tradition teaches it’s followers the mystical art of using their Ki to heal others. Often, Mercy Monks are wandering physicians who cleanse plagues and restore life. However, for those that are beyond saving, whether it be by malignant illness or evil within one’s heart. These same Monks bring a swift, merciful death. Mercy Monks gain the ability to heal their allies, sap the vitality of their foes, and even impose the poisoned condition upon those they strike! This is an outstanding Monk Tradition, as it enhances the Monk’s role as a disabler while also making it an extremely potent healer!
Open Hand
“The right path is often the hardest one. But it's the one that will make you stronger.” - Rock Lee, Naruto, by Masashi Kishimoto
Monks of the Open Hand Tradition are ultimate masters of martial combat, having pushed their bodies and minds to their limits, and then far beyond. Where other traditions make use of unique, mystic, and sometimes even bizarre abilities, Open Hand Monks demonstrate the true power of unrivaled discipline. Of all the Monk Traditions, this one most fits the theme of an archetypal Monk, as Open Hand Monks can trip, stagger, and send foes flying with a single punch! They can utilize their Ki to restore damage within their bodies, and exude a peaceful aura through their meditation! Open Hand Monks of high enough level even possess an infamous “instant kill strike”, present in many martial arts fictions! The Open Hand Tradition offers players a reliable, good time with simple but effective abilities!
However, I do feel this tradition could use something extra to have fun with. How about, Open Hand Monks gain half-proficiency in all Wisdom and Dexterity checks they are not proficient in? To clarify, this means an Open Hand Monk may have half-proficiency in Sleight of Hand and Animal Handling, but not Dexterity or Wisdom based attacks or saving throws. Let’s name this feature, “Form of Water”.
Shadow
“The shadows are our allies. They conceal us until the right moment comes” - Najenda, Akame ga Kill, by Tetsuya Tashiro
The Shadow Tradition principles stealth and subterfuge. The mysterious ninjas that follow this secret Tradition are unrivaled in the art of infiltration. Although very few live to tell the tale about these Shadow Monks, those that have knowledge of them speak of fearsome, black-garbed shinobi. Rumors say that these assassins are capable of utterly disappearing in shadows and inexplicably appearing out of the darkness, magically silencing those in their presence, and even turning the area around them pitch black. The Shadow Tradition is the best pick for the player that wants their Monk to be a true ninja!
Sun Soul
"Kamehame...HAAAAAAAA!" - Son Goku, Dragon Ball Z, by Akira Toriyama
Monks of the Sun Soul Tradition learn that within every living creature, is a glowing power, waiting to be unleashed! These Monks make use of the radiant Soul within them to produce powerful energy beam attacks from the palm of their hands! Through their quest to become the best they can, these Sun Soul Monks learn many Ki techniques, like producing a powerful aura around them that sears their attackers with blinding light, or gathering Ki from around them to produce a formidable spirit bomb, which they then hurl at their opponents! This Tradition is the best pick for a player who wants to make combat a brilliant light show!
Unfortunately, a few bad design decisions have led to this subclass being a little faulty. Here are the recommended fixes, although keep in mind that the DM has final say:
Change the Sun Soul Tradition’s Radiant Sun Bolt attack’s ( basically a kamehameha ) range from 30ft to 60ft. This subclass is about giving the Monk the ability to function perfectly well at range, but as-is, a Sun Soul Monk has a better time doing that by simply using a shortbow over their subclass features.
Allow Sun Soul Monks to replace their Martial Arts bonus action attack with a Radiant Sun Bolt attack. This allows the Sun Soul Monk to function perfectly at range instead of having to go into melee for their bonus action Martial Arts attack, or forsake it.
For your Searing Arc Strike feature, instead of using the Burning Hands Spell, make it a 15ft cone AOE that does 1d8+Wisdom modifier radiant damage, and costs no Ki to use at base power. Instead, with each additional Ki point you spend, you add +1d8 to the damage and +5ft to the size of the cone. This gives the Sun Soul Monk an inexpensive way to handle crowds, and the scaling keeps it relevant when you get Searing Sunburst.
For your Searing Sunburst feature, make the base damage 2d6+Wisdom modifier radiant damage, and make it so if the origin of the AOE resides in the same square as a creature, then if that creature fails it’s save against Searing Sunburst, it is also stunned until the end of your next turn. This gives you a way to use one of the Monk’s best features, Stunning Strike, at range.
For your Sun Shield feature, it’s kinda ridiculous that at this level you need to use your reaction for the damage. Change it so, while active, any creature that hits you with a melee attack takes 5+Wisdom modifier radiant damage. Also, since it’s level 17, I see no problem with giving a Sun Soul Monk flight at this level, since it’s in theme and references Dragon Ball Z Super Sayians.
Citations:
“DND 5th Edition.” Monk - DND 5th Edition, dnd5e.wikidot.com/monk. Accessed 28 July 2023.
Coolkyousinnjya, et al. Miss Kobayashi’s Dragon Maid. Seven Seas Entertainment, LLC, 2017.
Araki, Hirohiko, et al. Stardust Crusaders. VIZ Media, 2016.
DiMartino, Michael Dante, et al. Avatar, the Last Airbender.
Oda, Eiichirō, and Stephen Paul. One Piece. VIZ Media, LLC, 2023.
Tasukuōnā. Fate: Stay Night, Heaven’s Feel. Ototo, 2019.
Kishimoto, Masashi, et al. Naruto. Viz, 2016.
Takahiro, et al. Akame Ga Kill! Yen Press, Hachette Book Group, 2015.
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