Warrior Monk
Arachnid Guardian || Brawler || Bruiser
Durala Carao || Exalted Athlete || Ghostly Soul
Quickstepper || Tranquil Master || Warrior Monk
Adepts of the warrior monk tradition value the legacy of their forebears. While they emphasize prowess as much as any other adept and keep their gaze fixed on their path towards perfection, warrior monks treasure their roots deeply. They unearth lost martial arts knowledge and are always ready to fight in any situation, enhancing their unarmed skills beyond those of their peers.
Lost Tradition
Starting at 3rd level, your training unlocks lost knowledge. Choose a combat tradition you are not proficient in. You become proficient in that tradition. When you use a combat maneuver that requires a weapon with a particular property (such as finesse or heavy), your unarmed strikes count as having that property.
Way of the Fist
Starting at 6th level, you regain exertion equal to half your proficiency bonus when you score a critical hit with an unarmed strike. When you hit a creature with an unarmed strike, you can spend 1 exertion to deal additional damage equal to your martial arts die.
Ancestral Guidance
Starting at 11th level, you can meditate during a long rest to commune with the spirits of ancient warrior monks and borrow their techniques. Choose a combat tradition. If you are proficient in that tradition, learn two maneuvers from it. If you are not proficient in that tradition, you become proficient in it and learn two maneuvers from it. Combat maneuvers learned through this feature are forgotten when you begin your next long rest.
Perfect Fist
Starting at 17th level, you reach mastery of the way of the fist. When you make an unarmed strike, you score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). In addition, when you use a bonus action to make an unarmed strike, it deals an additional damage die.
If a creature is reduced to 0 hit points by your unarmed strikes, you can spend 3 exertion to make its body and soul be destroyed in an implosion. The target can’t be brought back from the dead, except with a wish spell.
When you hit a creature with two or more unarmed strikes in the same turn, you can spend 3 exertion to force it to make a Constitution saving throw , dealing one effect from the list below on a failure. For each successful unarmed strike after the second, you can spend 1 exertion to deal one additional effect. For example, if you hit with four unarmed attacks, you can spend 5 exertion to deal three effects. You can’t choose the same effect more than once, and on a successful saving throw all effects are negated.
- Deal additional damage equal to twice your martial arts die.
- The creature is blinded and deafened for 1 minute.
- The creature is paralyzed for 1 minute. At the beginning of each of its turns, the creature can repeat the saving throw , ending the effect on itself on a success.
- The creature is knocked prone and becomes poisoned for 1 minute.
- Healing features, spells, and traits have no effect on the creature until the beginning of your next turn.
- The creature loses a spell slot from its highest available level.
- The creature loses 6 exertion.
- The creature can’t use bonus actions, legendary actions, or reactions until the beginning of your next turn.
- The creature gains a level of fatigue .