The Monk
Monks were more common in Hyrule’s past, learning their traditions in ancient temples. While outdated, some still focus on tempering their body and spirit to the maximum, just not in as formal a setting as the ruins from long ago.
Way of the Pure Metals
3rd Level: Metal Proficiency
You gain proficiency with light, medium, and heavy armor. Using armor does not remove your ability to use Monk features.
6th Level: Iron Fist
Once per turn when dealing damage with an Unarmed Strike you may spend a number of Discipline points up to your Wisdom modifier. That attack deals an additional amount of Martial Arts dice in damage equal to the number of points spent.
11th Level: Mineralize
As a reaction to taking damage you may spend 1 Discipline point to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
17th Level: Pure Metal Body
Your armor fuses into your body at 17th level, allowing you to add your Wisdom modifier to your AC even when wearing armor and preventing your armor from being destroyed or removed. You may spend 1 minute focusing your energy into a new suit of armor you are proficient with to fuse with that armor instead of your current one, swapping the locations of the 2 armors.
You gain proficiency with light, medium, and heavy armor. Using armor does not remove your ability to use Monk features.
6th Level: Iron Fist
Once per turn when dealing damage with an Unarmed Strike you may spend a number of Discipline points up to your Wisdom modifier. That attack deals an additional amount of Martial Arts dice in damage equal to the number of points spent.
11th Level: Mineralize
As a reaction to taking damage you may spend 1 Discipline point to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
17th Level: Pure Metal Body
Your armor fuses into your body at 17th level, allowing you to add your Wisdom modifier to your AC even when wearing armor and preventing your armor from being destroyed or removed. You may spend 1 minute focusing your energy into a new suit of armor you are proficient with to fuse with that armor instead of your current one, swapping the locations of the 2 armors.
Way of the Silent Realm
3rd Level: Lantern of the Watcher
Attuning to the silent realm has granted you some sacred power. You know the Thaumaturgy cantrip. In addition, as an action, you can spend 1 Discipline point to create a ward over a 20-foot radius area you can see for 10 minutes or until you have the Incapacitated condition. You have truesight into the area and can see within it no matter your range away from it while this is active and when a creature moves within the area you may use your reaction to teleport to a location adjacent to them, immediately make an Unarmed Strike, and end this feature.
6th Level: Dispelling Spirit
When you deal damage against a creature that creature has disadvantage on saving throws to maintain their concentration. You may also spend 1 Discipline point to cast the Dispel Magic spell on that creature after they are struck using Wisdom as your spellcasting ability modifier.
11th Level: Guardian’s Stride
After spending a Discipline Point when using Step of the Wind you gain one of the following for the next 10 minutes:
17th Level: Realm Mark
You can spend 3 Discipline Points as a bonus action to create a Mark on the ground for 10 minutes. Standing on the mark allows a creature to cast the Spirit Vessel spell on themselves. When this mark disappears the Spirit Vessel spell ends on every creature that used it.
Attuning to the silent realm has granted you some sacred power. You know the Thaumaturgy cantrip. In addition, as an action, you can spend 1 Discipline point to create a ward over a 20-foot radius area you can see for 10 minutes or until you have the Incapacitated condition. You have truesight into the area and can see within it no matter your range away from it while this is active and when a creature moves within the area you may use your reaction to teleport to a location adjacent to them, immediately make an Unarmed Strike, and end this feature.
6th Level: Dispelling Spirit
When you deal damage against a creature that creature has disadvantage on saving throws to maintain their concentration. You may also spend 1 Discipline point to cast the Dispel Magic spell on that creature after they are struck using Wisdom as your spellcasting ability modifier.
11th Level: Guardian’s Stride
After spending a Discipline Point when using Step of the Wind you gain one of the following for the next 10 minutes:
- Earth Guardian: You gain tremorsense out to 50 feet and ignore difficult terrain.
- Sky Guardian: You gain a fly speed equal to your speed.
17th Level: Realm Mark
You can spend 3 Discipline Points as a bonus action to create a Mark on the ground for 10 minutes. Standing on the mark allows a creature to cast the Spirit Vessel spell on themselves. When this mark disappears the Spirit Vessel spell ends on every creature that used it.
Way of Trials
3rd Level: Sphere Arts
You gain the Magnesis cantrip and use Wisdom as your spellcasting modifier for it. In addition you can spend 1 Discipline point as a bonus action to summon a 5 foot diameter metal sphere within 5 feet of you. These metal spheres disappear at the end of your next round and can be one of the following types:
6th Level: Spell Tag
As a bonus action you may spend 1 Discipline point to teleport up to 30 feet to an unoccupied location you can see.
11th Level: Duplicitous Tag
After teleporting you may choose to create a number of duplicates of yourself up to your Wisdom modifier within 5 feet of where you disappeared or reappeared. These duplicates disappear when interacted with, use your statistics, and you may make attack rolls from these duplicates as though they were you without them disappearing.
17th Level: Trial of Giants
You may spend 3 discipline points as a bonus action to enlarge yourself to Huge size for 1 minute. While huge your weapon attacks, improvised weapon attacks, and unarmed strikes deal additional damage equal to your Martial Arts die.
You gain the Magnesis cantrip and use Wisdom as your spellcasting modifier for it. In addition you can spend 1 Discipline point as a bonus action to summon a 5 foot diameter metal sphere within 5 feet of you. These metal spheres disappear at the end of your next round and can be one of the following types:
- Explosive: When used as an improvised weapon with Magnesis this explodes, making an attack against all creatures within 5 feet of your target and dealing fire damage equal to your Martial Arts die plus your Wisdom modifier on a hit.
- Gyroscopic: Creatures can stand on this sphere without falling off or restricting the sphere’s movement, allowing you to move them with Magnesis.
- Spiked: Using this as an improvised weapon with Magnesis deals damage equal to triple your Martial Arts die plus your Wisdom modifier. Any creature who touches this sphere otherwise takes damage equal to your Wisdom modifier.
6th Level: Spell Tag
As a bonus action you may spend 1 Discipline point to teleport up to 30 feet to an unoccupied location you can see.
11th Level: Duplicitous Tag
After teleporting you may choose to create a number of duplicates of yourself up to your Wisdom modifier within 5 feet of where you disappeared or reappeared. These duplicates disappear when interacted with, use your statistics, and you may make attack rolls from these duplicates as though they were you without them disappearing.
17th Level: Trial of Giants
You may spend 3 discipline points as a bonus action to enlarge yourself to Huge size for 1 minute. While huge your weapon attacks, improvised weapon attacks, and unarmed strikes deal additional damage equal to your Martial Arts die.