Buddhist Feats (5e Class Feature)
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Contents
Feats[edit]
The following feats are available to characters with levels in the Buddhist Monk class. In addition, you may pick any standard DND feat that's not magical (unless your GM allows it).
You cannot gain any of these Buddhist Feats if you're a undead or a construct.
Background Feats[edit]
You were born with a supremely powerful body for any number of reasons, such as being artificially created by a powerful monk for a greater purpose, this trait has reinforced to withstand very powerful attacks from all sources. You'll gain 5 additional hit points towards your hit point maximum whenever you gain a level in your class. You also can pick one physical ability score to increase its maximum to 22 and that score increases by 1 every level. Additionally your Strength, Dexterity, and Constitution scores all increase by 1 up to their maximums.
You also gain proficiency in Constitution saves.
Prerequisites: Must not be a Construct or Undead creature Whether through your ancestry or through simply being born that way, your ki reserves are naturally immense. You will add your Buddhist Monk level added twice + your proficiency bonus added twice when calculating your Ki maximum.
Prerequisites: Must not be a Construct or Undead Creature Your Ki naturally possesses a unique trait, making it both rare and powerful. Choose one damage type excluding necrotic and radiant. The chosen damage type becomes your Ki Energy Trait. When activating Energy Armor, you gain resistance to your Ki Energy Trait. Whenever you are hit by a melee attack while under the effects of Energy Armor, you deal your Ki Energy Trait as damage equal to your level towards the attacking creature. When you deal damage with the Empowered Strike or Weapon Enhancement, its damage type can be the same as your Ki Energy Trait or remain the same. Any features that may change their damage type depending on your selected Way of the Monk can change to match your Ki Energy Trait or remain the same. Your Ki Energy Trait naturally provide you with one of the following options:
At 14th level, you gain resistance to your Ki Energy Trait and if you have Energy Armor active, you become immune to your Ki Energy Trait instead. Additionally, anytime you use a feature with its damage type changed to your Ki Energy Trait, you can bypass the resistance that a creature or target may have against that damage type but not any immunities it could possess. Design Note: Variant Rule: This Technique Is Mine! If a player character possesses the Unique Ki Energy background feat, the DM may allow for your Ki Energy Trait to fundamentally alter how your Way of the Monk functions. This can be anything from damage-type alterations to even entire features being replaced with new ones. Discuss with your DM regarding potential changes or feature reworks if this variant rule has been allowed. |
Body Feats[edit]
Prerequisites: Must have at least 15 Strength or more. You have been born unnaturally strong, capable of destroying walls with just sheer brute force. You will gain the following benefits:
Prerequisites: Must have a 17 Strength score or more, Athlete History The strength you now possess is capable of matching experts at ki reinforcement or massive and strong enemies. You gain the following benefits:
Prerequisites: Must have at least 15 Dexterity or more You have an innate speed advantage over others of your kind or have trained intensely on your agility. You will gain the following benefits:
Prerequisites: Must have a 17 Dexterity score or more, Natural Speedster Even by the supernatural standards of the monks, your agility is a trait that makes you just as fearsome as any other. You will gain the following benefits:
Prerequisites: Must have at least 15 Constitution or more Your body's immune system has naturally been superior to your peers or exposure to dangerous foreign elements has dramatically improved it. You will gain the following benefits:
Prerequisite: Must have 15 Constitution or more. You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:
Prerequisites: You must have 17 Constitution or more, Strong Body Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:
Prerequisites: You must have at least 15 on your Constitution score. Your resilience is no joke, enabling you to survive much more than normal monks during long periods of fighting. All of your Hit Dice increase in size by one step, and as a result, your hit points increase by an amount equal to your level + 1. Whenever you gain Hit Die and hit points after you have acquired this feat, your newly gained Hit Die is treated as though it was one size larger. You can take this feat any number of times, but you cannot increase a Hit Die above d12. Design Note: The calculation should be as if you had that hit die from level 1 onwards. If you calculate it and you have more hit points than you would if you had the increased hit die from level 1, then you did it wrong(such as increasing the initial increase of hp for each level, or increasing your hp by level*2+2 to “account” for the hit die increase itself.
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Martial Arts Feats[edit]
Prerequisite: Must have a Strength score of 16 or higher You fight like a beast on the battlefield, focusing on throwing your opponents around. You gain the two following Slams: Brute Slam. Once per turn as part of an unarmed strike, you may make a grapple attempt against a creature. If you succeed, you may pick up the creature and slam them against a solid surface within 10 ft. of you, such as the ground or a wall, dealing another roll of your martial arts die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever you take the Attack action against a creature you are currently grappling with, you may forgo an attack to violently slam the creature into the ground. You make a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, your opponent is driven into the earth beneath you ending your grapple early, taking bludgeoning damage equal to two rolls of your martial arts damage dice and being knocked prone. On a failure, the creature escapes from your iron grasp, causing your grapple to end early and the creature may move an additional 5 ft. away from you as part of their successful check. If you score a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of your martial arts damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of your next turn.
Prerequisite: Must have a Dexterity score of 16 or higher You've adopted a quick, swift and mobile fighting style, using your environment to your advantage.
prerequisites: Must have an unarmed strike damage die of a d8 or higher, Must have a Strength or Dexterity score of 15 or higher, Empowered Strikes, 6th level Your mastery of ki and martial arts transcends the raw form. You learn to coat your hands with ki to change the nature of your attacks, making your hands as sharp as blades and your fingers as swift and precise as spear thrusts. Whenever you make an unarmed strike, you can choose to deal piercing or slashing damage instead of bludgeoning damage. You decide the type of damage at the time of the strike. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to deal additional damage equal to your Wisdom modifier and have an additional effect, depending on the type of damage used:
Your Ki-Empowered Strikes feature is applied normally to your unarmed strikes.
Prerequisite: Must have an unarmed strike damage die of a d10 or higher, Must have the Empowered Strike enhancement, 8th Level Your expertise regarding unarmed combat exceeds those of a similar skill level through complex training and overall mastery of this martial practice. You will gain the following benefits:
Prerequisites: Must have at least 16 Strength score. Shiranui-Gata is a stance normally used by sumo wrestlers during the opening ceremony. The user assumes the stance by squatting with their head forward and arms extended outward in both directions. This is used in order to brace for impact to grab an enemy. As an action, you can enter this stance. Once you have entered the stance you can make a reaction against an enemy within range who attempts to hit you with a melee attack roll. When they attack you, you only take half damage if they hit you and you may attempt to grapple them with advantage. The stance ends when you grapple a creature.
Prerequisites: 20 Dexterity or greater, Untraceable Speed Through mastery of your immense speed, you've discovered how to create afterimages to even the odds against strong opponents. As a bonus action, you may spend an amount of ki points up to two times your Wisdom or modifier to create a number of 1 hit point clones that are identical to you up to half of the cursed energy spent. These clones can be used to grant flanking and can only be up to half of your movement speed away from yourself. Once per round, you may swap with one of these clones as a bonus action or reaction to being targeted by an attack or being forced to make a saving throw. A creature can distinguish these clones from the original by making a Wisdom (Insight) check against your Ki save DC or your battle maneuver save DC. They have advantage on this check if they have the Ki Energy Tracker option from the Advanced Energy Usage class feature, and are focusing on you with it, but will make the check at disadvantage if you have the Ki Energy Concealer option from the Advanced Energy Usage class feature activated, or if stamina points were expended as opposed to cursed energy.
Prerequisites: 20 Constitution or greater, Human Wall You have reached the pinnacle of endurance, learning how to harden your body and prepare yourself for any attacks. As a bonus action for up to your Wisdom score in ki points, you harden your skin and enhance your senses for 1 minute. For the duration, you gain a damage reduction equal to double the amount spent, and your movement speed is halved. You may end this stance at any time for no action required. Whenever you get hit by a melee attack, you can make a melee attack against the attacker as a reaction. Additionally, for the duration you gain one additional reaction just to use this feature.
Prerequisites: Must have at least a 12 Intelligence score, Expertise in Deception, and be 8th level or higher. When an opponent can see through the moves of your body, the best way to beat them is to get in their head. When you make an attack roll against an enemy for the first time on your turn, you may make a Deception check contested with their Insight check. If you win the roll, you have advantage on attack rolls against that creature for 1 minute. At the end of the creature’s turns it may repeat the contested rolls with each time your Deception check being lowered by 2. |
Ki Feats[edit]
Prerequisites: Must have 15 Wisdom or higher. Your Ki has massive reserves, making you become a ki powerhouse. You gain the following benefits:
Prerequisites: Must have 17 Wisdom or higher, Immense Ki Your Ki reserves are so absurdly massive that they seem practically endless at times even allowing you to perform great feats of Monks when others run out of ki. You gain the following benefits:
Prerequisites: Must have 20 Wisdom or higher, Overflowing Ki feat or Ki Generator feat, at least 2 Ki Enhancements. Your ki is far more dense than a normal monk, allowing your applications to be more powerful. You can choose one of the following options: Dense Strikes. Your Empowered Strike damage dice tier is now a d12. Durable Armor. Your Energy Armor temporary hit point amount is now the amount of Ki points spent times 15, times 20 at 11th level. Destructive Weapon Enhancement. Your Weapon Enhancement extra damage is now equal to an amount of Ki points spent times 4. Mistical Enhancement. Whenever you use a damage dealing feature that utilizes Ki its damage dice will be increased by one tier,(d6->d8->d10). This feature does not apply to Empowered Strikes if you have the Dense Strikes option as that counts as an increase already for this feat. It also doesn't apply to Empowered Strikes Ki Enhancement. If or when you get the Improved Ki Output feat, you may choose an additional option within the feat and if or when you get the Legendary Ki Output feat, you may choose an additional option within the feat and finally, if or when you get the Divine Ki Output feat, you may choose an additional option within this feat.
Prerequisites: Must have at least one level in the Buddhist Monk Class. You’ve learned more ways to use Ki in tandem with your other abilities, you will gain the following:
You can take this feat once. |
Ki Manipulation Feats[edit]
Prerequisites: Must have an 13 or higher Wisdom score, a Ki Enhancement You have been trying out new ways to use your ki and managed to learn a new method of using it.
This feat may be taken multiple times.
Prerequisite: Must have an 16 or higher Wisdom, 6th level The Buddhist Monk can induce peace and calm in the hearts of hostile creatures, causing them to give up attacking for a temporary period. As an action by spending 5 ki points, you can release a harmless wave of ki up to a 60-foot radius with yourself as the epicenter, all hostile creatures in the radius must make a Wisdom saving throw against your Ki save DC to resist the effects, on a failure the creatures are charmed for 1 minute. A creature who have failed can repeat the check at the end of each of its turns. For every 5CR a creature is above your level the DC is reduced by half your proficiency bonus. Although, for every 5CR a creature is below your level the DC is raised by half your proficiency bonus. If a creature passed the save and it hasn't been 24 hours since, the creature has advantage on subsequent saving throws if subjected to the effects of this feat again.
Prerequisite: Must have an 16 or higher Wisdom, 6th level Monks can choose to use the influence of your Ki to cause emotional disorders and thus generate fear on others. As an action, by spending 5 ki points, you can release a frightening wave of ki up to 60-foot radius with yourself as the epicenter, all hostile creature in the radius must make a Wisdom saving throw against your Ki save DC to resist the effects, on failure the creatures are frightened for 1 minute. The creature who have failed can repeat the check at the end of each of its turns. For every 5CR a creature is above your level the DC is reduced by half your proficiency bonus. Although, for every 5CR a creature is below your level the DC is raised by half your proficiency bonus. If a creature passed the save and it hasn't been 24 hours since, the creature has advantage on subsequent saving throws if subjected to the effects of this feat.
Prerequisites: Must have one Physical Ability Score (Strength, Dexterity or Constitution) of 16 or higher, must have an 18 or higher Wisdom score, 12th level Your entire body is enhanced by the mistical energy of ki, making you excel in tasks people who train their bodies all their lives can't. You gain the following benefits:
Prerequisites: Must have two Physical Ability Scores (Strength, Dexterity or Constitution) of 16 or higher, Ki Enhanced Body, 16th level Having been continuously running ki through your body at such an efficient rate, you are capable of dynamically reinforcing it at an unconscious level. You gain the following benefits so long as you have at least 1 ki:
Prerequisites: At least 16 on your Wisdom score, Weapon Enhancement As an action while Weapon Enhancement is active on a weapon that deals slashing damage, you can spend Ki points up to your Wisdom modifier to produce a huge ki energy slash. You make all creatures in a 30ft. line make a Dexterity saving throw. On a failure, they take the damage of your weapon + a number of additional die equal to the amount of ki points spent in radiant damage, on a success they take half as much damage. The damage type of this technique may change according to your way of the monk.
Prerequisites: At least 16 on your Wisdom score You have learned how to create huge blasts out of pure ki. As an action and by spending ki points up to your Wisdom modifier, you can launch a energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a Dexterity saving throw. On a failure, they take 1d12 + a number of additional dice equal to the amount spent in radiant damage, and half as much on a success. The damage type of this technique may change like the Empowered Strike and Weapon Enhancement features.
Prerequisites: At least 16 on your Wisdom score You are capable of releasing a destructive burst of Ki from your body. As an Action by spending Ki points up to your Wisdom modifier, you can release a burst of raw Ki. Every creature within a 30ft circle of the caster must make a Dexterity Save. On a failure they take 1d12 + a number of additional dice equal to the amount spent in radiant damage and are knocked back to the edges of the circle. They take half as much damage on a success and are not knocked back. The damage type of this technique may change like the Empowered Strike and Weapon Enhancement features.
prerequisites: Must have an Wisdom of 18 or higher, at least 2 Ki Enhacements, 6th level You have been honing your use of ki creations and doing so has granted you the ability to create tools. After focusing on normal objects for 1 hour turn them into Ki-Manifested Tools. You learn how to create one of the following Ki-Manifested Tools:
A Ki-Manifested Tool count as a magical item/weapon. This feat may be taken a total of 3 times, choosing a different option from the list.
Prerequisite: Must have an Wisdom score of 16 or higher, 8th level In monasticism, Ki is not only the life force, but also the energy that binds and shapes the material world. By perfectly balancing body and mind in meditation, the Buddhist Monk learns to “bend” this bond, creating a small dimensional anomaly. You gain the following benefits:
Prerequisites: Must have an Wisdom of 18 or higher, at least two Ki Enhacements, 8th level You have learned to shape your ki into solid forms, creating temporary constructs of pure spiritual energy. Choose one of the four forms below when you gain this feat. You can learn additional forms at 12th level, 16th level, and 19th level.
You can only have a number of ki creations active equal to half your monk level (rounded down). While you have ki creations active, you cannot use spells, feats, or Way of the Monk and Buddhist Monk class features that require concentration. All ki creations disappear instantly when their duration ends (unless you spend ki to reactivate the ki creation), if you dismiss them (no action required), become incapacitated, stunned, unconscious, or die. The damage type of your ki creations may change depending on your Way of the Monk. You cannot combine magic items that require physical weapons, armor, or shields with your ki creations.
Prerequisites: Must have an Wisdom score of 18 or higher, 12th level Through a long and difficult process, you have managed to strengthen your ki output which can now be used to amplify your monk techniques further. As apart of any feature which uses ki, you can expend extra ki on it equal to half of the feature’s original cost to amplify its output. Amplify a feature this way grants one of the following benefits:
Prerequisites: Must have a Wisdom score of 20 or higher, Must have at least two Ki Enhancement, Improved Ki Output, 15th Level Your ki output has become so efficient that the power you generate is legendary and your more generalized applications are something that only masters possess. You will gain the following benefits:
Prerequisites: Must have a Wisdom score of 20 or higher, Must have all Ki Enhancement options, Legendary Ki Output, 18th Level Gaining complete and absolute mastery over your ki output enables you to alter the very capabilities of your monk techniques and abilities. As apart of any feature that uses ki, you can expend 8 ki points to drastically alter its functions as part of the same action you use the feature with. If the feature was a Ki Attack, the target of your attack or attack rolls has their AC treated as if it had been reduced by half of your proficiency bonus (rounded down) + 1. If the feature was a Ki Save, you may change the saving throw to another depending on its original save. The changes are the following below:
Your Ki Enhancements are also affected by your unbelievably high ki output with the following: Reinforced Empowered Strike. Whenever you use a empowered strike, its damage tier will be increased by one. Reinforced Energy Armor. While your energy armor is active, you regain temporary hit points equal to your proficiency bonus at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor you can have. Reinforced Weapon Enhancement. Whenever you are attacking with a weapon that has been affected by weapon enhancement, your reach increases by 5ft. The maximum ki limit for the Ki Energy Slash, Ki Energy Ray or Ki Energy Explosion feats is now doubled. Finally, whenever you use a ki fueled feature and amplify its output using Improved Ki Output then you can apply two benefits as opposed to one by expending ki points equal to the feature's cost (A minimum of 1).
Prerequisites: 20 Wisdom score or higher, must have all Ki Enhancement options, Ki Reinforcement, Improved Ki Output, 19th level. Your ki manipulation is some of the best that the world has ever seen, it must take at least a couple of centuries for another person such as yourself to be born once again. You pick 2 of the following categories to have their ki cost reduced:
For the categories you selected, any features that require ki to be expended may instead reduce its cost by twice your proficiency bonus (to a minimum of 1 ki). [Ex. With a proficiency bonus of 6, this ki feat reduces the costs of features that require ki points by 12.] Additionally, as apart of short rest, you can begin to meditate for 30 minutes to replenish your expended energy. This allows you to regain ki equal to half of your maximum (rounded up) after you finish the short rest. If or when you get the Legendary Ki Output feat or Divine Ki Output feat then you may pick an additional 2 categories to reduce the cost of. If you possess both of the output feats then you reduce the cost of everything that costs ki and you gain the following feature:
Prerequisites: Weapon Enhancement You have learned to imbue your ki into ranged weapons, allowing you to manipulate any piece of ammunition shot from it. This also works with weapons with the thrown property. When using Weapon Enhancement, you can imbue a ranged weapon, which turns any pieces of ammunition shot from it for the duration into Imbued-Ki Projectiles, which also add your Wisdom modifier to the damage instead of any other modifier you would use. When using these Imbued-Ki Projectiles, you make ranged Ki Attacks instead of what you would normally use to attack with them, and you control their trajectory while in the air, making attacks with them ignore cover. Additionally, they will stay in the air floating for a number of rounds equal to your Wisdom modifier, allowing you to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target, when they lose this property. You can only attack with a number of pieces of ammunition this way per turn a number of times up to your Wisdom modifier. A creature in range may attack your Imbued-Ki Projectiles to destroy them; they have 1 hit point and 10 AC. |
Healing Ki Feats[edit]
Prerequisites: You must be at least 4th level, have 17+ Wisdom score. You have learned to use the mistical energy of ki to heal. You have a pool of healing you can use with your ki that's equal to 5 times your level times your Wisdom modifier. As a bonus action for x ki points, you can remove healing from that pool to regain hit points. You may also remove healing from the pool as a reaction to receiving damage. For every 1 ki point spent, you regain 10 hit points, removing an equal amount from the pool. If you are suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. This cannot heal the health of lost limbs. You can use your Quickened Healing until your healing pool ends before getting burnout, during which you can't use Quickened Healing until your healing pool recovers. At the beginning of your turns while in a combat where your life is at risk, you regain 5 hit points of your healing pool back. Your healing pool automatically goes back to full at the end of a long rest, or short rest if you recover ki on a short rest. Once per round, you may try to force your Quickened Healing to come out despite being in burnout, forcing you to make a DC25 Constitution saving throw. On a failure, you will gain 1 level of exhaustion, which can be reduced upon taking a short or long rest instead of just upon taking a long rest. On a success, you regain half as many hit points as you normally would.
Prerequisites: You must have Quickened Healing feat. You have a great understanding of the use of ki to healing purposes. You will gain the following benefits:
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