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MONK

Way of the Yellow Robes

MONK

Yellow Robe monks are a mysterious and feared order of martial artists who have delved deep into the forbidden arts of madness. These monks harness the power of madness to enhance their physical abilities, allowing them to strike fear into the hearts of their enemies. Their unorthodox methods and strange rituals have earned them a reputation as unstable and unpredictable warriors, who can never be truly trusted. Many fear the madness that permeates every aspect of their being, knowing that one misstep could lead to a descent into insanity.

Their mastery of the mind and body allows them to channel their madness into incredible feats of strength and agility. They are formidable opponents in battle, with their unpredictable movements and lightning-fast strikes catching many foes off-guard. Those who have witnessed their combat prowess speak of their uncanny ability to dodge attacks and land devastating blows, all while cackling maniacally. The Yellow Robes are not a group to be trifled with, for they are the living embodiment of the color of madness.


Disturbing Presence

Starting at 3rd level as an action, you can spend 2 ki points to create an aura of fear around you. When you do, creatures of your choice within 10 feet of you must succeed on a Wisdom saving throw or be frightened of you until the end of their next turn. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier.

Alternatively, you can spend 1 ki point as a reaction when a creature within 30 feet of you targets you or an ally with an attack. The creature must make a Wisdom saving throw or be frightened of you until the start of their next turn.

Path to Madness

At 3rd level when you follow this way at 3rd-level, choose an Indefinite Madness or roll on the Indefinite Madness table to determine how your madness manifests itself.  Additionally, whenever you score a critical hit with an unarmed strike, the attack deals additional damage equal to your Wisdom modifier, but you gain an Insanity Point.  The Insanity Point lasts until you have a total number of Insanity Points equal to your proficiency bonus.  Once you have this many, your number of Insanity Points reverts to 0, and you gain a form of Long Term Madness.  You cannot gain Insanity Points again until the madness is ended or remedied. If you roll a 1 on an attack roll, ability check, or saving throw, your mind is eased from the madness of the yellow robes, and you can remove one Insanity Point.

Maddening Strike

Starting at 6th level, you gain the ability to channel your madness into your attacks. Once per turn when you hit a creature with your Flurry of Blows, you can spend 1 ki point to deal additional psychic damage equal to your Martial Arts die and force the creature to make a Wisdom saving throw. On a failed save, the creature is under the effects of the confusion spell until the start of your next turn. 

Curse of the Yellow Sign

At 11th level, you gain the ability to curse a creature with the mark of the Yellow Sign. When you hit a creature with an unarmed strike, you can spend 1 ki point to attempt to mark the creature with the Yellow Sign for 1 minute. The creature must succeed a Wisdom saving throw or become marked.  You may spend an additional ki point to give the target disadvantage on the saving throw.  While the sign persists, the creature suffers from a random short-term madness for 1 minute.  The sign is removed if the madness is suppressed, cured, or if a remove curse spell or similar magic is cast on the creature.

Once you have marked a creature with the Yellow Sign, you cannot do so again until you have finished a short or long rest.

Whuzar Blessing

At 17th level, you gain the ability to channel the power of Whuzar to unleash madness upon the battlefield. As an action, you can spend 1 to 5 ki points to create an area of madness within a 20-foot radius centered around you. Creatures of your choice within the area must make a Wisdom saving throw or take psychic damage and be afflicted by a random long-term madness. A creature that succeeds on the saving throw takes half damage and is not afflicted with madness.


Expanded Short Term Madness Table

D100

Effect

1

The character begins narrating their actions as if a sentient, otherworldly entity were controlling their every move.

2

The character begins speaking in an accent that is not their own. If the character is incapable of speech, they gesticulate oddly with their hands while communicating.

3-5

The creature hears everything as a song and is compelled to join in. They can only speak by singing their words.

6-8

The character believes they are invisible and will rationalize any discrepancies.

9-11

The character believes an enemy towards their goals is scrying on them, and they can see the invisible sensor.

12-14

Adrenaline courses through the character's veins and they cannot distinguish friend from foe. The character gains advantage on all Strength-based attack rolls and regards all creatures as hostile.

15-17

The character begins speaking in tongues. They can only communicate verbally or telepathically and can only cast spells if they know Infernal, Celestial, or Sylvan.

18-20

The character feels tiny bugs crawling under their skin. At the start of the creature's turns if it has not taken damage since the start of its last turn, it will use its action to try to dig out the infestation and take 1 point of slashing damage.

21-23

The character sees tiny doll-like humanoids standing behind them, only following while their back is turned to them. The character's movement speed is reduced by half, only allowing themselves to walk backwards.

24-26

The character is compelled to consume their own blood. At the start of each of the creature's turns they use a melee weapon that deals piercing or slashing damage and deal 1 point of damage to themselves. If the creature has no weapon, they will use their teeth or claws and instead take 2 points of piercing or slashing damage.

27-29

The character is overcome with the sound of their own heartbeat. They are deafened.

30-31

The character believes they are a Spellcaster if they are not one, and believes they are not a significantly weaker spellcaster if they are one. If a creature cannot cast spells and is targeted by a hostile spell, it will waste its reaction attempting to counter the spell. If the creature can cast spells, it will not attempt to counter a spell.

32-33

The character believes there are enemies chasing them from all sides and must constantly escape. On their turn, the creature's movement can only be taken in a strait line in a randomly determined direction.

34-35

The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.

36-37

The character begins babbling and is incapable of normal speech or spellcasting.

38-39

The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.

40-41

The character screams at the top of its lungs when it speaks or uses a verbal component. Each time it does, it must succeed a DC 13 Constitution saving throw. After 3 failures the creature cannot speak verbally until it regains hit points.

42-43

The character is overcome with vanity. If the character sees its own reflection, it becomes incapacitated with a movement speed of 0 until it can no longer see its reflection.

44-45

The character hyper-focuses on their breathing. They suffer disadvantage on concentration checks.

46-47

The character believes they have spontaneously combusted. At the start of each of their turns they take 1d4 psychic damage unless they use an action to put out the flames. If they do, they flames disappear, but return after 1 minute.

48-49

The character feels the uncontrollable urge to press its skin against another surface or creature. The creature will use its movement to move to the nearest tree, wall, statue or other Large object and gentle rub against it (no action required). If no suitable object is within the character's movement speed it will attempt to grapple the nearest creature to it If no creature is within it's movement speed, it will fall prone and use half its movement speed to roll on the ground.

50-51

The character believes they are holding an infant child or animal in one of their hands. They cannot wield two-handed weapons and will drop whatever they are holding in the hand they believe is holding the infant.

52-53

The character regards a random object they are holding or wearing to be affected by the Heat Metal spell, even if the object is not made of metal. They take no damage from the madness, but exhibit all other effects of the spell.

54-55

The character selects a random ally they can see. The character has disadvantage on attack rolls while more than 5 feet away from the ally. When the ally is targeted by an attack from an attack within 5 feet of it, the character must use their reaction to impose disadvantage on the attack roll.

56-57

The character is overcome with tremors and has disadvantage on Dexterity ability checks and weapon attacks that rely on Dexterity.

58-59

The character begins ripping out chunks of hair at the end of each of its turns. If it has no hair or no hair left, it will begin scratching at its own head or body, dealing 2 piercing damage at the end of every minute.

60-61

The character is tormented by the mistakes of their past and feel they must be punished. Before they take a hostile action or bonus action they must take piercing damage equal to their proficiency bonus, which cannot be reduced in any way.

62-63

The character believes they are the reincarnation of a peaceful demi-god. They will not harm another creature and evangelize their truth.

64-65

The character is terrified of the world beyond where it currently stands. The creature has disadvantage on attack rolls, ability checks, and saving throws if it moves beyond 15 feet of the location where it gained this madness.

66-67

The character believes the dead are coming back to life. The first time on a turn the creature sees a corpse, they must use the attack action to make an attack against it, moving within attacking range of the corpse if needed.

68-69

The character believes they are a primal beast of nature, such as a bear, lion, or mighty chicken. They drop all items they are holding, will move across the ground using all of their limbs, and only attack using natural weapons or unarmed strikes.

70-71

The character is overcome with empathy towards another random allied creature. Once per turn whenever the random ally takes damage, the creature takes 1d6 psychic damage. If there is no allied creature, the character is charmed by the nearest hostile creature until it takes damage, ending the madness.

72-73

The character becomes filled with despair and fills their allies with doubt. On the start of each of the creature's turn, they choose a random ally they can see within 30 feet. That ally has disadvantage on the next attack roll it makes. If no ally is in range, the creature does nothing.

74-75

The character experiences vivid hallucinations and has disadvantage on ability checks.

76-77

The character must use his or her action each round to attack the nearest creature.

78-79

The character is incredibly paranoid and will not consider themselves willing to any spell cast on them by another creature.

80-81

The character believes they have become a vampire. They will only attack using a Bite attack (if they have a Bite attack) or an unarmed strike or natural weapon attack if they do not have a Bite attack.

82-83

The character becomes feral and must use their action each round to take the Attack action against the nearest creature before using their movement. If no creature is in range, the creature does nothing.

84-85

The character leaves everything to chance. Before the creature takes an Action, Bonus action, or movement, it must first roll a d20. On a 1-9, the action or movement is wasted. On a 10-20, the creature may take the action or movement normally.

86-87

The character is overcome with movement and needs to dance. They are under the effects of the Irresistible Dance spell. This madness ends whenever the creature takes damage or when the madness ends normally.

88-89

The character believes they are a potted plant.

90-91

The character develops agoraphobia. The creature suffers disadvantage on attack rolls if more than one creature is within 30 feet of them.

92-93

On the start of the creature's turn, they must roll a d8, on an 8 the creature believes a Fireball spell has been cast in their direction. They must succeed a DC 13 Dexterity saving throw or take 8d6 psychic damage on a failure.

94

The character become enraged that it cannot witness its own forehead. It enters a rage as per the Barbarian's Rage feature which lasts until the madness ends.

95

The character becomes suffused with fanatical energy. The first time this creature is reduced to 0 hit points while mad, they drop to 1 hit point instead.

96

The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.

97

The character becomes incapacitated and spends the duration screaming, laughing, or weeping.

98

The character does whatever anyone tells him or her to do that isn’t obviously self-­destructive.

99

100

Expanded Long Term Madness Table

D100

Effect

01-02

The character feels enfeebled and is certain they are close to death. Their spells and melee weapon attack rolls deal half damage.

03-04

The character believes the gods are watching and mocking them. They are incapable of making religion checks or appealing to or speaking to a deity.

05-06

The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.

07-08

The character experiences vivid hallucinations and has disadvantage on ability checks.

09-10

The character develops a fear of being alone. They have disadvantage on attack rolls, ability checks, and saving throws if they are not aware of any other creatures within 30 feet of them.

11-12

The character hears the regular sounds of rolling dice. They have disadvantage on Wisdom (Perception) checks that rely on hearing.

13-14

The character feels like their teeth are loose and threatening to fall out. They can only eat food that is mashed or liquified. Otherwise, they will not eat.

15-16

The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.

17-18

The character believes they are being watched and are under constant surveillance, and are constantly distracted. On the first round of combat they are considered surprised by any creature that takes its turn before you.

19-20

The character can tell if any person they see has committed murder in their life, as their victim's form reveal tiny wisps around them. There is a 50% chance when they see someone that this information is incorrect.

21-22

The characters sees bugs crawling out of a persons mouth when they speak for more than one minute undisturbed.

23-24

The character regards the first person they see after gaining this madness as their true love.

25-26

The character sees all walking surfaces/roads as flooded with 6-inch deep ooze. Their movement speed is halved.

27-28

The character develops a crippling fear of the first insect it sees.

29-30

The character views everything as if it was highly saturated, multicolored, and surreal.

31-32

The character sees everyone as a large, humanoid birds. If the character looks in the mirror, they are also a bird.

33-34

The character believes the party are hallucinations of their own multiple personalities.

35-36

The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.

37-38

The character becomes incredibly sensitive and conscious of their physical appearance.

39-40

The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.

41-42

The character believes that every person they meet is an old friend.

43-44

The character sees everyone as adorable, chubby versions of themselves that speak in extra sweet voices.

45-46

The character is convinced that the first person they meet is a lycanthrope.

47-48

The character believes that they are invisible.

49-50

The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.

51-52

The character is convinced that boulders are falling from the sky around them at random times.

53-54

The character believes they are twice as tall as they really are.

55-56

The character believes that the first humanoid they see is a sheep polymorphed into a humanoid..

57-58

The character cannot lie about personal information about themselves, as if under the effects of a zone of truth.

59-60

The character is blinded (25%) or deafened (75%).

61-62

The character hears anyone but their closest friends as speaking gibberish.

63-64

The character believes the first humanoid they see has been afflicted with an infectious disease.

65-66

The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.

67-68

The character gains the Sunlight Sensitivity trait, thinking the sun is trying to harm them specifically.

69-70

The character suffers random mood swings. Whenever the character rolls initiative roll a d20. On a roll of 19-20, the character fights alongside the nearest hostile creature until it is killed.

71-72

The character becomes terrified of the dark, and has disadvantage on ability checks while not in dim or bright light.

73-74

The character suddenly changes to a different gender. If the character has no specific gender, they may choose what gender they become.

75-76

The character becomes selfish and cruel. Whenever the character casts a spell targeting an allied creature, they must roll a d20. On an 11 or higher they instead target themselves.

77-78

The character is convinced they've been poisoned, and must find an antidote by the end of the day. If the character still has this madness at the start of a new day, they believe they have been poisoned again, even if they believed they were cured the previous day.

79-80

The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.

81-82

Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throws or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.

83-84

The character develops a paralyzing fear of large bodies of water.

85-86

The character is incapable of having an internal monologue.

87-88

The character believes their bones are made of glass.

89-90

The character loses the ability to speak.

91-92

The character is convinced that they are in a dream world.

93-94

The character feels constantly hungry.

95-96

The character believes that every person they meet outside the current allies is an old rival.

97-98

The character can constantly smell burning flesh.

99-00

The character falls unconscious. No amount of jostling or damage can wake the character.


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