Unchained Monk

by Aussifer

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Unchained Monk

Monk

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

The Magic of Ki

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse — specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

 

The Unchained Monk is an unofficial homebrew publication created by /u/Ozzifer.


Please consider supporting the author for additional updates and future content!

 

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?

The Monk
Level Proficiency
Bonus
Features Martial Arts
Dice
Ki
Points
Talents
Known
Unarmored
Movement
1st +2 Unarmored Defense, Martial Arts, Fighting Stance 1d4
2nd +2 Ki, Ascetic Talents, Unarmored Movement 1d4 2 2 +10 ft.
3rd +2 Monastic Tradition, Ki-Fueled Attack 1d4 3 2 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d4 4 2 +10 ft.
5th +3 Extra Attack, Style Strike 1d6 5 3 +10 ft.
6th +3 Monastic Tradition feature, Ki-Empowered Strikes 1d6 6 3 +15 ft.
7th +3 Evasion 1d6 7 3 +15 ft.
8th +3 Ability Score Improvement 1d6 8 3 +15 ft.
9th +4 Unarmored Movement improvement 1d6 9 4 +15 ft.
10th +4 Purity of Body, Style Strike 1d6 10 4 +20 ft.
11th +4 Monastic Tradition feature 2d4 11 4 +20 ft.
12th +4 Ability Score Improvement 2d4 12 4 +20 ft.
13th +5 Tongue of Sun and Moon 2d4 13 5 +20 ft.
14th +5 Diamond Soul 2d4 14 5 +25 ft.
15th +5 Timeless Body, Style Strike 2d4 15 5 +25 ft.
16th +5 Ability Score Improvement 2d4 16 5 +25 ft.
17th +6 Monastic Tradition feature 2d6 17 6 +25 ft.
18th +6 Empty Body 2d6 18 6 +30 ft.
19th +6 Ability Score Improvement 2d6 19 6 +30 ft.
20th +6 Perfect Self, Style Strike 2d6 20 6 +30 ft.

Monastic Icons

Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. If your character's monastery had a special icon, you might wear a crude image of it somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order's icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

Class Features

As a monk, you gain the following class features.

Hit Points

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, shortswords
Tools: any one type of artisan's tools or any one musical instrument of your choice


Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Alternatively, you may start with 5d4 gp to buy your own equipment.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that lack the two-handed or heavy properties.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll 1d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes in size and number as you gain monk levels, as shown in the Martial Arts Dice column of the Monk table.
  • When you take the Attack action on your turn and attack with an unarmed strike or a monk weapon, you can then make one unarmed strike as a bonus action before the end of your turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Fighting Stance

You have developed a special form of martial artistry to employ during combat, known as a fighting stance. The most common stances derive their names from animals, using movements and techniques that mimic the creature's form and behavior and which monasteries use for inspiration in honing their craft.

Choose one of the following options as your fighting stance. You can enter your fighting stance by spending 10 feet of movement during your turn, provided you are wearing no armor and not wielding a shield. You remain in your stance until you are incapacitated, you don armor or a shield, or you choose to exit it (no action required).

Crane Stance

Imitating the grace of a crane, your martial arts focus on agility and defense. When you take the Dash, Disengage, or Dodge action on your turn, you are protected by half cover until the start of your next turn.

Dragon Stance

Your movements capture the overwhelming power and majesty of a dragon. Once on each your turns when you hit a creature with an unarmed strike or monk weapon, you can add your Wisdom modifier to the damage roll.

Mantis Stance

Your pinpoint attacks evoke the image of a praying mantis to devastating effect. Whenever you score a critical hit with an attack using an unarmed strike or monk weapon, you can deal maximum damage with that attack.

Monkey Stance

Borrowing upon the flexibility of the monkey, your style focuses on feinting counterattacks. When a creature within 5 feet of you makes a melee weapon attack against you, you gain advantage on the first melee weapon attack you make against the attacker before the end of your next turn, regardless of whether the attacker hits or misses you.

Python Stance

Your strikes ensnare and constrict foes with the unbreakable grip of a python. When you make an unarmed strike against a creature on your turn, you can replace the attack with an attempt to grapple the target.

Tiger Stance

With the lashing movements of a powerful tiger, you savage foes in a sequence of attacks. When you hit a creature with a melee weapon attack on your turn, you gain a +2 bonus to the damage rolls of all subsequent melee weapon attacks made against that creature for the rest of the turn.

Wolf Stance

Your stance emulates the tenacity and savagery of a hunting wolf. You have advantage on opportunity attacks you make with unarmed strikes or monk weapons.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:


Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Dash or Disengage action as a bonus action on your turn, and your jump distance is doubled until the end of the turn.

Ascetic Talents

Starting at 2nd level, your discipline and training grants you access to special techniques. You learn two ascetic talents of your choice, which is listed under the "Ascetic Talents" section at the end of the class description.

You gain additional ascetic talents when you reach certain levels in this class, as shown in the "Talents Known" column of the Monk table.

Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ki-Fueled Attack

Starting at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a dedication to new martial techniques:

  • Replace the option you chose for the Fighting Stance feature with one of that feature's other options.
  • If you're 8th level or higher, replace one of your chosen Style Strike options with another one.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Style Strike

At 5th level, you begin adding potent and highly specialized techniques into your combat repertoire. You learn two style strikes of your choice from the following options, and you learn an additional style strike of your choice at 10th, 15th, and 20th level.

When you hit another creature with a melee weapon attack, you can spend 1 ki point to enhance the attack with one of the style strikes you know. You can use only one style strike per attack.

Crashing Strike

Your strike attempts to propel and overwhelm the target with the force of a breaking wave. The target must make a Strength saving throw; on a failed save, the target is knocked prone or pushed up to 15 feet away from you (your choice).

Dazing Strike

Your strike attempts to beguile and confuse the target with hypnotic movements. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until it takes any damage. While charmed in this way, the target can't make more than one melee or ranged attack during its turn, regardless of its abilities or magic items.

Fettering Strike

Your strike attempts to hamper and restrict the target's movements. The target must succeed on a Dexterity saving throw or its speed is halved until the end of your next turn.

Flowing Strike

The momentum of your strike carries it towards another creature you can see that is within 5 feet of the attack's original target and also within your reach. If the original attack roll would hit the second creature, that creature takes damage equal to one roll of your Martial Arts dice + your Wisdom modifier (minimum of 1 damage). This damage is of the same type as the weapon used in the original attack.

Startling Strike

Your strike's lethal intent attempts to trigger the target's sense of mortality and self-preservation. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Stifling Strike

Your precise strike attempts to disrupt the flow of air within the target's body. The target must succeed on a Constitution saving throw or be unable to breathe, speak, or cast any spell that includes a verbal component, until the end of your next turn. A creature that doesn't need to breathe automatically succeeds on its saving throw.

Stunning Strike

Your strike attempts to interfere with the flow of ki in the target's body and immobilize it. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you fail a saving throw, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components, but you can't take any other creatures with you when you do.

Perfect Self

At 20th level, you have fully mastered the flow of ki within your body. At the start of each of your turns, you regain 1 ki point if you have fewer than 10 ki points left.

Monastic Traditions

Traditions of monastic pursuit are commonplace in temples scattered across the multiverse. Most practise one tradition exclusively, but all traditions rely on the same basic techniques, diverging into their own specialties as the student grows more adept. Thus, a monk need only choose a tradition upon reaching 3rd level, which reflects their growing skill in the discipline of their choice. The options available for you to choose from are listed below.

  • The Way of the Ascendant Dragon, whose techniques embody the wrath and mystical power of dragons.
  • The Way of the Astral Self, which believes in ki as the projection of a greater, cosmic force.
  • The Way of the Drunken Master, utilising unorthodox movements and striking from unexpected places.
  • The Way of the Four Elements, which harnesses the magical power of the elements through the use of ki.
  • The Way of the Kensei, which focuses on weaponry as the extension of the martial artist's body and existence.
  • The Way of the Long Death, whose obsession with death produces an efficient, lethal fighting style.
  • The Way of Mercy, which professes to control the delicate balance between pleasure and pain.
  • The Way of the Mystic, which dabbles in the power of psionic martial artistry.
  • The Way of the Open Hand, dedicated to the mastery and intricacy of martial arts combat.
  • The Way of Shadow, a tradition which values stealth, obedience, and adherence to secrecy.
  • The Way of the Sun Soul, which focuses the body's energy to mimic the blazing power of the sun itself.

Way of the Ascendant Dragon

Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle, soar through the air, and to bolster their allies.

As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.

Ascendant Dragon Origin
d6 Origin
1 You honed your abilities by observing a dragon and aligning your ki with their world-altering power.
2 A dragon personally took an active role in shaping your inner energy.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction.
4 You spent long stretches meditating in the region of influence of an ancient dragon's lair, absorbing its ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.

Draconic Disciple

Starting at 3rd level, you can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon's breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits:

  • When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • If you can't already, you learn to speak, read, and write Draconic.
  • If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use reroll the check and must use the new roll, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.

Breath of the Dragon

Also at 3rd level, you can channel your ki into destructive waves of energy like the dragons you emulate. Once on each of your turns when you take the Attack action, you can replace one of the attacks with an exhalation of draconic energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to three rolls of your Martial Arts dice on a failure, or half as much damage on a success.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Wings Unfurled

Starting at 6th level, when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.

Aspect of the Wyrm

By 11th level, the power of your draconic ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage; for the duration, you and your allies within your aura gain resistance to the chosen damage type.

Additionally, when you first create the aura, it momentarily exudes a terrifying, draconic presence. One creature of your choice you can see within your aura must succeed on a Wisdom saving throw against your ki save DC or be frightened of you until the end of your next turn. As a bonus action while the aura persists, you can exude the draconic presence again. A creature that succeeds on its saving throw is immune to your aura for 24 hours.

Once you create your aura, you can't use it again until you finish a long rest, unless you spend 4 ki points to use it again.

Ascendant Aspect

At 17th level, your draconic ki reaches its peak. You gain the following benefits:

  • You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • When a creature fails its saving throw against your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns for 1 minute, it takes damage of the type your breath dealt equal to one roll of your Martial Arts dice. At the end of its turn, the creature can repeat its Dexterity saving throw against your breath, ending this effect on itself on a success.
  • When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).

Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their rue selves in service to the mighty.

When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.

Arms of the Astral Self

When you follow this tradition at 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts dice.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

Starting at 6th level, you can summon the visage of your astral self. As a bonus action, including when you activate your Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

 

The spectral visage covers your face like a helmet or mask. You determine its appearance. While the spectral visage is present, you gain the following benefits.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

At 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum of 1).

Empowered Arms. Once per turn when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to one roll of your Martial Arts dice.

Awakened Astral Self

By 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits:

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Way of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with improvised weapons, and improvised weapons count as monk weapons for you while you are wielding them one-handed.

In addition, you gain proficiency in the Performance skill or with brewer's supplies (your choice).

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways, using a creature's momentum to your advantage. You gain the following benefits.

Grounded Stance. While you are prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally, you don't suffer disadvantage on attack rolls, and creatures within 5 feet of you don't have advantage on attack rolls made against you, as a result of you being prone.

Redirect Attack. When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this reaction again.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can choose to ignore the disadvantage on that roll.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. While you have no uses remaining, you can spend 2 ki points to use it again.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the primordial forces of creation and bend the four elements to your will, using them as an extension of your body. Some monasteries inherited these techniques from warrior genies of the Elemental Planes; for this reason, many members of this tradition dedicate themselves to a single element, but others weave the elements together. Monks who shape the elements tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Spellcasting

When you adopt this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements, allowing you to cast certain spells. See chapter 10 of the PHB for the general rules of spellcasting and the Four Elements spell list (detailed below) for the spells available to you.

Cantrips. You learn three cantrips: elemental attunement and two other cantrips of your choice from the Way of the Four Elements spell list (detailed below). You learn another elemental cantrip of your choice at 10th level.

Preparing and Casting Spells. The Four Elements Spellcasting table shows how many spell slots you have to cast your elemental spells. To cast one of your elemental spells of 1st level or higher, you must expend a slot of the spell's level or higher, but you don't need to provide material components for it. You regain all expended spell slots when you finish a long rest.

You prepare the list of elemental spells that are available for you to cast, choosing from the Way of the Four Elements spell list. When you do so, choose a number of elemental spells equal to your Wisdom modifier + one-third your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level monk, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four elemental spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Four Elements Spellcasting
— Spell Slots —
Monk
Level
Cantrips
Known
1st 2nd 3rd 4th
3rd 3 2
4th 3 3
5th 3 3
6th 3 3
7th 3 4 2
8th 3 4 2
9th 3 4 2
10th 4 4 3
11th 4 4 3
12th 4 4 3
13th 4 4 3 2
14th 4 4 3 2
15th 4 4 3 2
16th 4 4 3 3
17th 4 4 3 3
18th 4 4 3 3
19th 4 4 3 3 1
20th 4 4 3 3 1

 

You can change your list of prepared spells when you finish a long rest. Preparing a new list of elemental spells requires time spent in meditation as you commune with elemental forces: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Wisdom is your spellcasting ability for your elemental spells, since you harness your inner energy to shape the elements into a magical form. You use your Wisdom whenever a spell refers to your spellcasting ability, and you use your Wisdom modifier when making a spell attack. When determining the saving throw DC for your spells, you use your ki save DC.


Spell save DC = your ki save DC

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Disciple of the Elements

At 3rd level, your embrace of elemental magic has awakened your body and mind. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Additionally, when you use your action to cast an elemental spell, you can make one weapon attack using an unarmed strike or monk weapon as a bonus action before the end of the turn.

Ki Transmigration

Starting at 3rd level, you can draw upon your inner reserves of ki to fuel your magic in a pinch. When you cast an elemental spell you have prepared, you can cast the spell at its lowest level, without expending a spell slot, by spending a number of ki points equal to 1 + the spell's level. For example, if you cast the burning hands spell in this way, you spend 2 ki points to cast it as a 1st-level spell.

Once you use this feature to cast an elemental spell, you can't that spell by spending ki points again until you finish a short or long rest.

Elemental Path

When you reach 6th level, your elemental training bears fruit by enhancing your basic monk techniques. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish your next long rest.

Enduring Mountain Stance (Earth). When you take the Dodge action, you can't be moved against your will or knocked prone until the start of your next turn.

Leaf on the Wind (Air). When you are falling, you can move 1 foot horizontally for every 2 feet you descend. In addition, if you use Slow Fall to reduce the damage you take from falling to 0, you regain the use of your reaction.

Talon of Two Embers (Fire). When you use Flurry of Blows and hit the same creature with both attacks, you can cause the target to also take fire damage equal to one roll of your Martial Arts dice.

Scales of Swaying Koi (Water). You gain a swimming speed equal to your walking speed. In addition, when you take the Dash action, you can squeeze through narrow spaces as if you were a creature one size smaller than yourself until the end of the current turn.

Practised Disciple

At 11th level, you demonstrate greater aptitude at manifesting your elemental powers. When you cast an elemental spell of 1st level or higher, you can shroud yourself in a veil of elemental energy which lasts until the start of your next turn. While you are shrouded by this veil, you are protected by half cover, and if the spell you cast dealt cold, fire, lightning, or thunder damage, you gain resistance to that damage type until the veil disappears.

Avatar of the Elements

At 17th level, you complete your mastery of the four elements. As an action, you can clad yourself in a shroud of elemental energy which lasts for 1 minute or until you fall unconscious or die, and which takes the form of one of the following elemental creatures of your choice: air elemental, earth elemental, fire elemental, or water elemental. (See the Monster Manual for each creature's statistics.)

When the shroud appears, you gain temporary hit points equal to five times your monk level. While you are clad in the shroud, you gain the benefit of any special features of your chosen elemental, including (but not limited to) its speeds, senses, damage resistances and immunities, and traits. You also gain access to any special actions the elemental has.

Whenever you spend at least 1 ki point as part of your action during your turn, you can spend 1 additional ki point to alter the nature of your shroud (no action required), replacing the benefits of your chosen elemental with those of a different one.

Once you use this action, you can't do so again until you finish a long rest.

 

Four Elements and Multiclassing

When determining the spell slots of a character that has multiclassed into or out of the Way of the Four Elements, divide your monk level by three, as equivalent to an Eldritch Knight fighter or Arcane Trickster rogue, and add it to your other spellcasting levels.

 

Four Elements Spells

The elemental spells are presented in alphabetical order, sorted by spell level. The names listed here are the spell names as presented in the PHB, but a monk who follows this tradition may have heard them called by different names; for example, the spells thunderwave and wall of fire may have been taught as the "Fist of Four Thunders" and "River of Hungry Flame", respectively. Players are encouraged to work with the DM to create colorful alternative names to properly distinguish ki spells from their counterparts.

Elemental spells that are marked in bolded italics are detailed below at the end of the spell list. These spells are unique to the Way of the Four Elements, they do not appear on any other class's spell list, and they are unavailable to features, such as the bard's Magical Secrets or the warlock's Pact of the Tome, that allow characters to gain access to a spell outside of their chosen spellcasting class.

Cantrips (0-Level)
  • Acid Splash
  • Control Flames
  • Create Bonfire
  • Elemental Attunement
  • Fire Bolt
  • Frostbite
  • Gust
  • Lightning Lure
  • Magic Stone
  • Mold Earth
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Thunderclap
1st Level
  • Absorb Elements
  • Air Blast
  • Burning Hands
  • Catapult
  • Create or Destroy Water
  • Earth Tremor
  • Feather Fall
  • Fire Lash
  • Fog Cloud
  • Frost Fingers
  • Ice Knife
  • Jump
  • Tasha's Caustic Brew
  • Thunderwave
  • Water Whip
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Continual Flame
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Levitate
  • Maximillian's Earthen Grasp
  • Melf's Acid Arrow
  • Mirror Image
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Skywrite
  • Snilloc's Snowball Storm
  • Spider Climb
  • Warding Wind
3rd Level
  • Call Lightning
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Fly
  • Gaseous Form
  • Lightning Bolt
  • Meld into Stone
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Ice Storm
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
Air Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: VS
  • Duration: Instantaneous

You create a buffeting gale that emanates from you in a line 30 feet long and 5 feet wide in a direction you choose, and each creature in the line make a Strength saving throw. On a failed save, a creature takes 1d10 bludgeoning damage and is pushed up to 20 feet away from you in a straight line. On a successful save, a creature takes half as much damage, and you don't push it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1d10, and you can push creatures an additional 5 feet, for each slot level above 1st.

Elemental Attunement

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 hour

You briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

 

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Fire Lash

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: VS
  • Duration: 1 round

Tendrils of roiling flame emerge from your hands and feet. Until the start of your next turn, your unarmed strikes deal fire damage instead of bludgeoning damage, and the reach of your unarmed strikes is increased by 10 feet.

As part of the casting of this spell, you can make one melee attack with an unarmed strike; if the attack hits, the target takes an extra 1d10 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d10 for each slot level above 1st.

Water Whip

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: VS
  • Duration: Instantaneous

You shape water into a whip and strike with it against a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d8 bludgeoning damage, and you can either knock it prone or pull it up to 20 feet in a straight line towards you (your choice). On a successful save, a creature takes half as much damage but suffers no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1d8 for each slot level above 1st.

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. You gain proficiency with martial weapons. In addition, choose two types of weapon to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the loading or special properties. The chosen weapons count as monk weapons for you. Many of this tradition's features work only with your kensei weapons.

When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with an attack using a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage equal to one roll of your Martial Arts dice. You can deal this extra damage no than once per turn.

Sharpened Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can spend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent.

 

This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a higher bonus to attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your monk level + your Wisdom modifier (minimum of 1 temporary hit point).

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. A creature that fails its saving throw by 5 or more has its speed reduced to 0 while frightened of you in this way.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, even if you would be killed outright, you can expend 1 ki point (no action required) to drop to 1 hit point instead.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d12 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. This damage ignores resistance to necrotic damage.

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask
d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Hand of Healing

Starting at 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to one roll of your Martial Arts dice + your Wisdom modifier (minimum of 1 hit point).

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm

Also at 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts dice + your Wisdom modifier (minimum of 1 damage). You can use this feature only once per turn.

Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

By 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

Hand of Ultimate Mercy

At 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Once you use this feature, you can't use it again until you finish a long rest.

Way of the Mystic

Monks of the Way of the Mystic are often misunderstood and maligned, for their psionic talents are at odds with the more traditional monastic disciplines. At one with the limitless potential of the mind, they use their powers to manifest psionic blades that tear through their enemies' bodies and psychic auras, making them suitable for assassination and bounty hunting. Their skills extend beyond combat, as their ability to perceive auras allows them to see through any foe's deception.

Mystic Fists

Starting when you choose this tradition at 3rd level, you learn to project your strikes with psionic power. When you make your first unarmed strike on your turn, you can shroud your limbs in psionic energy. Doing so causes your unarmed strikes to deal psychic damage instead of bludgeoning damage, and increases their reach to 15 feet, until the end of the turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Psionic Technique

Also at 3rd level, you learn to hone your attacks to inflict devastating psionic strikes. Once per turn when you hit a creature with a melee weapon attack, you can create one of the following effects:

  • Disorienting Blow. The target cannot make opportunity attacks against you until the end of the turn.
  • Neural Strike. The target must succeed on an Intelligence saving throw or have disadvantage on the next attack roll it makes before the start of your next turn.
  • Slipspace Fist. The target must succeed on a Charisma saving throw or be teleported up to 10 feet horizontally to an unoccupied space you can see.

Aura Sight

At 6th level, you gain the ability to read the spiritual auras of other creatures. You gain proficiency in the Insight skill if you don't already have it, and your proficiency bonus is doubled for any ability check you make that uses that skill.

Additionally, as an action, you can focus your psionic power upon one creature within 30 feet of you that you can see, forcing it to make a Wisdom saving throw. On a failed save, you learn the creature's type and alignment, or you learn its damage vulnerabilities, resistances, and immunities, if it has any (your choice when it fails the saving throw).

On a successful save, you gain no insight into the creature, and you can't use this ability on it again for 24 hours. If the target is shielded from divination magic or benefits from a similar effect, it automatically succeeds on its saving throw.

You can perform this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Phase Strike

At 11th level, you can cause your mystic fists to slip through physical objects and defenses. Once per turn when you make an attack with an unarmed strike, you can choose to forgo making an attack roll and instead force the target to make a Dexterity saving throw. On a failed save, the target is hit by your attack; on a successful save, the target takes half the damage of your attack but suffers no additional effects.

Psychic Form

By 17th level, your mastery of your psychic potential allows you to transform your physical body into a new form. As a bonus action, you can spend 5 ki points to gain the following benefits:

  • You have a flying speed equal to your walking speed, and you can hover.
  • Your attacks deal an extra 1d6 psychic damage on a hit, and a creature that takes this extra psychic damage has disadvantage on the next attack roll or ability check it makes before the start of your next turn.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

You remain in this form for 1 minute, or until you die or you end it early as a bonus action.

 

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

At 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Wholeness of Body

You gain the ability to heal yourself. As an action, you can regain hit points equal to five times your monk level. You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. You can cast the sanctuary spell on yourself, without requiring material components, and it lasts up to 8 hours or until you finish a short or long rest. Its saving throw DC equals your ki save DC, and a creature that succeeds on the saving throw is immune to this effect for 1 hour.

Once you cast the spell in this way, you can't do so again until you finish a short or long rest.

Quivering Palm

You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

Starting at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you learn the minor illusion cantrip if you don't already know it.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. As a bonus action when you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. When you make an attack with an unarmed strike, you can choose to hurl a searing bolt of energy instead of making contact with your fists. When you attack in this way, the reach of your unarmed strike is 30 feet, and it deals radiant damage on a hit.

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 1 ki point to magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a 20-foot-radius sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must make a Constitution saving throw. A target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature doesn't need to make the save if it is behind total cover that is opaque.

You can increase the sphere's damage by spending up to 2 additional ki points. Each additional point you spend increases the damage by 2d6.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals one roll of your Martial Arts dice + your Wisdom modifier (minimum of 1 damage).

Ascetic Talents

The ascetic talents are presented in alphabetical order. If an ascetic talent has prerequisites, you must meet them in order to learn it. You can learn an ascetic talent at the same time you meet its prerequisites. A level prerequisite refers to your monk level, not your character level. Unless noted otherwise, you can't learn the same talent more than once.

Abundant Step

Prerequisite: 13th level


On your turn, you can spend 2 ki points to teleport up to a number of feet equal to your speed to an unoccupied space you can see. Each foot of distance you travel in this way costs a foot of movement.

Action Before Thought

Prerequisite: 9th level


When you roll initiative, you can spend 1 ki point to reroll it and take the second result.

Body and Mind

While you have at least 1 ki point remaining, you gain a +1 bonus to AC.

Circular Breath

You can add your Wisdom modifier (minimum of +1) to the number of minutes you can hold your breath, and to the number of rounds you can survive when you run out of breath or are choking.

Dedicated Weapon

Choose a simple or martial weapon which lacks the heavy or special properties. You are proficient with the chosen weapon, and it counts as a monk weapon for you.

You can learn this talent more than once, choosing a different eligible weapon each time.

Deflect Missiles

You can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as both a thrown weapon and a monk weapon for the attack.

Earthly Tether

Prerequisite: 5th level


Other creatures provoke an opportunity attack from you when they fall prone while within your reach.

Empty Sight

Prerequisite: 5th level


While you have at least 1 ki point remaining, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Focused Aim

Prerequisite: 5th level


When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Formless Flourish

Prerequisite: 5th level


When you make an attack with a monk weapon you are wielding, you can treat your attack with that weapon as an unarmed strike for the purposes of using your monk abilities and features (such as Martial Arts or Ki-Empowered Strikes).

You can use this talent a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses remaining, you can spend 1 ki point to use this talent again.

Heightened Reflexes

Prerequisite: 13th level


While you have at least 1 ki point remaining, you can take an extra reaction each round, but this reaction can only be used to make opportunity attacks. You can't take more than one reaction during the same turn.

Ki Barrier

Prerequisite: 5th level


If your turn ends and you have spent 2 or more ki points since your last turn, you gain temporary hit points equal to your proficiency bonus.

Ki Stand

When you are prone, standing up uses only 5 feet of your movement, provided you have at least 1 ki point remaining.

Ki Visions

Prerequisite: 13th level


By spending at least 10 uninterrupted minutes in focused meditation, you can spend 5 ki points to cast the commune with nature spell.

Light Steps

Prerequisite: 9th level


While you have at least 1 ki point remaining, you can use Dexterity, instead of Strength, when determining your jump distance.

Monastic Pursuit

You gain proficiency in one skill or tool of your choice.

Quickened Healing

You can spend 2 ki points as an action to roll your Martial Arts dice once and regain a number of hit points equal to the roll.

Shapeless Stance

Prerequisite: 9th level


You can choose a second option from the Fighting Stance class feature. You can't enter a fighting stance while you are already in one of your other stances.

Sharp Throw

When you make a ranged attack with a weapon that has the thrown property, its normal and long ranges are doubled.

Sidestep

Once on each of your turns, you can move up to 5 feet without provoking opportunity attacks, but only if you move in this way before doing anything else on that turn.

Silent Soul

Prerequisite: 9th level


While you have at least 1 ki point remaining, whenever you take damage from a critical hit while at 0 hit points or roll a 1 on the d20 for a death saving throw, you suffer only one death saving throw failure instead of two failures.

Stillness of Mind

Prerequisite: 9th level


You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Volley of Blows

Prerequisite: 13th level


When you spend a ki point to use your Flurry of Blows, you can make one additional unarmed strike as part of your bonus action. You don't add your ability modifier to the damage of this additional attack, unless that modifier is negative.

Class Changes

The design philosophy of the monk class is characterized by a departure from the roleplaying tropes of the other official classes, representing an Eastern fantasy-inspired character rather than a Western fantasy-inspired one. Changes to the balance and approach of this class are therefore designed to exemplify this unique flavour of the class, and also allow the monk to flourish as a martial class in a wider array of situations, both in and out of combat.

Hit Points. The monk's Hit Die is a d10, instead of a d8, bringing it more in line with other martial-focused classes.

Martial Arts. The damage progression of the monk's Martial Arts die changes at 11th level to 2d4 (previously 1d8), and at 17th level to 2d6 (previously 1d10). This is intended to give monks slightly higher and more consistent damage at high tiers of play, in order to keep pace with the damage outputs of other martial classes.

Fighting Stance. This is a new feature, which is intended to provide meaningful and flavorful improvements to the monk's combat abilities at low levels and beyond.

Ascetic Talents. This is a new feature, which rebalances the monk by granting a wider variety of benefits of features, which allows players to customize a monk's abilities to suit their tastes. The previously-existing monk features Dedicated Weapon (2nd-level), Deflect Missiles (3rd-level), Quicekened Healing (4th-level), Focused Aim (5th-level), and Stillness of Mind (7th-level) are now included in the list of options for this feature.

Style Strike. This is a new feature which improves upon the monk's Stunning Strike feature (which is included in this feature's list of options).

Perfect Self. This feature now grants a measure of continuous ki regeneration, instead of refreshing some ki during certain initiative rolls. This change is designed to give monks greater staying power at 20th level when using ki-intensive abilities.

Way of the Ascendant Dragon

The changes to the Way of the Ascendant Dragon are listed below.

Breath of the Dragon. The area of the breath's cone option is now 15 feet, instead of 20 feet, and the breath always deals damage equal to three rolls of the monk's Martial Arts dice (previously, it dealt two rolls' worth of damage, and increased to three rolls' worth at 11th level).

Wings Unfurled. This feature can be used a number of times equal to the monk's Wisdom modifier (a minimum of once), instead of their proficiency bonus.

Aspect of the Wyrm. The aura's damage resistance is unchanged, but its other effect has been replaced entirely. Instead of dealing damage via reactions, the aura can frighten a creature using a bonus action.

Ascendant Aspect. This feature's recurring damage effect requires a creature to have failed its initial saving throw against the monk's breath.

Way of the Drunken Master

The changes to the Way of the Drunken Master are listed below.

Bonus Proficiencies. The monk gains proficiency with improvised weapons, and can use them as monk weapons while wielding them one-handed. In exchange, the monk gains proficiency only with the Performance skill or brewer's supplies, instead of both.

 

 

Tipsy Sway. This feature renames and redesigns the Leap to Your Feet ability (which is now called Grounded Stance), granting it additional benefits while the monk is prone. It also modifies the Redirect Attack ability, allowing the monk to also use the ability without spending ki points, up to a number of times equal to their proficiency bonus.

Drunkard's Luck. The monk can now use this feature without spending ki points, up to a number of times equal to their Wisdom modifier (a minimum of once).

Way of the Four Elements

The changes to the Way of the Four Elements are listed below.

Spellcasting. This is a new feature, which represents the monk's ability to cast spells and brings it more in line with the spellcasting-themed martial subclasses, namely the Eldritch Knight and Arcane Trickster.

Disciple of the Elements. This feature now provides a minor flavor-related benefit. It also synergizes with the Spellcasting feature, allowing elemental spells to function in a similar fashion to the Ki-Fueled Attack feature.

Ki Transmigration. This is a new feature, which allows the monk to cast spells using only ki points; this feature is intended to be similar to the monk's official method of casting spells, but each spell is limited in order to avoid excessive repetition of the same spell.

Elemental Path. This is a new feature, which provides the monk with additional elemental abilities of their choice.

Practised Disciple. This is a new feature.

Avatar of the Elements. This is a new feature, intended to be a culmination of the monk's elemental abilities.

Way of the Four Elements Spells. This is a new feature, which replaces the list of elemental disciplines available to the monk in a way that is familiar to players and easy to follow.

Way of the Kensei

The changes to the Way of the Kensei are listed below.

Path of the Kensei. This feature now grants the monk proficiency with martial weapons, and the restrictions on the monk's choice of kensei weapon have been changed.

One with the Blade. The ability Deft Strike can now be used once per turn, instead of once on each of the monk's turns.

Sharpen the Blade. This feature can now affect a magic weapon that doesn't already possess a higher bonus to attack and damage rolls. (Previously, this feature had no effect on any magic weapon with any bonus to attack and damage rolls.)

Way of the Long Death

The changes to the Way of the Long Death are listed below.

Touch of Death. This feature no longer has a range limit of 5 feet.

Hour of Reaping. This feature has a secondary effect against creatures who fail their saving throw by 5 or more.

Mastery of Death. The monk can use this feature even if they would be killed outright.

Touch of the Long Death. This feature's damage dice increases from 2d10 to 2d12, and it ignores resistance to necrotic damage.

Way of Mercy

The changes to the Way of Mercy are listed below.

Hand of Healing. This ability now restores a minimum of 1 hit point.

Hand of Harm. This ability now deals a minimum of 1 extra necrotic damage.

Way of the Open Hand

The changes to the Way of the Open Hand are listed below.

Wholeness of Body. This feature now restores hit points equal to five times the monk's class level, instead of three times their monk level.

Way of the Sun Soul

The changes to the Way of the Sun Soul are listed below.

Radiant Sun Bolt. The wording of this feature has been changed so that the bolts count as unarmed strikes with a reach of 30 feet, instead of ranged attacks requiring a more complicated explanation than is needed.

Searing Sunburst. Hurling the orb now requires the monk to spend ki points; in exchange, the base damage is 4d6 instead of 2d6, and creatures take half damage from this feature when they succeed on their saving throw.

Sun Shield. The radiant damage of this feature now equals one roll of the monk's Martial Arts dice + their Wisdom modifier (a minimum of 1 damge), instead of 5 + their Wisdom modifier.

Ascetic Talents

Many of the Ascetic Talents are new features; some of these talents previously existed as monk features, and their changes are listed below.

Dedicated Weapon. This feature grants proficiency with one eligible weapon, which also becomes a monk weapon. Previously, this feature allowed a monk to turn any eligible weapon with which they were already proficient into a monk weapon.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Eric Belisle (ArtStation; pg 8)
  • Paizo (© Paizo; pg 17)
  • Smirtouille (DeviantArt; pg 7)
  • Thiago Richau (ArtStation; cover)
  • Viktor Titov (ArtStation; pg 18)
  • Wizards of the Coast (© Wizards; pg 2, 13, 14)
  • XR CG (ArtStation; pg 10)

Thank You

... for taking the time to read this reimagining of the Monk class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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