Monk (Variant)
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.
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?
As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment, though there are exceptions.
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.
“Do not mistake my silence for kindness, villain. While you blustered and threatened, I've planned four different ways to snap your neck with my bare hands.”
- Ember, grand master of flowers
Monk
Level | Proficiency Bonus | Features | Martial Arts | Unarmored Movement |
---|---|---|---|---|
1st | +2 | Martial Arts, Dedicated Weapon | 1d4 | +10 ft. |
2nd | +2 | Ki | 1d4 | +10 ft. |
3rd | +2 | Monastic Tradition | 1d4 | +10 ft. |
4th | +2 | Ability Score Improvement | 1d4 | +10 ft. |
5th | +3 | Extra Attack, Ki Suffusion | 1d6 | +15 ft. |
6th | +3 | Ki-Empowered Strikes, Tradition Feature | 1d6 | +15 ft. |
7th | +3 | Evasion, Stillness of Body and Mind | 1d6 | +15 ft. |
8th | +3 | Ability Score Improvement | 1d6 | +15 ft. |
9th | +4 | Enlightenment | 1d8 | +20 ft. |
10th | +4 | Ability Score Improvement | 1d8 | +20 ft. |
11th | +4 | Tradition Feature | 1d8 | +20 ft. |
12th | +4 | Ability Score Improvement | 1d8 | +20 ft. |
13th | +5 | Channel Vitality | 1d10 | +25 ft. |
14th | +5 | Diamond Soul | 1d10 | +25 ft. |
15th | +5 | Timeless Vessel | 1d10 | +25 ft. |
16th | +5 | Ability Score Increase | 1d10 | +25 ft. |
17th | +6 | Tradition Feature | 1d12 | +30 ft. |
18th | +6 | Empty Body | 1d12 | +30 ft. |
19th | +6 | Ability Score Improvement | 1d12 | +30 ft. |
20th | +6 | Perfect Self | 1d12 | +30 ft. |
Class Features
As a monk, you gain the following class features
Hit Points
- Hit Dice: 1d8 per monk level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st
Proficiencies
- Armor: none
- Weapons: simple weapons, martial weapons
- Tools: any one type of artisan's tools or any one musical instrument of your choice
- Saving Throws: Strength, Dexterity
- Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two shortswords or (b) any martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- a quarterstaff and 10 darts
Alternatively, you may start with 5d4 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- Weapons: simple weapons, shortswords
- Tools: any one type of artisan's tools or any one musical instrument of your choice
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are melee weapons that lack the heavy or special 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 a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you make an attack with an unarmed strike or monk weapon as part of the Attack action on your turn, you can make one unarmed strike as a bonus action.
- You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
- You may calculate your Armor Class equal to 10 + your Dexterity modifier + your Wisdom modifier.
- Your speed increases by 10 feet. This bonus increases as you gain monk levels, as shown in the Unarmored Movement column of the Monk table.
- 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.
Dedicated Weapon
Also at 1st level, you can designate a type of weapon as your signature style. As part of a short or long rest, you can meditate with a weapon to mentally train yourself to wield it, and then count all weapons of that type as monk weapons for you until you use this feature again. You must be proficient with the chosen weapon type, and it must lack the heavy and special properties.
Certain monasteries focus their training in specific dedicated weapons, which may vary slightly from standard monk eapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter and straighter blade (called a kama).
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 ki point maximum equals your monk level + your Wisdom modifier. You can spend these points to fuel various ki features. You start knowing four such features: Deflect Missiles, Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
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.
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
Deflect Missiles
You can use your reaction to deflect or catch the 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 a monk weapon for the attack.
Flurry of Blows
After you make an unarmed strike as a bonus action, you can spend 1 ki point to make an additional unarmed strike as part of the same bonus action. At 11th level, you can instead spend 2 ki points to make two additional unarmed strikes.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. At 11th level, you can instead spend 2 ki points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. At 11th level, you can instead spend 2 ki points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions found at the end of this document. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th, 8th, 10th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Pinpoint Strike
Also at 5th level, you can strike precise nerves on your target's body to cripple them in combat. When you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki point to force it to make a Constitution saving throw against your ki save DC. On a failure, the target becomes dazed until the end of your next turn.
Reference: Dazed
While dazed, you can move or take an action on your turn, not both. You also can’t take bonus actions or reactions.
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.
Stillness of Body and Mind
Also at 7th level, you can use your action and spend 2 ki points to repeat a saving throw against a lingering effect that ails you.
Enlightenment
Starting at 9th level, your connection to ki grants you the following supernatural benefits:
- You become immune to disease and poison.
- You can move freely across liquids and vertical surfaces, but you fall if you end your turn on non-solid ground.
- You can understand all spoken languages, and any creatures that understands language can understand your speech.
- Whenever you finish a short or long rest while at your ki point maximum, you gain the benefits of the lesser restoration spell.
Channel Vitality
Starting at 13th level, you wield newfound vigor as ki flows within and out of you. Whenever you spend ki points, you regain a number of hit points equal to 2 times the number of ki points spent.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
In addition, whenever you fail a saving throw, you can spend 1 ki point to reroll it and use the second result.
Timeless Vessel
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, you can't be aged magically, and you no longer require food or water to survive. You can still die of old age, however.
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.
You can also spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Perfect Self
At 20th level, your mystical presence can be tangibly felt by all those you come across. You gain the following benefits:
- Your Dexterity or Wisdom score increases by 4, or both scores increase by 2, and your maximum for both scores increases by 4.
- Whenever you finish a long rest while at your ki point maximum, you gain the benefits of the greater restoration spell.
- You permanently gain the benefits of the sanctuary spell, which can be ended early in the usual ways, but it returns into effect at the start of your next turn. Wisdom is considered your casting ability for this spell.
Monastic Traditions
The remainder of this document lists the available Monastic Traditions for use.
Way of the Ascendant Dragon
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
Draconic Disciple
Starting at 3rd level, you can channel draconic power to magnify your presence. If you fail a Charisma check, you can use your reaction to reroll the check as you tap into the mighty presence of dragons. After the first time you do so, you must spend 1 ki point to use this feature again.
In addition, you learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
Also at 3rd level, you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-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 that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Wings Unfurled
Starting at 6th level, your movement is bolstered by draconic might. Whenever you take the Dash or Disengage action, each creature you move within 5 feet of during the course of your movement on that turn must succeed on a Dexterity saving throw against your ki save DC or be knocked prone and unable to take reactions until the start of its next turn.
Aspect of the Wyrm
Starting at 11th level, the draconic ki coursing through you can project into the world around you. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison.
When you activate the aura, each creature of your choice within the aura must make a Dexterity saving throw against your ki save DC, taking damage of the aura's type equal to three rolls of your Martial Arts die on a failure or half as much on a success. For the aura's duration, you and your allies within the aura have resistance to the chosen damage type, and whenever you hit with an unarmed strike, you can change the damage type of the attack to that type.
Echoing Ascension
Starting at 17th level, the bonds between ki and superhuman essence within you become unbreakable. You gain the following benefits:
- You gain blindsight out to a range of 10 feet.
- Whenever you use Breath of the Dragon, you can spend 1 ki point to triple the length of the cone or line (to 60 feet and 90 feet respectively) and add one additional Martial Arts die to the damage roll.
- Whenever you activate Aspect of the Wyrm, you can spend 2 ki points to increase the feature's radius to 30 feet for that use.
- As a bonus action, you can choose a creature within 30 feet of you. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
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 true selves in service to the mighty.
Arms of the Astral Self
Starting 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 die.
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, as well as grapple and shove attempts.
- The reach of the spectral arms is 5 feet greater than your ordinary reach.
- 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 awaken the true appearance of your astral self. While your Arms of the Astral Self are active, you gain the following additional benefits:
- You gain darkvision out to a range of 120 feet.
- You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- 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
Starting at 11th level, you awaken the core form of your astral self. While your Arms of the Astral Self are active, you can perform the following additional effects:
- When you hit with an attack using your Arms of the Astral Self, you can spend 1 ki point to add an additional Martial Arts die to the damage roll.
- You can use a bonus action to attempt to grapple or shove a creature using your Arms of the Astral Self. Alternatively, you can use a bonus action and spend 1 ki point to deal force damage to a creature grappled by the spectral arms equal to two rolls of your Martial Arts die.
- 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.
Complete Astral Self
Starting at 17th level, your connection to your astral self reaches perfection. Upon summoning your Arms of the Astral Self, and at the start of each of your turns while the spectral arms remain (no action required), you can gain any number of the following benefits until the start of your next turn. The first benefit you choose is free, but each benefit thereafter costs 1 ki point.
- 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 die. This effect cannot be chosen as part of the summoning the spectral arms.
- You gain a +3 bonus to Armor Class.
- You gain a flying speed equal to your walking speed and can hover.
- You teleport up to 60 feet into an unoccupied space you can see. You can do so a second time as a bonus action on your turn.
- You gain truesight out to a range of 120 feet.
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 makes for a maddening foe.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill and with brewer's supplies. You also gain proficiency with improvised weapons, which are considered monk weapons for you.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly in and out of the fray. Whenever you move on your turn, you can spend 1 ki point to gain the following benefits until the start of your next turn:
- Your Armor Class increases by an amount equal to one roll of your Martial Arts die.
- Being prone does not reduce your speed, allowing you to move normally.
- You gain an additional reaction until the start of your next turn. You can only take one reaction per turn.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits:
- Standing up from being prone only costs you 5 feet of movement, rather than half your speed.
- When a creature misses you with a melee attack, you can spend 1 ki point as a reaction to cause that attack to target one other creature of your choice, other than the attacker, that you can see within 5 feet of you.
- When you are targeted by a ranged attack, you can use your reaction to drop prone and impose disadvantage on the attack.
Cunning 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 spend 2 ki points to cancel the disadvantage for that roll.
Belligerent Frenzy
Starting at 17th level, your wild maneuvers seem to surpass human capability. Whenever you spend at least 1 ki point on your turn, you gain a second bonus action to use on that turn.
Way of Four Elements
There are many monasteries who teach their acolytes to harness the elements with proper focus. The broadest of these disciplines, the Four Elements, harnesses the powers of creation and bend them to its will as extensions of their own body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Elemental Initiate
When you choose this tradition at 3rd level, you learn how to manipulate the elements in subtle ways. You learn the prestidigiation cantrip, as well as one of the following cantrips: control flames, gust, mold earth, or shape water. You learn an additional cantrip from this list at 6th, 11th, and 17th levels. Wisdom is your casting ability for all spells granted by the Way of the Four Elements.
Primordial Weapon
Also at 3rd level, as a bonus action on your turn, you can spend 1 ki point to conjure a weapon made of one of the four elements - air, earth, fire, or water - which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can’t be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls and has the thrown (20/60 ft.) properties. After throwing the weapon, an identical copy of it forms in your hand, and the previous one disappears. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.
- Air. Your whistling weapon deals thunder damage on a hit, and the throwing range of the weapon increases to 60/180 ft.
- Earth. Your earthen weapon takes the form of stone, and deals magical bludgeoning damage on a hit. While it is active, you can use your Strength in place of Dexterity when determining your Armor Class.
- Fire. Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and deals fire damage on a hit. If a target of this weapon is flammable or is wearing anything flammable, the target takes additional fire damage equal to your Wisdom modifier.
- Water. Your watery weapon has the reach property and deals cold damage on a hit. Additionally, when you would make an attack with the weapon, you can instead use it to wet a 5-foot square within your weapon’s reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw against your ki save DC, falling prone on a failed save.
Elemental Initiate
Starting at 6th level, you can activate this feature a number of times per long rest equal to your Wisdom modifier to cast one of the following spells. While you have no remaining uses of this feature, you can instead expend 2 ki points to use it. When you do so, your ki point maximum os reduced by 2 until you complete a long rest.
At your DM's option, you may replace any Four Elements spells with others of similar power and elemental affinity.
Element | Spells |
---|---|
Air | gust of wind, warding wind |
Earth | earth tremor (2nd-level version), Maximillian's earthen grasp |
Fire | Aganazzar's scorcher, pyrotechnics |
Water | create or destroy water (2nd-level version), Snilloc's snowball swarm |
Elemental Expert
Starting at 11th level, you can activate this feature a number of times up to three times per long rest to cast one of the following spells. While you have no remaining uses of this feature, you can instead expend 4 ki points to use it. When you do so, your ki point maximum is reduced by 4 until you complete a long rest.
Element | Spells |
---|---|
Air | fly (allows you to hover), wind wall |
Earth | erupting earth, stoneskin |
Fire | fireball, wall of fire |
Water | control water, wall of water |
Elemental Paragon
Starting at 17th level, you can activate this feature once per long rest to cast one of the following spells. While you have no remaining uses of this feature, you can instead expend 6 ki points to use it. When you do so, your ki point maximum is reduced by 6 until you complete a long rest.
Element | Spells |
---|---|
Air | reverse gravity, whirlwind |
Earth | bones of the earth, move earth |
Fire | delayed blast fireball, fire storm |
Water | Otiluke's freezing sphere, wall of ice |
Avatar
Also at 17th level, as an ultimate display of your mastery of the elements, you can spend 5 ki points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. Maintaining this form requires your concentration (as though concentrating on a spell).
While this ability is active, you have resistance to bludgeoning, cold, fire, lightning, piercing, slashing and thunder damage. You also gain a burrow, fly, and swim speed equal to your walking speed. Lastly, you can use any of the following abilities as a bonus action, which use your ki save DC:
- You create a 10-foot radius of broken earth centered on a point you can see within 60 feet of you. Until the end of your next turn, the area is considered difficult terrain, and for every 5 feet a creature moves through it, it takes 1d8 slashing damage.
- You create a 15-foot cone of flames in a direction you choose. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
- You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 thunder damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
- You attempt to trap a creature within 30 feet of you in a prison or water or ice. The target must succeed on a Strength saving throw or be restrained for 1 minute, unless it uses its action to repeat the saving throw and succeeds. The restrained creature takes 1d4 cold damage at the start of each of its turns.
Way of the Insect
Erratic, precise, and nimble: all these are known qualities of the most noxious of insects. The Way of the Insect teaches its students to train their agility to great effect, diving around foes and confounding them with barrages of well-placed attacks as if an enemy had just wandered into a teeming swarm. Their senses are keen enough to keep up with this level of speed, making their reactive ability just as potent as their physical strength.
Fluttering Step
Starting when you choose this tradition at 3rd level, you flit to and fro like a butterfly. When a creature you can see ends its turn within 5 feet of you, you can use your reaction to move up to half your speed. You can use Step of the Wind (allowing you to move your full speed if you choose Dash) or Patient Defense as part of this reaction by spending ki points as normal.
One Among Many
Also at 3rd level, you gain a keen sense of what makes individuals stand out or blend in among masses. You gain proficiency in two of the following skills: Insight, Perception, or Stealth. You also gain 10 feet of blindsight.
Swarming Fury
Starting at 6th level, when you miss with a melee weapon attack, you can use your reaction to spend 2 ki points and make two unarmed strikes. If you score a critical hit with either of these attacks, you regain 1 expended ki point.
Rapid Twitch
Starting at 11th level, when you spend ki points on your turn, you gain a number of twitch points equal to the number of ki points spent. The maximum number of twitch points you can have at one time equals your Wisdom modifier, and any unspent twitch points disappear at the start of your next turn. You can spend twitch points as if they were ki points, but only on features that use your reaction. When you use twitch points to make a reaction, your reaction for that round is not expended.
Hive Sense
Starting at 17th level, your ki allows you to see the unseen. As long as you are not incapacitated, you gain tremorsense out to a range of 60 feet. The triggering radius of your Fluttering Step feature also increases to 15 feet, and you can use it whenever a creature within range makes an attack against you.
Way of 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.
Kensei Discipline
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. Your Martial Arts and Dedicated Weapon features are no longer constrained to weapons that lack the heavy or special properties and now function with all weapons you are proficient with.
In addition, when you miss with a weapon attack roll, you can spend up 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.
Artful Strokes
Also at 3rd level, you gain proficiency in your choice of calligrapher's supplies or painter's supplies, as well as with your choice of the Acrobatics or Sleight of Hand skills.
One with the Blade
At 6th level, you extend your ki into your weapons as if they were your own limbs. As a bonus action, you can expend up to 3 ki points to transform one weapon you touch into a magic weapon with a bonus to attack and damage rolls equal to 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 bonus to attack and damage rolls.
As long as this feature is active, you gain a +2 bonus to your Armor Class.
Focused Momentum
Starting at 11th level, you can wear down any opponent with your martial focus. When you hit with a weapon attack, you can spend 1 ki point to mark that target for up to 1 minute. The next time you hit the marked target with a weapon attack, it deals an additional 1d4 damage. Each time you hit the same target with a weapon attack, this bonus damage die increases by one size, to a maximum equal to your Martial Arts die. The mark disappears if you miss the marked target with a weapon attack, make a weapon attack against a different creature, or become incapacitated.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary precision. Once per turn, you can reroll a weapon attack you missed. If the second attack roll also misses, then the target takes half as much damage as it would have on a hit.
Way of Long Death
Monks of the Way of Long Death 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.
Drain Essence
Starting at 3rd level, your manipulation of life essence affects others just as much as yourself. Whenever you reduce a creature to 0 hit points with a melee attack, you gain a number of temporary hit points equal to your Wisdom modfier + you monk level.
Shadow Arts
Also at 3rd level, you can use your ki to duplicate the effects of certain spells. You know the minor illusion cantrip. As an action, you can spend 2 ki points to cast darkness, pass without trace, or silence, without requiring material components. Wisdom is your casting ability for these spells.
Additionally, you can see normally in darkness, both magical and non-magical, out to a range of 120 feet.
Veil of Night
Starting at 6th level, you can slink through darkness like a specter. When you use Step of the Wind while in an area of dim light or darkness, you can turn invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
You can also spend 3 ki points to cast fear using your Shadow Arts feature.
Wicked Tenacity
Starting at 11th level, your well of ki fortifies your mortality. Whenever you would be reduced to 0 hit points, you can spend 1 ki point to be reduced to 1 hit points instead, and gain a number of temporary hit points equal to two rolls of your Martial Arts die. Each time you use this feature, the cost to do so increases by 1 ki point, reverting to 1 ki point when you finish a long rest.
Touch of the Void
Starting at 17th level, you can strike at the very soul of your enemies. When you hit with a melee weapon attack, you can spend 4 ki points to force the target to make a Constitution saving throw against your ki save DC. On a failure, the target drops to 0 hit points. On a success, the target takes 8d12 necrotic damage.
You can also spend 4 ki points to cast shadow of moil using your Shadow Arts feature.
Way of Mercy
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. 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 harbingers of macabre mercy.
Implements of Mercy
Starting at 3rd level, you gain proficiency in either the Insight or Medicine skills, and you gain proficiency with herbalism kits.
Hands of Healing and Harm
Also at 3rd level, your mystical touch can heal or open wounds. As an action, you spend 1 ki pont to touch a creature and roll a Martial Arts die, adding your Wisdom modifier to the result. The target regains a number of hit points equal to the total. When you use Flurry of Blows, you can replace one of the unarmed strikes you make with a use of this feature, without spending an additional ki point to do so.
In addition, when you take the Attack action, you can spend 1 ki point to change the damage type of your unarmed strikes to necrotic until the start of your next turn. Upon doing so, the next weapon attack you hit with on that turn deals an additional Martial Arts die of necrotic damage.
Physician's Touch
Starting at 6th level, your Hands of Healing and Harm feature gains the following bonuses:
- When you use the feature to heal a creature, you can spend 1 additional ki point to cast the lesser restoration spell on the target.
- When you deal additional necrotic damage with the feature, you can force the target of the attack to make a Constitution saving throw against your ki save DC, becoming poisoned until the end of your next turn on a failure.
Hand of Final Mercy
Starting at 11th level, your touch can return life to a vessel that has lost it. Whenever you heal a creature at 0 hit points with your Hands of Healing and Harm feature, you may roll two additional Martial Arts dice for healing.
In addition, you can spend 5 ki points to cast the raise dead spell.
Measure Of Judgment
Starting at 17th level, when you heal a creature using your Hands of Healing and Harm feature, you can spend 4 additional ki points to cast greater restoration on the target, without requiring material components. When you do so, you can choose another creature within 30 feet of the target; this creature regains hit points or takes necrotic damage equal to the number of hit points the original target regained.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of unarmed combat. They learn techniques to push and trip their opponents, inflict grievous wounds with simple touches, and exploit every weakness of their opponent with their bare hands.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with an unarmed strike after spending at least 1 ki point on your turn, you can impose one of the following effects on that target. You can also choose to use one of these effects whenever you hit with an unarmed strike by forgoing dealing any damage with the attack.
- It must succeed on a Constitution saving throw or be unable to speak until the start of your next turn.
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Iron Palm
Also at 3rd level, when you are hit by a melee weapon attack, you can use your reaction to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to make an unarmed strike against the attacker as part of the same reaction.
Stunning Strike
Starting at 6th level, your Pinpoint Strike is even more effective. A creature that fails its saving throw against your Open Hand Technique also becomes dazed until the end of your next turn. When you hit a dazed creature with an unarmed strike or monk weapon attack, you can spend 1 ki point to cause that creature to become stunned until the end of your next turn.
Onslaught Strike
Starting at 11th level, your awareness of your body allows you to push past your own limits. Whenever you hit with an unarmed strike made as part of the Attack action on your turn, you can spend 1 ki point to make an additional unarmed strike as part of that action, but your Martial Arts die is reduced by one size (e.g. 1d8 to 1d6) for that unarmed strike. You can continue spending ki points and repeating unarmed strikes as part of the same action until you miss, or until you hit and roll a damage die of d4.
Pressure Points
Beginning at 17th level, you gain the ability to completely incapacitate an enemy with simple targeted attacks. When a creature fails its saving throw against your Pinpoint Strike, you can spend 3 additional ki points to intensify the daze. This intensified daze lasts for 1 minute, and the target cannot breathe or speak as long as it remains dazed. The target can repeat this saving throw at the end of each of its turns, ending the effect once it succeeds three times.
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 Assault
Starting at 3rd level, whenever you make an unarmed strike, you can instead choose to create and launch a blast of pure light. This special attack is a ranged weapon attack with a range of 20/60 feet, is considered a monk weapon for you, and deals radiant damage on a hit.
In addition, you learn the light and word of radiance cantrips, using Wisdom as a spellcasting ability.
Shining Vigor
Also at 3rd level, your inner power bolsters your vitality. Whenver you spend at least 1 ki point on your turn, at the end of that turn, you gain a number of temporary hit points equal to one roll of your Martial Arts die + the number of ki points you spent on that turn. Whenever a creature within 60 feet of you hits you with an attack while you have these temporary hit points, it takes radiant damage equal to your Wisdom modifier.
Searing Sunburst
Starting at 6th level, you can launch a barrage of explosive sun bolts. Whenever you make a sun bolt attack, you can spend any number of ki points to instead create a blast of pure radiance. Instead of making an attack, choose a point within 120 feet of you. Each creature within 10 feet of that point must succeed on a Dexterity saving throw against your ki save DC, taking 2d6 radiant damage per ki point spent or half as much on a success. The maximum number of ki points you can spend on this feature in a single turn equals your Wisdom modifier.
Nimbus Stride
Starting at 11th level, your ki reserves can carry you great distances with ease. You can spend 4 ki points to cast the dimension door or fly spell. This version of the fly spell can only target yourself, but does not require your concentration to maintain and lasts 1 hour.
Additionally, whenever you use Deflect Missiles and reduce the triggering damage to 0, you can teleport up to 60 feet as part of the same reaction.
Blaze of Glory
Starting at 17th level, you can delay death for an moment to perform a final mighty act. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can activate this feature to erupt with all-consuming radiance. Each creature within 30 feet of you must succeed on a Dexterity saving throw against your ki save DC, taking 10d6 radiant damage plus an additional 1d6 for each ki point you have available when activating this feature on a failure, or half as much on a success.
Once you use this feature, you lose all your ki points, and you can't use it again until you finish a long rest.
Way of the War Hound
Though many monks preach disciplines of non-lethal fighting and even pacifism, combat is an art practiced by the majority of monastic orders across the realms. None embrace this concept more so than those of the Way of the War Hound, who envision the art of war as a game of pieces across a board. This brutal yet altruistic dogma teaches not just the value of any individual piece on the board, but the unbeatable strength of pieces that work together to achieve victory for their entire cause. Religious branches of the Way of the War Hound can often be found serving deities of battle, order, and sacrifice; though no matter how any individual monk views their training under this order, be it with zealous fervor or ascetic respect, they know more than anything that a warrior's place is on the front line, serving their comrades just as well as they serve themselves.
Pack Hunting
Starting when you choose this tradition at 3rd level, you hone your fighting style to incorporate the movement of ki into your allies. Whenever you use one of the following Ki features, you can choose to forgo the original effect and instead order a willing creature within 60 feet of you that can see or hear you to act on your behalf. The target can use its reaction to perform an effect based on the Ki feature you used:
- Deflect Missiles: If you reduce the damage you take from the triggering attack to 0, you can redirect the missile toward the target, and it then makes the returning attack for you as if you were standing in its space.
- Flurry of Blows: The target makes one weapon attack, or two weapon attacks with disadvantage.
- Step of the Wind: The target moves up to its speed. It can choose to move up to half its speed instead to prevent its movement from provoking opportunity attacks.
- Patient Defense: The target gains the benefits of the Dodge action until the end of its next turn.
Raging Wolf
Also at 3rd level, your intense physical training grants you with a more visceral approach to martial arts than most. You gain proficiency in your choice of the Athletics or Intimidation skills; if you would already be proficient in your chosen skill, you add double your proficiency bonus to all checks made with it.
In addition, when you hit a creature with an unarmed strike made as part of a bonus action on your turn, you can attempt to grapple or shove the target as part of that attack.
Begin The Hunt
Starting at 6th level, your tactical wit bolsters you at the onset of combat. You gain a bonus to initiative rolls equal to your Wisdom modifier. When you roll for initiative, you can spend 1 ki point to switch your rank in initiative with that of a willing creature within 60 feet of you; if you do so, the creature that ends up at the lower initiative rank gains temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
Martyr's Grit
Starting at 11th level, you embrace your pivotal position in combat and refuse to let slip away from those that depend on you. While you are below your hit point maximum, you gain the following benefits:
- You ignore all penalties of having three or fewer stages of exhaustion.
- You ignore all penalties to movement speed unless you are grappled, restrained, or incapacitated.
- You gain temporary hit points at the start of each of your turns equal to your Wisdom modifier.
- You gain a bonus to all damage rolls made with weapon attacks equal to the number of friendly creatures you can see within 60 feet of you, up to a maximum bonus equal to your Wisdom modifier.
All-Out Assault
Starting at 17th level, you can lead a savage flurry of attacks to finish off a weakened target. As an action, you can spend a number of ki points up to your Wisdom modifier and select a creature you can see or hear within 60 feet of you to target with this feature. For each ki point spent, one willing creature you can see or hear - including possibly yourself - can use its reaction to move up to its speed and make one weapon attack against the target, with advantage if the attacker is below half its hit point maximum or if the target is incapacitated or has a speed of 0. If the target is reduced to 0 hit points using this reaction, you regain 2 expended ki points, and each attacker you designated gains temporary hit points equal to half your monk level.