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 Aestheticism
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.
Knowledge From Insight
Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.
A monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.
Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.
“Do not mistake my silence for acceptance of your villainy. While you blustered and threatened, I've planned four different ways to snap your neck with my bare hands.” — Ember, grand master of flowers
Monastery
A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.
What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?
d6 | Monastery |
---|---|
1 | Your monastery is carved out of a mountainside, where it looms over a treacherous pass. |
2 | Your monastery is high in the branches of an immense tree in the Feywild. |
3 | Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying. |
4 | Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders. |
5 | Your monastery was founded by gnomes and is an underground labyrinth of tunnels and rooms. |
6 | Your monastery was carved from an iceberg in the frozen reaches of the world. |
Icon
Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order's history or because it serves as an example of a quality the monks seek to emulate.
If your character's monastery had a special icon, you might wear a crude image of the creature 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.
d6 | Icon |
---|---|
1 | Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey. |
2 | Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea. |
3 | Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin. |
4 | Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with them for generations. |
5 | Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously. |
6 | Dragon. A dragon once laired within your monastery. Its influence remains long after its departure. |
Master
During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?
d6 | Master |
---|---|
1 | Your master was a tyrant whom you had to defeat in single combat to complete your instruction. |
2 | Your master was kindly and taught you to pursue the cause of peace. |
3 | Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session. |
4 | Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end. |
5 | Your master was cold and distant. You suspect that the two of you might be related. |
6 | Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you. |
The Monk
Level | Proficiency Bonus | Features | Battle Maneuvers | Maneuver Dice | Martial Arts Die | Ki Points | Unarmored Movement | Monk Talents |
---|---|---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Unarmored Defense, Martial Arts, Monastic Weapon Training | - | - | 1d6 | - | - | - |
2nd | +2 | Battle Maneuvers, Ki, Martial Talents, Unarmored Movement | 2 | 2 | 1d6 | 4 | +10 ft. | 2 |
3rd | +2 | Deflect Missiles, Monastic Tradition | 2 | 2 | 1d6 | 6 | +10 ft. | 2 |
4th | +2 | Ability Score Improvement, Slow Fall, Quickened Healing | 2 | 2 | 1d6 | 8 | +10 ft. | 2 |
5th | +3 | Multi-Attack, Power Attack, Nimble Grappler | 2 | 2 | 1d8 | 10 | +10 ft. | 3 |
6th | +3 | Monastic Tradition Feature, Ki-Empowered Strikes | 2 | 2 | 1d8 | 12 | +15 ft. | 3 |
7th | +3 | Evasion, Self-Restoration | 3 | 3 | 1d8 | 14 | +15 ft. | 3 |
8th | +3 | Ability Score Improvement | 3 | 3 | 1d8 | 16 | +15 ft. | 4 |
9th | +4 | Unarmored Movement Improvement | 3 | 3 | 1d8 | 18 | +15 ft. | 4 |
10th | +4 | Ability Score Improvement | 3 | 3 | 1d8 | 20 | +20 ft. | 4 |
11th | +4 | Monastic Tradition Feature | 3 | 3 | 1d10 | 22 | +20 ft. | 5 |
12th | +4 | Ability Score Improvement | 3 | 3 | 1d10 | 24 | +20 ft. | 5 |
13th | +5 | Deflect Energy, Tongue of the Sun and Moon | 4 | 4 | 1d10 | 26 | +20 ft. | 5 |
14th | +5 | Diamond Soul | 4 | 4 | 1d10 | 28 | +25 ft. | 6 |
15th | +5 | Perfect Self, Timeless Body | 4 | 4 | 1d10 | 30 | +25 ft. | 6 |
16th | +5 | Ability Score Improvement | 4 | 4 | 1d10 | 32 | +25 ft. | 6 |
17th | +6 | Monastic Tradition Feature | 4 | 4 | 1d12 | 34 | +25 ft. | 7 |
18th | +6 | Superior Defense | 4 | 4 | 1d12 | 36 | +30 ft. | 7 |
19th | +6 | Ability Score Improvement | 4 | 4 | 1d12 | 38 | +30 ft. | 7 |
20th | +6 | Defy Death, Nirvana | 4 | 4 | 1d12 | 40 | +30 ft. | 8 |
Multiclassing
Ability Score Minimum: Dexterity 13, 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
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.
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
- Hit dice: 1d10 per Monk level.
- 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 two types of tools and/or musical instruments of your choice
Saving Throws: Strength, Dexterity
Skills: Any four of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Shortsword or (b) Any Simple Weapon
- (a) a Dungeoneer’s pack or (b) an Explorer's pack
- 5 Daggers
Alternatively, you could begin with starting wealth of 4d4 gp and purchase starting items of your choice.
Fighting Style
Your Monastery trained you in a particulary style of fighting. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
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.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Marksman's Fighting
You learn one arcane shot option of your choice from among those available to the Arcane Marksman archetype of the Fighter Class. If an Arcane Shot option you use requires your target to make a saving throw to resist the shot option's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
You gain one use of this arcane shot, which is replenished when you finish a short or long rest.
Monastic Fighting
As long as you are not wearing armor, holding a weapon, or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Superior Technique
You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice).
You gain one maneuver die, which is a d6 (this die is added to any maneuver dice you have from another source). This die is used to fuel your maneuvers. A maneuver die is expended when you use it. You regain your expended maneuver dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
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. At 10th level, your AC increases by +1 while using this feature.
Martial Arts
Also at 1st level, 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 don't have the two-handed or heavy property.
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 d6 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 use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this 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 a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
Monastic Weapon Training
Also at 1st level, your monastery trained you to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch up to two weapons, focus your ki on them, and then count those weapons as monk weapons and treat those two weapons as if you were proficient with them while wielding them until you use this feature again.
The chosen weapons must meet these criteria:
- The weapons must be simple or martial weapons.
- They must lack the heavy and special properties.
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 2 ki points to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend take the Disengage or Dash action as a bonus action on your turn, and you can spend 1 ki when you do this to triple your jump distance until the end of your next turn.
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. Additionally, your jumping distance and height are increased by a number of feet equal to your Dexterity Score.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Martial Talents
Also at 2nd level, you gain access to Martial Talents. Refer to the list on page 21 for a list of options. At 2nd level, you learn 2 Martial Talents. You learn an additional Martial Talent at 5th, 8th, 11th, 14th, 17th, and 20th level.
When you gain a level in this class, you may substitute one Martial Talent for a different one for which you meet the prerequisites.
Battle Maneuvers
At 2nd level, you learn two Battle Maneuvers from the list below. Additionally, you gain two Maneuver Dice which are d6s that you can use when you choose to use one of your Battle Maneuvers.
You learn an additional Maneuver and gain an additional Maneuver Die at 7th and 13th level. You recover all maneuver dice at the end of a Short or Long Rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC= 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Deflect Missiles
Starting at 3rd level, 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.
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 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.
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.
Ability Score Improvement
When you reach 4th level, and again at 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.
Martial Versatility
At 4th level and again whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to monks.
- You can replace one battle maneuver or martial strike you know with a different maneuver or strike.
- If you have any Arcane Shot options from the Arcane Marksman Fighter archetype, you can replace one of those options with a different one.
Slow Fall
Beginning at 4th level, when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
At 8th level, this feature negates fall damage entirely.
Quickened Healing
At 4th level, you get the ability to use your Ki to heal yourself. As a bonus action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your Wisdom Modifier (minimum 0). At 8th level, you can roll up to two Martial Arts dice when you use this feature by expending an additional point of Ki per extra martial arts die rolled. At 12th level, you can roll up to three dice at the cost of 2 additional ki. At 16th level, you can roll up to four dice at the cost of 3 additional ki.
Multiattack
Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus.
Power Attack
Starting at 5th Level, Once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.
Nimble Grappler
Also at 5th level, you gain the ability to nimbly grapple foes or avoid their attempts. You can replace any Athletics (Strength) or Acrobatics (Dexterity) Check you make to grapple or avoid being grappled with a Dexterity Saving Throw instead. You can also use Dexterity if you would make a Strength Saving Throw to avoid being Restrained.
Ki-Empowered Strikes
Starting at 6th level, you can choose to deal Force damage instead of the normal damage type you would deal with your Unarmed Strikes.
Additionally, 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.
Self-Restoration
Starting at 7th level, you can use a bonus action to end either the charmed, frightened, or poisoned effect on yourself.
Additionally, forgoing food and drink doesn’t give you levels of Exhaustion and you are immune to disease.
Unarmored Movement Improvement
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Energy
Starting at 13th level, you can now use the Deflect Missiles class feature against any Ranged Attack, not just Ranged Weapon Attacks.
Tongue of the 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 make a saving throw and fail, you can spend 2 ki points to reroll it and take the second result.
Perfect Self
At 15th level, when you roll for initiative and have no ki points remaining, you regain 8 ki points.
Timeless Body
Also 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.
Superior Defense
Beginning at 18th level, you can spend a Bonus Action to spend 4 ki points to gain resistance to all damage but force damage for 1 minute.
Defy Death
At 20th level, if you would drop to 0 Hit Points, you can spend 8 Ki, roll four martial arts dice, and add the dice together. Your Hit Points change to the number rolled instead of 0.
Each time you use this feature beyond the first, the Ki Cost increases by 4. The cost resets to 8 when you finish a Short or Long Rest.
Nirvana
Also at 20th level, your Dexterity and Scores scores increase by 2. Your maximum for those scores is now 22.
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.
As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.
d8 | Origin |
---|---|
1 | You honed your abilities by aligning your spirit with a dragon's 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, or one that is devoted to a dragon god. |
4 | You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic. |
5 | You found a scroll written in Draconic that contained inspiring new techniques. |
6 | After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons. |
Dragon Disciple
Starting at 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:
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Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, 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 short or long rest.
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Draconic Strike. When you damage a target with an unarmed strike or Monk Weapon, you can change the damage type to acid, cold, fire, lightning, or poison.
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Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
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.
The damage of this feature increases to three rolls of your Martial Arts die at 11th level and four rolls at 17th level.
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 2 ki points to use this feature again.
Wings Unfurled
Starting at 6th level, when you move on your turn, you can spend 2 Ki to 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.
At 17th level, these wings no longer cost Ki to use and can be summoned or dismissed as a Bonus Action, remaining active and granting their benefits until dismissed.
Aspect of the Wyrm
At 11th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 15 feet from you for 1 minute. This aura's radius becomes 30 feet at 17th level. For the duration, you gain one of the following effects of your choice:
Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. 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.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to five rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 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.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3 x your Martial Arts die in 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 true selves in service to the mighty.
Forms of Your Astral Self
The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.
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
At 3rd Level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can summon the arms of your astral self. You an dismiss them at any time as a Bonus Action.
While this feature is active, 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.
- By spending 1 Ki point when you deal damage with an Unarmed Strike made using the arms, you can change the damage type to Force.
- As an Action, you can spend 2 Ki to force each creature of your choice that you can see within 10 feet of you to make a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
Visage of the Astral Self
At 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage. It vanishes early if you are incapacitated or die and you can end it early as a Bonus Action or as part of the Bonus Action you use to end your Arms of the Astral Self.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain one of the following benefits. You choose which when you activate the feature and may spend 1 Ki as a Bonus Action to change which feature you benefit from.
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 reduction of 1).
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Awakened Astral Self
At 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 4 ki points to summon the arms, visage (of which you gain all three benefits at once), and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die or choose to end it early as a Bonus Action.
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. Your Flurry of Blows Ki Feature has its cost reduced to 0 ki.
Astral Connection. You can spend 12 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. You do not need to have your Astral Self active to do so.
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 in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
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.
If you spend 1 additional Ki as part of this feature, you gain the benefits of the Dodge action against the next attack made against you.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a 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.
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 spend 2 ki points to cancel the disadvantage for that roll.
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
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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 all Martial Weapons except those that have the Special Quality. Additionally, choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any weapon that lacks th special property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are 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. If a weapon has been infused with Ki via your Dedicated Weapon feature, it also counts as a Kensei Weapon for you.
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. This damage increases to 1d6 at 11th level. 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. If you are already proficient with both of these, you may instead choose one set of Artisan's Tools with which you are not proficient.
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 a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend 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 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 a creature within 5 feet of you is reduced to to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your half of your monk level (minimum of 1 temporary hit point).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As part of the Attack Action, you may replace one Attack with this feature. If you do, 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.
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, you can expend 2 ki points (no action required) to have 1 hit point instead.
Additionally, you have Advantage on Death Saving Throws.
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 one roll of your Martial Arts die in necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
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
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. While wearing this mask, you have advantage on Wisdom (Medicine) Skill Checks made to stabilize a creature. If it is destroyed, you can craft a new one over the course of an hour using 25 GP in materials.
d8 | Mask Appearance |
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1 | Raven |
2 | Blank and White |
3 | Crying visage |
4 | Laughing visage |
5 | Skull |
6 | Butterfly |
Hand of Healing
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 a roll of your Martial Arts die + your Wisdom modifier.
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
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 die + your Wisdom modifier. You can use this feature only once per turn.
Physician's Touch
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
At 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 now use Hand of Harm twice per turn, but you may only use it once per turn with this feature.
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 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 an Unarmed Strike, you can impose one of the following effects on that target. A saving throw a creature must make using any features below is made against your Ki Save DC.
Knockback. The creature must succeed on a Strength Saving Throw or be pushed backwards 15 feet in a straight line away from you
Shock. The creature must succeed on a Constitution Saving Throw or be unable to make Reactions until the end of your next turn.
Stumble. The creature must succeed on a Dexterity Saving Throw or be knocked Prone.
Wholeness of Body
At 6th level, you gain the ability to heal yourself more effectively. When you use your Quickened Healing feature, you can roll an additional Martial Arts die.
Shocking Strikes
Also at 6th level, when you use your Ki-Empowered Strikes feature to change the damage type of your Unarmed Strikes, you can choose Lightning as the damage type instead of Force.
Fleeting Step
Beginning at 11th level, you have learned to move at alarming speeds. As a Bonus Action, you can spend 3 Ki to teleport up to 30 feet to an unoccupied space that you can see.
Quivering Palm
At 17th level, 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 12 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 10d12 force damage instead.
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 the 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.
Genin Shadow Arts
At 3rd level, you can use your ki to Gain powerful abilities to enhance your stealthiness. Any Spell you cast with this feature or any other feature from this Archetype uses Wisdom as its spellcasting modifier.
Shadow Curtain. As an action, you can spend 4 ki points to cast the Darkness spell without providing material components.
Shadow Sight. You gain 60 feet of darkvision, and can see in both magical and non-magical darkness. If you already have Darkvision from another source, you increase the range of it by 30 feet instead and also gain the benefits of seeing in magical darkness.
Shadowy Shards. 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. 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 as a Bonus Action. You then have advantage on the first melee attack you make before the end of the turn.
Chunin Shadow Arts
Also at 6th level, you learn more Shadow Arts.
One With The Shadows. As an Action, you can spend 6 Ki Points to cast the Pass Without Trace Spell without providing material components.
Silent Shadows. As an Action, you can spend 6 Ki Points to cast the Silence Spell.
Shadowy Form. As an Action, you can spend 6 Ki Points to cast the Alter Self Spell.
Greater Shadow Step
By 11th level, you have learned how to better utilize shadows for movement. When you use your Shadow Step feature, you can spend 2 Ki points to ignore the requirements that you must start and end in dim light or darkness. As part of your Bonus Action when you use your Shadow Step feature, you may make an Unarmed Strike immediately after you finish the teleportation.
Jonin Shadow Arts
Also at 11th level, you learn new ways to bend your ki into powerful magical effects.
True Shadow. As an action, you can spend 8 ki points to cast the Greater Invisibility spell without providing material components. If you cast this spell in this way, you may only target yourself with it.
Shifting Shadows. As an action, you can spend 8 ki points to cast the Polymorph spell without providing material components. If you cast this spell in this way, you may only target yourself with it.
Master of Shadows
At 17th level, you can spend 6 Ki points as a bonus action while in Dim Light or Darkness to shroud yourself in Magical darkness for 1 minute or until you are incapacitated or end your turn in Bright Light. While in this Magical Darkness, you gain the following benefits:
Passing Shadow. You can move through creatures or objects as if they were difficult terrain, but you take 2d10 Force Damage if you end your turn inside of a creature or object and are immediately shunted to the nearest empty space.
Shadow Strike. Your Flurry of Blows feature costs no Ki to use.
Kage Shadow Arts
Also at 17th level, you learn the most powerful of Shadow Arts.
Duplicitous Shadows. As an action, you can spend 10 ki points to cast the Mislead Spell.
Shadow Roulette. As an action, you can spend 10 ki points to cast the Seeming Spell.
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 power of the soul to empower one's self and strike down evil.
Radiant Ki Bolt
Starting at 3rd level, you can hurl searing bolts of magical radiance.
You learn how to make a special Ranged Spell Attack with a range of equal to your Walking Speed + 5 in feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, it uses your Martial Arts die for damage, and any feature from the Monk Class that would apply to your Unarmed Strikes or Monk Weapons (Such as Flurry of Blows) also applies to this attack option.
Radiant Ki Beam
At 6th level, you learn how to condense your Ki Bolts into a powerful beam of radiant energy. As an Action, you can spend 2 Ki. If you do, you unleash a 5 foot wide beam of energy from your hands with a length of 60 feet. Each creature within this area must make a Dexterity Saving Throw against your Ki Save DC or take 2 x your Martial Arts die in Radiant damage. A creature that succeeds takes half damage instead.
You can spend additional Ki to roll one additional Martial Arts die per 1 Ki spent. The maximum number of Ki you can spend on this feature is equal to your Proficiency Bonus.
At 17th level, the width of this beam becomes 15 feet and its length doubles.
Searing Ki Wave
Also at 6th level, you gain the ability to channel your ki into searing waves of energy. You can spend 1 ki point to cast the burning hands spell as an action. Alternatively, you can spend 2 Ki Points to cast this spell as a Bonus Action. When you cast this spell using Ki, it does Radiant instead of Fire damage.
You can spend additional ki points to cast burning hands in this way 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 your Proficiency Bonus.
At 17th level, the area of the cone increases to 30 feet.
Searing Soul Blast
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion that utterly devastates evil beings. As an action, you can spend 2 Ki to create an orb of power and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 4d6 radiant damage. On a successful save, creatures take half damage instead. Fiends and Undead make this saving throw with disadvantage and take an additional 2d6 damage on a failed save.
You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum equal to your Proficiency Bonus, increases the damage by 1d6.
At 17th level, the radius increases to 40 feet.
Soaring Sunlight
Also at 11th level, you gain a flying speed equal to your walking speed. If you already have a flying speed, it is instead increased by 10 feet.
Aura of the Sun
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.
While this shield is active, any undead or fiend within the bright light of this feature has disadvantage on attack rolls and saving throws and you have immunity to Necrotic damage as well as resistance to Radiant Damage. If you already have Resistance to Raidant damage from another source, such as your Race, you instead gain immunity.
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 Die + your Wisdom Modifier. Undead and Fiends instead take damage equal to two rolls of your Martial Arts Die + your Wisdom Modifier.
Monk Martial Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity.
Carnie
Prerequisites(s): Thrown Weapon Fighting Fighting Style
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Drain Life
Prerequisites(s): 3rd level, Way of the Long Death.
If you reduce a creature to 0 hit points and use your Touch of Death feature, you may roll your Martial Arts die once, add your Wisdom Modifier (minimum 0), and recover that many hit points instead of gaining temporary hit points.
Alternatively, you may add one roll of your Martial Arts die to the amount of Temporary Hit Points you gain.
Dual Spear Strike
Prerequisites(s): 7th level
When you would deal damage with an Unarmed Strike, you can forgo dealing damage to force the target to make a Dexterity saving throw against your Ki Save DC. On a failed save, the target is blinded until the end of its next turn.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Elemental Protection
Prerequisites(s): 5th level, Constitution 18 or higher.
You can cast absorb elements at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest.
Enhanced Four Elements
Prerequisites(s): 3rd level, Way of The Four Elements
When you learn a cantrip as part of this archetype, you learn an additional cantrip from the list below. Wisdom is your spellcasting modifier for these cantrips.
Subclass Cantrip | talent Cantrip |
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Control Flames | Fire Bolt |
Gust | Air Burst (SCoC) |
Mold Earth | Thunderclap |
Shape Water | Water Whip (SCoC) |
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you gained proficiency from this Class. You add double your profociency bonus when you make an ability check using this skill or tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Flowing River
Prerequisites(s): 3rd level
When you take the attack action on your turn, you can spend 1 ki as part of that action to move 15 feet. You must end this movement within range of your opponent to use this Talent.
Giantslayer
Prerequisites(s): N/A
You gain a climbing speed equal to your walking speed if you don't already have one. If you already have a climbing speed, your movement is increased by 30 feet while using it. You can use your climbing speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Green Dragon's Fang
Prerequisites(s): 5th level, Way of the Ascendant Dragon
When you would deal Poison damage with an Unarmed Strike using your Dragon Disciple feature, you can forgo dealing damage to force the target of the attack to make a Constitution saving throw against your Ki Save DC. On a failure, the target is poisoned until the end of its next turn.
Hurricane Step
Prerequisites(s): Proficient in the Athletics skill.
You gain an additional 5 feet of Walking Speed. If you have another type of movement speed from a Monk Martial Talent or your Race, it matches your Walking Speed.
At 10th and again at 15th level, the movement you gain from this Talent is increased by 5 feet, for a maximum bonus of 15.
Judo
Prerequisites(s): Proficiency in Athletics
When you use your Flurry of Blows feature, you can replace one attack made with this feature to attempt to grapple a creature. If you succeed, as a Bonus Action during every turn after, you can deal one roll of your Monk Die as damage to that creature.
Kiai
Prerequisites(s): 5th level
When you take the attack action on your turn, you can spend 3 ki to replace one attack you make as part of that action with a special Ki burst. All creatures within a 10-foot radius of you that you choose must succeed on a Strength saving throw against your Ki save DC or be pushed back 10 feet in a straight line. At 17th level, the radius of this talent increases to 30 feet and the distance enemies are pushed back is increased to 20 feet.
Merciful Grace
Prerequisites(s): 3rd level, Way of Mercy
You know the Spare the Dying cantrip and may cast it as a bonus action or replace one of your Unarmed Strikes from your Flurry of Blows feature with a casting of this cantrip.
Mighty Blows
Prerequisites(s): 10th level, Strength or Dexterity 18
Once per turn, when you deal damage with a Melee Weapon Attack or Unarmed Strike, you can deal extra damage equal to your Proficiency Bonus.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Radiant Light
Prerequisites(s): 3rd level, Way of The Sun Soul
You know the Light and Word of Radiance Cantrips. Wisdom is your spellcasting modifier for these cantrips.
Scathing Words
Prerequisites(s): Proficient in the Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast silvery barbs (SCoC) at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent). You cannot give the advantage granted by this spell to yourself.
Shocking Strike
Prerequisites(s): 3rd level, Way of the Open Hand
You learn the Shocking Grasp cantrip. Wisdom is your spellcasting modifier for this cantrip. Additionally, when you deal damage with this cantrip or an Unarmed Strike, you can spend 2 Ki to force the target to make a Constitution Saving Throw against your Ki Save DC or drop anything it is holding and is unable to hold anything in its hands until the start of your next turn.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already double your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
Superior Shadow Sight
Prerequisites(s): 3rd level, Way of the Shadow
The Darkvision granted by your Shadow Sight feature is increased to 120 feet. If you already had Darkvision from another source, you instead gain an additional 30 feet of Darkvision.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw a Dagger at the same creature as a reaction provided you have one on your person.
Twin Fist Strike
Prerequisites(s): 3rd level
When you deal damage with an Unarmed Strike, you can spend 2 Ki to force the target of the attack to make a Strength saving throw against your Ki Save DC. On a failure, the creature is pushed back a number of feet equal to 5 x your proficiency bonus.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can speak, read and write two additional languages of your choice.
Credits
Art (In Order)
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- hokuto_(scichil)
- Gabe687
- rikizo
- fsnowzombie
- kayoko (panchlora) (Dead Source)
- ji no
- Kandoken
- Edwin Huang
Other
Changes: Me, SmugCoffeeMan
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Changelog
1.01
- Updated formatting of the Multiclassing information to better fit the PHB.
- Updated Social Media and Credits to include my username and social media stuff.
1.02
- Fixed the formatting on the Fighting Styles.
1.03
- Patient Defense now costs 2 Ki. In play, it proved very powerful short of a foe who can grapple. As such, its cost has been increased to 2 as not every encounter will have an enemy who can grapple.
- The attack from Deflect Missiles has regained its Ki cost. It has proven to be powerful enough to warrant this in testing.
- Revised formatting a little to fix issues from the edits.
1.04
- Ascendant Dragon's Draconic Strike can now be applied to Monk Weapons.
1.05
- Unarmored Movement now grants additional Jump height and distance equal to your Dexterity Score.
- Monks now receive an additional Ability Score Improvement at 10th level.
1.06
- Updated the WOT4E Revision stuff. Turns out, the version GM Binder was an impostor using the art from the version I prefer and use.
1.07
- Unarmed Die now scales on the same levels as the base Monk, but goes from d6 to d12.
- Step of the Wind no longer costs Ki, but you can spend 1 Ki to triple your jump distance.
- Monk now gets access to power Attack.
- Focused Aim was removed.
- Power Attack and Stunning Strike cannot be used on the same attack, noted on Stunning Strike.
1.08
- Unarmored Defense goes up by +1 at 10th level, to match Barbarian.
1.09
- 10 Darts have been changed to 5 Daggers since those are Monk Weapons... And darts aren't.
1.10
- Power attack now scales with Proficiency Bonus.
1.11
- Power Attack is improved. Now is -prof bonus/ + (prof bonus x 2).
- Stunning Strike costs 3 Ki. this makes it less spammable.
1.12
- Removed Extra Attack.
- Added Multi-Attack.
1.13
- Added my own take on Way of the Sun Soul. Very clearly more Dragonball-Inspired, it makes Sun Soul Monk a good deal stronger and gives them an edge against Fiends and Undead as they deal Radiant damgae.
1.14
- Changed Dedicated Weapons to Monastic Weapon Training and moved it to 1st level. It also now functionally gives you proficiency with the two weapons you imbue with the feature for the duration you benefit from it.
- Got rid of Ki-Fueled Attack. It's just sort of redundant.
- Stunning Strike can now only be used once per turn. With all the other buffs I've given the class, this is entirely fair. It's now only an option, not the core Monk feature.
- Quickened Healing now uses your Wisdom Modifier instead of Proficiency Bonus, and is also a Bonus Action.
- Ki-Empowered Strikes now lets you make your Unarmed Strikes into Force damage in addition to its normal benefits. Astral Self sort of gets this feature early, as well as some extras, making it not entirely redundant since it still grants its piercing effect.
- Self-Restoration replaces Purity of Body. It adds Poisoned to the list of conditions you can cure, and is now a Bonus Action to do so. It also removes exhaustion for not eating and drinking and makes you immune to disease (paladins get this immunity at 3rd so I don't see the issue).
- Purity of Body has been removed. It was wrapped into Self-Restoration.
- Deflect Energy added. It lets you deflect spell attacks with Deflect Missiles.
- Tongue of the Sun and Moon now lets you spend Ki to gain Advantage on Charisma (Persuasion) and Charisma (Deception) Skill Checks.
- Perfect Self is now a 15th level feature.
- Superior Defense replaces Empty Body and no longer lets you become invisible; that's sort of Shadow Monk's whole thing! It also removes astral projection, but that's been rolled into the capstone for Astral Self.
- 20th Level feature is now Defy Death. The costs are high because you have more ki than a vanilla monk.
- Got rid of some of Drunken Master's redundant features (i.e. poison resistance/immunity) and cleaned up format and wording a bit.
- Astral Self's capstone got the Astral Projecting casting ability.
- Open Hand got slightly tweaked but overall is improved. Notably, the useless Sanctuary feature is now a 3 Ki Misty Step in function. Also, the Quivering Palm feature has been tweaked; the cost is a whopping 12 Ki, but the damage on a success is (slightly) higher and Force damage. Omae Mou Wa Shinderu.
- Shadow got completely overhauled, now it lets you cast multiple Shadow Arts that you get more of as you gain levels and is overall just stronger. Believe It!
- Added Martial Talents to the document. Gives you more toys to play with as a Martial. Fighter and Barbarian will be receiving theirs soon!
- Updated formatting on all fronts.
1.15
- Now you can choose four skills of your choice from the entire list.
- Additionally, you choose two Tools of your choice, including musical instruments. Wording has changed.
1.16
- New martial talent - Hurricane Step (Monk version of Superhuman Speed).
- Removed restrictions on Superhuman Swimmer.
- New Fighting Styles - Marksman's Fighting and Superior Technique
- New Feature - Battle Maneuvers
- New Feature - Nirvana
- New Feature - Martial Versatility
1.17
- Removed Stunning Strike. With all the other buffs, Monk doesn't need it.
- Replaced Stunning Strike with Nimble Grappler.