Monk (Revised)
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 o f 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 clothwrapped 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 w ho 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.
The Monk
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmoured Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d6 | — | — | Unarmoured Defense, Martial Arts |
2nd | +2 | 1d6 | 2 + WIS | +10 ft. | Ki, Unarmored Movement |
3rd | +2 | 1d6 | 3 + WIS | +10 ft. | Monastic Tradition, Deflect Missiles |
4th | +2 | 1d6 | 4 + WIS | +10 ft. | Ability Score Improvement, Slow Fall |
5th | +3 | 1d8 | 5 + WIS | +10 ft. | Extra Attack, Stunning Strike |
6th | +3 | 1d8 | 6 + WIS | +15 ft. | Expanded Ki Features, Monastic Tradition Feature |
7th | +3 | 1d8 | 7 + WIS | +15 ft. | Evasion, Stillness of Mind |
8th | +3 | 1d8 | 8 + WIS | +15 ft. | Ability Score Improvement |
9th | +4 | 1d8 | 9 + WIS | +15 ft. | Unarmoured Movement Improvement |
10th | +4 | 1d8 | 10 + WIS | +20 ft. | Purity of Body |
11th | +4 | 1d10 | 11 + WIS | +20 ft. | Monastic Tradition Feature |
12th | +4 | 1d10 | 12 + WIS | +20 ft. | Ability Score Improvement |
13th | +5 | 1d10 | 13 + WIS | +20 ft. | Tongue of the Sun and Moon |
14th | +5 | 1d10 | 14 + WIS | +25 ft. | Diamond Soul |
15th | +5 | 1d10 | 15 + WIS | +25 ft. | Timeless Body |
16th | +5 | 1d10 | 16 + WIS | +25 ft. | Ability Score Improvement, Inner Reserves |
17th | +6 | 1d12 | 17 + WIS | +25 ft. | Monastic Tradition Feature |
18th | +6 | 1d12 | 18 + WIS | +30 ft. | Empty Body |
19th | +6 | 1d12 | 19 + WIS | +30 ft. | Ability Score Improvement |
20th | +6 | 1d12 | 20 + WIS | +30 ft. | Perfect Self |
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
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, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two 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) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
Unarmoured Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes alongside some weapons.
You gain the following benefits while you are unarmed or wielding a Monk Weapon:
- You can use Dexterity instead of Strength for the attack and damage rolls of attacks with your Martial Arts.
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- You can make one attack with your Martial Arts as a bonus action.
- Your unarmed strikes count as light finesse weapons for the purposes of features or abilities such as fighting styles or sneak attack.
When you attack using your martial arts, you can make two attacks instead of one as part of the action. This can be combined with the Extra Attack feature allowing you to make three attacks with your martial arts when you take the attack action.
Monk Weapons
You train yourself to use a variety of weapons as a part of your Martial Arts. Starting at 2nd level you can touch up to two weapons, focus your Ki on it, and then count that weapon as your Monk Weapon as part of your Martial Arts feature. You can change the weapon each time you complete a long rest. Some subclasses may give you access to other monk weapons in addition.
The chosen weapon must meet these criteria:
- You must be proficient with it.
- It must lack the heavy or special properties.
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). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5 of the Player Handbook.
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 and wisdom modifier determine 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 two such features: Flurry of Blows and Step of the Wind. You learn more Ki features as you gain levels in this class and learn monastic traditions. 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
Starting at 2nd level, when you take the Attack action on your turn, you can spend 1 Ki point to make an additional attack as part of the action.
Flurry of Blows can only be used to make attacks using your Martial Arts feature.
This ability adds to the Extra Attack feature and the number of additional strikes increases at higher levels, increasing to two when you reach 11th level in this class and three when you reach 20th level in this class.
Step of the Wind
Starting at 2nd level, you can take the Disengage or Dash action as a bonus action on your turn. If you choose to spend a Ki point when activating this ability, you can take both the Dash and Dodge actions, and your jump distance is doubled for the turn. If you are wearing Medium or Heavy armour, the Ki point cost of this ability is increased by 1.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 6th level, you gain the ability to move through space occupied by any enemy as though it is difficult terrain. You cannot end your turn in a space occupied by an enemy.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, the Way of the Four Elements, the Way of the Sun Soul, the Way of the Drunken Master, the Way of the Kensei, and the Way of the Long Death,, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Attacks
Starting at 3rd level, you can use your reaction to deflect a melee or ranged attack, redirect a melee attack or catch a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier. You can choose to spend 2 Ki points to multiply the amount of damage reduced by your wisdom modifier.
If you reduce the damage of a melee attack to 0, you can spend one Ki points to redirect the attack to another creature within 5 feet of the attacker, dealing the same damage as the original attack.
If you reduce the damage of a ranged attack 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 with the object you just caught, as part of the same reaction. You make this attack with proficiency and the missile counts as a monk weapon for the attack.
At 6th level, this ability expands to include ranged and melee spell attacks, such as a Eldritch Blast, Shocking Grasp or Magic Missile.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. When you activate this ability, you can choose to spend one Ki point to glide, moving 2 feet horizontally for every 1 foot you descend
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of Ki in an opponent’s body. Once per turn, when you make an attack with your Martial Arts, you can spend 1 Ki point to turn the attack into a stunning strike. When hit with a stunning strike, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Expanded Ki Features
By 6th Level, your mastery over your Ki has deepened, granting you access to additional features:
Ki - Empowered Strikes
Attacks with your Martial Arts count as magical for the purpose of overcoming resistance to nonmagical attacks and damage.
Patient Defense
You can take the Dodge action as a bonus action on your turn.
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 Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
By spending two Ki points, you can touch a creature and end one effect on them instead.
Purity of Body
At 10th level, your mastery of the Ki flowing through you makes you immune to disease and poison.
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 1 Ki point to reroll it and take the second result.
Timeless Body
At 15th level, your Ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however your natural lifespan is extended by a multiple of your constitution modifier (minimum of x1). In addition, you no longer need food or water.
Inner Reserves
By 16th level, you have mastered the currents of energy within yourself and can temporarily push past your normal limits. If you start your turn with no Ki points remaining, you can use your bonus action to draw on your inner reserves and temporarily regain half your maximum Ki points. While in this state you can ignore the effects of the first 5 levels of exhaustion.
You can remain in this state for one minute, after which you return to having zero Ki points, any effects gained from spending Ki points end and you gain one level of Exhaustion.
Empty Body
Beginning at 18th level, you can use your action to spend 4 Ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 Ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Perfect Self
At 20th level, the Ki point cost for each of your abilities and features is reduced by one. This can reduce the cost of an ability to zero and overrides other limits on their minimum cost.
Monastic Traditions
Seven traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor multiple traditions and instruct each monk according to his or her aptitude and interest. All seven traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of unarmed martial arts combat. 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.
Mastery of Meridians
When you choose this subclass at 3rd level, you gain proficiency with medicine checks as long as you are touching the target. If you already have proficiency, you gain expertise instead.
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 make an unarmed strike with your martial arts, you can spend 1 Ki point to impose one of the following effects on the target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It must succeed on a Wisdom saving throw or have disadvantage on its attacks against you until the end of your next turn.
- It must succeeds on a Charisma saving throw or be Frightened of you until the end of its next turn.
- It can’t take reactions until the end of your next turn.
- Make one stunning strike without spending a Ki point.
When you activate flurry of blows you can add the effect to one attack without spending a Ki point.
Enhanced Strikes
Starting at 6th level, you gain the ability to augment your unarmed strikes further with your Ki. As a bonus action, you can expend Ki points to grant your unarmed strikes a bonus to attack and damage rolls when you attack. The bonus is equal to the number of Ki points spent. This bonus lasts for 1 minute or until you use this feature again. The number of Ki points you can spend on this ability is one, increasing to two at 11th level and three at 17th level.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can spend 2 Ki points to regain hit points equal to two rolls of your martial arts die plus your proficiency modifier.
Once per day, you may spend four Ki points to regain hit points equal to three times your monk level.
Ki Disruption
At 11th Level, you have gained the ability to disrupt the flow of Ki in your enemies' bodies. When you inflict an effect from your Open Hand Technique, you can spend 2 Ki points to impose disadvantage on the saving throw.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
You can extend this effect to another willing creature for one hour by spending 2 Ki points and one minute to infuse them with your peaceful aura.
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 9 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 bonus action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. You can use this ability a number of times per day equal to your wisdom modifier.
Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Adapted Martial Arts
The training of a shadow monk folds the use of assassin’s tools into your martial arts. When you choose this tradition at 3rd level, daggers, shortswords, shortbows and darts become Monk Weapons for you and can be used to make stunning strikes.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you can spend 2 Ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.
In addition, you gain proficiency in the stealth sKill
Eyes in the Darkness
When you cast the Darkness spell using your shadow arts, you can spend an additional Ki point to gain the ability to see within the magical darkness it creates.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can spend 1 Ki point to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can spend 3 Ki points and use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Opportunist
At 11th level, you heave learned to ready your enemies to deliver a single devastating attack. As an action, you can make a single opportunist attack with your martial arts, spending Ki points to deal additional damage. The additional damage is equal to one roll of your martial arts die for each Ki point spent. The maximum number of Ki you can spend in this way is equal to your proficiency modifier plus your wisdom modifier.
Feed the Hungry Shadows
By 17th level, you have learned to touch the Ki of others while within the shadows. When you make a successful attack against an enemy in darkness, you can spend 7 Ki points to attempt to engulf your target in shadow. The target must make a Wisdom saving throw, taKing 5d10 psychic damage on a successful save. On a failed save, they are transported into a harmless demiplane. The target remains in the demiplane for up to 1 minute, until you choose to end the effect or until you fail a concentration saving throw. The target can re-make the saving throw at the end of each of their turns, returning to the space it left or the nearest unoccupied space if that space is occupied.
If the ability ends without the target passing their saving throw, the target is returned to an unoccupied space of your choice within 10 feet of you that is in dim light or darkness.
Way of the Four Elements
You follow a monastic tradition that teaches you to harness the primal power of the elemental planes. When you focus your Ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your 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.
Initiate of the Way
When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames, gust, mold earth, or shape water. You learn two additional cantrips from this list at 6th level.
You also learn the spell absorb elements which you can cast by spending 1 Ki point.
Disciple of the Elements
At 3rd level, you begin to master the four elements. You learn how to mimic the effects of spells using your Ki. The effect is identical to the named spell, but only requires somatic components to cast.
The maximum number of Ki points you can spend at one time on any ability is equal to your proficiency modifier. Abilities can mimic spells cast at higher levels by spending one additional Ki point per additional spell level.
You gain two of these abilities when you choose this tradition at 3rd level, as well as an additional two at 6th, 11th and 17th levels. You may swap one ability for any other when you gain a level in this class.
The number of elemental abilities you can use before completing a long rest is one plus half your monk level.
Elemental Path
At 3rd Level, you may select one element, Earth, Fire, Air or Water, to focus your training on. Abilities and features of the chosen element cost one less Ki point to activate and you gain two additional abilities of the chosen element when you choose this tradition at 3rd level.
You can change your mastered element and the abilities gained at 6th, 11th and 17th levels.
At 17th level, you can choose a second elemental path. If you choose the same path twice, Abiities and Features of that element have their cost reduced by two Ki points (Elemental Abilities have a minimum cost of 1) and any effect that would give you resistance to a damage type grants immunity instead.
Fist of the Four Elements
At 6th level, your elemental mastery allows you to augment the attacks made with your Martial Arts ability. As a bonus action, you can spend 2 Ki points to activate your elemental attacks for 1 minute, choosing one element from the list below. Elemental attacks have an additional 5ft of range and can make stunning strikes.
Fire. Your attacks deal fire damage. Once per turn you can force an enemy hit by one of your attacks to take an additional 1d10 fire damage, increasing to 2d10 at 11th level and 3d10 at 17th level.
Water. Your attacks deal cold damage. Once per turn you can force an enemy hit by one of your attacks to make a Dexterity saving throw. On a failed save, they are pulled 10ft towards you.
Air. Your attacks deal thunder damage. Once per turn you can force an enemy hit by one of your attacks to make a Strength saving throw. On a failed save, they are pushed 10ft away from you in a straight line.
Earth. Your attacks deal bludgeoning damage and are magical for the purposes of overcoming resistances. Once per turn you can force an enemy hit by one of your attacks to make a Constitution saving throw or be knocked prone and have their speed halved until the end of your next turn.
Traverse the Elements
At 11th level, your mastery of the elements allows you to move in new ways. As an action, you can spend 4 Ki points to gain one of the following effects for one hour. Once you have used this ability, you cannot use it again until you have completed a short or long rest.
Ride the Wind. You gain resistance to thunder or lightning damage and gain a flying speed equal to your walking speed.
Spirit of the Waters. You gain resistance to cold damage and gain a swimming speed equal to your walking speed.
One with the Earth You gain tremorsense in a 30ft radius and gain a burrowing speed equal to half your walking speed.
At home in the flame You gain resistance to fire damage and you are immune to fire damage from non-magical sources. You are able to ignore the negative effects of being in an extreme cold or hot environment.
Weaver of Elements
From 17th level, your mastery of Elemental disciplines allows you to weave your abilities more effectively into your martial arts.
When you take the attack action on your turn using your Martial Arts, you can replace one of the attacks with an Elemental Ability costing 2 Ki points or less.
Avatar of the Elements.
At 17th level, as an ultimate display of your mastery of the elements, you can spend 5 Ki as an action to channel the power of the elemental planes and enhance your elemental abilities for 1 minute. While this ability is active, you gain effects from the list below corresponding to one of the elements chosen as your Elemental path.
Earth You have resistance to bludgeoning, piercing, slashing damage, gain a burrowing speed equal to your walking speed and cannot be moved against your will. As an action you can create a small earthquake on the ground in a 20-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. If a creature passes the save, it takes half as much damage and does not fall prone.
Fire You have resistance to fire damage and gain truesight in a radius of 30ft. As an action you can create a line of fire 60 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
Air You have resistance to lightning and thunder damage and gain a flying speed equal to your walking speed. As an action, you can create a 15-foot cube of swirling wind centered on yourself. Each creature in the space must make a Constitution saving throw. On a failed save, creatures in the area take 4d8 thunder damage, or half as much damage on a successful save. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the centre of the cube.
Water You have resistance to cold damage and gain a swimming speed equal to your walking speed. As an action, you can create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 6d4 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Elemental Abilities
2 Ki Points
- Burning Hands [Fire]
- Create or Destroy Water [Water]
- Earth Tremor [Earth]
- Fog Cloud [Water]
- Frost Fingers [Water]
- Ice Knife [Water]
- Jump [Air]
- Thunderwave [Air]
- Zephyr Strike [Air]
3 Ki Points
- Aganazzar’s Scorcher [Fire]
- Earthbind [Earth]
- Flaming Sphere [Fire]
- Gust of Wind [Air]
- Hold Person [Water]
- Levitate [Air]
- Maximillian’s Earthen Grasp [Earth]
- Pyrotechnics [Fire]
- Scorching Ray [Fire]
- Shatter [Air]
- Snilloc’s Snowball Storm [Water]
- Spiderclimb [Earth] Self only
- Warding Wind [Air]
4 Ki Points
- Daylight [Fire]
- Erupting Earth [Earth]
- Fireball [Fire]
- Fly [Air]
- Gaseous Form [Air]
- Lightning Bolt [Air]
- Meld into Stone [Earth]
- Melf’s Minute Meteors [Fire]
- Sleet Storm [Water]
- Tidal Wave [Water]
- Wall of Sand [Earth]
- Wall of Water [Water]
- Wind Wall [Air]
5 Ki Points
- Control Water [Water]
- Elemental Bane [All]
- Fire Shield [Fire]
- Ice Storm [Water]
- Stone Shape [Earth]
- StonesKin [Earth]
- Storm Sphere [Air]
- Wall of Fire [Fire]
- Watery Sphere [Water]
6 Ki Points
- Cone of Cold [Water]
- Control Winds [Air]
- Conjure Elemental [All]
- Control Winds [Air]
- Immolation [Fire]
- Maelstrom [Water]
- Transmute Rock [Earth]
- Wall of Stone [Earth]
7 Ki Points
- Bones of the Earth [Earth]
- Chain Lightning [Air]
- Fire Storm [Fire]
- Wall of Ice [Water]
Way of the Long Death
Monks of the Way of the Long Death seek to master the flow of life and death through understanding Ki. They can manipulate Ki to weaken their foes and can absorb Ki from the dying to bolster themselves.
Monks of this tradition are often withdrawn and quiet, hiding beneath their robes and keeping their hands to themselves, lest they inadvertently touch the life force of others.
Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). Alternately, you can regain Ki points equal to half your proficiency bonus. When a creature within 5 feet of you is reduced to 0 hit points by other means, you can spend one Ki point to gain the same benefit.
Force of Life
At 3rd level, you learn the Spare the Dying cantrip if you do not know it already and gain proficiency in the Medicine sKill. If you already have medicine proficiency, you gain expertise instead.
Cold Hand of Death
At 6th level, your ability to manipulate the Ki of others allows you to draw the life from your targets by touch. As a bonus action you can spend 2 Ki points to change the damage type of your unarmed attacks to necrotic for one minute. Damage dealt with this ability cannot be healed until after the target has completed a short or long rest.
Voice from the Beyond
At 6th level, you have learned to tap into a deceased creature's residual Ki to speak with it from beyond the grave. You can spend 3 Ki points to cast Speak with Dead. You can do this a number of times per long rest equal to half your proficiency bonus.
Death Mask
At 11th level, you gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As a bonus action, you can spend 1 Ki point to attempt to chill the soul of your target.
The target must succeed on a Wisdom saving throw, or become frightened of you, have their speed reduced to zero and gain vulnerability to necrotic damage. This effect lasts for 1 minute. The target can repeat the saving throw at the start of each of their turns. If the target succeeds on their saving throw or once the effect is ended, they cannot be targeted by this ability again until dawn the next day.
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 1 Ki point (no action required) to have 1 hit point instead.
Maintain the Balance
By 11th level, you have gained the ability to draw the life of others into yourself. Whenever you deal necrotic damage, you may spend 2 Ki points to regain hit points equal to the damage dealt.
Death's Grip
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 up to 10 Ki points. The target must make a Constitution saving throw, taking 1d10 necrotic damage per Ki point spent on a failed save, or half as much damage on a successful one.
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 tumbles 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
Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you choose this tradition at 3rd level, you gain proficiency in the Performance skill. If you already have proficiency on this skill, you gain expertise instead. You also gain proficiency with brewer's supplies.
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.
Anything to Hand
At 3rd level, you gain the ability to use objects in your environment to your advantage. You gain proficiency with improvised weapons and can use improvised weapons as part of your Martial Arts.
You can spend 1 Ki point as part of taking the attack action to pick up an object from your environment and use it for those attacks. This counts as an improvised weapon and deals damage equal to your martial arts die while you are wielding it. The object is destroyed at the end of your turn.
Objects used for this must be things your character can wield one or two handed and must not be weapons. These could include things like mugs and tankards, trays, plates or other tableware, stools or small chairs, long bones, sticks or logs, rocks or bricks, a purse of coins, a belt or coil of rope, pans and pots or articles of clothing.
The item can also be used as a thrown weapon with a range depending on its weight. Objects weighing less than 10lb have a range of 20/60 and items weighing more than 10lb have a range of 10/25.
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.
- Twisting Grip. When you hit with an unarmed attack, you can spend 1 Ki point to make an immediate Grapple Check using either Strength or Dexterity for the roll.
Powerful Breath
Starting at 6th level, you have learned to infuse your Ki into the alcohol on your breath to harm your foes. As an action you can spend 2 Ki points and consume an alcoholic beverage to produce a breath attack in a 15ft cone dealing fire, acid or poison damage (your choice)
Anyone caught in the cone must make a DEX save or take 4d6 damage of the chosen type. You can increase the damage of this ability by spending additional Ki points, increasing the damage by 1d6 for each additional point spent.
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, attack roll, or a saving throw, you can spend 2 Ki points to gain Advantage for that roll.
Spirit of the Crowd
At 11th level, you master the art of using your Ki to sway a crowd. If you are among a crowd (at least 10 people), you can spend 5 Ki points and 10 seconds to seed an idea into the crowd. This can lead the crowd to take an action, such as becoming unruly, dispersing peacefully, starting a chant, denouncing the action of an authority or demanding the welease of Bwian, or this can cause them to become fearful, friendly or hostile towards a specific figure or group.
The crowd can be incited to commit violence but cannot be forced to take actions that will directly injure its members (such as walking through a battlefield, attacking its own members or engaging an overwhelming force.) This effect can be maintained by concentration while you are within the crowd and will end 1 minute after you break concentration or leave the crowd.
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 additional attacks with it provided that each Flurry of Blows attack targets a different creature this turn.
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.
Choose two types of weapons to be your Kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice.
You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you and can be used with you Martial Arts feature. Many of this tradition's features work only with your Kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon- either melee or ranged- to be a Kensei weapon for you, following the criteria above.
Agile Parry.
If you make an unarmed strike as part of the Attack action on your turn and are holding a melee Kensei weapon, you can use it to defend yourself. 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.
Way of the Brush.
You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Sharpen the Blade
From 6th level, you gain the ability to augment your weapons further with your Ki. As a bonus action, you can expend Ki points to grant one Kensei weapon you touch a bonus to attack and damage rolls equal to the number of Ki points 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. The maximum number of Ki points you can spend on this ability is one, increasing to two at 11th level and three at 17th level.
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 equal to one roll of your Martial Arts die. You can only use this feature once per turn.
Disciplined Study
From 6th level, your relentless focus allows you to rapidly master new skills and tools. You can spend an hour in meditation and reduce your Ki point maximum by 3 points to gain proficiency in a skill, set of tools or instrument for 8 hours. Your Ki point maximum is restored when you lose the proficiency.
You can use this ability once as part of a long rest without breaking the rest.
Arms Master
At 11th level, you expand your mastery of weapons to include those with the heavy or special property. You can only have one special or heavy weapon as your Kensei weapon at a time.
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 spend 1 Ki point to reroll it. You can use this feature only once on each of your turns.
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. Monks of the Way of the Sun Soul remain deadly in close combat, but also fight from range, focusing their Ki into beams of radiance to strike at their foes. Masters of this tradition can radiate the light of the sun from within themselves and even defy gravity.
Monks of the Sun Soul often spend months in meditation and training to master the creation of these beams, with each Master having their own motions and poses to focus their Ki. Forming and mastering a new technique is one of the surest signs that a student has become a master in this tradition.
Inner Light
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you can spend 2 Ki points to cast the Blindness or Blur spells without providing material components. You also learn the light cantrip if you do not know it already.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you learn to hurl searing bolts of magical radiance.
You gain a new attack option that you can use as part of your Martial Arts feature. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals radiant, fire or force damage (your choice), and its damage die is your Martial Arts die, as shown in the Martial Arts column of the Monk table.
This special attack can be used for any or all of the attacks you make as part of the Attack action including Martial Arts, Flurry of Blows and Extra Attack. The range of this special attack increases to 60ft at 6th level, 90ft at 11th level and 120ft at 17th level.
Searing Arc Strike
At 6th level, you gain the ability to channel your Ki into searing waves of energy. As part of taking the attack action on your turn, you can spend 2 Ki points to cast the burning hands spell, replacing one of the attacks and dealing radiant, fire or force damage (your choice).
You can spend additional Ki points to cast burning hands as a higher-level spell. Each additional Ki point you spend increases the spell's level by 1. The maximum number of Ki points you can spend on this ability at one time is equal to your proficiency bonus.
Revealing Light
At 6th level you can use your Ki to call forth sunlight from within your soul. As an action, you can spend 3 Ki points to cast the Daylight spell targeting yourself.
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 2 Ki point to magically create an orb of light 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 10-foot-radius sphere must succeed on a Dexterity saving throw or take 4d6 radiant damage, or half as much damage on a failed save. A creature doesn't need to make the save if it is behind total cover that is opaque. You can increase the sphere's damage by spending additional Ki points. Each point you spend increases the damage by 2d6. You can also increase or decrease the radius of the effect by spending additional Ki points, the radius increasing or decreasing by 10ft for each Ki point spent (if the radius is decreased to zero, it becomes a single-target ability)
Improved Step of the Wind
From 11th level, when you activate step of the wind on your turn you may spend 1 Ki point to gain a flying speed equal to your walking speed until the end of your turn.
Sun Shield
At 17th level, you can call forth your inner light to become wreathed in a burning aura. As a bonus action, you can spend 4 Ki points to 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 aura as a bonus action. While this aura is active, you gain a flying speed equal to your walking speed.
If a creature moves within 5 ft of you while this light shines, or starts its turn within 5 ft of you, it must succeed on a constitution saving throw or take radiant damage equal to half of your monk level.
Unstopable Radiance
As an action you can spend 6 Ki point to cast the Sunbeam spell. You can use this ability a number of times equal to your Constitution modifier before completing a short or long rest.
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.
You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
Merciful Mask
d6 | Mask Appearance |
---|---|
1 | Raven |
2 | Blank and White |
3 | Crying Visage |
4 | Laughing Visage |
5 | Skull |
6 | Butterfly |
Hand of Healing
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
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
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
You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending Ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the Ki point for Hand of Harm. You can still use Hand of Harm only once per turn.
Hand of Ultimate Mercy
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.
Revised Monk version 1.3 by Ben Elm with thanks to r/UnearthedArcana for their feedback.
Based on original text from D&D 5th Edition by Wizards of the Coast. Original text from the Players Handbook, Sword Coast Adventurers Guide and Xanathar's Guide to Everything with additions and revisions by Ben Elm
Tell me what you think on Twitter @SingForTheTrees
Art Credits
Cover - Monk Art from Player Handbook by Wizards of the Coast Found on https://www.flutesloot.com/way-of-the-open-hand-monk-subclass-review-dnd-5e/
Page 1 - Way of the Open Hand - Artist unknown Sourced from https://merovia.obsidianportal.com/wiKis/way-of-the-open-hand
Page 5 - Way of the Sun Soul - Artist Unknown Found in a Sun Soul homebrew - https://i.redd.it/ah8gws1lrii11.jpg
Back Cover - Way of the Kensei - Artist unknown Sourced from https://forums.giantitp.com/showthread.php?559306-5e-Monk-Guide-Be-Like-Water-%28Updated-for-MToF%29