Class Features
Hit Points
- 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: Choose one type of artisan's tools or one musical instrument
- Saving Throws: Dexterity, Wisdom
- Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Medicine, Perception, 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
Alternatively, you may start with 5d4 Ă— 10 gp to buy your own equipment.
Monk Ability Table
Level | Proficiency Bonus | Features | Unarmored Movement | Martial Arts Die |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | — | d4 |
2nd | +2 | Ki, Unarmored Movement, Dedicated Weapon | +10ft | d4 |
3rd | +2 | Monastic Tradition, Deflect Missiles | +10ft | d4 |
4th | +2 | Ability Score Improvement, Slow Fall, Quickened Healing | +10ft | d4 |
5th | +3 | Extra Attack, Disrupting Strike | +15ft | d6 |
6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | +15ft | d6 |
7th | +3 | Evasion | +15ft | d6 |
8th | +3 | Ability Score Improvement | +15ft | d6 |
9th | +4 | Improved Unarmored Movement, Purity of Body & Mind | +20ft | d8 |
10th | +4 | Monastic Tradition feature | +20ft | d8 |
11th | +4 | Improved Martial Arts | +20ft | d8 |
12th | +4 | Ability Score Improvement | +20ft | d8 |
13th | +5 | Tongue of the Sun & Moon | +25ft | d10 |
14th | +5 | Diamond Soul | +25ft | d10 |
15th | +5 | Awakened Reflexes | +25ft | d10 |
16th | +5 | Ability Score Improvement | +25ft | d10 |
17th | +6 | Timeless Body | +25ft | d12 |
18th | +6 | Monastic Tradition feature | +30ft | d12 |
19th | +6 | Ability Score Improvement | +30ft | d12 |
20th | +6 | Ascended Soul | +30ft | d12 |
Unarmored Defense
1st-level feature
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity + your Wisdom modifier.
Martial Arts
1st-level feature
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.
As long as you are not wearing heavy armor or wielding a shield, your Martial Arts attacks gain the following benefits:
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Martial Arts Attack: You may roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes at levels 5th (d6), 9th (d8), 13th (d10) and 17th (d12). Additionally, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, and to calculate the save DC for a grapple escape saving throw.
-
Quick Strike: When you use the Attack action (with an unarmed strike or a monk weapon) or spend Ki points as part of your action, you can make one unarmed strike as a bonus action.
Dedicated Weapon
2nd-level feature
Whenever you finish a short or long rest, you can touch one weapon, focus your Ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must be a simple or martial weapon that you are proficient with it, and it must lack the special property.
Ki
2nd-level feature
You learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your ki to perform supernatural physical feats known as techniques.
Ki Points
You have an amount of Ki points equal to your Monk level + your Wisdom modifier. You regain expended Ki points when you finish a short or long rest, so long as you spent at least 30 minutes of that rest in spiritual meditation.
Saving Throws
Techniques rely on your mastery over your body, and grow in proportion to your self-control. When a technique requires a saving throw, the saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki Techniques:
-
Flurry of Blows: After taking the Attack action, you can spend 1 Ki point to make two unarmed strikes as a bonus action.
-
Patient Defense: You can spend 1 Ki point to take the Dodge action as a bonus action on your turn.
-
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
2nd-level feature
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.
When you reach 9th level in this class, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move, and can ignore non magical difficult terrain.
Deflect Missiles
3rd-level feature
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 + your Monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged attack with a range of 20/60 using 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
3rd-level feature
You commit yourself to a monastic tradition. Your tradition grants you features at levels 3rd, 6th, 10th, and 18th.
- Way of Mercy
- Way of the Astral Self
- Way of the Drunken Master
- Way of the Elements
- Way of the Kensei
- Way of the Long Death
- Way of the Open Hand
- Way of the Shadow
- Way of the Sun Soul
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:
4th-level feature
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.
Quickened Healing
4th-level feature
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 proficiency bonus.
Extra Attack
5th-level feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Disrupting Strike
5th-level feature
You can interfere with the flow of Ki in another creature. When you hit a creature with a melee weapon attack, you can pick one of the below aspects to interfere with, each imposing a different penalty:
Body:
Impending Strike: When you hit a single opponent with an attack, you can spend 1 Ki point to attempt an Impending Strike. The target must succeed on a Strength saving throw or be blinded, deaf, or unable to speak (your choice) until the end of your next turn.
Mind:
Discombobulating Strike: When you hit a creature with an unarmed strike, you can spend 1 Ki point to disrupt the creature’s mind. The creature subtracts your Martial Arts die from its next Intelligence, Wisdom or Charisma saving throw.
Spirit:
Slowing Strike: When you hit a creature, you can spend 1 Ki point to force the creature to make a Wisdom saving throw. On a failed save the creature is dazed until the end of your next turn.
Ki-Empowered Strikes
6th-level feature
Your unarmed strikes and monk weapons count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Whenever you score a critical hit with an unarmed strike on a creature, you regain 1 Ki point.
Additionally, your unarmed strikes are suffused with ki, granting them a +1 bonus to attack and damage rolls. This increases to +2 at 11th level, and +3 at 17th level.
Evasion
7th-level feature
Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Purity of Body & Mind
9th-level feature
The power of your spirit and strength of your body protects you against physical ans psychic ailments. You are immune to all disease and poison, and gain advantage on saving throws against being charmed or frightened, as your philosophy holds you steady.
Improved Martial Arts
11th-level feature
Your intense training in martial arts has improved your physical state, your abilities in combat and your reflexes. You gain the following benefits:
-
Swift Strikes You can hit with the speed of lightning. When you use your Flurry of Blows feature, you can make three unarmed strikes instead of two .
-
Stoical Guard: You can quickly react to your opponents moves and hit them back. When you use your Patient Defense feature, you can make attacks of opportunity without using your reaction until the start of your next turn.
-
Hurricane Stride: You can run as fast as a hurricane. You can use your Step of the Wind feature without spending a Ki point.
Tongue of the Sun and Moon
13th-level feature
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
14th-level feature
Your mastery of Ki grants you proficiency in all saving throws. Whenever you make a saving throw and fail, you can spend 1 Ki point to re roll it and take the second result.
Awakened Reflexes
15th-level feature
The Ki flowing through your veins enhance your natural instincts. As long as you have Ki points remaining, you can take an additional reaction each round, and when a creature misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.
Additionally, you gain blindsight with a range of 10 feet. Allowing you to see anything that isn't behind total cover. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Timeless Body
17th-level feature
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.
Ascended Soul
20th-level feature
You have mastered the power of your inner energy and the point of being and almost limitless font of Ki. At the start of each of your turns, you regain 1 Ki point provided that you don't have more than half your total Ki points at the moment.
Subclasses
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.
Implements of Mercy
3rd-level feature
You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
Hands of Healing
3rd-level feature
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.
Hands of Harm
3rd-level feature
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
6th-level feature
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 Hands 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 Hands 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
10th-level feature
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 Hands 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 Hands of Harm. You can still use Hands of Harm only once per turn.
Hand of Ultimate Mercy
18th-level feature
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 spend 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 Astral Self
Amonk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
Arms of the Astral Self
3rd-level feature
Your mastery of your Ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 Ki point to summon the arms of your astral self for 10 minutes or until incapacitated. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die. While the spectral arms are present, you gain the following benefits:
-
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
-
You can use the spectral arms to make unarmed strikes.
-
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
-
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
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Whenever you use your Deflect Missiles feature you can reduce the damage of a number of projectiles equal to your Proficiency Bonus, but can only return one of them.
Visage of the Astral Self
6th-level feature
You can summon the visage of your astral self. When you activate Arms of the Astral Self, you can spend 1 additional Ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance. While the spectral visage is present, you gain the following benefits.
-
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
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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
10th-level feature
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. While the spectral body is present, you gain the following benefits:
-
Deflect Energy: Your Deflect Missiles feature now also works when you take acid, cold, fire, force, lightning, poison, or thunder damage. If you reduce the damage to 0, you can spend 1 Ki point to redirect some of the energy in the same way you would return a projectile.
-
Empowered Strike: Once per turn when you hit a creature with an unarmed strike, you can choose to deal additional damage to the creature equal to one roll of your Martial Arts die.
Awakened Astral Self
18th-level feature
Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 Ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die and while it lasts you gain the following benefits:
-
Armor of the Spirit: You gain a +2 bonus to Armor Class.
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Astral Barrage: Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Drunken Disciple
3rd-level feature
You gain proficiency with improvised weapons, which count as monk weapons for you.
Additionally, 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.
Unpredictable Technique
3rd-level feature
You learn how to twist and turn quickly as a response to danger. You gain the following benefits:
-
Drunken Step Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and before or after making each unarmed strike you can move 5ft.
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Drunken Fist: Whenever you hit a target with an unarmed strike as part of your Flurry of Blows feature, that creature has disadvantage on its next attack roll against you until the start of your next turn.
Tipsy Sway
6th-level feature
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. Additionally, creatures can't gain advantage on melee attack rolls against you due to you being prone.
-
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.
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Uncanny Stagger: Whenever you use your reaction during combat, you can move up to half your movement speed as part of the same action.
Drunkard's Luck
10th-level feature
You always seem to get a lucky bounce at the right moment. When you make a d20 test and have disadvantage, you can use your reaction and spend 1 Ki point to cancel the disadvantage for that roll.
Additionally, whenever you roll a 1 on your Martial Arts die, you can reroll the die.
Intoxicated Frenzy:
18th-level feature
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 two additional attacks with it (up to a total of five Flurry of Blows attacks). Provided that you target a creature that has not been targeted by the previous attack.
Way of the Elements
You follow a monastic tradition that teaches you to harness the elements. 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.
Spellcasting
3rd-level feature
You augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the Elemental Spell List. You learn an additional cantrip from that list at 9th and 15th level.
Spell Slots
The Way of the Elements Spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing Spells
You prepare the list of spells that are available for you to cast, choosing from the Elemental spell list. When you do so, choose a number of spells equal to your Wisdom modifier + half your Monk level (rounded down). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in spiritual meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your way of the elements spells, since your magic draws on your attunement to the elements.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ki Fueled Magic
3rd-level feature
Your spells are fueled by your own Ki, your Ki counts as an spellcasting focus. Whenever you make an unarmed strike you can choose to deal one of the following types of damage: Cold, Fire, Lightning or Thunder.
Way of the Elements Spellcasting
Monk Level | Cantrips Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
3rd | 2 | 2 | - | - | - |
4th | 2 | 3 | - | - | - |
5th | 2 | 3 | - | - | - |
6th | 2 | 3 | - | - | - |
7th | 2 | 4 | 2 | - | - |
8th | 2 | 4 | 2 | - | - |
9th | 3 | 4 | 2 | - | - |
10th | 3 | 4 | 3 | - | - |
11th | 3 | 4 | 3 | - | - |
12th | 3 | 4 | 3 | - | - |
13th | 3 | 4 | 3 | 2 | - |
14th | 3 | 4 | 3 | 2 | - |
15th | 4 | 4 | 3 | 2 | - |
16th | 4 | 4 | 3 | 3 | - |
17th | 4 | 4 | 3 | 3 | - |
18th | 4 | 4 | 3 | 3 | - |
19th | 4 | 4 | 3 | 3 | 1 |
20th | 4 | 4 | 3 | 3 | 1 |
Waves of energy
6th-level feature
The elements themselves defend your body and soul. Whenever you cast a spell of 1st level or higher that deals cold, fire, lighting or thunder damage you gain resistance to that damage type until the end of your next turn
Additionally, you can use your Quick Strike or Flurry of Blows features after using your action to cast an elemental spell.
Elemental Overload
10th-level feature
You have mastered the control of the elements and the power of your spells increases enormously.
When you cast a spell and roll the damage of the spell, you can spend 3 Ki points to choose a number of the damage dice up to your Wisdom modifier (minimum of one) to have them maximize. The chosen dice are treated as if they had rolled their maximum result.
One with the Elements
18th-level feature
The power of the elements runs through your veins. You can cast the Investiture of Flame, Investiture of Ice, Investiture of Stone or Investiture of Wind spells using this feature, requiring no components or concentration.
Once you cast a spell with this feature, you can't do so again until you finish a long rest.
Elemental Spell List
Cantrips |
---|
Control Flames |
Create Bonfire |
Fire Bolt |
Frostbite |
Gust |
Lightning Lure |
Magic Stone |
Mold Earth |
Produce Flame |
Ray of Frost |
Shape Water |
Shocking Grasp |
1st Level |
---|
Absorb Elements |
Burning Hands |
Chaos Bolt |
Chromatic Orb |
Create or Destroy Water |
Earth Tremor |
Fog Cloud |
Frost Fingers |
Hellish Rebuke |
Ice Knife |
Thunderwave |
Witchbolt |
2nd Level |
---|
Aganazzar's Scorcher |
Continual Flame |
Dragon's Breath |
Dust Devil |
Flame Blade |
Flaming Sphere |
Gust of Wind |
Heat Metal |
Levitate |
Maximilian's Earthen Grasp |
Rime's Binding Ice |
Scorching Ray |
Snilloc's Snowball Storm |
Spike Growth |
Warding Wind |
3rd Level |
---|
Ashardalon’s Stride |
Call Lightning |
Elemental Weapon |
Erupting Earth |
Fireball |
Fly |
Gaseous Form |
Lightning Bolt |
Melf's Minute Meteors |
Sleet Storm |
Tidal Wave |
Wall of Sand |
Wall of Water |
Water Breathing |
Wind Wall |
4th Level |
---|
Control Water |
Elemental Bane |
Fire Shield |
Ice Storm |
Stone Shape |
Stoneskin |
Storm Sphere |
Summon Elemental |
Wall of Fire |
Watery Sphere |
Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like 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 much in the same way a calligrapher or a 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
3rd-level feature
Your training in armed martial arts leads you to master many weapons. You gain proficiency with shields and all martial melee weapons that lack the special property. These count as monk weapons for you.
Art of War
3rd-level feature
You learn a series of martial techniques for use with various types of weapon (see "Kensei Techniques list" below). You start with 2 techniques and learn an additional technique whenever you reach one of the following levels in this class: 6th (3), 10th (4), 14th (5), and 18th (6). Whenever you gain a level in this class, you can change one of the kensei techniques you already know for a new one.
If one of your kensei techniques forces a creature to make a saving throw it has to succeed against your Art of War Save DC to resist this technique's effect: The saving throw DC is calculated as follows:
Art of War Save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier
One wth the Blade
6th-level feature
You extend your Ki into your kensei weapons, granting you the following benefits:
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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.
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Spiral Of Strikes: Whenever you use a class feature that allows you to make an unarmed attack, you can make a weapon attack instead.
Warrior's Might
10th-level feature
Your training with weapons allows you to stand tall against armies. As a bonus action on your turn, you can spend 1 Ki point to take a combat stance. While in this fighting stance, you gain the benefits of one fighting style from those available for fighters at 1st-level. You maintain this stance for 1 minute or until you are reduced to 0 hit points.
Moreover, as a bonus action on your turn, you can spend 1 Ki point and choose one of your know Kensei techniques, you can change this technique for a new one from the list on the next page.
Unerring Accuracy
18th-level feature
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can make another weapon attack as part of the same action. You can use this feature only once on each of your turns.
Kensei Techniques List
Agile Defense: When a creature makes a melee attack against you while you are wielding a weapon with the Versatile property, you can use your reaction to impose disadvantage on the attack roll.
Avalanche Strike: When you take the Attack action (or use Flurry of Blows) with a weapon that has the Heavy property, before making an attack you can forgo any number of your other attacks from the action. If the attack hits, it deals extra damage equal to the weapon's damage die + your Strength modifier for each attack you chose to forgo.
Called Shot: When you have advantage on an attack roll with a ranged weapon, you can forgo the advantage for that roll. If you do so and the attack hits it deals additional damage equal to one roll of your Martial Arts die.
Crippling Strikes: Whenever you take the Attack action against a creature, you can reduce the target's movement speed by 5ft for every time you hit it with a monk weapon (The target's movement speed cannot be lower than 5ft), this penalty lasts until the end of your next turn.
Deep Wounds: Once per turn, when you hit a creature with a monk weapon, you can force the target to make a Strength saving throw. On a failed save it has a -1 penalty to Strength, Dexterity and Constitution saving throws until it regains at least 1 hit point (This effect can stack up to a -3 penalty).
Deflect Weapons When you are hit with a melee weapon attack from a creature within 5ft, you can use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can spend 1 Ki point to make a melee weapon attack against that creature as part of the same reaction.
Master At Arms: Once per turn, when you hit a creature with a weapon attack you can roll the damage die twice and use the highest value.
Parry: Whenever an enemy attacks you with a melee weapon attack, you can spend 1 Ki point as a reaction to parry its attacks. Until the start of your next turn, you gain a +1 bonus to your AC for every attack that the enemy who attacked you misses. The maximum AC bonus you can get with this feature is equal to your Dexterity modifier (minimum of 1).
Quick Step: Whenever you take the attack action, you can move 5ft before or after every attack made with a monk weapon.
Rapid Fire: Whenever you attack with a weapon that has the Loading property you can ignore this property.
Returning Weapons: Whenever you make a ranged weapon attack with a weapon that has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
Riposte: When a creature misses you with a melee attack while you're wielding a weapon with the Finesse property or a quarterstaff in one hand and nothing in the other hand, you can use your reaction to make a melee weapon attack against that creature.
Shield Expert: You can still get the benefits of Monk features (such as Unarmored Movement or Unarmored Defense) even if you're wielding a shield.
Skewer: When you hit a Large or smaller creature with a polearm weapon while the target is against a solid surface, you can force it to make a Strength saving throw or be restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While you restrain a creature your movement cannot be higher than 0.
Sweeping Attack: Once per turn when you attack a creature with a two handed melee monk weapon, if the original attack roll would hit another target within 5 feet of the original target, you may deal damage to the secondary target equal to one roll of your Martial Arts die.
Twin Blades: When you engage in two-weapon fighting on your turn with weapons that have the Light property, you can make two off-hand attacks as part of the Attack action instead of one.
Warrior's Bloodlust: Whenever you reduce a creature to 0 hit points, you can use your reaction to move up to half your speed and make one weapon attack.
Whirlwind: Once per turn, when you take the Attack action with monk weapons, you can forgo one attack to strike multiple enemies near you. Each enemy within 5 feet of you must make a Dexterity saving throw, taking damage equal to your Martial Arts die on a failed save.
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 then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Touch of Death
3rd-level feature
Your study of death allows you to extract vitality from another creature as it nears its demise. You gain the following benefits:
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When you reduce a creature within 5 feet of you to 0 hit points with an unarmed strike, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). If you are below half your maximum hit points, you regain this amount as hit points instead of gaining temporary hit points.
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You can cause your unarmed strikes to deal necrotic damage instead of bludgeoning damage.
Life Draining Strike
6th-level feature
When you hit a creature with an unarmed strike you can try to steal some of its inner energy by spending 2 Ki points.
The target must succeed on a Constitution saving throw or have its life energy drained, at the start of each of its turns for the next minute the creature takes necrotic damage equal to one roll of your Martial Arts die and you recover a number of hit points equal to the damage dealt. At the end of each of its turns, the target can repeat the saving throw, ending the effect of this feature on a success.
On a failed save, the creature takes additional damage equal to your proficiency bonus and you recover the same amount of hit points.
Mastery of Death
10th-level feature
You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points but not killed outright, you can spend 1 Ki point (no action required) to have 1 hit point instead.
Touch of the Long Death
18th-level feature
Your touch can channel the energy of death into a creature. When you hit a creature with an unarmed strike, you can spend 4 Ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Way of 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
3rd-level feature
You can manipulate your enemy's Ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
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It must succeed on a Dexterity saving throw or be knocked prone.
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It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
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It can't take reactions until the end of your next turn.
Improved Technique
6th-level feature
You have practiced a martial arts technique that improves your style of combat. Choose one of the following benefits:
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Defensive Technique: You can use your Deflect Missiles feature against meele weapon attacks, you reduce the damage to 0, you can use your reaction to make an unarmed strike against the creature that attacked you.
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Offensive Technique: Your unarmed strikes now can score a critical hit on a roll of 19 or 20.
Crippling Strikes:
10th-level feature
You can find the weak spots of your enemies and exploit them. When you make an unarmed strike against a creature and roll maximum damage on your Martial Arts die, the target has disadvantage on its next d20 test before the end of your next turn.
Mastered Technique
18th-level feature
You have become an expert on hand to hand combat, being able to defend yourself and fight your foes. You gain the following benefits:
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Defensive Technique: Whenever you use your Flurry of Blows feature, you also take the Dodge action as part of the same bonus action.
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Offensive Technique: Whenever you use your Flurry of Blows feature, you make four unarmed strikes instead of three.
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.
Shadow Arts
3rd-level feature
You can use your Ki to duplicate the effects of certain spells. As an action on you turn you can spend Ki points to cast the following spells:
Spell | Ki points requirement |
---|---|
Fog Cloud | 1 |
Darkness | 2 |
Darkvision | 2 |
Pass without Trace | 2 |
Silence | 2 |
Additionally, you gain the ability to cast the Minor Illusion cantrip as an action on your turn.
Penumbra Eyes
3rd-level feature
Your eyes have adapted to the dark and have granted you the ability to see though darkness itself. You gain darkvision with a range of 60ft and whenever you cast the Darkness spell, you can see through the darkness created by the spell.
Shadow Step
6th-level feature
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 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.
Shadow Clone
10th-level feature
You have learned to become one with the shadows. As an action, you can spend 4 Ki points to cast the Summon Shadowspawn spell at 3rd level (fear emotion only) creating a shadow version of yourself, and you can cast it without a material component.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Opportunist
18th-level feature
You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own 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.
Spirit of Light
3rd-level feature
You can use your Ki points to hurl magical radiance in multiple ways:
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Radiant Soul: You can change the damage type of your unarmed strikes to radiant, gain resistance to radiant damage, and learn the Light cantrip.
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Radiant Sun Bolt: Whenever you make an unarmed strike, you can replace that attack with a radiant bolt attack. Radiant Sun Bolt attacks are ranged unarmed strikes that use your Wisdom for attack rolls, and deal radiant damage equal to one roll of your Marital Arts die + your Wisdom modifier. They have a normal range of 60ft, and a long range of 120ft.
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Blinding Bolt: Once per turn you can make one of your radiant sun bolts explode with blinding light, the target of the bolt must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Blinding Presence
6th-level feature
You gain the ability to explode with blinding light, blinding enemies in the process. As an action you can cause creatures of your choice within 15ft to make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn.
Searing Sunburst
10th-level feature
You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb 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 Dexterity saving throw or take radiant damage equal to two rolls of your Martial Arts die or half as much on a successful save. You can increase the sphere's damage by spending Ki points. Each point you spend, up to a maximum of 3, increases the damage by two additional rolls of your Martial Arts die.
Alternatively, you can create a radiant blast from the palm of your hands. This beam of bright energy forces creatures in a 30ft line originating from you to make a Dexterity saving throw or take radiant damage equal to two rolls of your Martial Arts die or half as much on a successful save. You can increase the blast's damage by spending Ki points. Each point you spend, up to a maximum of 3, increases the damage by two additional rolls of your Martial Arts die.
Sun Shield
18th-level feature
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 light shines you gain the following benefits:
- If a creature hits you with a melee attack, roll a d4, on a 4 the enemy creature takes damage equal to your Wisdom modifier.
- Your unarmed strikes and Radiant Sun Bolts deal an additional 1d6 radiant damage to creatures in the bright light, or an additional 1d4 radiant damage to creatures in the dim light.
Quick Strike/Ki Strike and Disrupting Strike: Inspired by work of u/Prestigious_Boss_731 and used here with original author permission, (in his post he says that u/medium_buffalo_wings did feedback on the Disrupting Strike feature so im crediting them too): Source
Class Art Credit:
Front Page: Groznez
Page 2: Craig Elliott
Page 3: Art belongs to Magic The Gathering
Page 4: Clint Cearley
Page 5: Minttu
Page 6: Smirtouille
Subclasses Art Credit:
Way of Mercy: Jun Tai Li
Way of the Astral Self: u/teriyakininja7's cousin
Way of the Drunken Master: u/Madmanartist
Way of the Elements I: dCTb
Way of the Elements II: Ben Guldemond
Way of the Kensei I: NaleBunny96
Way of the Kensei II: Choi, Jung Wook
Way of the Long Death: u/MDK_Art
Way of the Open Hand: Ameera Sheikh
Way of he Shadows: Art belongs to the "Legend of the Five Rings" franchise
Way of the Sun Soul: u/Tiffanyage