Player's Handbook Traditions
Way of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the 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.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
Elemental Disciplines. You know the Elemental Attunement discipline and two other elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th, 9th, 12th, 15th and 18th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Upcasting. You can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 spell level for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
Favored Element
At 3rd level, you have trained in the forms of elemental expression.
Choose one of the following damage types: bludgeoning, cold, fire or thunder. You gain resistance to that damage type.
Additionally, when you use an elemental disciplines that deals the chosen damage type, you emit a crackling aura of nature, which extends 5 feet from you in every direction (but not through total cover) and lasts until the end of your next turn. While the aura is active, each creature of your choice has resistance to your chosen damage type while within the aura, as you shape your favored elemental medium around them.
You can change your choice of damage type whenever you finish a long rest.
Elemental Focus
By 6th level, you skillfully infuse your motions with even more potent expressions of elemental might. Once per turn when you deal damage to at least one target, you gain an additional effect determined by the damage type chosen for your Favored Element feature:
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Bludgeoning. You can Dash as a bonus action. When you take this bonus action, you take on a nimble form of the wind, you force each creature within 5 feet of you to make a Dexterity saving throw against your Ki save DC. On a failure, each creature takes bludgeoning damage equal to 1d4 + your Wisdom modifier.
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Cold. One of the targets of your choice must make a Constitution saving throw against your Ki save DC. On a failed save, the target's speed is reduced to 0 until the end of its next turn, as ice mires it. A target can be affected by the ice only once per round.
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Fire. One of the targets of your choice takes an additional 1d6 fire damage. Fortifying flames then dance around one creature of your choice within 30 feet of you. The chosen creature gains 1d6 temporary hit points.
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Thunder. One of the targets of your choice takes an additional 1d6 thunder damage and must make a Dexterity saving throw against your Ki save DC. On a failed save, the target is unable to take reactions until the end of its next turn, as residual thunder shakes its form.
Coupled Elements
At 10th level, you have honed your forms of elemental expression to best suit your needs. You can now harness two damage types at once, from the Favored Element feature.
You can change your choice of damage types whenever you finish a long rest.
Avatar of the Four Elements
At 14th level, you have mastered your forms of elemental expression to harness all damage types from the Favored Element feature.
Elemental Disciplines
Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour. Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet.
Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fist of the Elements
You can use the damage type granted by the Favored Element feature on your unarmed strikes or monk weapons.
Fist of Four Thunders
You can spend 2 ki points to cast Thunderwave.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Rush of the Gale Spirits
You can spend 2 ki points to cast Gust of Wind.
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Sweeping Cinder Strike
You can spend 2 ki points to cast Burning Hands.
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Clench of the North Wind
Prerequisite: 6th Level
You can spend 3 ki points to cast Hold Person.
Gong of the Summit
Prerequisite: 6th Level
You can spend 3 ki points to cast Shatter.
Grasping Ground Palm
Prerequisite: 6th Level
You can spend 3 ki points to cast Maximilian's Earthen Grasp.
Icey Hail Flurry
Prerequisite: 6th Level
You can spend 3 ki points to cast Snilloc's Snowball Swarm.
Flames of the Phoenix
Prerequisite: 12th Level
You can spend 4 ki points to cast Fireball.
Mist Stance
Prerequisite: 12th Level
You can spend 4 ki points to cast Gaseous Form, targeting yourself.
Ride the Wind
Prerequisite: 12th Level
You can spend 4 ki points to cast Fly, targeting yourself.
Rising River Rampart
Prerequisite: 12th Level
You can spend 4 ki points to cast Wall of Water.
Shielding Wind Wall
Prerequisite: 12th Level
You can spend 4 ki points to cast Wind Wall.
Frost Barrage
Prerequisite: 15th Level
You can spend 5 ki points to cast Ice Storm.
Eternal Mountain Defense
Prerequisite: 15th Level
You can spend 5 ki points to cast Stoneskin, targeting yourself.
River of Hungry Flame
Prerequisite: 15th Level
You can spend 5 ki points to cast Wall of Fire.
Whirling Wind Orb
Prerequisite: 15th Level
You can spend 5 ki points to cast Storm Sphere.
Breath of Winter
Prerequisite: 17th Level
You can spend 6 ki points to cast Cone of Cold.
Immolating Embrace
Prerequisite: 17th Level
You can spend 6 ki points to cast Immolation.
Eye of the Maelstrom
Prerequisite: 17th Level
You can spend 6 ki points to cast Maelstrom.
Strike of the Divine Tempests
Prerequisite: 17th Level
You can spend 6 ki points to cast Destructive Wave.
Wave of Rolling Earth
Prerequisite: 17th Level
You can spend 6 ki points to cast Wall of Stone.
Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting 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.
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 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 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Shadowy Dodge
Starting at 14th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
You must use this feature before you know the outcome of the attack roll
Xanathar's Guide to Everything Traditions
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 Dancer
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
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 (no action required) to cause that attack to hit one creature of your choice , other than the attacker, that you can see within 5 feet of you.
Drunkard's Luck
Starting at 10th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
Intoxicated Frenzy
At 14th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Way of the 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. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 10th, 14th 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 or Flurry of Blows on your turn while you are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. Once per turn, when you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to a roll of your Martial Arts die.
Sharpen the Blade
At 10th level, you gain the ability to augment your weapons further with your ki.
As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals to twice the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Unerring Accuracy
At 14th level, your mastery of weapons grants you extraordinary accuracy. Once per attack roll, you can reroll the attack roll you missed made using a monk weapon.