Monk

Her fists a blur as they deflect an incoming hail of arrows, a faerie springs over a barricade and throws herself into the massed ranks of sahuagins 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 Verdan covered in tattoos settles into a battle stance. As the first charging woe striders reach him, he exhales and blasts of light flow from his fists, engulfing his foes.

Moving with the silence of the night, a black-clad Ursan steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Class Table
Level Proficiency Bonus Features Martial Arts Unarmored Movement Experience Points
1st +2 Unarmored Defense 1d6 - 0
2nd +2 Ki, Unarmored Movement 1d6 10ft 300
3rd +2 Monastic Traditions, Deflect Missiles 1d6 10ft 1,000
4th +2 Ability Score Improvement, Slow Fall, Quickened Healing 1d6 10ft 3,000
5th +3 Extra Attack, Fast Movement, Stunning Strike 1d8 10ft 6,000
6th +3 Ki-Empowered Strikes, Monastic Tradition Feature 1d8 15ft 10,000
7th +3 Evasion, Stillness Of Mind 1d8 15ft 20,000
8th +3 Ability Score Improvement 1d8 15ft 40,000
9th +4 Unarmored Movement 1d8 15ft 60,000
10th +4 Purity of Body 1d8 20ft 80,000
11th +4 Monastic Tradition 1d10 20ft 100,000
12th +4 Ability Score Improvement 1d10 20ft 120,000
13th +5 Tongue of the Sun and Moon 1d10 20ft 140,000
14th +5 Diamond Soul 1d10 25ft 160,000
15th +5 Timeless Body, Quick Rest 1d10 25ft 180,000
16th +5 Ability Score Improvement 1d10 25ft 200,000
17th +6 Monastic Tradition Feature 1d12 25ft 225,000
18th +6 Empty Body 1d12 25ft 250,000
19th +6 Ability Score Improvement 1d12 25ft 300,000
20th +6 Perfect Self 1d12 25ft 350,000

Class Information.

Hit Dice. 1d8 per monk level
1st Level Hitpoints. 8 + your Constitution modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution modifier per monk level after 1st
Armor Proficiencies. None
Weapon Proficiencies. Simple Weapons and Shortswords
Tool Proficiencies. One type of Artisan’s Tools or one Musical Instrument
Saving Throw Proficiencies. Strength and Dexterity
Skill Proficiencies. Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment. A Simple Weapon, an Equipment Pack, and 10 Darts

Unarmored Defense. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts. At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. By meditating you can focus your ki to learn how to best use a weapon. At the end of a long rest, you touch one or two weapons that you are proficient with and that don’t have the Heavy property. These weapons become Monk weapons until you finish a long rest. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll your Martial Arts Die in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table, but starts as a d4. When you take the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Ki. Starting at 2nd level, your training allows you to harness the mystic energy of ki, most scholars say this taps into creation energy, however no one is entirely sure. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to two times your monk level and is also shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You gain more features that use ki points as you level up and from your subclass and you regain all expended ki points when you finish a long rest. If you use an action on your turn that uses ki points, you can make an unarmed strike as a bonus action. If a feature that uses ki points requires the target to make a Saving Throw, it uses your Ki Save DC, which is equal to 8 + your proficiency bonus + your Wisdom modifier.

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 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 and Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Monastic Tradition. When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + 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 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, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvements. 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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

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.

Quickened Healing. Also at 4th level, you gain the ability to center yourself, as an action, you can spend 2 ki points and regain a number of hit points equal to one roll of your Martial Arts die plus your proficiency bonus.

Extra Attack. At 5th level you can perform an additional attack as part of the Attack action. If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.

Focused Aim. Starting at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Stunning Strike. Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes. Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Evasion. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm 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. Additionally, if you take no damage because of a success, you may move out of the area causing the save to be made.

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.

Unarmored Movement Improvement. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

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. In addition, you no longer need food or water.

Quick Rest. Also at 15th level, your improved vitality allows you to rest at an accelerated rate. You can finish a long rest in 2 less hours then you would be able to normally.

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, your mastery over Ki and creation energy allows you to, as an action, regain ten Ki points.


Way of the Ascendant Dragon

The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself.

Draconic Disciple. At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

  • If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
  • When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

Additionally, you learn to speak, read, and write Draikyaan or one other language of your choice.

Breath of the Dragon. Also at 3rd level, you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Wings Unfurled. At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. When you do so, all creatures of your choice within 15ft of you must make a Strength Saving Throw against your Ki Save DC or fall Prone. Additionally, while the wings exist, you have a flying speed equal to your walking speed.

Aspect of the Wyrm. At 11th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Ascendant Aspect. At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

  • When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
  • You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Arms of the Astral Self. At 3rd level, tour mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die. For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • 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.

Visage of the Astral Self. At 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage 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.

  • You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
  • You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
  • When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self. At 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance. While the spectral body is present, you gain the following benefits.

  • When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
  • Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Awakened Astral Self. At 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 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. While your astral self is awakened, you gain the following benefits.

  • You gain a +2 bonus to Armor Class.
  • 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 Basking Viper

Monks of the Way of the Basking Viper seek to to emulate their way's titular animal, developing methods to turn their ki into deadly toxins and strike quickly. Masters of this tradition often cause others to become uncomfortable, as their everyday motions begin to resemble that of a cunning predator

Venom Strike. When you choose this tradition at 3rd level, you can channel your ki into an enemy to introduce a toxin into their body. When you hit a creature with an unarmed strike, you may force the creature to make a Constitution Saving Throw. On a failure, the creature is Poisoned for a number of rounds equal to your Wisdom Modifier (Minimum 1). While a creature is poisoned in this way, it takes an amount of Poison Damage equal to one roll of your Martial Arts die at the start of its turns, and may reattempt to the saving throw against the effect at the end of its turn, ending the effect on a success. You may use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest, if you have no remaining uses, you may spend 2 ki points to use this feature again.

Earthen Rhythm. Also at 3rd level, you can detect subtle changes in the ground around you. You can Tremorsense out of a number of feat equal to 5 times your Proficiency Bonus. If you already have Tremorsense, this increases your Tremorsenses range by an equal amount.

Potent Toxins. At 6th level, the venoms you create are far more lethal. Whenever you deal Poison Damage to a creature, you ignore Resistance to that damage. In addition, the damage from your Venom Strike increases to two rolls of you Martial Arts die.

Coldblooded Predator. At 11th level, your fighting style has become more snakelike, causing your ambushes to become more deadly. When you hit a creature with an opportunity attack, you may use your Venom Strike without expending a use of the feature. Additionally, you ignore the effects of Extreme Heat.

Virulent Venom. At 17th level, your venomous strikes have become even more gruesome. When you use your Venom Strike, you may expend 3 ki points, causing the target to be Paralyzed instead of Poisoned on a Failed Save. Additionally, the target takes three rolls of your Martial Arts die instead of two while Paralyzed in this way.

Way of the Cobalt Soul

Driven by the pursuit of knowledge the Library of the History is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all of Drakomere. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous truths from those whose unwholesome thirst for knowledge might bring death and suffering to others. The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.

Extract Aspects. Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest. Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Extort Truth. Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts. If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Mystical Erudition. Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to gain expertise with that skill. You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.

Mind of Mercury. Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Mystical Erudition. At 11th level, you gain an additional language and an additional skill proficiency from the above list, or you can choose to gain expertise in a skill you are already proficient in.

Debilitating Barrage. Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type. If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Mystical Erudition. At 17th level, you gain an additional language and an additional skill proficiency from the above list, or you can choose to gain expertise in a skill you are already proficient in.

Way of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Bonus Proficiencies. When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Technique. At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway. Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard’s Luck. Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy. At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Flowing River

Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes non-violence and only using force when necessary. Named for the masterful grace and fluidity that these warriors exhibit, practitioners of the Flowing River are often known as dancing monks.

Dancing Monk. When you adopt this Monastic Tradition you learn to move with a delicate grace rarely found among warriors. At 3rd level, you gain proficiency in Acrobatics and Performance. Whenever you make an Acrobatics or Performance check, you can treat a roll of 7 or lower on the d20 as an 8.
Monks of your Tradition are known for their graceful dancing. You can use your Dexterity to make Performance Checks instead of using your Charisma.

Flowing River Stance. You have learned to utilize signature defensive stance of your Tradition. Starting at 3rd level, you can use an action to enter the Flowing River Stance, which lasts until the start of your next turn. While you are in this stance, you have a number of additional reactions equal to your proficiency bonus.
When a creature misses you with a melee attack while in your Flowing River Stance, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it falls prone and its speed is reduced to 0 until the start of your next turn.

Graceful Step. You can move about the battlefield and skirt incoming blows with the gentle grace of a stream. Beginning at 6th level, you can use Step of the Wind without expending ki points.
Additionally, when you enter your Flowing River Stance, you can use Patient Defense without expending ki points.

Enchanting Flow. Starting at 11th level, you can expend 2 ki points when you enter your Flowing River Stance to allure the foes around you. For the duration of that Stance, any creature that starts its turn within 10 feet of you has disadvantage on attacks against creatures other than you until the end of their turn.

Wrath of the Flowing River. Sometimes even the gentle stream runs with the waters of a flood. At 17th level, as an Action, you can spend 3 ki points to shoot rushing water forth to take your foes in the rapids. All creatures in a 120ft long, 15ft wide Line beginning at you must make a Strength Saving Throw, taking 5d10 Magical Bludgeoning Damage and being pushed 60ft away from you. On a successful save, the creature takes half damage and is only pushed 30ft.

Way of the Heroic Vigilante

While all monks strive for perfection in one way or another, monks of this Tradition stand as paragons of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, Vigilante monks work to perform ever more impressive feats of heroism.
The signature mark of a Vigilante monk is their Heroic Persona, a mantle they create for themselves that protects their true identity. Vigilante monks almost always have a deeply personal reason for donning their Heroic Persona and working to thwart villains of all kinds. What is yours?

Bonus Proficiencies. When you adopt this Tradition at 3rd level, you gain the skills to succeed as a heroic Vigilante. You gain proficiency in your choice of either Intimidation or Performance.
You also gain proficiency with Light Armor, Medium Armor, and Shields. When wearing armor or using a shield you still gain the benefits of Martial Arts and Unarmored Movement.

Force of Personality. Instead of using your Wisdom Modifier for your Monk Unarmed Defense and your Ki Save DC, you use your Charisma Modifier.

Heroic Persona. At 3rd level, you design your Heroic Persona, a lager than life identity usually marked by a thematic costume or flashy suit of armor. As a bonus action, so long as you cannot be seen, you can adopt your Heroic Persona, which can include a suit of light or medium armor and a shield. When you do so, you gain temporary hit points equal to your monk level, and while your Heroic Persona is active you gain the following benefits:

  • As a bonus action, you can spend 1 ki point to gain temporary hit points equal to your Charisma modifier.
  • When you hit with a melee attack, you can spend 1 ki point to deal an additional 1d10 Bludgeoning Damage.
  • You can use your Charisma, in place of Dexterity, when calculating your Armor Class in Light or Medium Armor.
  • Ability checks and Divination spells that would discern your true identity automatically fail.
  • Your Heroic Persona lasts for 1 hour, and ends early if you use a bonus action to doff your Persona. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest, if you have no uses remaining, you may expend 3 ki points to use it again.

Valiant Action. As the reputation and power of your Heroic Persona grows, you gain enhanced physical abilities. At 6th level, you gain proficiency in your choice of either Acrobatics or Athletics.
Additionally, when you a a friendly creature within 20ft of you is hit by an attack, you can move to a space within 5ft of that creature and redirect the attack to target you instead. You can do so a number of time equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Inspiring Presence. The presence of your Heroic Persona inspires confidence in those who fight alongside you. Beginning at 11th level, while your Heroic Persona is active, creatures of your choice within 15ft that can see or hear you have advantage on Saving Throws to resist being Charmed or Frightened, and gain a number of Temporary Hit Points equal to your Charisma Modifier at the start of their turn while in the aura. At 17th level, the radius of this ability increases to 30 feet.

Heroic Strike. Beginning at 17th level, you can channel all that you are into one devastating blow. As an action, you can touch a creature and spend up to ten ki points and force it to make a Strength saving throw. On a failure, it takes 1d10 bludgeoning damage and is knocked back 10 feet for each ki point you spent. On a success, it takes half that damage and is not moved.

Paragon of Virtue. Your true identity and your Heroic Persona have become one. Starting at 17th level, when you adopt your Heroic Persona, it lasts until you choose to dismiss it as a free action.

Way of the Howling Hurricane

While most monks master styles of martial arts that focus on rapid strikes and elusive movement, those who embrace the Way of the Hurricane utilize mighty weapons alongside their martial arts. Using their signature technique, monks of this Tradition become walls of whirling steel, cutting down any who would dare to stand against them.

Heavy Warrior. You have trained to wield Heavy Weapons in conjunction with your martial arts. When you adopt this Tradition at 3rd level, you gain Proficiency with all Martial Melee Weapons with the heavy property, and they count as monk weapons for you.

Whirling Strike. At 3rd level, you learn to wield the heaviest weapons with the fury of a storm. When you take the Attack Action while wielding a Heavy Melee Weapon, you can spend 1 ki point to replace one of your attacks to lash out, forcing creatures within 10ft of you to make a Dexterity Saving Throw, taking damage equal to the weapon's normal damage on a failure, and half as much on a success.

Gale's Ward At 6th level, you learn to use the weight of your weapon to rebuke your attackers. When you use Patient Defense, you can spend 2 ki points to cause whirling gusts of wind to shoot forth causing the area within 10ft of you to become Difficult Terrain. Additionally, you gain half cover from all other creatures.

Buffeting Winds. You use the weight of your weapon to create gusts of wind which empower your strikes. Starting at 11th level, when you hit a creature with a heavy weapon, you can force it to make a Strength saving throw. On a failed save, the creature is either knocked prone, or it is knocked back a number of feet equal to five times your Proficiency Bonus (your choice).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can spend 1 ki point to use it again.

Improved Whirling Strike. Upon reaching 11th level, your Whirling Strike improves. When you use Whirling Strike, creatures take additional damage equal to your Dexterity modifier (minimum of 1).
Also, creatures take half damage when they succeed on their saving throw against your Whirling Strike.

True Tempest. Your mastery over the weight of your weapons increases. The range of Heavy Melee Weapons for you increases by 5ft, additionally, when you hit a creature with a Heavy Melee Weapon, that creature must make a Strength Saving Throw or be knocked Prone, and your Critical Range increases by 2 while attacking creatures that are either Slowed or Knocked Prone.

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. 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).

Hour of Reaping. At 6th level, you gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As an action, you can cause each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death. Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death. Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Way of the Merciful Hand

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. At 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

Hand of Healing. Also at 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm. At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician’s Touch. At 6th level, you can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm. When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm. At 11th level, you can now doll 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. At 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest.

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique. Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that 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 can’t take reactions until the end of your next turn.

Wholeness of Body. At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

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.

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 3 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 Radiant Soul

Monks of the Way of the Radiant Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt. Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. 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. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike. At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action. You can spend additional ki points to cast Burning Bands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

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 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 Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield. At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Way of the Shadowed Heart

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 11th 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.

Opportunist. At 17th level, 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 Silent Void

While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void.

Entropic Touch. When you adopt this Tradition at 3rd level, you learn to draw upon the power of the void to destroy. When make an Unarmed Strike attack against an object, you deal Force Damage instead of your normal damage type, additionally, you deal double damage to objects and structures.

Void Wielder. Starting at 3rd level, your connection to the nothingless void allows you to channel its power through your strikes. Once per turn, when you hit a creature with an unarmed strike or monk weapon attack, you can spend 1 ki point to deal an additional 1d12 Force Damage to the target.
If you use this feature to deal Force Damage to a creature that is Concentrating on a spell, it has disadvantage on its Constitution Saving Throw to maintain its Concentration.

Vorpal Step. Beginning at 6th level, when you use Step of the Wind, you draw upon the power of the void to discorporate. Until the end of your current turn, you can move through non-magical objects and creatures as if they were difficult terrain.
If you end this movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.

Degraded Form. Your entropic touch can undo arcane magic. Starting at 11th level, you can use an action to touch a creature, object, or magical effect and spend 4 ki points to cast Dispel Magic at 3rd-level, using Wisdom as your spellcasting modifier.
Also, when you pass through a creature with Vorpal Step, you can force it to make a Constitution saving throw. On a failed save it takes Force Damage equal to a roll of your Martial Arts die + your Wisdom modifier. You can only force a creature to make this saving throw once per turn.

Avatar of Entropy. Beginning at 17th level, you can use your action to touch a creature and force it to make a Constitution saving throw. On a failed save, the creature suffers the effects of Disintegrate as if it had been cast at 6th-level.
Once you use this ability you can't use it again until you finish a long rest, if you have no remaining uses, you may spend 6 ki points to use it again

Way of the Still Lake

These monks have stilled their own ki, abandoning their sense of self, so that it may become a shimmering reflection of others inner energy.

Reflection.Starting at 3rd level, you know how to stop the flow of your ki, forcing it to forget the shape of your body and instead become a reflection of your enemies.
Immediately after you hit a creature with an Unarmed Strike, you can spend 1 ki point and become a reflection of your target.
You make an attack roll against the reflected creature with one of its own basic melee attacks. While making the attack you use the creatures stats for everything except your hit points, as soon as the attack is over you regain your stats. If you target a Huge or larger creature, you spend 2 ki points.
You can use this feature only once per turn.

Reflect Arcana. Starting at 6th level, damaging spells that only target you can be deflected by your Deflect Missiles feature, both for the damage reduction and throwing the attack back.

There Is No Self. Starting at 11th level, as a reaction when a creature hits you with an attack, you can momentarily fade into the Second Ward, becoming resistant to the attacks damage unit the end of the attack.
You can instead spend 5 ki points to gain immunity to the attacks damage until the end of the attack.
Additionally, you have grown so proficient in stilling your ki that you add your Wisdom modifier to Dexterity (Stealth) checks you make, and gain advantage on the roll if you aren't moving.

True Stillness. Starting at 17th level, when you become a reflection of a creature via Reflection, you can spend an additional number of ki points equal to the creatures CR to fully reflect the creature for an extended duration. For this time, you take on the creatures complete statistics, abilities, features, etc. However, you keep your alignment and will, and your Intelligence, Wisdom, and Charisma scores, unless the creatures' are higher. You must concentrate on this reflection.
You remain in this form for 1 minute, or until you lose concentration, or until either you, or the creature, drop to 0 hit points.