Monk
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.
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 | 1d20 | 25ft | 350,000 |
Class Information
Hit Dice. 1d10 per Monk Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution Modifier per Monk Level after 1st
Armor Proficiencies. None
Weapon Proficiencies. Simple Weapons
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
1st Level Monk Feature
While you are wearing no Armor and not wielding a Shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.
Martial Arts
1st Level Monk Feature
Your practice of martial arts gives you mastery of combat styles that use Monk Weapons, which are Unarmed Strikes and Simple Weapons that do not have the Two-Handed or Heavy Properties.
By meditating you can focus your ki to learn how to best use a Weapon. At the end of a Long Rest, you touch up to 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 wielding only Monk Weapons and you aren’t wearing Heavy Armor or wielding a Shield:
- You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Monk Weapons.
- You can roll your Martial Arts Die in place of the normal Damage of your Monk Weapons. This Die changes as you gain Levels in this class, as shown in the Martial Arts column of the Monk table, but starts as a d6.
- If you use a Versatile Weapon with two hands as a Monk Weapon, you gain a +1 bonus to the Damage Roll of the Attack.
- When you take the Attack Action and use only Monk Weapons, you can make a single Attack with a Monk Weapon as a Bonus Action.
Ki
2nd Level Monk Feature
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 twice your Monk Level + your Wisdom Modifier.
You can spend your Ki Points to fuel various Monk features, and you regain all Ki Points when you finish a Long Rest. If you use an Action on your turn that spends Ki Points, you can make a single Attack using your 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 has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.
You also gain three ways to use your Ki Points as follows:
- Flurry of Blows. Immediately after you take the Attack Action on your turn, you can spend 1 Ki Point to make two Attacks using only Monk Weapons as a Bonus Action.
- Patient Defense. You can spend 1 Ki Point to take the Dodge Action as a Bonus Action.
- Step of the Wind. You can spend 1 Ki Point to take the Disengage and Dash Action simultaneously as a Bonus Action, and when you do so, your Jump distance is doubled for that turn.
Unarmored Movement
2nd Level Monk Feature
Your Speed increases by 10ft while you are not wearing Heavy Armor or wielding a Shield. This Speed bonus increases when you reach certain Levels in this class, as shown in the Monk table.
Monastic Tradition
3rd, 6th, 11th, and 17th Level Monk Feature
You choose one of the Monastic Traditions in the table below that you commit yourself to.
Deflect Missiles
3rd Level Monk Feature
You can use your Reaction to deflect or catch a projectile 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 of the Attack to 0, you can catch the projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can spend 1 Ki Point to make a Ranged Weapon Attack with the projectile as part of the Reaction used to catch it. You are considered Proficient with the projectile, you use game statistics for that projectile, and it is considered a Monk Weapon during the Attack. Additionally, it has the Thrown (20/60) Property.
Ability Score Improvements
4th, 8th, 12th, 16th, and 19th Level Monk Feature
Your skill and strength expands, choose one of the following:
- Increase one Ability Score of your choice by 3.
- Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
- Increases three Ability Scores of your choice by 1.
- Gain one Feat of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
Slow Fall
4th Level Monk Feature
You can use your Reaction when to reduce any Falling Damage you take by an amount equal to 5 x your Monk Level.
Additionally, you do not fall Prone when you take Falling Damage
Quickened Healing
4th Level Monk Feature
You gain the ability to center yourself, as an Action, you can spend 1 Ki Point to regain a number of Hit Points equal to one roll of your Martial Arts Die + your Proficiency Bonus.
Extra Attack
5th Level Monk Feature
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
5th Level Monk Feature
When you miss on an Attack, you can spend up to number of Ki Points equal to your Proficiency Bonus. When you do, you increase the Attack Roll by 2 for every Ki Point Spent.
Stunning Strike
5th Level Monk Feature
You can interfere with the flow of ki in an opponent’s body. When you hit a 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
6th Level Monk Feature
Your Monk Weapons count as magical for the purpose of overcoming Resistance and Immunity to non-magical Attacks and Damage.
Evasion
7th Level Monk Feature
You can nimbly dodge out of the way of certain area effects. When an area of effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, 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 due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.
Stillness of Mind
7th Level Monk Feature
You can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Unarmored Movement Improvement
9th Level Monk Feature
You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move while you are not wearing Heavy Armor or wielding a Shield
Purity of Body
10th Level Monk Feature
Your mastery of the ki flowing through you makes you Immune to Disease and Poison. You also become Immunity to Poison Damage and gain Resistance to Necrotic Damage.
Tongue of the Sun and Moon
13th Level Monk Feature
You learn to touch the Ki of other minds. You understand all spoken Language. Moreover, any creature that can understand a Language can understand your speech.
Diamond Soul
14th Level Monk Feature
Your mastery of ki grants you Proficiency in all Saving Throws.
Additionally, whenever you fail on a Saving Throw, you can spend 1 Ki Point to reroll the Saving Throw, but you must use the new result.
Timeless Body
15th Level Monk Feature
Your ki sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.
Quick Rest
15th Level Monk Feature
Your improved vitality allows you to rest at an accelerated rate. You need 2 less hours to finish a Long Rest.
Empty Body
18th Level Monk Feature
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.
Additionally, you can spend 8 Ki Points to cast the Astral Projection Spell, without needing Material Components. When you do so, you can only target yourself.
Perfect Self
20th Level Monk Feature
Your mastery over Ki and creation energy allows you to, as an Action, regain 10 Ki Points.
Monastic Tradition
Way of the Adept Kensei
Monks of the Way of the Adept 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
3rd Level Way of the Adept Kensei Feature
Your training in the art of weaponry as given you skills most monks overlook the use of. You gain Proficiency with Martial Weapons, Light Armor, and Medium Armor. Martial Weapons also count as Monk Weapons for you. Additionally, Shortbows and Longbows also count as Monk Weapons.
You also gain Proficiency with Calligrapher's Tools and Painter's Tools.
Finally, Ranged Weapon Attacks you make do not have Disadvantage while a hostile creature is within 5ft of you.
Kensei Technique
3rd Level Way of the Adept Kensei Feature
You improve your technique while using specific types of Weapons. You can use a Bonus Action, choosing one of the following benefits to gain until the start of your next turn:
- Dazing Swings. When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Reach Property, you can Daze the creature until the start of your next turn.
- Precise Strikes. When you choose this benefit, the Crit Range of your Attacks made using Monk Weapons that have the Finesse Property is increased by 2.
- Ricocheting Hurls. When you choose this benefit, when you hit on a Ranged Attack using a Monk Weapon that has the Thrown Property, you can make another Attack against another creature within 15ft of the target. Also, after you make a Ranged Attack using a Monk Weapon that has the Thrown Property, you can cause the Weapon to fly back to one of your free hands.
- Shifting Blows. When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Versatile Property wielded with one hand, you gain a +1 bonus to your AC until the start of your next turn. When you hit on an Attack using a Monk Weapon that has the Versatile Property wielded with two hands, you gain a +1 bonus to your Attack Rolls made with that Weapon until the start of your next turn.
- Staggering Shots. When you choose this benefit, when you hit on a Ranged Attack using a Monk Weapon that has the Ammunition Property, you can knock the creature Prone and push it 10ft.
Augmented Blades
6th Level Way of the Adept Kensei Feature
As a Bonus Action, you can alter a Monk Weapon that you touch by spending up to 3 Ki Points, when you do so, that Weapon gains the following benefits:
- The Weapon you touch gains a bonus to its Attack and Damage Rolls equal to the number of Ki Points spent.
- You give the Weapon a Property of your choice as your Ki augments the way it interacts with the world. If the Weapon is a Melee Weapon, you can give it the Finesse, Reach, Thrown (20/60), or Versatile Property (your choice).
- If the Weapon is a Ranged Weapon, you can give the Weapon the Concealable, Finesse, Stealthy, or Versatile Property (your choice).
This augmentation lasts for a number of hours equal to your Wisdom Modifier, and once you use this Bonus Action on a Weapon, you can't use it on that Weapon again until you finish a Long Rest.
Heightening Technique
11th Level Way of the Adept Kensei Feature
Your technique and skill with weaponry improves in a variety of ways, giving you the following benefits:
- Immediately before and after you make an Attack using a Monk Weapon, you can stow up to two Monk Weapons and you can draw up to two Monk Weapons.
- Additionally, immediately before or after you make an Attack using a Monk Weapon you can move 10ft without spending Speed or provoking Opportunity Attacks.
- You can use your Deflect Missiles feature without needing a free hand or needing the projectile to be small enough to fit in one hand.
Unerring Strikes
17th Level Way of the Adept Kensei Feature
When you would miss on an Attack using a Monk Weapon, you can choose to hit on the Attack instead.
You can use this feature once per turn.
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
3rd Level Way of the Ascendent Dragon Feature
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s power. Choose a Dragon type and an associated Damage Type. The Damage Type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).
When you would deal Damage with a Monk Weapon, you can instead deal Damage of the Type you chose with this feature, when you do this, you ignore Resistance to that Damage Type.
Additionally, you gain Resistance to the Damage Type you chose with this feature.
Draconic Will
3rd Level Way of the Ascendent Dragon Feature
You learn to speak, read, and write Draikyaan.
Additionally, if you fail on a Strength or Charisma (Intimidation) or Charisma (Persuasion) Check, or fail on a Saving throw against being Charmed or Frightened you can use your Reaction to reroll the Check or Save, as you tap into the mighty presence of dragons. Once this Reaction changes the result of a Check, you can’t use it again until you finish a Long Rest unless you spend 1 Ki Point to use it again. You only expend the Ki Point using this feature if you change the result of the Check.
Wings Unfurled
6th Level Way of the Ascendent Dragon Feature
When you use your Step of the Wind feature, 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
11th Level Way of the Ascendent Dragon Feature
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 a 10ft Moving Emanation of draconic power for 1 minute. For the duration, you gain one of the following effects:
- When you create this Emanation, and as a Bonus Action on subsequent turns, you can choose a creature within the Emanation. The target must succeed on a Wisdom Saving Throw against your Ki Save DC. On a failed Save, a creature becomes Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.
- All creatures of your choice in the Emanation have Resistance to the Damage Type you chose with your Draconic Disciple feature.
Once you create this aura, you can’t create it again until you finish a Long Rest, unless you spend 3 Ki Points to create it again.
Ascendant Aspect
17th Level Way of the Ascendent Dragon Feature
You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC or take Damage of the Type you chose with your Draconic Disciple feature equal to 4d10.
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
3rd Level Way of the Astral Self 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 Astral Arms of your astral self. When you do so, each creature of your choice that you can see within 10ft 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 Astral 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 Astral 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.
- Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity.
Visage of the Astral Self
6th Level Way of the Astral Self Feature
You can summon the Visage of your Astral Self. As a Bonus Action, or as part of the Bonus Action you take to summon your Astral Arms with your Arms of the Astral Self feature, you can spend 1 Ki Point to summon an Astral Visage for 10 minutes. It vanishes early if you are Incapacitated or die. The Astral Visage covers your face like a helmet or mask. You determine its appearance. While the Astral Visage is present, you gain the following benefits:
- You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
- You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks.
- When you speak, you can direct your words to a creature of your choice that you can see within 60ft of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600ft can hear you.
Body of the Astral Self
11th Level Way of the Astral Self Feature
When you have both your Astral Arms from your Arms of the Astral Self feature, and your Astral Visage from your Visage of the Astral Self feature summoned, you can cause the Body of your Astral Self to appear as a Free Action. Your Astral Body covers your physical form like a suit of armor, connecting with your Astral Arms and Astral Visage and lasts until you lose your Astral Arms and Astral Visage. You determine its appearance. While your Astral Body is summoned, 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.
- Once per turns when you hit a creature with your Astral Arms, you an deal additional Damage with the Attack equal to one roll of your Martial Arts Die.
Avatar of the Astral Self
17th Level Way of the Astral Self 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 your Astral Avatar. When you do so, you also summon your Astral Arms with your Arms of the Astral Self feature, your Astral Visage with your Visage of the Astral Self feature, and your Astral Body from your Body of the Astral Self feature. Your Astral Avatar lasts until you lose your Astral Arms, Astral Visage, or Astral Body. While your Astral Avatar is summoned, you gain the following benefits:
- You gain a +2 bonus to your AC.
- If you take the Attack Action and make all of the Attacks with your Astral Arms, you can make one additional Attack as part of that Action.
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
3rd Level Way of the Basking Viper Feature
You can channel your ki into an enemy to introduce a toxin into their body. When you hit a creature with an Attack made with a Monk Weapon, you an force that creature to make a Constitution Saving Throw against your Ki Save DC. On a failed Save, a creature is Poisoned for a number of rounds equal to your Wisdom Modifier. 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 end of each of its turns, then makes the Saving Throw again, ending the effect on a successful Save.
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 remaining uses of this feature, you can spend 2 Ki Points to use it again.
Earthen Rhythm
3rd Level Way of the Basking Viper Feature
You can detect subtle changes in the ground around you. You gain Tremorsense out to a Range of 30ft.
Potent Toxins
6th Level Way of the Basking Viper Feature
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 feature increases to two rolls of your Martial Arts Die.
Coldblooded Predator
11th Level Way of the Basking Viper Feature
Your fighting style has become more snakelike, causing your ambushes to become more deadly. You have Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, you can use your Venom Strike feature without expending a use of the feature. Additionally, you ignore the effects of Extreme Heat.
Virulent Venom
17th Level Way of the Basking Viper Feature
Your venomous strikes have become even more gruesome. When you use your Venom Strike feature, you can 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 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
3rd Level Way of the Drunken Master Feature
You gain Proficiency in Performance and Brewer's Supplies. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
Drunken Technique
3rd Level Way of the Drunken Master Feature
You learn how to twist and turn quickly as part of your flurrying strikes. Whenever you use your Flurry of Blows feature, you can take the Disengage action and increase your Speed by 10ft until the start of your next turn as part of the Bonus Action you used.
Tipsy Sway
6th Level Way of the Drunken Master Feature
You can move in sudden, swaying ways. You gain the following benefits:
- When you’re Prone, you can stand up by spending 5ft of Speed, rather than half your Speed.
- When a creature misses you with a Melee Attack, 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 5ft of you.
Drunkard’s Luck
11th Level Way of the Drunken Master Feature
You always seem to get a lucky bounce at the right moment. When you make an Attack Roll, Ability Check, or Saving Throw with Disadvantage, you can spend 2 Ki Points to no have Disadvantage on that roll.
Intoxicated Frenzy
17th Level Way of the Drunken Master Feature
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows feature, you can make up to three additional Attacks with it, provided that each of the Attacks made with that Bonus Action target a different creature.
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
3rd Level Way of the Flowing River Feature
You learn to move with a delicate grace rarely found among warriors. You gain Proficiency with Acrobatics and Performance. You can make Dexterity (Performance) Checks instead of Charisma (Performance) Checks. Whenever you make aa Dexterity (Acrobatics) or Dexterity or Charisma (Performance) Check, you can treat a roll of 7 or lower on the d20 as an 8.
Flowing River Stance
3rd Level Way of the Flowing River Feature
You have learned to utilize a signature defensive stance. 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 you are in your Flowing River Stance, you can use your Reaction to force that creature to make a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature falls Prone and its Speed is reduced to 0 until the start of your next turn.
Graceful Step
6th Level Way of the Flowing River Feature
You can move about the battlefield and skirt incoming blows with the gentle grace of a stream. You can use your Step of the Wind feature without expending Ki Points.
Additionally, when you enter your Flowing River Stance, you can use your Patient Defense feature without expending Ki Points.
Enchanting Flow
11th Level Way of the Flowing River Feature
You can spend 2 Ki Points when you enter your Flowing River Stance to allure the foes around you. For the duration of that Stance, a creature that starts its turn within 10ft of you has Disadvantage on Attacks against creatures other than you until the end of its turn.
Wrath of the Flowing River
17th Level Way of the Flowing River Feature
Sometimes even the gentle stream runs with the waters of a flood. As an Action, you can spend 3 Ki Points to shoot rushing water forth to take your foes in the rapids. If you do so, all creatures in a 120x15ft Emanated Line must make a Strength Saving Throw. On a failed Save, a creature takes 5d10 Magical Bludgeoning Damage and is pushed 60ft away from you. On a successful Save, a creature takes half as much Damage and is pushed 30ft away from you.
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
3rd Level Way of the Heroic Vigilante Feature
You gain the skills to succeed as a heroic Vigilante. You gain Proficiency in Intimidation and Performance.
You also gain Proficiency with Light Armor, Medium Armor, and Shields. While wielding a Shield you still gain the benefits of your Martial Arts, Unarmored Movement, and Unarmored Movement Improvement features.
Force of Personality
3rd Level Way of the Heroic Vigilante Feature
You use your Charisma Modifier for your Monk feature instead of your Wisdom Modifier.
Heroic Persona
3rd Level Way of the Heroic Vigilante Feature
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 if no creatures can see you, 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 Monk Level + your Charisma Modifier.
- When you hit on a Melee Attack made using a Monk Weapon, 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 for Light and 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 exit your Heroic Persona, which you can only do if no creatures can see you. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, unless you spend 3 Ki Points to use it again.
Valiant Action
6th Level Way of the Heroic Vigilante Feature
As the reputation and power of your Heroic Persona grows, you gain enhanced physical abilities. You gain proficiency in Acrobatics and Athletics.
Additionally, when a 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 this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Inspiring Presence
11th Level Way of the Heroic Vigilante Feature
The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona from your Heroic Persona feature is active, creatures of your choice within 15ft of you that can see or hear you have Advantage on Saving Throws to resist being Charmed or Frightened. At the start of your turn, all creatures of your choice within this area gain a number of Temporary Hit Points equal to your Monk Level + your Charisma Modifier that remain until they are no longer within this area. At 17th Level, the Radius of this feature increases to 30ft.
Heroic Strike
17th Level Way of the Heroic Vigilante Feature
You can channel all that you are into one devastating blow. As an Action, you can touch a creature and spend up to 10 Ki Points and force it to make a Strength Saving Throw. On a failed Save, the target takes 1d10 Bludgeoning Damage and is pushed 10ft away from you for each Ki Point you spent. On a successful Save, the creature takes half Damage and is not pushed.
Paragon of Virtue
17th Level Way of the Heroic Vigilante Feature
Your true identity and your Heroic Persona have become one. When you adopt your Heroic Persona, it lasts until you choose to dismiss it as a Free Action.
Additionally, while you are in your Heroic Persona from your Heroic Persona feature, you and creatures of your choice within 30ft of you cannot be Charmed or Frightened and you gain Resistance to all Damage while there is a friendly creature within 30ft of you.
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
3rd Level Way of the Howling Hurricane Feature
You have trained to wield Heavy Weapons in conjunction with your martial arts. You gain Proficiency with all Martial Melee Weapons with the Heavy Property, and also count as Monk Weapons for you.
Whirling Strike
3rd Level Way of the Howling Hurricane Feature
You learn to wield the heaviest weapons with the fury of a storm. When you take the Attack Action while wielding a Monk Weapon with the Heavy Property, you can spend 1 Ki Point to replace one of your Attacks to lash out. When you do, all creatures within 10ft of you to make a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature takes Damage equal to the Weapon's normal Damage or one roll of your Martial Arts Die (whichever is larger), or half as much Damage on a successful Save.
Gale's Ward
6th Level Way of the Howling Hurricane Feature
You learn to use the weight of your Weapon to rebuke your attackers. When you use your Patient Defense feature, 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, and you Half Cover from all other creatures for this duration. These benefits last for 1 minute.
Buffeting Winds
11th Level Way of the Howling Hurricane Feature
You use the weight of your weapon to create gusts of wind which empower your strikes. When you hit on an Attack using a Monk Weapon Weapon that has the Heavy Property, you can force the target of the Attack to make a Strength Saving Throw against your Ki Save DC. On a failed Save, the target is knocked Prone, or it pushed a number of feet equal to 5 x your Proficiency Bonus (your choice).
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest, unless you spend 1 Ki Point to use it again.
Improved Whirling Strike
11th Level Way of the Howling Hurricane Feature
Your Whirling Strike improves. When you use your Whirling Strike feature, targets take additional Damage equal to your Dexterity Modifier.
True Tempest
17th Level Way of the Howling Hurricane Feature
Your mastery over the weight of your weapons increases. Your Reach while using Monk Weapons that have the Heavy Property is increased by 5ft. Additionally, when you hit on an Attack using a Monk Weapon that has the Heavy Property, that creature must make a Strength Saving Throw or be knocked Prone.
Additionally, your Crit Range increases by 2 while Attacing creatures that are Slowed or 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
3rd Level Way of the Long Death Feature
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5ft of you to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom Modifier + your Monk Level
Hour of Reaping
6th Level Way of the Long Death Feature
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, each creature of your choice within 30ft of you that can see you must succeed on a Wisdom Saving Throw. On a failed Save a creature is Frightened of you until the end of your next turn.
Mastery of Death
11th Level Way of the Long Death Feature
You use your familiarity with death to escape its grasp. When you are reduced to 0 Hit Points, you can expend 1 Ki Point as a reaction to drop to 1 Hit Point instead.
Touch of the Long Death
17th Level Way of the Long Death Feature
Your touch can channel the energy of death into a creature. As an Action, you touch one creature within 5ft of you and expend up to 10 Ki Points. The target must make a Constitution Saving Throw. On a failed Save, a creature takes 2d10 Necrotic Damage for every Ki Point spent, or half Damage on a successful Save.
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
3rd Level Way of the Merciful Hand Feature
You gain Proficiency in Insight and Medicine, and you gain Proficiency with Herbalism Kits.
Hand of Healing
3rd Level Way of the Merciful Hand Feature
Your mystical touch can mend wounds. When you would make an Attack with a Monk Weapon, you can spend 1 Ki Point to touch a creature and restore a number of Hit Points to that creature equal to one roll of your Martial Arts Die + your Wisdom Modifier.
Once per turn when you replace an Attack made with your Flurry of Blows feature with this feature, you need not expend any Ki Points to do so.
Hand of Harm
3rd Level Way of the Merciful Hand Feature
When you hit on an Attack using a Monk Weapon, you can spend 1 Ki Point to deal additional Necrotic Damage to the target equal to one roll of your Martial Arts Die + your Wisdom Modifier.
Physician’s Touch
6th Level Way of the Merciful Hand 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 your Hand of Healing feature, you can also end one Disease or one of the following Conditions affecting the creature: Blinded, Dazed, Deafened, Paralyzed, Poisoned, or Stunned.
When you use your Hand of Harm feature, you Poison that creature until the end of your next turn.
Flurry of Healing and Harm
11th Level Way of the Merciful Hand Feature
You can now doll out a flurry of comfort and hurt. When you use your Flurry of Blows feature, you can now replace each of the Attacks with a use of your Hand of Healing feature without spending Ki Points to do so. In addition, when you make an Attack with your Flurry of Blows feature, you can use your Hand of Harm feature with that Attack without spending Ki Points to do so.
Heroes Never Die
17th Level Way of the Merciful Hand 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, Dazed, 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
3rd Level Way of the Radiant Soul Feature
You can hurl searing bolts of magical radiance. when you make an Attack and have a free hand, you can instead make a Ranged Spell Attack using a Sun Bolt. This Attack uses Dexterity as your Spellcasting Ability, deals 1d6 Radiant Damage, you add your Spellcasting Ability to the Damage dealt with the Attack, it has a Range of 30ft, and it counts as a Monk Weapon.
Searing Arc Strike
6th Level Way of the Radiant Soul Feature
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 use Dexterity as your Spellcasting Ability for this Spell.
You can spend additional Ki Points to cast the Burning Hands Spell in this way at a higher Spell Level. Each additional Ki Point you spend increases the Spell's Level by 1.
You can raise the Spell's Level in this way a number of times equal to half your Monk Level.
Searing Sunburst
11th Level Way of the Radiant Soul 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 150ft of you, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature within 20ft of the point you hurled the orb at makes a Constitution Saving Throw against your Ki Save DC. Pn a failed Save, a creature takes 2d6 Radiant Damage.
This feature ignores Cover from material that is not completely opaque.
You can increase the Damage of the sphere by spending up to 3 Ki Points. You increase the Damage of the sphere by 2d6 for every Ki Point you spent.
Sun Shield
17th Level Way of the Radiant Soul Feature
You become wreathed in a luminous, magical aura. You shed Bright Light out to a Range of 30ft, and Dim Light an additional 30ft. You can use your Bonus Action to extinguish or restore the light.
If a creature in the Bright or Dim Light created by this feature hits you with a Melee Attack, you can use your Reaction to deal Radiant Damage to that creature equal to one roll of your Martial Arts Die + 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
3rd Level Way of the Shadowed Heart Feature
You can use your Ki to duplicate the effects of certain Spells. As an Action, you can spend 2 Ki Points to cast the Darkness, Darkvision, Pass Without Trace, or Silence Spells without Components. Additionally, you learn the Minor Illusion Cantrip. Wisdom is your Spellcasting Ability for these Spells.
Shadow Step. 6th Level Way of the Shadowed Heart Feature
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. 11th Level Way of the Shadowed Heart Feature
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. 17th Level Way of the Shadowed Heart Feature
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
3rd Level Way of the Silent Void Feature
You learn to draw upon the power of the void to destroy. When make an Attack using a Monk Weapon against an object, you deal Force Damage instead of your normal Damage Type. Additionally, you deal twice as much Damage to objects and structures.
Void Wielder
3rd Level Way of the Silent Void Feature
Your connection to the nothingless void allows you to channel its power through your strikes. When you hit on an Attack using a Monk Weapon, you can spend 1 Ki Point to deal 1d12 Force Damage to the target.
When you deal Force Damage to a creature that is Concentrating on an effect, that creature has Disadvantage on the Saving Throw it makes to maintain its Concentration.
Vorpal Step
6th Level Way of the Silent Void Feature
When you use your Step of the Wind feature, 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 5ft you are forced to move.
Degraded Form
11th Level Way of the Silent Void Feature
You can use an Action and spend 4 Ki Points to non-magically replicate the effects of the Dispel Magic Spell at 3rd Level using Wisdom as your Spellcasting and with a Range of Touch.
Also, when you pass through a creature with your Vorpal Step feature, you can force it to make a Constitution Saving Throw. On a failed Save a creature takes Force Damage equal to one 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
17th Level Way of the Silent Void Feature
You can use an Action to non-magically replicate the effects of the Disintegrate Spell at 6th Level using Wisdom as your Spellcasting and with a Range of Touch. Additionally, when you use this Action the creature must make a Constitution Saving Throw instead of a Dexterity Saving Throw.
Once you use this Action, you can't use it again until you finish a Long Rest, unless you 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.