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.
hit dice:
1d8
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons, shortswords
tools:
Choose one type of artisan's tools or one musical instrument
saving throws:
Strength, Dexterity
skills:
Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
spellcasting:
class features:
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.
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 a d4 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.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
- Flurry of Blows. 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 or 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.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
- The weapon must be a simple or martial weapon.
- You must be proficient with it.
- It must lack the heavy and special properties.
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 a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Ki-Fueled Attack (Optional)
Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. 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.
Focused Aim (Optional)
Also 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.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
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.
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, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
subclass options:
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, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. 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
When you reach 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.
- Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Astral Self
Starting 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.
- Deflect Energy. 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).
- Empowered Arms. 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
Starting 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.
- Armor of the Spirit. You gain a +2 bonus to Armor Class.
- Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
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, 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 Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Monk Levels |
Maximum Ki Points
for a Spell |
5th-8th |
3 |
9th-12th |
4 |
13th-16th |
5 |
17th-20th |
6 |
Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Path of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
- Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
- Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
- Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
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 as an action, for your soul has been touched by the shadow of death. When you take this action, 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 Mercy
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
Implements of Mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
d6 |
Mask Appearance |
1 |
Raven |
2 |
Blank and white |
3 |
Crying visage |
4 |
Laughing visage |
5 |
Skull |
6 |
Butterfly |
Hands of Healing
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.
Hands 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
Starting 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 Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
Flurry of Healing and Harm
Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.
Hand of Ultimate Mercy
By 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 Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Shadows
By 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 Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
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 Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (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, up 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 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 this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.
d6 |
Origin |
1 |
You honed your abilities by observing a dragon and aligning your ki with their world altering power. |
2 |
A dragon personally took an active role in shaping your inner energy. |
3 |
You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction. |
4 |
You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic. |
5 |
You found a scroll written in Draconic that contained inspiring new techniques. |
6 |
After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons. |
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:
- Draconic Presence. 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.
- Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
- Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
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. While the wings exist, you have a flying speed equal to your walking speed.
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.
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:
- Frightful Presence. 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.
- Resistance. 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:
- Augment Breath. 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.
- Blindsight. 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.
- Explosive Fury. 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 Devoted
Monks of the Way of the Devoted eschew the more
traditional methods of monastic life. Rather than
cutting themselves off from emotions or swearing
oaths of celibacy, these monks choose to embrace
the passions that come with life. Through
meditation and training they have learned to
channel their ki to forge a spiritual bond with a
person they are devoted to that empowers them
both in their journey through life.
Art of Devotion
Starting when you choose this tradition at 3rd level,
you choose a creature to forge a bond of devotion
with. This bond persists until you choose to end it
by selecting a new devoted target, which you can do
after spending a long rest in concentrated
meditation.
While you have a bond of devotion active, you
and your devoted target can cast the message
cantrip on each other at will, and gain a +1 bonus
to AC and attack rolls while you are within 5 feet of
each other.
Ardent Aid
At 6th level, you are able to quickly adapt and
remain at your devoted target’s side. You can spend
a ki point to move up to half of your movement
speed to a position adjacent to your devoted target
as a bonus action and do not provoke opportunity
attacks by doing so. In addition, once per long rest,
you or your devoted target can gain both advantage
and expertise on a skill check by assisting each
other.
Dedicated Defense.
By 11th level, you have learned versatile methods to
protect your devoted target. While within 5 feet of
your devoted target, you can spend ki points for the
following effects:
- As a reaction, you can spend 2 ki points to impose disadvantage on an attack directed at your devoted target. You can spend 1 ki point to heal your devoted target for 1d4 + your wisdom modifier (you can spend additional ki points to raise the healing done by an 1d4 for every additional ki point spent).
- As a bonus action, you can spend 2 ki points to grant you and your devoted target advantage on saving throws until the start of your next turn.
Utmost Devotion
At 17th level, the depths of your devotion have empowered the strength of your bond. You now have the following effects while you have a bond of devotion active:
- The range of your bond of devotion effects increases to 10 feet.
- The bonus to AC and attack rolls increases to +2 and you now have a plus +2 to damage rolls.
- As a reaction, you can spend 4 ki points to make yourself the target of an attack directed at your devoted target, provided you are within the range of your bond.
Way of the Bow
Monks that follow the Way of the Bow find serenity
in the perfect, precise arc of an arrow's flight. You
have been trained in archery on horseback, to fire a
bow while blindfolded, and to pinpoint the wings of
an insect in flight. As you attain peace and oneness
with your arrow, no feat of archery will prove to be
beyond your grasp.
ARCHERY FIGHTING STYLE
Starting when you choose this tradition at 3rd level,
you gain a +2 bonus to attack rolls you make with
ranged weapons. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.
BOW ARTS
At 3rd level, you gain proficiency in the longbow
and shortbow, which are considered monk weapons
for you. Any ranged weapon attacks you make
while within 5 feet of a hostile creature do not have
disadvantage. Also, you can spend ki points to use
the Flurry of Arrows and Soul Arrow features.
At 6th level, you can make a ranged weapon
attack to deliver a Stunning Strike.
Flurry of Arrows. Immediately after you
take the Attack action on your turn to make a ranged
weapon attack or an unarmed strike, you can spend 1
ki point to make an additional ranged weapon attack
as a bonus action.
Soul Arrow. When you take the Attack action
on your turn to make a ranged weapon attack, you
can spend 1 ki point to fire a soul arrow for the first
attack. A soul arrow is a normal arrow of its type
which ignores partial cover and deals additional
damage equal to your Wisdom modifier on a hit.
Firing a soul arrow does not consume ammunition.
INTERCEPTING SHOT
Starting at 6th level, when an attacker you can see
makes an attack against you, you can make a ranged
attack roll as a reaction to interrupt the attack. If the
result of your roll is greater than the result of the
attacker, you can reduce the attack roll targeting you
by 5, to a minimum of 1.
SERENITY OF THE WIND
By 11th level, you can listen to the wind to see the
otherwise invisible. As a bonus action, you can spend
1 ki point to gain blindsight with a range of 120 feet
until the end of your next turn.
At 17th level, you always have blindsight out to
30 feet.
ZEN ARCHERY
At 17th level, if you make a ranged weapon attack
on your turn and miss, you can immediately make
another ranged weapon attack against the same
target. You can only gain one additional attack
during your turn with this ability.
Way of the Flagellant
The Way of the Flagellant teaches an extreme,
sometimes heretical, view of asceticism: peace
comes through suffering, purity through pain. Its
practitioners shun all indulgences and embrace pain
to harness their ki and isolate themselves further
from the material world. As such, these monks often
carry their eponymous flails and whips, both to use
on themselves and their foes. Their pain is a mortal
penitence and an act of focusing, letting them block
out all else and manipulate their ki with expert
intent.
ASCETIC IMPLEMENTS
When you choose this tradition at 3rd level, you
learn the techniques of the Way of the Flagellant,
including their signature weapons. You gain
proficiency with flails and whips, which count as
monk weapons for you.
Additionally, you can choose to deal slashing
instead of bludgeoning damage with your unarmed
strikes.
PENITENT LASH
At 3rd level, when you start your turn, you can
sharpen your focus by spending 1 ki point and
striking yourself with a ritualistic flail. You take 2d4
slashing damage and gain advantage on the first
attack you make with a monk weapon or unarmed
strike on your turn. If you instead choose to take 4d4
slashing damage, you can gain advantage on all of
your attack rolls on your turn, instead of only your
first. This ability has no effect if you reduce or avoid
taking the slashing damage.
ART OF PUNISHMENT
By 6th level, your expertise in the purifying
discipline of pain has granted you new ways to share
agony. You gain the following abilities:
Branding Palm. When you hit a creature with
an unarmed strike, you can spend 1 ki point as a
bonus action to brand the creature. The next attack
that hits a branded creature within the next minute
deals an additional 2d8 fire damage. At 11th level,
this damage increases to 3d8, and at 17th level, this
damage increases to 4d8.
Electroshock Strike. Immediately after you
take the Attack action on your turn, you can spend 1
ki point to cast the shocking grasp cantrip as a bonus
action. Wisdom is your spellcasting ability for this
spell.
Scissorhand Technique. If you deal slashing
damage to a creature with a monk weapon or
unarmed strike, you can also spend 1 ki point to
give the target a bleeding wound. Constructs, oozes,
and undead can’t get bleeding wounds. A creature
loses 1d6 hit points at the start of each of its turns for
each of its bleeding wounds unless it uses an action
to staunch the bleeding. While a target is bleeding,
it can't regain lost hit points. A creature can have a
number of bleeding wounds up to your proficiency
bonus.
PURITY THROUGH PAIN
Beginning at 11th level, you enter a rapturous
frenzy when wounded. Whenever you take damage
in excess of your character level, you can use your
reaction to regain 1d4 ki points. You can use this
ability a number of times equal to your Wisdom
modifier (minimum once) and regain all expended
uses when you finish a long rest.
EXSANGUINATE
Beginning at 17th level, when you use your Penitent
Lash feature, you can choose to increase the slashing
damage taken to 6d4. When you do so, you gain all
the benefits of that feature, and your unarmed strikes
deal an additional 1d4 slashing damage on a hit until
the end of your turn.
Way of the Four Fists
Through the careful manipulation of their ki, monks
of the Way of the Four Fists strive to emulate the
unusual fighting style of the legendary Monkey
King. As they progress in their training, these monks
undergo a magical transformation, slowly gaining
more simian features. In combat, a master of this
monastic tradition is a whirling, leaping blur of
elbows, fur, and fists.
GRASP OF THE MONKEY
When you choose this tradition at 3rd level, you
undergo a permanent magical transformation,
lengthening your fingers and toes, strengthening
your arms and legs, and sprouting a tail. You gain a
climbing speed equal to your movement speed, your
jumping distance is doubled, and you have advantage
on ability checks and saving throws made to climb,
maintain your balance, and grip objects such as
ledges or ropes. You can hold and manipulate objects
and weapons with your hands, feet, and tail, but you
can’t make attacks with weapons held by your tail.
SIMIAN SWIFT
Also at 3rd level, whenever you roll initiative and are
not surprised, you can spend 1 ki point to move up
to half your movement speed or jump into the air,
and then make one unarmed strike.
NIMBUS
At 6th level, you can use your bonus action to
summon a cloud to ride upon. Until the beginning
of your next turn, you have a fly speed equal to
your movement speed. When you begin your turn,
you can maintain this effect by spending 1 ki point.
Otherwise, if you begin your turn and have nothing
holding you aloft, you fall.
UNCANNY DODGE
Starting at 11th level, when an attacker that you can
see hits you with an attack, you can use your reaction
to halve the attack’s damage against you.
FLURRY OF LIMBS
At 17th level, by walking on your hands and twirling
erratically, you can fight with your feet as nimbly as
you do your fists. You make three unarmed strikes,
rather than two, when you use Flurry of Blows on
your turn.
Way of the Mask
When you put on your mask, you're not an ordinary,
if impossibly handsome, commoner anymore; you're
the greatest wrestler the world has ever known. You'll
wrestle anyone—or anything—that comes within
arm's reach. Sometimes you wrestle inanimate
objects, just to prove that you can. That one time you
wrestled an owlbear? Totally happened. For real.
People come from all around to get a shot
against you, to unmask you and take your
championship belt. Everyone wants to beat the
champ; too bad no one ever will.
CROWD FAVORITE
The roar of the crowd lives inside you. Starting when
you choose this tradition at 3rd level, you can choose
to add your Charisma modifier, instead of your
Wisdom modifier, to your ki save DC. Additionally,
your Unarmored Defense is calculated as follows:
while you are wearing no armor and not wielding a
shield, your AC equals 10 + your Strength modifier +
your Charisma modifier.
HEAVYWEIGHT CHAMPION
When presented with an obstacle, your first instinct
is to wrestle it, even if the obstacle in question is not
conventionally wrestle-able, like a dragon, an ooze,
or an awkward conversation. At 3rd level, you gain
the following features:
- You can attempt to grapple any creature, regardless of its size.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
- If you have the Grappler feat, you can choose whether a target grappled by you must make a Strength (Athletics) or Dexterity (Acrobatics) check to escape.
SIGNATURE MOVE
At 6th level, you master a signature move, which
soon becomes synonymous with your exploits.
Choose one of the following features of your choice.
Each of these features has a suggested name, but
you can choose any name for your signature move,
preferably one that sounds good being chanted by a
crowd and yelled by you while you perform it.
Foreign Object. You are proficient with
improvised weapons, which count as monk weapons
for you. Once on each of your turns, you can spend 1
ki point to add half your monk level to the damage of
an improvised weapon.
Headbutt of Justice. Once on each of your
turns when you miss with an unarmed strike, you
can spend 1 ki point to follow it up with a quick
headbutt. Make a second unarmed strike against the
same target. The damage die of this unarmed strike is
1d8.
Infinity Suplex. While you are grappling
another creature, you can use your bonus action and
spend 1 ki point to end the grapple early by hurling
your opponent over your shoulder and slamming
them into the ground. Make an attack roll against
the creature you are grappling. On a hit, the creature
takes bludgeoning damage equal to 2d10 + your
Strength modifier and is knocked prone. The grapple
then ends.
OFF THE TOP ROPE
At 11th level, once per turn whenever you fall 5 feet
or more immediately before making an unarmed
strike, you can choose to either make a stunning
strike without expending ki, or to knock the target
prone and automatically grapple the target on a hit.
CHOKED OUT
By 17th level, your chokeholds can knock out
dragons. When you pin a creature grappled by you,
you can spend 2 ki points to attempt to choke the
creature out. The creature must make a Constitution
saving throw with advantage against your ki save DC.
On a failure, the creature is knocked unconscious,
rather than restrained, until the beginning of your
next turn.
Way of the Rose
One of several flower-themed monastic traditions
practiced in the Feywild, the Way of the Rose
emphasizes the importance of love and compassion
in all things. Although the monastery is closely
associated with the Rose Court, all are welcome to
join, including human visitors from the Material
Plane.
SWEET AROMA
Starting when you choose this tradition at 3rd level,
your spirit has taken on a floral aspect, causing you
to smell of roses at all times. You have advantage
on Charisma (Persuasion) checks relating to love
or romance. Furthermore, creatures with the Keen
Smell trait (or similar abilities) have disadvantage on
ability checks made to track you.
BLOSSOM BURST
At 3rd level, once on each of your turns when you
hit a creature with an unarmed strike, you can
spend 1 ki point to produce a vibrant eruption of
flower petals which obscures the target’s vision.
Until the end of the target’s next turn, it can see out
to 5 feet but is blind beyond this radius. The flower
petals follow the creature when it moves, unless the
creature takes the Dash action or moves more than
40 feet on its turn.
FALLING PETAL FLURRY
At 6th level, you can perform a special technique
that allows you to disappear in a blizzard of rose
petals. Whenever you use your Flurry of Blows, you
can spend 1 additional ki point to teleport up to 10
feet in any direction. This movement can take place
before, during, or after the attacks, but cannot be
split into two moves.
COLORS OF LOVE
By 11th level, you can manifest the love represented
by the rose in a faintly glowing aura. When you
finish a long rest, choose one of the following auras,
which last until you use this feature to choose a
different one. The aura radiates 5 feet from you.
Pink. The color of gratitude, attuning to the
pink rose turns a good deed into its own reward. You
can use the Help action as a bonus action to assist an
ally within your aura.
Red. The color of desire, attuning to the red
rose fills you with burning passion. A friendly
creature other than you within the aura can use its
bonus action when it hits with an attack to deal an
additional 1d6 damage.
White. The color of purity, attuning to the
white rose aligns your ki with the heavens. When a
friendly creature other than you ends its turn within
your aura, it gains temporary hit points equal to your
Wisdom modifier.
WREATHED IN THORNS
Once you reach 17th level, you distract your foes
with your stunning beauty and bouquets of flowers,
opening them up to lightning-quick counterattacks.
When you take damage from a creature you can
see within 5 feet of you, you can spend 1 ki point as
a reaction to make an unarmed strike against that
creature.
Way of Street Fighting
The Way of Street Fighting is an urban discipline
founded on necessity, whose blindingly fast, unique
brand of martial arts has been honed and perfected
in back-alley brawls and tournaments alike. Monks
who adopt this relatively new technique place
comparatively little value on spiritual enlightenment
and karmic balance; the thrill of split-second timing,
rapid combos, and decisive knock-outs drive them to
become the best combatants in the world.
COMBO
Starting when you choose this tradition at 3rd
level, you gain bonuses for successful consecutive
hits on a single target. On your turn, you gain
a +2 bonus to the attack rolls of your unarmed
strikes for each hit that you have made on that
target on your turn, to a maximum of +6. This
bonus resets to 0 if you take damage on your turn.
IRON FIST
By 6th level, your unarmed strikes and monk
weapons ignore the damage threshold of objects
and deal maximum damage to them.
SPECIAL MOVES
At 11th level, you have memorized and mastered
patterns of discrete movements that unlock your ki,
allowing you to use the following special moves:
Ki Blast. You can channel your ki into a blast
of energy. As an action, you can expend 2 ki points
to make a ranged spell attack (using your Wisdom
modifier + your proficiency bonus) against a creature
you can see within 120 feet of you. On a hit, the
target takes force damage equal to 6d8 + half your
monk level.
Uppercut. Immediately after you take the
Attack action on your turn, you can spend 1 ki point
to perform an uppercut. Make an unarmed strike
as a bonus action. On a hit, if the target is Large or
smaller and doesn't have all of its hit points, it takes
damage as normal and is then knocked off its feet
and falls prone.
Whirlwind Strike. Whenever you make a
melee attack on your turn against a creature you can
see, you can spend 1 ki point to lunge up to 15 feet
toward your target before making the attack. This
movement doesn’t provoke opportunity attacks. You
can perform this movement even if it causes you to
travel through the air, though you fall after making
the attack if you do not land on solid ground.
K.O.
Beginning at 17th level, you can spend 3 ki points to
channel your ki into a single strike, knocking a foe
unconscious. As an action, make an unarmed strike
against a creature within your reach. On a hit, the
target takes damage as normal. If the creature has
100 or fewer hit points after you deal damage, it is
reduced to 0 hit points, is knocked unconscious, and
becomes stable.
Once you use this ability, you can't use it again
until you finish a long rest.
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
---|
1st | +2 | 1d4 | – | – | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement, Dedicated Weapon (Optional) |
3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles, Ki-Fueled Attack (Optional) |
4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall, Quickened Healing (Optional) |
5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike, Focused Aim (Optional) |
6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature |
7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature |
12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature |
18th | +6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self |