Reference
- Modifiers
- Way of the Open Hand
- Way of Shadow
- Way of the Four Elements
- Way of Mercy
- Way of the Astral Self
- Way of the Open Hand
- Way of Shadow
- Way of the Four Elements
- Way of Mercy
- Way of the Astral Self
Monk
- Unarmored Defense: (Level 1) 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:
(Level 1)
At 1st level, your practice of martial arts gives you master 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.
• 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.
• 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.- (Level 5) Die increases to 1d6 at 5th level.
- (Level 11) Die increases to 1d8 at 11th level.
- (Level 17) Die increases to 1d10 at 17th level.
-
Ki:
(Level 2)
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. You have a number of Ki points equal to your monk level.
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.
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier- Flurry of Blows: (Level 2) 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: (Level 2) You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind: (Level 2) 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:
(Level 2)
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.
- (Level 9) At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
- (Level 6) At 6th level, your speed increases by an extra 5 feet (+15 feet).
- (Level 10) At 10th level, your speed increases by an extra 5 feet (+20 feet).
- (Level 14) At 14th level, your speed increases by an extra 5 feet (+25 feet).
- (Level 18) At 18th level, your speed increases by an extra 5 feet (+30 feet).
-
Deflect Missiles:
(Level 3)
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. -
Ability Score Improvement:
(Level 4)
When you reach 4th level you can gain a feat, 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.
- (Level 8) When you reach 8th level, get another Ability Score Improvement.
- (Level 12) When you reach 12th level, get another Ability Score Improvement.
- (Level 16) When you reach 16th level, get another Ability Score Improvement.
- (Level 19) When you reach 19th level, get another Ability Score Improvement.
- Slow Fall: (Level 4) 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
- Extra Attack: (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stunning Strike: (Level 5) Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Ki-Empowered Strikes: (Level 6) Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Evasion: (Level 7) 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: (Level 7) 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: (Level 10) At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
- Tongue of the Sun and Moon: (Level 13) 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:
(Level 14)
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: (Level 15) 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:
(Level 18)
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: (Level 18) At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
-
Dedicated Weapon (optional):
(Level 2)
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. - Ki-Fueled Attack (optional): (Level 3) 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.
- Quickened Healing (optional): (Level 4) 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.
- Focused Aim (optional): (Level 5) 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.
Modifiers
- weapon_proficiency: simple
- weapon_proficiency: 28
- weapon_proficiency: unarmed
- speed: +10
- speed: +5
- speed: +5
- speed: +5
- speed: +5
Sub Class
Way of the Open Hand
-
Open Hand Technique:
(Level 3)
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:
- (Level 3) It must succeed on a Dexterity saving throw or be knocked prone.
- (Level 3) It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- (Level 3) It can't take reactions until the end of your next turn.
- Wholeness of Body: (Level 6) 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: (Level 11) 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:
(Level 17)
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
- Shadow Arts: (Level 3) 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: (Level 6) 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: (Level 11) 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: (Level 17) 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 Four Elements
-
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: 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.
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. - (Level 5) Maximum Ki Points for a Spell: 3
- (Level 9) Maximum Ki Points for a Spell: 4
- (Level 13) Maximum Ki Points for a Spell: 5
- (Level 17) Maximum Ki Points for a Spell: 6
- Casting Elemental Spells: 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.
-
Elements Disciplines:
- Breath of Winter: (Level 17) You can spend 6 ki points to cast Cone of Cold. (17th Level Required)
- Clench of the North Wind: (Level 6) You can spend 3 ki points to cast Hold Person. (6th Level Required)
- Elemental Attunement: You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. - Eternal Mountain Defense: (Level 17) You can spend 5 ki points to cast Stoneskin, targeting yourself. (17th Level Required)
- Fangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
- Fist of Four Thunders: You can spend 2 ki points to cast Thunderwave.
- Fist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
- Flames of the Phoenix: (Level 11) You can spend 4 ki points to cast Fireball. (11th Level Required)
- Gong of the Summit: (Level 6) You can spend 3 ki points to cast Shatter. (6th Level Required)
- Mist Stance: (Level 11) You can spend 4 ki points to cast Gaseous Form, targeting yourself. (11th Level Required)
- Ride the Wind: (Level 11) You can spend 4 ki points to cast Fly, targeting yourself. (11th Level Required)
- River of Hungry Flame: (Level 17) You can spend 5 ki points to cast Wall of Fire. (17th Level Required)
- Rush of the Gale Spirits: You can spend 2 ki points to cast Gust of Wind.
- Shape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
- Sweeping Cinder Strike: You can spend 2 ki points to cast Burning Hands.
- Water Whip: You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
- Wave of Rolling Earth: (Level 17) You can spend 6 ki points to cast Wall of Stone. (17th Level Required)
Way of Mercy
-
Implements of Mercy:
(Level 3)
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.- Merciful Mask: d6 | Mask Appearance
1 | Raven
2 | Blank and white
3 | Crying visage
4 | Laughing visage
5 | Skull
6 | Butterfly
- Merciful Mask: d6 | Mask Appearance
-
Hand of Healing:
(Level 3)
Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing. - Hand of Harm: (Level 3) 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:
(Level 6)
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn. -
Flurry of Healing and Harm:
(Level 11)
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 Hand of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn. -
Hand of Ultimate Mercy:
(Level 17)
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 Astral Self
-
Arms of the Astral Self:
(Level 3)
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:
(Level 6)
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:
(Level 11)
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:
(Level 17)
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.
-
Forms of Your Astral Self:
The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background. ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an ore monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the ore's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.
When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.