Monk
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are {@item shortsword|phb|shortswords} and any {@filter simple melee weapons that don't have the two-handed or heavy property|items|source=phb|category=basic|type=simple weapon;melee weapon=sand|property=!heavy;!two-handed}.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {@item shield|phb}.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a {@dice 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 {@action 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 {@action 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).
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.
{@i 2nd-level monk {@variantrule optional class features|tce|optional feature}}
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 {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon|property=!heavy;!special}.
- You must be proficient with it.
- It must lack the heavy and special properties.
Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
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:
You can spend 1 ki point to take the {@action Dodge} action as a bonus action on your turn.
You can spend 1 ki point to take the {@action Disengage} or {@action Dash} action as a bonus action on your turn, and your jump distance is doubled for the turn.
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.
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 {@dice 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 (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
{@i 3rd-level monk {@variantrule optional class features|tce|optional feature}}
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.
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 4th-level monk {@variantrule optional class features|tce|optional feature}}
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.
{@i 5th-level monk {@variantrule optional class features|tce|optional feature}}
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.
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 {@condition stunned} until the end of your next turn.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 6th level, you gain one feature granted by your Monastic Tradition.
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 {@spell 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.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {@condition charmed} or {@condition frightened}.
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
At 11th level, you gain one feature granted by your Monastic Tradition.
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
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.
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.
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.
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 17th level, you gain one feature granted by your Monastic Tradition.
Beginning at 18th level, you can use your action to spend 4 ki points to become {@condition 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 {@spell astral projection} spell, without needing material components. When you do so, you can't take any other creatures with you.
When you reach 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
You can make an {@variantrule Unarmed Strike|XPHB} as a {@variantrule Bonus Action|XPHB}.
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your {@variantrule Unarmed Strike|XPHB}, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Your practice of martial arts gives you mastery of combat styles that use your {@variantrule Unarmed Strike|XPHB} and Monk weapons, which are the following:
- {@filter Simple Melee Weapons|items|type=simple weapon;melee weapon=sand}
- {@filter Martial Melee Weapons that have the Light property|items|type=martial weapon;melee weapon=sand|property=light}
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a {@item Shield|XPHB}.
You can roll {@damage 1d6} in place of the normal damage of your {@variantrule Unarmed Strike|XPHB} or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
While you aren't wearing armor or wielding a {@item Shield|XPHB}, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Wisdom modifiers.
You can expend 1 Focus Point to make two Unarmed Strikes as a {@variantrule Bonus Action|XPHB}.
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}.
You can take the {@action Disengage|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and the {@action Dodge|XPHB} actions as a {@variantrule Bonus Action|XPHB}.
You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as a {@variantrule Bonus Action|XPHB}, and your jump distance is doubled for the turn.
Your speed increases by 10 feet while you aren't wearing armor or wielding a {@item Shield|XPHB}. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
When you roll {@variantrule Initiative|XPHB}, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of {@variantrule Hit Points|XPHB} equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a {@variantrule Reaction|XPHB} to reduce the attack's total damage against you. The reduction equals {@dice 1d10} plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover} if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
You can take a {@variantrule Reaction|XPHB} when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.
Once per turn when you hit a creature with a Monk weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the {@condition Stunned|XPHB} condition until the start of your next turn. On a successful save, the target's {@variantrule Speed|XPHB} is halved until the start of your next turn, and the next attack roll made against the target before then has {@variantrule Advantage|XPHB}.
Whenever you deal damage with your {@variantrule Unarmed Strike|XPHB}, it can deal your choice of Force damage or its normal damage type.
You gain a feature from your Monk subclass.
When you're 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.
You don't benefit from this feature if you have the {@condition Incapacitated|XPHB} condition.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows.
You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense.
When you expend a Focus Point to use Patient Defense, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to two rolls of your Martial Arts die.
Step of the Wind.
When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}.
Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, or {@condition Poisoned|XPHB}.
In addition, forgoing food and drink doesn't give you levels of {@condition Exhaustion|XPHB}.
You gain a feature from your Monk subclass.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
When you roll {@variantrule Initiative|XPHB} and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a feature from your Monk subclass.
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. During that time, you have {@variantrule Resistance|XPHB} to all damage except Force damage.
You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended.
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. 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. The Ascendant Dragon Origin table offers a number of possibilities.
| d6 | Origin |
|---|---|
| 1 | You honed your abilities by aligning your spirit with a dragon's 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, or one that is devoted to a dragon god. |
| 4 | You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic. |
| 5 | You found a scroll written in Draconic that contained inspiring new techniques. |
| 6 | After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons. |
{@i 3rd-level Way of the Ascendant Dragon feature}
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the {@action 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.
{@i 3rd-level Way of the Ascendant Dragon feature}
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:
- [object Object]
- [object Object]
- [object Object]
{@i 6th-level Way of the Ascendant Dragon feature}
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.
{@i 11th-level Way of the Ascendant 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 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:
- [object Object]
- [object Object]
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.
{@i 17th-level Way of the Ascendant Dragon feature}
Your draconic spirit reaches its peak. You gain the following benefits:
- [object Object]
- [object Object]
- [object Object]
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.
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 {@book chapter 10|PHB|10} of the Player's Handbook 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 {@spell 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 {@spell 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. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.
| Monk Levels | Maximum Ki Points for a Spell |
|---|---|
| 5th-8th | 3 |
| 9th-12th | 4 |
| 13th-16th | 5 |
| 17th-20th | 6 |
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.
You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
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.
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 {@condition 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.
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.
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 {@spell 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.
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 {@damage 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.
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, 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.
You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, or {@spell silence}, without providing material components. Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it.
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.
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 {@condition invisible}. You remain {@condition invisible} until you make an attack, cast a spell, or are in an area of bright light.
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.
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 use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
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).
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 {@condition frightened} of you until the end of your next turn.
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.
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 {@damage 2d10} necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
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.
{@i 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 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 {@condition 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.
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 orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc'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.
{@i 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 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 {@condition 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 ({@skill Insight}) and Charisma ({@skill 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.
{@i 11th-level Way of the Astral Self feature}
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 {@dice 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.
{@i 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 the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are {@condition 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.
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.
{@i 3rd-level Way of Mercy feature}
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.
{@i 3rd-level Way of Mercy feature}
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.
{@i 3rd-level Way of Mercy feature}
You gain proficiency in the {@skill Insight} and {@skill Medicine} skills, and you gain proficiency with the {@item herbalism kit|PHB}.
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 |
{@i 6th-level Way of Mercy 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 Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}.
When you use Hand of Harm on a creature, you can subject that creature to the {@condition poisoned} condition until the end of your next turn.
{@i 11th-level Way of Mercy feature}
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.
{@i 17th-level Way of Mercy 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 expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to {@dice 4d10} + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.
Once you use this feature, you can't use it again until you finish a long rest.
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.
When you choose this tradition at 3rd level, you gain proficiency in the {@skill 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 {@item brewer's supplies|phb} if you don't already have it.
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 {@action Disengage} action, and your walking speed increases by 10 feet until the end of the current turn.
When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed.
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.
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
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.
If you make an unarmed strike as part of the {@action 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 {@condition incapacitated}.
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 {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn.
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
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 {@filter simple or martial weapon that lacks the heavy and special properties|items|source=phb|type=simple weapon;martial weapon|property=!heavy;!special|category=basic|miscellaneous=}. 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.
Way of the Brush.
You gain proficiency with your choice of {@item calligrapher's supplies|phb} or {@item painter's supplies|phb}.
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.
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.
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.
Monks of the Way of the Sun 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.
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 {@action Attack} action. The 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 {@damage d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the {@action 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 {@action Attack} action.
At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the {@action Attack} action on your turn, you can spend 2 ki points to cast the {@spell burning hands} spell as a bonus action.
You can spend additional ki points to cast {@spell 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.
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 {@damage 2d6} radiant damage. A creature doesn't need to make the save if the creature is behind {@quickref Cover||3||total cover} that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by {@damage 2d6}.
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.
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the {@condition Incapacitated|XPHB} condition. You gain the following benefits while this feature is active.
Reach.
When you make an {@variantrule Unarmed Strike|XPHB}, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes.
Whenever you hit with your {@variantrule Unarmed Strike|XPHB}, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
You know the {@spell Elementalism|XPHB} spell. Wisdom is your spellcasting ability for it.
{@i Wield Strikes and Bursts of Elemental Power}
Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.
As a {@action Magic|XPHB} action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.
Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
While your Elemental Attunement is active, you also have a {@variantrule Fly Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.
While your Elemental Attunement is active, you also gain the following benefits.
Damage Resistance.
You gain {@variantrule Resistance|XPHB} to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
Destructive Stride.
When you use your Step of the Wind, your {@variantrule Speed|XPHB} increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
Empowered Strikes.
Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an {@variantrule Unarmed Strike|XPHB}. The extra damage is the same type dealt by that strike.
{@i Manipulate Forces of Life and Death}
Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.
Once per turn when you hit a creature with an {@variantrule Unarmed Strike|XPHB} and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
As a {@action Magic|XPHB} action, you can expend 1 Focus Point to touch a creature and restore a number of {@variantrule Hit Points|XPHB} equal to a roll of your Martial Arts die plus 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 expending a Focus Point for the healing.
You gain proficiency in the {@skill Insight|XPHB} and {@skill Medicine|XPHB} skills and proficiency with the {@item Herbalism Kit|XPHB}.
Your Hand of Harm and Hand of Healing improve, as detailed below.
Hand of Harm.
When you use Hand of Harm on a creature, you can also give that creature the {@condition Poisoned|XPHB} condition until the end of your next turn.
Hand of Healing.
When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}.
When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you make an {@variantrule Unarmed Strike|XPHB} with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Your mastery of life energy opens the door to the ultimate mercy. As a {@action Magic|XPHB} action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of {@variantrule Hit Points|XPHB} equal to {@dice 4d10} plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, and {@condition Stunned|XPHB}.
Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle.
The target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of its next turn.
Push.
The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple.
The target must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition.
{@i Master Unarmed Combat Techniques}
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
You gain the ability to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can roll your Martial Arts die. You regain a number of {@variantrule Hit Points|XPHB} equal to the number rolled plus your Wisdom modifier (minimum of 1 {@variantrule Hit Points|XPHB|Hit Point} regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
When you take a {@variantrule Bonus Action|XPHB} other than Step of the Wind, you can also use Step of the Wind immediately after that {@variantrule Bonus Action|XPHB}.
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an {@variantrule Unarmed Strike|XPHB}, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the {@action Attack|XPHB} action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking {@damage 10d12} Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
You have learned to draw on the power of the Shadowfell, gaining the following benefits.
{@i Harness Shadow Power for Stealth and Subterfuge}
Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.
You can expend 1 Focus Point to cast the {@spell Darkness|XPHB} spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of {@variantrule Darkness|XPHB} to a space within 60 feet of yourself at the start of each of your turns.
You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet.
You know the {@spell Minor Illusion|XPHB} spell. Wisdom is your spellcasting ability for it.
While entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can use a {@variantrule Bonus Action|XPHB} to teleport up to 60 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}. You then have {@variantrule Advantage|XPHB} on the next melee attack you make before the end of the current turn.
You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} for that use of the feature. As part of this {@variantrule Bonus Action|XPHB}, you can make an {@variantrule Unarmed Strike|XPHB} immediately after you teleport.
As a {@action Magic|XPHB} action while entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end your turn in {@variantrule Bright Light|XPHB}. While shrouded by these shadows, you gain the following benefits.
Invisibility.
You have the {@condition Invisible|XPHB} condition.
Partially Incorporeal.
You can move through occupied spaces as if they were {@variantrule Difficult Terrain|XPHB}. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
Shadow Flurry.
You can use your Flurry of Blows without expending any Focus Points.