TDC Monk 5e

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Monk

H
er fists a blur as they deflect an incoming hail
of arrows, a half-elf springs over a barricade
and throws herself into the massed ranks of
hobgoblins on the other side. She whirls
among them, knocking their blows aside and
sending them reeling, unlil at last she slands
alone. Taking a deep breath, a human covered
in tattoos settles inlo a battle stance. As the first charging
orcs reach him, he exhales and a blast of fire roars from his
mouth, engulting his foes. Moving wilh the silence of the
night, a black-clad halfling sleps into a shadow beneath an
arch and emerges from another inky shadow on a balcony a
stone's throw away. She slides her blade free of its
clothwrapped scabbard and peers through the open window
at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their abilily to
magically harness the energy thal flows in their bodies.
Whether channeled as a striking display of combat prowess
or a subtler focus of defensive ability and speed, this energy
infuses all that a monk does.

Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per monk level after 1st
Proficiencies
Armor: none
Weapons: simple weapons, shortswords
Tools: any one type of artisan's tools or any one musical
instrument of your choice
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
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

MONK
1
Monk
Proficiency Martial Unarmored
Level Bonus Features Arts Movement Ki
1st +2 Martial Arts, Unarmored Defense 1d4 +0 ft. —
2nd +2 Ki, Unarmored Movement 1d4 +10 ft. 2
3rd +2 Monastic Tradition, Deflect Missiles 1d4 +10 ft. 3
4th +2 Ability Score Improvement, Slow Fall 1d6 +10 ft. 4
5th +3 Extra Attack, Stunning Strike 1d6 +15 ft. 5
6th +3 Ki-Empowered Strikes, Diamond Skin, Monastic Tradition 1d6 +15 ft. 6
feature
7th +3 Evasion, Stillness of Mind 1d8 +15 ft. 7
8th +3 Ability Score Improvement 1d8 +15 ft. 8
9th +4 Unarmored Movement improvement 1d8 +15 ft. 9
10th +4 Purity of Body 1d8 +20 ft. 10
11th +4 Monastic Tradition feature 1d10 +20 ft. 11
12th +4 Ability Score Improvement 1d10 +20 ft. 12
13th +5 Tongue of the Sun and Moon 1d10 +20 ft. 13
14th +5 Diamond Soul 1d10 +25 ft. 14
15th +5 Timeless Body 1d10 +25 ft. 15
16th +5 Ability Score Improvement 1d12 +25 ft. 16
17th +6 Monastic Tradition feature 1d12 +25 ft. 17
18th +6 Empty Body 1d12 +30 ft. 18
19th +6 Ability Score Improvement 1d12 +30 ft. 19
20th +6 Perfect Self 1d12 +30 ft. 20

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and You can use Dexterity instead of Strength for the attack
not wielding a shield, your AC equals 10 + your Dexterity and damage rolls of your unarmed strikes and monk
modifier + your Wisdom modifier. When another creature weapons weapons and for grapple and shove checks.
hits you with a melee attack while you are wielding a monk You can roll a d4 in place of the normal damage of your
weapon, or no weapon at all, you can use your reaction to roll unarmed strike or monk weapon. This die changes as you
your Martials Arts die and add the result to your AC for that gain monk levels, as shown in the Martial Arts column of
attack, potentially causing the attack to miss you. the Monk table.
You can use this feature a number of times equal to your When you use the Attack action with an unarmed strike or
Wisdom modifier (a minimum of once), and you regain all one monk weapon on your turn, you can make one
expended uses of it when you finish a long rest. unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaff, you can
Martial Arts also make an unarmed strike as a bonus action, assuming
At 1st level, your practice of martial arts gives you mastery of you haven't already taken a bonus action this turn.
combat styles that use unarmed strikes and monk weapons, Certain monasteries use specialized forms of the monk
which are shortswords and any simple melee weapons that weapons. For example, you might use a club that is two
don’t have the two-handed or heavy property. You gain the lengths of wood connected by a short chain (called a
following benefits while you are unarmed or wielding only nunchaku) or a sickle with a shorter, straighter blade (called a
monk weapons and you aren’t wearing armor or wielding a kama).
shield:

MONK
2
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while Flurry of Blows
you are not wearing armor or wielding a shield. This bonus Immediately after you take the Attack action on your turn, you
increases when you reach certain monk levels, as shown in can spend 1 ki point to make two unarmed strikes as a bonus
the Monk table. action.
At 9th level, you gain the ability to move along vertical Patient Defense
surfaces and across liquids on your turn without falling You can spend 1 ki point to take the Dodge action as a bonus
during the move. action on your turn.
Ki Step of the Wind
Starting at 2nd level, your training allows you to harness the You can spend 1 ki point to take the Disengage or Dash
mystic energy of ki. Your access to this energy is represented action as a bonus action on your turn, and your jump distance
by a number of ki points. Your monk level determines the is doubled for the turn.
number of points you have, as shown in the Ki Points column
of the Monk table. Monastic Tradition
You can spend these points to fuel various ki features. You When you reach 3rd level, you commit yourself to a monastic
start knowing three such features: Flurry of Blows, Patient tradition which are all detailed at the end of the class
Defense, and Step of the Wind. You learn ki features as you description.
gain levels in this class. If you spend 1 ki or more as part of Your tradition grants you features at 3rd level and again at
your action on your turn, you can then immediately make one 6th, 11th, and 17th level.
unarmed strike as a bonus action, or use the Flurry of Blows
feature if you spend an additional 1 ki point. Way of the Astral Self
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 Way of the Drunken Master
expended ki back into yourself. You must spend at least half Way of the Four Elements
of the rest meditating to regain your ki points. Some of your Way of the Kensei
ki features require your target to make a saving throw to
resist the feature’s effects. The DCs are calculated as follows: Way of the Long Death
Ki save DC = 8 + your proficiency bonus + Way of Mercy
your Wisdom modifier Way of the Open Hand
Way of the Shadow
Way of the Sun Soul

Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or
catch the missile when you are hit by a ranged weapon
attack. When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modifier + your monk
level.
If you reduce the damage to 0, you can catch the missile if
it is small enough for you to hold in one hand and you have at
least one hand free. If you catch a missile in this way, you can
spend 1 ki point to make a ranged attack with the weapon or
piece of ammunition you just caught, as part of the same
reaction with a range of 20/60 feet. 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
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. If your DM allows the use of feats, you may
instead take a feat.

MONK
3
Slow Fall Stillness of Mind
Beginning at 4th level, when you fall you can use a reaction to Starting at 7th level, you can use your action to end one effect
reduce any falling damage you take by an amount equal to on yourself that is causing you to be charmed or frightened.
five times your monk level.
Extra Attack Purity of Body
Beginning at 5th level, you can attack twice, instead of once, At 10th level, your mastery of the ki flowing through you
whenever you take the Attack action on your turn. makes you immune to disease and poison.
Tongue of the Sun and Moon
Stunning Strike
Starting at 13th level, you learn to touch the ki of other minds
Starting at 5th level, you can interfere with the flow of ki in an so that you understand all spoken languages. Moreover, any
opponent's body. When you hit another creature with a melee creature that can understand a language can understand
weapon attack, you can spend 1 ki point to attempt a what you say.
stunning strike. The target must succeed on a Constitution
saving throw or be stunned until the end of your next turn. Diamond Soul
Ki-Empowered Strikes Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throws. Additionally, whenever you
Starting at 6th level, your unarmed strikes and monk make a saving throw and fail, you can spend 1 ki point to
weapons count as magical for the purpose of overcoming reroll it and take the second result.
resistance and immunity to nonmagical attacks and damage.
Diamond Skin Timeless Body
At 6th level, your ability to endure and react to threats is At 15th level, your ki sustains you so that you suffer none of
enhanced. You can add half your proficiency bonus, rounded the frailty of old age, and you can’t be aged magically. You can
down, to any saving throw you make that doesn't already still die of old age, however. In addition, you no longer need
include your proficiency bonus. food or water.
Empty Body
Evasion
Beginning at 18th level, you can use your action to spend 4 ki
At 7th level, your instinctive agility lets you dodge out of the points to become invisible for 1 minute. During that time, you
way of certain area effects, such as a blue dragon’s lightning also have resistance to all damage but force damage.
breath or a fireball spell. When you are subjected to an effect Additionally, you can spend 8 ki points to cast the astral
that allows you to make a Dexterity saving throw to take only projection spell, without needing material components. When
half damage, you instead take no damage if you succeed on you do so. You can’t take any other creatures with you.
the saving throw, and only half damage if you fail.
Perfect Self
At 20th level, when you roll for initiative you regain 5 ki
points (up to your maximum).

MONK
4
Way of the Astral Self
Monks of the Way of the Astral Self have an internal struggle Visage of the Astral Self
with their ki. They see their mystical energy as a Starting at 6th level, you can summon the visage of your
representation of their true form, an astral self. This form has astral self. On your turn, you can spend 1 ki point as a bonus
the capacity to be a force of good or destruction, with some action, or as part of summoning your astral arms, to summon
monasteries training students to either temper their nature this visage for 10 minutes. The spectral visage covers your
or embrace their impulses. The astral self is a translucent face like a helmet or mask. You determine its appearance
embodiment of the monk’s psyche and soul. As a result, the based on the qualities of your character. While your visage is
form of an astral self reflects the mind of the monk who summoned, you gain the following benefits.
manifests it. Your astral self could be a humanoid knight with Wisdom of the Spirit. You have advantage on Wisdom
a helmeted face and large, muscular arms, or it could be a (Insight) and Charisma (Intimidation) checks.
golden metallic form with thin arms like a modron. Astral Sight. You can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
Way of the Astral Self Features
Monk Level Features Awakening of the Astral Self
Beginning at 11th level, you tap into the greater power of your
3rd Arms of the Astral Self astral self. While you have your astral arms, visage or both
6th Visage of the Astral Self summoned, you gain the following benefits.
11th Awakening of the Astral Self
Deflect Energy. When you take acid, cold, fire, lightning, or
force damage, you can use your reaction to deflect it. When
17th Complete Astral Self you do so, the damage you take is reduced by 1d10 + your
Wisdom modifier + your monk level. You need both your arms
Arms of the Astral Self and visage of the astral self summoned to use this feature.
At 3rd level, your mastery of your ki allows you to summon a Empowered Arms. Once on each of your turns when you
portion of your astral self. On your turn, you can spend 1 ki hit a target with your astral arms, you can deal extra damage
points as a bonus action to summon the arms of your astral to the target equal to your Martial Arts die. You need your
self for 10 minutes. You can make an unarmed strike as part arms of your astral self summoned to use this feature.
of the same bonus action you use to summon your arms. Word of the Spirit. When you speak through your visage,
These spectral arms hover near your shoulders. You you can direct your words to a creature of your choice that
determine the arms’ appearance based on the qualities of you can see within 30 feet of you, making it so only that
your character. While your astral arms are summoned, you creature can hear you. Alternatively, you can amplify your
gain the following benefits: voice so that all creatures within 600 feet can hear you. You
need the visage of your astral self summoned to use this
You can use your Wisdom modifier in place of your feature.
Strength modifier when making Strength checks and
Strength saving throws. Complete Astral Self
The arms are monk weapons and have a reach of 10 feet. At 17th level, your connection to your astral self is complete,
The arms deal radiant or necrotic damage (your choice). allowing you summon it entirely. On your turn, you can spend
When you attack with the arms, you can use your Wisdom 8 ki points as part of summoning your arms and visage of
modifier instead of your Strength or Dexterity modifier for astral self to summon the body of your astral self for 10
the attack and damage rolls. minutes. This spectral body covers your physical form like a
suit of armor, connecting with the arms and visage. You
determine its appearance based on the qualities of your
character. While your complete astral self is summoned, you
gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to AC while you
aren’t incapacitated.
Astral Barrage. Whenever you use the Extra Attack
feature to attack twice, you can instead attack three times
using your astral arms.
Ki Consumption. When a creature within 10 feet of you is
reduced to 0 hit points, you can use your reaction to regain ki
points equal to your Wisdom modifier (minimum 1).

MONK
5
Way of the Drunken Master
The Way of the Drunken Master teaches its students to move Drunkard's Luck
with the jerky, unpredictable movements of a drunkard. A Starting at 11th level, you always seem to get a lucky bounce
drunken master sways, tottering on unsteady feet, to present at the right moment. When you make an ability check, an
what seems like an incompetent combatant who proves attack roll, or a saving throw and have disadvantage on the
frustrating to engage. The drunken master's erratic stumbles roll, you can spend 2 ki points to cancel the disadvantage for
conceal a carefully executed dance of blocks, parries, that roll.
advances, attacks, and retreats. A drunken master often
enjoys playing the fool to bring gladness to the despondent or Intoxicated Frenzy
to demonstrate humility to the arrogant, but when battle is At 17th level, you gain the ability to make an overwhelming
joined, the drunken master can be a maddening, masterful number of attacks against a group of enemies. When you use
foe. your Flurry of Blows, you can make up to three additional
attacks with it (up to a total of five Flurry of Blows attacks),
Way of the Drunken Master Features provided that each Flurry of Blows attack targets a different
Monk Level Features creature this turn.
3rd Bonus Proficiencies, Drunken Technique
6th Tipsy Sway
11th Drunkard's Luck
17th Intoxicated Frenzy

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.
In addition, enemies do not have advantage on melee attacks
against you while prone, and you do not have disadvantage
on melee attacks while prone.
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.

MONK
6
Way of the Four Elements
You follow a monastic tradition that teaches you to harness Casting Elemental Spells. Some elemental disciplines
the elements. When you focus your ki, you can align yourself allow you to cast spells. To cast one of these spells, you use
with the forces of creation and bend the four elements to your its casting time and other rules, but you don’t need to provide
will, using them as an extension of your body. Some members material or verbal components for it. When you cast a spell
of this tradition dedicate themselves to a single element, but with a discipline, it is cast at the spell’s lowest level unless
others weave the elements together. otherwise specified.
Many monks of this tradition tattoo their bodies with You can spend additional ki points to increase the level of
representations of their ki powers, commonly imagined as an elemental discipline spell that you cast, provided that the
coiling dragons, but also as phoenixes, fish, plants, spell has an enhanced effect at a higher level, as burning
mountains, and cresting waves. hands does. The spell’s level increases by 1 for each
additional ki point you spend. For example, if you are a 5th-
Way of the Four Elements Features level monk and use Sweeping Cinder Strike to cast burning
Monk Level Features hands, you can spend 2 ki points to cast it as a 2nd-level spell
3rd Elemental Attunement, Elemental Disciples (the discipline’s base cost of 1 ki point plus 1).
The maximum number of ki points you can spend to cast a
6th Elemental Disciples spell in this way (including its base ki point cost and any
11th Elemental Disciples additional ki points you spend to increase its level) is
determined by your monk level, as shown in the Spells and Ki
17th Elemental Disciples Points table. At 3rd level, you may spend up to 2 ki points;
this increases to 3 ki points at 9th level, 4 at 13th level, and 5
Elemental Attunement at 17th level.
When you choose this tradition at 3rd level, you learn how to
manipulate the four elements in subtle ways. You can use Spells and Ki Points
your action to briefly control elemental forces within 30 feet Monk Levels Maximum Ki Points For a Spell
of you, causing one of the following effects of your choice: 3rd-8th 2
Create a harmless, instantaneous sensory effect related to 9th-12th 3
air, earth, fire, or water, such as a shower of sparks, a puff 13th-16th 4
of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a 17th-20th 5
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.
Elemental Disciplines
At 3rd level, you learn magical disciplines that harness the
power of the four elements. Some disciplines require you to
spend ki points when you use them.
You learn two elemental disciplines of your choice, which
are detailed in the elemental disciplines sections below. You
learn one additional elemental discipline of your choice at
6th, at 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.

MONK
7
3rd Level Elemental Disciplines 6th Level Elemental Disciplines
Starting at 3rd level, you can learn the following disciplines: Starting at 6th level, you can learn the following disciplines:
Enduring Mountain Stance. Your body and mind A Leaf on the Wind. A powerful wind rises up to catch you
becomes as rigid and unyielding as the ground below you. as you fall. Your Slow Fall ability no longer requires a
You learn to root your feet into the ground to become reaction to use, and instead you may use it automatically
immovable. When you use your Patient Defense feature, you whenever you are conscious and not incapacitated, and it
cannot be charmed, moved, grappled, frightened, restrained, negates all falling damage regardless of distance. When you
or knocked prone against your will until the start of your next use the Slow Fall ability, you may also glide along the air to
turn, even if magically compelled to do so. You must be move 5 feet in any horizontal direction for every 5 feet that
standing on the ground to use this ability. you fall.
Fangs of the Fire Snake. When you use the Attack action Burning Ember Flourish. You reach out with your ki to
on your turn, you can spend 1 ki point to cause tendrils of snuff out a source of fire, causing it to go out with a bang or
flame to stretch out from your fists and feet. Your reach with to sputter black smoke. You can spend 2 ki points to cast
your unarmed strikes increases by 10 feet for that action, as pyrotechnics.
well as the rest of the turn. A hit with such an attack deals fire Clench of the North Wind. You can spend 2 ki points to
damage instead of bludgeoning damage, and if you spend 1 ki cast hold person.
point when the attack hits, it also deals an extra 1d10 fire Crushing Hand of the Mountain. You focus your strength
damage. into your outstretched fist, summoning a hand of earth from
Lance of the Winter. You summon a shard of razorsharp the ground. You can spend 2 ki points to cast Maximilian’s
ice and fling it at your foe. You can spend 1 ki point to cast ice earthen grasp.
knife. Eyes of Fire. As a bonus action you may spend 2 point of
Fist of Four Thunders. You slam your fists together in ki to gain magical infravision for 1 minute with a range of 60
front of you, causing a thunderous boom that blows away feet. This infravision allows you to magically see any heat
everything around you. You can spend 1 ki point to cast source within range, typically created by creatures or fire,
thunderwave. revealing the size, location, and general form of each heat
Unbroken Air. You can create a blast of compressed air source, but not any other details. This ability reveals heat
that strikes like a mighty fist. As an action, you can spend 1 ki sources that are invisible, hidden, obscured, or located on the
points and choose a creature within 30 feet of you. That other side of walls or other barriers you could not normally
creature must make a Strength saving throw. On a failed see through. However, the ability does not allow you to see
save, the creature takes 3d10 bludgeoning damage, plus an through magical darkness, ice, snow, or water, and does not
extra 1d10 bludgeoning damage for each ki point you spend, function on creatures that do not produce any heat, such as
and you can push the creature up to 20 feet away from you undead and constructs.
and knock it prone. On a successful save, the creature takes Patient Badger Listens. You reach out with your ki to the
half as much damage, and you don't push it or knock it prone. ground beneath you. You can spend 2 ki points as a bonus
Rumbling Badger. You shake the ground, causing a tremor action to gain tremorsense with a range of 30 feet and a
that knocks over your foes. You can spend 1 ki point to cast burrow speed equal to half of your walking speed for up to 1
earth tremor. minute. Your movement leaves behind a tunnel that remains
Sweeping Cinder Strike. With a wide sweeping gesture, for as long as this ability is active, and then collapses.
you summon forth a barrage of hot cinders. You can spend 1 One with the Tides. As a bonus action, you may spend 2
ki point to cast burning hands. point of ki to gain underwater adaptations for 8 hours. While
Water Whip. You can spend 1 ki point as an action to this ability is active, you can breath normally underwater, you
create a whip of water that shoves and pulls a creature to gain a swim speed equal to your speed, you gain blindsight
unbalance it. A creature that you can see that is within 30 with a range of 60 feet while underwater, you gain resistance
feet of you must make a Dexterity saving throw. On a failed to cold damage, and you can function normally in frigid
save, the creature takes 3d10 bludgeoning damage, plus an environments without penalties.
extra 1d10 bludgeoning damage for each ki point you spend, Current of the Gale Spirits. You can elevate an object or a
and you can either knock it prone or pull it up to 25 feet creature with a current of wind. You can spend 2 ki points to
closer to you. On a successful save, the creature takes half as cast levitate.
much damage, and you don’t pull it or knock it prone.

MONK
8
11th Level Elemental Disciplines 17th Level Elemental Disciplines
Starting at 11th level, you can learn the following disciplines: Starting at 17th level, you can learn the following disciplines:
Earth Reaches for Sky. Focusing your strength with a Avatar of the Elements. As an ultimate display of your
deep, rumbling shout, you swing your arms up high, causing mastery of the elements, you can spend 5 ki as an action to
an eruption of churned earth and stone that engulfs your have the elements of earth, fire, air, and water form a
foes. You can spend 3 ki points to cast erupting earth. protective sphere around your body, gaining multiple benefits
Elemental Stance. You effortlessly flow between martial for 1 minute. While this ability is active, you have resistance
and elemental disciplines. When you use your Attack action, to bludgeoning, piercing, slashing from nonmagical weapon,
until the end of your next turn you can reduce the ki cost of cold, fire, lightning, and thunder damage. You also gain a
elemental disciplines by 1 (to a minimum of 0). burrow, fly, and swim speed equal to your movement speed.
Flames of the Phoenix. With a hand motion, you conjure Lastly, you can use any of the following abilities as a action:
a tiny bead of burning energy. You spend 3 ki points to cast
fireball. You create a small earthquake on the ground in a 15-foot
Raise the Still Waters. Though water can give way easily, radius around you. Each creature in that area must make
it can just as easily offer great resistance. You can spend 3 ki a Dexterity saving throw. On a failed save, a creature takes
to cast wall of water. 2d8 bludgeoning damage and is knocked prone.
Ride the Wind. You summon a mighty wind that envelopes You create a line of fire 15 feet long and 5 feet wide
your body, sweeping you to where you want to go. You spend extending from you in a direction you choose. Each
3 ki points to cast fly, targeting yourself. creature in the line must make a Dexterity saving throw. A
creature takes 4d6 fire damage on a failed save, or half as
much damage on a successful one.
You create a 15-foot cube of swirling wind centered on a
point you can see within 60 feet of you. Each creature in
that area must make a Constitution saving throw. A
creature takes 2d10 bludgeoning damage on a failed save,
or half as much damage on a successful one. If a Large or
smaller creature fails the save, that creature is also
pushed up to 10 feet away from the center of the cube.
You create a 15-foot cone of ice shards extending from
your outstretched hand in a direction you choose. Each
creature in the cone must make a Constitution save throw.
A creature takes 3d6 cold damage on a failed save, or half
as much damage on a successful one. A creature that fails
its save against this effect has its speed halved until the
start of your next turn.
Inner Hungry Flame: You can spend 5 ki points to cast
immolation.
Razor Winds. You stretch out your ki to embrace the
winds and use it to attack. You can spend 5 ki points to cast
steel wind strike.
Swirling Crab’s Revenge. Your ki manifests as a swirling
pool of water, smashing and pulling your foes towards its
center. You can spend 5 ki points to cast maelstrom.
Wave of Rolling Earth. The ground shakes and emits a
low rumble as a wall of stone erupts up into being. You can
spend 5 ki points to cast wall of stone.

MONK
9
Way of the Kensei
Monks of the Way of Kensei train relentlessly with their One with the Blade
weapons, to the point that the weapon becomes like an At 6th level, you extend your ki into your kensei weapons,
extension of the body. granting you the following benefits.
A kensei sees a weapon in much the same way a painter Magic Kensei Weapons. Your attacks with your kensei
regards a brush or a writer sees parchment, ink, and quill. A weapons count as magical for the purpose of overcoming
sword or bow is a tool used to express the beauty and resistance and immunity to nonmagical attacks and damage.
elegance of the martial arts. That such mastery makes a Deft Strike. When you hit a target with a kensei weapon,
kensei a peerless warrior is but a side effect of intense you can spend 1 ki point to cause the weapon to deal extra
devotion, practice, and study. damage to the target equal to your Martial Arts die. You can
use this feature only once on each of your turns.
Way of the Kensei Features
Monk Level Features Sharpen the Blade
3rd Path of the Kensei At 11th level, you gain the ability to augment your weapons
further with your ki. As a bonus action, you can expend up to
6th One with the Blade 3 ki points to grant one kensei weapon you touch a bonus to
11th Sharpen the Blade attack and damage rolls when you attack with it. The bonus
equals the number of ki points you spent. This bonus lasts for
17th Unerring Accuracy 1 minute or until you use this feature again. If this feature is
used on a magic weapon that already has a bonus to attack
Path of the Kensei and damage rolls, the combined bonus maximum is 3.
When you choose this tradition at 3rd level, your special
martial arts training leads you to master the use of certain Unerring Accuracy
weapons. This path also includes instruction in the deft At 17th level, your mastery of weapons grants you
strokes of calligraphy or painting. You gain the following extraordinary accuracy. If you miss with an attack roll using a
benefits: monk weapon on your turn, you can reroll it. You can use this
Kensei Weapons. Choose two types of weapons to be your feature only once on each of your turns.
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.
Way of the Brush. You gain proficiency with your choice of
calligrapher's supplies or painter's supplies.
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 1d6 damage of the weapon's
type. You retain this benefit until the end of the current turn.

MONK
10
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.
Way of the Long Death Features
Monk Level Features
3rd Touch of Death
6th Hour of Reaping
11th Mastery of Death
17th Touch of the Long Death

Touch of Death
Starting when you choose this tradition at 2nd 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 2 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.

MONK
11
Way of Mercy Share Burden
At 6th level, you can alleviate the suffering of your allies by
Monks of the Way of Mercy learn to manipulate the life force trasfering part of their pain into yourself. When a creature
of others to bring aid to those in need. They are wandering you can see within 60 feet of you takes damage, as a reaction
physicians to the poor and hurt. However, to those beyond you can spend 1 ki point to distribute the damage taken
their help—whether ailing or evil—they bring a swift end as between the original target and yourself. Both you and your
an act of mercy. target must take at least 1 damage. Apply any damage
Those who follow the Way of Mercy might be humble resistance or vulnerability of the creatures involved after you
members of a religious order, administering to those in distribute the damage.
greatest need, making grim choices rooted in reality rather
than idealism. Some might be gentle-voiced healers, beloved Healing Technique
by their communities, while others might be masked bringers At 11th level, your skill in manipulating your ki to heal
of macabre mercies. increases. When you restore hit points to a creature using
The walkers of this way usually don simple robes with your Hands of Healing, you can also end one disease or a
deep cowls, and they often conceal their faces with masks, condition from the following list affecting the target: blinded,
presenting themselves as the faceless bringers of life and deafened, paralyzed, or poisoned.
death. If you wear a mask, choose its appearance, or
determine it randomly by rolling on the Merciful Mask table. Hand of Mercy
Merciful Mask Your mastery of life energy opens the door to the ultimate
respite technique. As an action, you can touch a willing
d6 Mask Appearance creature, expend 3 ki points, and make a creature to enter a
1 Raven state of suspended animation for a number of days equal to
2 Blank and white your monk level or until you end the effect early (no action
required). During this time, the creature is paralyzed, has
3 Crying visage immunity to all damage, and any curse, disease, or poison
4 Laughing visage affecting it is suspended. The creature appears dead to all
outward inspection and to spells used to determine the
5 Skull creature’s status.
6 Butterfly You can have only one creature under the effect of this
feature at a time.
Way of Mercy Features
Monk
Level Features
3rd Implements of Mercy, Hands of Healing, Hands
of Harm
6th Share Burden
11th Healing Technique
17th Hand of Mercy

Implements of Mercy
At 3rd level, you gain proficiency in the Insight or Medicine
skill (your choice), and you gain proficiency with the
herbalism kit and the poisoner’s kit.
Hands of Healing
Beginning 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 its ki cost.
Hands of Harm
Starting 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. If the creature is incapacitated or poisoned,
the creature takes necrotic damage equal to three rolls of
your Martial Arts die instead. You can use this feature only
once on each of your turns.
MONK
12
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters Wholeness of Body
of martial arts combat, whether armed or unarmed. They You gain the ability to heal yourself. As an action, you can
learn techniques to cripple their opponents, move with the regain hit points equal to three times your monk level. You
flow of battle, and take advantage of an enemy’s missteps. must finish a long rest before you can use this feature again.
Way of the Open Hand Features Tranquility
Monk Level Features Beginning at 11th level, you can enter a special meditation
that surrounds you with an aura of peace. At the end of a long
3rd Open Hand Technique rest, you gain the effect of a sanctuary spell that lasts until the
6th Wholeness of Body start of your next long rest (the spell can end early as normal).
11th Tranquility
The saving throw DC for the spell equals 8 + your Wisdom
modifier + your proficiency bonus.
17th Quivering Palm Sanctuary gives this effect: You ward a creature within
range against attack. Until the spell ends, any creature who
Open Hand Technique targets the warded creature with an attack or a harmful spell
You can manipulate your enemy's ki when you harness your must first make a Wisdom saving throw. On a failed save, the
own. Whenever you hit a creature with one of the attacks creature must choose a new target or lose the attack or spell.
granted by your Flurry of Blows, you can impose one of the This spell doesn't protect the warded creature from area
following effects on that target. effects, such as the explosion of a fireball. If the warded
creature makes an attack or casts a spell that affects an
It must succeed on a Dexterity saving throw or be enemy creature, this spell ends.
knocked prone.
It must make a Strength saving throw. If it fails, you can Quivering Palm
push it up to 15 feet away from you. At 17th level, you gain the ability to set up lethal vibrations in
It can't take reactions until the end of your next turn. 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.

MONK
13
Way of the 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.
Way of the Shadow Features
Monk Level Features
3rd Shadow Arts
6th Shadow Step
11th Cloak of Shadows
17th Opportunist

Shadow Arts
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 or verbal components. Additionally, you
gain the minor illusion cantrip if you don't already know it. By
spending one additional ki point when you cast the darkness
spell, you can see through the darkness created by the spell.
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.

MONK
14
Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their life Flashing Arc Strike
energy into searing bolts of light. They teach that meditation At 6th level, you gain the ability to channel your ki into
can unlock the ability to unleash the indomitable light shed searing waves of energy. Immediately after you take the
by the soul of every living creature. Attack action on your turn, you can spend 1 ki point to deal
2d6 radiant damage up to three creatures of your choice
Way of the Sun Soul Features within 5 feet of you as a bonus action.
Monk Level Features You can spend additional ki points to deal more damage.
3rd Radiant Sun Bolt Each additional ki point you spend increases the radiant
damage by 1d6. The maximum number of ki points (1 plus
6th Flashing Arc Strike any additional points) that you can spend equals half your
11th Searing Sunburst monk level.
17th Sun Shield
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that
Radiant Sun Bolt erupts into a devastating explosion. As an bonus action, you
Starting when you choose this tradition at 3rd level, you can can spend 1 ki point to magically create an orb and hurl it at
hurl searing bolts of magical radiance. a point you choose within 150 feet, where it erupts into a
You gain a new attack option that you can use with the sphere of radiant light for a brief but deadly instant. Each
Attack action. This special attack is a ranged spell attack with creature in that 20-foot-radius sphere must succeed on a
a range of 60 feet. You are proficient with it, and you add your Dexterity saving throw or take 2d6 radiant damage. A
Dexterity modifier to its attack and damage rolls. Its damage creature doesn't need to make the save if the creature is
is radiant, and its damage die is a d4. This die changes as you behind total cover that is opaque.
gain monk levels, as shown in the Martial Arts column of the You can increase the sphere's damage by spending
Monk table. When using the Radiant Sun Bolt feature while additional ki points. Each point you spend, to a maximum of
you are within 5 feet of a hostile creature, you do not have 3, increases the damage by 2d6.
disadvantage on the attack roll.
When you take the Attack action on your turn and use this Sun Shield
special attack as part of it, you can make an additional special At 17th level, you become wreathed in a magical, luminous
attack as a bonus action or you can spend 1 ki point to make aura. You shed bright light in a 30-foot radius and dim light
the special attack twice as a bonus action. for an additional 30 feet. You can extinguish or restore the
When you gain the Extra Attack feature, this special attack light as a bonus action.
can be used for any of the attacks you make as part of the If a creature hits you with a melee attack while this light
Attack action. shines, you can use your reaction to deal equals to 5 + your
Wisdom modifier to the creature and it must also succeed on
a Constitution saving throw or be blinded until the end of
your next turn.

MONK
15
Changelog from RAW Artworks Credits
Core Class: Changed the Unarmed Defense, the Ki, the Mana Confluence by Howard Lyon
Martial Arts, the Martial Arts Die Progression and the
Perfect Self class features. Added the new Diamond Skin Orc Monk by Palidor@
class feature at 6th level. Drunken Dwarf by Francisco Miyara
Added Way of the Astral Self subclass. Modified from the Sargeras vs Monk by EdCid
UA original version. Changed the Arms of the Astral Self,
Visage of the Astral Self, Awakening of the Astral Self and Katara by RossDraws
Complete Astral Self class features.
Brush is strong by Olivier Zecap
Way of the Drunken Master: Changed the Drunken
Technique class features.
Monk by CarlosNCT
Practice 2 by mango tea
Way of the Four Elements: Added the Elemental Attunement
class feature. Changed the Elemental Disciplines class Garrett Thief by AndyAlbarn
feature. Heavily inspired by the famous Way of the Four
Elements: Remastered PDF. God Fist Lee Sin by Alex Flores

Way of the Kensei: Changed the Path of the Kensei (Kensei


Shot) class feature.

Added Way of Mercy subclass. Modified from the UA


original version. Changed the Hand of Mercy class feature.
At 6th level replaced Noxious Aura with the Share Burden
class feature.

Way of the Shadow: Changed the Shadow Arts class feature.

Way of the Sun Soul: Changed the Radiant Sun Bolt, Searing
Arc Strike (now called Flashing Arc Strike), Searing
Sunburst and Sun Shield class features.

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