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Monk Class Features Overview

Monks can harness magical energy known as ki to empower their combat abilities and movements. At higher levels, monks gain additional ki points and can perform more ki-powered techniques as bonus actions like Flurry of Blows or Patient Defense. Monks are proficient in simple weapons, shortswords, and unarmored defense which uses Dexterity and Wisdom for AC calculations. Their martial arts ability allows them to use Dexterity for monk weapon attacks and rolls and make one unarmed strike as a bonus action when taking the Attack action.

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0% found this document useful (0 votes)
174 views25 pages

Monk Class Features Overview

Monks can harness magical energy known as ki to empower their combat abilities and movements. At higher levels, monks gain additional ki points and can perform more ki-powered techniques as bonus actions like Flurry of Blows or Patient Defense. Monks are proficient in simple weapons, shortswords, and unarmored defense which uses Dexterity and Wisdom for AC calculations. Their martial arts ability allows them to use Dexterity for monk weapon attacks and rolls and make one unarmed strike as a bonus action when taking the Attack action.

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Monk

Monks are united in their ability to magically harness the energy that flows in their bodies. Whether
channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this
energy infuses all that a monk does.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

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: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

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
The Monk

Leve Proficiency Martial Ki Unarmored Features


l Bonus Arts Points Movement

1st +2 1d4 – –  Unarmored Defense, Martial Arts

2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement, Dedicated


Weapon (Optional)

3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles, Ki-


Fueled Attack (Optional)

4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow


Fall, Quickened Healing (Optional)

5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike, Focused


Aim (Optional)

6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition


feature

7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind

8th +3 1d6 8 +15 ft. Ability Score Improvement

9th +4 1d6 9 +15 ft. Unarmored Movement improvement

10th +4 1d6 10 +20 ft. Purity of Body

11th +4 1d8 11 +20 ft. Monastic Tradition feature

12th +4 1d8 12 +20 ft. Ability Score Improvement

13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon

14th +5 1d8 14 +25 ft. Diamond Soul

15th +5 1d8 15 +25 ft. Timeless Body

16th +5 1d8 16 +25 ft. Ability Score Improvement

17th +6 1d10 17 +25 ft. Monastic Tradition feature

18th +6 1d10 18 +30 ft. Empty Body

19th +6 1d10 19 +30 ft. Ability Score Improvement

20th +6 1d10 20 +30 ft. Perfect Self


Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Wisdom modifier.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk
weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy
property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing
armor or wielding a shield:

 You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and
monk weapons.

 You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes
as you gain monk levels, as shown in the Martial Arts column of the Monk table.

 When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff,
you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus
action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two
lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade
(called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the
weapon on the Weapons page.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is
represented by a number of ki points. Your monk level determines the number of points you have, as shown in
the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows,
Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all
of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your
ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving
throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

 Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to
make two unarmed strikes as a bonus action.

 Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

 Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on
your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This
bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling
during the move.

Dedicated Weapon (Optional)


Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee
weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki
on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:

 The weapon must be a simple or martial weapon.

 You must be proficient with it.

 It must lack the heavy and special properties.

Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd
level and again at 6th, 11th, and 17th level.

Tradition Source

Astral Self Tasha's Cauldron of Everything

Ascendant Dragon Fizban's Treasury of Dragons

Drunken Master Xanathar's Guide to Everything

Four Elements Player's Handbook

Kensei Xanathar's Guide to Everything

Long Death Sword Coast Adventurer's Guide

Mercy Tasha's Cauldron of Everything

Open Hand Player's Handbook

Shadow Player's Handbook

Sword Coast Adventurer's Guide


Sun Soul
Xanathar's Guide to Everything

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

Ki-Fueled Attack (Optional)


Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack
with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an
amount equal to five times your monk level.

Quickened Healing (Optional)


Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit
points equal to the number rolled plus your proficiency bonus.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature
with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of your next turn.

Focused Aim (Optional)


Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by
2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's
lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and
only half damage if you fail.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or
frightened.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon


Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages.
Moreover, any creature that can understand a language can understand what you say.

Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the
second result.

Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged
magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During
that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components.
When you do so, you can't take any other creatures with you.

Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Subclass: Way of the Astral Self
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a
representation of their true form, an astral self. This astral self has the capacity to be a force of order or
disorder, with some monasteries training students to use their power to protect the weak and other
instructing aspirants in how to manifest their true selves in service to the mighty.
Source: Tasha's Cauldron of Everything

Arms of the Astral Self


At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you
can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that
you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two
rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You
determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:

 You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and
Strength saving throws.

 You can use the spectral arms to make unarmed strikes.

 When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than
normal.

 The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self


When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the
bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10
minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see
within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so
that all creatures within 600 feet can hear you.

Body of the Astral Self


Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of
your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor,
connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction
to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum
reduction of 1).
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can
deal extra damage to the target equal to your Martial Arts die.
Awakened Astral Self
Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As
a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken
it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if
all the attacks are made with your astral arms.
Subclass: Way of the Ascendant Dragon
The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more
integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks
who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through
the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity
with the essence of the Material Plane.
Source: Fizban's Treasury of Dragons
As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The
Ascendant Dragon Origin table offers some possibilities.

Ascendant Dragon Origin

d Origin
6

1 You honed your abilities by observing a dragon and aligning your ki with their world altering power.

2 A dragon personally took an active role in shaping your inner energy.

3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s
instruction.

4 You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing
its ambient magic.

5 You found a scroll written in Draconic that contained inspiring new techniques.

6 After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths
of dragons.

Draconic Disciple
At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the
essence of a dragon’s breath. You gain the following benefits:

 Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use
your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a
failure into a success, you can’t use it again until you finish a long rest.

 Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to
acid, cold, fire, lightning, or poison.

 Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When
you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy
in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire,
lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC,
taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much
damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature
again.

Wings Unfurled
At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that
vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

Aspect of the Wyrm


At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your
enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1
minute. For the duration, you gain one of the following effects of your choice:

 Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can
choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save
DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a successful save.

 Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You
and your allies within the aura have resistance to that damage.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to
create it again.

Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

 Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape
and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet
wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die
on a failed save, or half as much damage on a successful one.

 Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t
behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within
that range, unless the creature successfully hides from you.

 Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose
any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity
saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your
choice).
Subclass: Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements
of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles
conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate
humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful
foe.
Source: Xanathar's Guide to Everything

Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already
have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a
jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of
Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end
of the current turn.

Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

 Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half
your speed.

 Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a
reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see
within 5 feet of you.

Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability
check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the
disadvantage for that roll.

Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When
you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of
Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Subclass: Way of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you
can align yourself with the forces of creation and bend the four elements to your will, using them as an
extension of your body. Some members of this tradition dedicate themselves to a single element, but
others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly
imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Source: Player's Handbook

Disciple of the Elements


When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four
elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one
additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already
know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general
rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to
provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental
discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning
Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a
5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a
2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and
any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells
and Ki Points table.

Spells and Ki Points

Monk Levels Maximum Ki Points for a Spell

5th-8th 3

9th-12th 4

13th-16th 5

17th-20th 6
Subclass: Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon
becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has
expanded to include many different weapons.
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush.
Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the
martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense
devotion, practice, and study.
Source: Xanathar's Guide to Everything

Path of the Kensei


When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of
certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the
following benefits:

 Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one
ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and
special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't
already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features
work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can
choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the
criteria above.

 Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a
kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until
the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

 Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei
weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon
takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

 Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade


At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

 Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.

 Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to
deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each
of your turns.

Sharpen the Blade


At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can
expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you
attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use
this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage
rolls.

Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a
monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Subclass: 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.
Source: Sword Coast Adventurer's Guide

Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another
creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain
temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been
touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you
must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit
points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death


Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one
creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving
throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a
successful one.
Subclass: Way of Mercy
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They
are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift
end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy
and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers,
beloved by their communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with
masks, presenting themselves as the faceless bringers of life and death.
Source: Tasha's Cauldron of Everything

Implements of Mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain
proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its
appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask

d6 Mask Appearance

1 Raven

2 Blank and white

3 Crying visage

4 Laughing visage

5 Skull

6 Butterfly

Hands of Healing
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature
and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without
spending a ki point for the healing.

Hands of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1
ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can
use this feature only once per turn.
Physician's Touch
Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can
use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions
affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the
end of your next turn.

Flurry of Healing and Harm


Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can
now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the
healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike
without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy


By 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the
corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life,
regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any
of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.
Subclass: Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or
unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their
bodies, and practice advanced meditation that can protect them from harm.
Source: Player's Handbook

Open Hand Technique


Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your
own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one
of the following effects on that target:

 It must succeed on a Dexterity saving throw or be knocked prone.

 It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

 It can't take reactions until the end of your next turn.

Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your
monk level. You must finish a long rest before you can use this feature again.

Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end
of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can
end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency
bonus.

Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an
unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days
equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you
and the target must be on the same plane of existence. When you use this action, the creature must make a
Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Subclass: Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might
be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of
a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions.
Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or
anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries
expect the unquestioning obedience of their students.
Source: Player's Handbook

Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells.
As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without
providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as
a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or
darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or
darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a
spell, or are in an area of bright light.

Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature
within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a
melee attack against that creature.
Subclass: Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They
teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every
living creature.
Sources: Sword Coast Adventurer's Guide, Xanathar's Guide to Everything

Radiant Sun Bolt


Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack
with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage
rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in
the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to
make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part
of the Attack action.

Searing Arc Strike


At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the
Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.
You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you
spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you
can spend on the spell equals half your monk level.

Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action,
you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of
radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant
damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3,
increases the damage by 2d6.

Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and
dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant
damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

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