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The Monk, Revised

Her 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, until at last she stands alone.


Taking a deep breath, a human covered in tattoos settles
into a battle stance. As the first charging orcs reach him, he
exhales and a blast of fire roars from his mouth, engulfing his
foes.
Moving with the silence of the night, a black-clad halfling
steps 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 cloth-wrapped 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 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.
The magic of Ki
Monks make careful study of a magical energy that most
monastic traditions call ki. This energy is an element of the
magic that suffuses the multiverse - specifically, the element
that flows through living bodies. Monks harness this power
within themselves to create magical effects and exceed their   Those who leave their cloisters take their work seriously,
bodies' physical capabilities, and some of their special attacks approaching their adventures as personal tests of their
can hinder the flow of ki in their opponents. Using this physical and spiritual growth. As a rule, monks care little for
energy, monks channel uncanny speed and strength into their material wealth and are driven by a desire to accomplish a
unarmed strikes. As they gain experience, their martial greater mission than merely slaying monsters and plundering
training and their mastery of ki gives them more power over their treasure.
their bodies and the bodies of their foes.
Creating a Monk
Training and Asceticism As you make your monk character, think about your
Small walled cloisters dot the landscapes of the worlds of connection to the monastery where you learned your skills
D&D, tiny refuges from the flow of ordinary life, where time and spent your formative years. Were you an orphan or a
seems to stand still. The monks who live there seek personal child left on the monastery’s threshold? Did your parents
perfection through contemplation and rigorous training. promise you to the monastery in gratitude for a service
Many entered the monastery as children, sent to live there performed by the monks? Did you enter this secluded life to
when their parents died, when food couldn't be found to hide from a crime you committed? Or did you choose the
support them, or in return for some kindness that the monks monastic life for yourself?
had performed for their families. Consider why you left. Did the head of your monastery
Some monks live entirely apart from the surrounding choose you for a particularly important mission beyond the
population, secluded from anything that might impede their cloister? Perhaps you were cast out because of some
spiritual progress. Others are sworn to isolation, emerging violation of the community’s rules. Did you dread leaving, or
only to serve as spies or assassins at the command of their were you happy to go? Is there something you hope to
leader, a noble patron, or some other mortal or divine power. accomplish outside the monastery? Are you eager to return to
The majority of monks don't shun their neighbors, making your home?
frequent visits to nearby towns or villages and exchanging As a result of the structured life of a monastic community
their service for food and other goods. As versatile warriors, and the discipline required to harness ki, monks are almost
monks often end up protecting their neighbors from always lawful in alignment.
monsters or tyrants. For a monk, becoming an adventurer
means leaving a structured, communal lifestyle to become a Quick Build
wanderer. This can be a harsh transition, and monks don't You can make a monk quickly by following these suggestions.
undertake it lightly. First, make Dexterity your highest ability score, followed by
Wisdom. Second, choose the hermit background.

1
The Monk
Proficiency
Martial
Ki
Unarmored
Heightened

Level Bonus Arts Points Movement Reflexes Features


1st +2 1d4 — — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. — Dedicated Weapon, Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. 2 Monastic Tradition, Heightened Reflexes
4th +2 1d4 4 +10 ft. 2 Ability Score Improvement, Quickened Healing
5th +3 1d6 5 +10 ft. 3 Extra Attack, Extra Reaction
6th +3 1d6 6 +15 ft. 3 Ki-Empowered Strikes, Monastic Tradition Feature
7th +3 1d6 7 +15 ft. 3 Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. 3 Ability Score Improvement
9th +4 1d6 9 +15 ft. 3 Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. 3 Purity of Body
11th +4 1d8 11 +20 ft. 4 Monastic Tradition Feature, Extra Reaction (2)
12th +4 1d8 12 +20 ft. 4 Ability Score Improvement
13th +5 1d8 13 +20 ft. 4 Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. 4 Diamond Soul
15th +5 1d8 15 +25 ft. 4 Timeless Body
16th +5 1d8 16 +25 ft. 4 Ability Score Improvement
17th +6 1d10 17 +25 ft. 5 Monastic Tradition, Extra Reaction (3)
18th +6 1d10 18 +30 ft. 5 Empty Body
19th +6 1d10 19 +30 ft. 5 Ability Score Improvement
20th +6 1d10 20 +30 ft. 5 Perfect Self

Optional Rule: Multiclassing Proficiencies


If your group uses this optional rule, here's what you need to Armor: None
know if you choose the monk as one of your classes. Weapons: simple weapons, claw bracers, jians, shortswords,
Ability Score Minimum. You must have a Dexterity and war fans
Wisdom score of at least 13 to take a level in this class, or to Tools: Choose one type of artisan’s tools or one musical
take a level in another class if you are already a monk. instrument
Proficiencies Gained. If monk isn't your initial class, you Saving Throws: Strength, Dexterity
gain proficiency with simple weapons and shortswords when Skills: Choose two from Acrobatics, Athletics, History,
you take your first level in monk. Insight, Perception, Religion, and Stealth
Equipment
Class Features You start with the following equipment, in addition to the
Hit Points
equipment granted by your background.
Hit Dice: 1d8 per monk level (a) a jian or (b) any simple weapon
Hit Points at 1st Level: 8 + your Constitution modifier. (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) a war fan or (b) 10 darts
modifier per monk level after 1st
Unarmored Defense Ki
Beginning at 1st level, while you are wearing no armor and Starting at 2nd level, your training allows you to harness the
not wielding a shield, your AC equals 10 + your Dexterity mystic energy of ki. Your access to this energy is represented
modifier + your Wisdom modifier. by a number of ki points. Your monk level determines the
number of points you have, as shown in the Ki Points column
Martial Arts of the Monk table.
At 1st level, your practice of martial arts gives you mastery of You can spend these points to fuel various ki features. You
combat styles that use unarmed strikes and monk weapons, start knowing three such features: Flurry of Blows, Patient
which are claw bracers, jians, shortswords, war fans, and any Defense, and Step of the Wind. You learn more ki features as
simple melee weapons that don’t have the two-handed or you gain levels in this class.
heavy property. When you spend a ki point, it is unavailable until you finish
You gain the following benefits while you are unarmed or a short or long rest, at the end of which you draw all of your
wielding only monk weapons and you aren’t wearing armor expended ki back into yourself. You must spend at least 30
or wielding a shield: minutes of the rest meditating to regain your ki points.
If you spend 1 ki point or more as part of your action on
You can use Dexterity instead of Strength for the attack your turn, you can make one attack with an unarmed strike or
and damage rolls of your unarmed strikes and monk a monk weapon as a bonus action before the end of the turn.
weapons. Some of your ki features require your target to make a
You can roll a d4 in place of the normal damage of your saving throw to resist the feature’s effects. The saving throw
unarmed strike or monk weapon. This die changes as you DC is calculated as follows:
gain monk levels, as shown in the Martial Arts column of
the Monk table. Ki save DC = 8 + your proficiency bonus +
When you use the Attack action with an unarmed strike or
a monk weapon on your turn, you can make one unarmed your Wisdom modifier
strike as a bonus action. For example, if you take the Flurry of Blows
Attack action and attack with a quarterstaff, you can also Immediately after you take the Attack action on your turn, you
make an unarmed strike as a bonus action, assuming you can spend 1 ki point to make two unarmed strikes as a bonus
haven't already taken a bonus action this turn. action.
Certain monasteries use specialized forms of the monk Patient Defense
weapons. For example, you might use a club that is two You can spend 1 ki point to take the Dodge action as a bonus
lengths of wood connected by a short chain (called a action on your turn.
nunchaku) or a sickle with a shorter, straighter blade (called a
kama). Whatever name you use for a monk weapon, you can Step of the Wind
use the game statistics provided for the weapon. You can spend 1 ki point to take the Disengage or Dash
Unarmored Movement 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 Dedicated Weapon
increases when you reach certain monk levels, as shown in Also at 2nd level, you train yourself to use a variety of
the Monk table. weapons as monk weapons. Whenever you finish a short or
At 9th level, you gain the ability to move along vertical long rest, you can touch one weapon, focus your ki on it, and
surfaces and across liquids on your turn without falling then count that weapon as a monk weapon until you use this
during the move. feature again. You must be proficient with the chosen
weapon, and it cannot have the heavy and special properties.

3
Heightened Reflexes Extra Reaction
In your practice of the martial arts, you have improved your Beginning at 5th level, you can can use a reaction up to twice
reflexes beyond the norm. You have trained to respond to before the start of your next turn. You can only use one
certain events with startling haste. reaction to a given trigger. If a feature or effect would prevent
At 3rd level, you gain two Heightened Reflexes of your you from taking reactions but does not incapacitate you, you
choice. A list of the available options can be found at the end instead lose one use of your reaction for the duration of the
of this class. When you gain certain monk levels, you gain effect.
additional reflexes of your choice. The number of times you can use a reaction in between the
Additionally, when you gain a level in this class, you can start of your turns increases to three when you reach 11th
choose one of the reflexes you know and replace it with level in this class and to four when you reach 17th level in
another reflex that you could learn at that level. A level this class.
prerequisite in a reflex refers to monk level, not character If you gain the ability to use extra reactions from another
level. source, you choose which feature to benefit from.
Monastic Tradition Ki-Empowered Strikes
When you reach 3rd level, you commit yourself to a monastic Starting at 6th level, your unarmed strikes count as magical
tradition: the Way of the Open Hand, the Way of the Argent for the purpose of overcoming resistance and immunity to
Fist, the Way of the Ascendant Dragon, the Way of the nonmagical attacks and damage.
Heaven Piercer, the Way of Reclamation, the Way of the Rime
Warden, the Way of the Serpent, the Way of the Still Tide, the Evasion
Way of the Sun Soul, or the Way of the Four Elements, all At 7th level, your instinctive agility lets you dodge out of the
detailed at the end of the class description. Your tradition way of certain area effects, such as a blue dragon’s lightning
grants you features at 3rd level and again at 6th, 11th, and breath or a fireball spell. When you are subjected to an effect
17th level. that allows you to make a Dexterity saving throw to take only
Ability Score Improvement half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Stillness of Mind
by 2, or you can increase two ability scores of your choice by Starting at 7th level, you can use your action to end one effect
1. As normal, you can’t increase an ability score above 20 on yourself that is causing you to be charmed or frightened.
using this feature.
Quickened Healing Purity of Body
At 4th level, you gain the ability to use ki to stimulate healing At 10th level, your mastery of the ki flowing through you
in your body. As an action, you can spend a ki point to spend makes you immune to disease and poison.
and roll one of your Hit Die. You regain a number of hit Tongue of the Sun and Moon
points equal to the number rolled plus your Wisdom modifier.
Starting at 13th level, you learn to touch the ki of other minds
Extra Attack so that you understand all spoken languages. Moreover, you
Beginning at 5th level, you can attack twice, instead of once, can choose to let any creature understand you if they can
whenever you take the Attack action on your turn. understand a language.
Diamond Soul Hawk Seeks Prey

Prey

Beginning at 14th level, your mastery of ki grants you Hiding from your keen senses becomes all but impossible.
proficiency in all saving throws. Whenever a creature within 60 feet of you that you are aware
of attempts to Hide, you may use a reaction to take the
Additionally, whenever you make a saving throw and fail, Search action and search for them.
you can use a reaction and spend 1 ki point to reroll it. You
must take the second result. Slow Fall

Fall

You can use your reaction when you fall to reduce any falling
Timeless Body damage you take by an amount equal to five times your monk
At 15th level, your ki sustains you so that you suffer none of level. If you still take fall damage from the triggering fall, it
the frailty of old age, and you can’t be aged magically. You can does not knock you prone.
still die of old age, however. In addition, you no longer need
food or water, and you can hold your breath for a number of Bear Watches Over
hours equal to half of your monk level. Prerequisite: 5th level

You become a retaliatory force on the battlefield. Whenever a


Empty Body creature within your reach attacks an ally, you can use your
reaction to make an unarmed strike against the attacking
Beginning at 18th level, you can use your action to spend 4 ki creature.
points to become invisible for 1 minute. During that time, you
also have resistance to all damage but force damage. Cascading Strikes
Additionally, you can spend 8 ki points to cast the astral Prerequisite: 5th level

projection spell, without needing any components. When you When you successfully land both attacks granted by your
do so, you can’t take any other creatures with you. Flurry of Blows, you may spend an additional ki point to
make a third unarmed strike as a reaction, which counts as
Perfect Self an attack granted by Flurry of Blows for the purposes of
At 20th level, when you roll for initiative and have no ki points other features.
remaining, you regain 4 ki points. Additionally, whenever you Focused Aim
spend and roll a Hit Die to restore hit points, you double the
number it restores. Prerequisite: 5th level

You focus your perception to the very instant you make your
attack, making minute adjustments to assure the blow hits.
Heightened Reflexes When you miss with an attack roll, you can spend 1 to 3 ki
Listed below are the heightened reflexes available to a monk. points to increase your attack roll by 2 for each of these ki
If a reflex has prerequisites, you must meet them to learn it. points you spend, potentially turning the miss into a hit.
A level prerequisite refers to your monk level. You can learn a Monkey Step
reflex at the same time that you meet its prerequisites. Any
DCs listed use your Ki save DC unless otherwise stated. Prerequisite: 5th level

You become difficult to pin down during a fight. You can move
Deflect Missiles

Missiles
up to half your movement speed as a reaction when an enemy
This reaction allows you to deflect or catch the missile when ends its turn within 5 feet of you. This movement doesn't
you are hit by a ranged weapon attack. When you do so, the provoke opportunity attacks.
damage you take from the attack is reduced by 1d10 + your Tiger Pounces
Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if Prerequisite: 5th level

it is small enough for you to hold in one hand and you have at Your predatory instincts keep your opponents from escaping.
least one hand free. If you catch a missile in this way, you can Whenever a hostile creature moves out of your reach, you can
spend 1 ki point to make a ranged attack with the weapon or use your reaction to leap up to half your movement speed
piece of ammunition you just caught, as part of the same towards them, landing in an unoccupied space adjacent to
reaction. You make this attack with proficiency, regardless of the target. This movement doesn't provoke opportunity
your weapon proficiencies, and the missile counts as a monk attacks. The creature must then succeed on a Strength
weapon for the attack, which has a normal range of 20 feet saving throw, or be knocked prone.
and a long range of 60 feet. Panther Stalks the Quarry
Gentle Palm

Palm
Prerequisite: 11th Level

You've mastered the art of narrowly deflecting incoming When you are forcibly moved, if the source of the effect was
blows. Whenever another creature hits you with a melee an adjacent creature, you can use a reaction to spend 2 ki
attack, you can use your reaction to add +2 to your AC for and force that creature to make a Strength saving throw or
that attack, potentially causing the attack to miss you. be moved the same distance along side you. If the triggering
creature is grappled by you, this movement does not break
the grapple.

5

Part the Weave
Prerequisite: 11th level

Your knowledge of magic and its users allows you to react


swiftly to their machinations, and even use your ki to disrupt
their work. Whenever a creature within your reach begins
casting a spell, you can spend 3 ki points to make an
unarmed strike against them as a reaction. On a hit, they take
damage as normal, and you attempt to disrupt the spell's
magic. If the creature is casting a spell of 3rd level or lower,
its spell fails and has no effect. If it is casting a spell of 4th
level or higher, make a Wisdom ability check. The DC is
equal to 10 + the spell's level. On a success, the creature's
spell fails and has no effect.
Snake Strike
Prerequisite: 11th level

You learn to strike like a cobra at any openings your enemies


present. Whenever a creature misses you with a melee attack
roll, you can use your reaction to make an unarmed strike
against them.
Turn the Tide
Prerequisite: 11th level

This reaction lets you spend 1 ki point to divert the force of a


melee weapon attack you are hit by. 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 divert the attack
completely if you have at least one hand free. If you divert an
attack in this way, you can spend 1 ki point to make an
unarmed strike against the attacking creature as part of the
same reaction.
Flash Focus Defense
Prerequisite: 17th Level

Your focus hones to a razor's edge, helping you roll with


punches before they are even thrown. When an attacker that
you can see hits you with an attack, you can use your reaction
to halve the attack's damage against you.
Specter Haunts the Spirit
Prerequisite: 17th Level

As a reaction when you or another creature within 30 feet of


you teleports or is shunted to another plane of existance, if
the source of the effect was created by a creature, you may
spend 4 ki points to attune to their ki and also be shunted,
appearing in an unoccupied space nearest to the target.
Still Lake's Surface
Prerequisite: 17th Level

When a creature within your reach begins to activate a


magical effect, you may use your reaction to expend 5 ki and
totally sever their connection to the weave. The target must
succeed on a Charisma saving throw, or the triggering effect
fails and is wasted. Moreover, on a failed save, the target loses
the ability to cast spells and ongoing magical effects (other
than this one) on the creature are suppressed until the start
of your next turn. The powers and properties of magic items
in the target's possession are suppressed until the start of
your next turn.

6
Monastic Traditions
There are myriad traditions of monastic pursuit that are
common in the monasteries scattered across the multiverse.
Most monasteries practice one tradition exclusively, but a few
honor many traditions and instruct each monk according to
his or her aptitude and interest. The vast majority of
traditions rely on the same basic techniques, diverging as the
student grows more adept. Thus, a monk need choose a
tradition only upon reaching 3rd level.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters
of martial arts combat. They learn techniques to push and
trip their opponents, manipulate ki to heal their bodies, and
practice advanced meditation that shields them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can
manipulate your enemy's ki when you harness your own.
Whenever you hit a creature with one of the attacks granted
by your Flurry of Blows, you can impose one of the following
effects on that target:
It must succeed on a Dexterity saving throw or be
knocked prone.
It must make a Strength saving throw. If it fails, you can
push it up to 15 feet away from you.
It can’t take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action,
you can regain hit points equal to three times your monk
level. You must finish a long rest before you can use this
feature again. Additionally, when you use your Quickened
Healing feature, you can expend a number of hit dice up to
half of your monk level as a part of the action. You add your
Wisdom modifier to each hit die, and regain hit points equal
to the total.
Tranquility
Beginning at 11th level, you can enter a special meditation
that surrounds you with an aura of peace. At the end of a
short or long rest, you gain the effect of a sanctuary spell that
lasts until the start of your next short or long rest (the spell
can end early as normal). The saving throw DC for the spell is
equal to your ki save DC.
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.
Seeker the Light
At 3rd level, whenever you hit a creature with one of the
attacks granted by your Flurry of Blows, you can choose to
make each fiend, monstrosity, or undead within 30 feet of you
make a Wisdom saving throw against your Ki save DC. If the
creature fails its saving throw, it is turned for 1 minute or
until it takes damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there is nowhere to
move, the creature can use the Dodge action.
Once you use this feature, you can’t use it again until you
finish a short or long rest. You can use this feature twice
between rests starting at 11th level.
Wrath of the Argent
Beginning at 6th level, you can expend 2 ki points to wreath
your fists or monk weapons in a sacred flame (no action
required). For 1 minute, your fists shed bright light out to 10
feet, and dim light for another 10 feet. In addition, your monk
weapon attacks and unarmed strikes deal an extra 1d4
radiant damage. When you hit a fiend, monstrosity, or undead
the radiant damage increases to 2d4.
At 17th level, you can spend 4 ki points to increase this
radiant damage to 2d4, and the damage to a fiend,
monstrosity, or undead increases to 4d4.
Bound by Faith
Starting at 11th level, when you hit a fiend, monstrosity, or
undead with an unarmed strike, you can expend 2 ki points to
force the target to make a Wisdom saving throw or be bound
Way of the Argent Fist for up to 1 minute. A bound target becomes blinded,
deafened, and cannot speak or perform verbal components.
The Argent Fist uses ki energy to channel radiant power, The target repeats the saving throw at the end of each of its
healing the injured and blasting unclean creatures. In the turns. On a success, the effect ends on the target.
world of Eberron, this tradition was first mastered by
followers of the Silver Flame, and the the Silver Forge has a Radiant Embrace
number of fortress monasteries spread across Thrane. At 17th level, as an action, you stoke the embers within you
However, a follower of the Way of the Argent Fist could also into a torrent of holy fire. For 1 minute, you gain the following
be a champion of gods of light such as Liphan, Branchalla, benefits:
Helm, or Apollo, or simply a monk trained in combat against
horrors of the world. While you benefit from your Wrath of the Argent feature,
you are immune to radiant damage.
Balm of the Argent Fist While you have at least 1 hit point, you gain hit points
Starting when you choose this tradition at 3rd level, you can equal to your Wisdom modifier at the start each of your
harness your ki to rekindle the flame represented within all turns.
life. You have a well of cleansing flame that replenishes when When you deal radiant damage to a shapechanger with an
you take a long rest. With that well, you can restore a total unarmed strike or a monk weapon and they are not in
number of hit points equal to your monk level multiplied by their true form, they must make a saving throw against
your Wisdom modifier. your Ki save DC or be forcibly reverted to their original
As an action, you can touch a creature to draw power from form.
that well to restore a number of hit points to that creature, up Your monk weapon attacks and unarmed strikes score
to the maximum amount remaining in your well. critical hits on a 19 or 20. Against a fiend, monstrosity, or
This feature improves when you reach 11th level, when you undead creature, you score critical hits with your monk
can expend 5 hit points from your well of cleansing flame to weapon attacks and unarmed strikes on a roll of 18-20.
end one effect that is causing the creature to be charmed or When you activate this effect, you can immediately use
frightened. You can cleanse multiple effects with a single use your bonus action to use your Flurry of Blows.
of Balm of the Flame, expending hit points separately for Once you use this feature, you can’t use it again until you
each one. The healing effects of this feature have no effect on finish a long rest, or until you use 5 ki to use it again.
undead and constructs.

8
Way of the Ascendant Dragon
Monks who follow the Way of the Ascendant Dragon revere
the power and grandeur of dragons. They alter their own ki to
resonate with draconic might, channeling it to augment their
battle prowess, soar through the air, and bolster their allies.
As a follower of this Monastic Tradition, you decide how
you unlocked the power of dragons through your ki. The
Ascendant Dragon Origin table offers some possibilities.
d6 Origin
You honed your abilities by observing a dragon and
1
aligning your ki with their world-altering power.
A dragon personally took an active role in shaping

2
your inner energy.
You studied at a monastery that traces its teachings
3 back centuries or more to a single dragon's
instruction.
Wings Unfurled
You spent long stretches meditating in the region of At 6th level, when you use your Step of the Wind, you can
4 influence of an ancient dragon's lair, absorbing its unfurl spectral draconic wings from your back that vanish at
ambient magic. the end of your turn. While the wings exist, you have a flying
5
You found a scroll written in Draconic that speed equal to your walking speed.
contained inspiring new techniques. You can use this feature a number of times equal to your
After a dream that featured a five-handed half- Wisdom modifier (a minimum of once), and you regain all
6 dragon you awoke with altered ki, reflecting the expended uses when you finish a long rest. While you have
breaths of dragons. no uses available, you can spend 1 additional ki point when
you activate Step of the Wind to use this feature again.
Draconic Disciple Aspect of the Wyrm
When you take this tradition at 3rd level, you learn to channel The power of your draconic ki now radiates from you,
your draconic ki to imbue your unarmed strikes with the protecting your allies from harm and enhancing their own
essence of a dragon's breath and to use your connection with strikes. At 11th level, you can use a bonus action to create an
draconic creatures to magnify your presence. You gain the aura of draconic power that radiates 30 feet from you for 1
following benefits: minute. Choose acid, cold, fire, lightning, or poison damage,
You can deal acid, cold, fire, lightning, or poison damage in and for the duration, you gain the following effects:
place of the normal damage of your unarmed strikes. You and your allies within your aura gain resistance to the
You learn to speak, read, and write Draconic. chosen damage type.
If you fail a Charisma (Intimidation) or Charisma When you or your ally hits with an attack that deals the
(Persuasion) check, you can use your reaction to reroll the chosen damage type to another creature in the aura, you
check, as you tap into the mighty presence of dragons. can use your reaction to deal additional damage of that
Once this feature turns a failure into a success, you can’t type equal to one roll of your Martial Arts die.
use it again until you finish a short or long rest.
Once you use this bonus action, you can’t use it again until
Breath of the Dragon you finish a long rest, unless you expend 4 ki points to use it
Also beginning at 3rd level, you can channel your ki into again.
destructive waves of energy like the dragons you emulate.
When you take the Attack action on your turn, you can Ascendant Aspect
replace one of the attacks with an exhalation of draconic At 17th level, your draconic ki reaches its peak. You gain the
energy in either a 20-foot cone or a 30-foot line that is 5 feet following benefits:
wide (your choice). Choose a damage type: acid, cold, fire,
lightning, or poison. Each creature in the area must make a You gain blindsight out to 30 feet.
Dexterity saving throw against your ki save DC, taking When a creature fails its saving throw against your Breath
damage of the chosen type equal to two rolls of your Martial of the Dragon, the energy clings to the target. At the start
Arts die on a failure, or half as much damage on a success. of each of the creature's turns, it takes damage of the type
At 11th level, the damage of your breath increases to three your breath dealt equal to one roll of your Martial Arts die.
rolls of your Martial Arts die. At the end of its turn, the creature can repeat the save,
You can use this feature a number of times equal to your ending the effect on itself on a success.
Wisdom modifier (a minimum of once), and you regain all When you activate your Aspect of the Wyrm, draconic fury
expended uses when you finish a long rest. While you have explodes from you. Choose any number of creatures you
no uses available, you can spend 1 ki point to use it again. can see within your aura. Those creatures each take 4d10
damage of the chosen type.

9
Way of the Heaven Piercer Break the Unbreakable
Those that fall into the teachings of the heaven piercer are Finally at 17th level, your pure force of will is unimaginable.
taught the way of willpower. Learn, adapt, evolve, and believe. When you hit a creature with an attack, you may narrow all of
One does succeeds not just by wanting to do so, but by your will to win to empower your strike and deal an extra 1d8
believing that they will. Those that practice it are often force damage for every ki point you have less than your
travelers. They are difficult to hold down, because they
maximum, as your incredible will is empowered the more
follow their heart, their dreams, and the will of their soul. dire the situation. You may use this ability once, and cannot
do so again until you complete a long rest or are critically
Monasteries that teach the way of the heaven piercer are struck.
often known for their reputations involving rather impulsive
courses of action. Being first to act stand in the face of
tyrants, or slaying incredible threats. Most notably of all, they
are known for doing so with incredibly bad odds, and still
come out on top.
“We evolve, beyond the person that we were a minute before.
Little by little, we advance with each turn.

That's how a drill works!”


Do the Impossible
When you take this tradition at 3rd level, you gain the ability
to harness the energy inside you to succeed when there
seems to be no hope in sight of doing so. When you would fail
an ability check or saving throw, you may use your reaction to
spark the constantly turning energy inside you.

When you do this, you learn how far off your roll

was from the DC required to succeed.


When you do this, you can choose to spend a number

of ki points equal to half the difference between your roll

and the DC required to succeed

(rounded up) to choose to treat

your roll as a success.


See the

the

Invisible
Upon reaching 6th

level, your eyes pierce

with the fury of your soul.

Few can shy from your

gaze so long as your eyes

burn with the fire of


your soul. You can spend

2 ki points to cast the spell

see invisibility.
In addition to the normal benefits of the spells effects,
when you cast see invisiblity in this way you also gain
advantage on Wisdom (perception) checks made to detect
hidden creatures for the duration of the spell.
Touch the Untouchable
Once you've reached level 11, you have learned the ability to
force your towering energy into your strikes, and reach out at
those who attempt to evade you. When you expend your
energy, your inner willpower manifests as large spinning
spears of energy on your hands and around your wrists.
When you expend a ki point in any way, for the next minute
your unarmed strikes have their reach increased by 5 feet,
and deal piercing damage instead of its normal damage type.

10
Way of the Rime Warden Subzero Ki
In the frigid reaches of Antiflow Sedden, there exists a time By 6th level, your frigid ki becomes even more pure. Your
honored monastic tradition, handed down since the founding Frigid Strikes ignore resistance to cold damage.
of the nation of Kurai; the Way of the Rime Warden. The Additionally, you can use your Reflexive Adaptation on a
elder sages of the Kuranese monasteries teach that Kura willing creature within 30 feet of you when they take cold
himself developed this tradition to protect the explorers damage. If multiple creatures take cold damage from the
under his charge, and refined it by training in the presence of same source, you can use multiple reactions for the same
the great white dragon Kagen. instance of cold damage, spending ki for each target.
Followers of the Way of the Rime Warden train their Finally, when you channel your frost ki, you reduce the
bodies and minds in frigid conditions, manifesting a icy ki target's speed by 10 feet, instead of 5.
that they use to enhance their strikes and protect their allies. Frost Sentinel
Monks of this tradition are taught to be the sentinels of At 11th level, you learn how to manipulate other's life energy
their society, protecting their communities from the vicious to inure them. At the end of a long rest, you can choose a
monsters that thrive in such adverse conditions. number of willing creatures within 30 feet of you, up to your
Frigid Ki Wisdom modifier. You and your chosen targets gain the
When you adopt this tradition at 3rd level, you learn how to benefit of your Tundra Traveler feature, and gain temporary
chill your ki to better suit the coldest stretches of the plane. hit points equal to your Wisdom modifier + your monk level.
You gain the following benefits. While a creature has these temporary hit points, the targets
Frigid Strikes. When you make an unarmed strike or an gain resistance to cold damage.
attack with a monk weapon, you can choose to make the Additionally, when you channel your frost ki, you reduce
damage cold instead of its normal type. the target's speed by 15 feet, instead of 10, and your Frigid
Reflexive Adaptation. When you take cold damage, you Strikes treat immunity to cold damage as resistance instead.
can use your reaction to spend 1 ki point to halve that Absolute Zero
instance of cold damage. By 17th level, you have refined your frigid ki to the point of
Tundra Traveler. You become naturally adapted to cold perfection. You gain the following benefits.
climates, granting you immunity to wilderness hazards
associated with the cold, and the effects of extreme cold. When you use your Reflexive Adaption, you grant the
Moreover, you ignore difficult terrain made of ice or snow. target immunity to cold damage, including against the
triggering effect, until the start of your next turn.
Lessons of the Rime Warden When you channel your frost ki, you reduce the target's
Also at 3rd level, you learn the ancient techniques necessary speed by 20 feet instead of 15.
of the first Rime Warden. When you make your first attack on Your Frigid Strikes ignore resistance and immunity to
your turn, you can decide to channel your frost ki until the cold damage.
start of your next turn. While you channel your frost ki, Once per turn, when you hit a creature with a Frigid
hitting a creature with a Frigid Strike reduces the target's Strike, you can expend 2 ki points to completely sap the
speed by 5 feet until the end of their next turn. If you hit a heat from them. The target must succeed on a
target whose speed has been reduced to 0 while you are Constitution saving throw or gain a level of exhaustion.
channeling your frost ki, you can force the target to make a Any levels of exhaustion gained in this way are removed if
Constitution saving throw or become restrained until the end the creature completes a short or long rest, but only if they
of their next turn. aren't in an environment of extreme cold. A creature who
You can use this feature a number of times equal to your dies from exhaustion while they have a level of exhaustion
Wisdom modifier (a minimum of once), and you regain all from this feature freezes over. A corpse frozen in this way
expended uses when you finish a long rest. While you have is considered an invalid target for the purposes of being
no more uses, you can spend 1 ki point to reuse this feature. revived or raised as an undead. The corpse can only be
Additionally, you learn from the stories of the first Rime thawed by taking 50 fire damage from a single source.
Warden. You gain proficiency in your choice of History,
Persuasion or Survival.
Way of Reclamation Hope
Healing and restoration magic may knit wounds or remove At 6th level, even when things seem their darkest, you don't
curses, but recovering from some trauma is a lifelong journey. give into despair. If you succeed on a death saving throw, you
These wounds run deep and affect how you develop as a can choose to immediately regain 1 hit point. Once you use
person. Monks of this tradition focus on learning to cope with this ability, you can't use it again until you complete a long
their wounds and emerge stronger because of it. rest.
You may wish to work with your DM on how to integrate Acceptance
your character's trauma into their backstory. If you decided When you reach 11th level, you make peace with your
on this subclass later in the game, perhaps your character trauma. You may not like the fact that you went through what
was in denial of the trauma's effects beforehand, or simply you did, but you accept that it is now a part of you, and that it
had not started on their healing path. You may also wish to allowed you to grow from your experience.
consider how the stages of this subclass influence how you You gain the Turn the Tide heightened reflex, which doesn't
roleplay your character. count against the number of reflexes you know. If you use
Bonus Proficiencies Turn the Tide and reduce the incoming damage to 0, you can
When you choose this tradition at 3rd level, you begin to gain temporary hit points equal to your Wisdom modifier
reflect more deeply on your experiences and find a creative (minimum of 1) instead of spending ki to make an unarmed
outlet to channel your energy. You gain proficiency in Insight, strike as a reaction. These temporary hit points are not
or Performance if you already have proficiency with Insight. removed at the end of a long rest, however you lose these
You also gain proficiency with one set of artisan's tools or one temporary hit points if you ever use your reaction to make an
instrument. unarmed strike as a part of Turn the Tide, or if you use your
reaction to use your Pain feature.
Pain Forgiveness
Also at 3rd level, as you start your healing process, your At 17th level, you reach the final stage of your journey -
wounds are more raw. You react to stress by lashing out - a learning to show compassion and forgive those that wronged
sign that you are fighting through your struggles rather than you, even if that person is yourself.
surrendering to them. When you reduce a creature to 0 hit points and choose to
As a reaction to being hit with a melee attack, you can do so nonlethally, you can cause it to no longer be a threat
spend 1 ki point to make a single unarmed strike at when it awakens. When you do so, the creature loses all
advantage. features that allow it to deal damage or affect an unwilling
creature (such as multiattack, heated body, or shapeshifting),
weapon proficiencies, and spellcasting. Any natural weapons
become improvised weapons that deal 1d4 damage, with no
other effects. These effects can only be reversed by a surge of
rejuvenation spell.
Additionally, the target is freed from any mind-altering
effects it suffers from, such as madness or a geas spell.
Sparing a creature this way grants you temporary hit
points equal to double its challenge rating or level (whichever
is higher). These temporary hit points are not removed at the
end of a long rest.
Finally, you have learned how to move on from your
trauma, and not let it color your actions. You no longer lose
the temporary hit points from your Acceptance feature if you
use your reaction to make an unarmed strike as a part of
Turn the Tide, or if you use your reaction to use your Pain
feature.

Undoing the Effects of Forgiveness


The forgiveness feature mentions surge of rejuvenation, a
mythic level spell, which can be found in Quill & Cauldron's
Epic Characters document.

If you do not use this supplement at your table, consider


allowing a wish spell to undo the effects of Forgiveness
instead. If you wish to maintain the gravitas of the Forgiveness
feature, considering only allowing wish to undo the effects if
the caster is guaranteed to become unable to cast wish again.
Way of the Serpent Eyes of the Serpent
Monks of the Way of the Serpent learn how to capitalize on At 11th level, your reptilian ki infuses your eyes, sharpening
keeping enemies close, on and off the battlefield. These your vision and causing your pupils to become snake-like
monks constrict their foes like a snake, and can enter and slits. You gain darkvision out to 60 feet, and your darkvision is
exit melee as easily as a snake enters and exits its burrow. not impeded by magical darkness. As an action, you can
attempt to transfix a target that can see you, overpowering
The Way of the Serpent places emphasis on emulating the their senses with your mental influence. The target must
snake in every day life as well. Followers of this tradition are make a Wisdom saving throw against your Ki save DC. If it
capable of emulating a serpent's guile to snatch the upper fails, it is charmed by you until the start of your next turn. You
hand in a conversation, making them excellent infiltrators can use this feature on a creature who failed its saving throw
that hide in plain sight. against this effect in the previous round as a bonus action on
Constricting Vice your next turn. A creature who succeeds on its saving throw
At 3rd level, you learn to ensnare your foes, crushing the life is immune to the effect to this feature for 1 minute.
from them. You can choose to use your Dexterity modifier Additionally, when you make a Charisma ability check or
instead of your Strength modifier when you make a Strength Wisdom (Insight) check to socially interact with another
(Athletics) check. Once per turn when you hit a creature with creature, you may use your reaction to attempt to charm
one of the attacks granted by your Flurry of Blows feature, them in the same way, potentially granting advantage on the
you can choose to attempt to grapple the target. triggering check.
When a creature you are grappling attempts and fails to Medusa's Gaze
break free of your grapple, you can spend 1 ki point as a By 17th level, you have learned to emulate the gaze of one of
reaction to constrict them, dealing bludgeoning damage the most infamous serpentine creatures. When you hit a
equal to your Martial Arts die + your Dexterity modifier. The creature charmed by you with an unarmed strike, you can
target is also restrained until the start of your next turn or spend 2 ki points to force them to make a Constitution saving
until the grapple ends. throw. If they fail, they are paralyzed until the end of their
Ophidian Stance next turn.
At 6th level, you learn to adapt your body to the movements of If you critically hit the target, you may spend 3 ki points to
the more advanced techniques of this style. You can move at petrify the target instead. You cast the flesh to stone spell on
full speed while you are prone, and you gain the benefits of the target without any components, however your eyes flash
the Disengage action while you are prone. You can stand up with the malevolent gaze of the medusa. The target has
from prone without spending additional movement. When disadvantage on their saving throws to avoid this petrification
you are the target of an attack, you can use your reaction and if they are grappled by you.
spend 1 ki point to stand up from prone or drop prone before
the attack roll is made.
Way of the Still Tide Perfect Placidity
Monks that follow the Way of the Still Tide believe that magic At 17th level, you master the art of controlling the flow of
is not meant to be used lightly. Some monasteries of this magic in other creatures. You can use your Calm the Waves
order are religious in nature, acting on behalf of gods of feature whenever a creature uses a magical effect, and it
magic such as Mystra, Icae, Wee Jas or Vecna. Others are causes the following additional effects if the creature fails its
secular in nature, but respect the power that magic holds. saving throw.
Regardless of their possible faiths, these monastaries see Dam Magic. You regain hit points equal to twice the level
magic as a mighty current that could overflow if left of the spell. If the effect was not a spell, you gain hit points
unchecked, and safeguard against the misuse of magic, from equal to the challenge rating or level of the creature it
people and monster alike. Followers of the way of the Still originated from (whichever is higher). If this healing would go
Tide refrain from traditional spellcraft, relying on their inner over your maximum hit points, you gain the remainder as
cultivation to produce wondrous effects. temporary hit points.
Disrupt Magic. The target has disadvantage on
Insights of the Tide Constitution saving throws for 1 minute. The target must
Starting when you choose this tradition at 3rd level, you learn repeat their saving throw at the end of each turn, ending this
some insights from the floes of magic itself. You gain the extra effect on a success.
following benefits: Still Magic. The effect's range is halved. If the effect has an
Read the Waters. You can use your Wisdom in place of area of effect, each measurement in the area calculation is
your Intelligence when you make a Intelligence (Arcana) halved for the duration.
check. Additionally, you can expend 1 ki to cast detect magic.
Ripples of Magic. When you succeed on a saving throw
against a magical effect that originated from a creature you
can see within 30 feet of you, you can use your reaction to
spend 1 ki to redirect the residual magic. That creature must
make a Charisma saving throw. On a failed save, the creature
takes force damage equal to your Martial Arts die plus your
Wisdom modifier.
Calm the Waves
At 6th level, you learn to use your ki to still the flow of magic.
When a creature within your reach begins casting a spell, you
can use your reaction to make an unarmed strike against the
target. If the attack hits, the target takes damage as normal,
and you can expend 1 ki point to force that creature to make
a Charisma saving throw or suffer one of the following effects
(your choice).
Dam Magic. The target loses their lowest level spell slot. If
they have no remaining spell slots, they take force damage
equal to your Martial Arts die plus your Wisdom modifier.
Disrupt Magic. The target has disadvantage on saving
throws to maintain concentration on the triggering spell.
Still Magic. If the spell requires an attack roll, it is made
with disadvantage. If the spell requires a saving throw, it is
made with advantage.
Complete Stillness
Beginning at 11th level, your mastery of your own body
extends to how you interact with the flow of magic. You can
use your Stillness of Mind feature to repeat a saving throw
against one magical effect afflicting you. You suffer no
consequences (such as taking damage) for failing this saving
throw. Once you end a magical effect due to this feature, you
cannot use it again until you complete a short or long rest.

Party Cohesion
Before playing a monk of this tradition, talk with your group
about how an anti-magic monk will affect party dynamics.
Remember to be courteous to your fellow players and avoid
making a character so strict they can't function with others!

14
Way of the Sun Soul Searing Arc Strike
Monks of the Way of the Sun Soul learn to channel their life At 6th level, you gain the ability to channel your ki into
energy into searing bolts of light. They teach that meditation searing waves of energy. You can spend 2 ki points to produce
can unlock the ability to unleash the indomitable light shed a blinding flash of light in either a 15-foot cone or a 30-foot
by the soul of every living creature. line that is 5 feet wide (your choice) as a bonus action. Each
creature within the area must make a Constitution saving
Luminous Soul throw against your ki save DC or take 3d6 radiant damage
Starting when you choose this tradition at 3rd level, you emit and become blinded until the start of your next turn. A
a radiant light that comes from your very soul. You shed creature who succeeds takes half as much damage and is not
bright light in a 10-foot radius and dim light for an additional blinded.
10 feet. You can extinguish or restore the light as a bonus You can spend additional ki points to make a brighter flash.
action. The radius of both the bright and dim light increases Each additional ki point you spend increases the damage by
by 5 feet when your unarmored movement increases, as 1d6 and range by 5 feet if it is a cone or extends its length 10
shown in the Monk table. feet if it is a line. The maximum number of ki points that you
When you reach 10th level, this light becomes sunlight. can spend on a Searing Arc Strike equals half of your monk
level.
Radiant Arts Searing Sunburst
Also at 3rd level, you learn techniques to utilize your radiant At 11th level, you gain the ability to create an orb of light that
soul. You gain the following features. erupts into a devastating explosion. When you take the attack
Solar Flare. When you are targeted with an attack by a action, you can forgo all of your attacks to magically create an
creature within the bright light of your Luminous Soul orb and hurl it at a point you choose within 150 feet, where it
feature, you can use your reaction to force them to make a erupts into a sphere of radiant light for a brief, deadly instant.
Constitution saving throw against your ki save DC or make Each creature in that 20-foot radius sphere must succeed
the attack at disadvantage as your inner light flares up. A on a Constitution saving throw against your ki save DC or
creature who is immune to the blinded condition take radiant damage equal to two rolls of your Martial Arts
automatically succeeds. die. A creature doesn't need to make the save if the creature
You can use this feature a number of times equal to your is behind total cover that is opaque.
Wisdom modifier (a minimum of once), and you regain all You can increase the sphere’s damage by spending ki
expended uses when you finish a long rest. While you have points. Each point you spend, to a maximum of 3, increases
no uses available, you can spend 1 ki point to use this feature the damage by two dice.
again.
Sun Bolt. You gain a new attack option. This special attack Sun Shield
is a ranged spell attack with a range of 30 feet, and counts as By 17th level, the light that emenates from your soul shelters
an unarmed strike for the purposes of other features. You can your allies and sears your foes. If a creature hits another
choose to add Wisdom, instead of Strength or Dexterity, to its creature that's within the bright light from your Luminous
attack and damage rolls, and it deals radiant damage. Soul feature, you can use your reaction to deal radiant
The range of this attack increases by 5 feet when your damage to the attacking creature. The radiant damage equals
unarmored movement increases, as shown in the Monk table. a roll of your Martial Arts die + your Wisdom modifier.
Way of the Four Elements Disciple of the Elements
You follow a monastic tradition that teaches you to harness At 3rd level, you learn magical disciplines that harness the
the elements. When you focus your ki, you can align yourself power of the four elements. Some disciplines require you to
with the forces of creation and bend the four elements to your spend ki points when you use them.
will, using them as an extension of your body. Some members You learn two elemental disciplines of your choice, which
of this tradition dedicate themselves to a single element, but are detailed in the elemental disciplines sections below. You
others weave the elements together. learn two additional elemental disciplines of your choice at
Many monks of this tradition tattoo their bodies with 6th, 11th, and 17th level.
representations of their ki powers, commonly imagined as Whenever you learn a new elemental discipline, you can
coiling dragons, but also as phoenixes, plants, mountains, also replace one elemental discipline that you already know
fish, and cresting waves. with a different discipline.
Spells not found in the Player's Handbook are marked, and When you use your action to use an elemental discipline or
can be found in the following sources according to the table cast a cantrip through your Initiate of the Way feature, you
below:

can make one unarmed strike as a bonus action, or you can


BD = Blazing Dawn
use your Flurry of Blows.
COFSA = The Compendium of Forgotten Secrets: Awakening
Casting Elemental Spells. Some elemental disciplines
COW = Codex of Waves
allow you to cast spells. See chapter 10 of the Player's
EE = Elemental Evil's Player Copmpanion
Handbook for the general rules of spellcasting. To cast one of
M4 = Mashiro's Monstrous Manual of Magic
these spells, you use its casting time and other rules, but you
don't need to provide material components for it. When you
Initiate of the Way cast a spell with a discipline, it is cast at the spell’s lowest
When you choose this tradition at 3rd level, you learn how to level unless otherwise specified.
manipulate the four elements in subtle ways. You learn two of Once you reach 5th level in this class, you can spend
the following cantrips: control flames EE, gust EE, mold
additional ki points to increase the level of an elemental
earth EE, or shape water EE. You learn two additional cantrips discipline spell that you cast, provided that the spell has an
from this list at 6th level. enhanced effect at a higher level, as burning hands does. The
At 11th level, you learn two of the following cantrips: spell’s level increases by 1 for each additional ki point you
aquabolt COW, magic stone EE, produce flame, or
spend. For example, if you are a 5th-level monk and use
thunderclap EE. You learn two additional cantrips from this Sweeping Cinder Strike to cast burning hands, you can
list at 17th level. spend 2 ki points to cast it as a 2nd-level spell (the discipline’s
Wisdom is your spellcasting ability for these spells. base cost of 1 ki point plus 1).
The maximum number of ki points (its base ki point cost
plus any additional points) that you can spend on the spell is
2, unless a discipline specifies otherwise. This maximum
increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.
16
3rd Level Elemental Disciplines Water Whip. You summon a long, rubbery whip of pure
Starting at 3rd level, you can learn the following disciplines: water that you grip by one end. You can spend 1 ki point as a
Become the Teapot. You roll with the incoming energy, bonus action to create a whip of water that shoves and pulls a
attuning to element, becoming it. You can spend 1 ki point to creature to unbalance it. A creature that you can see that is
cast absorb elements EE. within 30 feet of you must make a Dexterity saving throw. On
Effortless Step. The air around you works in unison with a failed save, the creature takes bludgeoning damage equal to
your movements, rising you up as you jump. Your jump height your Martial Arts die + your Wisdom modifier, plus an extra
and distance are doubled (quadrupled with Step of the Wind) 1d10 bludgeoning damage for each additional ki point you
and you gain advantage on Strength (Athletics) checks spend, and you can either knock it prone or pull it up to 25
related to jumping. feet closer to you. On a successful save, the creature takes
half as much damage, and you don't pull it or knock it prone.
Enduring Mountain Stance. Your body and mind You can’t use Water Whip and cast a spell during the same
becomes as rigid and unyielding as the ground below you. turn.
Your ki roots your feet into the ground and you become
immovable. When you use the Dodge action, you cannot be 6th Level Elemental Disciplines
moved, pushed, grappled, frightened, or knocked prone A Leaf on the Wind. A powerful wind rises up to catch you
against your will until the start of your next turn. You must be as you fall. Your Slow Fall ability no longer requires a
standing on the ground to use this ability. reaction to use, and instead you may use it automatically
Fangs of the Fire Snake. Your arms and legs become whenever you are conscious and not incapacitated, and it
enveloped in roaring gouts of flame. When you make an negates all falling damage regardless of distance. When you
unarmed attack on your turn, you can choose to strike out use the Slow Fall ability, you may also glide along the air to
tendrils of flames which stretch out beyond your normal move 5 feet in any horizontal direction for every 5 feet that
reach. Your reach increases by 5 feet for that attack, and it you fall.
deals fire damage instead of bludgeoning damage. If the Burning Ember Flourish. You reach out with your ki to
attack hits you can spend 1 ki point to deal an extra 1d10 fire snuff out a source of fire, causing it to go out with a bang or
damage. to sputter black smoke. You can spend 2 ki points to cast
Fang of the Frost Wolf. You summon a shard of razor- pyrotechnics EE.
sharp ice and fling it at your foe. You can spend 1 ki point to Crushing Hand of the Mountain. You focus your strength
cast ice knife EE. into your outstretched fist, summoning a hand of earth from
Fist of Four Thunders. You slam your fists together in the ground. You can spend 2 ki points to cast maximilian's
front of you, causing a thunderous boom that blows away earthen grasp EE.
everything around you. You can spend 1 ki point to cast Curtain of Unyielding Wind. You let out a fierce howl as a
thunderwave. mighty wind begins swirling around you. You can spend 2 ki
Fist of Unbroken Air. You summon a swirling wind and points to cast warding wind EE.
concentrate it around your fist. When you make an unarmed Gong of the Summit. You strike the air as if it were a
attack on your turn, you can choose to strike out condensed gong. You can spend 2 ki points to cast shatter.
bursts of air which stretch out beyond your normal reach. Hatchling's Flame. You focus your ki into a torrent of fire
Your reach increases by 10 feet for that attack. If the attack that streaks away from you. You can spend 2 ki points to cast
hits you can spend 1 ki point to force the target to make a aganazzar's scorcher EE.
Strength saving throw or be pushed back 10 feet and be Impenetrable Iron Tortoise Shell. You summon an
knocked prone. earthen barrier to defend yourself or an ally. As a reaction,
Golden Snake's Icy Path. Whenever you take the Dash you may spend 2 ki points to use your Deflect Missiles or
action, until the end of your turn for any movement you make Turn the Tide ability against an attack you can see within 30
along a surface you can leave a trail of slippery ice. This ice feet of you. Any damage not prevented by this ability is taken
counts as difficult terrain and lasts until the start of your next by the original target of the attack. If you reduce the damage
turn. to 0, you can’t make an attack as a reaction.
Mote of the Sun. Your ki manifests as dazzling motes of Leaping Carp's Ascent. You swing your open palm in a
light. You can spend 1 ki point to cast sunmotes BD. rising motion and conjure a wave to strike your foes. You can
Reef Shark's Splash. You swing your open palm in a spend 2 ki points to cast geyser COW.
horizontal motion and conjure a wave to strike your foes. You Patient Badger Listens. You reach out with your ki to the
can spend 1 ki point to cast cresting waves COW. 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 EE. minute. Your movement leaves behind a tunnel that remains
Rush of the Gale Spirits. You send a blast of air outward for as long as this ability is active, and then collapses.
with a thrust of your open palm. You can spend 2 ki points to Red Dragon's Claws. Rays of fire spring from your
cast gust of wind. outstretched hand to sear your foes. You can spend 2 ki
Shape the Raincloud. You can spend 1 ki point to cast points to cast scorching ray.
create or destroy water. Rising Cyclone Strike. You let out a booming bellow that
Sweeping Cinder Strike. With a wide sweeping gesture, sweeps your foe of their feet. You can spend 2 ki points to
you summon forth a barrage of hot cinders. You can spend 1 cast skyward rise COFSA.
ki point to cast burning hands.

17
Swarming Ice Rabbit. A flurry of magic snowballs erupts Tailwind of the Roc. You whip the air into a frenzy with your
from a point you choose within range. You can spend 2 ki ki. You can spend 3 ki to cast wind wall.
points to cast snilloc's snowball swarm EE.
17th Level Elemental Disciplines
11th Level Elemental Disciplines Starting at 17th level, you can learn the following disciplines:
Starting at 11th level, you can learn the following disciplines: Avatar of the Elements. As an ultimate display of your
Dance of Three Ways. You summon six spheres of earth mastery of the elements, you can spend 5 ki as an action to
from the ground, suspend them in the air around you, and have the elements of earth, fire, air, and water form a
ignite them with your fiery ki. With a thought, you launch protective sphere around your body, gaining multiple benefits
these blazing meteors at your foe. You can spend 3 ki points for 1 minute. While this ability is active, you have resistance
to cast melf's minute meteors EE. to bludgeoning, piercing, slashing, cold, fire, lightning, and
Earth Reaches for Sky. Focusing your strength with a thunder damage. You also gain a burrow, fly, and swim speed
deep, rumbling shout, you swing your arms up high, causing equal to your movement speed. Lastly, you can use any of the
an eruption of churned earth and stone that engulfs your following abilities as a bonus action:
foes. You can spend 3 ki points to cast erupting earth EE.
Eternal Mountain Defense. Your body hardens to stone, You create a small earthquake on the ground in a 15-foot
nearly impervious to weapons. You can spend 4 ki points to radius around you. Each creature in that area must make
cast stoneskin, targeting yourself. a Dexterity saving throw. On a failed save, a creature takes
Flames of the Phoenix. With a hand motion, you conjure 1d6 bludgeoning damage and is knocked prone.
a tiny bead of burning energy. You can spend 3 ki points to You create a line of fire 15 feet long and 5 feet wide
cast fireball. extending from you in a direction you choose. Each
Fist of the Elements. The elements swirl around your creature in the line must make a Dexterity saving throw. A
weapon. You can spend 3 ki points to cast elemental weapon, creature takes 3d6 fire damage on a failed save, or half as
choosing from only the damage types cold, fire, or thunder. much damage on a successful one.
Your unarmed strikes count as a weapon for the purposes of You create a 15-foot cube of swirling wind centered on a
this discipline. point you can see within 60 feet of you. Each creature in
Hua's Water Prison. You conjure up a sphere of water that that area must make a Constitution saving throw. A
engulfs and imprisons foes that touch its surface. You can creature takes 1d10 bludgeoning damage on a failed save,
spend 4 ki to cast watery sphere EE. or half as much damage on a successful one. If a Large or
smaller creature fails the save, that creature is also
Mist Stance. A swirling mist envelopes your body and you pushed up to 10 feet away from the center of the cube.
merge with it, becoming a cloud. You can spend 3 ki points to You create a 15-foot cone of ice shards extending from
cast gaseous form, targeting yourself. your outstretched hand in a direction you choose. Each
One with the Tides. You reach out with your ki and creature in the cone must make a Constitution save throw.
become one with water. You spend 2 ki points as an action to A creature takes 2d6 cold damage on a failed save, or half
gain underwater adaptations for 8 hours. While this ability is as much damage on a successful one. A creature that fails
active, you can breath normally underwater, you gain a swim its save against this effect has its speed halved until the
speed equal to your walking speed, and you gain blindsight start of your next turn.
with a radius of 60 feet while underwater.
Rain of the Frigid Glacier. You cool the air in the skies Breath of Winter. You inhale deeply and then exhale,
above you, condensing the water droplets into freezing rain blasting a cone of frigid air out in front of you that freezes
and sleet. You can spend 3 ki points to cast sleet storm. everything in its path. You can spend 5 ki points to cast cone
Raise the Troubled Earth. You stir the earth around you of cold.
into action, summoning a wall of sand to serve as your Eyes of Fire. Your foes may try to hide in darkness, but
barricade. You can spend 3 ki to cast wall of sand EE. their ki lights up like a torch to you. You may cast see
Raise the Still Waters. Though water can give way easily, invisibility without expending any ki. In addition, while under
it can just as easily offer great resistance. You can spend 3 ki the effects of see invisibility, you may spend 2 ki points as a
to cast wall of water EE. bonus action to gain truesight until the end of your next turn.
Ride the Wind. You summon a mighty wind that envelopes Eye of the Hurricane. You stretch out your ki to embrace
your body, sweeping you to where you want to go. You spend the winds. You can spend 5 ki points to cast control winds EE.
3 ki points to cast fly, targeting yourself, except your fly speed Gaze of the Yeti. You fix a creature with a stare that chills
is equal to your movement speed. even the most enflamed of spirits. You can spend 5 ki to cast
River of Hungry Flame. You sweep your hands upward, chilling gaze M4.
causing a wall of blazing hot fire to leap up from the ground. Mold the Mountain. You master the many forms that earth
You can spend 4 ki points to cast wall of fire. may take. You can spend 5 ki to cast transmute rock EE.
Sea's Fury. You conjure up a mighty wave of water that Swirling Crab's Revenge. Your ki manifests as a swirling
crashes down on your foes. You can spend 3 ki to cast tidal pool of water, smashing and pulling your foes towards its
wave EE. center. You can spend 5 ki points to cast maelstrom EE.
Shape of the Flowing River. You touch a body of water Wave of Rolling Earth. The ground shakes and emits a
with your ki, coaxing it to change its form. You can spend 4 ki low rumble as a wall of stone erupts up into being. You can
points to cast control water. spend 5 ki points to cast wall of stone.

18
The Monk
A revision of the Monk class for the world's
greatest roleplaying game! The revised monk

is redesigned to have less polarizing abilities,


while bringing the class up to par with the

other options available simultaneously. The


Revised Monk works with all official monk
subclasses.

Design Credit: @R10+#1546 on Discord,


/u/Sensei_Z, /u/Darkshadlegend

Document Credit: /u/Sensei_Z

Subclass Concept Credit:

Page 8 - Keith Baker - Argent Fist

Page 10 - Desmon Arnold - Spiral Body

Page 12 - dgscott - Long Heal

Page 13 - Genuine - Noble Serpent

Artist Credits:

Page 1 - Jung Wook Choi - M Fighter, 2011

Page 1 - Jose Vega - Hilltop Monastery

Pages 2 & 3 - Alex Vanderlinde - The Summit

Pages 4 - Phouc Quan - The Flying Monestary

Pages 6 - G-host Lee - Elsha of the Infinite

Page 7 - Steve Argyle - Monastery Swiftspear

Page 8 - Howard Lyon - Serra Ascendant

Page 9 - Chris Rallis - Dragon Whisperer

Page 10 - Sung Uk Kim - Kamina

Page 12 - Sebastian Kowell - Ark Ice Caves

Page 12 - Beau Lamb - The Glow

Page 13 - Jarold Sng - Snake Temple

Page 14 - Jason A Engle - Student of Ojutai

Page 15 - Johannes Voss - Soulfire Grand Master

Page 16 - dCTb - Avatar State

Back - Aliya Chen - 罗小黑战记 Luo Xiaohei

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