Monk
Monk
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Monk
Level | PB | Features | Martial Arts Die | Monk Distance | Ki Points | Stances Known |
---|---|---|---|---|---|---|
1st | +2 | Martial Arts, Unarmored Defense, Unarmored Movement | d4 | 5 ft. | — | — |
2nd | +2 | Ki | d4 | 10 ft. | Wis (min. 1) | — |
3rd | +2 | Stances, Monastic Tradition | d4 | 10 ft. | Wis (min. 1) | 2 |
4th | +2 | Ability Score Improvement, Slow Fall | d4 | 10 ft. | Wis (min. 1) | 2 |
5th | +3 | Extra Attack | d6 | 10 ft. | 2 × Wis (min. 2) | 3 |
6th | +3 | Monastic Tradition feature | d6 | 15 ft. | 2 × Wis (min. 2) | 3 |
7th | +3 | Evasion | d6 | 15 ft. | 2 × Wis (min. 2) | 3 |
8th | +3 | Ability Score Improvement, Unseen Force | d6 | 15 ft. | 2 × Wis (min. 2) | 3 |
9th | +4 | Extra Reaction | d6 | 15 ft. | 3 × Wis (min. 3) | 4 |
10th | +4 | Monastic Tradition feature | d6 | 20 ft. | 3 × Wis (min. 3) | 4 |
11th | +4 | Flurry of Blows | d8 | 20 ft. | 3 × Wis (min. 3) | 4 |
12th | +4 | Ability Score Improvement, Universal Language | d8 | 20 ft. | 3 × Wis (min. 3) | 4 |
13th | +5 | Purity of Body and Mind | d8 | 20 ft. | 4 × Wis (min. 4) | 5 |
14th | +5 | Monastic Tradition feature | d8 | 25 ft. | 4 × Wis (min. 4) | 5 |
15th | +5 | Force of Will | d8 | 25 ft. | 4 × Wis (min. 4) | 5 |
16th | +5 | Ability Score Improvement, Want for Nothing | d8 | 25 ft. | 4 × Wis (min. 4) | 5 |
17th | +6 | Transcendant Stance | d10 | 25 ft. | 5 × Wis (min. 5) | 6 |
18th | +6 | The World as It Is | d10 | 30 ft. | 5 × Wis (min. 5) | 6 |
19th | +6 | Greater Ability Score Improvement, Inviolable Rest | d10 | 30 ft. | 5 × Wis (min. 5) | 6 |
20th | +6 | Enlightenment | d10 | 30 ft. | 5 × Wis (min. 5) | 6 |
Class Features
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 18
Hit Points Gained at Each Monk Level After 1st: 8
Hit Points at 1st Level: 18
Hit Points Gained at Each Monk Level After 1st: 8
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: One type of artisan's tools or musical instrument of your choice
Weapons: Simple weapons, shortswords
Tools: One type of artisan's tools or musical instrument of your choice
Saving Throws: Choose two from Strength, Dexterity, and Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Multiclassing
Equipment
You start with the following equipment:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Alternatively, you can forgo the equipment here and buy 5d4 gp worth of equipment.
Unarmored Defense
1st-level Monk feature
While you aren't wearing armor or wielding a shield, your base AC can be calculated as 10 + your Dexterity score + your Wisdom score.
Martial Arts
1st-level Monk feature
Your practice of martial arts gives you mastery of combat styles that use monk weapons, which are shortswords and simple melee weapons (including unarmed attacks) that lack the two-handed and heavy properties.
You gain the following benefits while you are 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 monk weapons.
- You can replace your passive Athletics score with your Martial Arts DC (see below) when determining the DC to resist your push, pull, and trip attacks, as well as escaping your grapple.
- When you roll damage for a monk weapon, you can replace the weapon's damage die (if it has one) with your Martial Arts die. This die starts as a d4 and changes as you gain monk levels, as shown in the Martial Arts Die column of the Monk table.
- When you make an offhand attack using the light property to make an unarmed strike, the attack's damage isn't halved.
Martial Arts DC = 8 + your proficiency bonus + your Dexterity or Wisdom score (your choice)
Unarmored Movement
1st-level Monk feature
You gain a bonus to speed equal to your Monk Distance while you are not wearing armor or wielding a shield. This distance starts at 5 feet and increases as you gain monk levels, as shown in the Monk table.
Ki
2nd-level Monk feature
You can tap into a mystical energy called ki that permeates all things. Your ability to do this is represented by a number of ki points equal to your Wisdom score (minimum 1). These ki points power some of your monk features, including Ki Strikes, Deflect Attack, and Evasive Steps (detailed below). You regain expended ki points when you finish a short or long rest.
The number of ki points you have increases to 2 × your Wisdom score (minimum 2) at 5th level, 3 × your Wisdom score (minimum 3) at 9th level, 4 × your Wisdom score (minimum 4) at 13th level, and 5 × your Wisdom score (minimum 5) at 17th level.
Ki Strikes
When you hit a creature with a monk weapon, you can spend 1 ki point to subject the target to one of the following effects:
- Topple. The target must succeed on a Strength or Dexterity saving throw (its choice) against your Martial Arts DC or be knocked prone.
- Push. The target is pushed up to 5 feet away from you.
- Feint. The target flinches, using a reaction (if available) to do nothing.
Deflect Attack
When you would take damage from a weapon attack, you can use a reaction and spend 1 ki point to attempt to deflect the weapon. Reduce the attack's total bludgeoning, piercing, and slashing damage by a roll of your Martial Arts die + your Dexterity score. If you reduce the damage of a ranged attack to 0, you can catch the projectile if it can be held in one hand and you have at least one hand free.
Evasive Steps
When you move, you can spend 1 ki point to not provoke opportunity attacks during that movement.
Stances
3rd-level Monk feature
You flow through a variety of stances in combat. Stances allow you to channel ki more effectively.
Poise. Stances are categorized by their poise. The three basic poises are offensive, defensive, and agile. In addition to the benefits given in a stance's description, you gain extra benefits based on the stance's poise.
- While in an offensive stance, you don't need to spend a ki point to use Ki Strikes the first time you use it during that stance.
- While in a defensive stance, you don't need to spend a ki point to use Deflect Attack.
- While in an agile stance, you don't need to spend a ki point to use Evasive Steps.
Stances Known. At 2nd level, you learn two stances of your choice from the Stances table below. You learn more stances when you reach certain levels in this class, as shown in the Stances Known column of the Monk table. You must meet a stance's level requirement in order to learn it.
Replacing a Stance. Whenever you gain a level in this class, you can replace one stance you know in the Stances table with another, provided you meet its level requirement.
Adopting a Stance. As a free action, you can adopt a stance you know. The stance ends if you die, you are incapacitated, you adopt another stance, or you choose to end it (no action required). The stance also ends at the start of your turn unless the first action you take is adopting it again.
Each stance has a passive effect and an active effect. You benefit from a stance's passive effect as long as you are in that stance. Additionally, you can use the stance's active effect by spending ki points. The number of ki points an active effect costs is specified in the stance.
Stances
Monk Level ▼ | Stance | Poise |
---|---|---|
3rd | Standing Ram | offensive |
3rd | Strangling Serpent | offensive |
3rd | Peaceful Arbiter | defensive |
3rd | Seeking Hornet | offensive |
3rd | Patient Defense | defensive |
3rd | Rooted Oak | defensive |
3rd | Step of the Wind | agile |
5th | Vigilant Mantis | offensive |
5th | Tailwind Stride | agile |
5th | Blind Bat | defensive |
5th | Ascending Spider | agile |
9th | Wrathful Nimbus | offensive |
9th | Wailing Banshee | offensive |
9th | Shimmering Fist | offensive |
9th | Unbreakable Golem | defensive |
9th | Inscrutable Sphinx | defensive |
9th | Revelling Fey | defensive |
9th | Spirit Step | agile |
13th | Blazing Dragon | offensive |
Monastic Tradition
3rd-level Monk feature
You commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 10th, and 14th level.
Way of Peace
Source: 2D
Most followers of the Way of Peace are simple wanderers, helping settle disputes and promoting harmony where they go. Some are diplomats, resolving conflicts on the scale of nations. Few call themselves adventurers, as the nature of an adventurer's job is often in conflict with the Way of Peace.However, a party of adventurers who can accept one of their members following the Way of Peace stands to benefit greatly from their presence.
Pacifist
3rd-level Way of Peace feature
It is against your nature to harm another creature. The first time on a turn you intentionally deal damage to a creature, you take 1 psychic damage. This damage ignores any resistance you have to psychic damage, but it can't reduce you to 0 hit points.
Resolution without Weapons
3rd-level Way of Peace feature
You learn the Peaceful Arbiter stance.
Soothing Touch
3rd-level Way of Peace feature
You can impart a sense of tranquility to a willing creature you touch as a repeatable minor action, granting any number of the following benefits:
- If the target has 0 hit points, it is stabilized.
- By spending 1 ki point, you cast sanctuary on the target. When cast in this way, the spell has only somatic components instead of its usual components, it has a duration of 1 hour, and you use your Martial Arts DC for the spell save DC. Additionally, for the duration of the spell, the target can roll your Martial Arts die each time it makes a saving throw and add the number rolled to its save.
- By spending 1 ki point, you cause the target to regain a number of hit points equal to a roll of your Martial Arts die + your Wisdom score.
Merciful Defeat
6th-level Way of Peace feature
You can intervene in a deadly situation to prevent unnecessary harm. When a creature within 5 feet of you would be reduced to 0 hit points, you can use a reaction to cause the creature to instead drop to 1 hit point and fall unconscious for 1 hour. You don't need to use a reaction to use this ability if you were the one who reduced the target to 0 hit points and you used an unarmed strike to do so. The creature wakes up if it takes damage or is shaken awake as a standard action. If the creature doesn't fall unconscious for any reason, this ability fails and the creature drops to 0 hit points as usual.
If you save a hostile creature in this way, you can regain 1 ki point. However, if you or an ally kills the creature within an hour of you gaining this ki point, you take psychic damage equal to twice your monk level.
Protective Deflection
10th-level Way of Peace feature
You can use your Deflect Attack ability when a creature within 5 feet of you would take damage from a weapon attack. You spend a ki point and attempt to deflect the attack as normal, reducing the damage the creature takes.
Tranquilizing Touch
14th-level Way of Peace feature
You gain the ability to forcibly calm a creature. This ability is both a Ki Strikes option and a Soothing Touch option:
- You cast calm emotions on the target. When you cast the spell in this way, it has somatic components instead of its usual components, it doesn't require concentration, its usual range doesn't apply, and you use your Martial Arts DC for the spell save DC.
Way of Piety
Source: 2D
Monks following the Way of Piety devote themselves to a life of holy servitude. These monks often are skilled in the trades of their gods and perform free labor for their community.
Spellcasting
3rd-level Way of Piety feature
You combine your powers of ki with powers of divinity.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells. The Way of Piety Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to the number shown in the "Spells Prepared" column of the Way of Piety Spellcasting table. The spells must be of a level for which you have Way of Piety spell slots.
For example, if you are a 7th-level Way of Piety monk, you have four 1st-level and two 2nd-level spell slots. Your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you derive your divine powers from prayer and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom score when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom score
Spell attack modifier = your proficiency bonus + your Wisdom score
Way of Piety Spellcasting
Monk Level | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Cleric Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Guidance | Divination | |||
Cantrip | Holy Might | Enchantment | |||
Cantrip | Light | Evocation | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Resistance | Abjuration | |||
Cantrip | Sacred Flame | Evocation | |||
Cantrip | Spare the Dying | Necromancy | |||
Cantrip | Thaumaturgy | Transmutation | |||
Cantrip | Toll the Dead | Necromancy | |||
Cantrip | Word of Radiance | Evocation | |||
1st | Bane | concentration | Enchantment | ||
1st | Bless | concentration | Enchantment | ||
1st | Command | Enchantment | |||
1st | Create or Destroy Water | Transmutation | |||
1st | Cure Wounds | Evocation | |||
1st | Detect Evil and Good | concentration | Divination | ||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Detect Poison and Disease | ritual | concentration | Divination | |
1st | Guiding Bolt | Evocation | |||
1st | Healing Word | Evocation | |||
1st | Inflict Wounds | Necromancy | |||
1st | Protection from Evil and Good | concentration | Abjuration | ||
1st | Purify Food and Drink | ritual | Transmutation | ||
1st | Sanctuary | Abjuration | |||
1st | Shield of Faith | concentration | Abjuration | ||
1st | Trumpet of Glory | Evocation | |||
2nd | Aid | Abjuration | |||
2nd | Augury | ritual | Divination | ||
2nd | Blindness/Deafness | Necromancy | |||
2nd | Calm Emotions | concentration | Enchantment | ||
2nd | Continual Flame | Evocation | |||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Gentle Repose | ritual | Necromancy | ||
2nd | Hold Person | concentration | Enchantment | ||
2nd | Invigorate | Evocation | |||
2nd | Lesser Restoration | Abjuration | |||
2nd | Prayer of Healing | Evocation | |||
2nd | Protection from Poison | Abjuration | |||
2nd | Silence | ritual | concentration | Illusion | |
2nd | Spiritual Weapon | concentration | Evocation | ||
2nd | Stream of Life | concentration | Evocation | ||
2nd | Warding Bond | Abjuration | |||
3rd | Astral Flare | Evocation | |||
3rd | Aura of Vitality | concentration | Evocation | ||
3rd | Beacon of Hope | concentration | Abjuration | ||
3rd | Bestow Curse | concentration | Necromancy | curse | |
3rd | Clairvoyance | concentration | Divination | ||
3rd | Create Food and Water | Conjuration | |||
3rd | Daylight | Evocation | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Feign Death | ritual | Necromancy | ||
3rd | Glyph of Warding | Abjuration | |||
3rd | Grim Apparitions | concentration | Necromancy | ||
3rd | Life Transference | Necromancy | |||
3rd | Magic Circle | Abjuration | |||
3rd | Mass Healing Word | Evocation | |||
3rd | Meld into Stone | ritual | Transmutation | ||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Recall Ally | Conjuration | |||
3rd | Remove Curse | Abjuration | |||
3rd | Revivify | Necromancy | |||
3rd | Speak with Dead | Necromancy | |||
3rd | Thundering Condemnation | concentration | Enchantment | curse | |
3rd | Tongues | Divination | |||
3rd | Water Walk | ritual | Transmutation | ||
4th | Angelic Wings | concentration | Conjuration | ||
4th | Aura of Life | concentration | Abjuration | ||
4th | Aura of Purity | concentration | Abjuration | ||
4th | Banishment | concentration | Abjuration | ||
4th | Control Water | concentration | Transmutation | ||
4th | Death Ward | Abjuration | |||
4th | Demonic Wings | concentration | Conjuration | ||
4th | Divination | ritual | Divination | ||
4th | Freedom of Movement | Abjuration | |||
4th | Locate | concentration | Divination | ||
4th | Purging Flames | Evocation | |||
4th | Stone Shape | Transmutation | |||
4th | Supernal Lance | Evocation | |||
5th | Commune | ritual | Divination | ||
5th | Contagion | Necromancy | |||
5th | Dawn | concentration | Evocation | ||
5th | Dispel Evil and Good | concentration | Abjuration | ||
5th | Exalted Bastion | concentration | Abjuration | ||
5th | Flame Strike | Evocation | |||
5th | Geas | Enchantment | curse | ||
5th | Greater Restoration | Abjuration | |||
5th | Hallow | Evocation | |||
5th | Insect Plague | concentration | Conjuration | ||
5th | Legend Lore | Divination | |||
5th | Mass Cure Wounds | Evocation | |||
5th | Planar Binding | Abjuration | |||
5th | Raise Dead | Necromancy | |||
5th | Scrying | concentration | Divination | ||
6th | Blade Barrier | concentration | Evocation | ||
6th | Find the Path | concentration | Divination | ||
6th | Forbiddance | ritual | Abjuration | ||
6th | Harm | Necromancy | |||
6th | Heal | Evocation | |||
6th | Heroes' Feast | Conjuration | |||
6th | Sunbeam | concentration | Evocation | ||
6th | True Seeing | Divination | |||
6th | Word of Recall | Conjuration | |||
7th | Divine Word | Evocation | |||
7th | Etherealness | Transmutation | |||
7th | Fire Storm | Evocation | |||
7th | Plane Shift | Conjuration | |||
7th | Regenerate | Transmutation | |||
7th | Resurrection | Necromancy | |||
7th | Symbol | Abjuration | |||
7th | Temple of the Gods | Conjuration | |||
8th | Antimagic Field | concentration | Abjuration | ||
8th | Control Weather | concentration | Transmutation | ||
8th | Earthquake | concentration | Evocation | ||
8th | Godbolt | Evocation | |||
8th | Holy Aura | concentration | Abjuration | ||
8th | Sunburst | Evocation | |||
9th | Astral Projection | Necromancy | |||
9th | Gate | concentration | Conjuration | ||
9th | Mass Heal | Evocation | |||
9th | Power Word Heal | Evocation | |||
9th | True Resurrection | Necromancy |
Humble Servant
3rd-level Way of Piety feature
You gain proficiency with Religion and Persuasion. If you already had proficiency with one or both of these skills, you gain proficiency with one or two different skills of your choice.
Additionally, choose one type of artisan's tools. You gain proficiency with the chosen tools, and whenever you make ability check to which this proficiency applies, you can add your Wisdom score to the check. This would typically be a tool used as part of labor performed in the name of your god, such as smith's tools for the Greek god Hephaestus. Calligrapher's tools are also a common choice among monks who copy scriptures.
Follower of the Scriptures
3rd-level Way of Piety feature
An important part of your daily routine is to dedicate time to honor your god. This service takes 1 hour, and ideally involves serving your community using the tool you chose as part of your Humble Servant feature. Chanting and meditating are acceptable substitutes for this work, however.
Once per day when you complete this service, you gain a reserve of divine ki points. The reserve starts with a number of divine ki points equal to your Wisdom score (minimum 1). Divine ki points can be spent as normal ki points, but they can also be spent to fuel your cleric spells. When you cast a cleric spell, instead of expending a spell slot, you can spend a number of divine ki points equal to the spell's level. This reserve, and any divine ki points in it, disappear each morning.
You can perform this service as part of a short rest, but if you do so, the number of ki points the reserve starts with is halved (rounded up).
Ki-Empowered Spells
6th-level Way of Piety feature
When you hit a creature with a cleric spell you cast, or when a creature fails its saving throw against a cleric spell you cast, you can spend 1 ki point to subject the creature to one of your Ki Strikes options.
Additionally, you can add your Wisdom score to Constitution saving throws you make to maintain concentration on cleric spells you cast.
Heavenly Forms
10th-level Way of Piety feature
When you adopt a stance, you can expend a spell slot to enhance it with divine power. For the duration of the stance, you emit light (5/10 ft.) and you gain one of the benefits below of your choice:
- Your eyes and fists emit a luminous mist. You can deal radiant damage instead of bludgeoning damage with your unarmed strikes, and you gain darkvision (300 ft.). This darkvision can penetrate magical darkness.
- A glowing halo crowns your head. When an enemy that can see you starts its turn within your Monk Distance of you, it must succeed on a Wisdom saving throw against your Martial Arts DC or be taunted by you until the start of its next turn.
- Ethereal wings manifest around you, granting you a fly speed of twice your Monk Distance. This fly speed has an altitude limit of 30 feet.
Hidden Revelations
10th-level Way of Piety feature
You can cast commune when you perform the daily service described in your Follower of the Scriptures feature. When you cast the spell in this way, the duration is 1 hour, which is the hour you spend performing the service. You receive one answer at the end of every 20 minutes. The answer reveals itself to you in your work, such as an accidental blot of ink for "no," or a horse shoe fitting on the first try for a "yes." Whatever form it takes, you recognize the answer for what it is and understand its meaning.
Unwavering Dedication
14th-level Way of Piety feature
Nothing can sway you from your devotion. You gain the following benefits:
- You are immune to the charmed and frightened conditions.
- Choose Religion, Persuasion, or the artisan's tools you chose as part of your Humble Servant feature. You gain expertise in the chosen skill or tool.
- When you spend the last divine ki point in the reserve created by your Follower of the Scriptures feature, roll a d20. On a 10 or higher, you regain 1 divine ki point. If you roll a 20, you regain all of them, up to the amount the reserve started with.
Way of Shadow
Source: 2D, Player's Handbook
Followers of the Way of Shadow have a reputation for being unscrupulous and secretive. Whether or not this reputation is deserved, there is no doubt that their techniques are well-suited to unsavory business.
Shadow Arts
3rd-level Way of Shadow feature
One with the shadows, you gain the following benefits:
- You have advantage on Stealth checks while in dim light or darkness.
- You gain darkvision (60 ft.). This darkvision enables you to see through magical darkness.
- You can cast darkness once with this feature as a minor action, regaining the ability to do so when you finish a short or long rest. When you cast the spell in this way, it requires somatic components instead of its usual components, and you must spend 1 ki point at the start of each of your turns to maintain concentration on it.
Step through Shadows
6th-level Way of Shadow feature
As a minor action while in dim light or darkness, you can teleport up to twice your Monk Distance to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make with a monk weapon before the end of the current turn.
Blend into Darkness
10th-level Way of Shadow feature
You learn the Formless Shadow stance.
Tormenting Shadows
14th-level Way of Shadow feature
When you would make an attack with a monk weapon, you can spend 1 ki point to torment the target instead. To do so, either you or the target must be in dim light or darkness. The target takes psychic damage equal to 3 rolls of your Martial Arts die and must succeed on a Wisdom saving throw against your Martial Arts DC or be frightened of dark spaces until the end of your next turn.
If you are in your Blend into Darkness stance, you don't need to spend a ki point the first time you use this feature on your turn.
Way of the Third Eye
Source: 2D
The Way of the Third Eye teaches methods of using ki to access powers of the mind.
True Psion
3rd-level Way of the Third Eye feature
When you cast a psionic spell, it doesn't require components.
Vision of the Third Eye
3rd-level Way of the Third Eye feature
By opening your mind's eye, you can cast detect thoughts once with this feature, regaining the ability to do so when you finish a short or long rest. Use your Martial Arts DC for the spell save DC. When you cast the spell using this feature, it is empowered in the following ways:
- Shifting your attention to another creature is a minor action instead of a standard action.
- Probing deeper into a creature's thoughts is a minor action instead of a standard action.
- The mindsense granted by the spell counts as a form of sight for the purpose of targeting creatures with your psionic spells.
When you cast the spell in this way, you can choose to manifest a third eye on your forehead for the duration. The details of this manifestation are up to you; it could be a shifting tattoo, a glowing symbol, or a literal eye.
Assault the Mind
3rd-level Way of the Third Eye feature
You learn the mind sliver cantrip. Use your Martial Arts DC for the spell save DC. You can cast the spell as a minor action against a target you've hit with an unarmed strike on the same turn. Additionally, when a creature fails its saving throw against the spell, you can spend 1 ki point to subject it to one of your Ki Strikes options.
Mental Defenses
6th-level Way of the Third Eye feature
You gain resistance to psychic damage and proficiency with Intelligence saving throws.
Pierce the Mind
10th-level Way of the Third Eye feature
Psychic damage you deal ignores damage resistance. Additionally, you can cast psychic lance once with this feature, regaining the ability to do so when you finish a short or long rest. Use your Martial Arts DC for the spell save DC. When you cast the spell in this way, you can't target a creature by name.
Revelations of the Third Eye
14th-level Way of the Third Eye feature
You can use your Visions of the Third Eye to cast detect thoughts at will. When you do so, it is empowered even further:
- When you successfully probe a creature's thoughts with it, you can glean insight into its next actions. Until the end of its next turn, the target has disadvantage on attack rolls against you, and you have advantage on saving throws against effects it creates.
- The spell doesn't end when a creature resists your probes into its mind.
Way of the Open Hand
Source: 2D
Practitioners of the Way of the Open Hand specialize in manipulating ki in themselves and others. They seem to have the ability to touch not just the body, but the soul itself.
Open Hand Technique
3rd-level Way of the Open Hand feature
You learn the Standing Ram stance. Additionally, when you hit a creature with an unarmed strike and use a Ki Strikes option that forces its target to make a Strength, Dexterity, or Constitution saving throw against your Martial Arts DC, you can change the saving throw to target Wisdom instead.
Resonant Ki
3rd-level Way of the Open Hand feature
When you hit a creature with an unarmed strike, you can create a resonance between its ki and your own. You can also create a resonance with a willing creature you touch as a minor action. Only you can detect this resonance, which lasts for 1 hour (Wisdom save vs. your Martial Arts DC ends, which the target can choose to fail). It also dissipates if you create another resonance or you stop being on the same plane of existence as the target.
If you are in a stance when you create a resonance, you can augment the resonance with one of the following effects based on the stance's poise:
- Offensive. One creature (you or the target, your choice) adds a roll of your Martial Arts die to each attack roll it makes. The other creature subtracts a roll from each attack it makes.
- Defensive. One creature (you or the target, your choice) adds a roll of your Martial Arts die to each saving throw it makes. The other creature subtracts a roll from each saving throw it makes.
- Agile. The speed of one creature (you or the target, your choice) is reduced by your Monk Distance. The other creature gains a bonus to its speed equal to your Monk Distance.
The augmentation lasts for the duration of the stance. Additionally, each time you adopt a stance while the resonance persists, you can change your choice to a different valid effect or to no effect.
If you create a resonance with yourself, it immediately ends and you take 4d12 force damage in recoil.
Once you create a resonance, you can't do so again until you finish a short or long rest.
Resonant Healing
6th-level Way of the Open Hand feature
As a standard action, you can cause a creature to regain a number of hit points equal to a roll of your Martial Arts die + your Wisdom score. The creature must be yourself or the target of your Resonant Ki.
You can use this feature a number of times equal to your Wisdom score (minimum once), regaining expended uses when you finish a long rest.
Trace the Ripples
10th-level Way of the Open Hand feature
You can sense a creature's location using your mutual resonance. You always know the distance and direction to the target of your Resonant Ki. This sense is precise enough that you can effectively see the target while it's within 60 feet of you, even through total cover.
Lingering Resonance
10th-level Way of the Open Hand feature
You can maintain a resonance for indefinitely long. The resonance created by your Resonant Ki no longer automatically ends after an hour, and the target doesn't make saving throws to end it until you have augmented it with a harmful effect at least once.
Lethal Cessation
14th-level Way of the Open Hand feature
As a resonance persists, the target's body and ki gradually comes to depend on it. You can exploit this dependence with lethal results. As a major action, you end a resonance created by your Resonant Ki and force the target to make a Constitution saving throw against your Martial Arts DC. The creature takes 8d12 necrotic damage on a failed save, or half as much damage on a success. This damage increases by 1d12 for each hour the resonance had lasted, to a maximum of 32d12 after 24 hours.
Way of the Four Elements
Source: 2D
Monks that follow the Way of the Four Elements enhance their stances with the unique attributes of air, earth, fire, and water.
Control Elements
3rd-level Way of the Four Elements feature
You learn the gust, mold earth, shape water, and control flames cantrips.
Elemental Stances
3rd-level Way of the Four Elements feature
You can imbue your stances with elemental power. When you adopt a stance, choose Air, Earth, Fire or Water. Your choice gives you magical benefits for the duration of the stance.
Air. When you would make an unarmed strike, you can replace it with a blast of air, which is a melee spell attack. This attack has a reach of half your Monk Distance (rounded up to the nearest 5 feet), uses your Martial Arts die as its damage die, and deals bludgeoning damage. You are proficient with it, and use your Dexterity or Wisdom score (your choice) for the attack and damage roll.
Additionally, once on each of your turns when you deal damage to a creature with a monk weapon or the above attack, you can push the target up to half your Monk Distance away from you.
Earth. When you would make an unarmed strike, you can replace it with a shard of rock, which is a ranged weapon attack. This attack has a range of your Monk Distance, uses your Martial Arts die as its damage die, and deals piercing damage. You are proficient with it, and use your Dexterity or Wisdom score (your choice) for the attack and damage roll.
Additionally, once on each of your turns when you deal damage to a creature with a monk weapon or the above attack, you can create a spread of shrapnel centered at the target. Each creature within 5 feet of the target other than you and the target itself must succeed on a Dexterity saving throw against your Martial Arts DC or take piercing damage equal to a roll of your Martial Arts die.
Fire. When you would make an unarmed strike, you can replace it with a mote of fire, which is a ranged spell attack. This attack has a range of twice your Monk Distance, uses your Martial Arts die as its damage die, and deals fire damage. You are proficient with it, and use your Dexterity or Wisdom score (your choice) for the attack and damage roll.
Additionally, once on each of your turns when you deal damage to a creature with a monk weapon or the above attack, you can deal extra fire damage equal to a roll of your Martial Arts die.
Water. When you would make an unarmed strike, you can replace it with a whip of water, which is a melee spell attack. This attack has a reach of half your Monk Distance (rounded up to the nearest 5 feet), uses your Martial Arts die as its damage die, and deals slashing damage. You are proficient with it, and use your Dexterity or Wisdom score (your choice) for the attack and damage roll.
Additionally, once on each of your turns when you deal damage to a creature with a monk weapon or the above attack, you can freeze the moisture around the target, reducing its speed by an amount equal to your Monk Distance until the end of its next turn. This effect ends early if the target takes fire damage.
Elemental Infusion
6th-level Way of the Four Elements feature
You gain additional benefits depending on your stance's element.
Air. You have a hover speed with a distance equal to your Monk Distance. You can't use this speed above an altitude of twice your Monk Distance, however.
Earth. You gain tremorsense with a range equal to your Monk Distance. Additionally, you can cast earthen barrier at will, requiring no components. Instead of its usual range, you can target any creature you can sense with your tremorsense.
Fire. You have resistance against fire damage.
Water. You have a swim speed with a distance equal to twice your Monk Distance, or if you already have a swim speed, it increases by twice your Monk Distance. Additionally, when you go underwater, you can create a bubble of air around your head, allowing you to breathe.
Elemental Eruption
10th-level Way of the Four Elements feature
When you are in an elemental stance, you can focus your ki into a burst of power. You cast a spell of your choice from the options shown in the Elemental Eruption Spells table for your current stance. The spell requires somatic components instead of its usual components, and use your Martial Arts DC for the spell save DC. If the spell requires concentration, you lose concentration if you stop being in a stance imbued with the spell's element.
Immediately after the spell ends, your stance becomes unimbued with the spell's element and you can't imbue a stance with that element again until you finish a short rest. Additionally, you can't use this feature again until you finish a long rest.
Elemental Eruption Spells
Current Element | Spells |
---|---|
Air | cone of cold, warding wind (5th-level) |
Earth | erupting earth (5th-level), wall of stone |
Fire | flaming sphere (5th-level), fireball (5th-level) |
Water | maelstrom, binding ice (5th-level) |
Elemental Harmony
14th-level Way of the Four Elements feature
The discover the harmonious nature of the elements. When you adopt a stance, you can imbue it with any combination of elements. You must spend 1 ki point to imbue three elements, or 2 ki points to imbue four.
Ability Score Improvement
4th-level Monk feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Slow Fall
4th-level Monk feature
You can use a reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. If you're in an agile stance, you can gain this benefit without using a reaction.
Extra Attack
5th-level Monk feature
Each time you spend at least 2 AP to take the Attack action, you can take the Attack action once later that turn as a free action.
Evasion
7th-level Monk feature
If 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. You don't gain this benefit while incapacitated.
Unseen Force
8th-level Monk feature
When you hit a creature with an unarmed strike, you can deal force damage instead of bludgeoning damage.
Extra Reaction
9th-level Monk feature
You gain an extra reaction. You can use this reaction as normal, regaining it at the start of each of your turns in addition to your normal reaction.
Flurry of Blows
11th-level Monk feature
Each time you spend at least 1 AP to take the Attack action, you can take the Attack action once later that turn as a free action. The secondary attack must be made against a different target.
Universal Language
12th-level Monk feature
You can read the ki in others and use it to transmit thoughts. While touching another creature, you can communicate with it telepathically if it has at least one language. While communicating in this way, both you and the target have disadvantage on Deception and Insight checks against each other.
Purity of Body and Mind
13th-level Monk feature
When you make a Constitution, Intelligence, Wisdom, or Charisma saving throw at the end of your turn against a "save ends" effect, you can roll your Martial Arts Die and add the result to your save.
Force of Will
15th-level Monk feature
Want for Nothing
16th-level Monk feature
You no longer need food, water, or sleep, as ki itself sustains you. Additionally, you suffer none of the penalties of exhaustion due to old age, and you can't be aged magically. You can still die from the exhaustion, however.
Transcendant Stance
17th-level Monk feature
You learn a transcendant stance of your choice, which is the culmination of your discipline. Adopting a transcendant stance costs 5 ki points and maintaining one requires concentration. While in a transcendant stance, you can use Ki Strikes, Deflect Attack, and Evasive Steps without spending a ki point.
Stances
Monk Level ▼ | Stance | Poise |
---|---|---|
17th | Empty Body | transcendant |
17th | Prescient Sage | transcendant |
17th | Amaranthine Wanderer | transcendant |
The World as It Is
18th-level Monk feature
You gain truesight with a range equal to your Monk Distance.
Inviolable Rest
19th-level Monk feature
While dead, your body is consecrated. This consecration duplicates the effects of the gentle repose spell, but it is permanent and can't be dispelled.
Greater Ability Score Improvement
19th-level Monk feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Enlightenment
20th-level Monk feature
The deepest truths of the universe reveal themselves to you. Your transcendant stances don't automatically end at the start of your turn. They still end if you lose concentration or adopt another stance, as usual.