Monk

Monk

Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Monk
LevelPBFeaturesMartial Arts DieMonk DistanceKi PointsStances Known
1st+2Martial Arts, Unarmored Defense, Unarmored Movementd45 ft.
2nd+2Kid410 ft.Wis (min. 1)
3rd+2Stances, Monastic Traditiond410 ft.Wis (min. 1)2
4th+2Ability Score Improvement, Slow Falld410 ft.Wis (min. 1)2
5th+3Extra Attackd610 ft.2 × Wis (min. 2)3
6th+3Monastic Tradition featured615 ft.2 × Wis (min. 2)3
7th+3Evasiond615 ft.2 × Wis (min. 2)3
8th+3Ability Score Improvement, Unseen Forced615 ft.2 × Wis (min. 2)3
9th+4Extra Reactiond615 ft.3 × Wis (min. 3)4
10th+4Monastic Tradition featured620 ft.3 × Wis (min. 3)4
11th+4Flurry of Blowsd820 ft.3 × Wis (min. 3)4
12th+4Ability Score Improvement, Universal Languaged820 ft.3 × Wis (min. 3)4
13th+5Purity of Body and Mindd820 ft.4 × Wis (min. 4)5
14th+5Monastic Tradition featured825 ft.4 × Wis (min. 4)5
15th+5Force of Willd825 ft.4 × Wis (min. 4)5
16th+5Ability Score Improvement, Want for Nothingd825 ft.4 × Wis (min. 4)5
17th+6Transcendant Stanced1025 ft.5 × Wis (min. 5)6
18th+6The World as It Isd1030 ft.5 × Wis (min. 5)6
19th+6Greater Ability Score Improvement, Inviolable Restd1030 ft.5 × Wis (min. 5)6
20th+6Enlightenmentd1030 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

Proficiencies

Armor: None
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

Multiclassing

Ability Score Minimum: Dexterity 1 and Wisdom 1
Proficiencies Gained: Simple weapons, shortswords

Equipment

You start with the following equipment:
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:
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:

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.
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.
You can't maintain a stance while wearing armor or wielding a shield.
Stances
Monk Level ▼ Stance Poise
3rdStanding Ramoffensive
3rdStrangling Serpentoffensive
3rdPeaceful Arbiterdefensive
3rdSeeking Hornetoffensive
3rdPatient Defensedefensive
3rdRooted Oakdefensive
3rdStep of the Windagile
5thVigilant Mantisoffensive
5thTailwind Strideagile
5thBlind Batdefensive
5thAscending Spideragile
9thWrathful Nimbusoffensive
9thWailing Bansheeoffensive
9thShimmering Fistoffensive
9thUnbreakable Golemdefensive
9thInscrutable Sphinxdefensive
9thRevelling Feydefensive
9thSpirit Stepagile
13thBlazing Dragonoffensive

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 LevelCantrips KnownSpells Prepared1st2nd3rd4th
3rd232
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3843
13th39432
14th310432
15th310432
16th311433
17th311433
18th311433
19th3124331
20th3134331
Cleric Spells
Level ▼ Name Ritual Concentration School Tags
CantripGuidanceDivination
CantripLightEvocation
CantripMendingTransmutation
CantripResistanceAbjuration
CantripSacred FlameEvocation
CantripSpare the DyingNecromancy
CantripThaumaturgyTransmutation
CantripToll the DeadNecromancy
CantripWord of RadianceEvocation
1stBaneconcentrationEnchantment
1stBlessconcentrationEnchantment
1stCommandEnchantment
1stCreate or Destroy WaterTransmutation
1stCure WoundsEvocation
1stDetect Evil and GoodconcentrationDivination
1stDetect MagicritualconcentrationDivination
1stDetect Poison and DiseaseritualconcentrationDivination
1stGuiding BoltEvocation
1stHealing WordEvocation
1stInflict WoundsNecromancy
1stProtection from Evil and GoodconcentrationAbjuration
1stPurify Food and DrinkritualTransmutation
1stSanctuaryAbjuration
1stShield of FaithconcentrationAbjuration
2ndAidAbjuration
2ndAuguryritualDivination
2ndBlindness/DeafnessNecromancy
2ndCalm EmotionsconcentrationEnchantment
2ndContinual FlameEvocation
2ndEnhance AbilityconcentrationTransmutation
2ndFind TrapsDivination
2ndGentle ReposeritualNecromancy
2ndHold PersonconcentrationEnchantment
2ndLesser RestorationAbjuration
2ndPrayer of HealingEvocation
2ndProtection from PoisonAbjuration
2ndSilenceritualconcentrationIllusion
2ndSpiritual WeaponconcentrationEvocation
2ndWarding BondAbjuration
3rdAura of VitalityconcentrationEvocation
3rdBeacon of HopeconcentrationAbjuration
3rdBestow CurseconcentrationNecromancycurse
3rdClairvoyanceconcentrationDivination
3rdCreate Food and WaterConjuration
3rdDaylightEvocation
3rdDispel MagicAbjuration
3rdFeign DeathritualNecromancy
3rdGlyph of WardingAbjuration
3rdGrim ApparitionsconcentrationNecromancy
3rdLife TransferenceNecromancy
3rdMagic CircleAbjuration
3rdMass Healing WordEvocation
3rdMeld into StoneritualTransmutation
3rdProtection from EnergyconcentrationAbjuration
3rdRemove CurseAbjuration
3rdRevivifyNecromancy
3rdSpeak with DeadNecromancy
3rdTonguesDivination
3rdWater WalkritualTransmutation
4thAura of LifeconcentrationAbjuration
4thAura of PurityconcentrationAbjuration
4thBanishmentconcentrationAbjuration
4thControl WaterconcentrationTransmutation
4thDeath WardAbjuration
4thDivinationritualDivination
4thFreedom of MovementAbjuration
4thLocateconcentrationDivination
4thStone ShapeTransmutation
5thCommuneritualDivination
5thContagionNecromancy
5thDawnconcentrationEvocation
5thDispel Evil and GoodconcentrationAbjuration
5thFlame StrikeEvocation
5thGeasEnchantmentcurse
5thGreater RestorationAbjuration
5thHallowEvocation
5thInsect PlagueconcentrationConjuration
5thLegend LoreDivination
5thMass Cure WoundsEvocation
5thPlanar BindingAbjuration
5thRaise DeadNecromancy
5thScryingconcentrationDivination
6thBlade BarrierconcentrationEvocation
6thFind the PathconcentrationDivination
6thForbiddanceritualAbjuration
6thHarmNecromancy
6thHealEvocation
6thHeroes' FeastConjuration
6thSummon CelestialconcentrationConjuration
6thSunbeamconcentrationEvocation
6thTrue SeeingDivination
6thWord of RecallConjuration
7thDivine WordEvocation
7thEtherealnessTransmutation
7thFire StormEvocation
7thPlane ShiftConjuration
7thRegenerateTransmutation
7thResurrectionNecromancy
7thSymbolAbjuration
7thTemple of the GodsConjuration
8thAntimagic FieldconcentrationAbjuration
8thControl WeatherconcentrationTransmutation
8thEarthquakeconcentrationEvocation
8thHoly AuraconcentrationAbjuration
8thSunburstEvocation
9thAstral ProjectionNecromancy
9thGateconcentrationConjuration
9thMass HealEvocation
9thPower Word HealEvocation
9thTrue ResurrectionNecromancy

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 ElementSpells
Aircone of cold, warding wind (5th-level)
Eartherupting earth (5th-level), wall of stone
Fireflaming sphere (5th-level), fireball (5th-level)
Watermaelstrom, 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
During your turn, effects causing you to be dazed, stunned, or paralyzed are suppressed.

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
17thEmpty Bodytranscendant
17thPrescient Sagetranscendant
17thAmaranthine Wanderertranscendant

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.