Monk

Within the intricate tapestry of this realm, Monks serve as custodians of cosmic equilibrium, weaving their existence into the very fabric of the Three Worlds. Guided by a philosophy that transcends the mundane, Monks harmonize their inner energies with the pulsating rhythms of the Sempiternal, the Earthly World, and the enigmatic Dark Mirror.

Guardians of Sacred Sites
Sacred temples hidden within the folds of reality serve as sanctuaries for Monks to hone their skills and commune with the cosmic forces. These ancient sanctuaries, often located at the confluence of the Three Worlds, house esoteric knowledge that has withstood the test of time. Monks, acting as guardians, preserve and protect the sacred wisdom enshrined within these mystical havens.

Pilgrims Across Realms
Monks undertake pilgrimages that transcend the boundaries of the Material Plane, exploring the Sempiternal’s ethereal landscapes and confronting the mysteries concealed within the Dark Mirror. These pilgrimages are rites of passage, allowing Monks to attune themselves to the cosmic energies that resonate across the realms. They encounter spiritual challenges, face spectral entities, and draw strength from the interconnected nature of existence.

Warriors in Cosmic Harmony
In battle, Monks embody the harmonious fusion of martial prowess and arcane mastery. They draw upon the energies of the Sempiternal for unparalleled agility, grounding themselves in the resilience of the Earthly World, and skirting the boundaries of the Dark Mirror for elusive insights. Each strike resonates with the cosmic dance, aligning with the delicate balance that sustains the very essence of reality.

LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4Unarmored Defense, Martial Arts, Variable Feature Ability Score
2nd+21d42+10 ft.Ki, Unarmored Movement, Dedicated Weapon (Optional)
3rd+21d43+10 ft.Monastic Tradition, Deflect Attack, Ki-Fueled Attack (Optional)
4th+21d44+10 ft.Ability Score Improvement, Slow Fall, Quickened Healing (Optional)
5th+31d65+10 ft.Extra Attack, Stunning Strike, Focused Aim (Optional)
6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition feature
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.Ability Score Improvement
13th+51d813+20 ft.Tongue of the Sun and Moon
14th+51d814+25 ft.Diamond Soul
15th+51d815+25 ft.Timeless Body
16th+51d816+25 ft.Ability Score Improvement
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.Empty Body
19th+61d1019+30 ft.Ability Score Improvement
20th+61d1020+30 ft.Perfect Self

Class Features

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
At 1st level, your martial artistry uses the body and monk weapons, which are melee weapons you are proficient with that lack the twohanded or heavy properties. You gain the following benefits while you are unarmed or wielding only monk weapons, and aren’t wearing armor or wielding a shield.
  • You can use Dexterity instead of Strength for the attack and damage rolls of monk weapons.
  • Your unarmed strikes have the light and finesse properties.
  • You can roll a d4 in place of the normal damage of your monk weapons. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • Before you make an unarmed strike, you can apply one of the following properties to that attack: bypass, ensnaring, finisher, heavy, prone fighting, sundering, or sweeping.
  • When you attack with a monk weapon, you can make one additional attack with a monk weapon as though you were engaging in two-weapon fighting, and you add your ability modifier to the damage of the additional attack. This attack uses your martial arts damage die instead of the weapon’s damage die, even if the weapon’s die is larger.
Martial Arts and Actions Because you make your martial arts attacks as if you were engaging in two-weapon fighting, you cannot make an additional attacks with features such as Ki-Fueled Attack or rules such as Versatile Fighting, since all act as if you were engaging in Two-Weapon Fighting, which does not allow you to make an additional attack more than once per Attack action.
At 1st level, you choose between Strength and Dexterity to act as your ability score whenever one of your monk or monastic tradition features calls for you to use Strength or Dexterity. You cannot change this choice once you make it, and must have a 13 or higher in your chosen ability score to multiclass, as well as a 13 or higher in Wisdom.
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Flurry of Blows. When you would make the additional attack granted by your martial arts, you can spend 1 ki point to make two attacks instead.
    • These attacks can use an unarmed strike or a monk weapon, and use your Martial Arts die for damage, even if the weapon’s damage die is larger.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Also at 2nd level, whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:
  • The weapon must be a simple, martial, or exotic weapon.
  • You must be proficient with it.
  • It must lack the heavy property.
Starting at 3rd level, you gain a new martial technique to better defend yourself. Choose one of the two options below.
  • Deflect Missiles: You can use your reaction to catch the projectile when you are hit by a ranged weapon attack. The damage you take is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0 and you have a hand free, you can catch the missile if it is small enough for you to hold in one hand. You can then spend 1 ki point to make a ranged weapon attack (range 20/60 feet) with the item you just caught, as part of the same reaction. The missile is considered a monk weapon with which you are proficient for that attack.
  • Disarming Counter: You can use your reaction to block when you are hit by a melee weapon attack. The damage you take is reduced by 1d10 + your Strength modifier + your monk level. If you reduce the damage to 0, you can catch the weapon if you have at least one hand free. You can then spend 1 ki point to attempt to disarm your attacker as part of the same reaction. You make the Strength (Athletics) check with advantage.
Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as part of the same action as though you were engaging in two-weapon fighting. You add your ability modifier to the damage of the second attack. This attack uses your martial arts die instead of the weapon’s normal damage, even if the weapon’s damage die is larger. You cannot use both this feature and your Flurry of Blows feature in the same turn.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 7th level, you can use a bonus action to end one effect on yourself that is causing you to be charmed or frightened.
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
At 20th level, when you roll initiative and have less than your maximum number of ki points remaining, you regain 4 ki points.

Monastic Tradition

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

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Source: Xanathar’s Guide to Everything

Bonus Proficiencies

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

Drunken Technique

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

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
  • Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
  • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard’s Luck

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

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
The Unholy Covenant is a pervasive entity in the Nightmare Isles, and it actively suppresses other religions and demands obedience to the Dark Lord. Those who serve the church welcome the blight and see it as Ezreal El’s divine will remaking them in his image. Monks of the Way of the Dying Hand serve the Covenant as its sanctified enforcers and executioners. They search far and wide for apostates, those who question Ezreal El’s authority, and anyone the priesthood deems a problem. As their skill grows, they gain the ability to harvest souls, for all the souls of the people belong to Ezreal El and his servants.

BONUS PROFICIENCY

When you choose this tradition at 3rd level, you gain proficiency in the Religion skill, and you double your proficiency bonus for any ability checks made with that skill.

TOUCH OF BLIGHT

Starting when you choose this tradition at 3rd level, you learn to channel the blight residing in your body. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to your Wisdom modifier (minimum 1) and the target is poisoned until the end of your next turn. In addition, you gain resistance to necrotic damage.

SOUL REAPER

At 6th level, you gain the ability to collect and use souls. When you reduce a living creature within 5 feet to 0 hit points, you can use your reaction to collect its soul. You can use collected souls as described below.

When you are hit with an attack, you can use your reaction to consume a soul. If you do so, until the start of your next turn, you gain a bonus to your AC equal to your proficiency bonus, including against the triggering attack.

As a bonus action, you can consume one soul to regain 2 ki points.

When you make an unarmed strike, you can consume one soul to target a creature you can see within 30 feet of you.

Unless you have a means of storing souls (such as a soul cage), you can only have a number of souls equal to your proficiency bonus in your possession at one time and lose all collected souls when you finish a long rest.

DRAG TO THE GRAVE

Beginning at 11th level, you can spend 3 ki points or consume one soul to cast the vampiric touch spell. For each 2 additional ki you spend, you can increase the level of the spell by 1. Additionally, you are immune to necrotic damage.

GIFTS OF THE DARK LORD

At 17th level, you can use an action to unleash the blight within you to devastating effect. When you do so, each living creature of your choice within 30 feet of you must make a Charisma saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. In addition, the creature’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. Once you use this feature, you must finish a long rest before you can use it again.
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Source: Players Handbook

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Spells and Ki Points
Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
There are martial masters whose discipline leverages the awareness given by the Four Truths. Each of the Four Truths is linked to a specific secret technique, handed down in temples to those who can see through the mere words recited in the Truth and reach its purest intrinsic meaning. This technique makes it possible to equate oneself with the cosmos, and from this awareness draw further energy. Once training is complete, the novices leave the temple to begin a path of inner growth, becoming warriors and protectors. They are ready to face the dangers of the endless night and their spirit is guided by the deep awareness of themselves and the world that they have grown to understand after years of study and martial practice.
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

First Technique, Sidereal Void Touch

At 3rd level, you being to put your studies into practice and learn to manipulate the energy of the Sempiternal who echoes through everything in the form of ki and, with this energy, send your enemies back into the sidereal void. When you hit a target with an attack granted by Flurry of Blows, the target must make a successful Wisdom Saving Throw or, instead of taking the appropriate damage, be exiled to a demiplane out of time and space where it is Incapacitated. At the end of its next turn, the target reappears in the precise spot where it disappeared. Using this technique successfully results in one level of exhaustion unless you make a successful Constitution saving throw with DC 10 + the target’s challenge rating.

Second Technique, Awakening of Existence

At 6th level, if you start your turn at 0 Hit Points, you can spend any amount of ki points you choose to immediately recover 5 hp for each ki point spent.

Third Technique, Tearing Up The Dark Veil

At 11th level, when you hit an aberration, fiend or undead with an unarmed strike, you deal 1d4 additional radiant damage.

Fourth Technique, Event Horizon

At 17th level, whenever you fail an attack roll, saving throw, or skill check, you can spend 10 ki points to succeed instead.
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Source: The Warriors Codex

Path of the Kensei

When you choose this tradition at 3rd level, you completely integrate weaponry into your martial arts, and gain discipline in arts that soothe the mind. You gain the following benefits.
  • Kensei Weapons. Any weapon without the heavy property is considered a monk weapon for you, including improvised weapons. When you make an attack with a monk weapon, you can add one of the following properties to the weapon for that attack: bypass, ensnaring, finisher, prone fighting, sundering, or sweeping.
  • Agile Parry. When you use your Deflect Attack feature while holding a monk weapon, you can reroll the die and use the higher result.
  • Kensei’s Focus. You can use a bonus action to focus upon openings in your enemies’ defenses until the end of your turn. When you do so, any target you hit with a monk weapon takes an extra 1d4 damage of the weapon’s type.
  • Meditative Arts. You gain proficiency in tea sets, and your choice of calligrapher’s supplies or painter’s supplies.

One with the Blade

At 6th level, your ki flows through your weapons, granting you the following benefits.
  • Magic Monk Weapons. Your attacks with monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Deft Strike. When you hit with a monk weapon, you can spend 1 ki point to deal extra damage equal to your Martial Arts die. You can use this feature once per turn.

Sharpen the Blade

At 11th level, you can focus the flow of ki through your weapons to enhance them further. As a bonus action, you can expend up to 3 ki points to grant one monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. If used on a magical weapon that already has a bonus to attack and damage rolls, you cannot increase its bonus beyond +3.

Unerring Accuracy

At 17th level, your mastery grants you extraordinary accuracy. If you miss with an attack roll using a monk  weapon on your turn, you can reroll it. You can use this feature only once on each of your turns, though you can use it again on a subsequent attack on that turn if you land a critical hit.
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Source: Sword Coast Adventurer’s Guide

Touch of Death

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

Hour of Reaping

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

Mastery of Death

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

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Source: Player’s Handbook

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Wholeness of Body

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

Tranquility

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

Quivering Palm

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

Shadow Arts

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

Shadow Step

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

Cloak of Shadows

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

Opportunist

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

Radiant Sun Bolt

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

Searing Arc Strike

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

Searing Sunburst

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

Sun Shield

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

Restrictions

  • There are no special restrictions for this class, unless noted elsewhere.

As a monk, you gain the following class features.

Hit Points
Hit Dice
: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons, shortswords, unarmed strikes, two exotic melee weapons of your choice.


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

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) any weapon that is a monk weapon for you
  • one exotic weapon with which you are proficient
  • 10 darts

Multiclassing and the Monk

  • Ability Score Minimum: As a multiclass character, you must have a Dexterity and Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a monk.
  • Proficiencies. If monk isn’t your initial class, you gain proficiency with simple weapons, and shortswords when you gain your first level as a monk.