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.

Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | – | – | Unarmored Defense, Martial Arts, Variable Feature Ability Score |
2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement, Dedicated Weapon (Optional) |
3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Attack, Ki-Fueled Attack (Optional) |
4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall, Quickened Healing (Optional) |
5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike, Focused Aim (Optional) |
6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature |
7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature |
12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature |
18th | +6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self |
Class Features
- Unarmored Defense
- Martial Arts
- Variable Feature Ability Score
- Ki
- Unarmored Movement
- Dedicated Weapon (Optional)
- Deflect Attack
- Ki-Fueled Attack (Optional)
- Ability Score Improvement
- Slow Fall
- Quickened Healing (Optional)
- Extra Attack
- Stunning Strike
- Focused Aim (Optional)
- Ki-Empowered Strikes
- Evasion
- Stillness of Mind
- Purity of Body
- Tongue of the Sun and Moon
- Diamond Soul
- Timeless Body
- Empty Body
- Perfect Self
- 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.
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.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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.
- 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.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
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.
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.
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.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.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 |
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.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.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.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.Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.Opportunist
At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.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.