Trefferpunkte
Übungen
Monk
| Stufe | Übungsbonus | Eigenschaften | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | + 2 | Martial Arts Unarmored Defense | 1d6 | 0 | +0 |
| 2 | + 2 | Martial Arts Unarmored Defense | 1d6 | 2 | +10 |
| 3 | + 2 | Martial Arts Unarmored Defense | 1d6 | 3 | +10 |
| 4 | + 2 | Martial Arts Unarmored Defense | 1d6 | 4 | +10 |
| 5 | + 3 | Martial Arts Unarmored Defense | 1d8 | 5 | +10 |
| 6 | + 3 | Martial Arts Unarmored Defense | 1d8 | 6 | +15 |
| 7 | + 3 | Martial Arts Unarmored Defense | 1d8 | 7 | +15 |
| 8 | + 3 | Martial Arts Unarmored Defense | 1d8 | 8 | +15 |
| 9 | + 4 | Martial Arts Unarmored Defense | 1d8 | 9 | +15 |
| 10 | + 4 | Martial Arts Unarmored Defense | 1d8 | 10 | +20 |
| 11 | + 4 | Martial Arts Unarmored Defense | 1d10 | 11 | +20 |
| 12 | + 4 | Martial Arts Unarmored Defense | 1d10 | 12 | +20 |
| 13 | + 5 | Martial Arts Unarmored Defense | 1d10 | 13 | +20 |
| 14 | + 5 | Martial Arts Unarmored Defense | 1d10 | 14 | +25 |
| 15 | + 5 | Martial Arts Unarmored Defense | 1d10 | 15 | +25 |
| 16 | + 5 | Martial Arts Unarmored Defense | 1d10 | 16 | +25 |
| 17 | + 6 | Martial Arts Unarmored Defense | 1d12 | 17 | +25 |
| 18 | + 6 | Martial Arts Unarmored Defense | 1d12 | 18 | +30 |
| 19 | + 6 | Martial Arts Unarmored Defense | 1d12 | 19 | +30 |
| 20 | + 6 | Martial Arts Unarmored Defense | 1d12 | 20 | +30 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Startausrüstung
Klasseneigenschaften
Martial Arts (Level 1)
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.
Bonus Unarmed Strike
You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die
You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense (Level 1)
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Monk's Focus (Level 2)
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Unarmored Movement (Level 2)
Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Uncanny Metabolism (Level 2)
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest.
Deflect Attacks (Level 3)
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Monk Subclass (Level 3)
You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
Slow Fall (Level 4)
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike (Level 5)
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Empowered Strikes (Level 6)
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Subclass Feature (Level 6)
You gain a feature from your Monk subclass.
Evasion (Level 7)
When you're 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 benefit from this feature if you have the Incapacitated condition.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Acrobatic Movement (Level 9)
While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Heightened Focus (Level 10)
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows
You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense
When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind
When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.
Self-Restoration (Level 10)
Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn't give you levels of Exhaustion.
Subclass Feature (Level 11)
You gain a feature from your Monk subclass.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Deflect Energy (Level 13)
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Disciplined Survivor (Level 14)
Your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
Perfect Focus (Level 15)
When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 17)
You gain a feature from your Monk subclass.
Superior Defense (Level 18)
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Body and Mind (Level 20)
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Multiklassen
Unterklassen
Unterklassen-Eigenschaften
Brick Brawler
Cherry Blossom Sage
Divine Blade
Dragon
Drunken Fist
Ninja
Seven Beasts
Shou Disciple
Sohei
Stonefist
Swordsage
Warrior of Cosmic Balance
Warrior of Cosmic Balance (Level 3)
When the cosmos spins out of alignment, my job is to kick it back into place. Literally.
Warriors of the Cosmic Balance watch the mystic paths of the world, the dimensional portals and arcane gates. And where eldrtich horrors seek to intrude upon the world, these warriors stand waiting. They are trained to use their inner power to purge even the strongest afflictions, and their merest touch can send the mightiest abominations back to the horrid pits that spawned them.
Guardian of the Way Technique
You have studied alien creatures and learned to disrupt the foul energies that course through them. Once per turn when you make an Unarmed Strike with Flurry of Blows and deal damage, you can cause one of the following effects:
- Anchoring Strike
Until the end of your next turn, the target can't teleport or use planar travel, including, entering an extradimensional space or demiplane.
- Banishing Strike
The target teleports up to 15 feet to an unoccupied space you can see.
Seeker
You always have the Detect Magic and Comprehend Languages spells prepared. With this feature, you can cast one of the spells without a spell slot or components, and your spellcasting ability for it is Wisdom.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend 1 Focus Point (no action required) to restore your use of it.
Warden of Harmony (Level 6)
When a creature within 60 feet of you attempts to teleport, you can take a Reaction and spend 1 Focus Point to prevent the teleportation.
Cosmic Restoration (Level 11)
As a Bonus Action, you can touch a willing creature (which could be yourself) and choose one of the following options.
Dispelling Touch
You end all spells of your choice currently affecting the target.
Purging Touch
You remove one of the following conditions from the target: Blinded, Charmed, Deafened, Exhaustion (decreases by 1), Frightened, Paralyzed, Petrified, Poisoned, or Stunned.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending 4 Focus Points (no action required).
Ward the Profane (Level 17)
Once per turn when you hit a creature with an Unarmed Strike, you can expend 3 Focus Points to cast Banishment targeting that creature. Wisdom is your spellcasting ability for it.
Warrior of Gravity
Warrior of Gravity (Level 3)
Manipulate Gravity Through Your Focus
Monks that have spent ample time in artificial gravity can feel the difference in their focus; natural gravity is substantial and wholesome, like an embrace from a great planet itself, whereas artificial gravity hums with a flimsy electrical artifice. With practice, these Monks learn to manipulate their own gravity, throwing their center of mass about in defiance of physical conventions and shifting gravitational fields around them.
Singularity Strike
Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to create a field of gravity centered on it. The target's Speed is 0 until the start of your next turn unless it takes the Disengage action.
Subjective Gravity
You can choose your own center of gravity. On your turn, you can take a Bonus Action and expend 1 Focus Point to choose a solid surface (such as a wall or ceiling) within 30 feet of yourself to act as the ground for your subjective gravity for 10 minutes. You fall to this surface, even if you fall upward or horizontally. Your subjective gravity follows this surface along any smooth contours, but stops at any corners of 90 degrees or more. Only you and objects you wear or carry are influenced by your subjective gravity.
Plunging Strike (Level 6)
You have Advantage on any Unarmed Strike you make while falling. Once per turn when you hit with such a strike, you deal extra Bludgeoning damage equal to 1d6 for every 10 feet you fall, to a maximum of 3d6.
Distort Gravity (Level 11)
You can expend 3 Focus Points to cast Intensify Gravity or Zero Gravity without a spell slot. Wisdom is your spellcasting ability for these spells. You can choose to be unaffected by either spell.
Supermassive Strike (Level 17)
When you use your Singularity Strike, you can expend 4 Focus Points to cast Gravity Well centered on the target. Wisdom is your spellcasting ability for this spell. You automatically succeed on your saving throw against the spell and take no damage from it.
Warrior of Mercy
Warrior of Mercy (Level 3)
Manipulate Forces of Life and Death
Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.
Hand of Harm
Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
Hand of Healing
As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.
Implements of Mercy
You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.
Physician's Touch (Level 6)
Your Hand of Harm and Hand of Healing improve, as detailed below.
Hand of Harm
When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.
Flurry of Healing and Harm (Level 11)
When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Hand of Ultimate Mercy (Level 17)
Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Once you use this feature, you can't use it again until you finish a Long Rest.
Warrior of Pride
Warrior of Pride (Level 3)
Prove Your Superiority
Monks who become Warriors of Pride value themselves above all. These monks focus on mastering their form, ego, and their destructive power. They display monastic aesthetics publicly with the intention of gaining the respect and admiration of "lesser beings."
The prideful traditions of this order include adorning themselves with jewelry, hiding their scars, and commanding respect from those who would oppose them.
Tall Tales
You have gained a knack for telling embellished tales of your past achievements. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion.
Bruised Ego
Your ego strengthens you as you fight to prove your value. When you expend a Focus Point, you can also gain Temporary Hit Points equal to your Wisdom modifier (minimum of 1 Temporary Hit Point). While you are Bloodied, you gain twice that amount instead.
Assertive Attacker
While you are Bloodied, you add your Wisdom modifier to the damage you deal with Unarmed Strikes and Monk weapons.
Irrational Retaliation (Level 6)
Damage dealt to you is damage dealt to your pride, and that is something you simply can't allow. Whenever a creature deals damage to you, you can take a Reaction and expend 1 Focus Point. You have Advantage on attack rolls against that creature until the end of your next turn.
Redoubled Efforts (Level 6)
When you score a Critical Hit while you are Bloodied, you can roll one additional damage die when determining the extra damage dealt by the attack.
Ever Prideful (Level 11)
When you are reduced to 0 Hit Points and not killed outright, you can expend 1 Focus Point to enter a trance. While in this trance, you have the following effects:
You are Immune to the Unconscious condition.
You can't speak.
You can't cast or concentrate on spells.
You suffer 1 Death Saving Throw failure from damage from a Critical Hit instead of 2.
Whenever you start your turn with 0 Hit Point, you must expend 1 Focus Point to maintain a trance, and you make Death Saving Throws as normal.
Egotistical (Level 17)
Injuries to your pride enrage you. You are considered Bloodied if your current Hit Points are below your Hit Point maximum.
Warrior of Regret
Warrior of Regret (Level 3)
Atone for Past Mistakes
No one is born intent on bringing evil into this world, yet many lives are transformed by the suffering inflicted upon them. Warriors of Regret are haunted by the shadows of evil deeds done.
Through training and reflection, Warriors of Regret accept their past can't be erased. Instead, they focus on forging remorse and grief into a weapon against their foes. Though their misdeeds follow their every step, Warriors of Regret are not powerless to atone for them.
Shade of Regret
Once per turn, on your turn, you can expend 1 Focus Point (no action required) to create a shade of yourself in an unoccupied space you can see within 10 feet of yourself. The shade is intangible and doesn't occupy its space. It lasts until the end of your next turn, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. While it persists, you gain the following benefits.
Shade Strike
When you use Flurry of Blows, you can have the attacks originate from the shade instead of you. Attacks originating from the shade deal Necrotic or Force damage (your choice) rather than their normal damage type.
Move
As a Bonus Action, you can move the shade up to 60 feet to an unoccupied space you can see that is within 60 feet of yourself.
The Road Not Traveled
When you take the Dash action, instead of moving, you can teleport yourself or an ally within 60 feet of you to the location of your shade.
Aid Not Given (Level 6)
You can take a Bonus Action to take the Help action or touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier. You can use this feature as though you were in the shade's space.
Crushing Guilt (Level 11)
You can expend 3 Focus Points to release your pent-up guilt in a crushing wave that drops your foes to their knees. Creatures of your choice in a 20-foot Emanation originating from you or your shade must make a Wisdom saving throw against your Focus Point save DC. On a failed save, a creature takes Psychic damage equal to three rolls of your Martial Arts die and has the Prone condition. On a successful save, a creature takes half as much damage only.
Relive the Past (Level 17)
Your Shade of Regret now lasts for 10 minutes. After using Flurry of Blows, your Shade can make one additional Unarmed Strike as per Shade Strike. You can also use the Stunning Strike feature through the Shade Strike.
Warrior of Shadow
Warrior of Shadow (Level 3)
Harness Shadow Power for Stealth and Subterfuge
Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.
Shadow Arts
You have learned to draw on the power of the Shadowfell, gaining the following benefits.
Darkness
You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
Darkvision
You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Shadowy Figments
You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.
Shadow Step (Level 6)
While entirely within Dim Light or Darkness, you can use a Bonus Action to 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 next melee attack you make before the end of the current turn.
Improved Shadow Step (Level 11)
You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.
Cloak of Shadows (Level 17)
As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.
Invisibility
You have the Invisible condition.
Partially Incorporeal
You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
Shadow Flurry
You can use your Flurry of Blows without expending any Focus Points.
Warrior of the Ancestors
Warrior of the Ancestors (Level 3)
Let Your Strikes be Guided by Your Ancestors
Monks who choose this tradition have always believed that they should honour their ancestors. And because of that their ancestors want to protect them and let them make a difference.
Unlike many other monks, the ones who choose this tradition don't come from monasteries, but from families they love dearly.
Ancestral Protection
When you choose this tradition at 3rd level, you can feel the presence of your ancestors trying to protect you from harm. As a Bonus Action you can spend 1 Focus Point to gain Temporary Hit Points equal to your Martial Arts Die + your Wisdom modifier.
When you use Flurry of Blows or Ancestral Blow, you can replace one of those attacks for this feature, without expending a Focus Point.
Ethereal Sight
Also at 3rd level, you can see between the veil of the living and the dead. You gain 30 feet of ethereal sight, which allows you to see both the material and the ethereal plane.
Ancestral Blow
Also at 3rd level, you can use a bonus action to spend 1 Focus Point to make your ancestors attack two creatures you can see within 30ft of you. Make a melee attack roll, using Wisdom, for each creature they attack. The force damage is equal to your Martial Arts die + your Wisdom modifier.
Ethereal Helpers (Level 6)
Starting at 6th level, you can contact your ancestors to help you in your endeavours. You can now use the Help action, for attacks, as a Bonus Action, as your ancestors will distract the enemy for you.
In addition to that you can use an Action to spend 2 Focus Points to gain the following benefits for 1 hour:
The spirits will help you determine someone's true intentions, giving you advantage on Wisdom (insight) checks.
The spirits will help you locate objects and creatures, giving you advantage on Wisdom (perception) and Intelligence (investigation) checks.
The spirits will relay your messages to anyone within a mile radius, whispering it in their ear. They will also relay the response to you.
Ethereal Strike (Level 11)
Starting at 11th level, you can use the ethereal plane to move from one enemy to the other. When you take the Attack action, you can teleport up to 10ft before each attack. If you attack at least two creatures in this way, you don't have to spend a Focus Point to use Flurry of Blows or Ancestral Blow.
Guardian Angel (Level 17)
Starting at 17th level, your connection with your ancestors is so close that they can send forth a physical manifestation of their will to protect you. As an action you can cast an 8th level Summon Celestial, without requiring the material components and concentration. Wisdom is used for the spell attack modifier.
You can use this feature once, regaining the use when you finish a Long Rest.
Warrior of the Ascendant Dragon
Warrior of the Ascendant Dragon (Level 3)
The Spirit of the Dragon Fuels Every Strike
Warriors of the Ascendant Dragon channel the primal power of dragons, blending their disciplined martial prowess with draconic majesty and might. By attuning to draconic energy, they gain abilities such as breath weapons, flight, and the power to fortify their allies. Whether their power comes from direct contact with a dragon, ancient teachings, or meditation near dragon lairs, these monks seek spiritual harmony with the world's elemental forces, drawing strength from the magic and mysticism of dragons.
| d6 | Origin |
|---|---|
You honed your abilities by aligning your spirit with a dragon's world-altering power. | |
A dragon personally took an active role in shaping your inner energy. | |
You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god. | |
You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic. | |
You found a scroll written in Draconic that contained inspiring new techniques. | |
After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons. |
Breath of the Dragon
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one attack with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Each creature in that area must make a Dexterity saving throw, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest. While you have no uses available, you can expend 2 Focus Points to use this feature again.
Draconic Disciple
You can channel draconic power to magnify your presence and imbue your Unarmed Strikes with the essence of a dragon's breath. You gain the following benefits:
- Draconic Presence
- Draconic Strike
- Tongue of Dragons
Wings Unfurled (Level 6)
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a Fly Speed equal to your Speed.
Aspect of the Wyrm (Level 11)
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a Bonus Action, you can create an Emanation of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
- Frightful Presence
- Resistance
Once you create the Emanation, you can't create it again until you finish a Long Rest, unless you expend 3 Focus Points to create it again.
Ascendant Aspect (Level 17)
Your draconic spirit reaches its peak. You gain the following benefits:
- Augment Breath
- Blindsight
- Explosive Fury
Warrior of the Astral Self
Warrior of the Astral Self (Level 3)
Strength is Born From the Soul, not the Flesh
Warriors of the Astral Self view their physical body as a temporary vessel and believe their true form is an astral self—an ethereal embodiment of their spirit. This translucent form, visible only when summoned, reflects the monk's soul and varies based on their inner nature. It can represent order, protection, empowerment, or dominance, and may not resemble their physical appearance. As they progress, monks harness their astral self's power to defend the weak or assert their will, guided by their core motivations and ideals.
Arms of the Astral Self
At the beginning of your turn, you can expend 1 Focus Point to summon your Arms of the Astral Self. When you do so, each creature of your choice that you can see within 15 feet of you must succeed on a Dexterity saving throw or take Force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these Arms of the Astral Self hover near your shoulders or surround your arms (your choice). You determine the arms appearance, and they vanish early if you have the Incapacitated condition, die or choose to dismiss them.
While the Arms of the Astral Self are present, you gain the following benefits:
- Mind Over Body
- Astral Strikes
- Reach
- Astral Deflect
Visage of the Astral Self (Level 6)
When you activate your Arms of the Astral Self, you can also summon the Visage of your Astral Self. This visage covers your face like a helmet or mask. You determine its appearance. It vanishes when your Arms of the Astral Self do.
While the spectral visage is present, you gain the following benefits.
- Astral Sight
- Wisdom of the Spirit
- Word of the Spirit
- Spirit Bypass
Body of the Astral Self (Level 11)
When you have both your Arms of the Astral Self and your Visage of the Astral Self active, you can cause the body of your Astral Self to appear (no action required). This spectral body envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits:
- Empowered Deflection
- Empowered Arms
Awakened Astral Self (Level 17)
Your connection to your Astral Self reaches its peak, allowing you to fully unleash its potential. As a Bonus Action, you can expend 4 Focus Points (or 3 Focus Points if your Astral Arms are already active) to summon the arms, visage, and body of your Astral Self and awaken it for 10 minutes. This awakening ends early if you have the Incapacitated condition or die.
While your Astral Self is awakened, you gain the following benefits:
- Armor of the Spirit
- Astral Barrage
- Astral Deflection
- Soulsight
Astral Projection (Level 17)
You can expend 10 Focus Points to cast the Astral Projection spell. When you cast this spell in this way, you don't require Material components and you can only affect yourself, unless you expend 2 additional Focus Points for each additional creature you want to affect, up to your Wisdom modifier. Once you cast Astral Projection this way, you can't do so again until you finish a Long Rest.
Warrior of the Drunken Fist
Warrior of the Drunken Fist (Level 3)
The Path to Victory is Never Straight
The Warrior of the Drunken Fist follows an unorthodox fighting style, mimicking the staggered, erratic movements of a drunkard to bewilder opponents. What appears to be a clumsy stumble is, in fact, a precise and elusive combat technique, where blocks, parries, and strikes blend seamlessly into a chaotic, yet calculated, rhythm. These warriors use humor and unpredictability to frustrate enemies, often playing the fool to disarm arrogance or lift spirits. However, in battle, they are far from clumsy, proving to be unpredictable and formidable foes.
Drunken Technique
Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
- Homebrewed
- Twist and Turn
Tipsy Sway (Level 6)
You can move in sudden, swaying ways. You gain the following benefits.
- Leap to Your Feet
- Redirect Attack
Drunken Grace (Level 11)
Your unpredictable movements and iron constitution make you seem untouchable, shrugging off toxins and turning fortune in your favor.
- Poison Resilience
- Drunkard's Luck
Intoxicated Frenzy (Level 17)
Your chaotic fighting style lets you overwhelm multiple foes or relentlessly batter a single opponent with a flurry of strikes.
- Cluster Frenzy
- Singular Frenzy
Warrior of the Elements
Warrior of the Elements (Level 3)
Wield Strikes and Bursts of Elemental Power
Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.
Elemental Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach
When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes
Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Manipulate Elements
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
Elemental Burst (Level 6)
As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.
Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
Stride of the Elements (Level 11)
While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
Elemental Epitome (Level 17)
While your Elemental Attunement is active, you also gain the following benefits.
Damage Resistance
You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
Destructive Stride
When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
Empowered Strikes
Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Warrior of the Kensei
Warrior of the Kensei (Level 3)
The Blade's Precision Reveals the Soul's Intent
Warriors of the Kensei, otherwise known as Sword Saints, dedicate themselves to mastering their chosen weapons until these tools become extensions of their very being. Rooted in the art of swordsmanship, this tradition has grown to encompass a wide variety of weapons. A Kensei warrior approaches his weapon as an artist would a paintbrush or a pen, using it to channel the elegance and precision of his martial prowess. His exceptional skill is the result of unwavering dedication, rigorous practice, and deep study.
Kensei Warrior's Training
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
- Kensei Weapons
- Weapon Mastery
- Way of the Brush
Kensei Weapon's Soul
Your training in monk weapons allows you to use them as an extension of your soul.
- Kensei Strikes
- Agile Parry
- Kensei's Shot
One with the Blade (Level 6)
You extend your focus into your monk weapons, granting you the following benefits.
- Magic Kensei Weapons
- Deft Strike
Sharpen the Blade (Level 11)
You gain the ability to augment your weapons further with your focus. As a Bonus Action, you can expend up to 3 Focus Points to grant a Monk weapon you touch a bonus to attack and damage rolls equal to the number of Focus Points you spent. This bonus lasts for 10 minutes or until you use this feature again.
If you want to use this effect on a magic weapon, you need to spend twice the number of Focus Points. If the weapon already has a bonus to attack and damage rolls, the attack and damage bonus of the weapon when you apply this effect cannot be higher than 4.
Weapon Sage (Level 17)
Your mastery of weapons brings out the potential of your Kensei weapons. You gain the following benefits with each weapon mastery property:
- Nick
- Push
- Sap
- Slow
- Topple
- Vex
Warrior of the Leaden Crown
Warrior of the Leaden Crown (Level 3)
Harness the Will to Resist
In contrast to the esoteric ideals of other orders, Warriors of the Leaden Crown have practical aims: the self-governance of all people. These Monks see history as a series of clashes between groups of powerful beings where Humanoids are at best collateral damage and at worst disposable pawns. To break this cycle of dependence and destruction, Warriors of the Leaden Crown master mental abilities to fight against the otherworldly powers of the multiverse and protect Humanoid sovereignty.
One component of this plan involves training to do battle with powerful planar foes. The other equally important component is ensuring that Humanoid societies are prepared to overthrow those already dominating them. To that end, these Monks seek political positions that place them in or near decision-making roles where they can influence others to fight back against Arch Seraphs, Arch Daemons, and Primordials.
Subtle Hand
Your martial arts are enhanced by a capacity for telekinetic strikes. During your turn, your reach is 5 feet greater with Unarmed Strikes. In addition, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can choose to have it deal your choice of Psychic damage or its normal damage type.
Psionic Prowess
Your psychic powers have manifested in the ability to cast certain spells. You know the Mage Hand cantrip. You can cast it without Verbal or Somatic components, and you can make the spectral hand Invisible.
In addition, you can cast certain spells by expending Focus Points. You can take a Magic action and expend 1 Focus Point to cast Detect Evil and Good or Protection from Evil and Good. You can also take a Magic action and expend 2 Focus Points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells, and you can cast them without Material components.
Unsubtle Strike (Level 6)
Once on each of your turns when you hit a creature with your Unarmed Strike or Monk weapon, you can force it to make a Strength saving throw against your Focus Point save DC. On a failed save, you can move the target up to 10 feet toward or away from you.
Psychic Crush (Level 11)
Each time you hit a creature with an Unarmed Strike, it gains a Pressure Point. A creature loses all Pressure Points if you cause a different creature to gain a Pressure Point or after 1 minute, whichever comes first. As a Bonus Action, you can expend 1 Focus Point to telekinetically crush a creature with 1 or more of your Pressure Points. The creature loses all Pressure Points and must make a Strength saving throw against your Focus Point save DC. On a failed save, the creature takes 1d8 Force damage per Pressure Point, and it has the Restrained condition until the end of your next turn. On a successful save, the creature takes half as much damage only.
Psionic Mastery (Level 17)
After much training, you have mastered the psionic disciplines necessary to defend mortals from planar threats. As a Magic action, you can spend 5 Focus Points to cast Dispel Evil and Good, Hold Monster, Telekinesis, or Wall of Force. Wisdom is your spellcasting ability for these spells, and you can cast them without Material components.
Warrior of the Living Weapon
Warrior of the Living Weapon (Level 3)
Reshape Your Body for Battle
Warriors of the Living Weapon pursue physical perfection, honing their body as a smith sharpens a sword. Their traditions are drawn from cultures of shape-shifters and creatures who fight with tooth and claw.
Martial Form
At the start of your turn, you can expend 1 Focus Point to manifest your martial form. The form lasts for 10 minutes, until you use this feature again, or until you have the Incapacitated condition. Choose one of the following options when you adopt the form.
Forged Heart
Whenever you hit an object with an Unarmed Strike, the hit is a Critical Hit. In addition, whenever you hit a creature with an Unarmed Strike granted by Flurry of Blows, the target must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Nightmare Shroud
When you use Deflect Attacks, the attacking creature must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition until the end of its next turn.
Traveler's Blade
Your reach increases by 10 feet.
Weretouched
When you reduce an enemy within 5 feet of you to 0 Hit Points, you gain Temporary Hit Points equal to one roll of your Martial Arts die plus your Monk Level.
Mutable Strike
You have the power to alter your natural weapons, growing claws or reinforcing your fists. Whenever you deal damage with your Unarmed Strike, it can deal your choice of Bludgeoning, Piercing, or Slashing damage.
Manifest Blow (Level 6)
You gain one of the following options of your choice.
Forged Heart
Once per turn when you hit a creature with an Unarmed Strike, you can deal extra damage of the same type equal to one roll of your Martial Arts die.
Nightmare Shroud
As a Magic action, you can expend 2 Focus Points to cause psychic energy to erupt from you. When you do so, each creature of your choice in a 30-foot Emanation originating from you must succeed on a Wisdom saving throw. On a failed save, a creature takes Psychic damage equal to three rolls of your Martial Arts die, and has the Frightened condition until the end of your next turn. On a successful save, a creature takes half as much damage.
Traveler's Blade
Once per turn when you hit a creature with an Unarmed Strike, you can use both the Damage and the Grapple option. You are always considered to have a free hand when determining whether you can Grapple another creature.
Weretouched
When you hit the same creature twice on your turn with Unarmed Strike you can expend up to 3 Focus Points to deal extra damage on your second hit. The damage equals a number of rolls of your Martial Arts die equal to the Focus Points expended, and is the same type as your triggering Unarmed Strike.
Reflexive Adaptation (Level 11)
When you use Self-Restoration, the following conditions are added to the list of conditions you can remove: Blinded, Deafened, and Grappled.
In addition, when you finish a Short Rest you can remove 1 level of Exhaustion from yourself and when you finish a Long Rest you can remove all levels of Exhaustion from yourself.
Perfect Form (Level 17)
Whenever you assume your Martial Form, you can expend an additional 3 Focus Points to gain the following benefits for as long as you remain in the form.
Mercurial Strikes
Whenever you attack with an Unarmed Strike granted by Flurry of Blows, you have Advantage.
Regeneration
At the start of your turn, roll one Martial Arts die. You regain that many Hit Points.
Unbreakable Body
You gain a +2 bonus to your Armor Class.
Warrior of the Long Death
Warrior of the Long Death (Level 3)
Death is a Teacher, Heed its Lessons Closely
Warriors 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 use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Touch of Death
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom modifier plus your Monk level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Grim Reaper's Touch (Level 6)
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Necrotic damage or its normal damage type. When you deal Necrotic damage to a creature in this way, that creature can't regain Hit Points until the start of your next turn.
Hour of Reaping (Level 6)
You gain the ability to unsettle or terrify those around you as your soul has been touched by the shadow of death. As an Action you can force each creature of your choice within 30 feet of you that can see you to succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Mastery of Death (Level 11)
Your close bond and familiarity with death give you the following benefits:
- Death's Warm Embrace
- Befriending Death
Touch of the Long Death (Level 17)
Your touch can channel the energy of death into a creature. As a Magic action, you touch one creature within 5 feet of you, and you expend 1 to 10 Focus Points. The target must make a Constitution saving throw, and it takes 2d12 Necrotic damage per Focus Point spent on a failed save, or half as much damage on a successful one. A creature that dies by this damage cannot be revived by any means other than the Wish spell.
Warrior of the Open Hand
Warrior of the Open Hand (Level 3)
Master Unarmed Combat Techniques
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle
The target can't make Opportunity Attacks until the start of its next turn.
Push
The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple
The target must succeed on a Dexterity saving throw or have the Prone condition.
Wholeness of Body (Level 6)
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Fleet Step (Level 11)
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
Quivering Palm (Level 17)
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Warrior of the Pestilent Haze
Warrior of the Pestilent Haze (Level 3)
Spread Virulent Plague with a Touch
Warriors of the Pestilent Haze draw plague into their very beings, folding it into their energy and becoming one with the disease. Monks who follow this tradition wander, often following or even preceding waves of pestilence. Some walk with caution, their touch measured, unleashing sickness only where dense populations must be culled. Others revel in the miasma spreading as far and fast as possible.
Your Miasmic Plague is a unique magical contagion that can take many forms that you weave through your deep connection to the affliction. The Plague Manifestations table offers suggestions for what magical form your signature disease takes as it spreads, as well as its hallmark symptoms.
| 1d10 | Manifestation |
|---|---|
1 | Bloodbreath. Bruise-colored miasma, the edges of which form into slithering tentacles—painful bruises and a hoarse, bloody cough |
2 | Drone Spew. Swarm of monstrous, mutated flies that buzz with a horrifying drone—bleeding ears and intense vomiting |
3 | Festergut. Viscous, gray sewer water that leaves a film on surfaces—intense stomach pain, dehydration, and blood loss |
4 | Gutterpox. Globs of toxic, greenish sludge that oozes erratically to the touch—swollen, green papules and oppressive mucus buildup |
5 | Knell Fever. Hot wind that prickles the skin and howls with the sound of a tolling bell—heat blisters and feverish hallucinations |
6 | Rotface. Numerous spiked, fungal spores that float through the air—rapid rotting of flesh, especially around the eyes and mouth |
7 | The Unclean. Undulating mass of pallid flesh, teeth, and tongues—grotesque, mutated growths such as new tentacle-like appendages and gnashing mouths |
8 | Toadscale. Infected rains filled with venomous, spectral toads—hardened, itchy patches of scaly skin that turn vibrantly colorful and fits of agonized croaking |
9 | Verminplague. Scurrying mass of ravenous, spectral plague rats that gnaw and scratch victims—painful boils and pustules and an incessant, squeaking cough |
10 | Yellow Death. Billowing, skull-shaped clouds of foul-smelling fumes with a sickly yellow hue—debilitating fatigue, muscle aches, and sunken, sallow skin |
Contagious Discipline
You have brewed and concentrated disease within yourself and can now push manifestations of it outward. You gain the following benefits.
Claws of Pestilence
Your nails grow into a set of vermin-like claws. You can deal Slashing damage when you hit with an Unarmed Strike instead of Bludgeoning damage. When you hit a creature with an attack granted by your Flurry of Blows, you deal extra Necrotic damage equal to one roll of your Martial Arts die.
Miasmic Plague
When you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to force the creature to succeed on a Constitution saving throw or be cursed for 1 minute. While cursed, the creature has the Poisoned condition, and it takes extra Necrotic damage from your Unarmed Strikes equal to one roll of your Martial Arts die. A creature can take this damage only once per turn. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
If you forego the extra damage granted by Claws of Pestilence, you can use Miasmic Plague without paying its Focus Point cost.
Gift of Pestilence
Through your observation and meditation, you are attuned to the nature of pestilence and the creatures believed to carry it. You gain the following benefits.
Inoculation
You have Advantage on saving throws to avoid or end the Poisoned condition or magical contagions, and you have Resistance to Poison and Necrotic damage.
Vermin Kinship
Through chittering sounds and hand gestures, you can communicate simple concepts to vermin, such as rats, pigeons, and insects, and you gain the ability to decipher their noises and motions. Vermin lack the intelligence to convey or understand sophisticated concepts, but Friendly vermin could relay what they have seen or heard in the recent past. Additionally, you can cast Animal Messenger using Wisdom as the spellcasting ability targeting a Tiny Beast that is considered vermin and thought to spread plague and disease. Once you cast the spell in this way, you can't do so again until you finish a Long Rest.
Potent Plague (Level 6)
The strain of your plague becomes more virulent and deadly. When you deal Necrotic or Poison damage, you ignore the target's Resistance to those damage types, if any.
Tolling Censer (Level 6)
You can unleash a cloud of miasma upon your enemies. As a Magic action, you can expend 2 Focus Points to unleash a cloud of miasma in a 20-foot Emanation originating from you. Each creature of your choice in that area must make a Constitution saving throw. On a failed save, a creature takes Necrotic damage equal to two rolls of your Martial Arts die and is cursed by your Miasmic Plague. On a successful save, it takes half as much damage only.
Miasmic Contagion (Level 11)
The strength of your Miasmic Plague has increased, granting you the following benefits.
Choking Miasma
Constitution saving throws against your Miasmic Plague have Disadvantage.
Scurrying Spread
When you expend 1 Focus Point to use your Step of the Wind, until the end of the turn, when you enter a space within 5 feet of any creature of your choice, it must succeed on a Constitution saving throw or be cursed by your Miasmic Plague. A creature makes this save only once per turn.
Epidemic (Level 17)
Your plague has reached the height of its potency and its symptoms rapidly afflict your foes. Your Miasmic Plague ignores a target's Immunity to the Poisoned condition. Additionally, when you deal Necrotic damage to a target cursed by your Miasmic Plague, it takes extra Necrotic damage equal to one roll of your Martial Arts die.
Warrior of the Street
Warrior of the Street (Level 3)
Strike with Combos and Special Moves
"Street fighting" is an urban discipline founded on necessity, whose blindingly fast, unique brand of martial arts has been honed and perfected in back-alley brawls and tournaments alike. Monks who adopt this relatively new technique place comparatively little value on spiritual enlightenment and inner focus; the thrill of split-second timing, rapid combos, and decisive knock-outs drive them to become the best combatants in the world
Combo
When you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to begin a combo. Until the end of the current turn, you gain a +2 bonus to attack rolls of your Unarmed Strikes. This bonus increases by 2, up to a maximum of +6, for each successive hit on the current turn. This bonus resets to +2 if you take damage or miss with an attack roll.
Iron Fist
Whenever you hit an object with an Unarmed Strike, the hit is a Critical Hit.
Special Moves (Level 6)
You have memorized patterns of discrete movements that allow you to use the following special moves.
Energy Blast
When you take the Attack action on your turn, you can expend 1 Focus Point to replace one of your attacks with a blast of energy. One creature of your choice that you can see within 60 feet makes a Dexterity saving throw, taking Force damage equal to two rolls of your Martial Arts die, or half as much damage on a successful save.
Guard Breaker
If you make an attack roll with your Unarmed Strike and miss the target, you can expend 1 Focus Point to perform a Guard Breaker. This Unarmed Strike deals damage equal to your Dexterity modifier to the target. This miss doesn't reset your Combo bonus to attack rolls.
Uppercut
When you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus point to make an uppercut. You can push the target up to 5 feet away from you and give the target the Prone condition if it is Large or smaller.
Air Dash (Level 11)
On your turn, you can expend 1 Focus Point to gain a Fly Speed equal to your Speed until the end of your next turn (no action required). You have Advantage on the next melee attack you make before the end of the current turn.
K.O. (Level 17)
Once per turn when you hit a creature with an Unarmed Strike, you can attempt to knock the target out. The target takes extra Force damage equal to three rolls of your Martial Arts die. If the target has 100 Hit Points or fewer after you deal damage with the Unarmed Strike, it has the Unconscious condition for 10 minutes.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending 5 Focus Points (no action required).
Warrior of the Sun Soul
Warrior of the Sun Soul (Level 3)
Unleash the Sun's Energy with Every Strike
Warriors of the Sun Soul harness their inner energy to manifest intense bursts of radiant light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. This tradition emphasizes the purity and strength that can be drawn from the light within, transforming the monk into a beacon of celestial energy.
Radiant Sun Soul
Your solar soul emanates from you in the following ways.
- Radiant Sun Bolt
- Radiant Sun Light
Searing Arc Strike (Level 6)
As a Bonus Action, you can expend up to 3 Focus Points to cause a 15-foot Cone of fire to come out of your hands. Roll a number of Martial Arts dice equal to 1 plus the amount of Focus Points expended. Each creature inside the cone must make a Dexterity saving throw, taking Fire damage equal to the total rolled on a failed save and half on a success. Any objects not being worn or carried start burning.
You can expend additional Focus Points as you gain Monk levels. You can expend 4 Focus Points at level 5, 5 at level 9, and 6 at level 17.
Searing Sunburst (Level 11)
As a Magic action, you magically create an orb and hurl it, where it erupts in a 20-foot-radius Sphere centered on a point within 150 feet of yourself.
Each creature in the 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.
You can increase the sphere's damage by expending Focus Points points. Each point you expend, to a maximum of 3, increases the damage by 2d6.
Sun Shield (Level 17)
As a Magic action while in bright light, you can expend 3 Focus Points to illuminate yourself for 1 minute, until you have the Incapacitated condition, or until you end your turn in Darkness. While illuminated you gain the following benefits.
- Rising Sol
- Melting Aura
- Reaching Rays
Warrior of the Warped
Warrior of the Warped (Level 3)
Wield Warped, Flexible Limbs
Those who are exposed to the hideous lights of the Void essentially unravel. It is a gruesome sight to behold. However, trained Monks exert a specific resilience to this fate, as their Focus allows them to restrict and even harness the "warp" of the voidlights. No living thing can completely resist the influence of the Void, however, and warped Monks exhibit a characteristic, almost cartoonish pliability that allows them to stretch their arms and bodies with rubbery ease.
Flexile Fists
Your limbs are pliant, extensible things that you can manipulate with your Focus. You gain the following benefits.
Big Fists
When you take the Attack action, you can expend 1 Focus Point to increase your Martial Arts die by one step (1d6 → 1d8 → 1d10 → 1d12 → 2d6) until the end of your turn.
Reach
When you make an Unarmed Strike, your reach is 5 feet greater than normal.
Rebound Strike
Once per turn when you miss with an Unarmed Strike, you can expend 1 Focus Point to reroll it and you must use the new roll.
Rubbery Body (Level 6)
When you use your Deflect Attacks, you can redirect the attack's force even if you don't reduce the damage to 0. When you redirect an attack, the target takes damage equal to three rolls of your Martial Arts die, instead of two rolls, plus your Dexterity modifier.
Spring Knees (Level 11)
Your springy form lets you weave through the battlefield with agility. You gain the following benefits.
Escape Artist
You can take a Bonus Action to end the Grappled condition on yourself or to escape nonmagical restraints.
Slippery Movement
Opportunity Attacks have Disadvantage against you.
Gatling Strikes (Level 17)
You can use a Magic action and expend 3 Focus Points to unleash a barrage of Unarmed Strikes in a 30-foot Cone. You can make two Unarmed Strikes against each creature in the area. Make separate attacks against each target.
Way of Atonement
Way of Brutality
Way of Concordant Motion
Way of Devils
Way of Empathy
Way of Ferocity
Way of Frost
Way of Gravitation
Way of Gravity
Way of Hate
Way of Hundred Hands
Way of Internal Alchemy
Way of Iron and Steel
Way of Kabuki
Way of Mercy
Way of Mundanity
Way of Pandemonium
Way of Predation
Way of Pride
Way of Repair
Way of Rhalgr
Way of Shadow
Way of Street Fighting
Way of the Aether
Way of the Apache
Way of the Arcane Hand
Way of the Argent Fist
Way of the Ascendant Dragon
Way of the Astral Self
Way of the Beyond
Way of the Black Star
Way of the Bloodied Fist
Way of the Boulder
Way of the Boulder
Way of The Bow
Way of the Brawler
Way of the Celestial
Way of the Cobalt Soul
Way of the Cobalt Soul
Way of the Cobalt Soul
Way of the Conduit
Way of the Cosmic Mind
Way of the Courtesan
Way of the Dragon
Way of the Dragon Turtle
Way of the Dragon Turtle
Way of the Dragon Warrior
Way of the Drunken Master
Way of the Eight Gates
Way of the Elements
Way of the Elements
Way of the Esoteric Ki
Way of the Eternal Spirit
Way of the Feral Warrior
Way of the Fire Dancer
Way of the Firedancer
Way of the Five Forms
Way of The Flagellant
Way of the Flesh
Way of the Flowing River
Way of the Flying Fist
Way of the Four Elements
Way of the Four Elements
Way of the Four Elements (Expanded)
Way of the Four Elements (Expanded)
Way of the Four Elements (Remastered)
Way of the Four Elements Streamlined
Way of The Four Fists
Way of the Gladiator
Way of the Great Oak
Way of the Gun Fu
Way of the Humble Elephant
Way of the Hurler
Way of the Hurricane
Way of the Inner Eye
Way of the Iron Grasp
Way of the Jiangshi
Way of the Kensei
Way of the Kensei (Revised)
Way of the Leaden Crown
Way of the Living Weapon
Way of the Long Death
Way of the Lunar Soul
Way of the Mantis
Way of The Mask
Way of the Meridian
Way of the Miko
Way of the Moonlit Guile
Way of the Mystic Force
Way of the Nine Seals
Way of the Noble Serpent
Way of the Nomad
Way of the Observed Form
Way of the Oni
Way of the Open Hand
Way of the Opened Eye
Way of the Peaceful Warrior
Way of the Pestilent Haze
Way of the Presence
Way of the Primal Forces
Way of the Prophet
Way of the Prophet (Level 3)
Righteous Strike (Level 6)
At 6th level, when you hit a target with an unarmed strike, you can spend 1 ki point to cause the attack to deal either radiant (if you are good-aligned or neutral-aligned) or necrotic (if you are evil-aligned) damage equal to your proficiency bonus. You can use this feature only once on each of your turns.
Blessed Chosen (Level 11)
Beginning at 11th level, you are protected by the forces who spur your mission. If you are reduced to 0 hit points, you immediately regain hit points equal to your monk level. Alternatively, you can use an action to touch a fallen creature that has been dead for no longer than 10 minutes, and they return to life with hit points equal to your monk level.
You must finish a long rest before you can use this feature again.
Force of Personality (Level 17)
Whenever any creature tries to attack you for the first time on a turn, you can use your reaction to roll a Charisma (Performance or Persuasion) ability check. If your check is higher than the creature's Wisdom ability score, it can't attack you on this turn, and it must choose a new target for its attack, or the attack is wasted.