Monk

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and other published materials, will be listed here for ease of access.

Credit where its due, much of the description on this page is taken from and inspired by the Alternate Monk document created by *Laserllama Homebrew* (https://www.gmbinder.com/profile/laserllama).

## Monk Characteristics

Please see pages 76-77 in the *D&D 5e Player's Handbook.*

## Class Features

### Monk Basics

#### 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, throwing knives, and any weapon with the "monk weaponry" attribute

**Tools:** Choose one type of artisan's tools or one musical instrument

**Saving Throws:** Dexterity, Wisdom

**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Nature, Religion, and Stealth

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a shortsword or (b) any simple weapon
* (a) a shortbow and 20 arrows or (b) 20 darts
* (a) a dungeoneer's pack or (b) an explorer's pack

### Unarmored Defense

Through honed reflexes and careful observation, you can protect yourself even when unarmored. 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.

### Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords, throwing knives, and any simple melee weapons that don't have the two-handed or heavy property. Weapons with the "monk weaponry" attribute are also counted as monk weapons when wielded by a monk (such as the dai bo and knuckledusters).

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, as well as Athletics checks made to grapple or shove a creature

* You can roll your Martial Arts damage die in place of the normal damage of your unarmed strike or monk weapon. This die starts out as a d6 and changes as you gain monk levels, as shown in the Martial Arts column of the Monk table above.

* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn

### Ki

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, the maximum amount of ki points you can have is equal to your monk level + your Wisdom modifier (minimum of 1). 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.

You can spend ki points to fuel various ki features, known as Techniques. You start with three techniques of your choice from the techniques list at the end of this class description. As you gain more levels in this class, you can learn more techniques, as shown in the Techniques column of the Monk table above. Each time you gain a Monk level, you can choose a technique you know and replace it with another technique of your choice.

Techniques rely on your mastery of body and spirit, and their effectiveness grows in proportion to your self discipline. When a technique requires a saving throw, the saving throw DC is calculated as follows:

**Technique save DC** = 8 + your proficiency bonus + your Wisdom modifier

### Flurry of Blows

At 2nd level, when you take the Attack action, you can spend 1 ki point to make two unarmed strikes as a bonus action. When you reach 11th level in this class, you can make three unarmed strikes when you use this feature.

### Unarmored Movement

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.

### Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: Way of the Drunken Master, Way of the Open Hand, Way of Radiance, Way of the Reaper, Way of the Shadow Arts, or Way of the Wu Jen, all of which are detailed at the bottom of this page; you can also choose any other official tradition found in published D&D 5e rulebooks. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

### Inner Peace

Also at 3rd level, your ability to maintain a calm and serene spirit amidst the chaos of combat allows you to conduct a short meditation to regain expended ki points. During combat, you can use your Action to regain a number of ki points equal to a single roll of your Martial Arts die. You can only use this feature if you have not moved since the start of the current turn, and after you use this feature your speed is reduced to 0 until the end of the current turn.

At level 14, you can move during the same turn that you use this feature.

### Ability Score Improvement

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. Alternately, you can learn a Feat instead of increasing your ability scores.

### Slow Fall

Beginning at 4th level, any fall damage you take is reduced by an amount equal to five times your monk level. You can only use this feature if you are conscious. If this feature reduces the fall damage you would take to 0 you can choose to land on your feet.

### Extra Attack

Beginning at 5th level, you can attack twice. instead of once, whenever you take the Attack action on your turn.

### Deflect Missiles

Also at 5th level, when you are hit by a ranged weapon attack, you can use your reaction to reduce the incoming damage by an amount equal to your Martial Arts die + your Monk level + your Dexterity modifier. If you reduce the damage of the attack to 0 you can choose to catch the projectile if you have a free hand.

If you caught the projectile, you can then spend 1 ki point as part of the same reaction to make a ranged (20/60) attack with the projectile. You are proficient with this attack and the attack's damage is determined by your Martial Arts die.

### Enlightened Fist

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Evasion

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,

### Stillness of Mind

You can quiet your mind in order to regain control of yourself. Starting at 7th level, if you are charmed or frightened at the start of your turn, you can choose to immediately end either of the conditions on yourself. If you do so, you cannot take an action on that turn.

### Spirit of Tranquility

Beginning at 9th level, the strength of your spirit enhances your physical and mental defenses. Whenever you make a saving throw while you are conscious you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

### Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Also, whenever you make a saving throw and fail, you can spend 1 ki point to reroll that save and must use the second result.

### Timeless Body

At 15th level, you have detached yourself from the base necessities of the flesh. You no longer require food or water and you suffer none of the frailties of old age. Additionally, for every 10 years that passes your body ages by only 1 year.

### Ascended Soul

At 20th level, when you roll for initiative and have no ki points remaining, you regain a number of ki points equal to twice your Wisdom modifier (minimum of 2 ki points). Furthermore, your mastery over both body and spirit grants you proficiency to all saving throws.

## Monastic Tradition

The following traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor many traditions and instruct each monk according to his or her aptitude and interest. All of the listed traditions rely on the same basic techniques. diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

### Way of the Drunken Master

Monks who follow the Way of the Drunken Master are often misunderstood social pariah who has abandoned the frivolous manners of so-called "civilized conduct" in pursuit of a truer and pure understanding of the self. In combat, the drunken master mimics the jerky, unpredictable movements of a drunkard, swaying and teetering on seemingly unsteady feet to sell the guise of an incompetent combatant who can prove aggravatingly difficult to engage. Concealed behind this erratically stumbling act are a series of carefully executed dances of blocks, parries, advances, attacks, and retreats.

#### Bonus Proficiencies

When you adopt this Tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it, as 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. Finally, you gain proficiency in the use of improvised weapons, and these weapons become monk weapons for you.

#### Drunken Technique

Also 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 movement 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 a ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to remove the disadvantage for that roll.

#### Drunkard's Way

Also starting at 11th level, your experience with using alcohol as a way to delve into your inner being has allowed your body to react differently to the effects of alcohol. When you consume alcohol, you apply these changes to the rules for intoxication as found on the Conditions page:

* Whenever you make a Constitution saving throw to resist the increase of intoxication levels, you can either choose to fail the save or gain advantage on the save.
* The Constitution saving throw DC for all alcohol you consume are decreased by an amount equal to half your proficiency bonus (rounded down).
* Regardless of what level of intoxication you reach before taking a long rest, you do not suffer the effect of hangover.
* You can, as a bonus action, spend 2 ki points to either increase or reduce your level of intoxication by 1.
* You refer to the following table, instead of the one found on the Conditions page, for what each different level of intoxication does for you. Similar to the normal intoxication effects table, you experience the effects of both your current level of intoxication and of the lower levels.

Intoxication Effects
While prone, you gain the following benefits:
* You no longer suffer disadvantage on your attacks
* Attacks made against you while the attacker is within 5 feet of you no longer have advantage
* Instead of crawling, you can move at half your movement speed

Furthermore, you can drop to prone from standing with only 5 feet of movement
 2
 3
 4
 5
 6

#### Master Drunkard

You have became one with your true self, albeit one that only presents itself while you're fully inebriated, and it is difficult for others, and sometimes yourself, to tell the difference between whether you are drunk or sober. Be that as it may, your current state has granted you access to skills and abilities that other can only look upon in awe. Upon reaching 17th level in this class, you gain the following benefits:

* **Dragon's Belch.** As an action, you spend a number of ki points equal to 6 minus your intoxication level as you channel your alcohol-laced ki into a cone that forces all creatures in the cone to make a Constitution save, on a failure, a creature gains a certain level of intoxication; after using this action, your intoxication level drops to 0
	+ The range of the cone increases by 10 feet for each level of intoxication you have (e.g. at level intoxication level 1, the range is 10 feet; at intoxication level 5, the range is 50 feet)
	+ The DC for the Constitution save is 10 + twice your level of intoxication
	+ The level of intoxication gained by a creature that fails the Constitution save is half your level of intoxication, rounded up
* If you have at least 2 levels of intoxication, you can also use the Redirect Attack feature from Tipsy Sway against ranged attack rolls that misses you, and you can cause that missed attack to hit a creature of your choice, other than the attacker, that you can see within 30 feet of you.
* If you have at least 3 levels of intoxication, you can use the Deflect Missile feature without using your reaction. You must use a reaction if you are throwing the projectile however.
* If you have at least 4 levels of intoxication, you decrease the cost of using Drunkard's Luck to 1 ki point.
* If you have at least 5 levels of intoxication, you can use the Redirect Attack feature from Tipsy Sway without using your reaction.
* If you have no levels of intoxication when you roll initiative, you can spend a number of ki points as your roll initiative and increase your intoxication level to the level equaling the amount of ki points you've spent.

### Way of the Open Hand

All monks are warriors, but monks who follow the Way of the Open Hand train relentlessly to forge their bodies into the deadliest of weapons. While they do not neglect spiritual training, monks that subscribe to the Open Hand philosophy pride themselves on their skill with the martial arts, and it is exceptionally rare to see an Open Hand monk use weapons other than their fists.

#### Disciple of Many Forms

When you adopt this Tradition at 3rd level, you learn one of the following techniques of your choice: Arresting Strike, Crippling Strike, or Empowered Strike, this technique doesn't count against your total number of techniques known. You are free to replace this technique with another one when you level up in this class.

#### Flurry of Fists

You attack with blinding speed when not fettered by weapons of wood and metal. Also at 3rd level, when you take the Attack action and make only unarmed strikes, you can make one additional unarmed strike as part of that Attack action.

When you use this feature, you cannot make an additional unarmed strike with your bonus action unless you use Flurry of Flows.

#### Ebb and Flow

Beginning at 6th level, you can use the momentum of your foe to exploit the weaknesses in their form. When a creature within your reach misses you with a melee attack, you can use your reaction to do one of the following:

* Force it to make a Dexterity saving throw. On a failed save, it is knocked prone and has its speed reduced to 0 until the end of its turn. Creatures at least one size larger than you have advantage on their save
* You can make one unarmed strike against the creature

#### Devastating Strike

Starting at 11th level, your fists strike with enough force to disrupt the flow of your foe's ki. When you score a critical hit with an unarmed strike, the target has disadvantage on any saves you force it to make as part of that attack.

#### Master of Many Forms

You are able to master new techniques with ease. Also at 11th level, whenever you finish a long rest, you can replace one of the techniques you know with another technique of your choice that you meet the prerequisites for.

#### Grand Master of the Open Hand

You are an unparalleled master of martial arts and are able to strike with wondrous speed and power. Upon reaching 17th level in this class, you gain the following benefits:

* When you use Flurry of Blows you can make four unarmed strikes as part of that bonus action
* When you use Flurry of Fists you make two additional unarmed strikes as part of that action instead of one
* When you Ebb and Flow to make an unarmed strike against a creature, you can make two unarmed strikes

### Way of Radiance

Legends tell of wandering sages who can channel wondrous bursts of light from within their bodies. Monks who follow the Way of Radiance have such fine control over their spirit that they can assault others with blasts of ki. These luminous warriors travel the land, standing as champions for justice and peace, and promote harmony amongst all peoples.

#### Radiant Bolt

When you adopt this Tradition at 3rd level, you can focus your ki into bolts of searing light. Whenever you make an unarmed strike, you can replace that attack with a radiant bolt attack.

Radiant bolt attacks are ranged Martial Arts attacks that use your Dexterity for attack rolls, and deal radiant damage equal to your Martial Arts die + your Dexterity modifier + your Wisdom modifier. They have a normal range of 30 feet, and a long range of 90 feet.

#### Spirit of Light

The light of your spirit protects you and can spill out into the world around you. At 3rd level you gain the following benefits:

* You gain resistance to radiant damage
* You can cast the *Light* cantrip. Wisdom is your spellcasting modifier
* You have advantage on saves to resist being blinded

#### Searing Blast

Starting at 6th level, you can create searing blasts of radiant ki. As a bonus action, you can force creatures in a 15-foot cone to make a Dexterity save. On a failed save, creatures in the area takes radiant damage equal to three rolls of your Martial Arts die, while on a success they take half as much damage.

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. If you are out of uses, you can expend 1 ki point to use this feature again.

#### Luminous Burst

Your spirit brims with burning radiance that you can channel it to purify the world around you. Beginning at 11th level, you can use an action to create a luminous orb and hurl it at a point that you can see within 150 feet, where it explodes in a burst of light. Creatures in a 20-foot sphere centered on that point must make a Dexterity save, taking 8d6 radiant damage on a failed save, or half as much on a success.

When you use this feature you can expend additional ki points to empower the burst. For each additional ki point you expend, the damage of the explosion increases by 1d6 radiant damage.

You can use this feature a number of times equal to you Wisdom modifier (minimum of once) and you regain all expended uses when you finish a long rest. If you are out of uses, you can expend 3 ki points to use this feature again.

#### Grand Master of Radiance

Your radiant spirit can stand against the greatest powers of darkness. At 17th level, you gain the following benefits:

* You gain a flying speed equal to your movement speed
* You become wreathed in light. You shed bright sunlight in a 30-foot radius and dim sunlight for an additional 30 feet beyond that. You can extinguish or restore the light as a bonus action
* The radiant damage from you radiant bolt, searing blast, and luminous burst attacks all count as true sunlight

### Way of the Reaper

While most monasteries teach their students to live their life to its fullest potential, some are obsessed with the take of life. Such orders follow the Way of the Reaper. Monk in these orders are experts at snuffing out the lives of other mortals and they learn to use deathly ki to fuel their own martial prowess.

#### Frightful Touch

When you adopt this Tradition at 3rd level, you learn to infect another creature's mind with overwhelming fear. When you deal your Martial Arts damage to a creature, you can force the target to make a Wisdom save. On a failed save, the creature is frightened of you until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you are out of uses, you can expend 1 ki point to use this feature again.

#### Necrotic Spirit

Your obsession with death infects every party of you: body, mind, and soul. Also at 3rd level, you gain the following benefits:

* You can cause your unarmed strikes to deal necrotic damage in place of the normal bludgeoning damage
* You gain resistance to necrotic damage
* You have advantage on saves to resist being frightened

#### Sinister Vitality

Beginning at 6th level, you can shroud yourself with necrotic vitality. As a bonus action, you can grant yourself temporary hit points equal to your Monk level. While you have these temporary hit points, you are resistant to nonmagical bludgeoning, piercing, and slashing damage.

#### Armor of the Grave

You have became so familiar with death that you can resist its grasp when you are at its door. Starting at 11th level, when you are reduced to 0 hit points but is not killed outright, you can spend 1 ki point to fall to 1 hit point instead.

#### Grand Master of Death

You have learned to channel your deathly ki through the slightest touch. Starting at 17th level, when you take the Attack action on your turn, you can touch a creature in place of one of your attacks, expending 1 to 10 ki points, and force the target to make a Constitution save. The target takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a success. A creature that is frightened of you has disadvantage on their Constitution save.

### Way of the Shadow Arts

While most practitioners of martial arts place high value on honorable conduct and combat, those who follow the Way of the Shadow Arts exploit every weakness possible. Sometimes known as ninjas, monks who follow this tradition are commonly found filling the roles of assassins, spies, and infiltrators, using darkness to their advantage and striking only when their success is assured.

#### Eyes of Midnight

You have mastered the art of fighting in darkness. When you adopt this Tradition at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.

In addition, you have advantage on any Dexterity (Stealth) checks you make while you are in dim light or darkness.

#### Shadow Arts

Also starting at 3rd level, you can draw forth the darkness from your own spirit to reproduce the effects of certain spells. As an action, you can cast each of the following spells once without requiring any spell slots or material components: *Darkness*, *Darkvision*, *Pass Without Trace*, or *Silence*. You can see through magical darkness produced by the effects of any spell you cast.

After you cast a spell, you cannot cast it again until you finish a long rest. You can also spend 2 ki points to cast a spell again.

#### Shadow Step

You move as an undetected shadow through the darkness. Starting at 6th level, you can step from one shadow into another. When you are in dim light or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. After teleporting this way, you have advantage on the first unarmed strike or monk weapon attack you make before the end of that turn.

#### Cloak of Shadows

Starting at 11th level, you can become one with the darkness. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you attack, cast a spell, or move into an area of bright light.

While invisible, you can make an opportunity attack as a reaction when a creature moves within your reach.

#### Grand Master of Shadows

You are an unrivaled master of the Shadow Arts. Beginning at 17th level, you can cast the spells you gained from the Shadow Arts feature an unlimited amount of times without expending ki.

You have also mastered the advanced shadow arts. As an action, you can cast *Greater Invisibility* or *Shadow of Moil*, targeting only yourself, without expending a spell slot or needing to provide material components.

Once you cast a spell, you cannot cast it again until you finish a long rest. You can also spend 4 ki points to cast a spell again.

### Way of the Wu Jen

Rather than focusing inwards, some monks attune themselves to the forces of nature. Known as the Wu Jen, these reclusive sages augment their skills with the powers of the five elements: air, earth, fire, water and wood. Through meditation, they learn to produce overwhelming displays of elemental power.

#### Disciple of the Elements

When you adopt this Monastic Tradition at 3rd level, you learn ancient monastic arts that allow you to cast spells.

***Spell Slots.*** The Wu Jen Spellcasting table below shows how many spell slots you have, and the level of those slots. All of your spell slots are the same level. To cast a Wu Jen spell of 1st-level or higher, you must expend a spell slot. You use the spell's casting time and other rules, but you don't need to provide any material components.

For example, as a 7th level Wu Jen, you have two 2nd-level spell slots from your Wu Jen Spellcasting. To cast the 1st-level spell *Thunderwave*, you must spend one of those slots, and you cast the spell as a 2nd-level spell.

You regain all expended Wu Jen spell slots when you finish a short or long rest. Alternatively, you can convert ki points into spell slots, by spending an amount of ki equaling twice the level of your spell slots.

***Spells Known of 1st-Level and Higher.*** You learn two 1st-level spells of your choice from the Wu Jen spell list. The Spells Known column of the Wu Jen Spellcasting table shows when you can learn more Wu Jen spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown on the table's Slot Level column for your level.

When you reach 7th level, for example, you learn a new Wu Jen spell of your choice, which can be 1st- or 2nd-level.

When you gain a level in Monk, you can choose a Wu Jen spell you know and replace it with another spell from the Wu Jen spell list, which must be of a level for which you have spell slots.

***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Wu Jen spells, and you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

#### Elemental Attunement

Also at 3rd level, you can learn to control the five elements in minor ways. When you learn a Wu Jen spell, you also learn the elemental cantrip that corresponds with the element of that spell: Air (*Gust*), Earth (*Mold Earth*), Fire (*Control Flames*), Water (*Shape Water*), and Wood (*Druidcraft*). Wisdom is your spellcasting ability for any cantrip you learn this way.

If you replace all of your Wu Jen spells of a certain element you also loose the ability to cast the corresponding cantrip.

#### Fist of the Elements

You can empower your fists with the elemental energies. Starting at 6th level, when you hit a creature with an unarmed strike, you can choose to deal elemental damage that corresponds to the element of the Wu Jen spell you know, instead of normal damage: Air (lightning), Earth (thunder), Fire (fire), Water (cold), or Wood (acid).

Also, when you use your action to cast a Wu Jen spell, you can make one unarmed strike as a bonus action.

#### Spiritual Flow

You weave your martial arts with magic. Starting at 11th level, when you cast a Wu Jen spell with a casting time of 1 action, you can spend 2 ki points to cast it as a bonus action.

#### Grand Master of the Elements

Beginning at 17th level, you can use an action to assume an elemental form for 1 minute. This form ends early if you are incapacitated or you use a bonus action to end it. Once you use this feature you must finish a long rest before you can use it again, unless you expend 6 ki points to do so.

While in your elemental form you gain the benefits listed below, so long as you know a Wu Jen spell of that element.

***Air.*** You gain a flying speed of 60 feet and can hover.
***Earth.*** You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
***Fire.*** Any creature that hits you with a melee attack takes fire damage equal to one roll of your Martial Arts die.
***Water.*** Critical hits scored against you become normal hits.
***Wood.*** You gain temporary hit points equal to your Wisdom score at the start of each of your turns.

#### Wu Jen Spell List

Below are the spells available to Wu Jen monks, organized by spell level. The spells listed below have also been assigned one of the five Wu Jen elements: Air (A), Earth (E), Fire (F), Water (W), or Wood (D).

## Techniques

Below are the techniques available to the Monk. Each time you gain a level in this class, you can replace one technique you know with another technique of your choice.

If a technique has a Monk level prerequisite you can learn that technique at the same time you meet its prerequisite.

### Armor of the Ascetic

*Prerequisite: 13th level in Monk*

You exude an aura of peace. At the end of each long rest, you gain the effects of the *Sanctuary* spell, which lasts until the start of your next long rest. The spell can end early as normal.

Additionally, you can spend 1 ki point to cast *Sanctuary* normally.

### Arresting Strike

When you deal Martial Arts damage to a creature, you can spend 1 ki point and force the target to make a Dexterity save. On a failed save, the target's movement speed is reduced to zero until the start of your next turn.

When you reach 11th level in this class, you can use this technique once per turn without expending a ki point.

### Aura Sight

*Prerequisite: 9th level in Monk*

You can reach out with your ki to sense your surroundings. You gain blindsight with a range of 10 feet. Within that range, you can see anything that isn't behind total cover, even if you are blinded or in darkness. You can see invisible creatures in that range, unless the creature successfully hides from you.

As you gain levels in this class the range of this blindsight increases: 20 feet at 13th-level and 40 feet at 18th-level.

### Awaken the Third Eye

*Prerequisite: 18th level in Monk*

You can open your mind to the ki that flows through all living things, allowing you to predict the actions of creature before they take place. You can perform a 1 minute meditative ritual where you expend 8 ki points to cast *Foresight*, targeting only yourself. When this effect is active, you ki point maximum is reduced by 8. You can end this effect as an action.

### Crippling Strike

when you deal Martial Arts damage to a creature, you can spend 1 ki point and force the target to make a Constitution save. On a failed save, they are blinded, deafened, or muted (your choice) until the start of your next turn. A muted creature cannot speak or produce verbal components for spells.

When you reach 11th level in this class, you can use this technique once per turn without expending a ki point.

### Enlightened Integrity

*Prerequisite: 13th level in Monk*

Your sense of self and strength of will are unshakable. You are immune to the charmed and frightened conditions.

### Empowered Strike

When you deal Martial Arts damage as a result of landing an attack, you can spend 1 ki point and force it to make a Strength save. On a failed save, you knock the target back in a straight line up to a maximum number of feet equal to five times your Wisdom modifier (minimum of 5 feet), where it falls prone. Creatures that are at least one size category larger than you have advantage on their Strength save, while creature that are three or more size categories larger than you are immune to the effects of this technique.

When you reach 11th level in this class, you can use this technique once per turn without expending a ki point.

### Empty Body

*Prerequisite: 18th level in Monk*

As a bonus action, you can spend 4 ki points to become invisible for 1 minute. While invisible this way, you gain resistance to all damage except force damage.

You can also spend 8 ki points to cast *Astral Projection*, without needing any material components. When you do so, you can only target yourself and cannot take other creatures with you.

### Gentling Touch

*Prerequisite: 5th level in Monk*

As an action you can spend 1 ki point and touch a creature, attempting to manipulate their ki to put them to sleep. Roll your Martial Arts die five times. If the target's remaining hit points are less than or equal to the amount you've rolled, they fall unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to shake or slap them awake.

You can expend additional ki to increase the number of Martial Arts dice you roll for this technique. For each extra ki point you spend you can roll two more Martial Arts dice.

### Heavenly Step

*Prerequisite: 9th level in Monk*

You can move along vertical surfaces, across liquids, and upside down on ceilings without falling during that movement.

If you end your movement on a vertical surface, liquid, or upside down on a ceiling, you can spend 1 ki point to remain in place without falling or sinking until the beginning of your next turn.

### Indomitable Spirit

*Prerequisite: 9th level in Monk*

When you make a skill check you can spend 1 ki point to add your Wisdom modifier (minimum of 1) to the roll. You can use this technique after you see the result of your roll, but before you know if you succeed or fail.

### Mantle of Courtesy

*Prerequisite: 13th level in Monk*

You gain proficiency in Persuasion and it becomes a Wisdom based skill for you. When you make a Wisdom (Persuasion) check you can treat a roll of 9 or lower on the d20 (including natural 1's) as a 10.

### Mystic Healing

You can use your ki to stimulate natural healing. As an action, you can spend 1 ki point to regain lost hit points equal to one roll of your Martial Arts die + your Wisdom modifier.

### Patient Defense

You quiet your spirit, entering a defensive stance to better protect yourself against incoming blows. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

### Quivering Palm

*Prerequisite: 18th level in Monk*

When you deal Martial Arts damage to a creature, you can spend 5 ki points to infuse their body and soul with imperceptible vibrations, which last for a maximum number of days equal to your Monk level. So long as you and the creature are on the same plane of existence, you can use your action to magnify these vibrations and force the target to make a Constitution save. On a failed save, the target creature is reduced to 0 hit points, while on a successful save they take 10d10 necrotic damage. The vibrations then end.

You can only have one creature under the effect of this feature at a time and using this feature on another target harmlessly ends the effects on any previously affected creature.

### Seeking Strike

*Prerequisite: 13th level in Monk*

You add your Wisdom modifier to your unarmed strike and monk weapon attack rolls.

### Slowing Strike

*Prerequisite: 5th level in Monk*

When you deal Martial Arts damage to a creature, you can spend 1 ki point to interfere with the flow of their ki, forcing them to make a Charisma save. On a failed save, the creature suffers the effects of the *Slow* spell until the start of your next turn. You do not need to concentrate on this effect.

### Step of the Wind

You move with the speed of the wind. You can take the Dash or Disengage action as a bonus action. When you do so, your jump distance is doubled until the end of your current turn.

### Stunning Strike

*Prerequisite: 5th level in Monk*

When you deal Martial Arts damage to a creature, you can spend 1 ki point to strike them with concussive force, forcing the target to make a Constitution save. On a failed save, the creature is stunned until the beginning of your next turn. The creature can repeat this save at the end of their turn, ending the effect on themselves with a success.

### Tongue of the Sun and Moon

*Prerequisite: 13th level in Monk*

You can touch the ki of other minds and communicate with any creature that speaks at least one language. Creatures that speak no language can communicate and understand simple ideas with you.

### Unyielding Perseverance

*Prerequisite: 5th level in Monk*

You can draw upon your ki to find success in times of great need. When you make an ability check or saving throw, you can spend any number of ki points and add a +1 bonus to your roll for each ki point you spend (for a maximum bonus of +5). You can use this feature after you roll, but before you know whether you succeed or fail.