Monk

**Class Pages**
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# Monk Features

### Hit Points

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

### Proficiencies

* **Armor:** None
* **Weapons:** Simple weapons, shortswords
* **Tools:** One type of artisan's or one musical instrument
* **Saving Throws:** Strength, Dexterity
* **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

### Equipment

* (a) shortsword or (b) any simple weapon
* (a) dungeoneer's pack or (b) explorer's pack
* 10 darts

Alternatively, you can ignore the equipment given by your class and background, and start with 5d4 gp.

### Multiclass Prerequisites

The prerequisites for multiclassing into Monk are 13 Dexterity and 13 Wisdom.

# Monk Traits

## Unarmored Defense

At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

## Martial Arts

At 1st level, 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 attacks and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
* When you use the Attack action with an unarmed strike or a monk weapon, 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.

Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

Ki
--

Starting at 2nd level, your access to the mystic energy Ki is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

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

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

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

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

### Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

### Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

### Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

## 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.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

## Monastic Tradition

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

* Way of Mercy
* Way of Shadow
* Way of the Ascendant Dragon
* Way of the Astral Self
* Way of the Drunken Master
* Way of the Four Elements
* Way of the Kensei
* Way of the Long Death
* Way of the Open Hand
* Way of the Sun Soul
* Way of the Watchful Gate
* Way of the Weave
* Way of Tranquility

## Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

## 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.

## Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

## Extra Attack

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

## Stunning Strike

Starting at 5th level, when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

## Ki-Empowered Strikes

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

## Evasion

At 7th level, 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

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

## Purity of Body

At 10th level, you are immune to disease and poison.

## Tongue of the Sun and Moon

Starting at 13th level, you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

## Diamond Soul

Beginning at 14th level, you are proficient in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

## Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

## Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

## Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

# Monk Class Archetypes

* Way of Mercy
* Way of Shadow
* Way of the Ascendant Dragon
* Way of the Astral Self
* Way of the Drunken Master
* Way of the Four Elements
* Way of the Kensei
* Way of the Long Death
* Way of the Open Hand
* Way of the Sun Soul
* Way of the Watchful Gate
* Way of the Weave
* Way of Tranquility

## Way of the Ascendant Dragon

(Unearthed Arcana)

Monks who follow the Way of the Ascendant
Dragon revere the power and grandeur of
dragons. They alter their own ki to resonate with
draconic might, channeling it to augment their
prowess in battle, soar through the air, and to
bolster their allies.

As a follower of this Monastic Tradition, you
decide how you unlocked the power of dragons
through your ki. The Ascendant Dragon Origin
table offers some possibilities.

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### Draconic Disciple

At 3rd level, you can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon’s breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits:

* When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
* If you can’t already, you learn to speak, read, and write Draconic.
* If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons.

Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

### Breath of the Dragon

At 3rd level, you can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks 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 the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.

At 11th level, the damage of your breath increases to three rolls of your Martial Arts die. 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. While you have no uses available, you can spend 1 ki point to use this feature again.

### Wings Unfurled

At 6th level, 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 flying speed equal to your walking speed.

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. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.

### Aspect of the Wyrm

At 11th level, the power of your draconic ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:

* You and your allies within your aura gain resistance to the chosen damage type.

* Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.

### Ascendant Aspect

At 17th level, your draconic ki reaches its peak. You gain the following benefits:

* You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

* When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature’s turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.

* When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).

## Way of the Astral Self

(Unearthed Arcana)

Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.

### Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms’ appearance based on the qualities of your character.

While your astral arms are summoned, you gain the following benefits:

* You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
* The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
* Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.

### Visage of the Astral Self

Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.

While your visage is summoned, you gain the following benefits.

***Wisdom of the Spirit.*** You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

***Astral Sight.*** You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

### Awakening of the Astral Self

Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.

***Deflect Energy.*** When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.

***Empowered Arms.*** Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.

***Word of the Spirit.*** When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

### Complete Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character.

While your astral self is summoned, you gain the following benefits.

***Armor of the Spirit.*** You gain a +2 bonus to AC while you aren’t incapacitated.

***Astral Barrage.*** Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.

***Ki Consumption.*** When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).

### Bonus Proficiencies

At 3rd level, you gain proficiency in the Performance skill if you don't already have it. You also gain proficiency with brewer's supplies if you don't already have it.

### Drunken Technique

At 3rd level, whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

### Tipsy Sway

Starting at 6th level, you 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, when you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

### Intoxicated Frenzy

At 17th level, when you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn

## Way of the Four Elements

### Disciple of the Elements

At 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

### Casting Elemental Spells

Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1)

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

#### Spells and Ki Points

 9th-12th
 13th-16th
 17th-20th

### Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

* **Breath of Winter (17th Level Required):** You can spend 6 ki points to cast Cone of Cold.
* **Clench of the North Wind (6th Level Required):** You can spend 3 ki points to cast Hold Person.
* **Elemental Attunement:** You can use your action to cause one of the following effects of your choice within 30 feet:
	+ Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
	+ Instantaneously light or snuff out a candle, a torch, or a small campfire.
	+ Chill or warm up to 1 pound of nonliving material for up to 1 hour.
	+ Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
* **Eternal Mountain Defense (17th Level Required):** You can spend 5 ki points to cast Stoneskin, targeting yourself.
* **Fangs of the Fire Snake:** When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
* **Fist of Four Thunders:** You can spend 2 ki points to cast Thunderwave.
* **Fist of Unbroken Air:** As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
* **Flames of the Phoenix (11th Level Required):** You can spend 4 ki points to cast Fireball.
* **Gong of the Summit (6th Level Required):** You can spend 3 ki points to cast Shatter.
* **Mist Stance (11th Level Required):** You can spend 4 ki points to cast Gaseous Form, targeting yourself.
* **Ride the Wind (11th Level Required):** You can spend 4 ki points to cast Fly, targeting yourself.
* **River of Hungry Flame (17th Level Required).** You can spend 5 ki points to cast Wall of Fire.
* **Rush of the Gale Spirits:** You can spend 2 ki points to cast Gust of Wind.
* **Shape the Flowing River:** As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. The extent of any such changes can't exceed half the area's largest dimension. You can't shape the ice to trap or injure a creature in the area.
* **Sweeping Cinder Strike:** You can spend 2 ki points to cast Burning Hands.
* **Water Whip:** You can spend 2 ki points as a action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

### Path of the Kensei

At 3rd level, you gain the following benefits:

* **Kensei Weapons:** Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon— either melee or ranged —to be a kensei weapon for you, following the criteria above.
* **Agile Parry:** If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
* **Kensei's Shot:** You can use a bonus action on your turn to make any target you hit with a ranged attack using a kensei weapon take an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
* **Way of the Brush:** You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

### One with the Blade

At 6th level, you gain the following benefits.

* **Magic Kensei Weapons:** Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
* **Deft Strike:** When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

### Sharpen the Blade

At 11th level, as a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

### Unerring Accuracy

At 17th level, if you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

### Touch of Death

At 3rd level, when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

### Hour of Reaping

At 6th level, when you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

### Mastery of Death

Beginning at 11th level, when you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

### Touch of the Long Death

At 17th level, as an action, you touch one creature within 5 feet of you, and expend 1 to 10 ki points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much on a successful one.

## Way of the Open Hand

### Open Hand Technique

At 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It can't take reactions until the end of your next turn.

### Wholeness of Body

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

### Tranquility

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

### Quivering Palm

At 17th level, when you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

## Way of Mercy

Monks of the Way of Mercy learn to manipulate
the life force of others to bring aid to those in
need. They are wandering physicians to the poor
and hurt. However, to those beyond their help—
whether ailing or evil—they bring a swift end as
an act of mercy.

Those who follow the Way of Mercy might be
humble members of a religious order,
administering to those in greatest need, making
grim choices rooted in reality rather than
idealism. Some might be gentle-voiced healers,
beloved by their communities, while others
might be masked bringers of macabre mercies.

The walkers of this way usually don simple
robes with deep cowls, and they often conceal
their faces with masks, presenting themselves as
the faceless bringers of life and death. If you
wear a mask, choose its appearance, or
determine it randomly by rolling on the Merciful
Mask table.

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### Implements of Mercy

At 3rd level, you gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner’s kit

### Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an
action, you can spend 1 ki point to touch a
creature and restore a number of hit points
equal to a roll of your Martial Arts die + your
Wisdom modifier.

When you use your Flurry of Blows, you can
©2020 Wizards of the Coast LLC 3
replace one of the unarmed strikes with a use of
this feature without spending its ki cost.

### Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a
creature with an unarmed strike, you can spend
1 ki point to deal extra necrotic damage equal to
one roll of your Martial Arts die. If the creature is
incapacitated or poisoned, the creature instead
takes necrotic damage equal to three rolls of
your Martial Arts die instead. You can use this
feature only once on each of your turns.

### Noxious Aura

At 6th level, and as a bonus action, you spend 1 ki point to turn
your ki into an aura of toxic miasma. The aura
extends 5 feet from you in every direction, but
not through total cover. It lasts for 1 minute,
until you’re incapacitated, or you dismiss it (no
action required).

While your aura is active, ranged attacks have
disadvantage against you. Any other creature
that starts its turn in the aura must succeed on a
Constitution saving throw or become poisoned
until the end of your next turn and take poison
damage equal to your Wisdom modifier
(minimum of 0 damage).

### Healing Technique

At 11th level, your skill in manipulating your ki to heal
increases. When you restore hit points to a
creature using your Hands of Healing, you can
also end one disease or a condition from the
following list affecting the target: blinded,
deafened, paralyzed, or poisoned.

### Hand of Mercy

At 17th level, your mastery of life energy opens the door to the
ultimate respite technique. As an action, you can
touch a creature, expend 4 ki points, and force
the creature to make a Constitution saving throw
(a creature can willingly fail this save). Unless
the save succeeds, the creature enters a state of
suspended animation for a number of days equal
to your monk level or until you end the effect
early (no action required). During this time, the
creature is paralyzed, has immunity to all damage, and any curse, disease, or poison
affecting it is suspended. The creature appears
dead to all outward inspection and to spells used
to determine the creature’s status.

You can have only one creature under the
effect of this feature at a time.

## Way of Shadow

### Shadow Arts

At 3rd level, as an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

### Shadow Step

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

### Cloak of Shadows

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

### Opportunist

At 17th level, whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

### Radiant Sun Bolt

At 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### Searing Arc Strike

At 6th level, immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### Searing Sunburst

At 11th level, as an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

### Sun Shield

At 17th level, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

## Way of the Watchful Gate

You follow a monastic tradition that views negative karma as something that exists not because people act incorrectly, but because the original state of the world was one of ignorance and violence. It is therefore their duty to create positive karma and let it increase through natural remanifestation. A common mantra of this tradition is “gentleness arises from the watchful gate.” In layman’s terms, patience and awareness in the face of danger will create opportunities for right action.

### Watchful Guardian

Starting when you choose this discipline at 3rd level, you learn to watch your enemies closely and time your sidesteps with clever counterattacks. If you use the Dodge action on your turn, adjacent enemies provoke an opportunity attack from you when they take the Attack action.

As a part of this reaction, you may spend 1 ki point to instead attack with your Flurry of Blows.

### Aura of Patience

At 6th level, you gain proficiency with Perception checks and Wisdom saving throws if you are not proficient already.

Additionally, whenever you and or a friendly creature within 10 feet makes a Perception check or a Wisdom saving throw, the creature gains a bonus to that roll equal to your Wisdom modifier (minimum +1). You must be conscious to grant this bonus.

At 16th level, this aura extends to 30 feet.

### Still Mind

Beginning at 11th level, you can swiftly achieve a meditation-like focus that activates latent energy. As a bonus action, you gain the effect of an enhance ability spell with an effect of your choosing that lasts for 1 minute. You must finish a short rest before you can use this feature again.

### Gates Open and Shut

Starting at 17th level, you align yourself so thoroughly with protective intention that you can manifest the philosophy of the “watchful gate” in a literal sense. You may spend 6 ki points to cast either wall of force as an action, or banishing smite as a bonus action.

## Way of the Weave

(WinkingWizard on GM Binder)

hrough countless hours of meditation, monks of the Way of the Weave are able to form a connection to the Weave allowing them to will their ki into spells. These monks are known as Weavers, powerful practitioners of arcane magic who blend martial arts and spellcasting to devastating effect. Weavers specialize in the schools of divination and transmutation magic. Using divination magic to peer into the expansive knowledge of the Weave, and transmutation magic to alter their bodies and the world around them to meet any threat they may face.

### Spellcasting

Starting when you choose this tradition at 3rd level, you form a connection to the Weave allowing you to shape a portion of your Ki into spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

#### Cantrips

You learn three cantrips: true strike and two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

#### Spell Slots

The Way of the Weave Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall using either slot.

#### Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.

The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st-level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you known with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the aspects of the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you can cast and when making an attack roll with one.

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

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

### Foreseen Fighting

Starting at third level, when you cast true strike, you can do so as a bonus action and without needing to maintain concentration.

### Arcane Forging

At 6th level, you learn a ritual that transforms one monk weapon of your choice into an arcane catalyst. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it.

As part of this transformation, the weapon's damage type becomes force, and you can use your arcane catalyst as a spellcasting focus for your Way of the Weave spells.

### Flowing Defense

Beginning at 11th level, you learn to control the ebb and flow of magic directed toward you. You can use your reaction to deflect or catch the spell when you are hit by a ranged spell attack. If the spell has multiple ranged spell attacks, you can only deflect or catch one of them. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can seize control of the spell if you have at least one hand free. If you seize control of the spell in this way, you can spend 1 ki point per level of the spell seized (minimum of 1) to make a ranged spell attack with the spell, as part of the same reaction. The spell counts as a Way of the Weave spell for the attack.

### Master of Mind and Spirit

At 17th level, your practiced connection to the Weave grants you the power to freely shape the form of your ki into spells. You can use your ki points to gain additional spell slots.

**Creating Spell Slots.** You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table table shows the cost of creating a spell slot of a given level. The created spell slots vanish at the end of a short or long rest.

#### Creating Spell Slots

 2nd
 3rd
 4th

### Path of Tranquility

At 3rd level, with this feature, you can cast the Sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.

Once you cast the spell in this way, you can't do so again for 1 minute.

### Healing Hands

Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.

Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

This feature has no effect on undead and constructs.

### Emissary of Peace

At 6th level, whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check.

You also gain proficiency in the Performance or Persuasion skill (choose one).

### Douse the Flames of War

At 11th level, as an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw.

This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

### Anger of a Gentle Soul

At 17th level, if you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level.

Once you use this ability, you can't use it again until you finish a short or long rest.

   **Class Pages**
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