Monk Class

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

####  Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor:  none

Weapons:  simple weapons, shortswords

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

Saving Throws:  Strength, Dexterity

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

When you multiclass into this class, you gain proficiency with simple weapons and shortswords.

####  Equipment

You start with the following items, plus anything provided by your background.

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

###  Unarmored Defense

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 and any simple melee weapons that don’t have the two-handed or heavy property. 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.
* 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 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.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

### 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. 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.

###  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 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, which has a normal range of 20 feet and a long range of 60 feet.

###  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, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

###  Ki-Empowered Strikes

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

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

### Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

### Diamond Soul

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

### 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*9th-level Necromancy*
**Casting Time:** 1 h
**Range:** 10 ft
**Components:** V,S,M†
**Duration:** Special (D)
You + 8 willing crea projected to Astral Plane with identical statistics (per crea 1100gp cons.) 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.

## **MONASTIC TRADITIONS**

* Way of the Open Hand
* Way of the Four Elements
* Way of Shadow
* Way of the Drunken Master
* Way of the Kensei
* Way of the Sun Soul
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Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

*3rd-level feature*

 You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

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

*6th-level feature*

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

*11th-level feature*

 You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary*1st-level Abjuration*
**Casting Time:** 1 bns
**Range:** 30 ft
**Components:** V,S,M
**Duration:** 1 min
1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells 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.

*17th-level feature*

 You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
 You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

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 You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

*3rd-level feature*

 When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: Control Flames*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** S
**Duration:** Instant. or 1 h
Nonmagical flame up to 5 cu ft; instant: expand/exinguish, 1h: brighten/dim/change color/shapes appear, Gust*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S
**Duration:** Instantaneous
Med. or smaller crea save or push 5 ft; or push unattended 5 lb obj 10 ft; or harmless sensory effect, Mold Earth*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** S
**Duration:** Instant. or 1 h
5 cu ft earth; instant.: excavate; 1h: change to difficult or normal terrain, or change shape and color, or Shape Water*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** S
**Duration:** Instant. or 1 h
5 cu ft water; instant: move/change flow; 1h: simple shapes/change color or opacity/freeze. You learn two additional cantrips from this list at 6th level.

*3rd-level feature*

 You learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them. You learn two elemental disciplines of your choice, which are detailed in the elemental disciplines sections below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.
 Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
**Casting Elemental Spells.**  Some elemental disciplines allow you to cast spells. See this page, or PHB chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified. If a spell you cast requires a saving throw, it uses your Ki save DC. If a spell you cast requires a spell attack roll, your attack bonus equals your proficiency + your Wisdom modifier.
 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 2 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 1 ki point plus 1).
 The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on the spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.

* 3rd Level Disciplines
* 6th Level Disciplines
* 11th Level Disciplines
* 17th Level Disciplines
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Starting at 3rd level, you can learn the following disciplines:

* ***Become the Teapot.*** You roll with the incoming energy, attuning to element, becoming it. You can cast Absorb Elements*1st-level Abjuration*
**Casting Time:** 1 rea
**Range:** Self
**Components:** S
**Duration:** 1 rnd
Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg at will.
* ***Effortless Step.*** The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.
* ***Enduring Mountain Stance.*** Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.
* ***Fangs of the Fire Snake.*** Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed attack on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 ki point to deal an extra 1d10 fire damage.
* ***Fang of the Frost Wolf.*** You summon a shard of razor-sharp ice and fling it at your foe. You can cast Ice Knife*1st-level Conjuration*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** S,M
**Duration:** Instantaneous
Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg at will.
* ***Fist of Four Thunders.*** You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can cast Thunderwave*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 15-ft cube
**Components:** V,S
**Duration:** Instantaneous
All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed at will.
* ***Fist of Unbroken Air.*** You summon a swirling wind and concentrate it around your fist. When you make an unarmed attack on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.
* ***Golden Snake’s Icy Path.*** Whenever you take the Dash action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.
* ***Rumbling Badger.*** You shake the ground, causing a tremor that knocks over your foes. You can cast Earth Tremor*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 10-ft rad
**Components:** V,S
**Duration:** Instantaneous
All crea in area except you save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. at will.
* ***Rush of the Gale Spirits.*** You send a blast of air outward with a thrust of your open palm. You can cast Gust of Wind*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60-ft line
**Components:** V,S,M
**Duration:** Conc, 1 min
60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book at will.
* ***Shape the Raincloud.*** You can cast Create or Destroy Water*1st-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Instantaneous
Create/destroy 10+2/SL gal of water in open container; or create rain/destroy fog in 30+5/SL-ft cube at will.
* ***Sweeping Cinder Strike.*** With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can cast Burning Hands*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 15-ft cone
**Components:** V,S
**Duration:** Instantaneous
3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite at will.
* ***Water Whip.*** You summon a long, rubbery whip of pure water that you grip by one end. As a bonus action, you can 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 bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each ki point you choose to 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. You can’t use Water Whip and cast a spell during the same turn.

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 Starting at 6th level, you can learn the following disciplines:

* ***A Leaf on the Wind.*** A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
* ***Burning Ember Flourish.*** You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 1 ki to cast Pyrotechnics*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S
**Duration:** Instantaneous
5 cu ft flames extinguish, or 10-ft rad all crea save or blinded 1 rnd, or 20-ft rad heavy obsc. for 1 min.
* ***Crushing Hand of the Mountain.*** You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 1 ki to cast Maximilian’s Earthen Grasp*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
Medium hand atks 1 crea; save or 2d6 Bludg. dmg and restrained; 1 a hand moves/atks; see book.
* ***Curtain of Unyielding Wind.*** You let out a fierce howl as a mighty wind begins swirling around you. You can spend 1 ki to cast Warding Wind*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 10-ft rad
**Components:** V
**Duration:** Conc, 10 min
Strong (20 mph) wind in area deafens/extinguishes unprotected flames/dif. ter./ranged wea have dis.
* ***Gong of the Summit.*** You strike the air as if it were a gong. You can spend 2 ki to cast Shatter*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Instantaneous
10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg.
* ***Hatchling’s Flame.*** You focus your ki into a torrent of fire that streaks away from you. You can spend 1 ki to cast Aganazzar’s Scorcher*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 30-ft line
**Components:** V,S,M
**Duration:** Instantaneous
30-ft long 5-ft wide line all creatures 3d8+1d8/SL Fire dmg; save halves.
* ***Impenetrable Iron Tortoise Shell.*** You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 1 ki point to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.
* ***Mote of the Sun.*** Your ki manifests as a roaring orb of fire. You can spend 1 ki to cast Flaming Sphere*2nd-level Conjuration*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
2.5-ft rad flaming sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Fire dmg; save halves.
* ***Patient Badger Listens.*** You reach out with your ki to the ground beneath you. You can spend 1 ki point as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.
* ***Red Dragon’s Claws.*** Rays of fire spring from your outstretched hand to sear your foes. You can spend 1 ki to cast Scorching Ray*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** Instantaneous
3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray.
* ***Swarming Ice Rabbit.*** A flurry of magic snowballs erupts from a point you choose within range. You can spend 1 ki to cast Snilloc’s Snowball Swarm*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 90 ft
**Components:** V,S,M
**Duration:** Instantaneous
5-ft radius all creatures 3d6+1d6/SL Cold damage; save halves.
* ***Water Jet.*** You can spend 1 ki point as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.

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 Starting at 11th level, you can learn the following disciplines:

* ***Dance of Three Ways.*** You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 2 ki to cast Melf’s Minute Meteors*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S,M
**Duration:** Conc, 10 min
6+2/SL meteors; at casting/bns a send up to 2 meteors 120 ft for 5-ft rad all crea 2d6 Fire dmg; save half.
* ***Earth Reaches for Sky.*** Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 2 ki to cast Erupting Earth*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Instantaneous
20-ft cube all crea 3d12+1d12/SL Bludgeoning dmg; save halves; area becomes difficult terrain.
* ***Eternal Mountain Defense.*** Your body hardens to stone, nearly impervious to weapons. You can spend 3 ki to cast Stoneskin*4th-level Abjuration*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M†
**Duration:** Conc, 1 h
1 willing crea resistance to nonmagical Bludgeoning, Piercing, and Slashing dmg (100gp cons.), targeting yourself.
* ***Flames of the Phoenix.*** With a hand motion, you conjure a tiny bead of burning energy. You spend 2 ki to cast Fireball*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 150 ft
**Components:** V,S,M
**Duration:** Instantaneous
20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite.
* ***Fist of the Elements.*** The elements swirl around your weapon. You can spend 2 ki to cast Elemental Weapon*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S
**Duration:** Conc, 1 h
Magical +1 weapon; +1d4 Acid, Cold, Fire, Lightning, or Thunder dmg; SL5: +2/+2d4, SL7: +3/+3d4, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline.
* ***Hua’s Water Prison.*** You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 3 ki to cast Watery Sphere*4th-level Conjuration*
**Casting Time:** 1 a
**Range:** 90 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
5-ft rad all crea < Huge save or restrained; on save ejected; save each rnd; 1 a move sphere 30 ft.
* ***Mist Stance.*** A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 2 ki to cast Gaseous Form*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 1 h
1 willing crea into a misty cloud with fly 10 ft, resist. to nonmagical dmg, adv. on Str/Dex/saves, targeting yourself.
* ***One with the Tides.*** You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 6 feet while underwater.
* ***Rain of the Frigid Glacier.*** You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 2 ki to cast Sleet Storm*3rd-level Conjuration*
**Casting Time:** 1 a
**Range:** 150 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
40-ft rad 20-ft high; heavily obsc.; douses flames; difficult terrain; save or prone; Con save or lose conc..
* ***Raise the Troubled Earth.*** You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 2 ki to cast Wall of Sand*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 90 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
30×10×10ft (l×w×h) wall on the ground; blocks line of sight; blinded while inside; 1/3 move.
* ***Raise the Still Waters.*** Though water can give way easily, it can just as easily offer great resistance. You can spend 2 ki to cast Wall of Water*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; ranged wea dis.; Fire dmg halved; Cold dmg freezes.
* ***Ride the Wind.*** You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 2 ki to cast Fly*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 10 min
1+1/SL willing creatures gain fly 60 ft speed, targeting yourself, except your fly speed is equal to your movement speed.
* ***River of Hungry Flame.*** You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 3 ki to cast Wall of Fire*4th-level Evocation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
60×1×20ft (l×w×h) or 10-ft rad all in and 10 ft on 1 side 5d8+1d8/SL Fire dmg; save halves; see book.
* ***Sea’s Fury.*** You conjure up a mighty wave of water that crashes down on your foes. You can spend 2 ki to cast Tidal Wave*3rd-level Conjuration*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Instantaneous
30-ft x 10-ft, 10-ft high all crea 4d8 Bludg. dmg and prone; save halves not prone; extinguish flames.
* ***Shape of the Flowing River.*** You touch the body of water with your ki, coaxing it to change its form. You can spend 3 ki to cast Control Water*4th-level Transmutation*
**Casting Time:** 1 a
**Range:** 300 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
Control an amount of water in a 100 ft cube as 1 a; flood, part, redirect, or whirlpool, see book.
* ***Spellfist Stance.*** You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.
* ***Sweeping Crosswind.*** A wall of strong wind rises from the ground, batting away anything in its path. You can spend 2 ki to cast Wind Wall*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
50×1×15ft (l×w×h) wall, any line-shape, all 3d8 Bludgeoning dmg; save halves; blocks arrows.

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 Starting at 17th level, you can learn the following disciplines:

* ***Avatar of the Elements.*** As an ultimate display of your mastery of the elements, you can spend 5 ki as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:
	+ You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
	+ You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
	+ You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
	+ You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
* ***Breath of Winter.*** You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki to cast Cone of Cold*5th-level Evocation*
**Casting Time:** 1 a
**Range:** 60-ft cone
**Components:** V,S,M
**Duration:** Instantaneous
8d8+1d8/SL Cold dmg; save halves; crea killed become frozen statues until thawed.
* ***Eyes of Fire.*** Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast See Invisibility*2nd-level Divination*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S,M
**Duration:** 1 h
See invisible and ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent without expending any ki. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.
* ***Eye of the Hurricane.*** You stretch out your ki to embrace the winds. You can spend 5 ki to cast Control Winds*5th-level Transmutation*
**Casting Time:** 1 a
**Range:** 300 ft
**Components:** V,S
**Duration:** Conc, 1 h
100-ft cube of air either gusts, downdraft, or updraft; affects flying/jump/ranged; 1 a change; see book.
* ***Mold the Mountain.*** You master the many forms that earth may take. You can spend 5 ki to cast Transmute Rock*5th-level Transmutation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Till dispelled
40 cu ft stone to mud or mud to stone; mud and stone restrains; mud from ceiling falls; see book.
* ***Swirling Crab’s Revenge.*** Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki to cast Maelstrom*5th-level Evocation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
5-ft deep 30-ft rad dif. ter.; all crea starting turn in save or 6d6 Bludg. dmg and pulled 10 ft to center.
* ***Wave of Rolling Earth.*** The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki to cast Wall of Stone*5th-level Evocation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
10 10×10-ft panels 6 *thick wall connected with existing stone; half thickness, double surface; see book**.*

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 Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

*3rd-level feature*

 Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,M
**Duration:** Conc, 10 min
15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works, Darkvision*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** 8 h
1 willing creature has darkvision 60 ft for the duration, Pass Without Trace*2nd-level Abjuration*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S,M
**Duration:** Conc, 1 h
Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means, or Silence*2nd-level Illusion*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** Conc, 10 min (Ritual)
20-ft rad no sound can propagate; all within deafened, immune to Thunder dmg, can't use verbal comp., without providing material components. Additionally, you gain the if you don’t already know it.

*6th-level feature*

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

*11th-level feature*

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

*17th-level feature*

 You can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

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The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic tumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

 A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

*3rd-level feature*

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

*3rd-level feature*

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

*6th-level feature*

 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.

*11th-level feature*

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

*17th-level feature*

 You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

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 Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

*3rd-level feature*

 When you choose this tradition at 3rd level, 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.*** 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. Many of this tradition’s features work only with your kensei weapons. 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 your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapons 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.

*6th-level feature*

 You extend your ki into your kensei weapons, granting you 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.

*11th-level feature*

 You gain the ability to augment your weapons further with your ki. 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.

*17th-level feature*

 Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

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Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

*3rd-level feature*

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

*6th-level feature*

 You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 15-ft cone
**Components:** V,S
**Duration:** Instantaneous
3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite 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.

*11th-level feature*

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

*17th-level feature*

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

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