Monk

Ki Techniques

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.

Foundation Techniques

At level you start knowing three foundational techniques that underpin your progression as a Monk. These Foundation do not count against your number of techniques known, and cannot be changed as you level up.

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.
The number of attacks from your Flurry of Blows increases to three when you reach 11th level in this class.

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.

Ki Techniques

When you gain certain monk levels, you learn additional techniques of your choice, as shown in the Techniques Known column of the Monk table. Additionally, when you gain a level in this class, you can choose one of the Ki techniques you know and replace it with another technique that you could learn at that level.

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:

Spell Save DC = 8 + your proficiency bonus + your
Wisdom modifier

Spell attack modifier = your proficiency bonus + your
Wisdom modifier

Stances

Stances are a special type of Ki Technique, lasting longer and amplifying specific ways of fighting and moving.

You can enter a stance that you know when you roll initiative or as a bonus action, gaining its benefits for 1 minute. You can only maintain one stance at a time, and you lose any of its benefits while incapacitated or if you enter a new stance. After entering a stance, you can't enter the same stance again until you finish a short or long rest.

Novice

Deflect Missiles

Prerequisite: 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.

Mantis strike

Prerequisite: 3rd level
When you hit a creature with an unarmed strike, you can spend 1 ki point to target pressure points in their limbs and joints. The target must succeed on a Constitution saving throw or have its speed reduced by 10ft and suffer disadvantage on opportunity attacks until the start of your next turn.

Flying Crane Kick

Prerequisite: 3rd level
If move at least 20 ft in a straight line towards a creature, you can spend 1 ki point and launch yourself at that foe. If you hit that target with at least one Martial Arts attack, they must succeed on a Strength saving throw or be knocked prone. A flying target has disadvantage on the saving throw.

Iron Claw Stance

Stance. Prerequisite: 3rd level.
When you attempt to grapple or shove a creature, you can use Wisdom instead of Strength for the Athletics checks related to these actions.

Angry Hornet Stance

Stance. Prerequisite: 3rd level.
When you make a ranged attack using an improvised weapon or a simple weapon with the thrown property, it counts as a monk weapon for you. In addition, you can draw the weapon as part of the attack without requiring an object action.

Effortless Step

Stance. Prerequisite: 3rd level.
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

Stance. Prerequisite: 3rd level.
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.

Journeyman

Slow Fall

Prerequisite: 4th level
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.

Quickened Healing

Prerequisite: 4th level
As an action while in combat, As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Focused Aim

Prerequisite: 6th level
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

A Leaf on the Wind

Stance. Prerequisite: 6th level.
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.

Jade Wolf Stance

Stance. Prerequisite: 6th level.
While maintaining this stance, you have advantage on the first melee attack roll that you make on your turn against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Expert

Improved Iron Claw

Prerequisite: 9th level, Iron Claw Stance
When you grapple using the Iron Claw feature, you can spend 1 ki point so the target is also restrained while grappled in this way.

Honed Reactions

Prerequisite: 9th level, Deflect Missiles
You can spend 2 ki points to use Deflect Missiles without using your reaction. You can only use this once per round and can't use Deflect Missiles twice on the same attack.

Tumble

Prerequisite: 9th level
As a reaction when you are hit with a melee attack, you can spend 3 ki points to gain resistance to the damage dealt by the attack and move up to half your speed without provoking opportunity attacks.

Focused Meditation

Prerequisite: 9th level
When you take the Dodge action in combat, you can use your bonus action to center yourself and briefly meditate. If you have less than 4 ki points, you regain 2 ki points. Alternatively if you have no remaining uses of stunning strike, you can regain one use.

Weavedancer Stance

Stance. Prerequisite: 9th level, Deflect Missles
You learn to control the ebb and flow of magic directed toward you. When you are targetted with a ranged spell attack, you can use your Deflect Missles ability to attempt to deflect or catch the spell. If the spell has multiple ranged spell attacks, you can only deflect or catch one attacks.

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.

Master

Eye of the Storm

Prerequisite: 13th level
As an action, you can spend 3 ki points to make an unarmed attack against any number of creatures within reach, with a separate attack roll for each target.

One-inch Punch

Prerequisite: 13th level
As an action, you can spend 3 ki points to put all your force into a single mighty, carefully controlled blow. Make a unarmed attack against the target. If it hits, the attack does 5 times your Martial Arts dice instead of the normal dice (i.e. 5d8 + Dex/Str at level 11) and the target is stunned until the end of your next turn.

You can't make any other attacks on the same turn that you use your One-inch punch.

Grandmaster

Empty Body

Prerequisite: 18th level
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.

Grandmaster of Spirits

Prerequisite: 18th level, Way of the Drunken Master
The unreadable nature of your movements is mirrored in your very soul. You can use Stillness of Mind as a bonus action and using Diamond Soul to reroll Intelligence, Wisdom, or Charisma saving throws no longer costs a ki point.

Additionally, enemies no longer gain advantage on melee attack rolls against you when you're prone, and Redirect Attack can now be used against the attacker.

Avatar of the Elements.

Prerequisite: 18th level, Way of the Four 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.

Grandmaster of Arms

Prerequisite: 18th level, Way of the Kensei
At level 20, you have mastered every fighting style associated with your Kensei weapons. As a bonus action, you can spend 1 ki point to take a stance that allows you to receive the benefits of one of the Fighter’s fighting styles so long as you are wielding one of your kensei weapons and meet the weapon-based requirements for that fighting style (e.g. dueling requires using your weapon in one hand, archery a ranged weapon, great weapon fighting requires holding a weapon in two hands).
Armor-based requirements (such as for the defense or protection fighting styles) can be ignored. You stay in this stance until you change it, combat ends, or you are reduced to zero hit points.

Grim Reaper

Prerequisite: 18th level, Way of the Long Death
You can spend 3 ki points to surround yourself in an aura of deathly menace for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light and your eyes become pits of pure darkness. When you make a melee attack on your turn, your reach is 5 feet greater than normal (including unarmed attacks). Once per turn when you hit a creature within the aura with a melee attack, you can deal an additional 1d8 necrotic damage. If the creature is frightened, the damage increases to 1d12 necrotic damage.

Master of the Iron Palm

Prerequisite: 18th level, Way of the Open Hand
Your mastery of hand-to-hand combat is unparalleled. Your Martial Arts damage die increases to 1d12 and when you roll a 1 on the damage die for an unarmed strike, you can reroll the die and take the second result.

Master of the Hidden Fist

Prerequisite: 18th level, Way of the Shadow
You've spent so much time in the darkness that shadows cling to you upon command. You can spend 3 ki points to drape yourself in shadow for 1 minute. You are heavily obscured to others, and the shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
When you use Shadow Step while under the effect of this feature, you can spend 1 ki point to use Flurry of Blows as part of the same bonus action.

Radiant Grandmaster

Prerequisite: 18th level, Way of the Sun Soul
You can spend 3 ki points as a bonus action to supercharge your attacks with the full power of the sun. For one minute, your unarmed strikes and radiant sun-bolts do an extra 1d4 radiant damage. You must maintain concentration on this effect as if it were a spell.

Notes
Potentially too strong:

  • Focused Meditation
  • Tumble
  • Effortless Step
  • Leaf on the Wind
  • Wolf Stance

Potentially too weak:

  • Mantis Strike
  • Flying Crane Kick
  • Iron Claw/Improved Iron Claw (2 techniques too much?)
  • Angry Hornet
  • Weavedancer stance (very few ranged attack spells)