Monk

Monk
Official Class – Player's Handbook

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

The Magic of Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

Training and Asceticism
Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

The majority of monks don’t shun their neighbours, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbours from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

Creating a Monk
As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?

As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.

Quick Build
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

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

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

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 * (a) a shortsword or (b) any simple weapon
 * (a) a dungeoneer’s pack or (b) an explorer’s pack
 * 10 darts

Unarmored Defence
Beginning at 1st level, while you are wearing no armour 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: Certain monasteries use specialised 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 in the Weapons section.
 * 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.

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 Defence
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 the Astral Self (Unearthed Arcana)
 * Way of the Black Feather (Homebrew Subclass – Project Tandenovis)
 * Way of the Cobalt Soul (Non-W7 Homebrew Subclass – Taldorei Campaign Setting)
 * Way of the Drunken Master (Xanathar's Guide to Everything)
 * Way of the Four Elements
 * Way of the Kensei (Xanathar's Guide to Everything)
 * Way of the Long Death (Sword Coast Adventurer's Guide)
 * Way of the Open Hand
 * Way of the Piston (Homebrew Subclass – Stories for Eeve)
 * Way of Shadow
 * Way of the Saffron Path (Homebrew Subclass – Journey Back Home)
 * Way of the Sun Soul (Xanathar's Guide to Everything)
 * Way of the Tide (Homebrew Subclass – No Expansion)
 * Way of Tranquility (Unearthed Arcana)

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 a range of 20/60 using 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, 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 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 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.

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.

Forms of the Astral Self
The astral self is a translucent embodiment of the monk’s psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron.

When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.

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).

Way of the Black Feather
Homebrew Subclass – Project Tandenovis

The Monastery of the Black Feather is one shrouded in secrecy, said to be comprised of only the most devout who protect the gateways from the material to the ethereal.

Monks who follow the Way of the Black Feather are often trained from a young age, carrying on the traditions of their ancestors to serve and protect the First God.

Black Riposte
Starting when you choose this tradition at 3rd level, your insight into the ethereal grants you the ability to counter an opponent's attacks before they strike.

Whenever a creature that you can see makes a melee attack against you, you may use your reaction to make an unarmed strike against the creature, immediately interrupting the creature's attack if you hit.

Additionally, if you hold your attack action as a readied action, you may make the attack as if you were making an attack on your turn – the attack will maintain the benefits of features such as Extra Attack.

Black Talon
You have learned to use connection to the ethereal to heighten your attacks by attacking a target's weak points.

Starting at 6th level, before you make an unarmed strike you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. You may use this feature an number of times equal to half of your Wisdom modifier (minimum of once) per turn.

Ki Choker
At 11th level, your ties to the ethereal have granted you further insight into the ki of other creatures, allowing you to hit pressure points to block ki and inflict further effects. When you hit a creature with your Stunning Strike feature, you may spend an additional 3 ki points to force the target to make an additional Constitution saving throw, paralysing the target on a failed saving throw until the end of your next turn.

Gatekeeper
At 17th level, your mastery over the gates between the material and ethereal has granted you the ability to open gates through to the Ethereal Plane.

You can cast Gate without expending material components.

You can only use this spell to link the plane you are currently on to the Ethereal Plane, or to link the Ethereal Plane to any plane that you have been on if you are already on the Ethereal Plane.

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

Way of the Cobalt Soul
Non-W7 Homebrew Subclass – Taldorei Campaign Setting

Driven by the pursuit of knowledge, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across the world. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.

The monks of the Cobalt Soul are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

Mystical Erudition
Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery’s collected volumes. You learn one language of your choice, and you choose one skill from the following list to gain proficiency in: Arcana, History, Nature, and Religion.

You gain an additional language and an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Extract Aspects
Beginning at 3rd level when choosing this tradition, you can strike multiple pressure points to extract crucial information about your foe. Whenever you hit a single creature with one of the attacks granted by your Flurry of Blows, you learn the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. Once you use this feature, you must finish a short or long rest before you can use it again.

Upon reaching 6th level, you can use this feature twice between rests, and beginning at 17th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Extort Truth
At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 1 ki point to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration. You know if they succeeded or failed on their saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

Preternatural Counter
Beginning at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.

Mind of Mercury
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.

In addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.

Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to temporarily lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.

Creatures with resistance or immunity to the chosen damage type do not suffer vulnerability. Instead, their resistance to the chosen damage type is lost for the duration, or their immunity is reduced to resistance for the duration.

Way of the Drunken Master
Xanathar's Guide to Everything

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 stumbles 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.

Bonus Proficiencies
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.

Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy
At 17th level, 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.

Way of the Four Elements
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.

Disciple of the Elements
When you choose this tradition 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. 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.

Way of the Kensei
Xanathar's Guide to Everything

Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like 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 much in the same way a calligrapher or a 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.

Path of the Kensei
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 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 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.

Sharpen the Blade
At 11th level, 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.

Unerring Accuracy
At 17th level, 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.

Way of the Long Death
Sword Coast Adventurer's Guide

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. 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, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. 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, you use your familiarity with death to escape its grasp. 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
Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Way of the Open Hand
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.

Open Hand Technique
Starting when you choose this tradition at 3rd level, 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.

Wholeness of Body
At 6th level, 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.

Tranquility
Beginning at 11th level, 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 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, 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.

Way of the Piston
Homebrew Subclass – Stories for Eeve

Deft Escape
Starting at 3rd level, your training and study have devised you a way to strike and escape before your opponents can react. When you make a weapon attack against a hostile creature, you can immediately dash to another hostile creature within a range equal to your unarmored movement bonus. This action does not provoke attacks of opportunity.

Steam Engine
Starting at 6th level, you gain insight into speed and power and apply them to your fighting. As an action, you can spend 2 ki points make a dash in a straight line equal to your unarmored movement bonus. Any creatures in this line must make a Dexterity saving throw or take 4d6 bludgeoning damage, or half as much on a success. You do not take attacks of opportunity as long as you hit the creature before exiting its attack range.

This damage dice increases with your monk's unarmored strikes.

Powerful Impact
Starting at 11th level, you send shock waves into the earth to defeat your foes. As an action you can spend 1 ki points and jump to any point within a radius equal to your unarmored movement bonus, dealing 3d6 force damage to all creatures within 10 feet of that point. Additionally they must make a Strength saving throw or be knocked prone.

This damage dice increases with your monk's unarmored strikes.

Improved Movement
At 17th level, your unarmored movement increases by an additional 10 feet on top of the bonus granted by this class. Additionally you gain a second bonus action which you can only use to dash or disengage with.

Way of Shadow
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.

Shadow Arts
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, 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, 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.

Cloak of Shadows
By 11th level, 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.

Opportunist
At 17th level, 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.

Way of the Saffron Path
Homebrew Subclass – Journey Back Home

The Monsastry of the Saffron Path is one that is a duality. One one hand, the colours and the sweetness of the flowers entice many. On the other, there is an awful amount of spice that doggedly follows the heels of any monk who devotes themselves to this path.

Petal Commune
Starting when you choose this tradition at 3rd level, your study of spices has enabled you to begin to understand how certain quantities of saffron can heal, but other quantities can poison.

As an action, you can spend 1 ki point to cast Cure Wounds or Saffron Cloud, or 2 ki points to cast Coloured Spices, without providing material components.

The Spice of Life
At 6th level your constant exposure to the effects of spice in the culinary arts has enabled you to learn how to extract the most nutrition out of spices.

When you take a short rest, you may reroll an number of hit die up to a maximum of your Wisdom modifier (minimum of 1) when restoring hit points.

Colourful
At 11th level, your senses have become attuned to the wonderful colours and smells of the world around you. Your senses feel as though they could remember everything. However, your brain is a little slow to catch up.

At the cost of 1 ki point, you may choose to automatically succeed a Perception, Survival, Nature, or Medicine check. However, you will suffer 1d6 psychic damage.

A Lonely Road
Monks of the Saffron path are willing to pay the price of the eternal suffering of existence. To seek eternal life has it's benefits, but also a heavy, heavy price.

At 17th level, if you fall unconscious and have failed at least one death saving throw, you may choose an ally to swap health with. They will fall unconscious and have failed one death saving throw.

This also works vice versa (if your ally has fallen unconscious and you wish to revive them). You may only do this once per long rest.

Way of the Sun Soul
Xanathar's Guide to Everything

Monks of the Way of the Sun Soul learn to channel their own 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.

Radiant Sun Bolt
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.

Searing Arc Strike
At 6th level, 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 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, 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 sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Sun Shield
At 17th level, 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.

Way of the Tide
Homebrew Subclass – No Expansion

Monks of the Way of the Tide study the flow of the world, the ebb and flow. Spending years learning how to flow with it or push against it, but never halting it. The Way of the Tide believes that the world flows on natural currents that dictate the motion of the world. Disciples can spend years learning how to spot these flows and how to manipulate these channels to affect the world around them.

Overflow
You’ve learnt to manipulate your own world currents. Starting at 3rd level, whenever you use a feature, for an additional cost you can activate the appropriate Overflow feature. You can only activate 1 Overflow feature per turn.

Overflow: Flurry of Blows.  If both of your Flurry of Blows attacks hit, you can spend 1 ki point to give the target a penalty to their AC equal to half you Dexterity mod until the start of your next turn.

Overflow: Patient Defence. You can spend an additional ki point when you use this feature when an attack misses you to immediately move 5 feet away from a creature without provoking an attack of opportunity.

Overflow: Step of the Wind. At the cost of an additional ki point, you take both the Dash and Disengage action at the same time when using this feature.

'''Deflect Missile. '''You can spend 1 ki point when you become the target of a spell attack roll and absorb a portion of the attack. The spell's damage is reduced by by 1d10 + your Wisdom modifier + your Monk level.

At 6th level, if the attack is reduced to 0 you can ignore any additional effects. In addition, you can spend an additional ki point to reflect the spell back at the attacker. Make a ranged spell attack as part of the same reaction using you Wisdom modifier. You are counted as proficient with this attack. The attack has identical effects as the spell that was cast but does damage equal to your twice your martial arts die.

Tidal Currents
After much training you’ve learnt to sharpen your senses to observe the world currents. Beginning at 3rd level, you can expend 1 ki point. For the next minute you ignore the blinded condition and gain advantage on Perception checks. At 11th level, when you use this feature you can spend an additional 3 ki points and an action to activate the Overflow effect of this feature.

'Overflow: Tidal Currents. 'When you are hit by an attack while using Tidal Currents, you can spend 1 ki point as a reaction to increase your AC by your Wisdom modifier (minimum of 1) until the start of your next turn.

Push and Pull
Starting at 6th level, you’ve learnt how to lean into the world's currents and manipulate their flow. When an enemy misses you with a weapon attack, you can use your reaction to perform the attack action against the attacker. If you hit with this attack, you can spend a ki point to active this feature's Overflow effect.

'Overflow: Push and Pull. 'At the cost of 1 ki point when you hit with this feature, if the target is one size larger than you or smaller, the target must make Strength saving throw else the target is knocked prone and has their speed reduced to 0 until the end of your next turn.

River Run
You are now the master of your own world current and can become one with the world flow. At 11th level, once per turn you can gain an additional bonus action or reaction. You can only use this feature a number of times equal to your Wisdom modifier. You regain uses of this feature on a long rest.

'Overflow: River Run. 'At the cost of 3 ki points and an additional use of this feature, when you use this feature you instead gain an additional, action, bonus action and reaction.

World Flow
Through many long days of training you have finally reached mastery over the World currents. At 17th level, once per turn when you strike a target with an unarmed strike you regain 1 ki point. These ki points last until the end of combat. You can’t have more than your maximum in ki points.

Additionally, you can now use multiple Overflow features each turn; however, you can only use each Overflow feature once per turn.

Way of Tranquility
Unearthed Arcana

Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.

Path of Tranquility
When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. 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
Your mystical touch can heal wounds. 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 neutralise one poison affecting it. You can cure multiple diseases and neutralise 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, you gain the ability to diffuse violent situations. 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, you gain the ability to temporarily extinguish a creature’s violent impulses. 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, you gain the ability to visit vengeance on someone who fells others. 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.