Revised Monk

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The Monk Revised

Original Source: Player's Handbook
The Monk
Monk Level Proficiency Bonus Martials Arts Ki Unarmored Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 4 +10 ft. Dedicated Weapon, Ki, Unarmored Movement, Techniques (3)
3rd +2 1d4 5 +10 ft. Monastic Tradition, Techniques (3)
4th +2 1d4 6 +10 ft. Ability Score Increase(ASI), Slow Fall, Techniques (3)
5th +3 2d4 8 +10 ft. Diamond Soul, Unarmored Defense Improvement, Techniques (1)
6th +3 2d4 9 +15 ft. Monastic Tradition, Ki-Empowered Strikes, Techniques (2)
7th +3 2d4 10 +15 ft. Evasion, Techniques (1)
8th +3 2d4 11 +15 ft. ASI, Techniques (1)
9th +4 2d4 13 +15 ft. Mind, Body and Soul, Diamond Soul Improvement
10th +4 2d4 14 +20 ft. Purity of Body, Unarmored Movement Improvement
11th +4 3d4 15 +20 ft. Monastic Tradition, Ki-Empowered Strikes Improvement
12th +4 3d4 16 +20 ft. ASI
13th +5 3d4 18 +20 ft. Tongue of Sun and Moon, Diamond Soul Improvement
14th +5 3d4 19 +25 ft. Unarmored Movement Improvement, Techniques (1)
15th +5 3d4 20 +25 ft. Timeless Body
16th +5 3d4 21 +25 ft. ASI
17th +6 4d4 23 +25 ft. Monastic Tradition, Diamond Soul Improvement
18th +6 4d4 24 +30 ft. Unarmored Movement Improvement, Techniques (1)
19th +6 4d4 25 +30 ft. ASI
20th +6 4d4 26 +30 ft. Perfect Self

Class Features


  • As a Monk, you gain the following class features.

Hit Points


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

Proficiencies


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

Equipment


  • You start with the following equipment, in addition to the
  • equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Unarmored Defense


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

  • Also, starting at 5th level, when you take the dodge action,
  • you may spend 1 Ki point. If you do, you gain a bonus to
  • AC equal to your Proficiency Bonus until your hit with an
  • attack.

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, improvised
  • weapons, 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. The number of dice increase as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • You may make 1 melee weapon attack with a monk weapon or unarmed strike as a bonus action.

Dedicated Weapon


  • At 2nd level monk feature. You train yourself to use a
  • variety of weapons as monk weapons, not just simple
  • melee weapons and shortswords. Whenever you finish a
  • short or long rest, you can touch one weapon, focus your
  • ki on it, and then count that weapon as a monk weapon
  • until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

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 ki pool
  • increases as you gain levels in monk and can be found on
  • the Monk table.

  • You can spend these points to fuel various Techniques.
  • You start knowing three such Techniques: Flurry of Blows,
  • Step of the Wind, and Deflect Blows. You learn more
  • Techniques features as you gain levels in this class.
  • When you spend a ki point, it is normally 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 spent
  • part 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 Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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


  • You gan the following Techniques:

Techniques


  • Techniques are special abilities that monk get. Some are
  • innate to the monk, others the monk must channel their
  • Ki to unlock these powers. Even more drain the monk,
  • requiring rest before doing so again.

  • Flurry of Blows: At 2nd level, when you hit with an unarmed strike or with a monk weapon with an action or bonus action, you may spend 1 ki point to make 1 additional unarmed strike. For an additional +1 Ki per attack beyond the last, you may make an additional attack with this feature.
    • For example, 1 ki for 1 additional strike, 3 ki for 2 additional strikes, 6 ki for 3 additional strikes, 10 ki for 4 additional strikes, 15 Ki for 5 additional strikes, 21 Ki for 6 additional strikes. The number of ki used at once with this feature cannot exceed your monk level. This feature cannot trigger itself. All Attacks must be made at the time you choose to use this feature.
  • Step of the Wind: At 2nd level, you may take a Bonus action to either Disengage or Dash. If you choose to spend 1 ki, you may do both with the same bonus action. Regardless, your jump distance is doubled for the turn, and you have advantage on Strength and Dexterity checks until the beginning of your next turn
  • Deflect Missile: At 2nd level, as a reaction, you may deflect a ranged weapon attack against you. Make an attack roll contesting the ranged weapon attack. If your attack roll is equal or greater than the result of the ranged weapon attack, you deflect or catch the attack and the attack misses.
    • You may spend 1 Ki to catch the deflected missile. If you do so, you can make a ranged weapon attack with the weapon or ammunition you just caught, as part of the same reaction. You can make this attack using your proficiency bonus. The missile has a normal range of 20 feet and a long range of 60 feet. You may declare that you are going prone when taking this reaction. You must be able to see the attacker to use this feature.
  • Focused Aim: At 3rd level, when you miss an attack, you can spend 2 Ki to increase your attack roll by your proficiency bonus, potentially turning the miss into a hit.
  • Inner self: At 3rd level, you can take a meditative stance to restore part of your depleted Ki. Once per turn when you take this action, you may regain Ki equal to your proficiency bonus + your Wisdom modifier. You may only gain up to your maximum Ki. You may perform this action a number of times per long rest equal to your proficiency bonus. When taking this action, you have advantage on a Saving Throw of your choice until the start of your next turn.
  • Patient Defense: At 3rd level, when you take a Bonus action and spend 1 Ki, you can take the dodge action. You lose these benefits if you are incapacitated or if your speed drops to 0.
  • Mind over Matter: At 4th level you may spend 1 Ki to reroll a failed saving throw. If you use this feature more than once before the start of your next turn, the cost increases 1 more than the last use (1 for 1st, 2 for 2nd, 3 for 3rd. etc.) You may never spend more Ki than your monk level with this feature. The Ki cost resets to 1 at the beginning of your next turn. You also cannot use this feature more than once on any 1 saving throw.
  • Quickened Healing: At 4th level, as a bonus action, you may roll your Martial Art’s Die. You regain hit points equal to the roll’s result + your Monk level. You may perform this feature once per short or long rest.
    • Additionally, when you roll any amount of Hit Dice for healing during a short rest, you may heal an additional amount equal to your proficiency bonus + your Wisdom modifier.
  • Divert Missile: At 4th level, as a reaction, you may deflect a ranged weapon attack against an ally within your unarmed strikes reach. Make an attack roll contesting the ranged weapon attack. Unless you are directly between the attacker and your ally, this attack roll is at a -5 penalty. If your attack roll is equal or greater than the result of the ranged weapon attack, you deflect the attack and the attack misses. You may declare that you are going prone. If you do so, the ally may also choose to go prone with you. You must be able to see the attacker to use this feature.
  • Stunning Strike: 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 2 ki points to attempt a stunning strike. The target cannot use reactions until the start of your next turn and must succeed on a Constitution Saving Throw or be stunned until the end of your next turn. If the Target succeeds their save, the Ki flows back through you as your technique didn’t take and the 2 ki is refunded.
  • Unbroken Will: At 6th level, at the end of your turn, you can spend 1 Ki point to end the charmed or frightened effect you are suffering from. While regaining your senses, you lose your reaction until the start of your next turn.
  • Acrobatic Roll: At 6th level, when you see an enemy move at least 15 feet towards you and hit you with a melee weapon attack, you can use your reaction and 1 Ki to roll half your movement in any direction and reduce bludgeoning, piercing, and slashing damage taken by half. This movement doesn’t provoke Attack of Opportunity and can move through enemy and ally spaces. You must land in an empty space. You must be able to see the attacker to use this feature.
    • Additionally, if there is another hostile creature adjacent to you when you were hit with the melee weapon attack from this technique, you may designate that creature to take the other half of the damage, if the original attack would hit its AC.
  • Empty Body: At 7th level, you focus within and disappear from sight. You can take an action and spend 4 ki points to become invisible for 1 minute. While invisible, you gain resistance to all damage but force damage. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Deflect Ray: At 8th level, you can as a reaction and spend 2 ki points can try to deflect a ranged spell attack against you. Make an attack roll contesting the ranged spell attack. If your attack roll is equal or greater than the result of the ranged spell attack, you deflect the attack and the attack misses. If you roll a 20, you can reflect the spell effect back at the caster. You only spend the Ki if you succeed. You must be able to see the attacker to use this feature.
  • Dissipate: At 14th level, you can take an action and spend 6 Ki points and cast the Etherealness spell. When you do so the duration is 1 hour instead of 8 hours. Once you use this feature, you can’t use it again until you finish a long rest.
  • Transcendent Step At 18th level, you can take action and spend 8 Ki points to cast the Astral Projection spell, without needing material component. When you do so, you can’t take any other creatures with you. Once you use this feature, you can’t use it again until you finish a long rest.
Monk Image
Techniques Table Reference
Techniques (Ki cost) Available Monk Level No action* Action Bonus Action Reaction
Flurry of Blows (1+) 2 X
Step of the Wind (0 or 1) 2 X
Deflect Missile (0 or 1) 2 X
Focused Aim (2) 3 X
Inner Self (Special) 3 X
Patient Defense (1) 3 X
Mind over Matter (1+) 4 X
Quickened Healing (0) 4 X
Divert Missile (0) 4 X
Stunning Strike (2 or 0) 5 X
Unbroken Will (1)* 6 X
Acrobatic Roll (1) 6 X
Empty Body (4) 7 X
Deflect Ray (2) 8 X
Dissipate (6) 14 X
Transcendent Step (8) 18 X
*with the exception of Unbroken Will, which after using denies the monk their reaction

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 (15 ft at 6th level, 20 ft at 10th
  • level, 25 ft at 14th level, and 30 feet at 18th level).
  • At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
  • At 14th level, you gain the ability to move along ceilings and can stop on any surface without falling even after moving.
  • At 18th level, you gain a Flying speed equal to half your walking speed and can hover. If you are incapacitated, you fall as if effected by a feather fall spell for a number of rounds equal to your proficiency bonus.

Monastic Tradition


  • When you reach 3rd level, your Monastic Tradition grants
  • you features and again at 6th, 11th, and 17th level.
Monastic Tradition Source
Way of the Open Hand Player's Handbook
Way of Shadow Player's Handbook
Way of the Four Elements Player's Handbook
Way of the Long Death Sword Coast Adventurer's Guide
Way of the Sun Soul Sword Coast Adventurer's Guide
Way of the Drunken Master Xanathar's Guide to Everything
Way of the Kensei Xanathar's Guide to Everything
Way of Mercy Tasha's Cauldron of Everything
Way of the Astral Self Tasha's Cauldron of Everything
Way of the Ascendent Dragon Fizban's Treasury of Dragons

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.

  • Using the optional feats rule, you can forgo taking this
  • feature to take a feat of your choice instead.

Slow Fall


  • Beginning at 4th level, while you are conscious you reduce
  • any falling damage you take by an amount equal to five
  • times your monk level.

Diamond Soul


  • Starting at 5th level, and again at 9th 13th, and 17th level,
  • your spiritual training has help to resist greater threats.
  • Choose a Saving Throw Proficiency that you are not
  • proficient in. Gain proficiency in that Saving Throw. You
  • may also choose Death Saving Throws as a choice.

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.

  • At 11th level, once per turn, your Flurry of Blows Ki cost
  • for each additional strike is reduced by 1.

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. damage.

Mind, Body and Soul


  • Starting at 9th level, you learn to use your speed and
  • agility to fuel feats of strength. You may add your
  • Dexterity modifier whenever a Strength ability
  • check is called for. Also Jumping rules also add your
  • Dexterity Modifier to your Strength Modifier for additional
  • feet of jumping.

  • Furthermore, your intuition and insight bleeds into your
  • everyday knowledge of things in the world. You may add
  • your Wisdom Modifier whenever an Intelligence ability
  • check is called for.

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.

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.

  • Additionally, you’re not as affected by exhaustion. You can
  • no longer die from exhaustion. You still suffer the
  • additional effects, just exhaustion can never kill you.

Perfect self


  • At 20th level, gain +4 Wisdom and +4 Dexterity. Your
  • maximum for Wisdom and Dexterity are increased by 4 as
  • well (to a maximum of 24 each)

  • Additionally, when you hit a hostile creature with an
  • unarmed strike or a monk weapon, you may make a
  • Constitution saving throw, DC is 10. If you succeed, regain
  • 1 ki point with this strike. Each time you succeed the DC
  • for the next attack when hitting a hostile creature goes up
  • by 5. If you land a critical hit, you automatically succeed
  • on this saving throw, and the DC stays the same. The DC
  • resets back to 10 at the end of your turn.

Monastic Traditions


  • Many traditions of monastic pursuit are Common in the
  • monasteries scattered across the multiverse.

  • Most monasteries practice one tradition exclusively, but a
  • few honor these traditions and instruct each monk
  • according to his or her aptitude and interest. All traditions
  • rely on the same basic Techniques, diverging as the
  • Student grows more adept. Thus, a monk need choose a
  • tradition only upon reaching 3rd Level

Way of the 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.
  • You may attempt a Grapple check with one of the attacks. You may also attempt a grapple check on a creature you are grappling, if you succeed, they are now restrained until the end of your next turn, or they use their action to try to break free. Breaking free from your restrained condition downgrades their condition to just being grappled.

  • Furthermore, at 5th level, when you perform a stunning
  • strike, you can choose instead of refunding both Ki on a
  • targets successful save, you can choose to only refund 1.
  • If you do so, the target can only take an action or a bonus
  • action (but not both), and regardless of the creature’s
  • abilities or magic items, it can’t make more than one
  • melee or ranged attack until the end of their turn as it
  • become lethargic from shaking off your stun attempt.

Wholeness of Body Technique


  • At 6th level, you gain the ability to heal yourself. You gain
  • a healing pool equal to three times your monk level. As an
  • action, bonus action, or reaction, you can regain hit points
  • up to the maximum amount remaining in the pool. Your
  • healing pool is restored to full after a long rest.

  • Furthermore, when the monk uses the Inner Self
  • Technique, they may do so as a bonus action or an action,
  • and can use Inner Self 1 more additional times per long
  • rest.

  • You may heal yourself with Wholeness of Body with the
  • same action you use the Inner Self Technique.

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.

  • Additionally, while under the effect of sanctuary, you may
  • as an action spend 1 Ki point and cast Calm Emotions,
  • although the point of origin is always yourself. You may
  • still concentrate on Calm Emotions after the sanctuary
  • effect has ended however. 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 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 1 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.

  • At 5th level, if they make their save against your stunning
  • strike, you may choose to not have your 2 Ki points
  • refunded to have your target blinded until the start
  • of their next turn.

Shadow Sight


  • Starting when you choose this tradition at 3rd level, you
  • can see through normal darkness and dim light as if
  • it were bright light to a range of 90 feet and you can see
  • through magical darkness you have created with your
  • Shadow Arts or other monk’s Shadow Art’s Darkness
  • feature as if it were bright light. You may also be
  • unaffected by your own Silence Spell from your Shadow
  • Art’s feature if you so choose.

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.

  • After using this feature, you may use your Inner Self
  • feature using the same bonus action. You are still limited
  • in number of Inner Self uses.

Embracing 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.

  • Futhermore, you can detect dim light and darkness
  • conditions within 60 feet of you, even through physical
  • barriers.

Cloaked 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 weapon attack to also hit that same
  • creature. You may also use your Flurry of Blows on this
  • target.

  • If the attack hits, you may use your shadow step ability
  • immediately after the attack(s) if you or the target are in
  • dim light or darkness as part of this same reaction

  • Additionally, if you hit with unarmed strikes or monk
  • weapons while you or your target is in dim light or
  • darkness, or they can't see you, they take additional
  • damage equal to half your proficiency modifier (rounded
  • up)
Monk Image
The Way of the Four Elements
Monk Level Cantrips Known Spell Slots Spell Level Elemental Disciplines
3rd 2 1 1st 1
4th 2 1 1st 2
5th 3 1 1st 2
6th 3 1 1st 3
7th 3 2 2nd 3
8th 3 2 2nd 3
9th 3 2 2nd 4
10th 3 2 2nd 4
11th 4 2 2nd 4
12th 4 2 2nd 4
13th 4 2 3rd 5
14th 4 3 3rd 5
15th 4 3 3rd 5
16th 4 3 3rd 5
17th 5 3 3rd 5
18th 5 3 3rd 6
19th 5 3 4th 6
20th 5 3 4th 6
Original Source: Player's Handbook

The 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.

Elemental Pact Magic


  • The Monk has dedicated themselves to the elements, they
  • gain the Pact spell Slots and a Number of Cantrips

  • When you reach 3rd level, you can augment your combat
  • techniques with the ability to cast spells. See chapter 10 of
  • the Player’s Handbook for the general rules of spellcasting
  • and chapter 11 of the Player’s Handbook for the Listed
  • Spells Below.

Cantrips

  • You learn Produce Elements plus 1 more cantrip of your
  • choice from the list provided: Gust, Shapewater, Mold
  • Earth, Control Flames. You learn an additional cantrip
  • from the list at 5th, 11th, and 17th level in this class.


  • They have additional functionality when used by a WoTFE
  • monk

Pact Spell Slots

  • The Way of the Four Elements Spellcasting table shows
  • how many spell slots you have. The table also shows what
  • the level of those slots is; all of your spell slots are the
  • same level. To cast one of your Way of the Four Elements
  • spells of 1st level or higher, you must expend a spell slot.
  • You regain all expended spell slots when you finish a
  • short or long rest.

  • For example, when you are 8th level, you have two
  • 2nd-level spell slots. To cast the 1st-level spell Fog Cloud,
  • you must spend one of those slots, and you cast it as a
  • 2nd-level spell.

Signature Elemental Spells

Signature Elemental Spells
Monk Level Spell Level Signature Elemental Spells
3rd 1st -- --
7th 2nd -- --
13th 3rd -- --
19th 4th -- --

  • Starting at 3rd level when you pick this tradition, you
  • may pick two spells from 1st level Elemental Pact Magic
  • Spell list and add them as Signature Elemental spells, you
  • may change out 1 spell out on a short rest. Still requires
  • same meditation although this happens during the short
  • rest. When you reach 7th, 13th, and 19th level you may
  • pick 2 more spells from 2nd, 3rd 4th level spells from the
  • same list.


Preparing and Casting Spells

  • The Way of the Four Elements table shows how many
  • spell slots you have to cast your spells. To cast one of your
  • The Way of the Four Elements spells of 1st level or higher,
  • you must expend a Pact Spell Slot. You regain all
  • expended spell slots when you finish a Short rest.

  • You prepare the list of The Way of the Four Elements
  • spells that are available for you to cast, choosing from the
  • The Way of the Four Elements spell list. When you do so,
  • choose a number of The Way of the Four Elements spells
  • equal to your Wisdom modifier + third of your The Way of
  • the Four Elements level, rounded up (minimum of one
  • spell). The spells must be of a level for which are equal to
  • or less than your highest Elemental Magic spell slot level.
  • For example, if you are a 7th-level The Way of the Four
  • Elements, with a Wisdom of 14, your list of prepared
  • spells can include five spells of 1st or 2nd level, in any
  • combination. If you prepare the 1st-level spell Fog Cloud,
  • you cast it using a 2nd-level Elemental Pact slot. Casting
  • the spell doesn't remove it from your list of prepared
  • spells.


  • You can change your list of prepared spells when you
  • finish a long rest. You can change 1 your Signature
  • Elemental Spells on a Short Rest. Preparing a new list of
  • The Way of the Four Elements spells requires time spent
  • in meditation: at least 1 minute per spell level for each
  • spell on your list.

Spellcasting Ability

  • Wisdom is your spellcasting ability for your Way of
  • the Four Elements spells, so you use your Wisdom
  • whenever a spell refers to your spellcasting ability. In
  • addition, you use your Wisdom modifier when setting the
  • saving throw DC for an Elemental Pact Magic spells you
  • cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Ritual Casting

  • You can cast an Elemental Pact Magic spell as a ritual if
  • that spell has the ritual tag and you have the spell
  • prepared.

Spellcasting Focus

  • You can use Magical Tattoos (see "Equipment") as a
  • Spellcasting focus for your Elemental Pact Spells.

Elemental Pact Magic Spell List:

  1. Create or destroy water, Fog Cloud, Ice Knife, Earth Tremor, Burning hands, Feather Fall, Thunderwave, Warding Winds, Zephyr Strike
  2. Snilloc’s Snowball Swarm, Earthbind, Maxmillian’s Earthen Grasp, Spike Growth, Agannazar’s Scorcher, Flaming Sphere, Scorching Ray, Dust Devil, Gust of Wind, Misty Step, Blur
  3. Elemental Weapon, Protection from Energy, Sleet Storm, Tidal Wave, Wall of Water, Water Breathing, Water Walk, Erupting Earth, Wall of Sand, Meld into Stone, Fireball, Gaseous Form, Stinking Cloud, Wind Wall, Melf’s Minute Meteors
  4. Conjure Minor Elementals, Elemental Bane, Control Water, Ice Storm, Watery Sphere, Stoneshape, Stoneskin, Fire Shield, Wall of Fire, Freedom of Movement

Elemental Knowledge


  • The Monk has dedicated a part of his life to
  • understanding the elements, and in doing so, know more
  • and aware of intricate properties of the elements. At 3rd,
  • level the Way of the Four Elements Monk gain proficiency
  • in one of the follow skills: Arcana, History or Nature. The
  • Way of the Four elements monk may use Wisdom for
  • these skill checks instead of Intelligence.

  • Additionally, if the monk already has proficiency in the
  • chosen skill already, the monk has expertise instead.


Elemental Steward


  • Starting at 3rd level, gain Elemental Disciplines at levels
  • designated on the WotFE monk table. When you gain a
  • level, you may swap out an Elemental Discipline you had
  • with one you want, should you meet the requirements.
  • See List of Elemental Discipline below

Elemental Resistance


  • Starting at 6th level, while you are Engulfed in Elements
  • from your Produce Elements Cantrip, you have resistance
  • to damage based on what damage type you chose to be
  • engulfed in. With 1 Ki point and a Reaction, while Engulfed
  • in Elements, you may switch which element you are
  • engulfed in as you take damage of a different type you
  • could be Engulfed in Elements (Fire, Cold, Lightning,
  • Thunder, Bludgeoning, or Acid).

  • Once per short rest, you may also spend 2 Ki and a
  • reaction to gain immunity to damage that you currently
  • Engulfed in Elements. When you do so, each ally within
  • 10 ft of you also gains resistance to said damage as well.

Elemental Prowess


  • At 11th level the WotFE monk becomes more limber and
  • harder to pin down while they are Engulfed in Elements.
  • While Engulfed in Elements, gains advantage on checks
  • and saving throws versus being grappled, restrained or
  • paralyzed. You may always attempt to break such
  • conditions at the beginning of your turn (no action
  • required) of such conditions, should you fail you may
  • attempt to break free the normal way the condition
  • allows.

  • Furthermore, gain advantage on Charisma checks when
  • dealing with creatures from the Planes of Fire, Earth,
  • Air or Water, and you may use your Wisdom or Charisma
  • modifier for these specific checks.

Elemental Conduit


  • At 17th level in this class, you may once per turn
  • replace 1 attack with your Flurry of Blows feature
  • with Produce Elements Cantrip and no longer ends
  • that spell when using the Hurl attack.

  • Furthermore, you gain 1 additional use of your
  • Elemental Resistance to gain immunity per short rest,
  • in addition you can effect allies up to 30 ft away from you
  • when you activate it.

Monk Image

Archive of WotFE Monk new features


Cantrips



Produce Elements

  • Conjuration cantrip
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

  • Flickering elements appears in your hand. The elements
  • remain there for the duration and harms neither you nor
  • your equipment. Then you may have the flame [Ice [Air
  • [Rock]]] sheds bright light in a 10-foot radius and dim light
  • for an additional 10 feet. The spell ends if you dismiss, it
  • as an action (no action required), or if you cast it again.

  • You can also attack with the elements, although doing so
  • ends the spell. When you cast this spell, or as an action on
  • a later turn, you can hurl the flame at a creature within
  • 30 feet of you. Make a ranged spell attack. On a hit,
  • the target takes 1d8 fire[cold[thunder[bludgeoning]]]
  • damage.

  • Additionally, a Way of the Four Elements Monk, may
  • spend 1 Ki point (no action required) during the duration
  • of Produce Elements to be Engulfed in Elements to make
  • all unarmed attacks for a duration of 10 minute of the
  • chosen elements damage type instead. This damage type
  • is considered magical. This duration is separate and not
  • dependent on if this cantrip later ends.

  • At Higher Levels. This spell’s damage increases by 1d8
  • when you reach 5th level (2d8), 11th level (3d8), and 17th
  • level (4d8). Additionally, the range that you can hurl
  • the elements become 40 ft at 5th level, 50 ft at 11th
  • level, and 60 ft at 17th level


Control Flames

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

  • You choose nonmagical flame that you can see
  • within range and that fits within a 5-foot cube. You affect
  • it in one of the following ways:
  1. You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  2. You instantaneously extinguish the flames within the cube.
  3. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  4. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

  • If you cast this spell multiple times, you can have no more
  • than three of its non-instantaneous effects active at a
  • time, and you can dismiss such an effect as an action.

  • Additionally, the duration of the effects can last for a
  • number of hours equal to your Proficiency Bonus instead
  • of the spell’s normal duration for these effects.
  • Furthermore, the monk may have additional bonus
  • amount of non-instantaneous effects active at a time
  • equal to your Wisdom Modifier. You may also dismiss
  • some or all the effects as a bonus action, action or
  • reaction.


Mold Earth

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

  • You choose a portion of dirt or stone that you can see
  • within range and that fits within a 5-foot cube. You
  • manipulate it in one of the following ways:
  1. If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  2. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  3. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

  • If you cast this spell multiple times, you can have no more
  • than two of its non-instantaneous effects active at a time,
  • and you can dismiss such an effect as an action.

  • Additionally, the duration of the effects can last for a
  • number of hours equal to your Proficiency Bonus instead
  • of the spell’s normal duration for these effects.
  • Furthermore, the monk may have additional bonus
  • amount of non-instantaneous effects active at a time
  • equal to your Wisdom Modifier. You may also dismiss
  • some or all the effects as a bonus action, action or
  • reaction.

ShapeWater

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

  • You choose an area of water that you can see within
  • range and that fits within a 5-foot cube. You
  • manipulate it in one of the following ways:

  1. You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  2. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  3. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  4. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

  • If you cast this spell multiple times, you can have no more
  • than two of its non-instantaneous effects active at a time,
  • and you can dismiss such an effect as an action.

  • Additionally, the duration of the effects can last for a
  • number of hours equal to your Proficiency Bonus instead
  • of the spell’s normal duration for these effects.
  • Furthermore, the monk may have additional bonus
  • amount of non-instantaneous effects active at a time
  • equal to your Wisdom Modifier. You may also dismiss
  • some or all the effects as a bonus action, action or
  • reaction.


Gust

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

  • You seize the air and compel it to create one of the following effects at a point you can see within range:

  1. One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
    • Additionally, the Monk of the Way of Four Elements make choose additional targets medium or smaller equal to your Wisdom Modifier. Furthermore, you may affect Large creatures when your proficiency bonus is +3 and 1 size larger for each +2-proficiency bonus beyond that.
  2. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
    • Additionally, the Monk of the Way of Four Elements may move objects that are 5 pounds times your Wisdom Modifier. Furthermore, you may push those objects a number of additional feet equal to 5 ft times your proficiency bonus.
  3. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
    • Additionally, The Way of the Four Elements Monk may cause such events to last for a number of rounds after the instant equal to your proficiency bonus. Furthermore, you can simultaneously cause a number of such events within range equal to your Wisdom Modifier.

Elemental Disciplines


Elemental Channeler:


  • When you cast Produce Elements and Hurl it, add your
  • Wisdom modifier to the damage it deals on a hit.

  • Furthermore, you may also perform a melee Spell Attack
  • with Produce Elements as well, instead of a ranged spell
  • attack.

Elemental Companion: (requires lvl 7)


  • You gain the Find Familiar Spell and can only cast it as
  • a ritual, not needing material components. Instead of the
  • normal types, you gain summon one of the following:
  • Dust Mephit, Ice Mephit, Magma Mephit, Smoke Mephit,
  • Steam Mephit, Mud Mephit, or a Magmin.

  • Each Creatures uses your Monk Spell Save DC’s for its
  • effects, spells and action that have them. Once per turn,
  • you may give up an attack with your flurry of blows to
  • have your familiar take one of its attack actions, or
  • bonus actions available to it. It goes immediately after you
  • on Initiative.

Elemental Reach:


  • When using your Produce Elements Cantrip and other
  • Elemental pact spells, they ignore ½ and ¾ cover. When
  • you make use Produce Elements cantrip, if you spent a Ki
  • point to Engulf in Elements, your reach with your
  • Unarmed strikes increases by 5ft for 10 minutes.

Elemental Splash:


  • When using your Produce Elements Cantrip, you may
  • have it affect 1 additional target within 5ft to the initial
  • Target, that secondary target makes a Dexterity Save or
  • takes your Wisdom Modifier + your Martial Art’s Die in
  • damage. When a creature strikes you while you have
  • your Unarmed Strikes are Engulfed in Elements, creatures
  • that attack you with a Melee attack take elemental
  • damage (same as your Engulfed in Elements) when they
  • hit you equal to your Wisdom Modifier + Martial Art’s Die.

Elemental Affinity: (requires 13th)


  • This feature depends on which element is being used
  • to Engulf in Elements from Produce Elements Cantrip. You
  • may choose to activate these features when you use your
  • Engulfed in Elements feature. You can use this features
  • a number of times per long rest equal to your proficiency
  • bonus, choose different elements each time based on
  • what damage type you Engulfed in Elements
  • Earth: When you’re Engulfed in Elements, it spreads to the rest of your body, causing it to become tough. Gain temporary hit points equal to your Maximum of your Martial Art’s Die + Wisdom Modifier. If you start your turn within the duration of Engulfed in Elements without any Temporary Hit point’s gain temporary hit points equal to your Wisdom Modifier. If you choose to only refund 1 Ki from a successful stunning strike save, the creatures movement is considered walking through difficult terrain as the earth pulls at his feet.
  • Air: When you’re Engulfed in Elements, it spread to the rest of your body, making it slightly less tangible. Gain ½ Cover. When using Deflect missiles you may deflect multiple instances if they come from the same attack and attacker with the same reaction each additional Ranged Weapon attack deflected costs 1 ki. If you choose to only refund 1 Ki from a successful stunning strike save, the creature cannot use a flying speed until the end of their next turn. If the creature was already flying, it hovers to the ground at the time of the successful stunning strike save. This movement does not provoke Attacks of Opportunity.
  • Ice: When you’re Engulfed in Elements, it spreads to the rest of your body, making it slow down its surroundings. Creatures of your choice who start there turn within your unarmed strikes reach of you have their movement speed reduced by 10ft until the end of their current turn. If you choose to only refund 1 ki from a successful stunning strike save, that creature cannot take the dash action until the start of your next turn
  • Fire: When you’re Engulfed in Elements, it spreads to the rest of your body, making it hard for people to stand near you. If a creature of your choice begins their turn within unarmed strikes reach of you, they must make a Dexterity saving throw or catch on fire, taking a Martial Art’s damage die in Fire, taking no damage on a success. If you choose to only refund 1 Ki from a successful stunning strike save, the creature catches on fire, taking Martial Art’s Die in Fire damage. Furthermore, each creature of your choice within 5 ft of the not-stunned creature must make a Dexterity save or also take this damage, no damage on success

Become the Elements (Requires 18th)


  • As a Bonus Action, can Shapechange into an Elemental
  • Per the Elemental Wild Shape ability found in players
  • handbook for Moon druids. You can use this once per 1d4
  • long rests. Your Form gains additional properties.
  • Gain a Bonus to the creature’s AC equal to half your proficiency bonus, Rounded up, Or you can use your Unarmored Defense, your choicee.
  • Add your Monk level to the hit points of the elementals. You are proficient in the attacks that the elemental does.
  • Slam/touch Attacks do 1d4 + Martial Art’s Die + appropriate modifier. (5d4 damage + modifier) These Attacks may use Strength, Dexterity, or your Wisdom modifier for to hit and damage rolls
  • You may take the higher of either yours or the Elementals Strength, Dexterity, Constitution scores. Change other attacks regarding this as appropriate.
  • You may use your Monk Save DC’s for any feature the Elemental has that requires a Save.
  • Any feature that does damage other than the normal Slam/Touch does damage depending on which elemental you choose
    • Fire: Fire Form: Replace everywhere you see 1d10 with 1d10 + 1d4
    • Water: Whelm: Replace when you see 2d8+4 with 2d8 + 2d4 + Wisdom Modifier
    • Air: Whirlwind: Replace when you see 3d8 +2 with 3d8 + 2d4 + Wisdom Modifier
    • Earth: Siege Monster: Deal maximum damage as well as Double damage to objects and structures
  • Water Elementals do not have the Freeze property for you
  • Fire Elementals do not have the Water Susceptibility property for you
  • Earth Elementals to not have Vulnerability to Thunder damage
  • When you take the Multiattack Action in this form, your Slame/Touch attacks count as Unarmed strikes for qualifying with your Flurry of Blows.

  • If you choose this Elemental Discipline, you may not also
  • have the Investiture of Elements Elemental Discipline.

Investiture of Elements (Requires 18th level)


  • As an action, the Way of the Four Elements Monk gains
  • the ability to cast Investiture of (Stone,Flame,Ice,Wind)
  • and can switch between these options as a bonus action
  • (Sharing the original duration, instead of renewing it).
  • While the Investiture spell is in effect, the monk also
  • gets the following effects.
  • You gain a +5 bonus and advantage on concentration checks to keep this form up as long as you are not incapacitated
  • Gain advantage on all attacks.
  • Your Unarmed strikes deal an additional 1d4 + your Wisdom modifier worth of damage, the damage feature for each vestiture does addition damage equal to 2d4 + Wisdom Modifier.
  • If you use an Action to perform one of the Investiture features, you may spend 1 or more Ki point, to perform a flurry of blows with the same action.
  • Increase your current and maximum Hit points by a number equal to twice your Monk level for the duration of this feature.

  • You may use this Elemental Discipline once per 1d4 long
  • rest.

  • If you choose this Elemental Discipline, you may not also
  • have the Become the Elements Elemental Discipline.

Elemental-Ki Flexibility: (Requires 13th level)


  • As a Bonus action, you may transfer 2 ki per Max Spell
  • Slot level (so a 19th level character would spend 8 Ki to
  • gain 1 spell slot) to gain an additional Elemental Pact Spell
  • Slot. You may do this up to half your proficiency bonus
  • (rounded down) per long rest

  • You may also gain 1 additional use of Inner Self
  • Technique per long rest

Elemental Surge: (Requires 7th level)


  • When casting a level 1 Spell or higher using an Elemental
  • Spell Slot, you may spend 1 Ki per 1 additional damage
  • die. You may spend up to a Max amount of half your
  • Proficiency bonus, rounded down. This is in addition to
  • normal scaling of the spell. Only work on spells whose
  • damage scale up with up casting,

  • Also, if you spend your Action casting one of your Way of
  • the Four Elements provided Cantrips, you may also use
  • Inner Self Technique with the same action (or bonus
  • action, if available)

Elemental Versatility: (Requires 7th level)


  • You may prepare up to 2 more spells in addition to your
  • normal amount per long rest. When replacing one of their
  • signature spells, you may swap out 2 Signature Spells per
  • short rest instead of 1.

Spontaneous Elements: (Requires 13th level)


  • You can Spend 1 Ki points per spell level (minimum 1 for
  • cantrips) to quicken one of your spells making it a Bonus
  • action casting time.

  • Also, if you spend 1 Ki point, your spells cast ignore Verbal
  • and Somatic components. You must Still follow the same
  • rules for casting a spell with a bonus action found in the
  • Player Handbook. You may only use one of these two
  • features on any 1 spell casting.

Elemental Expansion:


  • Your Cantrips (Gust, Shapewater, Mold Earth, Control
  • Flames) affect a larger area. Instead of a 5ft cube it is now
  • a 5 ft radius per instance. Finally, you may create double
  • the number of effects with each casting. You are still
  • limited to how many can be up at once per your Wisdom
  • or proficiency bonus as stated in the spell description
  • above.

  • You may also make 1 Melee Weapon attack with an
  • Unarmed Strike or Monk weapon with the same casting
  • as one of these cantrips castings. (Gust, Shapewater, Mold
  • Earth, Control Flames)

Way of the Long Death


  • 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. Original Source: Sword Coast Adventurer's Guide



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).

  • Additionally, when you perform the finishing blow with an
  • Unarmed strike or monk weapon, you may perform Inner
  • Self Technique as part of the same action.


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 of your choice 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.

  • Creatures that are Frightened of you have Disadvantage
  • on their saving throws against your Stunning Strike
  • Technique.

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.

  • Furthermore, rolling an 18, 19, or 20 on a Death Saving
  • Throw, allows you to gain 1 hit point and stabilize at the
  • beginning of your turn.

Touch of the Long Death


  • Starting at 17th level, your touch can channel the energy
  • of death into a creature. When you hit one creature within
  • 5 feet of you with an melee weapon attack and you
  • expend 1 to 10 ki points, the target must make a
  • Constitution saving throw. If it fails the save, it takes an
  • additional 2d12 necrotic damage per ki point or half as
  • much damage on a successful one.

  • If this attack would drop the creature to 0 hit points, or
  • you use it on a creature that is currently frightened of you,
  • you regain half of the Ki spent on this feature, rounded
  • down. (minimum 0)

Way of the Sun Soul


  • 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.

  • Original Sources: Sword Coast Adventurer's Guide,
  • Xanathar's Guide to Everything

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 for each attack. 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 this special attack twice as a bonus action.


Radiant Bursting Strikes


  • At 6th level, you gain the ability to channel your ki into
  • radiant waves of energy. Immediately after you hit with
  • an unarmed strike on your turn, you can spend 1 ki
  • points to have your strike burst with energy, causing each
  • creature (not including yourself) within 5 ft of the target
  • must make a Dexterity Saving throw or take your Martial
  • Art's die + your Wisdom Modifier in radiant damage. On a
  • successful save, they take half damage.

  • You can spend additional ki points to increase the radius
  • Each 1 Ki spent increases the radius by 5 ft. The maximum
  • number of additional ki points that you can spend is equal
  • to half your proficiency bonus, rounded down.

  • Additionally, if you hit as many creatures as your
  • proficiency bonus with the same use of Radiant Bursting
  • Strikes, you may also use Inner Self with the same
  • action/attack.

  • Furthermore, your Radiant Sun Bolts range increases to
  • 60 ft. Radiant Sun Bolt now ignores 1/2 cover.

  • Finally, you gain resistance to Radiant damage.

Sun Bolt Burst


  • At 11th level, your Radiant Sun Bolts become even
  • deadlier. When you hit with Radiant Sun Bolt you can
  • choose to spend 2 Ki to have your Radiant Sun Bolts burst
  • around the target, where it erupts into a sphere of radiant
  • light for a brief but deadly instant.

  • Each creature within 10 ft of the creature hit,
  • including the original target, must succeed on a
  • Constitution Saving Throw or take your Martial Art's
  • Die + your Wisdom modifier in radiant damage. On a
  • failed save, they take half damage. A creature doesn't
  • need to make the save if the creature is behind total cover
  • that is opaque.

  • You suffer no negative effects from your own Sun Bolt
  • Burst feature.

  • Furthermore, your Radiant Sun Bolts range increases to
  • 90 ft. You may spend 2 Ki to make the Radiant Sun
  • Bolt's special attack 3 times as a bonus action.

Stunning Brilliance


  • 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. This light cancels
  • Magical darkness of spell level 5th and lower or created
  • by creatures of CR 12 or less if no spell level is specified.

  • If a creature hits you while within 60 ft of you while this
  • light shines, they take radiant damage equals your
  • proficiency bonus + Wisdom Modifier. If the attack misses,
  • they still take your Wisdom Modifier in radiant damage if
  • they were within 30 feet of you when they attempted the
  • attack.

  • Additionally, Radiant Sun Bolts can now apply a Stunning
  • Strike on targets that is hit with a ranged spell attack.
  • Doing so costs 1 additional Ki per attempt. This additional
  • Ki is not refunded on a successful save.

  • Furthermore, your Radiant Sun Bolts range increases to
  • 120 ft. Radiant Sun Bolt now ignores 3/4 cover.

Way of the Drunken Master


  • 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.

  • Original Source: Xanathar's Guide to Everything


Brewmaster's Calling


  • 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. If you use Flurry of Blows
  • once on your turn, you gain the benefits of the Disengage
  • action, and your walking speed increases by 10 feet until
  • the end of the current turn. If you use Flurry of Blows a
  • 2nd time on your turn, you gain the benefits of the Dash
  • action as well, and your walking speed increases by
  • another 10 feet until the end of the current turn.


  • Furthermore, while under any of the following conditions,
  • you reduce all damage done to you after all other
  • modifiers and resistances are calculated equal to your
  • proficiency bonus.
  • Surprised, Grappled, Restrained, Paralyzed, Unconscious, Incapacitated, or Stunned.

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.
  • Dangerous while Prone: Being Prone no longer gives you disadvantage on melee weapon attacks, and attackers do not have advantage on attacks while your prone so long as your movement speed isn't 0.
  • Improved Acrobatic Roll: Your Drunken master has made you more proficient in this particular technique, it has the following changes when you use it:
    • The creature attacking you no longer needs to have moved a certain number of feet before the attack.
    • You no longer need to spend a Ki point to perform.
    • You can move up to your full movement speed.
    • You also gain resistance to cold, fire, acid, thunder, and lightning damage as well as bludgeoning, piercing, and slashing when using Acrobatic Roll.
  • Brewmaster's Balance: Once per turn, when you use flurry of blows, you may also use Inner Self Technique with the same action/attack.
  • Optimized Interactions: While attacking, the monk may make an additional free object interaction to take a drink, so long as they have a free hand. This may be alcohol, or it may be a healing potion, whichever the situation calls for. Furthermore, they may draw any number of light finesse weapons or light improvised weapons as part of any attacks made.

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 1 ki points to cancel the
  • disadvantage for that roll. You may also spend 1
  • additional Ki to gain advantage on said ability check,
  • attack roll or saving throw. You may only grant yourself
  • Advantage on any roll once per short rest with this
  • feature.

Stunning Frenzy


  • At 17th level, you gain the ability to make an
  • overwhelming number of attacks in a shorter period of
  • time. Once per turn, when you use your Flurry of
  • Blows, you can make up to three additional attacks with it
  • this turn. This does not cost additional Ki. You may also
  • move between flurry of blow strikes

  • Furthermore, Stunning Strike only costs you 1 Ki per
  • attempt, and is still refunded on a successful save.

Way of the Kensei


  • Monks of the Way of the 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.

  • Original Source: Xanathar's Guide to Everything

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 hit with unarmed strike or monk weapon on your turn while holding a monk weapon; you can use part of your attack to help defend yourself from attacks. You gain a +2 bonus to AC until the start of your next turn, while you aren’t incapacitated. At 5th level, your bonus to AC from Unarmoed Defense and taking the dodge action last until the start of your next turn, rather than until you are hit, as long as you are holding a monk weapon and your speed is not 0.
  • Unerring Accuracy 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. You may use monk weapons instead of unarmed strikes with your Flurry of Blows additional attacks.
  • Way of the Brush: You gain proficiency with your choice of calligrapher's supplies or painter's supplies.


One with the Weapon


  • At 6th level, you extend your ki into your monk 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.
  • Improved Focused Aim: When you hit a target with an unarmed strike or monk weapon, Your future attacks against the target become easier. During a turn that you have hit a creature and haven't missed with an attack, Focused Aim Technique costs 1 Ki point less per attack that has already hit that creature until the end of your turn. Minimum of 0
  • Combative Synergy When you make a Ranged weapon attack and a Melee weapon attack in the same turn, you may immediately after the 2nd attack perform an Inner Self Technique. Furthermore, your Ranged weapon attacks with monk weapons do not have disadvantage when a hostile creature is within 5 ft of you.
  • Offensive Acrobatic Roll: When you use this Technique, and are holding a ranged monk weapon, you may make an attack at the end of your movement.

Ki Fueled Weaponry


  • 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 in
  • one of you hands and your unarmed strikes a magical
  • bonus to attack and damage rolls when you attack with
  • them. The bonus equals the number of ki points you
  • spent. This bonus lasts for 10 minute or until you use
  • this feature again. This feature cannot raise the total
  • magical bonus of the weapon in hand or unarmed strikes
  • to hit and damage above +3.

  • Furthermore, while this feature is active, even if you spent
  • no ki, you may sacrifice part of the magical bonus from
  • your monk weapon and unarmed strikes. If you do, your
  • Agile parry feature gains additional bonus to AC equal
  • to the bonus sacrificed until the start of your next turn.
  • This bonus to AC only applies to situations where Agile
  • Parry would trigger. Use of this feature is chosen at the
  • start of your turn.

Kensei Discipline


  • At 17th level, When you hit with an attack from Flurry of
  • Blows, you do an additional 1d8 damage. You can benefit
  • from this a number of times per turn equal to half your
  • proficiency bonus, rounded up.

  • Furthermore, your critical range for your unarmed strikes
  • and monk weapon increases by 1, becoming 19-20. If you
  • score a critical hit against a creature, you may perform a
  • Stunning Strike, normal 2 Ki cost. They are Stunned, no
  • save. If they are immune to being Stunned, they instead
  • take 2d12 extra Force damage. This additional damage is
  • not doubled for the critical.

Way of Mercy


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

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

  • The walkers of this way usually don robes with deep
  • cowls, and they often conceal their faces with masks,
  • presenting themselves as the faceless bringers of life and
  • death.

  • Original Source: Tasha's Cauldron of Everything-

Implements of Mercy


  • When you choose this tradition at 3rd level, you gain
  • proficiency in the Insight and Medicine skills, and you gain
  • proficiency with the herbalism kit.

  • You also gain a special mask, which you often wear when
  • using the features of this subclass. You determine its
  • appearance, or generate it randomly by rolling on the
  • Merciful Mask table.
d10 Mask Appearance
1 Raven
2 Blank and White
3 Crying Visage
4 Laughing Visage
5 Skull
6 Butterfly
7 Beast
8 Angelic/Devilish
9 Cthulhu
10 Diety

Hands of Healing


  • At 3rd level, your mystical touch can mend wounds. As an
  • action, you can spend 2 ki point to touch a creature and
  • restore a number of hit points equal to a roll of your
  • Martial Arts die + your Wisdom modifier.

  • When you use your Flurry of Blows, you can spend 1
  • additional Ki to replace one of the unarmed strikes
  • with a use of this feature without spending the normal
  • ki points for the healing.

Hands of Harm


  • At 3rd level, you use your ki to inflict wounds. When you
  • hit a creature with an unarmed strike, you can spend 1 ki
  • point to deal extra necrotic damage equal to one roll of
  • your Martial Arts die + your Wisdom modifier. You can use
  • this feature only once per turn.


Physician's Touch


  • Starting at 6th level, you can administer even greater
  • cures with a touch, and if you feel it's necessary, you can
  • use your knowledge to cause harm.

  • When you use Hands of Healing on a creature, you can
  • also end one disease or one of the following conditions
  • affecting the creature: blinded, deafened, paralyzed,
  • poisoned, or stunned.

  • When you use Hands of Harm on a creature, you can
  • subject that creature to the poisoned condition until the
  • end of your next turn.

  • Furthermore, successfully hitting someone and applying
  • either Hands of Harm or Hands of Healing allows you to
  • use Inner self technique with the same action/attack.

Flurry of Healing and Harm


  • Starting at 11th level, you can now mete out a flurry of
  • comfort and hurt. When you use Flurry of Blows, you can
  • now replace each of the unarmed strikes with a use of
  • your Hands of Healing

  • In addition, when you make an unarmed strike with Flurry
  • of Blows, you can use Hand of Harm up to two times per
  • turn, spending 1 Ki point per Hands of Harm attack.

  • Creatures that are poisoned have disadvantage on Saving
  • Throws versus being stunned by you.

Hand of Ultimate Mercy


  • By 17th level, Your mastery of life energy opens the door
  • to the ultimate mercy. As an action, you can touch the
  • corpse of a creature that died within the past 24 hours
  • and expend 5 ki points. The creature then returns to life,
  • regaining a number of hit points equal to 16d4 + your
  • Wisdom modifier. If the creature died while subject to any
  • of the following conditions, it revives with them removed:
  • blinded, deafened, paralyzed, poisoned, stunned and 1
  • level of exhaustion.

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

  • Furthermore, when you use your Hands of Healing,
  • Physicians Touch, or Flurry of Healing and Harm to heal
  • others, you also heal yourself for an amount equal to
  • your proficiency bonus.

Way of the Astral Self


  • A monk who follows the Way of the Astral Self believes
  • their body is an illusion. They see their ki as a
  • representation of their true form, an astral self. This astral
  • self has the capacity to be a force of order or disorder,
  • with some monasteries training students to use their
  • power to protect the weak and other instructing aspirants
  • in how to manifest their true selves in service to the
  • mighty.

  • Original Source: Tasha's Cauldron of Everything

Arms of the Astral Self


  • At 3rd level, your mastery of your ki allows you to
  • summon a portion of your astral self. As a bonus action,
  • you can spend 1 ki point to summon the arms of your
  • astral self. When you do so, each creature of your choice
  • that you can see within 10 ft of you must succeed on a
  • Dexterity saving throw or take force damage equal to two
  • rolls of your Martial Arts die + your Wisdom Modifier.
  • A successful save takes half damage.

  • For 10 minutes, these spectral arms hover near your
  • shoulders or surround your arms (your choice). You
  • determine the arms' appearance, and they vanish early if
  • you are incapacitated or die.

  • While your astral arms are summoned, you gain the
  • following benefits:
  • Thought Provoking Strength:You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • Mind's Punch: You can use the spectral arms to make unarmed strikes.
  • Within Arms Reach:When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • Force of Will The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
  • Spirit Grappling: You may replace one unarmed strike you make with your astral arms with a grapple check.

Visage of the Astral Self


  • When you reach 6th level, you can summon the visage of
  • your astral self. As a bonus action, or as part of the bonus
  • action you take to activate Arms of the Astral Self, you can
  • spend 1 ki point to summon this visage for 10 minutes.
  • When you do so, each creature of you choice within 10
  • ft of you must make an Wisdom Saving Throw or take
  • Psychic damage equal to one roll of your Martial Art's
  • Die and become Frightened or Charmed (your choice) by
  • you for 1 minute or until they take damage. A successful
  • save takes half damage and not Frightened or Charmed. It
  • vanishes early if you are incapacitated or die.

  • The spectral visage covers your face like a helmet or
  • mask. You determine its appearance.

  • While the spectral visage is present, 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. You can also see into the Astral plane at a distance of 30 ft.
  • 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. This may also extend into the Astral Plane.
  • Improved Inner self: When you use your Visage of the Astral Self, you may on the same action use Inner Self Technique. You may also use it as a reaction to any creature within 10 feet of you being dropped to 0 hit points.

Body of the Astral Self


  • Starting at 11th level, when you have both your astral
  • arms and visage summoned, you can cause the body of
  • your astral self to appear (no action required) at the cost
  • of 2 Ki points. When you do so, each creature of your
  • choice within 10 ft of you must make a Consitution Saving
  • Throw or take damage equal to one roll of Martial Art's
  • Die and have disadvantage on Concentration Checks for 1
  • minute as well as future Constitution saves against your
  • Stunning Strikes for 1 minute. A successful save takes half
  • damage and suffers no other effects from this save. This
  • spectral body covers your physical form like a suit of
  • armor, connecting with the arms and visage. You
  • determine its appearance.

  • While the spectral body is present, you gain the following
  • benefits
  • Empowered Arms: Once on each turn when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.
  • Deflect Energy: When you take acid, cold, fire, lightning, psychic or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by Your Martial Art's Die + your Wisdom modifier + your monk level. You may also perform this with the same reaction as Deflect Ray Technique, should that Technique fail.
  • Greater Ki-Empowered Strikes: You can reduce the Ki cost of Flurry of Blows by 1 up to twice per turn instead of once.

Awakened Astral Self


  • Starting at 17th level, your connection to your astral self is
  • complete, allowing you to unleash its full potential. As a
  • bonus action, you can spend 5 ki points to summon the
  • arms, visage, and body of your astral self and awaken it
  • for 10 minutes. When you do so, each creature of your
  • choice within 10 feet of you that is effected by your
  • activations of Arms, Visage and Body, make the initial
  • area of effect saving throw(s) at disadvantage. This
  • awakening ends early if you are incapacitated or die.

  • While your astral self is awakened, you gain the following
  • benefits.
  • Armor of the Spirit: You gain a +2 bonus to AC
  • Extra Attacks: When you take the Attack Action, you make make 2 attacks instead of one.
  • Greater Techniques: The following techniques cost 2 less Ki per use:
    • Empty Body, Dissipate, Transcendent Step

  • Improved Transcendent Step: At 18th level, you may
  • bring along up to your proficiency bonus number of
  • additional creatures with you when you use your
  • Transcendent Step Technique. You may also use
  • Transcendent Step 1 additional time per long rest while
  • in your awakened astral self form and this use does not
  • require Ki points.

The Way of the Ascendant Dragon


  • The fundamental teaching of this tradition holds that by
  • emulating dragons, a monk becomes a more integrated
  • part of the world and its magic. By altering their spirit to
  • resonate with draconic might, monks who follow this
  • tradition augment their prowess in battle, and bolster
  • their allies. But all this power is in service of a greater
  • goal: achieving a spiritual unity with the essence of the
  • Material Plane.

  • Original Source: Fizban's Treasury of Dragons

Draconic Disciple


  • At 3rd level, you can channel draconic power to magnify
  • your presence and imbue your unarmed strikes with the
  • essence of a dragon’s breath. You gain the following
  • benefits:
  • Draconic Presence: If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
  • Draconic Strike: When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • Tongue of Dragons: You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon


  • At 3rd level you can channel destructive waves of energy,
  • like those created by the dragons you emulate. Once on
  • your turn when you attack, you can replace the attack
  • with an exhalation of draconic energy in either a 15-foot
  • cone or a 30-foot line that is 5 feet wide (your choice).
  • Choose a damage type: acid, cold, fire, lightning, or
  • poison. Each creature in that area must make a Dexterity
  • saving throw against your ki save DC, taking damage of
  • the chosen type equal to two rolls of your Martial Arts die
  • plus your Wisdom Modifier on a failed save, or half as
  • much damage on a successful one.

  • At 11th level, the damage of this feature increases to
  • three rolls of your Martial Arts die.

  • You can use this feature a number of times equal to your
  • proficiency bonus, and you regain all expended uses
  • when you finish a long rest. While you have no uses
  • available, you can spend 2 ki points to use this feature
  • again.

Wings Unfurled


  • At 6th level when you use your Step of the Wind, you can
  • unfurl spectral draconic wings from your back that vanish
  • at the end of your turn. While the wings exist, you have a
  • flying speed equal to your walking speed.

  • You can use this feature a number of times equal to your
  • proficiency bonus, and you regain all expended uses
  • when you finish a long rest.


  • At 10th level, you wings from your back vanish after 1
  • minute. You float to the ground at the end of your turn.
  • Your flying speed increases by 10 ft.

  • At 14th level, you wings from your back vanish after 1
  • minute. You float to the ground at the end of your turn.
  • Your flying speed increases by 10 ft.

  • At 18th level, your wings no longer vanish and your
  • flying speed increases by another 10 ft. You are no longer
  • limited to the number of uses per long rest.

Aspect of the Wyrm


  • At 11th level the power of your draconic spirit now
  • radiates from you, warding your allies or inspiring fear in
  • your enemies. As a bonus action, you can create an aura
  • of draconic power that radiates 10 feet from you for 1
  • minute. You may spend up 2 additional Ki when you
  • activate this feature, each additional Ki increases the
  • radius from you by 10 feet. For the duration, you gain one
  • of the following effects of your choice:

  • Frightful Presence: When you create this aura, and as a bonus action on subsequent turns, you can choose a number of creatures equal to your proficiency bonus within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. You may not choose the same creatures on subsequent turns if they made their saving throws.
  • Dragon Resistance: Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and a number of allies equal to your proficiency bonus while within the aura have resistance to that damage type. You may change which allies are affected at the start of your turn.

  • Once you create this aura, you can’t create it again until
  • you finish a long rest, unless you expend 3 ki points to
  • create it again.

  • Furthermore, you may use your Inner Self Technique with
  • the same action you created the Aspect of the Wyrm aura.

Ascendant Aspect


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

  • Augmented Breath: When you use your Breath of the Dragon, you can spend 2 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 130-foot line that is 15 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die (16d4) + your Wisdom Modifier on a failed save, or half as much damage on a successful one.
  • Blindsight: You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Entire Aspect of the Wyrm: When you activate your Aspect of the Wyrm, you do not have to choose between the effects, you get both. While within your aura, you and your allies you chose to have resistance also subtract your proficiency bonus from the damage taken after all effects are calculated. Also while within your aura, all creatures not designated as an ally that is in your Frightful Presence feature take additional acid, cold, fire, lightning, or poison damage from any source equal to your proficiency bonus while they are still within your aura. This happens regardless if they made their save or not.


 

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