Monk Unchained | A 2024 Monk Overhaul

by Smug Coffee Man

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Unchained Monk

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Monk

Unchained Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Unchained Unchained Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that an Unchained Monk does.

Unchained Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In an Unchained Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.

Many Unchained Unchained Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Unchained Unchained Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.

Unchained Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.

The Magic of Ki

Unchained 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. Unchained Unchained 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 Focus Points in their opponents. Using this energy, Unchained Unchained Monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of Focus Points gives them more power over their bodies and the bodies of their foes.

Training and Aestheticism

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 Unchained Unchained 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 Unchained Unchained Monks had performed for their families.

Some Unchained Unchained 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 Unchained Unchained Monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, Unchained Unchained Monks often end up protecting their neighbors from monsters or tyrants.

For an Unchained Monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and Unchained Unchained 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, Unchained Unchained 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.

Knowledge From Insight

Unchained Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barbarian or a superbly trained fighter. Unchained Unchained Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.

An Unchained Monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring Unchained Unchained Monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.

Monastery

An Unchained Monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.

What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?

d6 Monastery
1 Your monastery is carved out of a mountainside, where it looms over a treacherous pass.
2 Your monastery is high in the branches of an immense tree in the Feywild.
3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying.
4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders.
5 Your monastery was founded by gnomes and is an underground labyrinth of tunnels and rooms.
6 Your monastery was carved from an iceberg in the frozen reaches of the world.

Icon

Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order's history or because it serves as an example of a quality the Unchained Unchained Monks seek to emulate.

If your character's monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order's icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other Unchained Unchained Monks might know how to interpret.

d6 Icon
1 Unchained Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the Unchained Monkey.
2 Dragon Turtle. The Unchained Unchained Monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea.
3 Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin.
4 Owlbear. The Unchained Unchained Monks of your monastery revere a family of owlbears and have coexisted with them for generations.
5 Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously.
6 Dragon. A dragon once laired within your monastery. Its influence remains long after its departure.

Master

During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?

d6 Master
1 Your master was a tyrant whom you had to defeat in single combat to complete your instruction.
2 Your master was kindly and taught you to pursue the cause of peace.
3 Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session.
4 Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end.
5 Your master was cold and distant. You suspect that the two of you might be related.
6 Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you.
The Unchained Monk
Level Proficiency Bonus Features Martial Arts Focus Points Unarmored Movement Maneuvers Known Maneuver Dice Talents Known
1st +2 Fighting Style, Martial Arts, Martial Maneuvers, Monastic Weapons Training, Monk's Focus, Unarmored Defense, Unchained Monk Subclass 1d6 2 - 2 2 -
2nd +2 Martial Talents, Unarmored Movement, Uncanny Metabolism 1d6 4 +10 ft. 2 2 2
3rd +2 Deflect Attacks, Martial Knowledge, Monastic Wisdom, Slow Fall 1d6 6 +10 ft. 2 2 2
4th +2 Ability Score Improvement 1d6 8 +10 ft. 2 2 2
5th +3 Extra Attack, Power Attack, Subclass Feature 1d8 10 +15 ft. 4 4 3
6th +3 Empowered Strikes 1d8 12 +15 ft. 4 4 3
7th +3 Evasion, Tongue of the Sun and Moon 1d8 14 +15 ft. 4 4 3
8th +3 Ability Score Improvement 1d8 16 +15 ft. 4 4 4
9th +4 Acrobatic Movement, Self-Restoration 1d8 18 +15 ft. 4 4 4
10th +4 Ability Score Improvement, Subclass Feature 1d10 20 +20 ft. 6 6 4
11th +4 Heightened Focus, Improved Extra Attack, Perfect Body 1d10 22 +20 ft. 6 6 5
12th +4 Ability Score Improvement 1d10 24 +20 ft. 6 6 5
13th +5 Deflect Energy 1d10 26 +20 ft. 6 6 5
14th +5 Disciplined Survivor, Perfect Focus 1d10 28 +20 ft. 6 6 6
15th +5 Subclass Feature 1d12 30 +25 ft. 8 8 6
16th +5 Ability Score Improvement 1d12 32 +25 ft. 8 8 6
17th +6 Unbreakable 1d12 34 +25 ft. 8 8 7
18th +6 Superior Defense 1d12 36 +25 ft. 8 8 7
19th +6 Epic Boon 1d12 38 +25 ft. 8 8 7
20th +6 Body and Mind, Mastered Focus 1d12 40 +30 ft. 8 8 8
Multiclassing

Ability Score Minimum(s): Dexterity 13, Wisdom 13

Creating an Unchained Monk

As you make your Unchained 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 Unchained Unchained 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 focus, Unchained Unchained Monks are almost always lawful in alignment.

Quick Build

You can make an Unchained Monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

Class Features

  • Hit dice: 1d10 per Unchained Monk level.
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unchained Monk level after 1st.

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons that have the Light property.
Tools: Any two types of tools and/or musical instruments of your choice
Saving Throws: Dexterity, Wisdom
Skills: Any four of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Spear, 5 Daggers, A set of Artisan's Tools or a Musical Instrument chosen for one of the tool proficiencies above, an Explorer's Pack, and 11 GP.
  • (b) 50 GP.

Fighting Style

At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Unarmed Fighting is recommended.

Whenever you gain an Unchained Monk level, you can replace the feat you chose with a different Fighting Style feat.

Martial Arts

At 1st Level, your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Unchained Monk weapons, which are the following:

  • Simple Melee Weapons
  • Martial Melee Weapons that have the Light property


You gain the following benefits while you are unarmed or wielding only Unchained Monk weapons and you aren't wearing armor or wielding a Shield.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Unchained Monk weapons. This die changes as you gain Unchained Monk levels, as shown in the Martial Arts column of the Unchained Monk Features table.

Monastic Attacks. You can use your Strenght or Dexterity modifierfor the attack and damage rolls of your Unarmed Strikes and Unchained Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Strength or Dexterity modifier to determine the save DC. Finally, for any Unchained Monk Class or Subclass feature that mentions Dexterity, you can replace that with Strength.

Monastic Might. You can use Strength instead of Dexterity for any Acrobatics Skill Check you make provided you are proficient in or have expertise in the Acrobatics Skill, Dexterity instead of Strength for any Athletics Skill Check you make provided you are proficient in or have expertise in the Athletics Skill, and use Dexterity instead of Strength for calculating your carry capacity and for determining how much you can drag, lift, or push.

Martial Maneuvers

At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Maneuver Dice.

Maneuvers. You learn two maneuvers of your choice from the "Maneuver Options" section later in this feature's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

You learn two additional maneuvers of your choice when you reach levels 5, 10, and 15 in the Class you gained your Maneuvers from. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Maneuver Dice. You have two Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest.

You gain two additional Maneuver Dice when you reach levels 5 (four dice total), 10 (six dice total) and 15 (eight dice total) in the class you gained your Maneuver Dice from.

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

Maneuver Options

The Martial Maneuvers are presented here in Alphabetical order.

Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Maneuver Die and add the die to the roll, unless you have the Incapacitated condition.

Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one Maneuver Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Maneuver Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander's Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Maneuver Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Maneuver Die to the attack's damage roll on a hit.

Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Maneuver Die and add that die to the roll.

Disarming Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to disarm the target. Add the Maneuver Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.

Distracting Strike. When you hit a creature with an attack roll, you can expend one Maneuver Die to distract the target. Add the Maneuver Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork. As a Bonus Action, you can expend one Maneuver Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack. As a Bonus Action, you can expend one Maneuver Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Maneuver Die to the attack's damage roll.

Goading Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to goad the target into attacking you. Add the Maneuver Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack. As a Bonus Action, you can expend one Maneuver Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Maneuver Die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to maneuver one of your comrades into another position. Add the Maneuver Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to frighten the target. Add the Maneuver Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry. When another creature damages you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to reduce the damage by the number you roll on your Maneuver Die plus your Strength or Dexterity modifier (your choice).

Precision Attack. When you miss with an attack roll, you can expend one Maneuver Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to drive the target back. Add the Maneuver Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally. As a Bonus Action, you can expend one Maneuver Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Maneuver Die roll plus half your Unchained Monk level (round down).

Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Maneuver Die to the attack's damage.

Sweeping Attack. When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Maneuver Die. The damage is of the same type dealt by the original attack.

Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Maneuver Die and add that die to the ability check.

Trip Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Monastic Weapon Training

At 1st level, and again whenever you finish a short or long rest, you can touch up to two weapons and focus your energy into them. Until you use this feature again, the chosen weapons gain the following benefits:

  • You are Proficient with those weapons while wielding them.
  • They gain the Finesse Property.
  • They count as Unchained Monk Weapons while you are wielding them.


For a Weapon to be affected by this Feature, they must not have the Heavy or Special Properties.

Monk's Focus

At 1st level, Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Unchained Monk level determines the number of points you have, as shown in the Focus Points column of the Revised Unchained Monk Features table. If you would gain Focus Points from another source, you use the source with the largest pool of points to calculate your total focus points.

You can expend these points to enhance or fuel certain Unchained Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Flurry of Blows. You can make one Unarmed Strike as a Bonus Action. When you take the Attack Action, you can spend 1 Focus Point to make two additional Unarmed Strikes as part of that Attack Action instead. You cannot make an Unarmed Strike as a Bonus Action and spend Focus Points to make two Unarmed Strikes as part of the Attack Action in the same Round. You can only use Flurry of Blows Once per Round, and only during your Turn. Unless an Unchained Monk Feature or Subclass Feature states you can, you cannot replace an Attack made with Flurry of Blows with an Unchained Monk Feature or Subclass Feature.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 2 Focus Points to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Unarmored Defense

At 1st Level, while you aren't wearing armor or wielding a Shield and you are wielding no weapons or only wielding Unchained Monk Weapons, your base Armor Class equals 10 plus your Dexterity and Wisdom Modifiers.

At Unchained Monk Levels 10 and 15, you increase your base Armor Class while benefiting from this Feature by +1 (to a maximum of 12 plus your Dexterity and Wisdom Modifiers at Unchained Monk Level 15).

Unchained Monk Subclass

At 1st level, you gain an Unchained Monk subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Monk level or lower.

Martial Talents

At 2nd Level, you gain access to Martial Talents. Refer to the list on page 30 for a list of options. At Unchained Monk Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Unchained Monk Levels 5, 8, 11, 14, 17, and 20.

When you gain an Unchained Monk Level, you may substitute one Martial Talent you currently know for a different one for which you meet the prerequisites. If you do so, all benefits of the previous Martial Talent you knew are lost.

Unarmored Movement

At 2nd level, your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Unchained Monk levels, as shown on the Unchained Monk Features table.

Uncanny Metabolism

At 2nd level, when you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Unchained Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.

Deflect Attacks

At 3rd level, when an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Unchained Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw against your Focus Save DC or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Martial Knowledge

At 3rd level, and again at 10th Level, you gain proficiency in one skill of your choice.

Additionally, you gain Expertise in one of your skills of your choice in which you are Proficient. At Unchained Monk Level 10, you gain Expertise in a second skill proficiency of your choice.

Monastic Wisdom

At 3rd level, you now add your Strength or Dexterity Modifier (whichever is higher, minimum +1) to all Wisdom (Insight), Wisdom (Religion), and Charisma (Persuasion) Skill Checks you make.

Slow Fall

At 3rd level, when you fall, you take half damage from falling.

At 9th level, you reduce all damage you take from falling to 0.

Ability Score Improvement

When you reach Unchained Monk Level 4, and again at Unchained Monk Levels 8, 10, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.

Power Attack

At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

Empowered Strikes

At 6th level, whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Evasion

At 7th level, when you're 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.

You don't benefit from this feature if you have the Incapacitated condition.

Tongue of the Sun and Moon

At 7th level, you understand all spoken languages (though you cannot speak, read and write those languages).

Additionally, any creature that can understand a language can understand what you say.

Acrobatic Movement

At 9th level, while you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Additionally, if you have a Climb Speed, you can move upside down along ceilings while leaving your hands free.

Self-Restoration

At 9th level, through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns (no action required): Charmed, Frightened, or Poisoned.

At 17th level, Charmed and Frightened are replaced with Paralyzed (UCR) and Stunned (UCR).

Heightened Focus

At 11th level, Patient Defense and Step of the Wind gain the following benefits.

Patient Defense. When you expend Focus Points to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.

Improved Extra Attack

At 11th level, you can attack three times, instead of once or twice, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip. However, each Attack Roll you make beyond the first with the Attack Action suffers a -1 penalty that stacks with itself.

Perfect Body

At 11th level, your energy sustains you so that you no longer age, suffer none of the frailty of old age, and can't be aged magically.

Additionally, you no longer suffer levels of Exhaustion from not eating or drinking.

Deflect Energy

At 13th level, you can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Disciplined Survivor

At 14th level, your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can expend 2 Focus Points to reroll it, and you must use the new roll.

Perfect Focus

At 14th level, when you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 8 if you have 6 or fewer.

Unbreakable

At 17th level, you become immune to the Charmed and Frightened conditions.

Superior Defense

At 18th level, at the start of your turn, you can expend 4 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

Epic Boon

At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Recovery is recommended.

Body and Mind

At 20th level, you achieve enlightenment. Your Dexterity and Wisdom scores increase by 4, to a maximum of 26.

Mastered Focus

At 20th level, Flurry of Blows, Patient Defense and Step of the Wind gain the following benefits.

Flurry of Blows. Flurry of Blows no longer costs Ki to use, and is always active. This means that whenever you take the Attack Action, you make two additional Unarmed Attacks after the three granted by your Improved Extra Attack Feature. These Attacks suffer the stacking -1 Penalty from your Improved Extra Attack Feature.

You can now, however, spend 2 Focus Points when you take the Attack Action. Doing so removes the stacking -1 Penalty from all Attacks you make when you take the Attack Action for the rest of your Turn. Any Attacks you make before the start of your next turn, however, incur this stacking -1 penalty.

Patient Defense. Patient Defense only costs 1 Focus Point to use.

Step of the Wind. Step of the Wind no longer costs Focus Points to use.

Warrior of the Ascendant Dragon

The dragon god Bahamut is known to travel the Material Plane in the guise of a young Unchained Monk, and legend says that he founded the first monastery of the Warrior of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, an Unchained Monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, Unchained Unchained Monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

Dragon Disciple

Starting at 1st 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 short or long rest. You can also spend 1 Focus Point (no action required) to regain a use of this Feature.

  • Draconic Strike. When you damage a target with an unarmed strike or Unchained Monk Weapon, you can change the damage type to acid, cold, fire, lightning, or poison.

  • Tongue of Dragons. You learn to speak, read, and write Draconic. If you already know Draconic, you instead learn one other language of your choice.

Breath of the Dragon

At 1st level, you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your Focus Save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

The damage of this feature increases at Unchained Monk Levels 5 (three rolls of your Martial Arts Die), 10, (four rolls of your Martial Arts Die), and 15 (five rolls of your martial Arts Die).

You can use this feature a number of times equal to your Dexterity Modifier (minimum once), and you regain all expended uses when you finish a long rest. You can also spend 2 Focus Points (no action required) to regain a use of this Feature.

Wings Unfurled

At 5th level, when you move on your turn, you can spend 1 Focus Point to unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a Fly speed equal to your Speed.

At 15th level, these wings no longer cost Focus Points to use and can be summoned or dismissed as a Bonus Action or when you use your Step of the Wind Class Feature, remaining active and granting their benefits until dismissed.

Aspect of the Wyrm

At 10th 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 15 feet from you for 1 minute. This aura's radius becomes 30 feet at 15th level. 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 creature within the aura. The target must succeed on a Wisdom saving throw against your Focus Save DC or gain the Frightened Condition with you as the source of its fear 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.

Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 Focus Points to create it again.

Ascendant Aspect

At 15th level, your draconic spirit reaches its peak. You gain the following benefits.

Augment Breath. When you use your Breath of the Dragon, you can spend 1 Focus Point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice).

Blindsight. You gain blindsight out to 10 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. If you already have blindsight from another source, increase it by 10 feet instead.

Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your focus save DC or take four rolls of your Martial Arts die in acid, cold, fire, lightning, or poison damage (your choice when you use this Feature).

Warrior of the Astral Self

An Unchained Monk who follows the Warrior of the Astral Self believes their body is an illusion. They see their focus 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.

Forms of Your Astral Self

The astral self is a translucent embodiment of the Unchained Monk's soul. As a result, an astral self can reflect aspects of an Unchained Monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the Unchained Monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the Unchained Monk feels within. Similarly, an orc Unchained Monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the Unchained Unchained Monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.

When choosing this path, consider the quirks that define your Unchained Monk. Are you 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 1st Level, your mastery of your power allows you to summon a portion of your astral self. As a Bonus Action, you can summon the arms of your astral self. You an dismiss them at any time (no action required).

While this feature is active, 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 the spectral arms are present, you gain the following benefits:

  • You can use your Dexterity modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • Unarmed Strikes with your Spectral Arms count as part of your Martial Arts feature, and can be used with Flurry of Blows.
  • Your unarmed strikes with the arms benefit from any Unchained Monk Class Feature that your normal unarmed strikes would benefit from.
  • As an Action, you can spend 2 Focus Points to force each creature of your choice that you can see within 10 feet of you to make a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

Visage of the Astral Self

At 5th 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 Focus Point to summon this visage. It vanishes early if you are incapacitated or die and you can end it early whenever you choose, either on its own or as part of ending the effects of Arms of the Astral Self (no action required).

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.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

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

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 120 feet can hear you.

Body of the Astral Self

At 10th 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). 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.

Deflect Energy. You have Advantage on saving throws made against Spells or other Magical Effects that deal damage.

Empowered Arms. Once per Round during your Turn, when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to an additional roll of your Martial Arts die.

Awakened Astral Self

At 15th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can summon the arms, visage, and body of your astral self and awaken it. This awakening lasts for 10 minutes, and ends early if you are incapacitated or die or choose to end it early (no action required).

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

Armor of the Spirit. You gain a +1 bonus to Armor Class.

Astral Barrage. When you use your Flurry of Blows feature, you can make one additional Unarmed Strike with it.

Astral Connection. You can spend 10 focus points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you. You do not need to have your Astral Self active to do so.

You can use this feature once, and regain the ability to do so when you finish a Long Rest. You can also spend 4 Focus Points to regain one use of this feature (no action required).

Warrior of the Cobalt Soul

The Unchained Unchained Monks of the Cobalt Soul are the embodiment of the maxim: "Know your enemy." Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of Unchained Unchained Monks to study.

Extract Aspects

At 1st level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest.

Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Extort Truth

At 5th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 Focus Point to force it to make a Charisma saving throw against your Focus Save DC. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its 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.

If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Mystical Erudition

At 5th level, you learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to gain Expertise with that skill instead.

At Unchained Monk Levels 10 and 15, you gain the benefits of this feature a second (10th) and third (15th) time, choosing a different skill and language each time you would gain the benefits of this feature.

Mind of Mercury

At 10th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 3 focus points to take an additional reaction. You can use only one reaction per triggering effect.

Debilitating Barrage

At 15th level, you've gained the knowledge to undermine a creature's fortitude. When you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to gain Vulnurability equal to your Wisdom Modifier (minimum +1 Damage taken) to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Warrior of the Drunken Fist

Warriors of the Drunken Fist learn 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.

Drunken Technique

At 1st level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, your Speed increases by 10 feet until the end of the current turn and your movement during that time doesn't provoke Opportunity Attacks.


If you spend 2 Focus Points as part of this feature, you gain the benefits of the Dodge action against the next attack made against you before the start of your next Turn. If you do not use this benefit before then, it is lost.

Tools of the Drunken Fist

At 1st level, you gain proficiency in the Performance skill if you don't already have it. If you are already proficient in the Performance Skill, you gain Expertise in that skill instead.


You also gain proficiency with brewer's supplies if you don't already have it, and Alcoholic beverages you craft with those tools have their crafting time and cost halved for you.

Mystical Brew

At 5th level, whenever you finish a Short or Long Rest while holding Brewer's Supplies, you can use that tool to magically produce one magical beverage, chosen from the following options: Cinnamon Dragon, Heavenly Spirit, or Refreshing Dip. The beverage appears in a bottle or cask, and the bottle vanishes when the beverage is drunk or poured out. If any beverage remains when you finish a Short or Long Rest, the beverage and its container lose their effects and become nonmagical alcoholic beverages worth 5 GP each.


Drinking a Magical Beverage. Only you can gain the benefit of drinking the beverage. You must drink at least a pint of the beverage before gaining its benefit. You can take the Interact Action to drink a pint of the beverage. You then gain the benefits of the beverage for 1 hour, as described below.


Cinnamon Dragon. Once per Turn, you can replace one Attack you make as part of the Attack Action to exhale toxic flames in a 30-foot Cone. Each creature makes a Dexterity saving throw against your Focus Save DC. On a failed save, a creature takes Fire damage equal to four rolls of your Martial Arts die and has the Poisoned condition until the end of its next turn. On a successful save, a creature takes half as much damage and does not have the Poisoned condition.


Heavenly Spirit. You gain Resistance to Psychic and Radiant damage.


Refreshing Dip. Whenever you regain Hit Points, you regain additional Hit Points equal to a roll of your Martial Arts die.


Enhancing a Magical Beverage. When you create a magical beverage, you can expend 2 Focus Points. When you do so, the benefit's duration extends to 8 hours.

Tipsy Sway

At 5th level, you can move in sudden, swaying ways. You gain the following benefits.


Leap to Your Feet. When you have the Prone Condition, you can stand up without spending movement so long as you do so during your Turn.


Redirect Attack. When a creature misses you with a melee attack roll, you can spend 2 Focus Points 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 yourself.

Master Brewer

At 10th level, you learn more complex flavors. The following beverages are added to your Mystic Brew options.


Blue Lightning. Whenever you take a Reaction that isn't making an Opportunity Attack or casting a spell, you can make one Unarmed Strike as part of that Reaction.


Drunkard's Luck. You gain Heroic Inspiration if you don't already have it. In addition, you can give yourself Heroic Inspiration when you roll Initiative without it.

Tolerance

At 10th level, you gain Resistance to Poison Damage and Immunity to the Poisoned Condition. You can, however, choose to suppress this Immunity (no action required), whenever you would like.

Intoxicated Frenzy

At 15th 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 force forgo making extra Unarmed Strikes to instead force every creature of your choice within a 5-foot emanation centered on you to make a Dexterity Saving Throw against your Focus Save DC. A creature takes five rolls of your Martial Arts Die in Force Damage on a failed save or half as much on a successful one.

Warrior of the Elements

Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Unchained Unchained Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.

Elemental Attunement

At 1st level, at the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw against your Focus Save DC. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.

Elemental Wave. Once per Turn, you can spend 2 Focus Points to replace an Attack you make with the Attack Action with this feature. You choose one damage type: Acid, Cold, Fire, Lightning, or Thunder. Each creature in a 10-foot emnanation centered on you of your choice makes a Dexterity saving throw, taking two rolls of your Martial Arts die in the damage type you chose on a failed save or half as much on a successful one. The damage this deals improves at Unchained Monk Levels 5 (three rolls), 10, (four rolls), and 15 (five rolls). Additionally, at Unchained Monk Level 15, the Emanation of this Feature becomes 20 feet.

Manipulate Elements

At 1st level, you know the Elementalism spell. Wisdom is your spellcasting ability for it.

Elemental Burst

At 5th level, as a Magic action, you can expend 4 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.

Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to four rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

Elemental Cascade

At 10th level, as a Magic action, you can expend 6 Focus Points to cause elemental energy to roar forward in a 40-foot-long, 15-foot-wide Line away from you. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.

Each creature in the Line must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to six rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

Stride of the Elements

At 10th level, while your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.

At 15th level, you retain this Fly Speed and Swim Speed at all times, without needing Elemental Attunement to be active.

Elemental Epitome

At 15th level, while your Elemental Attunement is active, you also gain the following benefits.

Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice (no action required).

Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.

Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.

Additionally, you can choose to have your Unarmed Strikes deal Acid, Cold, Fire, Lightning or Thunder Damage instead of Bludgeoning or Force. You choose what damage type is dealt when you hit with an Unarmed Strike. Your Elemental Attunement feature does not need to be active to gain this benefit.

Warrior of the Jetstream

Unchained Monks of the Jetstream believe that striking at a foe's mind is the most effective way to win a battle, able to manipulate their foes to throw them off kilter and strike when a foe's guard is down. They are known for being quite talkative, remaining calm under pressure to unnerve and aggrivate their foes into making mistakes for them to capitalize on.

Provocateur

At 1st level, you gain proficiency with the Deception skill and Disguise Kits. If you are already proficient with the Deception Skill, you gain Expertise in that Skill instead. If you are already proficient with Disguise Kits, you gain Proficiency with another tool of your choice.

Focused Taunt

At 1st level, you can spend 2 Focus Points as a Bonus Action to force one creature within 30 feet of you that can see and understand at least one language you can speak to make make a Wisdom saving throw against your Focus Save DC. On a failure, you gain Advantage on Attack Rolls you make with Unarmed Strikes or Unchained Monk Weapons against that creature, it has Disadvantage on Attack Rolls against any creature other than you, and if it is reduced to 0 Hit Points while under the effects of this feature you regain 1 Focus Point.

This feature lasts for a number of Rounds equal to your Wisdom Modifier (minimum one round), until the creature is reduced to 0 hit points, or you end this feature early (no action required).

Expert Provocateur

At 5th level, whenever you make a Deception or Insight Skill Check, you can treat a d20 roll of 9 or lower as a 10.

Additionally, you can spend 5 Focus Points (no action required) when you make such a check to roll it with Advantage.

Shed Blood

At 5th level, if you score a Critical hit against a creature affected by your Focused Taunt Feature, you roll your Martial Arts Die once and add your Dexterity Modifier to the result, recovering that many Hit Points. You may only benefit from this Feature Once per Round.

Superior Taunt

At 10th level, your Focused Taunt feature now affects all creatures of your choice within a 20-foot emanation of you.

Your Shed Blood feature also works on any creature affected by this Feature.

Blood-Red Strike

At 10th level, if you score a Critical Hit against a creature affected by your Focused Taunt or Superior Taunt Feature, all damage you deal with that Attack - including the damage from the Critical Hit - ignores Resistance and Immunity. You can only benefit from this Feature Once per Round.

Resistant Taunt

At 15th level, you have Resistance against any damage you take from a creature affected by your Focused Taunt or Superior Taunt Features.

Warrior of the Kensei

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

Path of the Kensei

At 1st 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. You gain Proficiency with all Martial Melee Weapons except those that have the Special Property, and any Martial Melee Weapon that lacks the Special Property becomes an Unchained Monk Weapon for you and gains the Finesse Property while you wield it.

Agile Parry. If you make a Melee Weapon Attack using an Unchained Monk Weapon as part of the Attack Action during your Turn, you can spend 1 Focus Point (no action required) to gain a +1 bonus to AC and a +1 bonus to Saving Throws you make until the start of your next turn while you aren't incapacitated. If you are disarmed of all Unchained Monk Weapons you are wielding, this bonus to AC ends early.

Agile Strike. If you make an Unarmed Strike as part of the Attack Action during your Turn, you can make an Attack with an Unchained Monk Weapon you are wielding as a Bonus Action. If you spend Focus Points to use your Flurry of Blows Feature, you can replace one of those attacks with an attack using an Unchained Monk Weapon you are weilding.

Focused Strike. If you deal damage to the same creature twice during your Turn with an Unchained Monk Weapon, the next Weapon Attack made against the creature before the beginning of your next Turn has Advantage, and on a hit that Attack deals additional damage equal to your Wisdom Modifier (minimum +1). A creature can only be affected by this feature Once per Round, and multiple instances of this Feature do not stack.

Way of the Brush. You gain proficiency with your choice of Calligrapher's supplies and Painter's supplies. If you are already proficient with Calligrapher's Supplies or Painter's Supplies, replace the proficiencies you already have with Proficiency with a different set of Artisan's Tools.

Weapon Mastery

At 1st level, your training with weapons allows you to use the mastery properties of two kinds of Unchained Monk Weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

You gain an additional Weapon Mastery at Unchained Monk Levels 5 (three masteries), 10 (four masteries), and 15 (five masteries).

One With the Blade

At 5th level, you extend your power into your kensei weapons, granting you the following benefits.

Empowered Kensei Weapons. Your attacks with your kensei weapons deal their normal damage type or force damage (you choose which when you deal damage with your Kensei Weapons).

Extension of the Self. You cannot be disarmed of your Unchained Monk Weapons.

Nimble Blade. When you trigger a Weapon Mastery, you also apply the Vex Weapon Mastery to that Attack.

Sharpen the Blade

At 10th level, you gain the ability to augment your weapons further. As a bonus action, you can expend up to 3 focus 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 focus points you spent. This bonus lasts for 1 minute or until you use this feature again.

When used on a Magic Weapon with a +X Value, you instead grant the weapon an additional Xd6 Force Damage, the X value being equal to the Weapon's +X Value. If a Magic Weapon lacks a +X Value, then you may spend Focus Points on it as if it were a nonmagical Weapon, increasing its Attack and Damage rolls by the amount of Focus Points spent.

Mastered Focused Strike

At 15th level, when you or another creature would benefit from your Focused Strike Subclass Feature, they can forgo the Advantage that Feature gives. If they do, then on a hit the damage bonus becomes two times your Wisdom Modifier (Minimum +2) instead. If they score a Critical Hit, they also roll one additional die of their weapon's damage when calculating the damage they deal with their Critical Hit.

Unerring Accuracy

At 15th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll on your turn, you can reroll it once and must use the new result. You can use this feature only once on each of your turns.

Warrior of Long Death

Unchained Monks 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 use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Hand of Death

At 1st level, when you score a Critical Hit with an Unarmed Strike, you deal additional Necrotic Damage equal to one roll of your Martial Arts Die.

Touch of Death

At 1st level, your study of death allows you to extract vitality from another creature as it nears its demise. When a hostile creature within 5 feet of you is reduced to to 0 hit points, you gain temporary hit points equal to your a roll of your Martial Arts Die plus your Dexterity Modifier (minimum of 1 temporary hit point).

You roll one additional Martial Arts Die at Unchained Monk Level 5 (two rolls), 10 (three rolls), 15 (four rolls).

Hour of Reaping

At 5th level, you gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As part of the Attack Action, you may spend 2 Focus Points to replace one Attack with this feature. If you do, each creature of your choice that can see you within a 30-foot emanation centered on you must succeed on a Wisdom saving throw against your Focus Save DC or gain the Frightened Condition with you as the source of their fear until the end of your next turn. You have Advantage on any Unarmed Strikes you make against creatures Frightened by this feature.

Hand of Reaping

At 10th level, your Unarmed Strikes can deal Necrotic instead of Bludgeoning or Force Damage.

Additionally, you gain Resistance to Necrotic Damage.

Mastery of Death

At 10th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 4 focus points (no action required) to regain two rolls of your Martial Arts Die plus your Unchained Monk Level in Hit Points instead. The cost of this feature increases by 2 Focus Points for each use beyond the first, and resets to 4 focus points in cost after you finish a Short or Long Rest.

Additionally, you have Advantage on Death Saving Throws.

Touch of the Long Death

At 15th level, your touch can channel the energy of death into a creature. You can spend 10 Focus Points to replace one Attack you make with the Attack Action with a use of this Feature. If you do, target one Creature within 5 feet of you. It must make a Constitution Saving Throw against your Focus Save DC. It takes eight rolls of your Martial Arts Die in Necrotic Damage on a failed save, or half as much on a successful one. On a failed save, if the creature had 100 or fewer hit points remaining, it is instead reduced to 0 hit points. You can only use this Feature Once per Round.

Warrior of Mercy

Warriors of Mercy manipulate the life force of others. These Unchained Unchained Monks are wandering physicians, empowered with greater magics than their peers and able to heal wounds - and cause harm to those who would harm the innocent. The death they bring, however, is swift - for it is not their way to cause suffering.

Hand of Healing

At 1st level, as a Magic Action, you can touch one creature and expend 1 Focus Point. Roll your martial Arts Die once and add your Wisdom Modifier to the amount rolled. The creature recovers that many Hit Points.

At 5th level, when you use Flurry of Blows, you can replace one Attack you make with that feature with a use of Hand of Healing.

Impelments of Mercy

At 1st level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. If you are already proficient with either skill, you gain Expertise with those Skills instead. If you are already proficient with herbalism kits, replace that proficiency with proficiency in another type of Artisan's Tools.

Wise Hands

At 1st level, you can use Wisdom instead of Strength or Dexterity for all Unchained Monk Features that would use either except your Unarmored Defense and Monastic Wisdom feature (including calculating the Saving Throw DC for your Martial Maneuvers).

Spellcasting

At 1st level, you have learned to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Warrior of Mercy Unchained Monk.

Cantrips. You know two cantrips of your choice from the Unchained Cleric spell list (see that class's document for its list). Guidance and Spare the Dying are recommended. Whenever you gain an Unchained Monk level, you can replace one of these cantrips with another cantrip of your choice from the Unchained Cleric spell list.

When you reach Unchained Monk level 10, you learn another Unchained Cleric cantrip of your choice.

Spell Slots. The Warrior of Mercy Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Unchained Cleric spell list. Cure Wounds and Inflict Wounds are recommended.

The number of spells on your list increases as you gain Unchained Monk levels, as shown in the Prepared Spells column of the Warrior of Mercy Spellcasting table. Whenever that number increases, choose additional spells from the Unchained Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Unchained Monk, your list of prepared spells can include eight Unchained Cleric spells of levels 1 and 2 in any combination.

Changing your Prepared Spells. Whenever you gain an Unchained Monk level, you can replace one spell on your list with another Unchained Cleric spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Unchained Cleric spells.

Spellcasting Focus. You can use a holy symbol or an Herbalism Kit as a Spellcasting Focus for your Unchained Cleric spells.

Physician's Touch

At 5th level, when you use Hand of Healing, you can also end one of the following Conditions on the creature you heal: Blinded, Deafened, Paralyzed (UCR), Poisoned, or Stunned (UCR).

Flurry of Healing

At 10th level, when you use Flurry of Blows, you can replace each of the Unarmed Strikes with a single use of Hand of Healing without expending Focus Points for the healing, provided you spend Focus Points on Flurry of Blows.

You can use this Feature a number of times equal to your Wisdom Modifier (minimum once) and regain all expended uses when you finish a Long rest.

True Hand of Healing

At 15th level, you learn how to harness your full potential as a healer. You can take the Magic Action to touch a creature and spend Focus Points equal to a maximum of up to half of your Unchained Monk Level. For each Focus Point spent, the target recovers 10 Hit Points, and any Conditions affecting them are removed.

You must finsih a Long Rest to use this feature again.

Cycle of Rebirth

At 15th level, you always have the Reincarnate (MCoC) Spell prepared and it does not count against your Unchained Cleric Spells prepared for this Subclass.

Additionally, as a Magic Action, you can touch the corpse of a creature that died within the past 24 hours, you can cast Reincarnate (MCoC) without material components by spending 15 Focus Points. You can use this feature once, and must finish a Long Rest to cast Reincarnate with Focus Points again.

Warrior of Mercy Spellcasting Table
Level Cantrips Prepared Spells 1st 2nd 3rd 4th 5th
1st 2 2 2
2nd 2 3 2
3rd 2 4 3
4th 2 5 3
5th 2 6 4 2
6th 2 7 4 2
7th 2 8 4 3
8th 2 9 4 3
9th 2 10 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 11 4 3 3
13th 3 12 4 3 3 1
14th 3 12 4 3 3 1
15th 3 13 4 3 3 2
16th 3 13 4 3 3 2
17th 3 14 4 3 3 3 1
18th 3 14 4 3 3 3 1
19th 3 15 4 3 3 3 2
20th 3 15 4 3 3 3 2

Warrior of the Open Hand

Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

Open Hand Technique

At 1st level, Whenever you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to impose one of the following effects on that target. You can only impose one effect on a creature at once. If you try to impose another, the previous effect ends immediately.

Addle. The target can't make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength Saving Throw against your Focus Save DC or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.

Rapid Palm Technique

At 5th level, you can apply Effects from your Open Hand Technique to Unarmed Strikes made with your Flurry of Blows. If you do, then you do not need to spend a Focus Point to use that option, though you can only apply an effect on one of your Flurry of Blows Attacks.

Improved Open Hand Technique

At 10th level, the abilities granted by your Open Hand Technique Feature improve.

Addle. The target makes its next attack before the start of its next turn with Disadvantage.

Push. The distance a target that fails its saving throw is pushed is increased to 30 feet.

Topple. A target that falls prone due to failing its Dexterity Save against this ability takes Force Damage equal to one roll of your Martial Arts Die.

Sealed Gates Technique

At 10th level, you learn how to seal the chakras of a foe whom you strike. Once per Round, when you deal damage with an Unarmed Strike, you can force the creature to make a Constitution Saving Throw against your Focus Save DC. On a failure, they gain the Paralyzed (UCR) Condition until the end of their next turn. On a success, they take three rolls of your Martial Arts Die in Force Damage.

You can use this Feature a number of times equal to your Dexterity Modifier (minimum once) and regain all expended uses when you finish a Long Rest. You can also spend 10 Focus Points (no action required) to regain one use of this feature if you have none remaining.

Quivering Palm Technique

At 15th 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 expend 6 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Unchained Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking ten rolls of your Martial Arts Die in Force damage on a failed save or half as much damage on a successful one. If a creature has 100 hit points or less when you end the vibrations, it is instantly reduced to 0 Hit Points instead of making the saving throw.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).

Warrior of Shadow

Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.

Genin Shadow Arts

At 1st level, you can use your Focus Points to Gain powerful abilities to enhance your stealthiness. Any Spell you cast with this feature or any other feature from this Subclass uses Wisdom as its spellcasting modifier.

Shadow Sight. You gain 60 feet of darkvision, and can see in both magical and non-magical darkness. If you already have Darkvision from another source, you increase the range of it by 60 feet instead and also gain the benefits of seeing in magical darkness.

Shadowy Figments. You know the Minor Illusion Cantrip. Wisdom is your spellcasting ability for it.

Shadow Step

At 1st level, While entirely within Dim Light or Darkness, you can use a Bonus Action to 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 next melee attack you make before the end of the current turn.

Chunin Shadow Arts

At 5th level, you learn more Shadow Arts.

Shadow Curtain. As a Magic Action, you can spend 4 Focus Points to cast the Darkness spell without providing material components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.

One With The Shadows. As a Magic Action, you can spend 6 Focus Points to cast the Pass without Trace Spell without providing material components.

Silent Shadows. As a Magic Action, you can spend 6 Focus Points to cast the Silence Spell.

Shadowy Form. As a Magic Action, you can spend 6 Focus Points to cast the Alter Self Spell.

Improved Shadow Step

At 10th level, you can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 2 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.

Jonin Shadow Arts

Also at 10th level, you learn new ways to bend your Focus Points into powerful magical effects.

True Shadow. As a Magic Action, you can spend 8 Focus Points to cast the Greater Invisibility spell without providing material components. If you cast this spell in this way, you may only target yourself with it.
Shifting Shadows. As a Magic Action, you can spend 8 Focus Points to cast the Polymorph spell without providing material components. If you cast this spell in this way, you may only target yourself with it.

Cloak of Shadows

At 15th level, as a Magic action while entirely within Dim Light or Darkness, you can expend 6 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.

Invisibility. You have the Invisible condition.

Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.

Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.

Kage Shadow Arts

Also at 15th level, you learn the most powerful of Shadow Arts.

Duplicitous Shadows. As a Magic Action, you can spend 10 Focus Points to cast the Mislead Spell.
Shadow Roulette. As a Magic Action, you can spend 10 Focus Points to cast the Seeming Spell.

Warrior of the Sun Soul

Unchained Monks of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the power of the soul to empower one's self and strike down evil.

Radiant Energy Bolt

Starting at 1st level, you can hurl searing bolts of magical radiance.

You learn how to make a special Ranged Weapon Attack with a range of equal to your Speed Plus 5 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is Radiant, it uses your Martial Arts die for damage, and any feature from the Unchained Monk Class that would apply to your Unarmed Strikes or Unchained Monk Weapons (such as Flurry of Blows) also applies to this attack option. Fiends and Undead take an additional roll of your Martial Arts Die in Radiant damage when they are hit with this Weapon Attack.

Searing Energy Wave

At 1st level, you gain the ability to unleash searing waves of energy. You can spend 1 Focus Point to replace one Attack when you take the Attack Action with a use of this Feature. When you do, every creature within a 15-foot Cone originating from you must make a Dexterity Saving Throw or take two rolls of your Martial Arts Die in Radiant Damage. Fiends and Undead make this saving throw with disadvantage and take an additional roll of your martial arts die in damage on a failed save.

The Damage of this feature increases at Unchained Monk Levels 5 (three rolls of your Martial Arts Die), 10 (four rolls of your Martial Arts Die) and 15 (five rolls of your Martial Arts Die).

At 15th level, the area of the cone increases to 30 feet.

Radiant Energy Beam

At 5th level, you learn how to condense your Energy Bolts into a powerful beam of radiant energy. You can spend 3 Focus Points to replace one Attack when you take the Attack Action with a use of this Feature. When you do, you unleash energy from your hands in a Line with a width of 5 feet and a length of 60 feet. Each creature within this area must make a Dexterity Saving Throw against your Focus Save DC or take three rolls of your Martial Arts die in Radiant damage. A creature that succeeds takes half damage instead. Fiends and Undead make this saving throw with disadvantage and take an additional roll of your martial arts die in damage on a failed save. You cannot use this feature and your Searing Energy Wave feature in the same Round.

The Damage of this feature increases at Unchained Monk Levels 10 (four rolls of your Martial Arts Die) and 15 (five rolls of your Martial Arts Die).

At Unchained Monk Level 15, the width of this beam becomes 15 feet and its length doubles to 120 feet.

Searing Soul Blast

At 10th level, you gain the ability to create an orb of light that erupts into a devastating explosion that utterly devastates evil beings. You can spend 5 Focus Points to replace one Attack when you take the Attack Action with a use of this Feature. When you do, target a point within 90 feet of you. Each creature in that 20-foot-radius emanation from the point you chose (including a creature on that point) must make a Dexterity saving throw against your Focus Save DC. Creatures take four rolls of your Martial Arts die in Radiant damage on a failed save, or half as much damage on a successful one. Fiends and Undead make this saving throw with disadvantage and take an additional roll of your martial arts die in damage on a failed save. You cannot use this feature and your Searing Energy Wave or Radiant Energy Beam features in the same Round.

The Damage of this feature increases at Unchained Monk Level 15 (five rolls of your Martial Arts Die).

At Unchained Monk Level 15, the radius of the emanation increases to 40 feet.

Soaring Sunlight

At 10th level, you gain a fly speed equal to your speed and can hover. If you already have a fly speed, your Speed is increased by 10 feet.

Aura of the Sun

At 15th 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.

While this shield is active, any undead or fiend within the bright light of this feature has disadvantage on attack rolls and saving throws and you have immunity to Necrotic damage as well as resistance to Radiant Damage.

If a creature hits you with a Melee Weapon Attack or Unarmed Strike while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals one roll of your Martial Arts Die Plus your Dexterity Modifier. Undead and Fiends instead take damage equal to two rolls of your Martial Arts Die Plus your Dexterity Modifier.

Solar Flare

At 15th level, you can now use up to two of the following features in one Round: Searing Energy Wave, Radiant Energy Beam, Searing Soul Blast. If you do, the cost of both options is increased by 1 Focus Point.

Warrior of the Tattoo

Drawing from the body-marking traditions from across the multiverse, Warriors of the Tattoo can use arcane power imbued in their magic tattoos. These Unchained Monks gain tattoos as they grow in martial prowess and insight. Warriors of the Tattoo can reshape their tattoos to access a suite of physical and magical effects.

Magical Tattoos

At 1st level, you gain the magic tattoos described by other features of this subclass. The tattoos appear on your body wherever you wish. Damage or injury doesn't impair your magic tattoos' function. A magic tattoo can look like a brand, scarification, a birthmark, patterns of scales, or any other cosmetic alteration.


If a tattoo's effect requires a saving throw, the DC equals your Focus Save DC. Your Spellcasting ability for spells granted by a tattoo is Wisdom, and you can use Wisdom instead of Strength or Dexterity for all Unchained Monk Features that would use either except your Unarmored Defense and Monastic Wisdom feature (including calculating the Saving Throw DC for your Martial Maneuvers).


Whenever you finish a Long Rest, you can reshape one of your magic tattoos, changing the option you chose from one list to another option on the same list.

Beast Tattoos

At 1st level, you gain two animal tattoos. Choose two Tattoos from the following options.


Bat. You know the Dancing Lights Cantrip. You also gain Blindsight with a range of 10 feet. If you would gain Blindsight from another source, increase it by 10 feet instead.


Butterfly. You know the Light Cantrip. You can cast the 1st level spell Jump on yourself at will, without expending a Spell Slot.


Crane. You know the Guidance Cantrip. When you miss a creature with an attack granted by your Flurry of Blows, you have Advantage on your next attack roll against that creature before the end of your next turn.


Horse. You know the Message Cantrip. When you spend 1 Focus Point to use Step of the Wind, your Speed increases by 10 feet until the start of your next Turn. At Unchained Monk Level 20, this bonus to your Speed is passive.


Tortoise. You know the Resistance Cantrip. When you spend 2 Focus Points to use Patient Defense, you have a +1 bonus to AC until the start of your next turn.

Celestial Tattoo

At 5th level, you gain an additional magic tattoo depicting a celestial phenomenon. Choose a tattoo from the following options.


Comet. You gain Resistance to Thunder Damage. When you make a Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) Skill Check, you can expend 1 Focus Point to roll your Martial Arts Die and add the number rolled to the result of the Skill Check.


Eclipse. You gain Resistance to Necrotic Damage. When you make a Charisma (Deception), Dexterity (Sleight of Hand), or Dexterity (Stealth) Skill Check, you can expend 1 Focus Point to roll your Martial Arts Die and add the number rolled to the result of the Skill Check.


Sunburst. You gain Resistance to Radiant Damage. When you make an Intelligence (Arcana), Intelligence (History), or Charisma (Persuasion), Skill Check, you can expend 1 Focus Point to roll your Martial Arts Die and add the number rolled to the result of the Skill Check.

Nature Tattoo

At 10th level, you gain an additional magic tattoo depicting a natural feature. Choose a tattoo from the following options.


Sea. You gain Resistance to Cold Damage. You can spend 2 Focus Points to cast the Level 2 Spell Watery Surge (SCoC) as a Magic Action.


Storm. You gain Resistance to Lightning Damage. You can spend 2 Focus Points to cast the Level 2 Spell Sparking Ray (MCoC) as a Magic Action.


Volcano. You gain Resistance to Fire Damage. You can spend 2 Focus Points to cast the Level 2 Spell Aganazzar's Scorcher (XGE).

Monster Tattoo

At 15th level, you gain a magic tattoo depicting a mighty creature. Choose a tattoo from the following options.


Beholder. At the start of your turn, you can expend 2 Focus Points to gain a Fly Speed equal to your Speed for 10 minutes. While you have this Fly Speed, you can hover.


Additionally, as a Magic action, you can expend 4 Focus Points to fire four rays from your eyes. You can fire them at one target you can see within 90 feet or at several. Make a ranged spell attack for each ray, using Wisdom as your spellcasting ability. On a hit, the attack deals Force damage equal to three rolls of your Martial Arts die plus your Wisdom modifier.


Chromatic Dragon. When you take the Attack action on your turn, you can expend 4 Focus Points to replace one of your attacks with an exhalation of magical energy in a 60-foot Cone. Choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to four rolls of your Martial Arts die plus your Wisdom modifier. On a successful save, a creature takes half as much damage.


Displacer Beast. When you expend a Focus Point to use Flurry of Blows or Step of the Wind, you can expend 2 Focus Points to cast the Mirror Image spell as part of that Bonus Action.


Additionally, you can expend 4 Focus Points as a Magic Action to cast the Level 3 Spell Thunder Step (XGE).


Troll. At the start of each of your turns, you regain Hit Points equal to 5 plus your Wisdom modifier if you are Bloodied and have at least 1 Hit Point. Any severed body part regrows after you finish a Short or Long Rest.

Unchained Monk Martial Talents

Arcane Sight

Prerequisites(s): Proficient in the Arcana skill

You can cast detect magic at will, without expending a spell slot.

Blademaster

Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.

Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.

Carnie

Prerequisites(s): Thrown Weapon Fighting Feat.

The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.

Dual Spear Strike

Prerequisites(s): 5th level

When you would deal damage with an Unarmed Strike, you can forgo dealing damage to force the target to make a Dexterity saving throw against your Focus Save DC. On a failed save, the target is blinded until the end of its next turn.

Duel of Honor

Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.

You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).

Enhanced Elements

Prerequisites(s): 2nd level, Warrior of the Elements

You learn the Sorcerous Burst Spell. Wisdom is your spellcasting ability for it.

Expert

Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.

Flowing River

Prerequisites(s): 2nd level
When you take the attack action on your turn, you can spend 1 Focus Point as part of that action to move 15 feet. You must end this movement within range of your opponent to use this Talent.

Giantslayer

Prerequisites(s): N/A

You gain a climb speed equal to your speed if you don't already have one. If you already have a climb speed, your speed is increased by 10 feet while using it. You can use your climb speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.

While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.

Hurricane Step

Prerequisites(s): Proficiency in Athletics

You gain an additional 5 feet of Speed.

Kiai

Prerequisites(s): 5th level

When you take the attack action on your turn, you can spend 3 Focus Points to replace one attack you make as part of that action with a special burst of energy. All creatures of your choice within a 10-foot emenation centered on you must succeed on a Strength saving throw against your Focus Save DC or be pushed back 10 feet in a straight line. At 15th level, the Emanation of this Talent increases to 20 feet and the distance enemies are pushed back is increased to 20 feet.

Merciful Grace

Prerequisites(s): 2nd level, Warrior of Mercy

You know the Spare the Dying cantrip and may cast it as a bonus action or replace one of your Unarmed Strikes from your Flurry of Blows feature with a casting of this cantrip. Wisdom is your spellcasting ability for it.

Mythical Charm

Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.

You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).

Pincer Strike

Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent

When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.

Shocking Strike

Prerequisites(s): 2nd level, Warrior of the Open Hand
You learn the Shocking Grasp Cantrip. Wisdom is your spellcasting ability for it. Additionally, when you deal damage with this cantrip or an Unarmed Strike, you can spend 2 Focus Points to force the target to make a Constitution Saving Throw against your Focus Save DC or drop anything it is holding and is unable to hold anything in its hands until the start of your next turn.

Superhuman Leap

Prerequisites(s): Proficient in the Athletics skill.

Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.

Superhuman Strength

Prerequisites(s): Proficient in the Athletics skill.

The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already double your carry, push, pull, and lift weights from another source.

Superhuman Swimmer

Prerequisites(s): N/A

You can hold your breath for three times as long, and you gain a swim speed equal to your speed if you do not already have one.

Superior Shadow Sight

Prerequisites(s): 2nd level, Warrior of Shadow

The Darkvision granted by your Shadow Sight feature is increased to 120 feet. If you already had Darkvision from another source, you instead gain an additional 60 feet of Darkvision.

Thrown Weapon Mastery

Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent

When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.

Twin Fist Strike

Prerequisites(s): 2nd level

When you deal damage with an Unarmed Strike, you can spend 2 Focus Points to force the target of the attack to make a Strength saving throw against your Focus Save DC. On a failure, the creature is pushed back a number of feet equal to 5 x your Dexterity Modifier (Minimum 5 feet).

Twin Strikes

Prerequisites(s): Two-Weapon Fighting Feat.

When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.

Worldly Warrior

Prerequisite(s): Intelligence 14 or higher.

You can read all writing. Additionally, you learn three languages.

Credits

Art (In Order)

Jesse Schickler

Other

Class Concept and changes to existing features: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated Source list.
  • Addded Warrior of the Tattoo, an Unchaned version of the Tattooed Warrior (XUA25ArS) Subclass.

1.2

  • Updated Drunken Fist to reflect the improvements made in XUA25SU.