Her fists a blur as they deflect an incoming hail of arrows,
an elf springs over a barricade and throws herself
into the massed ranks of goblins on the other side.
She whirls among them, knocking their blows aside and
sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos
settles into a battle stance. As the first charging orcs
reach him, he exhales and a shout of fire roars from his
mouth, engulfing his foes.
Moving with the silence of the night, a black-clad
Dunmer steps into a shadow beneath an arch and
emerges from another inky shadow on a balcony a
stone’s throw away. She slides her blade free of its clothwrapped scabbard and peers through the open window
at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their
ability to magically harness the energy that flows in
their bodies. Whether channeled as a striking display
of com bat prowess or a subtler focus of defensive ability
and speed, this energy infuses all that a monk does.
hit dice:
1d8 per monk level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons, shortswords
tools:
Choose one type of artisan’s tools or one musical instrument
saving throws:
Strength, Dexterity
skills:
Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
starting equipment:
• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts
spellcasting:
Taking the Subclass, The Way of the Voice, gives you access to shouts. Shouts are presented according to the level when they become available. If a shout requires a level, you must be that level in this class to learn the shout.
Aura Whisper (Concentration). Basic (1 ki): This shout is silent, and produces no more noise than a whisper. You gain heightened senses for 10 minutes, choosing one of the following options:
Keen Sight – You have advantage on Wisdom (Perception) checks that rely on sight. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Keen Hearing – You have advantage on Wisdom (Perception) checks that rely on hearing. You know the exact location of every sound produced within 60 feet of you.
Darkvision – You gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 60 feet.
Empowered (1 ki): You also know the direction and distance to all living creatures within 60 feet of you. This does not include constructs and undead.
Disarm. Basic (1 ki): Force one creature of your choice within 10 feet of you to make a Strength saving throw, dropping one item it is holding on a failed save. The item, such as a weapon or a shield, falls to the ground in a random place within 20 feet of the target.
Empowered (2 ki): You get to choose the place where the dropped item lands. Additionally, you can attempt to catch the dropped item if it would land within your reach. To do so, you must have at least one hand free and use your reaction to make a DC 10 Dexterity check. On a success, you catch the item in your hand.
Elemental Fury (Concentration). Basic (2 ki): You imbue your strikes with elemental power. For 1 minute, you gain a +1 bonus to all attack and damage rolls made with melee weapons or unarmed strikes.
Empowered (1 ki): The next time you hit a creature with a melee weapon attack or an unarmed strike within the next minute, your blow is charged with elemental energies and the attack deals an extra 2d6 cold, fire, lightning, or thunder damage.
Fire Breath. Basic (1 ki): You breathe dragonflame in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in that area that aren’t being worn or carried. You can spend a number of additional ki points up to your proficiency bonus to increase the fire damage of this shout. For each additional ki point spent, the fire damage is increased by 1d6.
Empowered (1 ki): Creatures failing the saving throw are set ablaze, burning continuously. A burning target sheds bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of its turns, a burning creature repeats the saving throw. It takes 1d6 fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished through nonmagical means. If damage from this shout reduces a target to 0 hit points, the target is turned to ash.
Kyne’s Peace. Basic (1 ki): You use the power of your voice to influence a nearby beast. Choose one beast within 30 feet that can hear you. The beast must succeed on a Wisdom saving throw or be charmed by you for 24 hours. A beast that is already friendly to you can choose to fail the saving throw. If you or one of your companions harms the target, the effect ends.
Empowered (2 ki): You can communicate with the beast as if it knew one language of your choice. The beast is friendly to you and your companions. Roll initiative for it in combat, where it takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands to it, the beast defends itself from hostile creatures, but otherwise takes no actions.
Throw Voice. Basic (1 ki): This shout is silent, and produces no more noise than a whisper. You project your voice (saying a short message) as if it is coming from a location within 60 feet of you. This can be used to distract or confuse others. A creature that succeeds on a Wisdom check against your Ki save DC realizes that the voice is an illusion, but doesn’t know your location.
Empowered (1 ki): You can add your Wisdom modifier to any Stealth and Sleight of Hand checks you make for 30 seconds after using this shout.
Unrelenting Force. Basic (1 ki): You use the power of your voice to stagger all creatures in a 15-foot cone originating from you. Those creatures must succeed on a Strength saving throw or take 2d8 thunder damage and be pushed 10 feet away from you. A creature that succeeds on the save takes half as much damage and isn’t pushed. You can spend a number of additional ki points up to your proficiency bonus to increase the thunder damage of this shout. Empowered (1 ki): Creatures failing the saving throw take an additional 1d8 thunder damage and are knocked prone in addition to being pushed.
Whirlwind Sprint. Basic (1 ki): By harnessing the power of your voice, you move 60 feet in a straight horizontal line. You count as if you are flying during this move, so you do not leave footprints and can cross pits and similar terrain. You stop if you encounter any solid obstacle such as another creature, a stone column, or a wall. You cannot use this shout if you are carrying weight that exceeds your carrying capacity.
Empowered (1 ki): You can move through creatures during this move. Additionally, you can make one unarmed attack against each creature that you moved through.
Dismay (6th Level Required, Concentration). Basic (3 ki): The power of your voice is so strong it breaks your enemies’ will to fight. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or become frightened for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Empowered (2 ki): A creature failing the saving throw takes 3d10 psychic damage.
Frost Breath (6th Level Required). Basic (3 ki): You breathe frigid air in a 30-foot cone. All creatures in that area must make a Constitution saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this shout becomes a frozen statue until it thaws. Ice forms on any liquid surface within the area of this shout. You can spend a number of additional ki points up to your proficiency bonus to increase the cold damage of this shout. For each additional ki point spent, the cold damage is increased by 1d8.
Empowered (2 ki): Each creature that fails the saving throw while standing on the ground is also restrained as its legs are encased in ice, binding them to the ground. A restrained creature can use its action to make a Strength check against your Ki save DC. On a success, it frees itself.
Battle Fury (11th Level Required, Concentration) Basic (4 ki): Choose up to six creatures within 30 feet of you that can hear you. Whenever one of the chosen creatures makes an attack roll, a damage roll, or a saving throw within the next 10 minutes, that creature can roll a d4 and add the number rolled to the attack roll, damage roll, or saving throw.
Empowered (2 ki): The chosen creatures also gain temporary hit points equal to your monk level + your Wisdom modifier. These temporary hit points last for 10 minutes.
Become Ethereal (11th Level Required, Concentration) Basic (3 ki): You, along with everything you are wearing and carrying, become halfway ethereal, gaining resistance to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes. While in this state, you cannot make unarmed attacks or weapon attacks, but can still use shouts.
Empowered (4 ki): You become fully ethereal, gaining immunity to nonmagical bludgeoning, piercing, and slashing damage, as well as resistance to all other damage for 10 minutes. You can also move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. While ethereal, you cannot make unarmed attacks or weapon attacks, but can still use shouts.
Call Storm (11th Level Required, Concentration) Basic (3 ki): A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. You cannot use this shout if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you use this shout, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your bonus action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you use this shout, you gain control over the existing storm instead of creating a new one. Under such conditions, the shout’s damage increases by 1d10.
Empowered (2 ki): The area underneath the cylinder is considered difficult terrain for flying creatures. The area is heavily obscured, and exposed flames in the area are doused. If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. Attacks with weapons using arrows, bolts, and other ordinary projectiles passing through the area have disadvantage (boulders hurled by giants or siege engines, and similar projectiles, are unaffected).
Slow Time (11th Level Required, Concentration) Basic (3 ki): For 1 minute, time is slowed for everyone except you. During this time, your speed is increased by 15 feet, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack or unarmed strike only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
Empowered (6 ki): You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 turns in a row, during which you can use actions and move as normal. This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.
Call of Valor (17th Level Required, Concentration): Your shout summons warriors from Sovngarde, who come from the afterlife to aid you through advice or combat prowess. A number of warrior spirits appear in a space within 60 feet of you. The spirits use the berserker, veteran, or archer statistics from the Monster Manual or the Volo’s Guide to Monsters. The spirits return to Sovngarde after 1 hour or when they drop to 0 hit points. You can summon up to 3 spirits, spending 3 ki points for each spirit summoned. You can summon a specific spirit if you know their name and they are willing to lend you their aid.
Dragon Aspect (17th Level Required, Concentration): You spend 7 ki points to take on the mighty aspect of a dragon, with an armored hide, spectral wings, and powerful claws. You gain the following benefits for 10 minutes:
Claws. Your unarmed strikes use 2d6 for their damage dice and deal slashing instead of bludgeoning damage. Draconic Resilience. You gain resistance to fire and cold damage, and your AC is increased by 2. Spectral Wings. You have a flying speed of 60 feet. If you are still flying when this effect ends, you fall unless you can somehow prevent it (such as through the slow fall trait).
Soul Tear (17th Level Required): You spend 8 ki points to harness the darkest powers of the shout, destroying a creature’s body from the inside and rending its soul. A creature within 30 feet must make a Constitution saving throw. It takes 5d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this shout rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
class features:
Unarmoured Defence
Beginning at 1st level, while you are wearing no armour
and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you
mastery of combat styles that use unarmed strikes and
monk weapons, which are shortswords and any simple
melee weapons that don’t have the two-handed or
heavy property.
You gain the following benefits while you are unarmed
or wielding only monk weapons and you aren’t wearing
arm or or wielding a shield:
• You can use Dexterity instead of Strength for the
attack and damage rolls o f your unarm ed strikes and
monk weapons.
• You can roll a d4 in place of the normal damage
of your unarmed strike or monk weapon. This die
changes as you gain monk levels, as shown in the
Martial Arts column of the Monk Table.
• When you use the Attack action with an unarmed
strike or a monk weapon on your turn, you can make
one unarmed strike as a bonus action. For example, if
you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus
action, assuming you haven't already taken a bonus
action this turn.
Certain monasteries use specialized forms of the
monk weapons. For example, you might use a club
that is two lengths of wood connected by a short chain
(called a nunchaku) or a sickle with a shorter, straighter
blade (called a kama). Whatever name you use for a
monk weapon, you can use the game statistics provided
for the weapon in chapter 5.
Ki
Starting at 2nd level, your training allows you to
harness the mystic energy of ki. Your access to this
energy is represented by a number of ki points. Your
monk level determines the number of points you have,
as shown in the Ki Points colum n of the Monk table.
You can spend these points to fuel various ki features.
You start knowing three such features: Flurry of Blows,
Patient Defense, and Step of the Wind. You learn more
ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until
you finish a short or long rest, at the end of which you
draw all of your expended ki back into yourself. You
must spend at least 30 minutes of the rest meditating to
regain your ki points.
Some of your ki features require your target to make
a saving throw to resist the feature’s effects. The saving
throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus +
your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your
turn, you can spend 1 ki point to make two unarmed
strikes as a bonus action.
Patient Defence
You can spend 1 ki point to take the Dodge action as a
bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash
action as a bonus action on your turn, and your jump
distance is doubled for the turn.
Unarmoured Movement
Starting at 2nd level, your speed increases by 10 feet
while you are not wearing armor or wielding a shield.
This bonus increases when you reach certain monk
levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
during the move.
Deflect Missiles
Starting at 3rd level, you can use your reaction to
deflect or catch the missile when you are hit by a ranged
weapon attack. When you do so, the damage you take
from the attack is reduced by 1d 10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one hand
and you have at least one hand free. If you catch a
missile in this way, you can spend 1 ki point to make a
ranged attack with the weapon or piece of ammunition
you just caught, as part of the same reaction. You make
this attack with proficiency, regardless of your w eapon
proficiencies, and the missile counts as a monk weapon
for the attack.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when
you fall to reduce any falling damage you take by an
amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of
ki in an opponent’s body. When you hit another creature
with a melee weapon attack, you can spend 1 ki point to
attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge
out of the way of certain area effects, such as a
dragon’s breath or a fireball spell. When you
are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Stillness of the Mind
Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charmed
or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you
makes you im mune to disease and poison.
Tongue of the Sun and Moons
Starting at 13th level, you learn to touch the ki of other
minds so that you understand all spoken languages.
Moreover, any creature that can understand a language
can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throws.
Additionally, whenever you make a saving throw and
fail, you can spend 1 ki point to reroll it and take the
second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer
none of the frailty of old age, and you can't be aged
magically. You can still die of old age, however. In
addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to
spend 4 ki points to becom e invisible for 1 minute. During that time, you also have resistance to all damage
but force damage.
Additionally, you can spend 8 ki points to cast the
astral projection spell, without needing material
com ponents. When you do so, you can’t take any other
creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have no ki
points remaining, you regain 4 ki points.
subclass options:
Monastic Tradition:
When you reach 3rd level, you commit yourself to a
monastic tradition: the Way of the Open Hand, the Way
of Shadow, or the Way of the Voice. Your tradition
grants you features at 3rd level and again at 6th, 11th,
and 17th level.
Way of the Open Hand:
Monks of the Way of the Open Hand are the ultimate
masters of martial arts combat, whether armed or
unarmed. They learn techniques to push and trip their
opponents, manipulate ki to heal damage to their
bodies, and practice advanced meditation that can
protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level,
you can manipulate your enem y’s ki w hen you harness
your own. W henever you hit a creature with one of the
attacks granted by your Flurry of Blows, you can im pose
one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be
knocked prone.
• It must make a Strength saving throw. If it fails, you
can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an
action, you can regain hit points equal to three times your monk level. You must finish a long rest before you
can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special
meditation that surrounds you with an aura of peace. At
the end of a long rest, you gain the effect of a sanctuary
spell that lasts until the start of your next long rest (the
spell can end early as normal). The saving throw DC
for the spell equals 8 + your Wisdom modifier + your
proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal
vibrations in someone’s body. When you hit a creature
with an unarmed strike, you can spend 3 ki points to
start these imperceptible vibrations, which last for a
number of days equal to your monk level. The vibrations
are harmless unless you use your action to end them.
To do so, you and the target must be on the same plane
of existence. When you use this action, the creature
must make a Constitution saving throw. If it fails, it is
reduced to 0 hit points. If it succeeds, it takes 10d 10
necrotic damage.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Way of Shadow:
Monks of the Way of Shadow follow a tradition that
values stealth and subterfuge. These monks might
be called acolytes or shadowscales, and they serve as
spies and assassins. Sometimes the members of a
brotherhood are like family members, forming a clan
sworn to secrecy about their arts and missions. Other
sanctuaries are more like thieves’ guilds, hiring out
their services to nobles, rich merchants, or anyone else
who can pay their fees. Regardless of their methods, the
heads of these sanctuaries expect the unquestioning
obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you
can use your ki to duplicate the effects of certain spells.
As an action, you can spend 2 ki points to cast darkness,
darkvision, pass without trace, or silence, without
providing material components. Additionally, you gain
the minor illusion cantrip if you don’t already know it.
Shadow Step
At 6th level, you gain the ability to step from one shadow
into another. When you are in dim light or darkness,
as a bonus action you can teleport up to 60 feet to an
unoccupied space you can see that is also in dim light
or darkness. You then have advantage on the first melee
attack you make before the end of the turn.
Cloak of Shadows
By 11th level, you have learned to become one with
the shadows. When you are in an area of dim light or
darkness, you can use your action to become invisible.
You remain invisible until you make an attack, cast a
spell, or are in an area of bright light.
Opportunist
At 17th level, you can exploit a creature's momentary
distraction w hen it is hit by an attack. Whenever a
creature within 5 feet of you is hit by an attack made by
a creature other than you, you can use your reaction to
make a melee attack against that creature.
Way of the Voice:
A tradition of harmony. Monks of The Way of the Voice teach that, except in times of true need, the Voice must be used only for the worship and glory of the gods, and that true mastery of it can only be achieved when one's inner spirit is in harmony with one's actions. The Greybeards believe that only in the contemplation of the Sky (the domain of Kynareth) and the practice of the Voice can a man achieve this harmony. This philosophy is exemplified in a motto of the Dragon tongue: Lok, Thu'um "Sky above, Voice within".
Disciple of the Thuum: When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of your voice. A discipline requires you to spend ki points each time you use it.
You know three shouts of your choice, which are detailed in the "Spellcasting" section above. You learn one additional shout of your choice at 6th, 11th, and 17th level.
Whenever you learn a new shout, you can also replace one shout that you already know with a different shout.
Using Shouts. Each shout has two levels: the basic level and the empowered level. The exception are the shouts learned at 17th level. To cast a shout, you need to use your action and spend the indicated number of ki points, choosing between the shout’s basic and empowered effects. If you choose the empowered effect, its ki cost and effect are added to the basic effect.
Shouts produce a loud noise that can be heard up to 300 feet away. If a shout requires concentration, it follows the same rules as spells that require concentration, as described in the Player’s Handbook on page 203. You cannot use shouts if you cannot speak. This includes situations when you are gagged, underwater, or in an area of magical silence.
The list of shouts is provided at the end of this class description.
Enlightened
At 3rd level, you discover deep reserves of inner energy inside your soul. You have an additional number of ki points equal to your Wisdom modifier. These extra ki points can only be used for shouts.
Energy from Within
At 6th level, you are deeply connected with the ki flowing through you. Whenever you spend ki to use a shout, you regain hit points equal to twice the number of ki points you spent.
Mystic Assault
At 11th level, you can augment your physical attacks with your shouts. Immediately after you take the Attack action on your turn, you can use a bonus action to use a shout that spends up to 3 ki points.
Mastery of the Voice
At 17th level, you can disrupt the ki inside other creatures with your strikes, making them more susceptible to your shouts. When you hit a creature with an unarmed strike, that creature has disadvantage on the next saving throw it makes against a shout you use before the end of your next turn.
Additionally, choose one shout that you know and that has no level requirement. You need to spend one less ki point when using that shout. This can reduce a shout’s ki cost to 0.