Monk Maneuvers
Below are the maneuvers available to monks. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.
When a creature misses you with a ranged attack, you can use your Reaction and expend one maneuver die to move up to half your speed towards the creature. If you end your movement within 5 feet of the creature, you may make one Unarmed Strike against it, adding your maneuver die to the attack roll.
When you use Uncanny Metabolism, you can expend any number of maneuver dice to regain a number of Hit Points equal to your maneuver dice.
When you hit a creature with an Unarmed Strike, you can expend any number of maneuver dice to drive the target back. Add one maneuver die to the damage roll, and if the target is Large or smaller it is pushed 5 feet away from you for every maneuver die expended.
Whenever you make an Intelligence, Wisdom, or Charisma saving throw and fail, you can expend one maneuver die and add it to the result of your roll.
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Monk Maneuvers
Mind over Matter
As a Bonus Action, you can expend one maneuver die to gain Temporary Hit Points equal to your Wisdom modifier + your maneuver die.Soothing Pinch
As an Action, you can make a single Unarmed Strike and expend one maneuver die to attempt to render the target unconscious. Roll your maneuver die and add it to the attack roll. If the target's remaining Hit Points are less than or equal to the amount rolled, they fall Unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to wake them.Stymieing Strike
When you hit a creature with an Unarmed Strike, you can expend one maneuver die to attempt to hinder the target's movement. You add the maneuver die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, the target's speed is reduced to 0 until the start of your next turn.Whirlwind
As an Action, you can expend one maneuver die to force every creature within your reach to make a Dexterity saving throw. On a failed save, they take Bludgeoning damage equal to your maneuver die + your Dexterity modifier.Deft Advance
Prerequisite: 6th levelWhen a creature misses you with a ranged attack, you can use your Reaction and expend one maneuver die to move up to half your speed towards the creature. If you end your movement within 5 feet of the creature, you may make one Unarmed Strike against it, adding your maneuver die to the attack roll.
Enhanced Recovery
Prerequisite: 6th levelWhen you use Uncanny Metabolism, you can expend any number of maneuver dice to regain a number of Hit Points equal to your maneuver dice.
Forceful Blow
Prerequisite: 6th levelWhen you hit a creature with an Unarmed Strike, you can expend any number of maneuver dice to drive the target back. Add one maneuver die to the damage roll, and if the target is Large or smaller it is pushed 5 feet away from you for every maneuver die expended.
Strength of Character
Prerequisite: 6th levelWhenever you make an Intelligence, Wisdom, or Charisma saving throw and fail, you can expend one maneuver die and add it to the result of your roll.
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