Feat Name Action Contents
Unarmored Defense Beginning at 1st level, while {name} is wearing no armor and not wielding a shield, their AC equals {10 + DexMod +WisMod}.
Martial Arts At 1st level, {name}’s practice of martial arts gives them 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.
They gain the following benefits while they are unarmed or wielding only monk weapons and they aren’t wearing armor or wielding a shield:

_ They can use Dexterity instead of Strength for the attack and damage rolls of their unarmed strikes and monk weapons.
_ They can roll a d4 in place of the normal damage of their unarmed strike or monk weapon. This die changes as they gain monk levels, as shown in the Martial Arts column of Table: The Monk.
* When they use the Attack action with an unarmed strike or a monk weapon on their turn, they can make one unarmed strike as a bonus action. For example, if they take the Attack action and attack with a quarterstaff, they can also make an unarmed strike as a bonus action, assuming they haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, they 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 they use for a monk weapon, they can use the game statistics provided for the weapon.
Ki Starting at 2nd level, {name}’s training allows them to harness the mystic energy of ki. Their access to this energy is represented by a number of ki points. Their monk level determines the number of points they have, as shown in the Ki Points column of Table: The Monk.
They can spend these points to fuel various ki features. They start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. They learn more ki features as they gain levels in this class.
When they spend a ki point, it is unavailable until they finish a short or long rest, at the end of which they draw all of their expended ki back into themselves. They must spend at least 30 minutes of the rest meditating to regain their ki points.
Some of their ki features require their target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = {8 + Prof + WisMod}
Flurry of Blows Immediately after {name} takes the Attack action on their turn, they can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense {name} can spend 1 ki point to take the Dodge action as a bonus action on their turn.
Step of the Wind {name} can spend 1 ki point to take the Disengage or Dash action as a bonus action on their turn, and their jump distance is doubled for the turn.
Unarmored Movement Starting at 2nd level, {name}’s speed increases by {"10 feet"} while they are not wearing armor or wielding a shield. This bonus increases when they reach certain monk levels, as shown in Table: The Monk.
At 9th level, they gain the ability to move along vertical surfaces and across liquids on their turn without falling during the move.
Monastic Tradition When {name} reaches 3rd level, they commit themselves to a monastic tradition. The tradition they choose grants them features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Deflect Missiles Starting at 3rd level, {name} can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When they do so, the damage they take from the attack is reduced by 1d10 + their Dexterity modifier ({DexMod}) + their monk level.
If they reduce the damage to {0}, they can catch the missile if it is small enough for them to hold in one hand and they have at least one hand free. If they catch a missile in this way, they can spend {1} ki point to make a ranged attack with the weapon or piece of ammunition they just caught, as part of the same reaction. They make this attack with proficiency, regardless of their weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of {"20 feet"} and a long range of {"60 feet"}.
Slow Fall Beginning at 4th level, {name} can use their reaction when they fall to reduce any falling damage they take by an amount equal to five times their monk level.
Extra Attack Beginning at 5th level, {name} can attack twice, instead of once, whenever they take the Attack action on their turn.
Stunning Strike Starting at 5th level, {name} can interfere with the flow of ki in an opponent’s body. When they hit another creature with a melee weapon attack, they 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 {name}’s next turn.
Ki-Empowered Strikes Starting at 6th level, {name}’s unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion At 7th level, {name}’s instinctive agility lets them dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Stillness of Mind Starting at 7th level, {name} can use their action to end one effect on themselves that is causing them to be charmed or frightened.
Purity of Body At 10th level, {name}’s mastery of the ki flowing through them makes them immune to disease and poison.
Tongue of the Sun and Moon Starting at 13th level, {name} learns to touch the ki of other minds so that {name} understands all spoken languages. Moreover, any creature that can understand a language can understand what they say.
Diamond Soul Beginning at 14th level, {name}’s mastery of ki grants them proficiency in all saving throws.
Additionally, whenever they make a saving throw and fail, they can spend 1 ki point to reroll it and take the second result.
Timeless Body At 15th level, {name}’s ki sustains them so that they suffer none of the frailty of old age, and they can’t be aged magically. They can still die of old age, however. In addition, they no longer need food or water.
Empty Body Beginning at 18th level, {name} can use their action to spend 4 ki points to become invisible for 1 minute. During that time, they also have resistance to all damage but force damage.
Additionally, they can spend 8 ki points to cast the astral projection spell, without needing material components. When they do so, they can’t take any other creatures with them.
Perfect Self At 20th level, when {name} rolls for initiative and has no ki points remaining, they regain {4} ki points.

Way of the Open Hand

Feat Name Action Contents
Open Hand Technique Starting when {name} chooses this tradition at 3rd level, they can manipulate their enemy’s ki when they harness their own. Whenever they hit a creature with one of the attacks granted by their Flurry of Blows, they can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, they can push it up to {"15 feet"} away from themselves.
- It can’t take reactions until the end of their next turn.
Wholeness of Body At 6th level, {name} gains the ability to heal themselves. As an action, they can regain hit points equal to three times their monk level ({3*Lvl}). They must finish a long rest before they can use this feature again.
Tranquility Beginning at 11th level, {name} can enter a special meditation that surrounds them with an aura of peace. At the end of a long rest, they gain the effect of a sanctuary spell that lasts until the start of their next long rest (the spell can end early as normal). The saving throw DC for the spell equals {8 + WisMod + Prof}.
Quivering Palm At 17th level, {name} gains the ability to set up lethal vibrations in someone’s body. When they hit a creature with an unarmed strike, they can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to their monk level ({Lvl}). The vibrations are harmless unless they use their action to end them. To do so, they and the target must be on the same plane of existence. When they use this action, the creature must make a Constitution saving throw DC {8 + Lvl + WisMod}). If it fails, it is reduced to {"0 hit points"}. If it succeeds, it takes !(10d10) necrotic damage.
They can have only one creature under the effect of this feature at a time. They can choose to end the vibrations harmlessly without using an action.