![[MonkClass.webp|400]] ## What Is a Monk? The Monk is a highly disciplined martial artist who combines exceptional physical training, mental focus, and supernatural techniques to overcome dangerous enemies. While Fighters develop their abilities through weapons and battlefield experience, and Barbarians draw upon extraordinary physical resilience, Monks concentrate upon mastering the relationship between body, mind, and the inner energies that sustain living creatures. Through rigorous training, Monks develop abilities that appear almost impossible to ordinary observers. They can deliver powerful unarmed strikes, move with extraordinary speed, redirect incoming attacks, run across water, and perform feats of agility that defy conventional physical limitations. Although Monks are not normally spellcasters, many of their abilities possess supernatural qualities. Their training allows them to focus internal energy, producing effects that enhance their movement, strengthen their attacks, and protect their bodies from harm. Different traditions interpret this energy in different ways. Some describe it as life force, spiritual essence, or the harmony between body and mind. Others understand it through philosophical teachings concerned with personal discipline and mastery over the self. Monks are among the most mobile martial characters in Dungeons & Dragons. Their abilities allow them to move rapidly through combat, reach enemies that other warriors may struggle to engage, and escape dangerous positions before opponents can respond. Some become guardians of sacred temples, while others travel as wandering martial artists, spiritual pilgrims, scouts, or warriors seeking to perfect their abilities through experience. What unites them is their dedication to mastering extraordinary techniques through discipline and training. A Monk does not need powerful armour or an enchanted weapon to become a dangerous combatant. Through years of practice, their own body becomes an exceptionally effective instrument of martial skill. --- ## Paths of Discipline Monks often develop their abilities through demanding traditions that emphasise the importance of physical training, mental concentration, and personal discipline. Many receive instruction within monasteries, temples, martial academies, or secluded communities where experienced masters preserve techniques passed down through generations. These institutions may combine martial training with philosophical study, meditation, and the pursuit of spiritual understanding. However, not every Monk belongs to a religious order. Some learn their abilities through military training, personal experimentation, or apprenticeships under experienced martial artists. Others develop exceptional discipline through difficult experiences that force them to rely upon their own strength and determination. The philosophies followed by Monks can differ considerably. One tradition might teach that mastering the self requires emotional restraint and peaceful contemplation. Another may encourage students to embrace the experiences of the world, regarding hardship, adventure, and personal relationships as essential parts of their development. Some Monks become dedicated protectors. They may guard sacred locations, defend isolated communities, or serve organisations entrusted with preserving important knowledge. Others seek personal enlightenment, travelling across distant lands to study unfamiliar martial techniques and challenge their understanding of the world. A Monk might also become an investigator, covert agent, travelling performer, or warrior whose abilities have little connection to conventional religious practices. Their training can influence their personality, but it does not determine their beliefs or moral outlook. A disciplined martial artist may be compassionate and patient, while another possesses fierce ambition or a relentless desire to prove their superiority. What matters is their dedication to developing abilities that require extraordinary control over their physical and mental capabilities. --- ## Martial Arts The foundation of the Monk's combat abilities is **Martial Arts**, gained at first level. Unlike conventional warriors who depend heavily upon weapons and armour, Monks develop specialised techniques that allow them to fight effectively while unarmed or wielding suitable weapons. Their training includes punches, kicks, grapples, throws, and other forms of close-quarters combat. These techniques become increasingly effective as the Monk gains experience. Under the revised rules, a Monk can use **Dexterity** instead of Strength for attack and damage rolls made with Unarmed Strikes and Monk weapons. They can also use Dexterity instead of Strength when determining the saving throw DC for attempts to Grapple or Shove a creature through an Unarmed Strike. This allows Monks to develop an effective fighting style through speed and precision rather than physical strength alone. The class possesses a special resource known as the **Martial Arts Die**. At first level, this is a d6, which the Monk can use instead of the normal damage die for Unarmed Strikes and Monk weapons. As they become more experienced, the die increases to a d8 at fifth level, a d10 at eleventh level, and a d12 at seventeenth level. This means that their attacks become progressively more dangerous without requiring increasingly powerful equipment. Monks also gain the ability to make an Unarmed Strike using a Bonus Action. Under the revised rules, this additional attack does not require the Monk to take the Attack action first. This provides considerable flexibility, allowing them to combine movement, other actions, and martial techniques in ways that many ordinary warriors cannot reproduce. However, these Martial Arts benefits depend upon the Monk avoiding armour and Shields while using suitable weapons. Monk weapons include Simple Melee weapons and Martial Melee weapons with the Light property. Although some Monks continue to favour quarterstaffs, spears, daggers, or shortswords, their abilities ensure that they remain effective even when fighting without weapons. For a Monk, the body is not simply something that carries a weapon. It is itself a weapon refined through years of disciplined practice. --- ## Unarmored Defense At first level, Monks gain **Unarmored Defense**, representing their ability to avoid attacks through movement, perception, and extraordinary physical control. Unlike Fighters and Paladins, who commonly depend upon armour to withstand incoming attacks, Monks develop defensive techniques that allow them to fight without conventional protection. While not wearing armour or wielding a Shield, a Monk's Armour Class equals 10 plus their Dexterity and Wisdom modifiers. Dexterity reflects their ability to move quickly, evade attacks, and maintain precise physical control. Wisdom represents the awareness and perception that allow them to recognise danger before an opponent completes an attack. Together, these abilities create a defensive style based upon avoiding harm rather than absorbing it. A Monk might evade a sword through a carefully timed movement, redirect an opponent's strike, or shift their position before a dangerous attack reaches them. However, Unarmored Defense does not make Monks invulnerable. They possess a d8 Hit Die, making them less physically durable than many heavily armoured martial characters. Their effectiveness therefore depends upon positioning, movement, and the careful use of defensive abilities. As their Dexterity and Wisdom improve, their natural protection becomes increasingly effective. For many Monks, wearing heavy armour would interfere with the movement and precision upon which their fighting techniques depend. Their training allows them to achieve extraordinary defensive capabilities without the equipment that other warriors regard as essential. --- ## Monk's Focus At second level, Monks gain **Monk's Focus**, the defining supernatural resource associated with their training. Earlier traditions commonly described this internal energy as **Ki**. Under the revised rules, it is represented mechanically through **Focus Points**. Different Monks may continue to understand the power through concepts such as life energy, breath, spiritual essence, or extraordinary concentration. Regardless of its interpretation, the ability represents their capacity to channel internal power into exceptional martial techniques. A Monk initially possesses two Focus Points at second level. The number increases as they gain experience, eventually reaching twenty at twentieth level. Expended Focus Points are recovered after completing a Short or Long Rest. The difficulty of saving throws imposed by Focus-powered abilities is determined by the Monk's Wisdom modifier and Proficiency Bonus. Monk's Focus initially provides three major techniques: Flurry of Blows, Patient Defense, and Step of the Wind. Each allows the Monk to manipulate their action economy and perform extraordinary physical feats. ### Flurry of Blows **Flurry of Blows** allows a Monk to unleash a rapid succession of unarmed attacks. By expending one Focus Point, they can make two Unarmed Strikes using a Bonus Action. These attacks do not require the Monk to take the Attack action first. This allows the character to combine their martial techniques with different actions according to the needs of the encounter. At tenth level, Heightened Focus improves Flurry of Blows, allowing the Monk to make three Unarmed Strikes instead of two. This makes experienced Monks particularly effective at delivering repeated attacks against nearby enemies. ### Patient Defense **Patient Defense** represents the Monk's ability to adopt a careful defensive stance. Under the revised rules, a Monk can take the Disengage action using a Bonus Action without expending Focus Points. Alternatively, they can expend one Focus Point to take both the Disengage and Dodge actions through the same Bonus Action. This provides considerable protection when attempting to escape dangerous opponents. At tenth level, Heightened Focus also grants Temporary Hit Points when the Monk expends a Focus Point to use Patient Defense. This makes the ability increasingly useful for surviving difficult encounters. ### Step of the Wind **Step of the Wind** allows Monks to move with extraordinary speed. They can take the Dash action using a Bonus Action without spending Focus Points. Alternatively, by expending one Focus Point, they can take both the Dash and Disengage actions through the same Bonus Action. Their jumping distance also doubles for the turn. This allows them to cross dangerous terrain, escape enemies, and reach positions that other characters may struggle to approach. At tenth level, Heightened Focus improves Step of the Wind further, allowing the Monk to carry a willing nearby creature of Large size or smaller along with them during their movement under the feature's restrictions. Monk's Focus creates a fighting style built around choosing when speed, defence, or additional attacks are most valuable. The most effective Monks understand how to balance these techniques rather than expending their resources without considering the circumstances. --- ## Uncanny Metabolism At second level, Monks gain **Uncanny Metabolism**, representing their extraordinary ability to recover internal energy through concentration and physical discipline. When a Monk rolls Initiative, they can use this feature to regain all expended Focus Points. They also recover Hit Points equal to their Monk level plus one roll of their Martial Arts Die. This ability can be used once before requiring a Long Rest. Uncanny Metabolism is particularly valuable during demanding adventuring days. A Monk who has exhausted their Focus Points during earlier encounters may suddenly find themselves facing another dangerous opponent. Through Uncanny Metabolism, they can recover the energy needed to use Flurry of Blows, Patient Defense, Step of the Wind, and other specialised abilities. The additional healing also improves their ability to survive prolonged expeditions. Unlike an ordinary Short Rest, this recovery occurs when Initiative is rolled, providing resources at a moment when the character may urgently need them. However, Uncanny Metabolism remains limited. The Monk must decide when using the ability provides the greatest advantage, particularly during adventures containing several important encounters. This feature considerably improves the revised Monk's resource management, allowing them to recover from demanding battles without relying exclusively upon opportunities to rest. --- ## Deflect Attacks At third level, Monks gain **Deflect Attacks**, allowing them to intercept or redirect incoming strikes through extraordinary reflexes. This is an important improvement over the older Deflect Missiles feature. Rather than functioning only against projectiles, Deflect Attacks can reduce damage from qualifying melee and ranged attacks. When an attack hits the Monk and includes Bludgeoning, Piercing, or Slashing damage, the Monk can use their Reaction to reduce the total damage suffered. The reduction equals 1d10 plus their Dexterity modifier and Monk level. This means the ability becomes increasingly effective as the Monk gains experience. A low-level Monk might use it to reduce the damage of an ordinary weapon attack, while a more experienced martial artist may completely negate strikes that would otherwise cause significant injury. If the damage is reduced to zero, the Monk can expend one Focus Point to redirect the force of the attack. Depending upon whether the original attack was melee or ranged, they can choose another eligible creature nearby or within a longer distance. The new target must succeed on a Dexterity saving throw or suffer damage determined by the Monk's Martial Arts Dice and Dexterity modifier. This allows a Monk to turn an enemy's attack into an opportunity for retaliation. At thirteenth level, **Deflect Energy** further improves this feature. From that point onward, Deflect Attacks can be used against attacks that inflict any damage type, rather than only Bludgeoning, Piercing, or Slashing damage. However, the feature still requires a qualifying attack roll. It does not automatically protect against every damaging spell or effect. Deflect Attacks reflects the Monk's extraordinary awareness and physical control. Rather than simply avoiding incoming attacks, an experienced Monk can manipulate their force and potentially turn that force against an opponent. --- ## Masters of Movement Few martial classes possess the mobility available to an experienced Monk. Their abilities allow them to move rapidly through combat, cross dangerous obstacles, and reach enemies whose positions might otherwise be difficult to approach. At second level, they gain **Unarmored Movement**. This increases their Speed by ten feet while they are not wearing armour or wielding a Shield. The bonus increases as they gain experience, eventually reaching thirty additional feet at eighteenth level. Combined with Step of the Wind, this allows Monks to cover considerable distances during a single turn. Their mobility makes them particularly effective at reaching vulnerable enemies, escaping dangerous positions, and moving between different areas of the battlefield. At fourth level, Monks gain **Slow Fall**. When falling, they can use their Reaction to reduce the damage they suffer by an amount equal to five times their Monk level. This allows them to survive falls that might seriously injure other adventurers. At ninth level, they gain **Acrobatic Movement**. While not wearing armour or wielding a Shield, Monks can move across vertical surfaces and liquids during their turn without falling during that movement. This allows them to run along walls, cross water, and navigate unusual environments through extraordinary physical control. However, the feature does not allow them to remain suspended indefinitely. Their movement must still be considered carefully, particularly when the turn ends in a location where they cannot normally stand. These abilities make Monks highly effective scouts, skirmishers, and characters who specialise in reaching difficult positions. Their speed also creates opportunities to assist companions. An experienced Monk can reach an isolated ally, intercept a dangerous enemy, or cross a battlefield to confront a vulnerable spellcaster. For a Monk, movement is not merely a way to approach an opponent. It is one of their most valuable defensive and tactical resources. --- ## Stunning Strike At fifth level, Monks gain **Stunning Strike**, one of their most recognisable combat abilities. Through a carefully placed attack, a Monk can interfere with an enemy's physical coordination and temporarily prevent them from acting effectively. Once per turn, when they hit a creature with a Monk weapon or Unarmed Strike, they can expend one Focus Point to attempt a Stunning Strike. The target must make a Constitution saving throw. If the creature fails, it suffers the Stunned condition until the beginning of the Monk's next turn. This can create an extraordinary opportunity for the entire party. A Stunned creature cannot move and is severely restricted in its ability to act, while attacks against it become more effective. However, the revised Stunning Strike also provides a benefit when the enemy successfully resists the condition. On a successful saving throw, the target's Speed is halved until the beginning of the Monk's next turn, and the next attack roll made against it before then gains Advantage. This means that spending a Focus Point is not necessarily wasted when the target succeeds on its saving throw. Unlike the older version of the class, Stunning Strike can only be attempted once per turn. This prevents a Monk from repeatedly attempting to stun the same opponent through several attacks during a single turn. Nevertheless, it remains a powerful tactical ability. A well-timed Stunning Strike can prevent a dangerous creature from using its most threatening attacks or create an opportunity for companions to concentrate their damage upon it. The feature rewards Monks who recognise which enemies pose the greatest threat and when disabling an opponent is more valuable than simply inflicting additional damage. --- ## Empowered Strikes At sixth level, Monks gain **Empowered Strikes**, allowing them to channel supernatural energy directly through their unarmed attacks. Through this feature, their Unarmed Strikes can inflict Force damage instead of their ordinary damage type. This represents the Monk's increasing ability to transform physical techniques into expressions of extraordinary internal power. The ability can be particularly valuable when confronting creatures resistant or immune to conventional physical damage. Rather than relying upon a magical weapon, the Monk can alter the energy of their own strikes. This allows their unarmed combat techniques to remain effective against enemies possessing unusual supernatural defences. Empowered Strikes does not require Focus Points to activate. The Monk can choose the appropriate damage type whenever their Unarmed Strike deals damage. This makes the ability reliable without increasing the demands upon their limited Focus Point resources. As their Martial Arts Die increases, their supernatural strikes also become more powerful. For an experienced Monk, an ordinary punch or kick can carry enough supernatural force to injure creatures that would resist conventional attacks. --- ## Evasion and Self-Restoration Monks gradually develop extraordinary methods of surviving dangerous attacks and harmful supernatural effects. At seventh level, they gain **Evasion**. Whenever an effect allows the Monk to make a Dexterity saving throw to take half damage, they instead take no damage on a successful saving throw and only half damage on a failed one. This makes them particularly effective at surviving explosions, elemental attacks, and other dangerous effects that can be avoided through rapid movement. However, Evasion does not provide its benefits while the Monk is Incapacitated. At tenth level, Monks gain **Self-Restoration**. Through exceptional concentration and physical discipline, they can remove certain harmful conditions from themselves. At the end of each of their turns, they can end the Charmed, Frightened, or Poisoned condition affecting them. This makes experienced Monks unusually resilient against supernatural influence and physical ailments that can restrict less disciplined characters. Self-Restoration also allows them to avoid gaining Exhaustion from going without food or drink. However, it does not grant immunity to every source of Exhaustion or eliminate the need to consider environmental dangers. Together, Evasion and Self-Restoration provide powerful defensive benefits. Rather than relying upon armour or conventional magical protection, Monks survive through extraordinary physical reactions and control over their bodies. --- ## Heightened Focus At tenth level, Monks gain **Heightened Focus**, significantly improving the techniques provided by Monk's Focus. This feature strengthens Flurry of Blows, Patient Defense, and Step of the Wind. When using Flurry of Blows, the Monk can make three Unarmed Strikes through their Bonus Action instead of two. This considerably increases their offensive potential, particularly when combined with Extra Attack. Patient Defense also becomes more effective. When the Monk expends a Focus Point to use the enhanced defensive technique, they gain Temporary Hit Points equal to two rolls of their Martial Arts Die. This provides additional protection while allowing them to avoid dangerous attacks. Step of the Wind also gains a new supportive benefit. When the Monk expends a Focus Point to use the feature, they can bring a willing nearby creature of Large size or smaller with them during their movement, subject to the feature's requirements. The accompanying creature does not provoke Opportunity Attacks from this movement. This creates opportunities to rescue companions from dangerous positions or move vulnerable allies to safety. Heightened Focus represents an important development in the Monk's capabilities. Their techniques become more powerful without requiring additional Focus Points for the improved benefits. An experienced Monk can therefore deliver rapid attacks, protect themselves, or assist companions with greater effectiveness than an ordinary martial artist. --- ## Disciplined Survivor At fourteenth level, Monks gain **Disciplined Survivor**, representing exceptional control over their physical and mental abilities. Through this feature, they gain proficiency in all saving throws. This provides extraordinary protection against a wide range of harmful effects. A Monk who previously relied primarily upon Strength and Dexterity saving throw proficiencies becomes capable of resisting magic and other dangers that target Constitution, Intelligence, Wisdom, and Charisma. This is particularly valuable when confronting powerful spellcasters, supernatural creatures, and enemies capable of imposing dangerous conditions. Disciplined Survivor also allows the Monk to expend one Focus Point after failing a saving throw to reroll it. They must use the new result. This does not guarantee success, but it provides another opportunity to resist an effect that might otherwise overwhelm them. The ability reinforces the Monk's identity as someone who has spent years developing extraordinary discipline. Their training is no longer limited to physical agility and offensive martial techniques. It grants resilience against dangers that threaten both body and mind. --- ## Perfect Focus and Superior Defense As Monks approach the height of their abilities, their control over internal energy becomes increasingly reliable. At fifteenth level, they gain **Perfect Focus**. When rolling Initiative, if the Monk possesses three or fewer Focus Points and does not use Uncanny Metabolism, they recover enough expended points to bring their available total to four. This helps ensure that experienced Monks can begin important encounters with access to several of their defining techniques. Although the ability does not restore their entire Focus Point pool, it provides useful resources during prolonged adventuring days. At eighteenth level, Monks gain **Superior Defense**. Through this ability, they can expend three Focus Points at the beginning of their turn to gain Resistance to all damage except Force damage for one minute. The effect ends early if the Monk becomes Incapacitated. Superior Defense makes experienced Monks extraordinarily resilient against many different attacks. A creature that would ordinarily inflict devastating elemental or physical damage may find its attacks considerably less effective. However, the ability still requires careful resource management. Three Focus Points represent a significant expenditure, particularly when the Monk may also need to use Flurry of Blows, Stunning Strike, or other specialised techniques. Together, Perfect Focus and Superior Defense demonstrate the increasing effectiveness of the Monk's supernatural discipline. They become capable of maintaining their abilities during demanding encounters while developing extraordinary resistance to incoming harm. --- ## Body and Mind At twentieth level, Monks achieve the culmination of their training through **Body and Mind**. This feature represents the extraordinary physical and mental perfection attained through years of discipline. The Monk's Dexterity and Wisdom scores each increase by four points. The maximum value of these abilities also increases to 25. This is particularly powerful because Dexterity and Wisdom influence several of the Monk's most important abilities. Dexterity improves attack rolls, damage, initiative, physical skills, and certain defensive capabilities. Wisdom strengthens their Focus saving throw DC and contributes to their Armour Class through Unarmored Defense. By improving both abilities simultaneously, Body and Mind strengthens many aspects of the character. Their attacks become more reliable, their supernatural techniques become more difficult to resist, and their defensive capabilities improve. Unlike a temporary transformation or a limited supernatural effect, these benefits represent a lasting improvement. At the height of their abilities, the Monk's physical and mental discipline have developed to extraordinary levels. They have become a living demonstration of the potential that can be achieved through devoted training and supernatural focus. --- ## The Monk's Role in an Adventuring Party Monks are highly mobile martial combatants whose abilities allow them to reach dangerous enemies, disrupt attacks, and reposition throughout the battlefield. Their most recognisable role is that of a skirmisher. Unlike heavily armoured warriors who may remain in one position during prolonged combat, Monks often move between enemies, exploiting openings and avoiding unnecessary exposure to dangerous attacks. Their speed allows them to reach spellcasters, archers, and other vulnerable opponents who might otherwise remain protected behind frontline combatants. Flurry of Blows provides opportunities to make several attacks, while Stunning Strike allows them to temporarily disable dangerous enemies. Deflect Attacks and Evasion improve their ability to survive attacks that would seriously injure other lightly armoured characters. However, Monks are not exclusively offensive combatants. Patient Defense provides valuable protection, while Step of the Wind allows them to escape dangerous positions or assist companions who need to move away from enemies. At higher levels, their extraordinary movement can also help the party overcome obstacles and navigate difficult environments. Monks are effective during exploration. Their mobility, Dexterity-based abilities, and potential proficiency in skills such as Acrobatics and Stealth make them capable scouts. Certain subclasses further expand their capabilities. Warriors of Shadow become effective infiltrators, while Warriors of Mercy provide healing and specialised medical assistance. Warriors of the Elements manipulate the battlefield through elemental energy, while Kensei Monks focus upon weapon techniques. Other traditions grant abilities associated with psychic manifestations, radiant energy, draconic power, death, or arcane spellcasting. Although Monks possess fewer Hit Points than some martial classes and do not normally wear armour, their defensive features can make them surprisingly difficult to defeat. Their effectiveness depends upon knowing when to attack aggressively and when to rely upon mobility or protection. For an adventuring party, a Monk provides speed, precision, and the ability to respond rapidly to changing circumstances. --- ## Monastic Traditions As Monks develop their abilities, they choose a specialised martial tradition that reflects the principles and techniques they have learned. At third level, a Monk selects a subclass, gaining features that shape their approach to combat and supernatural discipline. Some traditions focus upon perfecting unarmed techniques, while others combine martial training with elemental power, magical darkness, healing, weapon mastery, or spiritual transformation. Different Monks may follow the same philosophical ideals while developing entirely different abilities. The revised class uses the **Warrior** naming convention for its updated subclasses. Several older traditions retain their original **Way of** names and remain available as compatible legacy options. ### Warrior of the Open Hand The Warrior of the Open Hand represents the traditional Monk who specialises in perfecting unarmed combat. Its practitioners devote themselves to mastering physical movement, balance, timing, and the precise application of force. Unlike traditions that rely upon elemental magic or supernatural weapons, Warriors of the Open Hand focus primarily upon improving techniques available to ordinary Monks. Their defining ability is **Open Hand Technique**, gained at third level. Whenever the Monk successfully hits a creature with an attack granted by Flurry of Blows, they can impose an additional effect upon the target. **Addle** prevents the enemy from making Opportunity Attacks until the beginning of its next turn. **Push** forces the creature to make a Strength saving throw or be pushed up to fifteen feet away. **Topple** requires a Dexterity saving throw or causes the target to become Prone. These techniques allow the Monk to manipulate enemies through carefully placed strikes, rather than relying exclusively upon damage. At sixth level, **Wholeness of Body** allows them to restore their own Hit Points using a Bonus Action. The amount recovered depends upon their Martial Arts Die and Wisdom modifier. At eleventh level, **Fleet Step** improves their ability to combine movement with other Bonus Actions. When they take a Bonus Action other than Step of the Wind, they can also use Step of the Wind immediately afterward. At seventeenth level, **Quivering Palm** allows the Monk to place dangerous supernatural vibrations within a creature struck by an Unarmed Strike. By expending Focus Points, they can establish the effect and later release it to inflict substantial Force damage. Unlike the older version, the revised Quivering Palm does not automatically reduce a creature to zero Hit Points on a failed saving throw. The Warrior of the Open Hand is particularly suitable for players who enjoy traditional martial arts, precise combat techniques, and controlling enemies through physical skill. ### Warrior of Shadow The Warrior of Shadow consists of Monks who develop their abilities through stealth, concealment, and the manipulation of magical darkness. Its practitioners are often associated with secretive organisations, covert operations, or traditions that regard remaining unseen as an essential aspect of martial discipline. Unlike Monks who confront enemies directly, Warriors of Shadow specialise in approaching opponents from unexpected positions. Their defining early ability is **Shadow Arts**, gained at third level. Through this feature, they gain supernatural Darkvision, learn Minor Illusion, and can use Focus Points to cast Darkness. They can see through the magical darkness created by their own use of the feature, allowing them to fight in conditions that would hinder many opponents. Their darkness can also be repositioned, providing additional control over the battlefield. At sixth level, **Shadow Step** allows them to teleport between suitable areas of dim light or darkness. This provides exceptional mobility while encouraging careful use of the surrounding environment. At eleventh level, **Improved Shadow Step** strengthens this ability. By expending a Focus Point, the Monk can teleport without the ordinary lighting restrictions and make an Unarmed Strike immediately afterward. At seventeenth level, **Cloak of Shadows** allows them to surround themselves with supernatural darkness. While this ability is active, they become Invisible, can move through creatures and objects under certain conditions, and can use Flurry of Blows without expending Focus Points. This creates a powerful fighting style based upon concealment and sudden movement. The revised Warrior of Shadow differs substantially from the older Way of Shadow, particularly in how its spellcasting and invisibility abilities function. For players who enjoy stealth, teleportation, and martial characters who manipulate darkness, the Warrior of Shadow provides an exceptionally elusive combat style. ### Warrior of the Elements The Warrior of the Elements represents Monks who channel elemental forces directly through their martial techniques. Its practitioners develop supernatural control over fire, water, air, earth, and related elemental energies. Unlike the older Way of the Four Elements, which relied heavily upon individually selected elemental disciplines, the revised Warrior of the Elements integrates elemental energy more directly into ordinary Monk combat. At third level, they gain **Elemental Attunement**. By expending a Focus Point, they can empower their Unarmed Strikes with elemental energy. These attacks can inflict Acid, Cold, Fire, Lightning, or Thunder damage, allowing the Monk to adapt to creatures possessing different resistances. Elemental Attunement also increases the reach of their Unarmed Strikes and allows them to move enemies through supernatural elemental force. This makes the subclass particularly effective at controlling positioning during combat. They also gain **Manipulate Elements**, allowing them to produce minor elemental effects outside ordinary combat. At sixth level, **Elemental Burst** allows the Monk to unleash a destructive manifestation of elemental energy against multiple creatures. This provides an area attack that complements their ordinary unarmed techniques. At eleventh level, **Stride of the Elements** improves their movement while Elemental Attunement is active, granting supernatural flight and swimming capabilities. At seventeenth level, **Elemental Epitome** considerably strengthens their elemental mastery. They gain resistance to a selected elemental damage type, improve the movement benefits of Step of the Wind, and inflict additional elemental damage through their attacks. The Warrior of the Elements is particularly suitable for players who enjoy elemental martial arts, supernatural movement, and manipulating the battlefield through fire, lightning, water, and other primal forces. ### Warrior of Mercy The Warrior of Mercy represents Monks who develop an understanding of both healing and harm. Its practitioners study the physical and spiritual forces that sustain living creatures, learning techniques capable of restoring vitality or inflicting dangerous injuries. Their traditions are often associated with physicians, healers, and mysterious masked practitioners whose knowledge extends beyond conventional medicine. Unlike ordinary martial artists who concentrate exclusively upon defeating enemies, Warriors of Mercy develop abilities that allow them to protect companions and weaken opponents. At third level, they gain **Hand of Healing** and **Hand of Harm**. Hand of Healing allows the Monk to restore Hit Points to a creature through supernatural touch. This healing can also be incorporated into Flurry of Blows, allowing the Monk to replace an attack with an act of restoration. Hand of Harm allows them to channel supernatural energy into an Unarmed Strike, inflicting additional Necrotic damage. This creates a combat style in which the same martial discipline can either preserve life or injure an opponent. At sixth level, **Physician's Touch** strengthens both abilities. The Monk can remove certain harmful conditions when healing another creature, while Hand of Harm can impose the Poisoned condition upon enemies. At eleventh level, **Flurry of Healing and Harm** allows them to incorporate healing and damaging techniques more effectively into Flurry of Blows. The revised subclass places a limit on the number of times certain healing benefits can be gained through this feature before completing a Long Rest. At seventeenth level, **Hand of Ultimate Mercy** grants the ability to restore life to a creature that has recently died, provided the Monk expends the required Focus Points. The Warrior of Mercy is particularly suitable for players who enjoy combining martial combat with healing, medical knowledge, and the ability to decide whether a touch should preserve life or inflict harm. ### Way of the Kensei The Way of the Kensei represents Monks who pursue exceptional mastery over particular weapons. While ordinary Monks learn to use weapons as part of their martial training, Kensei practitioners devote themselves to understanding the relationship between the wielder and the weapon. For them, a sword, bow, or other chosen weapon becomes an extension of their physical discipline. Their tradition also includes artistic practices such as calligraphy and painting, reflecting the importance of precision, control, and deliberate movement. At third level, they gain **Path of the Kensei**. This allows them to select specialised weapons that become Kensei weapons, expanding the options available through their martial training. They also gain **Agile Parry**, which provides additional defensive protection when using their weapons alongside appropriate unarmed techniques. **Kensei's Shot** allows them to strengthen ranged weapon attacks, making this tradition particularly suitable for Monks who prefer archery. At sixth level, **One with the Blade** improves their effectiveness with chosen weapons. Their Kensei weapons become capable of overcoming resistance associated with nonmagical attacks, while **Deft Strike** allows them to expend internal energy to inflict additional damage. At eleventh level, **Sharpen the Blade** allows the Monk to temporarily enhance a Kensei weapon through supernatural focus. At seventeenth level, **Unerring Accuracy** allows them to reroll a missed attack with a Monk weapon once during their turn. The Way of the Kensei is a legacy subclass from Xanathar's Guide to Everything rather than a newly revised 2024 tradition. For players who enjoy disciplined swordsmanship, archery, and martial artists who treat weapons as extensions of themselves, the Way of the Kensei offers a distinctive approach to Monk combat. ### Way of the Drunken Master The Way of the Drunken Master represents Monks who develop an unpredictable fighting style based upon swaying movement, deceptive balance, and unusual physical coordination. Despite the name, practitioners do not need to be intoxicated. Their techniques imitate the apparently uncontrolled movements of a drunken individual, disguising carefully practised martial abilities behind stumbling steps and unexpected changes in direction. This makes them particularly difficult for opponents to predict. At third level, they gain **Drunken Technique**. When using Flurry of Blows, the Monk also gains the benefits of Disengage and an additional ten feet of movement for the remainder of the turn. This allows them to attack several times before withdrawing from dangerous positions. They also gain proficiency in Performance and Brewer's Supplies, reflecting the artistic and traditional aspects associated with the style. At sixth level, **Tipsy Sway** improves their ability to recover from being knocked Prone and redirect certain missed enemy attacks toward other nearby creatures. At eleventh level, **Drunkard's Luck** allows them to expend internal energy to cancel Disadvantage affecting an eligible ability check, attack roll, or saving throw. At seventeenth level, **Intoxicated Frenzy** improves Flurry of Blows when several enemies are nearby. The Monk can make additional attacks against different creatures, creating opportunities to move through groups of opponents while striking multiple targets. The Way of the Drunken Master remains a legacy subclass from Xanathar's Guide to Everything. For players who enjoy deceptive martial arts, exceptional mobility, and characters whose fighting style appears chaotic while remaining carefully controlled, the Drunken Master offers a highly distinctive tradition. ### Way of the Astral Self The Way of the Astral Self consists of Monks who learn to manifest supernatural aspects of their spiritual identity. Its practitioners believe that the physical body represents only part of a person's true existence. Through meditation and extraordinary concentration, they develop the ability to project spiritual manifestations beyond the ordinary limits of their bodies. These manifestations may appear as luminous arms, supernatural masks, or other forms that reflect the Monk's inner nature. At third level, they gain **Arms of the Astral Self**. By expending internal energy, they can manifest spectral arms that extend their reach and improve their combat capabilities. These arms allow the Monk to use Wisdom for certain attacks and damage, providing a different approach to martial combat. The spectral arms can also inflict Force damage, allowing the Monk to channel supernatural energy directly into their strikes. At sixth level, **Visage of the Astral Self** allows them to manifest a supernatural representation of their face. This provides enhanced perception and specialised benefits associated with communication and awareness. At eleventh level, **Body of the Astral Self** strengthens the manifestations further. The Monk gains additional defensive and offensive benefits while their spiritual form remains active. At seventeenth level, **Awakened Astral Self** allows them to manifest a more complete supernatural form. This transformation improves their resilience and enhances their ability to deliver powerful martial attacks. The Way of the Astral Self remains a legacy subclass from Tasha's Cauldron of Everything. For players who enjoy spiritual transformations, supernatural manifestations, and characters whose martial abilities reflect the power of their inner selves, the Way of the Astral Self offers an unusual and visually distinctive approach to combat. ### Way of the Long Death The Way of the Long Death represents Monks who dedicate themselves to studying mortality and the processes through which living creatures die. Its practitioners seek to understand death through observation, experimentation, and contemplation. Some approach these studies as philosophical investigations, while others pursue disturbing practices that involve observing the final moments of living creatures. Unlike Warriors of Mercy, whose abilities balance healing with harm, followers of the Long Death concentrate primarily upon understanding and resisting death. At third level, they gain **Touch of Death**. When the Monk reduces a creature within five feet to zero Hit Points, they gain Temporary Hit Points based upon their Monk level and Wisdom modifier. This allows them to draw supernatural resilience from the defeat of nearby creatures. At sixth level, **Hour of Reaping** allows them to project a terrifying supernatural presence. Creatures nearby may become Frightened when confronted by the Monk's understanding of death. At eleventh level, **Mastery of Death** greatly improves their ability to survive dangerous injuries. When an attack or effect would reduce the Monk to zero Hit Points, they can expend internal energy to remain at one Hit Point instead. This makes experienced practitioners exceptionally difficult to defeat through ordinary damage. At seventeenth level, **Touch of the Long Death** allows them to channel destructive supernatural energy into another creature. By expending additional internal energy, they can inflict substantial Necrotic damage upon a target through a touch. The Way of the Long Death is a legacy subclass from Sword Coast Adventurer's Guide. For players who enjoy unsettling philosophical traditions, necrotic powers, and characters whose discipline allows them to resist the ordinary limits of mortality, the Way of the Long Death offers a dark and distinctive martial path. ### Way of the Sun Soul The Way of the Sun Soul represents Monks who channel radiant energy through their martial training. Its practitioners develop a supernatural connection to light, allowing them to transform their internal power into brilliant magical attacks. Unlike ordinary Monks who rely primarily upon close-range combat, Sun Soul practitioners can project damaging radiant energy across considerable distances. At third level, they gain **Radiant Sun Bolt**. This allows them to launch supernatural bolts of Radiant damage through a specialised ranged spell attack. The attack provides an alternative to ordinary melee techniques, allowing the Monk to strike enemies without immediately approaching them. At sixth level, **Searing Arc Strike** grants the ability to unleash a wave of fire through a technique associated with the Burning Hands spell. This allows the Monk to damage several enemies positioned close together. At eleventh level, **Searing Sunburst** allows them to create a sphere of radiant energy at a distant location. The sphere erupts into a burst of supernatural light, potentially damaging multiple creatures within its area. The Monk can expend additional internal energy to strengthen the effect. At seventeenth level, **Sun Shield** surrounds them with luminous supernatural radiance. While the feature remains active, the Monk can respond to certain nearby attacks by inflicting Radiant damage upon the attacker. This creates an unusual defensive technique that punishes enemies who approach too closely. The Way of the Sun Soul remains a legacy subclass published in Sword Coast Adventurer's Guide and Xanathar's Guide to Everything. For players who enjoy radiant magic, supernatural martial attacks, and characters whose techniques channel the power of light, the Way of the Sun Soul offers a distinctive ranged approach to Monk combat. ### Way of the Ascendant Dragon The Way of the Ascendant Dragon consists of Monks who develop martial techniques inspired by the extraordinary power of dragons. Its traditions combine physical discipline with supernatural energy associated with draconic creatures. Some practitioners study dragons as examples of exceptional power and ancient wisdom, while others develop their abilities through magical influences connected to draconic forces. Their techniques allow them to imitate elemental breath weapons, manifest draconic wings, and project the terrifying presence associated with powerful dragons. At third level, they gain **Draconic Disciple**. This provides several supernatural benefits, including the ability to alter the damage type of their Unarmed Strikes to Acid, Cold, Fire, Lightning, or Poison. They also develop special methods of communication and intimidation associated with draconic power. Their defining offensive ability is **Breath of the Dragon**. Through this feature, the Monk can replace one of their attacks with a supernatural breath weapon. The breath can take the form of a cone or line and inflict one of several elemental damage types. This provides valuable area damage without relying upon conventional spellcasting. At sixth level, **Wings Unfurled** allows the Monk to manifest spectral draconic wings when using Step of the Wind. This grants a temporary flying speed, allowing them to cross obstacles and approach enemies from unexpected positions. At eleventh level, **Aspect of the Wyrm** allows them to manifest a supernatural draconic aura. The aura can protect nearby allies from elemental damage or frighten enemies through the terrifying presence of a dragon. At seventeenth level, **Ascendant Aspect** strengthens their draconic abilities. Their breath weapon becomes more powerful, their aura gains an additional destructive effect, and they develop limited Blindsight. The Way of the Ascendant Dragon is a legacy subclass from Fizban's Treasury of Dragons. For players who enjoy dragons, elemental breath weapons, supernatural wings, and martial artists whose abilities imitate the power of ancient draconic creatures, this tradition offers a distinctive combination of mobility and destructive magic. ### Warrior of the Mystic Arts The Warrior of the Mystic Arts is a Monk tradition that combines disciplined martial training with conventional arcane spellcasting. Unlike most Monks, whose supernatural abilities primarily emerge through Focus Points and specialised physical techniques, Warriors of the Mystic Arts develop an understanding of spells normally associated with Sorcerers. Their training allows them to blend weapon attacks, unarmed techniques, and magical effects into a single fighting style. At third level, they gain **Spellcasting**. This provides access to Sorcerer cantrips and a limited selection of Sorcerer spells, using Wisdom as the spellcasting ability. Their magical progression is more limited than that of a full spellcaster, allowing them to retain their primary identity as martial artists. Nevertheless, their spells provide useful capabilities beyond ordinary Monk techniques. A Warrior of the Mystic Arts might enhance movement through Jump, attack nearby enemies with Burning Hands, or choose spells that improve their defensive and tactical options. As their training develops, they gain the ability to combine magical techniques with martial attacks. They can replace an eligible attack with the casting of a cantrip, creating a fighting style in which supernatural effects and physical strikes flow together. They also develop techniques that allow spell slots and Focus Points to be exchanged under the subclass's limitations. This creates an important relationship between their two resource systems. A Monk who requires additional spellcasting power may sacrifice Focus, while another who needs to perform martial techniques may convert available magical resources. At higher levels, their spellcasting becomes more effective against enemies affected by Stunning Strike. This allows them to exploit moments when an opponent's physical coordination has been disrupted. Their ultimate abilities further integrate magic with Flurry of Blows. An experienced Warrior of the Mystic Arts can replace two of the Unarmed Strikes granted by Flurry of Blows with the casting of an eligible first- or second-level spell. This creates extraordinary combinations of physical combat and magic within a single turn. The Warrior of the Mystic Arts was introduced in Arcana Unleashed in September 2026 and is written for the revised Monk class. For players who enjoy combining spellcasting with martial arts, managing multiple supernatural resources, and developing a character capable of moving between physical attacks and arcane magic, the Warrior of the Mystic Arts provides a highly versatile tradition. --- ## What It Feels Like to Play a Monk Playing a Monk is about speed, precision, and making effective decisions during combat. Unlike heavily armoured warriors who can survive by absorbing considerable punishment, Monks frequently depend upon movement and carefully timed defensive abilities. Their Martial Arts training allows them to attack repeatedly while remaining effective without weapons or armour. Monk's Focus introduces an important resource-management system. You must decide when additional attacks through Flurry of Blows are more valuable than the protection provided by Patient Defense or the mobility granted by Step of the Wind. Stunning Strike creates further opportunities to influence combat. An enemy who is temporarily Stunned may become vulnerable to attacks from the entire party, while even a successful saving throw can leave the target slowed and easier to strike. The revised class also provides additional ways to recover resources. Uncanny Metabolism allows you to recover Focus Points when an encounter begins, while Perfect Focus provides further support during prolonged adventuring days. Your mobility gradually becomes extraordinary. At lower levels, you can move faster than ordinary adventurers and escape dangerous positions through specialised techniques. As you gain experience, you become capable of running across water, moving along walls, and surviving falls that might incapacitate other characters. Your chosen Monastic Tradition also has a considerable influence upon how the class feels to play. A Warrior of the Open Hand focuses upon controlling enemies through unarmed attacks, while a Warrior of Shadow specialises in stealth and supernatural movement. A Warrior of Mercy combines healing with dangerous martial techniques, while a Warrior of the Elements channels elemental power through their strikes. Other traditions allow you to manifest spiritual limbs, develop extraordinary weapon mastery, channel radiant attacks, imitate draconic abilities, or combine martial training with conventional spellcasting. The class provides considerable opportunities for character development. You might play a wandering martial artist who seeks to perfect their techniques, a guardian entrusted with defending a sacred temple, or an individual whose unusual training has transformed their understanding of the world. Not every Monk must be calm, solemn, or devoted to spiritual enlightenment. Some are competitive, ambitious, humorous, or driven by personal responsibilities that have little connection to conventional religious traditions. What defines them is their determination to develop extraordinary capabilities through discipline and practice. For players who enjoy mobility and tactical combat, the Monk provides a particularly rewarding combination of martial precision and supernatural power. --- ## Should You Play a Monk? The Monk is an excellent choice for players who enjoy martial arts, exceptional mobility, and characters whose abilities come from disciplined physical and mental training. You may enjoy the class if you like: - Unarmed combat and martial arts techniques - Fast movement and battlefield positioning - Making several attacks through Flurry of Blows - Controlling enemies through Stunning Strike - Avoiding damage through agility and defensive techniques - Fighting effectively without conventional armour - Running across walls and water - Managing Focus Points to perform extraordinary abilities - Spiritual, elemental, shadow, and draconic themes - Combining supernatural powers with physical combat - Exploring different philosophies and martial traditions - Characters who develop mastery over body and mind You may prefer another class if you are looking for Heavy armour, a conventional fighting style based upon powerful two-handed weapons, or extensive spellcasting without choosing a specialised subclass. Monks also require an understanding of Focus Points, Bonus Actions, Reactions, and the different techniques available during combat. Although the class possesses several useful defensive abilities, its d8 Hit Die means that poor positioning can still leave it vulnerable to dangerous opponents. Players who enjoy repeatedly remaining in one place and exchanging attacks may find that the Monk's mobility-focused fighting style requires a different approach. However, the class provides extraordinary freedom of movement and a wide range of techniques suited to changing circumstances. An experienced Monk can strike several times, disable dangerous enemies, protect themselves from incoming attacks, and move across environments that would present serious obstacles to other adventurers. For players who enjoy speed, precision, martial discipline, and the mastery of supernatural techniques through physical training, the Monk offers one of the most distinctive and rewarding combat styles in Dungeons & Dragons.