The Magic Of: I Classes
The Magic Of: I Classes
The Magic Of: I Classes
THE MAGIC OF KI
Monks make eareful sludy of a magieal energy lhal mos I
monaslie lradilions eall ki. This energy is an elemenl
of lhe magie lhal suffuses lhe mulliverse-speeitieally,
lhe elemenl lhat flows lhrough Iiving bodies. Monks
harness this power wilhin lhemsclves lo ereate magieal
effeels and exeeed their bodies' physieal eapabililies.
and some of lheir special attaeks ean hinder lhe tlow of
ki in lheir opponenls. Using lhis energy. monks ehannel
uneanny speed and slrenglh inlo lheir unarmed slrikes.
As lhey gain experienee. lheir marlial lraining and lheir
maslery ofki gives them more power over lheir bodies
and lhe bodies of their foes.
PART I I CLASSES
Proficieney Marlial Ki Unarmored
Bonus Arls Points Movement Features
1st +2 ld4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 ld4 3 +10 fI. Monastie Tradition, Defleet Missiles
4th +2 1d4 4 +10 fI. Ability Seore Improvement, Slow Fali
5th +3 1d6 5 +10 ft. Extra Attaek, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastie Tradition feature
7th +3 ld6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Seore Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 ld6 10 +20 ft. Purity of Body
11th +4 ld8 11 +20 fI. Monastic Tradition feature
12th +4 ld8 12 +20 fI. Ability Seore Improvement
13th +5 ld8 13 +20 fI. Tongue of the Sun and Moon
14th +5 ld8 14 +25 fI. Diamond Sou I
15th +5 ld8 15 +25 fI. Timeless Body
16th +5 1d8 16 +25 fI. Ability Seore Improvement
17th +6 1d10 17 +25 fI. Monastie Tradition feature
18th +6 1d10 18 +30 fI. Empty Body
19th +6 ldlO 19 +30 ft. Ability Score Improvement
20th +6 ldl0 20 +30 ft. Perfeel Self
emerging only lo serve as spies or assassins ai the As a result of the structured life of a monastic
command of lheir leader, a noble palron, or some other community and the discipline required lOhamess ki,
morlal or divine power. monks are almosl always lawful in alignmenl.
The majorily of monks don'l shun Iheir neighbors,
making frequenl visilS lO nearhy lowns or villages and QUICK BUILD
exchanging Iheir servicc for food and other goods. As Vou can make a monk quickly by following lhese
versalile warriors, monks oflen end up prolecting their suggestions. First, make Dexlerily your highesl
neighbors fram monsters or Iyranls. ability score, followed by Wisdom. Second, choose the
For a monk, bccoming an advenlllrer means leaving hermit background.
a struelured, communallift'slyle lo beco me a wanderer.
This can be a harsh transition, and monks don't CLASS FEATURES
undertake illightly. Those who leave their cloisters take
As a monk, you gain the following class features.
their work seriollsly, approaching Iheir adventures as
personal tesls of Iheir physical and spiritual growth. HIT POINTS
As a rule, monks care lillle for material wealth and are Hil Dice: Id8 per monk levei
driven by a desire lo aceomplish a grealer mission than Hil Poinls aI Is1 Levei: 8 + your Conslilution modifier
merely slaying monsters and plundering Iheir treasure. Hil Points aI Higher LeveIs: Id8 (or 5) + your
Constitution modifier per monk levei afler IsI
CREATING A MONK
As you make your monk characler, Ihink about your PROFICIENCIES
connection lO lhe monaslery where you leamed your Armor: None
skills and spenl your formal ive years. Were you an Weapons: Simple weapons, shortswords
orphan or a child left on lhe monaslery's threshold? Did Tools: Choose one type of arlisan's lools or one
your parents promise YOlllo the monastery in gratitude musical inslrumenl
for a service performed by lhe lllonks? Did you enler Saving Throws: Strength, Dexterity
Ihis secluded life lo hide from a crime you committed? Skills: Choose two from Acrobatics, Athletics, History,
Or did you choosc the monaslic life for yourself? lnsight, Religion, and Stealth
Consider why you lefl. Did lhe head of your monastery
choose you for a parliclllarly imporlant mission beyond EQUIPMENT
the cloisler? Perhaps you \Vere casl out because of Vou start with lhe following equipment, in addilion lo
some violalion of lhe communily's rules. Did you dread the equipment granled by your background:
leaving, or were you happy lo go? ls Ihere somelhing
(a) a shortsword or (b) any simple weapon
you hope lo accomplish oulside lhe monastery? Are you
(a) a dungeoneer's pack or (b) an explorer's pack
eager lo relum to your home?
10 darts
PART 1 CL"':)SES
77
UNARMORED DEFENSE FLURRY OF BLOWS
Immediately after you take the Attack action on your
Beginning at 1st leveI, while you are wearing no armor
turn, you can spend I ki point to make two unarmed
and not wielding a shield, your AC equals 10 + your
strikes as a bonus action.
Dexterity modifier + your Wisdom modifier.
PATIENT DEFENSE
MARTIAL ARTS Vou can spend I ki point to take the Dodge action as a
At 1st leveI, your practice of martial arts gives you bonus action on your turno
mastery of combat styles that use unarmed strikes and
monk weapons, which are shortswords and any simple STEP OF THE WIND
melee weapons that don't have the two-handed or Vou can spend I ki point to take the Disengage or Dash
heavy property. action as a bonus action on your turn, and your jump
You gain the folIowing benefits while you are unarmed distance is doubled for the turno
or wielding only monk weapons and you aren't wearing
armor or wielding a shield: UNARMORED MOVEMENT
You can use Dexterity instead of Strength for the Starting at 2nd levei, your speed increases by 10 feet
attack and damage rolIs of your unarmed strikes and while you are not wearing armor or wielding a shield.
monk weapons. This bonus increases when you reach certain monk
Vou can rolI a d4 in place of the normal damage leveis, as shown in the Monk table.
ofyour unarmed strike or monk weapon. This die At 9th levei, you gain the ability to move along vertical
changes as you gain monk leveis, as shown in the surfaces and across liquids on your turn without falIing
Martial Arts column of the Monk table. during the move,
When you use the Attack action with an unarmed
strikc or a monk weapon on your turno you can make MONASTIC TRADITION
one unarmed strike as a bonus action. For example, if When you reach 3rd levei, you commit yourself to a
you take the Attack action and attack with a quarter- monastic tradition: the Way of the Open Hand, the Way
staff, you can also make an unarmed strike as a bonus of Shadow, or the Way of the Four Elements, alI detailed
action, assuming you haven't already taken a bonus at the cnd of the class description. Your tradition
action this turn, grants you features at 3rd levei and again at 6th, 11th,
Certain monasteries use specialized forms ofthe and 17th leveI.
monk weapons. For example, you might use a cluh
that is two lengths ofwood connected bya short chain DEFLECT MISSILES
(calIed a nunchaku) or a sickle with a shorter, straighter Starting at 3rd leveI, you can use your reaction to
blade (called a kama), Whatever name you use for a deflect or catch the missile when you are hit by a ranged
monk weapon. you can use the game statistics provided weapon attack. When you do so, the damage you take
for the weapon in chapter 5. from the attack is reduced by IdlO + your Dexterity
modifier + your monk leveI.
KI If you reduce the damage to O,you can catch the
Starting at 2nd levei, your training alIows you to missile if it is smalI enough for you to hold in one hand
harness the mystic energy of ki. Your access to this and you have at least one hand free, If you catch a
energy is represented bya number of ki points. Your missile in this way, you can spend I ki point to make a
monk levei determines the number of points you have, ranged attack with the weapon or piece of ammunition
as shown in the Ki Points column of the Monk table, you just caught, as part of the same reaction. Vou make
You can spend these points to fuel various ki features. this attack with proficiency, regardless of your weapon
You start knowing three such features: Flurry of Blows, proficiencies, and the missile counts as a monk weapon
Patient Defcnse, and Step of the Wind, You learn more for the attack.
ki features as you gain leveis in this class,
When you spend a ki poinl. it is unavailable until ABILITY SCORE IMPROVEMENT
you finish a short or long rest, at the end of which you When you reach 4th levei, and again at 8th, 12th, 16th,
draw alI of your expended ki back into yourself. Vou and 19th leveI. you can increase one ability score of your
must spend at least 30 minutes of the rest meditating to choice by 2, or you can increase two ability scores of
rega in your ki points, your choice by 1. As normal, you can't increase an ability
Some ofyour ki features require your target to make score above 20 using this feature,
a saving throw to resist the feature's effects. The saving
throw DC is calculated as folIows: SLOW FALL
Ki save De =8 + your proficiency bonus + Beginning at 4th levei, you can use your reaction when
your Wisdom modifier you falI to reduce any falIing damage you take by an
amount equal to five times your monk leveI.
PART I I CLASSES
EXTRA ATTACK During that time, YOllalso have resistance to ali damage
but force damage.
Beginning at 5th leveI, you can attack twice, instead of Additionally, you can spend 8 ki points to cast the
once, whenever you take the Attack action on your turno astral projection spell, withollt needing material
components. When you do so. YOllcan't take any other
STUNNING STRIKE creatures with YOll.
Starting at 5th leveI, you can interfere with the flow of
ki in an opponent's body. When you hit another creature PERFECT SELF
with a melee weapon attack. you can spend 1 ki point to At 20th leveI, when you roll for initiative and have no ki
attempt a stunning strike. The target must succeed on a points remaining, you regain 4 ki points.
Constitution saving throw or be stunned until the end of
YOllrnext turno
MONASTIC TRADITIONS
KI-EMPOWERED STRIKES Three traditions of monastic pllrsuit are common in
the monasteries scattered across the multiverse. Most
Starting at 6th leveI, your unarmed strikes count as
monasteries practice one tradition exclusively, bllt a
magical for the purpose of overcoming resistance and
few honor the three traditions and instruct each monk
immunity to nonmagical attacks and damage.
according to his or her aptitude and interest. Ali three
EVASION traditions rely on the same basic techniques. diverging
as the stlldent grows more adept. ThllS, a monk need
At 7th leveI, YOllrinstinctive agility lets you dodge choose a tradition only upon reaching 3rd leveI.
out of the way of certain area effects, such as a blue
dragon's Iightning breath or a firebalJ spell. When YOll WAY OF THE OPEN HAND
are subjected to an effect that allows you to make a
Monks of the Way of the Open Hand are the lIltimate
Dextcrity saving throw to take only half damage, you
masters of martial arts combat, whether armed or
instead take no damage if you succeed on the saving
unarmed. They learn techniqlles to pllsh and trip their
throw, and only half damage if you fail.
opponents, manipulate ki to heal damage to their
bodies, and practice advanced meditation that can
STILLNESS OF MIND
protect them from harm.
Starting at 7th leveI, you can use your action to end one
effect on yourself that is causing YOllto be charmed OPEN HAND TECHNIQUE
or frightened. Starting when you choose this tradition at 3rd leveI,
you can manipulate your enemy's ki when you harness
PURITY OF BODY your own. Whenever you hit a creature with one of the
At 10th leveI, your mastery of the ki flowing throllgh you altacks granted by your Flurry of Blows, YOllcan impose
makes you immune to disease and poison. one of the following effects on that target:
It must succeed on a Dexterity saving throw or be
TONGUE OF THE SUN AND MOON knocked prone.
Starting at 13th leveI, you learn to touch the ki of other It must make a Strength saving throw. Ir it fails, you
minds so that you understand ali spoken languages. can push it up to 15 feet away from YOll.
Moreover, any creature that can understand a langllage It can't take reactions until the end of your next turno
can understand what you say.
WHOLENESS OF BODY
DIAMOND SOUL At 6th leveI, you gain the ability to heal YOllrself.As an
action, you can regain hit points equal to three times
Beginning at 14th leveI, your mastery of ki grants you
proficiency in ali saving throws.
Additionally, whenever YOllmake a saving throw and
fail, you can spend I ki point to reroll it and take the
second result.
TIMELESS BODY
At 15th leveI, your ki sustains you so that you suffer
none of the frailty of old age, and you can't be aged
magically. Vou can still die of old age, however. In
addition, you no longer need food or water.
EMPTY BODY
Beginning at 18th leveI. you can use YOllraction to
spend 4 ki points to become invisible for 1 minute.
PART 1 CLASSES
your monk leveI. Vou musl finish a long resl before you OPPORTUNIST
can use lhis fealure again. AI 171hleveI. you can exploil a crealure's momenlary
dislraclion when il is hil by an altack. Whenever a
TRANQUILlTY creature wilhin 5 feel of you is hit by an allack made by
Beginning ai 111h levei. you can enler a special a crealure olher lhan you, you can use your reaclion to
medilalion lhal surrounds you wilh an aura of peace. AI make a melee atlack against lhal creature.
lhe end of a long resl. you gain lhe effecl of a sanctuary
spelllhal lasls unlillhe slarl of your nexllong resl (lhe WAY OF THE FOUR ELEMENTS
spell can end early as normal). The saving lhrow DC
Vou follow a monastic lradilion that teaches you to
for lhe spell equals 8 + your Wisdom modifier + your
harness lhe elemenls. When you focus your ki, you can
proficieney bonus.
align yourself with lhe forces of creation and bend lhe
QUIVERING PALM four elements lo your will, using lhem as an exlension
AI 171hlevei. you gain lhe ability lo sei up lelhal ofyour body, Some members oflhis lradition dedicale
vibrations in someone's body. When you hil a crealure lhemselves to a single elemenl, but others weave lhe
with an unarmed slrike. you can spend 3 ki points to elements logelher.
slart these imperceplible vibralions. which lasl for a Many monks of lhis lradition lalloo lheir bodies wilh
number of days equallo your monk leveI. The vibralions represenlalions of lheir ki powers. commonly imagined
are harmless unless you use your action lo end lhem. as coiling dragons. bul also as phoenixes, fish. planls,
To do so. you and lhe largel musl be on lhe same plane mounlains. and cresling waves.
of exislence. When you use lhis aclion. lhe crealure
DISCIPLE OF THE ELEMENTS
musl make a Conslilulion saving throw. If it fails. it is
When you choose lhis lradilion ai 3rd levei, you learn
reduced to O hil poinls. Ifil succeeds, illakes IOdlO
magical disciplines lhal harness lhe power of lhe four
necrotic damage.
elemenls. A discipline requires you lo spend ki points
Vou can have only one creature under lhe effecl of lhis
each time you use it.
fealure ai a lime. Vou can choose lo end the vibrations
Vou know lhe Elemenlal Allunemenl discipline and
harmlessly wilhout using an aclion.
one olher elemenlal discipline of your choice, which are
delailed in lhe "Elemental Disciplines" seclion below.
WAY OF SHADOW
Vou learn one addilional elemental discipline of your
Monks of the Way of Shadow follow a lradilion lhal choice ai 61h, 111h. and 17th leveI.
values sleallh and sublerfuge. These monks might Whenever you learn a new elemenlal discipline,
be called ninjas or shadowdancers. and they serve as you can also replace one elemenlal discipline lhal you
spies and assassins. Somelimes the members of a already know wilh a different discipline.
ninja monaslery are family members, forming a clan Casting Elemental Spells. Some elemenlal
sworn to secrecy about their arts and missions. Olher disciplines allow you to casl spells. See chapter 10 for
monasleries are more like lhieves' guilds, hiring oul lhe general rules of spellcasling. To cast one of lhese
their services lo nobles, rich merchanls, or anyone else spells, you use ils casting time and olher rules. but you
who can pay lheir fees. Regardless of their melhods, lhe don'l need lo provide malerial componenls for it.
heads of lhese monasleries expect lhe unqueslioning Once you reach 51h levei in lhis class. you can spend
obedience of lheir sludenls. additional ki poinls lo increase the levei of an elemenlal
discipline spelllhal you cas!, provided lhallhe spell has
SHADOW ARTS
an enhanced effecl at a higher levei. as burning hands
Slarling when you choose this tradition ai 3rd levei. you does. The spell's leveI increases by 1 for each addilional
can use your ki lo duplicate lhe effecls of certain spells. ki poinl you spend. For example, if you are a 5th-levei
As an action. you can spend 2 ki poinls lo casl darkness, monk and use Sweeping Cinder Slrike lo casl burning
darkvision. pass without trace, or si/ence. wilhoul hands, you can spend 3 ki poinls lo casl it as a 2nd-levei
providing malerial components. Addilionally. you gain spell (lhe discipline's base cosi of 2 ki poinls plus I).
lhe minor iJlusion canlrip if you don'l already know it. The maximum number of ki poinls you can spend lo
casl a spell in lhis Way (including ils base ki point cosi
SHADOW STEP
and any addilional ki poinls you spend lOincrease its
AI 61h levei. you gain lhe abilily lo slep from one shadow
levei) is delermined by your monk levei. as shown in lhe
into anolher. When you are in dim Iighl or darkness.
Spells and Ki Poinls table.
as a bonus aclion you can leleporl up to 60 feel to an
unoccupied space you can see that is also in dim lighl
$PELLS ANO KI POINTS
or darkness. Vou lhen have advanlage on lhe firsl melee
altack you make before the end of the lurn. Monk Leveis Maximum Ki Points for a Spell
5th-8th 3
CLOAK OF SHADOWS 9th-12th 4
By 111h leveI, you have learned lo beco me one wilh 13th-16th 5
lhe shadows. When you are in an area of dim lighl or
17th-201h 6
darkness, you can use your aclion lo become invisible.
Vou remain invisible until you make an altack. casl a
spell. or are in an area of brighl light.
PART I I CLASSES
80
ELEMENTAL DISCIPLINES Shape the Flowing River. As an action, you can
The elemental disciplines are presented in alphabetical spend I ki point to choose an area of ice or water no
arder. ]f a discipline requires a leveI, you must be that larger than 30 feet on a side within 120 feet of YOU. Vou
leveI in this class to learn the discipline. can change water to ice within the area and vice versa,
Breath ofWinter (17th LeveI Required). Vou can and you can reshape ice in the area in any manner you
spend 6 ki points to cast cone of cold. choose. Vou can raise or lower the ice's elevation, create
Clench ofthe North Wind (6th LeveI Required). Vou ar fil! in a trench, erect or !latten a wal!, or form a pil!ar.
can spend 3 ki points to cast hold person. The extent of any such changes can't exceed half the
Elemental Attunement. Vou can use your action to area's largest dimensiono For example, if you affect a
brie!ly control elemental forces nearby, causing one of 30-foot square, you can create a pillar up to 15 feet high,
the fol!owing effects of your choice: raise or lower the square's elevation by up to 15 feet, dig
a trench up to 15 feet deep, and so on. Vou can't shape
Create a harmless, instantaneous sensory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a shower of
Sweeping Cinder Strike. Vou can spend 2 ki points to
sparks, a puff of wind, a spray of light mist, or a gentle
cast burning hands.
rumbling of stone.
Water Whip. Vou can spend 2 ki points as a bonus
Instantaneously light ar snuff out a candIe, a torch, ar
action to create a whip of water that shoves and pul!s
a smal! campfire.
a creature to unbalance lI. A creature that you can see
Chill or warm up to I pound of nonliving material for
that is within 30 feet of you must make a Dexterity
up to I hour.
saving throw. On a failed save, the creature takes 3d 10
Cause earth, fire, water, or mist that can fit within a
bludgeoning damage, plus an extra IdlO bludgeoning
I-foot cube to shape itself into a crude form you desig-
damage for each additional ki point you spend, and you
nate for I minute.
can either knock it prone or pul! it up to 25 feet closer
Eternal Mountain Defense (11th LeveI Required). to YOU. On a successful save, the creature takes half as
Vou can spend 5 ki points to cast stoneskin, much damage, and you don't pul! It or knock it prone.
targeting yourself. Wave ofRolling Earth (17th LeveI Required). Vou
Fangs ofthe Fire Snake. When you use the Atlack can spend 6 ki points to cast wall of stone.
action on your turn, you can spend I ki point to cause
tendrils of !lame to stretch out from your fists and feel. ••
MONASTIC ORDERS
••
Your reach with your unarmed strikes increases by lhe worlds of D&D contain a multitude of monasteries
10 feet for that action, as wel! as the rest of the turn. and monastic traditions. In lands with an Asian cultural
A hit with such an attack deals fire damage instead of flavor, such as Shou Lung far to the east of the Forgotten
bludgeoning damage, and if you spend I ki point when Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra IdlO fire damage. traditions and martial arts practice. lhe Iron Hand School,
Fist ofFour Thunders. Vou can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School ofShou Lung teach different
Fist ofUnbroken Air. Vou can create a blast of approaches to the physical, mental, and spiritual disciplines
compressed air that strikes like a mighty fisl. As an of the monk. Some of these monasteries have spread to the
western lands of FaerOn, particularly in places with large
action, you can spend 2 ki points and choose a creature
Shou immigrant communities. such as lhesk and Westgate.
within 30 feet of YOU. That creature must make a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value of physical excellence and mental discipline.
takes 3dl0 bludgeoning damage, plus an extra IdlO In the Forgotten Realms, the order ofthe Dark Moon is
bludgeoning damage for each additional ki point you made up of monks dedicated to Shar (goddess of loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
from you and knock it prone. On a successful save, the and subterranean hideaways. Monasteries of IImater (god
creature takes half as much damage, and you don't push of endurance) are named after flowers, and their orders
it or knock it prone. carry the names of great heroes of the faith; the Disciples of
Flames ofthe Phoenix (11th LeveI Required). Vou Saint Sollars the lwice-Martyred reside in the Monastery of
the Yellow Rose near Damara. lhe monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study of martial arts with a life of scholarship.
Gong ofthe Summit (6th LeveI Required). Vou can Most are devoted to the deities of the Sovereign Hosl.
spend 3 ki points to cast shatter. In the world of Dragonlance, most monks are devoted to
Mist Stance (11th LeveI Required). Vou can spend 4 Majere, god of meditation and thoughl. In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess of twilight
Ride the Wind (11th LeveI Required). Vou can spend and the superiority of mind over matter, or to Zuoken, god of
4 ki points to cast fiy, targeting yourself. mental and physical mastery.
RiverofHungry Flame (17th LeveI Required). Vou lhe evil monks ofthe Scarlet Brotherhood in the world of
can spend 5 ki points to cast wall of fire. Greyhawk derive their fanatic zeal not from devotion to a god
Rush ofthe Gale Spirits. Vou can spend 2 ki points but from dedication to the principies oftheir nation and their
race-the belief that the Suei strand of humanity are meant
to cast gust of wind.
to rule the world .
..••....-------------------- ..-
PART 1 I CLASSES
81
d6 Monastery
Your monastery is carved out of a mounta inside,
where it looms over a treacherous pass.
2 Your monastery is high in the branch es of a n im-
m ense tree in the Feywild.
3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
reached only by fl ying.
4 Your monastery is bui lt beside a volcanic system
of hot springs, geysers, and s ulfur pools. You regu-
larly received visits from azer trade rs.
5 Your m onastery was founded by gnomes and is an
MONK underground labyrinth of tunnels and rooms.
6 Your m onastery was carved from an iceberg in the
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR
frozen reaches of the world .
st .
iali
villainy. While you blustered and threatened, I've planned
four different ways to snap your neck with my bare hands. MONASTIC ICON e r
-Ember, grand master of flowers FA
u
a lis m a nd personal possessions,
PD
Even in the monastic lifestyle , which eschews materi-
symbolis m plays an
n
Monks walk a path of contradiction. They study their art important part in defining
e bethe identity of a n order. Some
as a wizard does, and like a wizard, they wear no armor monastic orders treat D certain creatures w ith s pecial
and typically eschew weapons. Yet they are dead ly com- regard, either n of the creature is tied to the order's
because
batants, their abilities on a par with those of a raging r io
histo ry or sbecause it serves as an example of a quality
ba rba rian or a superbly trained fighter. Monks embrace v
the monkse seek to emulate.
th is seeming contradiction , for it s peaks to the core of
e mIfoyour cha racter's monastery had a s pecial icon, you
all monastic study. By coming to know oneself com-
a d might wear a crude image of the creature somewhere
pletely, one learns much of the wider world.
s ing inconspicuous on your clothing to serve as an identify-
d u con-
A monk's focus on inner mas tery leads many such ing mark. Or perhaps your order's icon does not have a
individua ls to become detached from society,iemore physical fo rm but is expressed through a gesture or a
f
dni with hap-
cerned with their personal experience tha
m o
penings elsewhere. Adventuring monks are a rare breed
posture that you adopt, and which other monks might
know how to interpret.
n
ee taking their quest
of an a lready rare type of character,
b
for perfection beyond the a s of the monastery into the
walls MONASTIC ICONS
h
DF
world at large. d6 Icon
Playing a monkPcharacter offers many intriguing op-
h
portunities to i s
try something diffe rent. To distinguis h
Mon key. Quick reflexes and the ability to travel
11th
TSearing Sunburst
At 17th level, you become wreathed in a luminous, mag-
ical aura. You shed bright light in a 30-foot rad ius a nd
17th Sun Shield dim light for an additional 3 0 feet. Yo u can extinguish or
restore the light as a bonus action.
R ADIANT SUN BOLT If a creature hits you with a melee attack while this
Starting when you choose this tradition at 3rd level, you light s hines, you can use your reaction to deal radiant
can hurl searing bolts of magical radiance. damage to the creature. The radiant damage equals 5 +
You gain a new attack option that you can use with your Wisdom modifier.
the Attack action. T his special attack is a ranged spell
attack with a ra nge of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack a nd S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
damage rolls. Its damage is radiant, and its damage die to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol• t~i"'~
is a d 4. This die cha nges as you gain monk levels, as
l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,•I to c; tc;'• io"' '<;"' t l<l.
s hown in the Ma rtial Arts column of the Monk table.
When you take the Attack action on your turn and use
this specia l attack as part of it, you can spend 1 ki point
(\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i· 0
to make the special attack twice as a bonus action.