THE SHARED REFERENCE Adventurer

Class

Monk

Official reference · PHB · 2014

Hit die
8
Subclass title
Monastic Tradition

Level progression

LevelProficiency BonusMartial ArtsKi PointsUnarmored Movement
1+21d40
2+21d42
3+21d43
4+21d44
5+31d65
6+31d66
7+31d67
8+31d68
9+41d69
10+41d610
11+41d811
12+41d812
13+51d813
14+51d814
15+51d815
16+51d816
17+61d1017
18+61d1018
19+61d1019
20+61d1020

Class features

LEVEL 1

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any source=phb.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

LEVEL 2

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Dedicated Weapon

2nd-level monk optional feature

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a source=phb.
  • You must be proficient with it.
  • It must lack the heavy and special properties.
Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

LEVEL 3

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ki-Fueled Attack

3rd-level monk optional feature

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

LEVEL 4

Ability Score ImprovementASI

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing

4th-level monk optional feature

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

LEVEL 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Focused Aim

5th-level monk optional feature

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

LEVEL 6

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monastic Tradition feature

At 6th level, you gain one feature granted by your Monastic Tradition.

LEVEL 7

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

LEVEL 8

Ability Score ImprovementASI

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 9

Unarmored Movement improvement

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

LEVEL 10

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

LEVEL 11

Monastic Tradition feature

At 11th level, you gain one feature granted by your Monastic Tradition.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 13

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

LEVEL 14

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

LEVEL 15

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 17

Monastic Tradition feature

At 17th level, you gain one feature granted by your Monastic Tradition.

LEVEL 18

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

LEVEL 19

Ability Score ImprovementASI

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 20

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monastic Tradition

Way of Shadow

Level 3 · Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Level 6 · Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Level 11 · Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Level 17 · Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Way of the Four Elements

Level 3 · Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Level 6 · Extra Elemental Discipline

You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Level 11 · Extra Elemental Discipline

You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Level 17 · Extra Elemental Discipline

You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Way of the Open Hand

Level 3 · Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Level 6 · Wholeness of Body

You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Level 11 · Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Level 17 · Quivering Palm

You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Way of the Long Death

Level 3 · Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Level 6 · Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Level 11 · Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Level 17 · Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Way of the Drunken Master

Level 3 · Way of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Level 6 · Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Level 11 · Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Level 17 · Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Kensei

Level 3 · Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Level 6 · One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons

Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike

When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Level 11 · Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Level 17 · Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Sun Soul

Level 3 · Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Level 6 · Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Level 11 · Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind 3 that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Level 17 · Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Way of Mercy

Level 3 · Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Level 6 · Physician's Touch

6th-level Way of Mercy feature

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Level 11 · Flurry of Healing and Harm

11th-level Way of Mercy feature

You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

Level 17 · Hand of Ultimate Mercy

17th-level Way of Mercy feature

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Once you use this feature, you can't use it again until you finish a long rest.

Way of the Astral Self

Level 3 · Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Level 6 · Visage of the Astral Self

6th-level Way of the Astral Self feature

You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit

You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit

When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Level 11 · Body of the Astral Self

11th-level Way of the Astral Self feature

When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy

When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms

Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Level 17 · Awakened Astral Self

17th-level Way of the Astral Self feature

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit

You gain a +2 bonus to Armor Class.

Astral Barrage

Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Way of the Ascendant Dragon

Level 3 · Way of the Ascendant Dragon

The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.

Ascendant Dragon Origin

d6Origin
1You honed your abilities by aligning your spirit with a dragon's world-altering power.
2A dragon personally took an active role in shaping your inner energy.
3You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god.
4You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic.
5You found a scroll written in Draconic that contained inspiring new techniques.
6After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.

Level 6 · Wings Unfurled

6th-level Way of the Ascendant Dragon feature

When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 11 · Aspect of the Wyrm

11th-level Way of the Ascendant Dragon feature

The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence: When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Resistance: Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Level 17 · Ascendant Aspect

17th-level Way of the Ascendant Dragon feature

Your draconic spirit reaches its peak. You gain the following benefits:

  • Augment Breath: When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
  • Blindsight: You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind 3, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Explosive Fury: When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
Way of the Marionette

Level 3 · Way of the Marionette

A sudden feeling of power rushes from your heart as the crowd cheers. You are away from your body, extending through strings to objects designed in the shape of humanoids. You control them, you even give them life; they act with your will and do not question your orders. You are powerful with your strings, and they are powerful with your breath.

You see the strings of the world like no one can. You always felt your ability to move within the strings and move them yourself. The streets welcomed you as an artist, and the shadows saluted you for the strings you attached to the darkness. Your inner connection with the world, and your manifestation of Ki, is unleashed with your ability to control things around you: objects and humans alike.

Level 3 · The Strings Unseen

When you reach 3rd level in this class, your natural attunement with the strings of the world enhances. You can spend your Ki points when you hit a creature with an attack. The numbers in parentheses designate the Ki points you must spend, and the text explains the ability.

(1) By spending a Ki point as a bonus action, you can force the creature to succeed on a Wisdom saving throw against your Ki save DC or fall under the effects of the command spell without expending a spell slot. You can only target one creature per turn.

(1) You force them to make a Constitution saving throw. On a failed save, they can't move further than 30 ft. away from you. Whenever they try to, they take 1d4 psychic damage. This effect lasts for 1 minute, but the creature can repeat the saving throw at the end of each of its turns.

(1) The creature has Disadvantage on Strength and Dexterity ability checks until the end of your next turn.

(2) The creature has Disadvantage on Strength and Dexterity saving throws until the end of your next turn.

In addition, you have Advantage against being charmed and spells that belong to the enchantment school.

Level 3 · Manipulated Strings

When you reach 3rd level in this class, your ability to infuse items with a part of your soul reaches to inanimate objects. You can use your bonus action to manipulate objects from afar, like a puppet master. However, you can't deal damage with such objects. The objects must be within 45 ft. of you, and must not weigh more than 20 pounds.

Level 6 · The Mindbind

When you reach 6th level, your strings go deep within one's soul and mind. When you hit a creature with an attack and spend 2 Ki Points, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's mind is clouded with your strings; it can't discern friends from foes and spends its action to make an attack. You can exclude 2 creatures from the attacks. If you spend more Ki points, you can exclude one more creature for each Ki point spent. This process lasts for 1 minute, but the creature repeats the saving throw at the end of each of its turns.

In addition, you can cast the hold person (2), charm monster (4), and dominate beast (4) spells by spending the Ki points designated in the parentheses.

Level 11 · The Soulbind

When you reach 11th level in this class, your ability to reach deep into one's soul with your strings increases further. By spending 5 Ki Points, you can cast the dominate person spell. Even if you or your allies are fighting with the creature, it does not have Advantage on the save.

Level 17 · Total Domination

When you reach 17th level in this class, you stand at the zenith of marionette mastery. You can spend an extra 2 Ki points once to extend the dominate person spell to another creature within range.

Spell list

Level 9

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