The following is a revision of the 5e monk class, meant to increase unarmed damage, move monk resources off its short rest recovery system, and prevent stunning strike spamming at high levels. There are also more useful abilities at higher levels. Existing 5e subclasses will all work mechanically with this form of the monk class. Click here for a summary of changes.
- Progression Table
- Ability Scores
- Multiclassing
- Class Features by Level
- 1: Fighting Style, Martial Arts and Unarmored Defense
- 2: Ki, Empowered Movement and Meditation
- 3: Deflect Attack and Monastic Tradition
- 4: Slow Fall
- 5: Martial Arts Improvement, Extra Attack and Stunning Strike
- 6: Empowered Movement Improvement, Ki-Empowered Strikes and Monastic Tradition Feature
- 7: Evasion and Stillness of Mind
- 8: Ability Score Improvement and Feat
- 9: Effortless Step and Monk’s Resilience
- 10: Empowered Movement Improvement and Monastic Tradition Feature
- 11: Extra Stunning Strike, Flurry of Blows Improvement and Martial Arts Improvement
- 12: Ability Score Improvement and Feat
- 13: Resilience in Motion
- 14: Empowered Movement Improvement and Monastic Tradition Feature
- 15: Blindsight
- 16: Ability Score Improvement and Feat
- 17: Extra Stunning Strike and Martial Arts Improvement
- 18: Empowered Movement Improvement and Purity of Body
- 19: Superior Ability
- 20: Perfect Self

Progression Table
| Level | Proficiency Bonus | Features | Martial Arts Die | Ki Points | Empowered Movement |
|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Martial Arts, Unarmored Defense | 1d6 | – | – |
| 2nd | +2 | Ki, Empowered Movement, Meditation | 1d6 | 4 | +10 ft. |
| 3rd | +2 | Deflect Missiles, Monastic Tradition | 1d6 | 6 | +10 ft. |
| 4th | +2 | Ability Score Improvement, Feat, Slow Fall | 1d6 | 8 | +10 ft. |
| 5th | +3 | Extra Attack, Stunning Strike | 1d8 | 10 | +10 ft. |
| 6th | +3 | Ki-Empowered Strikes, Monastic Tradition Feature | 1d8 | 12 | +15 ft. |
| 7th | +3 | Evasion, Stillness of Mind | 1d8 | 14 | +15 ft. |
| 8th | +3 | Ability Score Improvement, Feat | 1d8 | 16 | +15 ft. |
| 9th | +4 | Effortless Step, Monk’s Resilience | 1d8 | 18 | +15 ft. |
| 10th | +4 | Monastic Tradition Feature | 1d8 | 20 | +20 ft. |
| 11th | +4 | Extra Stunning Strike, Flurry of Blows (2) | 1d10 | 22 | +20 ft. |
| 12th | +4 | Ability Score Improvement, Feat | 1d10 | 24 | +20 ft. |
| 13th | +5 | Resilience in Motion | 1d10 | 26 | +20 ft. |
| 14th | +5 | Monastic Tradition Feature | 1d10 | 28 | +25 ft. |
| 15th | +5 | Blindsight | 1d10 | 30 | +25 ft. |
| 16th | +5 | Ability Score Improvement, Feat | 1d10 | 32 | +25 ft. |
| 17th | +6 | Extra Stunning Strike | 1d12 | 34 | +25 ft. |
| 18th | +6 | Purity of Body | 1d12 | 36 | +30 ft. |
| 19th | +6 | Superior Ability | 1d12 | 38 | +30 ft. |
| 20th | +6 | Perfect Self | 1d12 | 40 | +30 ft. |
Level 1 Monks
When you create a level 1 monk, follow these steps to add the following to your character:
Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they’re already included).
Strength: 8 Dexterity:16 Constitution: 14 Intelligence: 10 Wisdom: 16 Charisma: 10
Strength: 8 Dexterity:16 Constitution: 14 Intelligence: 12 Wisdom: 14 Charisma: 12
Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.
Hit Points
At First Level: 10 + Constitution Modifier
At Higher Levels: 1d10 (or 6) + Constitution Modifier
Hit Dice: 1d10 per monk level
Proficiencies
Armor: none
Weapons: Simple Weapons, Scimitars, and Shortswords
Tools: two types of Artist’s Tools
Saving Throws: Strength, Dexterity
Skill Proficiencies: two of: Acrobatics, Athletics, History, Insight, Medicine, Perception, Religion, and Stealth
Items
- a scimitar -OR- shortsword -OR- any Simple Weapon
- 10 darts
- two sets of Artist’s Tools, which you gained proficiency with as part of the monk class
- a backpack containing: 1 bedroll, 5 rations, 1 rope, 1 tinderbox, 5 torches, 1 waterskin containing 5 pints of water
Multiclass Characters
Instead of leveling up in your original class, you can take a monk level when you level up. When you do, you gain only a portion of what first level monks gain.
Show More
Multiclassing Ability Score Requirements
Taking levels in several classes requires exceptional ability. You must meet the multiclassing ability score requirements for both your original class and the class you are multiclassing into.
For monks you must have:
- Either Strength: 14 or Dexterity: 14
- Wisdom: 14
Hit Points
Per Level: 1d10 (or 6) + Constitution Modifier
Hit Dice: 1d10 per monk level
Proficiencies
Weapons: Simple Weapons, Scimitars, and Shortswords
Tools: two types of Artist’s Tools
Class Features
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level monks gain the Unarmored Defense and Martial Arts features.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.
Defense
While you are wearing armor, you gain a +1 bonus to Armor Class.
Mounted Combat
When you are mounted on a creature, you fight as one. You gain the following benefits, unless you are incapacitated:
- The mount cannot take damage.
- All attacks against the mount target the rider instead, using the rider’s Armor Class.
- If the mount would otherwise take damage from something that doesn’t target the rider, the rider takes the damage instead.
- The mount can otherwise be affected by terrain, spells, and abilities normally.
- See Mounts for general mounted rules.
Protection
Reaction – 1 Ally (5 ft.)
When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.
Single Weapon Fighting
When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll. As normal, your off-hand weapon must be Light.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes in addition to weapons.
You gain the following benefits while you aren’t wearing armor or wielding a shield:
- You roll a d6 in place of the normal damage dice of your unarmed strike. This die increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17, as shown in the Martial Arts column of the Monk table. These increases are also listed later on this page.
- You can choose to wield a weapon as a monk weapon. You must be proficient with the weapon, and it can’t have the heavy property. Your can use your Martial Arts die for damage rolls with monk weapons instead of the weapon’s normal damage dice.
- On a turn where you take the Attack action using an unarmed strike or a monk weapon, and you have an empty second hand, you can make an unarmed strike as if your empty hand were an off-hand weapon, without the normal penalties for off-hand weapons.
- You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can use acrobatics instead of athletics to grapple or push creatures.
- For the purpose of other abilities, your unarmed strikes count as having the finesse and light properties. As normal, whether you are a monk or not, your unarmed attacks count as attacks with a melee weapon.
More Context
Regarding Monk Weapons: If you take the Attack action and attack with a spear, you can use your dexterity for the attack roll. The spear would deal (1d6+dex) in damage if wielded one-handed and (1d8+dex) in damage if wielded two handed. However, a spear wielded by a level 20 monk would deal (1d12+dex) damage, because the monk’s unarmed die is a d12, which is higher than the weapon’s normal damage die.
If the monk was wielding the spear with one hand, the monk can also make an unarmed strike as part of the attack action. This is in line with our general changes to dual wielding. Unlike dual wielding with weapons, a monk does not need to have the Two-Weapon Fighting Style to fight effectively in this way. A monk is trained in making many attacks in a short time.
Unarmored Defense
While you are not wearing any armor, you can choose to calculate your armor class as 10 + your dexterity modifier + your wisdom modifier if it isn’t already higher. You can use a shield and still gain this benefit.

Ki
Your training allows you to harness the magic in the air around you. Your access to this energy is represented by a number of ki points. You gain a number of ki points equal to twice your monk level up to level 10, and then one ki point per level from levels 11-20. Reference the Monk Progression Table to see your ki total for your level.
You can spend these points to fuel various ki features, which will have their ki point cost listed at the top of the ability description. At the end of a long rest, you regain all expended 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:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Your ki abilities count as magical, but are not spells unless otherwise indicated.
You gain the following ki abilities.
Flurry of Blows
Bonus Action – 1 Creature (5 ft.) – 1 Ki Point – Magical
When you reach level 11 as a monk, you can make two unarmed strikes with this ability.
More Context
Regarding Flurry of Blows: if your character is holding a two-handed weapon or has an object in both hands, they can still use flurry of blows. This might be described as temporarily removing one hand from a two-handed weapon, attacking with the hilt of a weapon, or kicking the target. Note that while a monk can use Flurry of Blows while both hands are holding a weapon, the monk cannot make the normal additional unarmed strike afforded by Martial Arts.
Normally, a level 1 monk makes one attack using their action, or two attacks if the monk has an empty hand. Flurry of Blows costs 1 ki point to give you one more attack with your bonus action, bringing the total number of attacks to three, or four if you have Extra Attack.
You can move between these extra attacks, as normal.
Patient Defense
Bonus Action – Self – 1 Ki Point – Magical
You take the Dodge action.
Step of the Wind
Bonus Action – Self – 1 Ki Point – Magical
You take both the Dash and Disengage action. When you do this, your jump distance is doubled for the turn.
Empowered Movement
Your walking speed increases by 10 feet. Any speed you have that is equal to your walking speed also increases by 10 ft. This bonus increases when you reach certain monk levels, as shown in the Monk Table. These increases are also listed later on this page.
Meditation
During a Short Rest – Self – 1/Long Rest – Magical
By meditating, you can draw more energy from your surroundings to restore your abilities. When you finish a short rest, you regain a number of ki points equal to half your monk level (rounded down).

Deflect Attack
Reaction – 1 Ki Point – Magical
Trigger: You are hit by an attack (anything that requires an attack roll, including some spells).
- Roll your Martial Arts damage die and add your monk level.
- You reduce the incoming damage by the amount of damage you rolled.
- If you reduce the damage to 0, you can redirect the attack:
- If the attack was a melee attack, make an unarmed attack (again) against a creature within 5 ft. of you.
- If the attack was a ranged attack, this attack has a 60 ft. range.
- Either way, your redirected attack is the same damage type as the original attack you deflected.
Monastic Tradition
You commit yourself to a monastic tradition. Your choice of monastic tradition represents a school of thought that your monk follows to harness ki. Your tradition grants you features at this level and again at 6th, 10th, and 14th level, also listed below.
Elementalist
Elementalist monks bond their minds and bodies with elemental forces. The elements permeate all things, and elementalists learn to infuse their bodies with one of four elemental attunements, switching attunements to use different powers. They are always walking in a world of extremes, and have the a
Elementalist: Elemental Attunement
Bonus Action – Self – Permanent – 1/Short Rest – Magical
You attune yourself to elemental air, earth, fire, or water. You lose any previous attunement and gain other magical abilities while attuned in this way.
You can use this feature during a short or long rest without expending a use of the ability.
Elementalist: Elemental Thrust
You can use Elemental Thrust in place of any unarmed strike you make, including with Flurry of Blows. Your attack bonus is equal to your proficiency bonus + your dexterity or wisdom modifier. If attacking a creature within 5 ft., this counts as a melee weapon attack, otherwise a ranged weapon attack.
Special Melee or Ranged Attack – 1 Creature (5 or 60 ft.) – Magical
- Hit: Target takes damage equal to your martial arts damage die + your dexterity or wisdom modifier.
- The damage type depends on which elemental attunement you have active.
- Air Attunement: electric damage.
- Earth Attunement: bludgeoning damage.
- Fire Attunement: fire damage.
- Water Attunement: cold damage.
When you reach level 5 and gain Stunning Strike, you can use it when you hit with Elemental Thrust.
Mentor
Mentors have decided to dedicate their lives (or what remains of their lives) to teaching and guiding others. Mentors who take to adventuring usually choose a disciple or group to guide to success. Some mentors are concerned with passing on their own legend, and some have been in a supporting role t
Mentor: Expertise
Choose two skills you are proficient with. You have expertise (you add double your proficiency bonus) with checks made with this skill.
Mentor: Guiding Spirit
You stretch out, lending some of your strength to others while also channeling it to yourself.
No Action Cost – 1 Creature (60 ft.) – 1 Ki – Magical
Trigger: you use Flurry of Blows, Step of the Wind, or Patient Defense.
Target can use their reaction to do one of the following, depending on which ability you used:
- Flurry of Blows: target makes one weapon attack.
- Step of the Wind: target moves up to their speed without provoking attacks of opportunity.
- Patient Defense: target takes the dodge action.
Shadowdancer
Shadowdancers train to manipulate shadows, even transforming themself into shadow to travel through darkness and strike at their foes. They weave magic spells using wisps of magical shadow they draw out of their surroundings. Shadowdancers are often members of secretive organizations, including inte
Shadowdancer: Meld with Shadows
Bonus Action – 1 Ki Point – 10 Minutes – Magical
You can Hide in plain sight in dim light or darkness.
- You turn invisible then roll stealth (with advantage) to hide.
- This ability ends if you enter bright light.
- If you roll an attack roll or cast a spell, then this ability will end when your turn ends.
Shadowdancer: Eyes of Shade
You gain darkvision up to 60 ft., or your darkvision increases in distance by 60 ft. You can also see through magical darkness, such as with the Darkness spell, within the range of your darkvision.
Windwalker
Windwalkers are so in tune with the ambient magic in the air that they can deliver devastating blows, disrupt their opponents, and even protect themselves from harm. The magic flowing in and out of a Windwalker is a constant stream.
Windwalker: Twin Currents
You gently lift an ally into the air to carry them with you as you channel the wind to follow you.
Once Per Turn – 1 Ally (5 ft.) – Magical
When you use the Step of the Wind feature:
- You can carry an ally with you. Your ally follows directly behind you while you move.
- When you stop moving, your ally is placed directly behind you.
- If you start moving again during the same turn, you can choose to move the same ally with you again.
Windwalker: Sweep
Once Per Turn – 1 Creature – 1 Ki – Magical
Trigger: You deal damage to a large or smaller creature with an attack.
Strength Save
- Failure: Target is knocked prone, and you may push them up to 10 ft. away from you.
- Success: No effect.
Other Tradition: School Specialization
Choose this option if you’d like to use an Arcane Tradition that comes from a source that isn’t Elkan 5e. If you choose an arcane tradition that has you specialize in a school of magic, all spells of that school of magic are treated as being on the wizard spells for you, you can choose them when picking wizard spells, and you can use spell scrolls from that spell school as if they are wizard spell scrolls. This replaces the savant features, such as ‘Evocation Savant’. If you chose an arcane tradition that doesn’t specialize in a school of magic, you don’t gain any features until level 3.
This only applies to spells on one of the class spell lists. Eg. no wizard can choose Divine Smite, because it is a class feature and not on any spell list.
Other Tradition: Level 3 Feature
At this level, your Arcane Tradition grants you one or more new features. If using a tradition not from Elkan 5e, your tradition’s feature is likely listed at level 2.
Monastic Traditions published elsewhere are compatible with this version of the monk class. However, due to balance changes to the monk, any subclass feature that allows you to make two attacks as a bonus action should instead only allow you to make one attack as a bonus action. This is because we redesigned the monk to get an additional attack without using their bonus action.

Slow Fall
Reaction – Self – Magical
When you fall, you can reduce any falling damage you take by an amount equal to five times your monk level.

Martial Arts Improvement
Your martial arts damage die increases to 1d8.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding or have an empty off-hand for an unarmed strike, your off-hand attack brings you to a total of three attacks.
Stunning Strike
You interfere with the flow of ki in an opponent’s body.
Once Per Turn – 1 Creature – 1 Round – 3/Long Rest – Magical
When you hit another creature with a melee weapon attack, you attempt a stunning strike.
Strength Save
- Failure: Target is stunned.
- Success: No effect.
You can use this ability three times. You gain another use at level 11 and level 17 (also listed below). You regain all uses of this ability when you complete a long rest.

Empowered Movement Improvement
Your movement bonus increased by 5 ft. to a total of 15 ft.
Ki-Empowered Strikes
Your martial arts attacks count as magical, adamantine, cold iron, and silver for the purpose of overcoming resistance and immunity to nonmagical damage.
Monastic Tradition Feature
Elementalist: Elemental Control
Depending on which elemental attunement you have active, you can draw on ki to cast certain spells.
- Your spellcasting ability for these spells is wisdom.
- You cast these spells at 1st level, 2nd level, or 3rd level. They cost a number of ki points equal to the level at which you cast the spell (ex. 2 ki points to cast Burning Hands at 2nd level).
- The casting time for these spells is a bonus action regardless of their usual casting time.
- You can cast these spells when you have the corresponding attunement active:
- Air: Thunderwave
- Earth: False Life
- Fire: Burning Hands
- Water: Gentle Current
Mentor: Lend Expertise
Reaction – 1 Creature (60 ft.)
Trigger: a creature fails a skill check using a skill you are proficient with or have expertise with.
- Target replaces their skill bonus with yours, potentially turning their failure into a success.
Shadowdancer: Shadow Casting
You can cast the Shadow Strike spell at 1st level using 1 ki point, the Darkness spell at 2nd level using 2 ki points, and the Pass Without Trace spell at 2nd level using 2 ki points. Your spellcasting ability for these spells is Wisdom.
Windwalker: Draw Energy
You reach out to the magical energy around you.
Bonus Action – Self – 2 Ki Points – Magical
- You regain hit points equal to three rolls of your Martial Arts die (the same one you roll when you deal unarmed damage).
Other Tradition: Level 6 Feature
At this level, your Arcane Tradition grants you one or more new features.

Evasion
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. This ability does not function if you are incapacitated.
Stillness of Mind
Action – Self – 1 Ki Point – Magical
At the beginning of your turn, you can one effect on yourself that is causing you to be charmed , confused, frightened, or goaded. If you are charmed and under the control of another creature, you can use this ability to end the charmed effect even if the charmer tries to order you to do something else. If a successful save would make you immune to any charm or frighten effects from a given creature, using this ability also makes you immune.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Effortless Step
You gain the ability to move along vertical surfaces (such as running up a wall) and across liquids on your turn without falling during the move. At the end of your movement you will fall if not back on solid ground.
Monk’s Resilience
Your mastery of ki grants you proficiency in all saving throws except death saving throws.

Empowered Movement Improvement
Your movement bonus increased by 5 ft. to a total of 20 ft.
Monastic Tradition Feature
Elementalist: Deflect Elements
Reaction – Self – 2 Ki – Magical
Trigger: You take take acid, cold, electric, fire, or sonic damage damage.
- You halve the damage, then use the absorbed energy to make a single Elemental Thrust attack.
Mentor: Inspire Breakthrough
Reaction – 1 Creature (60 ft.) – 1 Turn – 1 Ki – Magical
Trigger: Target misses with an attack.
- Target rerolls their attack and gains advantage on any further attack rolls.
Shadowdancer: Hijack Shadow
Bonus Action – 1 Creature (5 ft.) – 10 Minutes – 2 Ki Points – Magical
You can now use Hide inside a creature of small size or larger’s shadow, merging with the shadows on the ground.
- You turn invisible then roll stealth (with advantage) to hide in the target’s space.
- You can be targeted by attacks and abilities (including by the hijacked target) as if in the same space as your target.
- If you successfully used stealth to hide and you haven’t given away your presence, the hijacked target usually won’t know you’re there.
- If you end your turn and have not moved away from your target, you remain in the target’s shadow, moving with them when they move on their turn. You remain invisible and occupy their space until this effect ends.
- If you move away from your target, this effect ends.
- If you roll an attack roll or cast a spell, then this ability will end when your turn ends.
- When this ability ends, you appear in a space of your choice within 5 ft. of your target.
While you can use this ability in darkness, if the target somehow doesn’t cast a shadow or emits light, you cannot use this ability, and this ability ends if your target no longer cast a shadow or begins emitting light.
Shadowdancer: Shadow Form
While invisible, you can squeeze through a gap as small as 1 inch in diameter.
Windwalker: Repulsion Wave
Your strikes radiate great energy, forcing creatures back around you.
When you use Sweep, your kinetic blast can target as many creatures as you want within 5 ft. of you. Alternatively, you can target as many creatures as you want within 5 ft. of the target.
Other Tradition: Level 10 Feature
At this level, your Arcane Tradition grants you one or more new features.

Extra Stunning Strike
You can now use your Stunning Strike a total of four times between long rests.
Flurry of Blows Improvement
When you use Flurry of Blows, you can now make two unarmed strikes instead of one.
Martial Arts Improvement
Your martial arts damage die increases to 1d10.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Resilience in Motion
No Action Cost – Self – 1 Ki Point – Magical
Trigger: You fail a saving throw that isn’t a death saving throw.
- You can reroll your save and take the second result. You can only attempt this once for each saving throw.

Empowered Movement Improvement
Your movement bonus increased by 5 ft. to a total of 25 ft.
Monastic Tradition Feature
Elementalist: Greater Elemental Control
Depending on which elemental attunement you have active, you can draw on ki to cast certain spells.
- Your spellcasting ability for these spells is wisdom.
- You always cast these spells at 3rd level. They cost 4 ki points to cast.
- These spells have the usual casting time.
- You can cast these spells when you have the corresponding attunement active:
- Air: Fly
- Earth: Rock Blast
- Fire: Fireball
- Water: Sleet Storm
Mentor: Inspire Greatness
You speak to an ally, giving them the inspiration to go beyond their normal limits.
Action – 1 Creature (60 ft.) – 1/Short Rest
- Target regains one use of an ability that normally recharges on a short or long rest. Alternatively, they regain one spell slot of 5th level or lower.
Shadowdancer: Empty Body
No Action Cost – Self – Magical
Trigger: When you use Meld With Shadows or Hijack Shadow.
You can choose to become partially insubstantial, taking on shadow in the place of your body.
- You have resistance to Bludgeoning, Piercing, and Slashing damage.
- You have vulnerability to Radiant damage.
- When Meld With Shadows or Hijack Shadow ends, this ability ends.
Windwalker: Quivering Palm
Once Per Turn – 1 Creature – 24 Hours – 3 Ki Points – Magical
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 imperceptible vibrations, which last for 24 hours or until you use this ability again. The vibrations are harmless unless you use your action to amplify them.
Action – 1 Creature (1000 ft.) – Magical
The vibrations created by your Quivering Palm are harmless unless you use your action to amplify them. When you use this action, the vibrations end.
Constitution Save
- Failure: Target takes 10d10 sonic damage.
- Success: Half damage.
Other Tradition: Level 14 Feature
At this level, your Arcane Tradition grants you one or more new features.

Blindsight
Your senses are keen and attuned to your surroundings, and you can fight blind. You have blindsight with a radius of 30 ft.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Extra Stunning Strike
You can now use your Stunning Strike a total of five times between long rests.
Martial Arts Improvement
Your martial arts damage die increases to 1d12.

Empowered Movement Improvement
Your movement bonus increased by 5 ft. to a total of 30 ft.
Purity of Body
Your mastery of the ki flowing through you purges poison and disease and sustains your body.
- You are immune to disease and poison, including poison damage and the poisoned condition.
- You suffer none of the frailty of old age. You can still die of old age, however.
- You can’t be aged magically.
- You no longer need food or water.

Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.

Perfect Self
Bonus Action – Self – Magical
You catch your breath, allowing magic in the air to fill your body and restore your strength. You regain 20 ki points, up to your normal maximum. Once you have used this ability, you must complete a long rest before you can do so again.