Warrior Monk
A warrior in pursuit of physical and spiritual perfection bound by a sacred oath. Until taking the sacred oath at 3rd Level the character is only an novice, depending on order may alternatively be referred to as squire, student, apprentice, etc. They have been accepted into the order, but not fully committed to it yet.
- Hit Dice
- 1d10
- Primary Ability
- Str or Dex followed by Wis or Cha
Proficiencies
- Armor
- Medium Armor and Shields
- Weapons
- Simple Weapons, Short swords
- Tools
- None
- Saving Throws
- Wisdom & Charisma
- Skills
- Proficiency and Expertise in Religion(Divine path) or Nature(Primal path)
- Choose 1 from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Stealth
- Equipment
- (a) scale mail or (b) leather armor and any simple weapon
- (a) a short sword or (b) any simple melee weapon
- (a) a short sword or (b) a shield
- (a) 10 Darts or (b) 5 javelins
- (a) a priest's pack or (b) an explorer's pack
- a holy symbol
| Level | Bonus | Features | Common Titles |
|---|---|---|---|
| 1 | +2 | Expertise, Self Defense, Channel(Divine Sense & Lay On Hands) | Squire/Novice/Student/Apprentice |
| 2 | +2 | Fighting Style, Spellcasting | |
| 3 | +2 | Divine Smite, Sacred Oath & Bonus Spells | Initiate/Vowed/Robed |
| 4 | +2 | Ability Score Improvement | Knight/Journeyman/Friar |
| 5 | +3 | Extra Attack | |
| 6 | +3 | Aura or Sacred Oath Feature | |
| 7 | +3 | Sacred Oath Feature | |
| 8 | +3 | Ability Score Improvement | |
| 9 | +4 | ||
| 10 | +4 | Aura or Sacred Oath Feature | Knight Commander/Master/Prior |
| 11 | +4 | Improved Divine Smite | |
| 12 | +4 | Ability Score Improvement | |
| 13 | +5 | ||
| 14 | +5 | Cleansing Touch | |
| 15 | +5 | Sacred Oath Feature | |
| 16 | +5 | Ability Score Improvement | Knight Grand Cross/Abbott |
| 17 | +6 | ||
| 18 | +6 | Aura improvement or Sacred Oath Feature | |
| 19 | +6 | Ability Score Improvement | |
| 20 | +6 | Sacred Oath Feature | Exemplar, Avatar, Paragon |
Channel Ki, Spell Knowledge & Spell Slots per Spell Level
| Level | Ki Pool | Ki Restored | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 0 | ||||||
| 2 | 2 | 0 | 2 | 2 | ||||
| 3 | 3 | 0 | 3 | 3 | ||||
| 4 | 4 | 0 | 3 | 3 | ||||
| 5 | 5 | 1 | 4 | 4 | 2 | |||
| 6 | 6 | 1 | 4 | 4 | 2 | |||
| 7 | 7 | 1 | 5 | 4 | 3 | |||
| 8 | 8 | 1 | 5 | 4 | 3 | |||
| 9 | 9 | 1 | 6 | 4 | 3 | 2 | ||
| 10 | 10 | 2 | 6 | 4 | 3 | 2 | ||
| 11 | 11 | 2 | 7 | 4 | 3 | 3 | ||
| 12 | 12 | 2 | 7 | 4 | 3 | 3 | ||
| 13 | 13 | 2 | 8 | 4 | 3 | 3 | 1 | |
| 14 | 14 | 2 | 8 | 4 | 3 | 3 | 1 | |
| 15 | 15 | 3 | 9 | 4 | 3 | 3 | 2 | |
| 16 | 16 | 3 | 9 | 4 | 3 | 3 | 2 | |
| 17 | 17 | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18 | 18 | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19 | 19 | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20 | 20 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Multiclassing
- Proficiencies
- Light Armor, Medium Armor, Shields
- Choose 1 from Religion or Nature
- Spell Slots
- 1/2 Warrior Monk Level
Expertise
At 1st level, Choose one of your skill proficiencies in either Religion or Nature. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. This choice also determines what spell lists will be available to you and which spell caster ability you may choose.
| Expertise | Caster Ability | Spell List Used |
|---|---|---|
| Nature | Wis | Primal(Druid/Ranger) |
| Religion | Cha or Wis | Divine(Cleric/Paladin) |
Self Defense
- Unarmored Defense(Wis) - As Monk
- Your unarmed strikes are treated as 1d4 bludgeoning light finesse non-lethal melee weapons.
Channel (Channel Divinity/Ki)
- Channel charges (aka Ki) used to activate abilities like Lay on Hands, Divine sense or Channel Divinity
- 1 charge per class level. See table.
- At 3rd Level channel divinity uses 2 ki unless otherwise specified, instead of having separate charges
- On long rest: Recover all ki
- On short rest of prayer or meditation: Recover 1/5th ki (round down)
- Converting a Spell Slot to ki: As a bonus action, you can expend one spell slot and gain a number of ki points equal to the slot's level.
Lay On Hands
- As Paladin, but uses Ki instead of separate charges
- 1 Ki = restores 5 HP
- 1 Ki = cures 1 disease or poison
Divine Sense
- Choose 1
- Primeval Awareness as Ranger for 1 Ki per 1 min
- Divine Sense as Paladin for 1 Ki
- Detect Evil and Good as spell for 1 Ki
- Detect Magic as spell for 1 Ki
- Detect Poison as spell for 1 Ki
Fighting Style
The initiate's selection of fighting style may unlock additional proficiencies and bonus spells. indicated.
- Cantrips, Primal
- Druidcraft plus 2 Cantrips from Guidance, Mending, Poison Spray, Produce Flame, Resistance, Shillelagh. Shocking Grasp, Thorn Whip
- Cantrips, Divine
- Thaumaturgy plus 2 Cantrips from Guidance, Light, Mending, Resistance, Sacred Flame, Shocking Grasp, Spare the Dying, Vicious Mockery
- Martial Arts
- Martial Arts as Monk
- Flurry of Blows as Monk
- Patient Defense as Monk
- Step of the Wind as Monk
- Divine Smite - unarmed attacks count as melee weapon attack
- Unarmored Combat
- Unarmored Defense(Con, Int or Wis)
- Unarmored Movement as Monk
- Patient Defense as Monk
- Step of the Wind as Monk
- Zen Archery
- You gain your Wisdom bonus to attack rolls (not damage) with ranged weapons.
- Divine Smites work with ranged attacks, but must be declared before making the attack roll
- Archery, or Two-Weapon Fighting
- As Fighter Fighting Style
- Defense, Dueling, Great Weapon Fighting, or Protection
- As Fighter Fighting Style
Spellcasting
By 2nd level, you have learned to draw on the magical essence of your conviction through meditation and prayer to cast spells.
Spell List
The warrior monk spell list you have access to is based on the Expertise you selected at level 1.
Universal Spells
These spells are on the warrior monk spell list of to all warrior monks
| 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|
| searing smite | branding smite | blinding smite | staggering smite | banishing smite |
| thunderous smite | find steed | destructive wave | ||
| wrathful smite | circle of power | |||
| divine favor |
Spell Slots
The Warrior Monk table shows how many spell slots you have to cast your warrior monk spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell divine favor and have a 1st-level and a 2nd-level spell slot available, you can cast divine favor using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from your warrior monk spell list.
The Spells Known column of the Warrior Monk table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warrior monk spells you know and replace it with another spell from your warrior monk spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Your spellcasting ability for your warrior monk spells is determined by your selection for expertise at 1st level, since their power derives from the strength of your convictions. You use this whenever a spell refers to your spellcasting ability.
In addition, you use that ability modifier when setting the saving throw DC for a warrior monk spell you cast and when making an attack roll with one.
- Spell save DC =
- 8 + your proficiency bonus + your Spellcasting Ability modifier
- Spell attack modifier =
- your proficiency bonus + your Spellcasting Ability modifier
Ritual Casting
You can cast a warrior monk spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your warrior monk spells.
Bonus Spells
At Level 3, you may choose two 1st level Bonus spells. The spells available for this are based on your Fighting Style and Oath. Once you select a bonus spell, you always know it, and it doesn’t count against your number of Spells Known. If you select a bonus spell that doesn’t appear on your warrior monk spell list, the spell is nonetheless a warrior monk spell for you.
You gain access to two more bonus spells for the new spell levels, when unlocked at 5th, 9th, 13th and 17th level.
Fighting Style Bonus Spell Options
| Grouping | Fighting Style | 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|---|---|
| Magic | Cantrips, * | expeditious retreat | misty step | glyph of warding | stoneskin | planar binding |
| detect magic | suggestion | dispel magic | banishment | scrying | ||
| feather fall | ||||||
| Unarmed | Martial Arts | compelled duel | spider climb | bestow curse | stoneskin | contagion |
| Unarmored Combat | long strider | stunning strike* | vampiric touch | freedom movement | quivering palm* | |
| feather fall | ||||||
| Ranged | Archery | hail of thorns | cordon of arrows | conjure barrage | banishment | conjure volley |
| Zen Archery | long strider | magic weapon | lightning arrow | fire shield | swift quiver | |
| jump | ||||||
| Melee/default | Dueling, Defense, | compelled duel | magic weapon | elemental weapon | stoneskin | death ward |
| Great Weapon Fighting | shield | warding bond | magic circle | fire shield | wall of stone | |
| Protection | find steed | protect f/ energy | ||||
| Two Weapon Fighting | ||||||
| Other Fighter styles |
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot or some Ki to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is shown in the table below, to a maximum of 5d8.
The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
| Class Level | Ki | Spell Slot | Radiant Damage |
|---|---|---|---|
| 3+ | 1 | +1d8 | |
| 3+ | 2 | 1st | +2d8 |
| 5+ | 3 | 2nd | +3d8 |
| 9+ | 4 | 3rd | +4d8 |
| 13+ | 5 | 4th | +5d8 |
| 17+ | 6 | 5th | +5d8 |
Sacred Oaths
At 3rd Level the Warrior Monk must make a Divine Oath finishing their initiation to unlock Divine Smites, Channel Divinity and continue leveling as this class.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level, you can use your Lay on Hands to end one spell on yourself or on one willing creature, for the cost of 1 Ki.
Oaths
Oath of Devotion/Light
Tenets
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
- Honesty. Don’t lie or cheat. Let your word be your promise.
- Courage. Never fear to act, though caution is wise.
- Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
- Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Requirements
- Spells
- Divine (Cha or Wis)
- Fighting Style
- Any
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| protection from evil and good | lesser restoration | beacon of hope | freedom of movement | commune |
| sanctuary | zone of truth | dispel magic | guardian of faith | flame strike |
| faerie fire | daylight | wall of fire |
Proficiencies
- Armor
- All armor, shields
- Weapons
- Simple weapons, martial weapons
Channel Divinity
Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Spell Casting modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Spell Casting modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Aura Improvement
At 18th level, the range of all Warrior Monk auras increases to 30 feet.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of Life
The Oath of Life focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Tenets
Though the exact words and strictures of the Oath of Life vary, clerics of this oath share these tenets.
- Nurture Life. Thru acts of healing mercy, kindness, forgiveness.
- Propagate Life. Where life has been destroyed, act to restore it.
- Preserve Life. Where life flourishes, stand against the forces that would destroy it.
- Respect Death. A natural part of life, honor the dead. Don't create summon or use undead. Undead should be returned to that natural state and spirits should be allowed to move on.
Requirements
None
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| goodberry | lesser restoration | revivify | death ward | mass cure wounds |
| detect poison and disease | gentle repose | plant growth | aura of life | reincarnate |
| bless | aura of purity |
Proficiencies
- Armor
- All armor, shields
- Tools
- Herbalism Kit
- Skills
- Choose 1 from Medicine, Nature, Religion, Survival
- Expertise in in that skill or with Herbalism Kit
Channel Divinity
Aura of the Healer
As an action, you present your holy symbol and evoke healing energy from your Lay on Hands pool that can restore a number of hit points equal to six times the number of Ki spent. Choose any creatures within 10 feet of you, and divide those hit points among them.
Turn the Unholy
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Spell Casting modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Blessed Healer
Beginning at 7th level, the healing you use on others heals you as well.
When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
When you use an action to Lay on Hands to restore hit points to a creature other than you, you regain hit points equal to the Ki spent.
Aura of Warding
Starting at 10th level, As Oath of the Ancients
Undying Sentinel
Starting at 15th level, As Oath of the Ancients
Aura Improvement
At 18th level, the range of all Warrior Monk auras increases to 30 feet.
Paragon of Vitality
As Oath of the Ancients Elder Champion - w/o disadvantage on saves - w/ Aura of Vitality for duration
Oath of the Hunter
Tenets
Though the exact words and strictures of the Oath of the Hunter vary, rangers of this oath share these tenets.
- Preservation. Where there is good, beauty, love and life, stand against the forces that wish to destroy it.
- Understanding. Seek a deeper understanding of yourself, your quarry and the world around you
- Simplicity. Travel Light, Travel Fast
- Harmony. Take only what you need to protect what remains.
- Vigilance. Mind your surroundings, watch over those entrusted to your care,
Requirements
- Spells
- Primal
- Fighting Style
- Any
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| hunter’s mark | pass without trace | Non-detection | freedom of movement | tree stride |
| animal friendship | find steed | plant growth | locate creature | hold monster |
| alarm |
Proficiencies
- Armor
- You will not wear armor or use shields made of metal
- Weapons
- Simple weapons, martial weapons
- Skills
- Choose 1 from Animal Handling, Stealth, Nature, Survival or Perception
Channel Divinity
Turn the Faithless
As Oath of the Ancients
Vow of Enmity
As Oath of Vengeance
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Spell Casting modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of Warding
Starting at 7th level, As Oath of the Ancients
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Soul of Vengeance
Starting at 15th level, As Oath of Vengeance
Aura Improvement
At 18th level, the range of all Warrior Monk auras increases to 30 feet.
Blend with nature
At 20th level, as an action, you can assume the form of any beast native to your current environment (as the spell Shapechange). This forms natural attacks are treated as magical. When you change shape you become invisible (as the spell Invisibility). Neither requires concentration to maintain.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of the Ancients/Fey/Natural Good
Tenets
Though the exact words and strictures of the Oath of the Ancients vary, paladins of this oath share these tenets.
- Kindle the Light.
- Shelter the Light.
- Preserve Your Own Light.
- Be the Light.
Requirements
- Spells
- Primal
- Fighting Style
- Any
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| ensnaring strike | moonbeam | plant growth | ice storm | commune with nature |
| speak with animals | misty step | protection from energy | stone skin | tree stride |
Proficiencies
- Armor
- All armor, shields
- Weapons
- Simple weapons, martial weapons
Channel Divinity
Nature’s Wrath
As Oath of the Ancients
Turn the Faithless
As Oath of the Ancients
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Spell Casting modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of Warding
At 7th level, As Oath of the Ancients
Aura of Courage
At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Undying Sentinel
Starting at 15th level, As Oath of the Ancients
Aura Improvement
At 18th level, the range of all Warrior Monk auras increases to 30 feet.
Elder Champion
At 20th level, As Oath of the Ancients
Oath of Vengeance
Tenets
Though the exact words and strictures of the Oath of Vengeance vary, paladins of this oath share these tenets.
- Fight the Greater Evil.
- No Mercy for the Wicked.
- By Any Means Necessary.
- Restitution.
Requirements
- Spells
- Divine (CHA)
- Fighting Style
- Any
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| bane | hold person | haste | banishment | hold monster |
| hunter's mark | misty step | protection from energy | dimensional door | scrying |
Proficiencies
- Armor
- All armor, shields
- Weapons
- Simple weapons, martial weapons
Channel Divinity
Abjure Enemy
As Oath of Vengeance
Vow of Enmity
As Oath of Vengeance
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Spell Casting modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Relentless Avenger
At 7th level, As Oath of Vengeance
Aura of Courage
At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Soul of Vengeance
Starting at 15th level, As Oath of Vengeance
Aura Improvement
At 18th level, the range of all Warrior Monk auras increases to 30 feet.
Avenging Angel
At 20th level, As Oath of Vengeance
Oath of the Open Hand/Tranquility
Tenets
Though the exact words and strictures of the Oath of the Open Hand vary, monks of this oath share these tenets.
- Peace. Violence is always a last resort
- Asceticism. Material desires lead to conflict. No single item worth more than 10gp and total equipment worth no more than 50gp. Rely on the kindness of others, but share what you are given.
- Discipline. Do not act from rage or fear.
- Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Requirements
- Spells
- Any (Wis)
- Fighting Style
- Unarmed
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| heroism | calm emotions | bestow curse | aura of purity | bigby's hand |
| sanctuary | alter self | haste | aura of life | antilife shell |
| blindness/deafness |
Proficiencies
- Saving Throws
- Dexterity & Strength (When not wearing armor)
- Skills
- Choose 1 from Acrobatics, Athletics, History, Insight, Nature, Religion, or Stealth
- Cantrip
- Choose 1 from Shocking Grasp or Mage Hand
Channel Divinity
Open Hand Technique
Starting at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with an unarmed or martial attack that has been modified using your ki or divine smite, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
When you successfully make a melee spell attack to touch a target you may deliver it with an unarmed attack , adding your unarmed damage to the spells effect.
Turn the Faithless
As Oath of the Ancients
Deflect Missiles
Starting at 6th level, you can use your reaction to deflect or catch the missile when you or a friendly creature within 10 feet of you is hit by a ranged weapon attack. When you do so, the damage done by the attack is reduced by 1d10 + your Dexterity modifier + your warrior 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 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, which has a normal range of 20 feet and a long range of 60 feet.
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.
Aura of Courage
At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Diamond Soul
At 15th level, you gain proficiency in all saving throws. Additionally, you no longer need food or water and cannot get more than 2 levels of exhaustion.
Tranquility
Starting at 18th level, whenever you cast Sanctuary, the duration is "Until your next long rest".
Perfect Self
At 20th level, you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however for every 10 years that pass, your body ages only 1 year. You also cannot get more than 1 level of exhaustion.
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.
Oath of Silence/the Empty Hand/Shadow
A path walked by dedicated groups of shadowy secret keepers, spies, assassins, and ninjas.
Tenets
Though the exact words and strictures of the Oath of the Empty Hand vary, spies of this oath share these tenets.
- Loyalty. The clan above all else.
- Obedience. Your superior's orders are to be heard and obeyed.
- Silence. Be neither seen nor heard.
- Listen. Hear the secret workings of the world.
- Reputation. Do not let others see you bring shame to yourself or the clan.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Requirements
- Spells
- Any
- Fighting Style
- Any
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| fog cloud | darkness | blink | dimensional door | mislead |
| disguise self | darkvision | nondetection | greater invisibility | seeming |
| pass without trace | ||||
| silence |
Proficiencies
- Armor
- You will not wear armor or use shields made of metal
- Saving Throws
- Dexterity & Strength (When not wearing armor)
- Skills
- Choose 1 from Acrobatics, Athletics, Insight, Notice, or Stealth
- Cantrip
- Minor Illusion
Divine Smite/Shadow Smite
As normal, but the additional damage is Poison in place of Radiant Damage.
Instead of the damage increasing by 1d8 if the target is a fiend or undead, the damage is increased if the target is the same race as you.
Channel Divinity
Shadow Poison
As an action, you can imbue your unarmed attacks or one weapon that you are holding with shadow energy, using your Channel Divinity. For 1 minute, when you attack and hit a creature with this attack, it must make a Constitution saving throw. On a failed save, the creature takes Poison damage equal to your Spell Casting Ability modifier (with a minimum bonus of +1) and becomes poisoned for 1 hour.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Vow of Enmity
As Oath of the Vengeance
Misty Escape
Starting at 6th level, When you take damage, you can use your reaction or on your turn your bonus action to spend 2 ki to vanish in a puff of smoke, turn invisible until the end of your next turn and teleport up to 60 feet to an unoccupied space you can see. The invisibility ends early if you attack or cast a spell.
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.
Shadow Sight
At 10th level, you can see normally in both magical and non-magical darkness to a distance of 120’
Improved Divine Smite/Improved Shadow Smite
At 11th Level, As normal, but all your Divine Smite damage is now Necrotic in place of Radiant Damage. Your Shadow poison damage is also now Necrotic instead.
Soul of Vengeance
Starting at 15th level, As Oath of Vengeance
Death Strike
Starting at 18th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw. On a failed save, double the damage of your attack against the creature.
Empty Body
At 20th 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.
Oath of the Blade
Tenets
Though the exact words and strictures of the Oath of the Blade vary, blade masters of this oath share these tenets.
- Mastery of your chosen weapon.
- Focus. Armor and shields only distract you, your blade is your defense
- Honesty. Don’t lie or cheat. Let your word be your promise.
- Courage. Never fear to act, though caution is wise.
- Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
- Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Requirements
- Spells
- Divine(Wis)
- Fighting Style
- Martial Arts, Unarmored Combat, Dueling,
- Protection (can use Focus Weapon, instead of shield), or
- Great Weapon Fighting (Focus Weapon must have two handed or versatile)
Oath Spells
Oath of the Blade gets no Oath or Bonus Spell knowledge
Proficiencies
- Weapons
- Simple weapons, martial weapons
- Choose one melee weapon that does not have the Heavy property to be your Focus Weapon. You can use it as a holy symbol.
- Saving Throws
- Dexterity & Strength (When not wearing armor)
- Tools
- Choose 1 from among artisan's tools or instruments
Focus Weapon
When wielding only your Focus Weapon you may: - Parry in place of a shield adding your proficiency bonus to your unarmored AC - treat your weapon attacks as unarmed or armed - When casting a touch spell, you may use your bonus action to use the focus weapon to deliver the touch spell adding the weapons damage to the spells effect if the caster touch attack is successful.
You may only Divine Smite with your focus weapon, the damage done matches the type of the weapon. If the weapon is not already magical, the attack is magical.
Channel Divinity
Sacred Weapon
As an action, you can imbue your Focus Weapon with positive energy, using your Channel Divinity. For 1 minute, you add your Spell Casting modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy
As an action, you present your focus weapon and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Deflect Missiles
Starting at 6th level, you can use your reaction to deflect or catch the missile when you or a friendly creature within 10 feet of you is hit by a ranged weapon attack. When you do so, the damage done by the attack is reduced by 1d10 + your Dexterity modifier + your warrior 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 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, which has a normal range of 20 feet and a long range of 60 feet.
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.
Aura of Courage
At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Weapon Specialist
At 15th Level, when wielding only your Focus Weapon, you get a third attack from extra attack, and your weapon attacks score a critical hit on a 19 or 20.
Diamond Soul
At 18th level, you gain proficiency in all saving throws. Additionally, you no longer need food or water and cannot get more than 2 levels of exhaustion.
Grand Master Form
At 20th level, as an action, you focus all your energies thru your focus weapon. For 1 minute, you get a 4th attack from Extra Attack and your weapon attacks score a critical hit on a 18 thru 20.
Also at the start of each turn your Focus Weapon heals you 10 hp.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of Vocation/Craft/Knowledge
Devotees of the Oath of Vocation, believe in the importance of knowledge and hard work. They often dedicate themselves to a perfecting a specific handiwork or area of research (brewing, cheese making, categorizing beetles, counting the stars, copying books, toy making, etc). While a monastery may be known for a handful of these, each member may specialize in only some parts of the work.
Tenets
Though the exact words and strictures of the Oath of Vocation vary, devotees of this oath share these tenets.
- Industrious. Be diligent, idle not there is our good work to do
- Curious. Seek better understanding of our work,
- Scholarly. Peruse the writings of our work and scribe what is known of our work
- Generous. Disseminate our knowledge and the fruits of our work
- Defensive. Protect our work
Requirements
- Spells
- Any
- Fighting Style
- Any
Oath Spells
| 1st(3) | 2nd(5) | 3rd(9) | 4th(13) | 5th(17) |
|---|---|---|---|---|
| comprehend languages | locate animals or plants | tongues | fabricate | legend lore |
| identify | see invisible | sending | divination | dream |
Proficiencies
- Tools
- Any 2 from among artisan's tools, instruments and/or languages
- Skills
- Any 2 from Animal Handling, History, Insight, Medicine, Nature, Performance, Religion, or languages
- Expertise
- Any 2 from this list
Channel Divinity
Knowledge of the Ages
As Cleric:Knowledge Domain
Turn the Unholy
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Spell Casting modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of Warding
At 7th level, As Oath of the Ancients
Aura of Courage
At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Aura Improvement
At 18th level, the range of all Warrior Monk auras increases to 30 feet.
Sublime Seer
At 20th level, as an action, you can emanate light from your eyes and a halo about your head. For 4 hours, bright light shines in a 30-foot radius, and dim light shines 30 feet beyond that.
During that time you gain: - truesight out to 120 feet - the benefits as if the Foresight spell had been cast on you.
Once you use this feature, you can’t use it again until you finish a long rest.
Broken Oath
Any level of transgression against the oath may have external societal or physical impacts beyond what is covered here. Others in society may not understand the nature of the oath or the specifics (or generalities) of the situation. So that is not covered here. Also any level of transgression even being too tempted may cause a warrior monk to think deeply on their relationship with their oath choosing to redouble efforts strengthening it, slowly move to test its limits or abandon it entirely. Also not covered here, unless the character or player choose to take on a some level of penalty.
An incredibly minor transgression of the oath such as failed spell save preventing you from taking action on your oath, may experience no wavering in their abilities or alignment. Though they may spend time thinking deeply about the implications.
A relatively minor transgression may only result in a smaller penalty, like a permanent level of exhaustion until the warrior monk shows their devotion. Usually at most only a session or two. If the warrior monk chooses to abandon their oath the level of exhaustion is no longer permanent, but then they have chosen to break their oath.
A Warrior Monk who chooses to break their oath by intention, action or inaction has paths in front of them.
Abandon the Warrior Monk class completely. Losing all class levels, proficiencies, and abilities. They lose all experience down to the start of their other class levels. If they have no other class levels they become a Level 1 Fighter, but may choose to keep their proficiencies and/or fighting style in place of the fighter alternatives. After gaining enough experience to level up they may again multi-class into Warrior Monk. Starting again as an novice. A DM may allow a player to gain experience at double the normal rate until they regain what they lost.
Forswear the concept of oaths, honor, and community, becoming an Oathbreaker dedicated to hedonistic self-interest and the end of bonds of dedication. Replacing their Oaths Abilities with those of the Oathbreaker.
Follow a path of humility and reconciliation, to regain what has been lost. Replacing their abilities with those of the Penitent Oath, until they can repent. Work with your DM to find a suitable repentant quest. It may require finding a high ranking member of your order for guidance on what act or quest of penance to undertake.
Spells
Stunning Strike
- Level: 2
- Casting Time: 1 Bonus Action
- Range/Area: Self
- Components: S
- Duration: Concentration, up to 1 minute
- School: Evocation
- Attack/Save: WIS Save
- Damage/Effect: Psychic
You interfere with the flow of ki in an opponent’s body. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be stunned until the end of your next turn.
Quivering Palm Strike
- Level: 5
- Casting Time: 1 Bonus Action
- Range/Area: Self
- Components: S
- Duration: Concentration, up to 1 minute; then up to 20 days
- School: Transmutation
- Attack/Save: Con Save
- Damage/Effect: Necrotic
The next time you hit a living target with an unarmed attack during this spell’s duration, the spell ends immediately setting set up lethal vibrations in the target's body, imperceptible vibrations, which last for up to 20 days.
The vibrations are otherwise harmless until they end. You can use your action to end them. To do so, you and the target must be on the same plane of existence. When the vibrations end, 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 this effect at a time. You can choose to end the vibrations harmlessly without using an action.