System	
  Reference	
   Document	
  5.1 	
   28	
  
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	
  w eapon	
  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. 	
  
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. 	
  
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	
  yo ur	
  action	
  to	
  end	
  
one	
  effect	
  on	
  yourself	
  that	
  is	
  causing	
  you	
  to	
  be	
  
charmed	
  or	
  frightened. 	
  
Purity of Body 
At	
  10th	
  level,	
  your	
  mastery	
  of	
  the	
  ki	
  flowing	
  through	
  
you	
  makes	
  you	
  immune	
  to	
  disease	
  and	
  poison. 	
  
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. 	
  
Diamond Soul 
Beginning	
  at	
  14th	
  level,	
  your	
  mastery	
  of	
  ki	
  grants	
  
you	
  proficiency	
  in	
  all	
  sav ing	
  throws.	
  
	
   Additionally,	
  whenever	
  you	
  make	
  a	
  saving	
  throw	
  
and	
  fail,	
  you	
  can	
  spend	
  1	
  ki	
  point	
  to	
  reroll	
  it	
  and	
  take	
  
the	
  second	
  result. 	
  
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	
  ag ed	
  
magically.	
  You	
  can	
  still	
  die	
  of	
  old	
  age,	
  however.	
  In	
  
addition,	
  you	
  no	
  longer	
  need	
  food	
  or	
  water. 	
  
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	
  resistanc e	
  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. 	
  
Perfect Self 
At	
  20th	
  level,	
  when	
  you	
  roll	
  for	
   initiative	
  and	
  have	
  
no	
  ki	
  points	
  remaining,	
  you	
  regain	
  4	
  ki	
  points. 	
  
Monastic Traditions 
Three	
  traditions	
  of	
  monastic	
  pursuit	
  are	
  common	
  in	
  
the	
  monasteries	
  scattered	
  across	
  the	
  multiverse.	
  
Most	
  monasteries	
  practice	
  one	
  tradition	
  exclusively,	
  
but	
  a	
  few	
  honor 	
  the	
  three	
  traditions	
  and	
  instruct	
  
each	
  monk	
  according	
  to	
  his	
  or	
  her	
  aptitude	
  and	
  
interest.	
  All	
  three	
  traditions	
  rely	
  on	
  the	
  same	
  basic	
  
techniques,	
  diverging	
  as	
  the	
  student	
  grows	
  more	
  
adept.	
  Thus,	
  a	
  monk	
  need	
  choose	
  a	
  tradition	
  only	
  
upon	
  reaching	
  3rd	
  level .	
  
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. 	
  
Open Hand Technique 
Starting	
  when	
  you	
  choose	
  this	
  tradition	
  at	
  3rd	
  level,	
  
you	
  can	
  manipulate	
  your	
  enemy’s	
  ki	
  when	
  you	
  
harness	
  your	
  own.	
  Whenever	
  you	
  hit	
  a	
  creature	
  with	
  
one	
  of	
  the	
  attacks	
  granted	
  by	
  your	
  Flurry	
  o f	
  Blows,	
  
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	
  un til	
  the	
  end	
  of	
  your	
  nex t
turn.
Wholeness of Body 
At	
  6th	
  level,	
  you	
  gain	
  the	
  ability	
  to	
  heal	
  yourself.	
  As	
  
an	
  action,	
  you	
  can	
  regain	
  hit	
  points	
  equal	
  to	
  three	
  