System Reference Document 5.2.1
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 Patient Defense. When you expend a Focus Point 
to use Patient Defense, you gain a number of Tem -
porary Hit Points equal to two rolls of your Martial 
Arts die.
 Step of the Wind. When you expend a Focus Point 
to use Step of the Wind, you can choose a willing 
creature within 5 feet of yourself that is Large or 
smaller. You move the creature with you until the 
end of your turn. The creature’s movement doesn’t 
provoke Opportunity Attacks.
Level 10: Self-Restoration
Through sheer force of will, you can remove one 
of the following conditions from yourself at the 
end of each of your turns: Charmed, Frightened, or 
Poisoned.
 In addition, forgoing food and drink doesn’t give 
you levels of Exhaustion.
Level 13: Deflect Energy
You can now use your Deflect Attacks feature 
against attacks that deal any damage type, not just 
Bludgeoning, Piercing, or Slashing.
Level 14: Disciplined Survivor
Your physical and mental discipline grant you profi -
ciency in all saving throws.
 Additionally, whenever you make a saving throw 
and fail, you can expend 1 Focus Point to reroll it, 
and you must use the new roll.
Level 15: Perfect Focus
When you roll Initiative and don’t use Uncanny Me -
tabolism, you regain expended Focus Points until 
you have 4 if you have 3 or fewer.
Level 18: Superior Defense
At the start of your turn, you can expend 3 Focus 
Points to bolster yourself against harm for 1 min -
ute or until you have the Incapacitated condition. 
During that time, you have Resistance to all damage 
except Force damage.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another 
feat of your choice for which you qualify. Boon of 
Irresistible Offense is recommended.
Level 20: Body and Mind
You have developed your body and mind to new 
heights. Your Dexterity and Wisdom scores increase 
by 4, to a maximum of 25.
Monk Subclass: Warrior of the 
Open Hand
Master Unarmed Combat Techniques
Warriors of the Open Hand are masters of unarmed 
combat. They learn techniques to push and trip 
their opponents and manipulate their own energy 
to protect themselves from harm.
Level 3: Open Hand Technique
Whenever you hit a creature with an attack granted 
by your Flurry of Blows, you can impose one of the 
following effects on that target.
 Addle.  The target can’t make Opportunity Attacks 
until the start of its next turn.
 Push.  The target must succeed on a Strength sav -
ing throw or be pushed up to 15 feet away from you.
 Topple.  The target must succeed on a Dexterity 
saving throw or have the Prone condition.
Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Ac -
tion, you can roll your Martial Arts die. You regain 
a number of Hit Points equal to the number rolled 
plus your Wisdom modifier (minimum of 1 Hit Point 
regained).
 You can use this feature a number of times equal 
to your Wisdom modifier (minimum of once), and 
you regain all expended uses when you finish a 
Long Rest.
Level 11: Fleet Step
When you take a Bonus Action other than Step of 
the Wind, you can also use Step of the Wind imme -
diately after that Bonus Action.
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 expend 4 Focus Points 
to start these imperceptible vibrations, which last 
for a number of days equal to your Monk level. The 
vibrations are harmless unless you take an action 
to end them. Alternatively, when you take the At -
tack action on your turn, you can forgo one of the 
attacks to end the vibrations. To end them, you and 
the target must be on the same plane of existence. 
When you end them, the target must make a Consti -
tution saving throw, taking 10d12 Force damage on 
a failed save or half as much damage on a successful 
one.
 You can have only one creature under the effect 
of this feature at a time. You can end the vibrations 
harmlessly (no action required).