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Monk Feats

Feat Level ASI Prereqs Description
Clever Wrestling 1 Str or Dex size Small, Str 13, Dex 13 Have adv. on ability checks to grapple or escape a grapple a foe of Large size or largers. You can grapple foes up to 2 sizes larger than you. +1 ASI to Str or Dex.
Crab's Pursuit 5 Dex 13 When a creature avoids being grappled or escapes your grapple, you can make a shove attempt or move them 5 ft.
Elemental Fist 5 When you land an unarmed strike, as reaction spend 1 ki pt. to deal +1d8 fire/cold/lightning/acid damage until end of next turn.
Empty Hand Mastery 3 Your martial arts die increases by one step (see table).
Extra Ki 5 You gain 3 additional ki points.
Falling Stone Technique 3 Dex 13 When you shove a creature prone— i.e. throw them— you can spend 1 ki pt. to deal 2× your martial arts die damage.
Freezing the Lifeblood 11 Stunning Strike feature When you use Stunning Strike spend 4 ki points instead of 1 ki point to try and Paralyze instead of Stun.
Ki Shout 3 Intimidation As an action, spend 1 ki point and target a number of foes up to your Wis mod. Each must make a Wisdom save or be frightened of you for 1 minute (can keep saving against it).
Serpent Fang 5 Wis 15 When you attack with an unarmed strike or monk weapon as part of the Attack action, you can spend 1 ki point to extend the reach by 5 ft.
Snap Kick 11 Dex 15 When you make a Flurry of Blows, you may spend 2 ki points instead of 1 ki point to make three unarmed strikes instead of two.
Clever Wrestling

You have learned to slip free from larger foes and turn their size against them.

Prerequisites: Monk, size Small, Strength 13, Dexterity 13

Benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • You've trained to grapple with and escape from creatures much larger than yourself. You have advantage on ability checks made to grapple or escape a grapple against creatures of Large size or larger, and you can grapple creatures up to two size categories larger than you.

Crab's Pursuit

You can redirect an opponent's momentum when they slip free of your grasp.

Prerequisites: Level 5+, Monk, Dexterity 13

Benefits:

  • When a creature avoids being grappled by you or escapes your grapple, you can use your reaction to disrupt their movement. Choose one of the following effects. You can use this feature once per turn.

    • Shove: You attempt to shove the creature.

    • Redirect: You move the creature 5 ft. to an unoccupied space within 5 ft. of you.

Elemental Fist

You can channel destructive elemental energy through your strikes, overwhelming foes with bursts of power.

Prerequisites: Level 5+, Monk

Benefits: When you hit with an unarmed strike, as a reaction, you can spend a ki point to sheathe your fists in magical energy. Choose one of the following damage types: fire, cold, lightning, or acid. Until the end of your turn, your unarmed strikes deal an additional 1d8 damage of the chosen type on a hit.

Empty Hand Mastery

Through relentless training, you have honed your unarmed strikes to deliver greater force.

Prerequisites: Level 3+, Monk

Benefits:

  • Your martial arts die is incremented as given on the table below. If your unarmed strike damage is already 1d12 or higher, it does not increase further.
Old Martial Arts Die New Martial Arts Die
1d4 1d6
1d6 1d8
1d8 1d10
1d10 1d12
  • If an effect would already increase your unarmed strike die (such as the Martial Arts feature scaling with monk level), apply Empty Hand Mastery afterward. This feat does not stack with effects that increase your damage by treating you as a larger size, such as the enlarge spell.
Extra Ki

Your intense focus and spiritual discipline grant you additional reserves of ki.

Prerequisites: Level 5+, Monk

Benefits: You gain 3 additional ki points. These ki points recover when you finish a short or long rest.

Falling Stone Technique

You've trained in the art of redirection, using your opponent's force against them in a crushing throw.

Prerequisites: Level 3+, Monk, Dexterity 13

Benefits: When you successfully shove a creature, you can spend 1 ki point to deal damage to that creature equal to twice your Martial Arts die. This damage is of the same type as your unarmed strikes.

Freezing the Lifeblood

Your precise control of ki allows you to strike with such force and accuracy that you can momentarily shut down a foe's entire nervous system.

Prerequisites: Level 11+, Monk, Stunning Strike feature

Benefits: When you use your Stunning Strike, you can choose to spend 3 additional ki points (4 ki points total) to attempt a Paralyzing Strike instead. If the target fails its Constitution saving throw, it is paralyzed until the end of your next turn instead of stunned. A creature that is immune to being stunned or paralyzed is unaffected by this ability.

Ki Shout

You have mastered the art of focusing your inner force into a powerful shout that strikes fear into lesser opponents.

Prerequisites: Level 3+, Monk, Intimidation proficiency

Benefits: As an action, you can spend 1 ki point to unleash a focused shout of inner force. Choose a number of creatures able to hear you within 30 ft. up equal to your Wisdom modifier (minimum one). Each target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on its initial saving throw is immune to your Ki Shout for 24 hours.

Serpent Fang

You have learned to project attacks beyond your reach in a flash of energy.

Prerequisites: Level 5+, Monk, Wisdom 15

Benefits: When you make an unarmed strike or monk weapon attack as part of the Attack action, you can spend 1 ki point to increase the reach of that attack reach by 5 feet. You must choose to do so before resolving the attack.

Snap Kick

Prerequisites: Level 11+, Monk, Dexterity 15

Benefits: When you use your Flurry of Blows, you may spend 2 ki points instead of 1. If you do, you make three unarmed strikes instead of two as part of that bonus action. All other rules of Flurry of Blows apply. You cannot use this feature more than once per turn. You must choose to spend 2 ki points before making any of your Flurry of Blows attacks.