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Monk Feats

Feat Level Prerequisites Benefits
Clever Wrestling 1 Small size, Strength 13+, Dexterity 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 Dexterity 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 Dexterity 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 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 proficiency As an action, spend 1 ki point and target # of foes ≤ 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 Wisdom 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 Dexterity 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
Legend
adv. advantage
ASI Ability Score Increase
Clever Wrestling

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

Prerequisites: Monk level 1, Small size, Strength 13 or higher, Dexterity 13 or higher

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 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: Monk level 5, Dexterity 13 or higher

Benefit: 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:

  • Shove: You attempt to shove the creature.

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

You can use this feature once per turn.

Elemental Fist

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

Prerequisite: Monk level 5

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.

Prerequisite: Monk level 3

Benefit: 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 mimic size increases for attack damage, such as the enlarge spell.

Extra Ki

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

Prerequisite: Monk level 5

Benefit: 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: Monk level 3, Dexterity 13 or higher

Benefits: When you successfully shove a creature prone, 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.

Prerequisite: Monk level 11

Benefit: 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: Monk level 3, Intimidation proficiency

Benefit: As an action, you can spend 1 ki point to unleash a focused shout of inner force. Choose a number of creatures within 30 feet of you, up 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: Monk level 5, Wisdom 15 or higher

Benefit: When you make an unarmed strike or monk weapon attack as part of the Attack action, you can spend 1 ki point to extend the reach of that attack by 5 feet. You must declare the use before the attack roll. This can be done once per turn.

Snap Kick

Prerequisites: Monk level 11, Dexterity 15 or higher

Benefit: You have mastered the art of chaining unarmed strikes in rapid succession. When you use your Flurry of Blows, you may spend 2 ki points instead of 1 to make three unarmed strikes instead of two as part of that bonus action.

You cannot use this feat more than once per turn. This does not allow you to make more than one bonus action per turn. You must choose to spend 2 ki before making any Flurry of Blows attacks.