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
1d8
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
Expertise in Religion(for Divine spells) or Nature(for Primal spells)
Choose 1(or 2) 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

Channel (Channel Divinity/Ki)

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 smite
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.

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.

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.

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 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

Shapechange 1 / day - invisibility every time you change forms

At 20th level, as an action, you can assume the form of any beast native to your current environment (as the spell Shapechange). When you change shape you become invisible as the invisibility spell. 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.

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.

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.

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:

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.

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
Channel Divinity
Misty Escape

Starting at 3rd level, When you take damage, you can use your reaction 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.

Vow of Enmity

As Oath of the Vengeance

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.

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.

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 Sword Saint

Coming soon!!!

Oath of Craft/Knowledge

Coming soon!!!

Broken Oath

TBD

Spells

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 weapon 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.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, 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 the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Psi blade (Cantrip or feat??)