Monk Maneuvers

Below are the maneuvers available to monks. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.  

Monk Maneuvers

Mind over Matter

As a Bonus Action, you can expend one maneuver die to gain Temporary Hit Points equal to your Wisdom modifier + your maneuver die.  

Soothing Pinch

As an Action, you can make a single Unarmed Strike and expend one maneuver die to attempt to render the target unconscious. Roll your maneuver die and add it to the attack roll. If the target's remaining Hit Points are less than or equal to the amount rolled, they fall Unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to wake them.  

Stymieing Strike

When you hit a creature with an Unarmed Strike, you can expend one maneuver die to attempt to hinder the target's movement. You add the maneuver die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, the target's speed is reduced to 0 until the start of your next turn.  

Whirlwind

As an Action, you can expend one maneuver die to force every creature within your reach to make a Dexterity saving throw. On a failed save, they take Bludgeoning damage equal to your maneuver die + your Dexterity modifier.  

Deft Advance

Prerequisite: 6th level
When a creature misses you with a ranged attack, you can use your Reaction and expend one maneuver die to move up to half your speed towards the creature. If you end your movement within 5 feet of the creature, you may make one Unarmed Strike against it, adding your maneuver die to the attack roll.  

Enhanced Recovery

Prerequisite: 6th level
When you use Uncanny Metabolism, you can expend any number of maneuver dice to regain a number of Hit Points equal to your maneuver dice.  

Forceful Blow

Prerequisite: 6th level
When you hit a creature with an Unarmed Strike, you can expend any number of maneuver dice to drive the target back. Add one maneuver die to the damage roll, and if the target is Large or smaller it is pushed 5 feet away from you for every maneuver die expended.  

Strength of Character

Prerequisite: 6th level
Whenever you make an Intelligence, Wisdom, or Charisma saving throw and fail, you can expend one maneuver die and add it to the result of your roll.

Breath-Stealing Strike

Prerequisite: 10th level
When you hit a creature with an Unarmed Strike, you can expend one maneuver die to attempt to knock the air out of the target's lungs. You add the maneuver die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is silenced (as if under the effects of the silence spell) for 1 minute. The creature can use its action to make a Constitution saving throw, ending the effect on a success.  

Dropkick

Prerequisite: 10th level
When you fall at least 10 feet and land adjacent to a creature, you can use your Reaction and expend one maneuver die to make a single Unarmed Strike against that creature. On a hit, the attack is a critical hit and the target must make a Strength saving throw or be knocked Prone and pushed 10 feet away from you.  

Unyielding Fortitude

Prerequisite: 10th level
When you are targeted by an attack or forced to make a saving throw, you can use your Reaction and expend one maneuver die to enter a state of heightened awareness. Until the end of your next turn, you have Advantage on all saving throws and resistance to Bludgeoning, Piercing, and Slashing damage.  

Name

Prerequisite: 14th level
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Name

Prerequisite: 14th level
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Name

Prerequisite: 14th level
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Name

Prerequisite: 18th level
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Name

Prerequisite: 18th level
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