Open Hand

Monks of the Open Hand hone their bodies to physical perfection. They learn techniques to push and trip their opponents, practice advanced meditation to protect them from harm, and develop secret techniques to transform their bodies into the ultimate weapon.

Open Hand Progression

Monk LevelFeatures
3rdFocus Intent, Open Hand Technique
7thWholeness of Body
11thTranquil Soul
15thQuivering Palm

Focus Intent

3rd-Level Open Hand Feature

When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.

You can use this feature a number of times equal to your WIS modifier. You regain all expended uses when you finish a long rest.

Open Hand Technique

3rd-Level Open Hand Feature

You can manipulate your enemy’s energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target:

  • It can’t take reactions until the end of your next turn.
  • It must succeed on a DEX save or be knocked prone.
  • It must succeed on a STR save or be pushed up to 15 feet away from you.

Wholeness of Body

7th-Level Open Hand Feature

When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your CON modifier + your monk level.

Tranquil Soul

11th-Level Open Hand Feature

You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal).

Quivering Palm

15th-Level Open Hand Feature

As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.

For the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a CON save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies.

Each time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time.

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