The Monastic Traditions in Dungeons & Dragons Fifth Edition offer plenty of variety for players looking to don the robes of monks. Regardless of the discipline a monk follows, each of them is masterfully trained in the art of controlling the flow of Ki energy in their bodies, directing that energy into their carefully honed physical and magical attacks.

Many of the Monastic Traditions share similarities, but no two are the same. Some are more traditional in their practices, while others focus on more mysterious endeavors that manipulate shadows or the very nature of death itself. There is something amazing about every one of the traditions, but some are far more awe-inspiring than others.

11 Way of the Four Elements Monks Bend the Elements to Their Whim

Player's Handbook, Pgs. 80-81

DnD 5e Way of the Four Elements Monk conjuring fire in his hand

Level

Feature

3

Disciple of Elements, 1 additional discipline

6

+1 Elemental discipline

11

+1 Elemental discipline

17

+1 Elemental Discipline

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D&D 5e's Way of the Four Elements monks draw power from the fundamental forces of the world. This D&D monk monastic tradition acts like a quasi-spellcaster. Their Ki abilities take on a more mystical touch, granting several unique abilities with an elemental theme. Some of these abilities, such as Water Whip moving enemies or Clench of the North Wind replicating Hold Person, are unique among D&D monk Monastic Traditions.

However, the Way of the Four Elements monk is one of D&D's weakest Monastic Traditions. Its abilities are too expensive in Ki for the benefits they give, particularly as they often come at the cost of attacking. Even with Tasha's Cauldron of Everything indirectly buffing the subclass, it falls behind the others.

10 Way of the Cobalt Soul Emphasizes the Monk's Scholarly Nature

Tal'Dorei Reborn, Pg. 173

Level

Feature

3

Extract Aspects

6

Extort Truth, Mystical Erudition

11

Mind of Mercury

17

Debilitating Barrage

The D&D Way of the Cobalt Soul monk is an unofficial homebrew from Critical Role's Tal'Dorei Reborn Campaign Setting that remains widely accepted at many tables. It puts a different spin on the D&D 5e monk by emphasizing its scholarly nature. The Way of the Cobalt Soul Monastic Tradition focuses on extracting and weaponizing information against foes.

The Way of the Cobalt Soul D&D subclass has several vicious abilities, including the ability to make reaction attacks against creatures who miss after being hit with Flurry of Blows. However, its best features only come into play at high levels. It lacks character-defining abilities in the early game, causing it to fall behind the other Monastic Traditions in D&D 5e.

9 The Way of the Sun Soul Subclass Focuses on Ranged Attacks

Xanathar's Guide to Everything, Pg. 35

A Way of the Sun Soul monk in a forest in DnD

Level

Feature

3

Radiant Sun Bolt

6

Searing Arc Strike

11

Searing Sunburst

17

Sun Shield

The Way of the Sun Soul monk Monastic Tradition in D&D 5e fights differently from most other monk subclasses. The class has a significant emphasis on ranged attacks and area-of-effect abilities that other monks lack. The power of the sun lets them fire radiant blasts in place of unarmed strikes or the D&D monk's Flurry of Blows. Their later abilities serve as radiant versions of D&D spells like Burning Hands and Fireball.

The Way of the Sun Soul Monastic Tradition in D&D 5e can hold its own both up-close and at range. This helps it fulfill a unique niche among D&D 5e monk subclasses alongside some compelling flavor. However, many of its abilities are sidegrades to other monk features or weaker versions of pre-existing spells.

8 Way of the Ascendant Dragon Monks Draw from the Ancient Wisdom of Dragons

Fizban's Treasury of Dragons, Pg. 13

A Way of the Ascendant Dragon monk firing energy in DnD

Level

Feature

3

Draconic Disciple: Draconic Presence, Draconic Strike, Tongue of Dragons; Breath of the Dragon

6

Wings Unfurled

11

Aspect of the Wyrm: Frightening Presence, Resistance

17

Ascendant Aspect: Augment Breath, Blindsight, Explosive Fury

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The Way of the Ascendant Dragon D&D 5e Monastic Tradition draws from the wisdom and power of the game's iconic dragon creatures. Believed by some to have been actually formed by Bahamut in the guise of a monk, the tradition empowers the player with elemental attacks and a smattering of social features that many monks lack.

These D&D 5e monks can use their unarmed strikes to deal damage based on the breath weapons of dragons, like lightning, cold, acid, fire or poison. As if that wasn't enough, they also gain access to a breath weapon all their own, making them dangerous foes to oppose. They can even fly when they use Step of the Wind. However, this Monastic Tradition in D&D 5e tends to sound more impressive than it is, with its powers offering underwhelming returns for their cost.

7 The Way of the Drunken Master Is Designed to Confuse Opponents

Xanathar's Guide to Everything, Pg. 34

A Way of the Drunken Master monk with a tankard in hand in DnD 5e

Level

Feature

3

Bonus Proficiencies, Drunken Technique

6

Tipsy Sway: Leap to Your Feet, Redirect Attack

11

Drunkard's Luck

17

Intoxicated Frenzy

The Way of the Drunken Master D&D 5e Monastic Tradition emphasizes deceptive and fluid movement that opens enemies up for damage. Reminiscent of characters from early kung fu movies, these monks often play the role of the foolish drunkard, barely seen by the world around them because people rarely notice the drunkards of the world beyond scoffing at them.

D&D 5e Way of the Drunken Master monks have a superior Flurry of Blows that increases their movement and lets them disengage from combat. At sixth level, they can redirect enemy attacks to nearby foes. The rest of this Monastic Tradition in D&D 5e revolves around this signature style of confusion. It's ideal for D&D monks who want to strike more often and weave throughout the battlefield.

6 Way of the Kensei Incorporates the Use of Weapons

Xanathar's Guide to Everything, Pg. 35

Level

Feature

3

Path of the Kensei (2 weapons)

6

One with the Blade, Path of the Kensei (3 weapons)

11

Sharpen the Blade, Path of the Kensei (4 weapons)

17

Unerring Accuracy, Path of the Kensei (5 weapons)

Most D&D monks rely on Unarmed Strikes in combat. The Way of the Kensei is the best Monastic Tradition in D&D 5e for monks who prefer to use weapons. A monk on this path starts out learning to master the art of two weapons. As they progress, they study and master new weapons at certain levels.

They hold mastery over up to five separate weapons upon reaching level 17, making them a dangerous force to be reckoned with in almost any battle situation. D&D 5e Way of the Kensei monks can be vicious with their preferred weapon. However, their slightly unfocused design prevents them from using these abilities to their full effect, holding the subclass back.

5 Stealth and Subterfuge Guide the Way of Shadow Monks

Player's Handbook, Pg. 81

A Way of Shadows Monk disappearing in DnD

Level

Feature

3

Shadow Arts

6

Shadow Step

11

Cloak of Shadows

17

Opportunist

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Monks who follow the Way of Shadow Monastic Tradition are D&D 5e's answer to ninjas. They rely on darkness, stealth, and mobility to keep up with the more direct combat options of other D&D monk subclasses. D&D 5e's Way of Shadow monks can replicate invaluable stealth spells like Darkness, Silence, or Pass Without Trace for a low Ki point cost.

As this D&D 5e Monastic Tradition advances in level, it unlocks the ability to teleport between shadows and use those same shadows to become invisible. The Way of Shadows Monastic Tradition is one of the best choices for D&D monks who want to focus more on utility and mobility than direct combat power.

4 Way of the Astral Self Monks Use Their Astral Body In Combat Situations

Tasha's Cauldron of Everything, Pg. 51

DnD Way of the Astral Self monk connecting with the Astral plane

Level

Feature

3

Arms of the Astral Self

6

Visage of the Astral Self: Astral Sight, Wisdom of the Spirit, Word of the Spirit

11

Body of the Astral Self: Deflect Energy, Empowered Arms

17

Awakened Astral Self: Armor of the Spirit, Astral Barrage

The Way of the Astral Self Monastic Tradition is one of D&D 5e's most distinctive. Its monks believe their physical bodies are little more than an illusion, and the Ki inside them is representative of their true nature. This manifests in the ability to summon a grander astral form in combat, which emphasizes Wisdom over Dexterity.

These monks actually summon their astral bodies to work on their behalf. Early on, they gain the ability to summon spectral arms to protect and work for them carrying out unarmed strikes. As they advance and learn to hone their Ki, they learn how to summon larger portions of their astral body that can aid them like protective armor. The Way of the Astral Self monk is the best Monastic Tradition in D&D 5e for monks who want to excel in combat while focusing on their Wisdom ability score.

3 The Way of the Long Death Monk Can Take Out Multiple Enemies

Sword Coast Adventurer's Guide, Pg. 131

DnD 5e Way of the Long Death monk conjuring energy

Level

Feature

3

Touch of Death

6

Hour of Reaping

11

Mastery of Death

17

Touch of Long Death

The Way of the Long Death Monastic Tradition in D&D 5e focuses more on outlasting enemies than killing them quickly. It's the tankiest D&D monk subclass, with additional abilities for inflicting damage or debuffing enemies. Whenever a D&D 5e Way of Long Death monk reduces a creature to 0 hit points - very likely with its many attacks - it gains an impressive number of temporary hit points.

The Way of the Long Death is the best monk Monastic Tradition in D&D 5e for staying alive in the thick of combat. It can also spend Ki to avoid being knocked unconscious from eleventh level onwards. It only gets the ability to output significant damage at the very highest levels, but Touch of Long Death can kill many enemies in one hit with enough Ki point investment.

2 Way of the Open Hand Monk Enhances the Basics Beautifully

Player's Handbook, Pg. 80

Level

Feature

3

Open Hand Technique

6

Wholeness of Body

11

Tranquility

17

Quivering Palm

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The Way of the Open Hand D&D 5e Monastic Tradition is one of the most straightforward options available to the class. It doesn't unlock powerful new abilities or combat styles. Instead, it makes a monk even better at their basics, enhancing Flurry of Blows with additional effects that are always welcome.

The Way of the Open Hand Monastic Tradition's other features are no less straightforward and practical. They can heal themselves for an increasing number of hit points once per day at the cost of an action. Later on, they become harder to strike until they make their first attack of the day. They also get one of D&D 5e's rare one-hit kills in the form of Quivering Palm.

1 The Way of Mercy Monastic Tradition Has Healing Abilities

Tasha's Cauldron of Everything, Pg. 71

Level

Feature

3

Implements of Mercy, Hand of Healing, Hand of Harm

6

Physician's Touch

11

Flurry of Healing and Harm

17

Hand of Ultimate Mercy

Much like D&D's clerics and other support classes, monks of the D&D 5e Way of Mercy Monastic Tradition manipulate magical life energy to both heal and harm. They're a rare monk subclass that can heal allies in D&D 5e. From third level onwards, they can restore hit points to a creature at a Ki point cost. If they replace a Flurry of Blows attack with Hands of Healing, it effectively becomes free.

However, the Way of Mercy Monastic Tradition in D&D 5e goes beyond healing, despite the ability to resurrect allies later on. It can deal a straight damage bonus on attacks by spending Ki. Later on, it can inflict the Poisoned condition with no saving throw. Many fans consider the Way of Mercy to be the best Monastic Tradition in D&D 5e due to its powerful support and combat abilities.

A snapshot of the classic Dungeons and Dragons poster
Dungeons and Dragons

A fantasy roleplaying tabletop game designed for adventure-seekers, the original incarnation of Dungeons & Dragons was created by Gary Gygax in 1974.

Franchise
Dungeons & Dragons
Original Release Date
January 26, 1974
Publisher
Wizards of the Coast , TSR Inc.
Designer
E. Gary Gygax , Dave Arneson
Player Count
4-8 Players Recommended
Age Recommendation
12+
Length per Game
3 hours +
Expansions
Dungeons & Dragons 2nd Edition , Dungeons & Dragons 3rd Edition , Dungeons & Dragons 4th Edition , Dungeons & Dragons 5th Edition