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Warrior of the Open Hand (5e24)

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Open Hand exists in other D&D editions see:

Open Hand (disambiguation).

 5th edition (2024)

SRD 5.2 • CC-BY



Warrior of the Open Hand[1][2] [3]
Monk subclass


Master Unarmed Combat Techniques

Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

Warrior of the Open Hand Features

Monk Level Features  
3rd Open Hand Technique
6th Wholeness of Body 
11th Fleet Step 
17th Quivering Palm

 

Open Hand Technique

3rd level Warrior of the Open Hand feature.
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

Addle. The target can’t make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition. 

Wholeness of Body

6th level Warrior of the Open Hand feature.
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest

Fleet Step

7th level Warrior of the Open Hand feature.
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action. 

Quivering Palm

17th level Warrior of the Open Hand feature.
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required). 5e24

Sources and NotesEdit

  1. Wizards RPG Team (22 April 2025). SRD 5.2. (5e 2024) Wizards of the Coast. p. 52. Licensed: CC-BY.
  2. Wizards RPG Team (3 September 2024). 2024 D&D Free Rules. (5e 2024) Wizards of the Coast, D&D Beyond.
  3. Wizards RPG Team (17 September 2024). Player's Handbook. (5e 2024) Wizards of the Coast. ISBN 9780786969821. p. 107.

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Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].