Her fists a blur as lhey detlect an incoming hail of arrows,
a half-elf springs over a barrieade and lhrows herself
into lhe massed ranks of hobgoblins on lhe olher side.
She whirls among lhem. knocking lheir blows aside and
sending them reeling. unlil allasl she slands alone.
Taking a deep breath. a human eovered in tattoos
seltles inlo a battle stanee. As lhe tirsl eharging ores
reaeh him. he exhales and a blasl of tire roars from his
moulh, engulting his foes.
Moving wilh lhe silenee of lhe nighl, a blaek-c1ad
halfling sleps inlo a shadow benealh an areh and
emerges from anolher inky shadow on a balcony a
stone’s lhrow away. She slides her blade free of ils c1oth-
wrapped seabbard and peers lhrough lhe open window
aI lhe lyranl prinee. so vulnerable in lhe grip of sleep.
Whalever lheir discipline, monks are uniled in lheir
abilily lo magically harness lhe energy lhal tlows in
lheir bodies. Whelher ehanneled as a slriking display
of eombal prowess or a subI ler foeus of defensive abilily
and speed, lhis energy infuses alllhal a monk does.
THE MAGIC OF KI
Monks make eareful sludy of a magieal energy lhal mos I
monaslie lradilions eall ki. This energy is an elemenl
of lhe magie lhal suffuses lhe mulliverse-speeitieally,
lhe elemenl lhat flows lhrough Iiving bodies. Monks
harness this power wilhin lhemsclves lo ereate magieal
effeels and exeeed their bodies’ physieal eapabililies.
and some of lheir special attaeks ean hinder lhe tlow of
ki in lheir opponenls. Using lhis energy. monks ehannel
uneanny speed and slrenglh inlo lheir unarmed slrikes.
As lhey gain experienee. lheir marlial lraining and lheir
maslery ofki gives them more power over lheir bodies
and lhe bodies of their foes.
TRAINING AND ASCETICISM
Small walled c10islers doI the landseapes of lhe worlds
of 0&0. liny refuges from the tlow of ordinary Iife,
where time seems lo stand stil!. The monks who live
lhere seek personal perfeetion lhrough eonlemplation
and rigorous lraining. Many enlered lhe monastery
as ehildren. senl lo Iive lhere when lheir parents died,
when food eouldn’t be found lo sllpport lhem, or in
return for some kindness that the monks had performed
for lheir families.
Some monks Iive entirely apart from the surrollnding
populalion. secluded from anyl hing lhat might impede
their spirilllal progresso Olhers are sworn lo isolalion,
Proficieney Marlial Ki Unarmored
Bonus Arls Points Movement Features
1st +2 ld4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 ld4 3 +10 fI. Monastie Tradition, Defleet Missiles
4th +2 1d4 4 +10 fI. Ability Seore Improvement, Slow Fali
5th +3 1d6 5 +10 ft. Extra Attaek, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastie Tradition feature
7th +3 ld6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Seore Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 ld6 10 +20 ft. Purity of Body
11th +4 ld8 11 +20 fI. Monastic Tradition feature
12th +4 ld8 12 +20 fI. Ability Seore Improvement
13th +5 ld8 13 +20 fI. Tongue of the Sun and Moon
14th +5 ld8 14 +25 fI. Diamond Sou I
15th +5 ld8 15 +25 fI. Timeless Body
16th +5 1d8 16 +25 fI. Ability Seore Improvement
17th +6 1d10 17 +25 fI. Monastie Tradition feature
18th +6 1d10 18 +30 fI. Empty Body
19th +6 ldlO 19 +30 ft. Ability Score Improvement
20th +6 ldl0 20 +30 ft. Perfeel Self
emerging only lo serve as spies or assassins ai the
command of lheir leader, a noble palron, or some other
morlal or divine power.
The majorily of monks don’l shun Iheir neighbors,
making frequenl visilS lO nearhy lowns or villages and
exchanging Iheir servicc for food and other goods. As
versalile warriors, monks oflen end up prolecting their
neighbors fram monsters or Iyranls.
For a monk, bccoming an advenlllrer means leaving
a struelured, communallift’slyle lo beco me a wanderer.
This can be a harsh transition, and monks don’t
undertake illightly. Those who leave their cloisters take
their work seriollsly, approaching Iheir adventures as
personal tesls of Iheir physical and spiritual growth.
As a rule, monks care lillle for material wealth and are
driven by a desire lo aceomplish a grealer mission than
merely slaying monsters and plundering Iheir treasure.
CREATING A MONK
As you make your monk characler, Ihink about your
connection lOlhe monaslery where you leamed your
skills and spenl your formal ive years. Were you an
orphan or a child left on lhe monaslery’s threshold? Did
your parents promise YOlllo the monastery in gratitude
for a service performed by lhe lllonks? Did you enler
Ihis secluded life lo hide from a crime you committed?
Or did you choosc the monaslic life for yourself?
Consider why you lefl. Did lhe head of your monastery
choose you for a parliclllarly imporlant mission beyond
the cloisler? Perhaps you \Vere casl out because of
some violalion of lhe communily’s rules. Did you dread
leaving, or were you happy lo go? ls Ihere somelhing
you hope lo accomplish oulside lhe monastery? Are you
eager lo relum to your home?
As a result of the structured life of a monastic
community and the discipline required lO hamess ki,
monks are almosl always lawful in alignmenl.
QUICK BUILD
Vou can make a monk quickly by following lhese
suggestions. First, make Dexlerily your highesl
ability score, followed by Wisdom. Second, choose the
hermit background.
CLASS FEATURES
As a monk, you gain the following class features.
HIT POINTS
Hil Dice: Id8 per monk levei
Hil Poinls aI Is1 Levei: 8 + your Conslilution modifier
Hil Points aI Higher LeveIs: Id8 (or 5) + your
Constitution modifier per monk levei afler IsI
PROFICIENCIES
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of arlisan’s lools or one
musical inslrumenl
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
lnsight, Religion, and Stealth
EQUIPMENT
Vou start with lhe following equipment, in addilion lo
the equipment granled by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
PART 1 CL”‘:)SES
77
UNARMORED DEFENSE
Beginning at 1st leveI, while you are wearing no armor
and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Wisdom modifier.
MARTIAL ARTS
At 1st leveI, your practice of martial arts gives you
mastery of combat styles that use unarmed strikes and
monk weapons, which are shortswords and any simple
melee weapons that don’t have the two-handed or
heavy property.
You gain the folIowing benefits while you are unarmed
or wielding only monk weapons and you aren’t wearing
armor or wielding a shield:
You can use Dexterity instead of Strength for the
attack and damage rolIs of your unarmed strikes and
monk weapons.
Vou can rolI a d4 in place of the normal damage
ofyour unarmed strike or monk weapon. This die
changes as you gain monk leveis, as shown in the
Martial Arts column of the Monk table.
When you use the Attack action with an unarmed
strikc or a monk weapon on your turno you can make
one unarmed strike as a bonus action. For example, if
you take the Attack action and attack with a quarter-
staff, you can also make an unarmed strike as a bonus
action, assuming you haven’t already taken a bonus
action this turn,
Certain monasteries use specialized forms ofthe
monk weapons. For example, you might use a cluh
that is two lengths ofwood connected bya short chain
(calIed a nunchaku) or a sickle with a shorter, straighter
blade (called a kama), Whatever name you use for a
monk weapon. you can use the game statistics provided
for the weapon in chapter 5.
KI
Starting at 2nd levei, your training alIows you to
harness the mystic energy of ki. Your access to this
energy is represented bya number of ki points. Your
monk levei determines the number of points you have,
as shown in the Ki Points column of the Monk table,
You can spend these points to fuel various ki features.
You start knowing three such features: Flurry of Blows,
Patient Defcnse, and Step of the Wind, You learn more
ki features as you gain leveis in this class,
When you spend a ki poinl. it is unavailable until
you finish a short or long rest, at the end of which you
draw alI of your expended ki back into yourself. Vou
must spend at least 30 minutes of the rest meditating to
rega in your ki points,
Some ofyour ki features require your target to make
a saving throw to resist the feature’s effects. The saving
throw DC is calculated as folIows:
Ki save De = 8 + your proficiency bonus +
your Wisdom modifier
PART I I CLASSES
FLURRY OF BLOWS
Immediately after you take the Attack action on your
turn, you can spend I ki point to make two unarmed
strikes as a bonus action.
PATIENT DEFENSE
Vou can spend I ki point to take the Dodge action as a
bonus action on your turno
STEP OF THE WIND
Vou can spend I ki point to take the Disengage or Dash
action as a bonus action on your turn, and your jump
distance is doubled for the turno
UNARMORED MOVEMENT
Starting at 2nd levei, your speed increases by 10 feet
while you are not wearing armor or wielding a shield.
This bonus increases when you reach certain monk
leveis, as shown in the Monk table.
At 9th levei, you gain the ability to move along vertical
surfaces and across liquids on your turn without falIing
during the move,
MONASTIC TRADITION
When you reach 3rd levei, you commit yourself to a
monastic tradition: the Way of the Open Hand, the Way
of Shadow, or the Way of the Four Elements, alI detailed
at the cnd of the class description. Your tradition
grants you features at 3rd levei and again at 6th, 11th,
and 17th leveI.
DEFLECT MISSILES
Starting at 3rd leveI, you can use your reaction to
deflect or catch the missile when you are hit by a ranged
weapon attack. When you do so, the damage you take
from the attack is reduced by IdlO + your Dexterity
modifier +your monk leveI.
If you reduce the damage to O,you can catch the
missile if it is smalI 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 I ki point to make a
ranged attack with the weapon or piece of ammunition
you just caught, as part of the same reaction. Vou make
this attack with proficiency, regardless of your weapon
proficiencies, and the missile counts as a monk weapon
for the attack.
ABILITY SCORE IMPROVEMENT
When you reach 4th levei, and again at 8th, 12th, 16th,
and 19th leveI. you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature,
SLOW FALL
Beginning at 4th levei, you can use your reaction when
you falI to reduce any falIing damage you take by an
amount equal to five times your monk leveI.
EXTRA ATTACK
Beginning at 5th leveI, you can attack twice, instead of
once, whenever you take the Attack action on your turno
STUNNING STRIKE
Starting at 5th leveI, 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
YOllrnext turno
KI-EMPOWERED STRIKES
Starting at 6th leveI, your unarmed strikes count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
EVASION
At 7th leveI, YOllrinstinctive agility lets you dodge
out of the way of certain area effects, such as a blue
dragon’s Iightning breath or a firebalJ spell. When YOll
are subjected to an effect that allows you to make a
Dextcrity 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.
STILLNESS OF MIND
Starting at 7th leveI, you can use your action to end one
effect on yourself that is causing YOllto be charmed
or frightened.
PURITY OF BODY
At 10th leveI, your mastery of the ki flowing throllgh you
makes you immune to disease and poison.
TONGUE OF THE SUN AND MOON
Starting at 13th leveI, you learn to touch the ki of other
minds so that you understand ali spoken languages.
Moreover, any creature that can understand a langllage
can understand what you say.
DIAMOND SOUL
Beginning at 14th leveI, your mastery of ki grants you
proficiency in ali saving throws.
Additionally, whenever YOllmake a saving throw and
fail, you can spend I ki point to reroll it and take the
second result.
TIMELESS BODY
At 15th leveI, your ki sustains you so that you suffer
none of the frailty of old age, and you can’t be aged
magically. Vou can still die of old age, however. In
addition, you no longer need food or water.
EMPTY BODY
Beginning at 18th leveI. you can use YOllraction to
spend 4 ki points to become invisible for 1 minute.
During that time, YOllalso have resistance to ali damage
but force damage.
Additionally, you can spend 8 ki points to cast the
astral projection spell, withollt needing material
components. When you do so. YOllcan’t take any other
creatures with YOll.
PERFECT SELF
At 20th leveI, when you roll for initiative and have no ki
points remaining, you regain 4 ki points.
MONASTIC TRADITIONS
Three traditions of monastic pllrsuit are common in
the monasteries scattered across the multiverse. Most
monasteries practice one tradition exclusively, bllt a
few honor the three traditions and instruct each monk
according to his or her aptitude and interest. Ali three
traditions rely on the same basic techniques. diverging
as the stlldent grows more adept. ThllS, a monk need
choose a tradition only upon reaching 3rd leveI.
WAY OF THE OPEN HAND
Monks of the Way of the Open Hand are the lIltimate
masters of martial arts combat, whether armed or
unarmed. They learn techniqlles to pllsh and trip their
opponents, manipulate ki to heal damage to their
bodies, and practice advanced meditation that can
protect them from harm.
OPEN HAND TECHNIQUE
Starting when you choose this tradition at 3rd leveI,
you can manipulate your enemy’s ki when you harness
your own. Whenever you hit a creature with one of the
altacks granted by your Flurry of Blows, YOllcan impose
one of the following effects on that target:
It must succeed on a Dexterity saving throw or be
knocked prone.
It must make a Strength saving throw. Ir it fails, you
can push it up to 15 feet away from YOll.
It can’t take reactions until the end of your next turno
WHOLENESS OF BODY
At 6th leveI, you gain the ability to heal YOllrself.As an
action, you can regain hit points equal to three times
PART 1 CLASSES
$PELLS ANO KI POINTS
WAY OF THE FOUR ELEMENTS
OPPORTUNIST
AI 171hleveI. you can exploil a crealure’s momenlary
dislraclion when il is hil by an altack. Whenever a
creature wilhin 5 feel of you is hit by an allack made by
a crealure olher lhan you, you can use your reaclion to
make a melee atlack against lhal creature.
Vou follow a monastic lradilion that teaches you to
harness lhe elemenls. When you focus your ki, you can
align yourself with lhe forces of creation and bend lhe
four elements lo your will, using lhem as an exlension
ofyour body, Some members oflhis lradition dedicale
lhemselves to a single elemenl, but others weave lhe
elements logelher.
Many monks of lhis lradition lalloo lheir bodies wilh
represenlalions of lheir ki powers. commonly imagined
as coiling dragons. bul also as phoenixes, fish. planls,
mounlains. and cresling waves.
Maximum Ki Points for a Spell
3
4
5
6
Monk Leveis
5th-8th
9th-12th
13th-16th
17th-201h
DISCIPLE OF THE ELEMENTS
When you choose lhis lradilion ai 3rd levei, you learn
magical disciplines lhal harness lhe power of lhe four
elemenls. A discipline requires you lo spend ki points
each time you use it.
Vou know lhe Elemenlal Allunemenl discipline and
one olher elemenlal discipline of your choice, which are
delailed in lhe “Elemental Disciplines” seclion below.
Vou learn one addilional elemental discipline of your
choice ai 61h, 111h. and 17th leveI.
Whenever you learn a new elemenlal discipline,
you can also replace one elemenlal discipline lhal you
already know wilh a different discipline.
Casting Elemental Spells. Some elemenlal
disciplines allow you to casl spells. See chapter 10 for
lhe general rules of spellcasling. To cast one of lhese
spells, you use ils casting time and olher rules. but you
don’l need lo provide malerial componenls for it.
Once you reach 51h levei in lhis class. you can spend
additional ki poinls lo increase the levei of an elemenlal
discipline spelllhal you cas!, provided lhallhe spell has
an enhanced effecl at a higher levei. as burning hands
does. The spell’s leveI increases by 1 for each addilional
ki poinl you spend. For example, if you are a 5th-levei
monk and use Sweeping Cinder Slrike lo casl burning
hands, you can spend 3 ki poinls lo casl it as a 2nd-levei
spell (lhe discipline’s base cosi of 2 ki poinls plus I).
The maximum number of ki poinls you can spend lo
casl a spell in lhis Way (including ils base ki point cosi
and any addilional ki poinls you spend lOincrease its
levei) is delermined by your monk levei. as shown in lhe
Spells and Ki Poinls table.
Monks of the Way of Shadow follow a lradilion lhal
values sleallh and sublerfuge. These monks might
be called ninjas or shadowdancers. and they serve as
spies and assassins. Somelimes the members of a
ninja monaslery are family members, forming a clan
sworn to secrecy about their arts and missions. Olher
monasleries are more like lhieves’ guilds, hiring oul
their services lo nobles, rich merchanls, or anyone else
who can pay lheir fees. Regardless of their melhods, lhe
heads of lhese monasleries expect lhe unqueslioning
obedience of lheir sludenls.
SHADOW ARTS
Slarling when you choose this tradition ai 3rd levei. you
can use your ki lo duplicate lhe effecls of certain spells.
As an action. you can spend 2 ki poinls lo casl darkness,
darkvision. pass without trace, or si/ence. wilhoul
providing malerial components. Addilionally. you gain
lhe minor iJlusion canlrip if you don’l already know it.
CLOAK OF SHADOWS
By 111hleveI, you have learned lo beco me one wilh
lhe shadows. When you are in an area of dim lighl or
darkness, you can use your aclion lo become invisible.
Vou remain invisible until you make an altack. casl a
spell. or are in an area of brighl light.
QUIVERING PALM
AI 171hlevei. you gain lhe ability lo sei up lelhal
vibrations in someone’s body. When you hil a crealure
with an unarmed slrike. you can spend 3 ki points to
slart these imperceplible vibralions. which lasl for a
number of days equallo your monk leveI. The vibralions
are harmless unless you use your action lo end lhem.
To do so. you and lhe largel musl be on lhe same plane
of exislence. When you use lhis aclion. lhe crealure
musl make a Conslilulion saving throw. If it fails. it is
reduced to O hil poinls. Ifil succeeds, illakes IOdlO
necrotic damage.
Vou can have only one creature under lhe effecl of lhis
fealure ai a lime. Vou can choose lo end the vibrations
harmlessly wilhout using an aclion.
WAY OF SHADOW
SHADOW STEP
AI 61h levei. you gain lhe abilily lo slep from one shadow
into anolher. When you are in dim Iighl or darkness.
as a bonus aclion you can leleporl up to 60 feel to an
unoccupied space you can see that is also in dim lighl
or darkness. Vou lhen have advanlage on lhe firsl melee
altack you make before the end of the lurn.
TRANQUILlTY
Beginning ai 111hlevei. you can enler a special
medilalion lhal surrounds you wilh an aura of peace. AI
lhe end of a long resl. you gain lhe effecl of a sanctuary
spelllhal lasls unlillhe slarl of your nexllong resl (lhe
spell can end early as normal). The saving lhrow DC
for lhe spell equals 8 + your Wisdom modifier + your
proficieney bonus.
your monk leveI. Vou musl finish a long resl before you
can use lhis fealure again.
80 PART I I CLASSES
••
ELEMENTAL DISCIPLINES
The elemental disciplines are presented in alphabetical
arder. ]f a discipline requires a leveI, you must be that
leveI in this class to learn the discipline.
Breath ofWinter (17th LeveI Required). Vou can
spend 6 ki points to cast cone of cold.
Clench ofthe North Wind (6th LeveI Required). Vou
can spend 3 ki points to cast hold person.
Elemental Attunement. Vou can use your action to
brie!ly control elemental forces nearby, causing one of
the fol!owing effects of your choice:
Create a harmless, instantaneous sensory effect
related to air, earth, fire, or water, such as a shower of
sparks, a puff of wind, a spray of light mist, or a gentle
rumbling of stone.
Instantaneously light ar snuff out a candIe, a torch, ar
a smal! campfire.
Chill or warm up to I pound of nonliving material for
up to I hour.
Cause earth, fire, water, or mist that can fit within a
I-foot cube to shape itself into a crude form you desig-
nate for I minute.
Eternal Mountain Defense (11th LeveI Required).
Vou can spend 5 ki points to cast stoneskin,
targeting yourself.
Fangs ofthe Fire Snake. When you use the Atlack
action on your turn, you can spend I ki point to cause
tendrils of !lame to stretch out from your fists and feel.
Your reach with your unarmed strikes increases by
10 feet for that action, as wel! as the rest of the turn.
A hit with such an attack deals fire damage instead of
bludgeoning damage, and if you spend I ki point when
the attack hits, it also deals an extra IdlO fire damage.
Fist ofFour Thunders. Vou can spend 2 ki points to
cast thunderwave.
Fist ofUnbroken Air. Vou can create a blast of
compressed air that strikes like a mighty fisl. As an
action, you can spend 2 ki points and choose a creature
within 30 feet of YOU. That creature must make a
Strength saving throw. On a failed save, the creature
takes 3dl0 bludgeoning damage, plus an extra IdlO
bludgeoning damage for each additional ki point you
spend, and you can push the creature up to 20 feet away
from you and knock it prone. On a successful save, the
creature takes half as much damage, and you don’t push
it or knock it prone.
Flames ofthe Phoenix (11th LeveI Required). Vou
can spend 4 ki points to cast fireball.
Gong ofthe Summit (6th LeveI Required). Vou can
spend 3 ki points to cast shatter.
Mist Stance (11th LeveI Required). Vou can spend 4
ki points to cast gaseous form, targeting yourself.
Ride the Wind (11th LeveI Required). Vou can spend
4 ki points to cast fiy, targeting yourself.
RiverofHungry Flame (17th LeveI Required). Vou
can spend 5 ki points to cast wall of fire.
Rush ofthe Gale Spirits. Vou can spend 2 ki points
to cast gust of wind.
Shape the Flowing River. As an action, you can
spend I ki point to choose an area of ice or water no
larger than 30 feet on a side within 120 feet of YOU. Vou
can change water to ice within the area and vice versa,
and you can reshape ice in the area in any manner you
choose. Vou can raise or lower the ice’s elevation, create
ar fil! in a trench, erect or !latten a wal!, or form a pil!ar.
The extent of any such changes can’t exceed half the
area’s largest dimensiono For example, if you affect a
30-foot square, you can create a pillar up to 15 feet high,
raise or lower the square’s elevation by up to 15 feet, dig
a trench up to 15 feet deep, and so on. Vou can’t shape
the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. Vou can spend 2 ki points to
cast burning hands.
Water Whip. Vou can spend 2 ki points as a bonus
action to create a whip of water that shoves and pul!s
a creature to unbalance lI. A creature that you can see
that is within 30 feet of you must make a Dexterity
saving throw. On a failed save, the creature takes 3d 10
bludgeoning damage, plus an extra IdlO bludgeoning
damage for each additional ki point you spend, and you
can either knock it prone or pul! it up to 25 feet closer
to YOU. On a successful save, the creature takes half as
much damage, and you don’t pul! It or knock it prone.
Wave ofRolling Earth (17th LeveI Required). Vou
can spend 6 ki points to cast wall of stone.
••
MONASTIC ORDERS
lhe worlds of D&D contain a multitude of monasteries
and monastic traditions. In lands with an Asian cultural
flavor, such as Shou Lung far to the east of the Forgotten
Realms, these monasteries are associated with philosophical
traditions and martial arts practice. lhe Iron Hand School,
the Five Stars School, the Northern Fist School, and
the Southern Star School ofShou Lung teach different
approaches to the physical, mental, and spiritual disciplines
of the monk. Some of these monasteries have spread to the
western lands of FaerOn, particularly in places with large
Shou immigrant communities. such as lhesk and Westgate.
Other monastic traditions are associated with deities who
teach the value of physical excellence and mental discipline.
In the Forgotten Realms, the order ofthe Dark Moon is
made up of monks dedicated to Shar (goddess of loss), who
maintain secret communities in remote hills, back allies,
and subterranean hideaways. Monasteries of IImater (god
of endurance) are named after flowers, and their orders
carry the names of great heroes of the faith; the Disciples of
Saint Sollars the lwice-Martyred reside in the Monastery of
the Yellow Rose near Damara. lhe monasteries of Eberron
combine the study of martial arts with a life of scholarship.
Most are devoted to the deities of the Sovereign Hosl.
In the world of Dragonlance, most monks are devoted to
Majere, god of meditation and thoughl. In Greyhawk, many
monasteries are dedicated to Xan Yae, the goddess of twilight
and the superiority of mind over matter, or to Zuoken, god of
mental and physical mastery.
lhe evil monks ofthe Scarlet Brotherhood in the world of
Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principies oftheir nation and their
race-the belief that the Suei strand of humanity are meant
to rule the world .