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Subclass Monk Way of the Open Hand
The Way of the Open Hand is the control Monk subclass. Flurry of Blows becomes a toolkit — knock prone, push away, or strip reactions — and everything else in the subclass builds on that foundation.
When you use Flurry of Blows, you choose one of three variants before making it. Each hit of the Flurry applies the same chosen effect.
Knock — the target makes a Dexterity saving throw against 8 + your Proficiency Bonus + the better of your Strength or Dexterity modifier. On failure: knocked Prone.
Push — the target makes a Strength saving throw against the same DC. On failure: pushed 5 meters away from you.
No Reactions — no save. The target can't take Reactions until the start of your next turn.
As a Bonus Action, restore Martial Arts die + Wisdom modifier HP to yourself. You can do this a number of times equal to your Wisdom modifier (minimum once), and the uses come back on a Long Rest.
Step of the Wind no longer costs a Bonus Action — you can Disengage or Dash for free, leaving your Bonus Action open for Flurry of Blows, Patient Defense, or other class features.
The Way of the Open Hand is a battlefield controller that turns every Flurry of Blows into a positioning tool.
Your combat loop:
- Attack with your Action — land hits, apply Stunning Strike when Ki allows
- Flurry of Blows — choose your technique based on the fight: Knock for advantage setup, Push for terrain control, No Reactions before a critical play
- Wholeness of Body — Wisdom-modifier self-heals per Long Rest, each only a Bonus Action
- Fleet Step at Level 11 — move freely, Disengage freely, Flurry freely
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