Way of the Open Hand 5e monk subclass
The monk who wins fights with bare hands: every flurry can knock a foe down, push it away or stop it reacting.
Jump to: Features by level · Playing the Way of the Open Hand · 2014 features · What changed in 2024 · 2024 features · Common questions
Way of the Open Hand at a glance
- Class
- Monk
- Subclass type
- Monastic Tradition, chosen at 3rd level
- 2024 rules
- Renamed Warrior of the Open Hand
- Key abilities
- Dexterity, then Wisdom
- Source
- System Reference Document 5.1 and 5.2 (Player’s Handbook 2014 and 2024)
The monk class page has the class features this subclass builds on.
Way of the Open Hand features by level
The monk subclass features you gain at each monk level, in the 2014 rules and the 2024 rules. Each one links to its full text below.
| Level | 2014 rules (SRD 5.1) | 2024 rules (SRD 5.2) |
|---|---|---|
| 3 | Open Hand Technique | Open Hand Technique |
| 6 | Wholeness of Body | Wholeness of Body |
| 11 | Tranquility | Fleet Step |
| 17 | Quivering Palm | Quivering Palm |
Who the Way of the Open Hand suits
The Open Hand is the classic martial artist. It suits players who want a fast, mobile fighter that controls the battlefield with its fists, knocking enemies prone for the party and shoving them off ledges, without tracking spells.
It is also one of the most reliable monk subclasses. Everything it adds works through Flurry of Blows, which you’ll use in most fights anyway, so there is little to learn beyond the base class.
How the Way of the Open Hand plays
Open Hand Technique, at 3rd level, lets you add an effect whenever you hit a creature with an attack from Flurry of Blows. In 2014 the options are: a Dexterity save or be knocked prone, a Strength save or be pushed up to 15 feet away, or no reactions until the end of your next turn. The 2024 version names them Topple, Push and Addle; Addle stops the target making opportunity attacks until the start of its next turn. Knocking a foe prone gives your allies’ melee attacks advantage against it.
2014 rules. Wholeness of Body (6th) spends your action to heal three times your monk level, once per long rest. Tranquility (11th) gives you the effect of Sanctuary after each long rest. Quivering Palm (17th) spends 3 ki points on an unarmed strike; later you can use your action to force a Constitution save that drops the target to 0 hit points on a failure, or deals 10d10 necrotic damage on a success.
2024 rules. Wholeness of Body becomes a bonus action that heals your Martial Arts die + your Wisdom modifier, a number of times per long rest equal to your Wisdom modifier. Fleet Step (level 11) lets you use Step of the Wind after any other bonus action. Quivering Palm costs 4 Focus Points and deals 10d12 force damage on a failed save, half on a success, and you can end it by giving up one of your attacks.
Ability scores for an Open Hand monk
Dexterity first for your attacks and Armor Class, Wisdom second for Armor Class (Unarmored Defense is 10 + Dexterity + Wisdom modifiers) and for the save DC of Open Hand Technique, Stunning Strike and Quivering Palm. Constitution third, since a monk has a d8 hit die and fights up close.
With the standard array: Dexterity 15, Wisdom 14, Constitution 13, Strength 12, Intelligence 10, Charisma 8. Every point of Wisdom helps twice, so it is often the first score to raise.
Spells and feats to pair with it
Monks cast no spells, but spells from allies work well with you: Haste for another attack, Pass without Trace for a stealthy approach, and Bless to make your hits and your targets’ failed saves more likely. Knocking a creature prone sets up the party’s melee attackers with advantage.
For feats, Mobile and Sentinel suit a monk that moves around enemies, and a Wisdom or Dexterity increase is rarely wasted. In 2024, Alert helps you strike first and Grappler pairs with Unarmed Strikes; the 2024 Martial Arts feature lets a monk grapple and shove using Dexterity.
Way of the Open Hand features (2014 rules, SRD 5.1)
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push 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
3rd level
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can 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. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
Wholeness of Body
6th level
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility
11th level
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm
17th level
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
What changed in 2024
The 2024 Player’s Handbook revised the Way of the Open Hand as the Warrior of the Open Hand, and the System Reference Document 5.2 has the new version. The biggest differences in play:
- The subclass is renamed Warrior of the Open Hand, and the no-reactions option becomes Addle, which only stops opportunity attacks.
- Wholeness of Body becomes a bonus action you can use several times a day, and Tranquility is replaced by Fleet Step.
- Quivering Palm deals 10d12 force damage on a failed save (half on a success) instead of dropping the target to 0 hit points, and costs 4 Focus Points.
Feature by feature
- The Way of the Open Hand is called the Warrior of the Open Hand in the 2024 rules.
- New features: Fleet Step (level 11).
- 2014 features with no 2024 feature of the same name (some were reworked into others): Tranquility.
Warrior of the Open Hand features in the 2024 rules (SRD 5.2)
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.
Level 3: Open Hand Technique
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.
Level 6: Wholeness of Body
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.
Level 11: Fleet Step
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.
Level 17: Quivering Palm
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).
Common questions
How does Open Hand Technique work?
Whenever you hit a creature with an attack granted by Flurry of Blows, you can impose one effect on it: knock it prone (Dexterity save), push it up to 15 feet (Strength save), or deny it reactions (2014) or opportunity attacks (2024). The save DC is your ki or Focus save DC, based on Wisdom.
Can Open Hand Technique be used on every Flurry of Blows hit?
Yes. It applies to each hit from Flurry of Blows, so you can knock a target prone with the first strike and push it with the second.
How does Quivering Palm work in 2014?
At 17th level, when you hit with an unarmed strike you can spend 3 ki points to start the vibrations. For days equal to your monk level, you can use your action to end them; the target makes a Constitution save, dropping to 0 hit points on a failure or taking 10d10 necrotic damage on a success.
What is the Warrior of the Open Hand?
The 2024 name for the Way of the Open Hand, from the 2024 Player’s Handbook and the SRD 5.2. It keeps Open Hand Technique, Wholeness of Body and Quivering Palm, reworked, and replaces Tranquility with Fleet Step.
When does a monk choose the Way of the Open Hand?
At 3rd level in both editions, with more features at levels 6, 11 and 17.
The Open Hand compared with other options
| Page | How it compares |
|---|---|
| Monk class | Martial Arts, ki or Focus Points, Flurry of Blows and Stunning Strike, the base every tradition uses. |
| Thief | The other light, mobile skirmisher, trading martial arts for Sneak Attack and skills. |
| Champion | A sturdier front-liner with armor and critical hits instead of control. |
| Prone | What knocking a target down does, the Open Hand’s favorite trick. |
How to build a monk with the Way of the Open Hand
Open the builder, choose the 2014 or 2024 rules on the first step, pick Monk as your class, and choose the Way of the Open Hand (the Warrior of the Open Hand in the 2024 rules) as your monastic tradition once your character is 3rd level. The builder works out everything the rules can: hit points, Armor Class, attack bonuses and saving throws.
Other SRD subclasses
- Path of the Berserker Barbarian
- College of Lore Bard
- Life Domain Cleric
- Circle of the Land Druid
- Champion Fighter
- Oath of Devotion Paladin
- Hunter Ranger
- Thief Rogue
- Draconic Bloodline Sorcerer
- The Fiend Warlock
- School of Evocation Wizard
Back to the Monk class or all classes.