A Monk's subclass is called a Monastic Tradition. The Tradition is chosen at 3rd level. Additional Tradition features arrive at 6th, 11th, and 17th level. The subclass is especially important because several Traditions spend or modify the same ki resource used by the base class.

Way of the Open Hand

Way of the Open Hand focuses on direct martial control.

Open Hand Technique modifies attacks made through Flurry of Blows, allowing effects such as knocking a target prone, pushing it, or removing its reactions when the relevant conditions are met.

Later features add self-healing, defensive meditation, and Quivering Palm.

Open Hand is the clearest extension of the base unarmed martial-artist concept.

Way of Shadow

Way of Shadow turns the Monk toward stealth and supernatural infiltration.

It can spend ki on shadow-related spell effects and later gains exceptional movement between areas of darkness or dim light.

The subclass is suited to scouts, infiltrators, spies, and ambush-oriented characters.

Way of the Four Elements

Way of the Four Elements uses ki to fuel elemental disciplines.

These disciplines can create effects resembling elemental spells or supernatural martial techniques.

Because they draw from the same ki pool used by Flurry of Blows, Patient Defense, Step of the Wind, and Stunning Strike, resource management becomes especially important.

Way of the Long Death

Way of the Long Death focuses on mortality, fear, and refusing to die.

Its features provide temporary hit points when creatures fall nearby, fear-based control, and later ways to resist being reduced to 0 hit points.

The subclass is thematically darker and more durability-focused than the base Monk.

Way of the Sun Soul

Way of the Sun Soul adds radiant ranged attacks and supernatural energy techniques.

It allows a Monk to project martial power beyond normal melee reach.

This is useful for players who want the speed and ki of a Monk without being forced into melee on every turn.

Way of the Drunken Master

Way of the Drunken Master emphasises unpredictable movement, redirection, and mobility.

Its features interact strongly with Flurry of Blows and help the Monk move through crowded fights.

The style is based on deceptive martial movement rather than requiring the character to actually be intoxicated.

Way of the Kensei

Way of the Kensei focuses on mastery of selected weapons.

It broadens the Monk's relationship with weapon combat and grants defensive and offensive benefits tied to those chosen weapons.

Kensei is appropriate for a player who wants the Monk's mobility and ki while centering the visual and mechanical identity on weapons.

Way of Mercy

Way of Mercy combines martial strikes with healing and harm.

Its Hands of Healing and Hands of Harm allow ki to be converted into restoration or additional offensive effects.

This creates a Monk that can support allies without becoming a spellcaster.

Way of the Astral Self

Way of the Astral Self manifests supernatural astral limbs and later a more complete astral form.

Its features can change reach, ability interactions, perception, and combat options.

The subclass provides one of the most overtly supernatural interpretations of Monk discipline.

Way of the Ascendant Dragon

Way of the Ascendant Dragon adds draconic energy to the Monk.

Its features include elemental damage choices, breath-like area effects, and later draconic mobility or aura-style capabilities.

It is suited to a player who wants the Monk chassis with a strongly elemental and draconic identity.

How do you choose a Tradition?

A simplified comparison is:

Open Hand → martial control Shadow → stealth and supernatural infiltration Four Elements → elemental ki techniques Long Death → fear and durability Sun Soul → radiant ranged pressure Drunken Master → evasive movement and redirection Kensei → weapon mastery Mercy → healing and harmful strikes Astral Self → astral reach and supernatural form Ascendant Dragon → elemental/draconic techniques

This is a role summary rather than a substitute for the subclass rules.