BR:Way of the Exposed Palm

A monk of the Exposed Palm

Way of the Exposed Palm

Monks of the Way of the Exposed Palm understand how small objects can create more harm than larger ones. They tell of the parable of a person struck with the blunt side of a plate. The person is left with a small bruise, but is otherwise left unharmed. However, if the plate is broken, and the person is struck with one of the shards, the person may be grievously wounded. This is the first essential point of the Way of the Exposed Palm.

Each finger on the hand represents a fundamental belief: concentration, reaction, equilibrium, speed, and breath control. To truly become a master of the Exposed Palm, one must perfect all five digits.

In the parable of the plate, it tells the story of the first aspect of concentration. A blow that is concentrated into a small point becomes more potent. A highly trained fighter can be more deadly with just the thumb than to strike with the whole fist.

The second aspect of concentration notes that with enough mental discipline, distraction can be ignored as the will maintains the ultimate goal. A truly deadly fighter can even block out their own pain.

Way of the Exposed Palm Features
Level Feature
3rd Exposed Palm Technique
6th Counterbalance
11th Extra Attack
17th Quivering Palm

Exposed Palm Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's stamina 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 an Agility 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.


At 6th level, you gain the ability to use stamina to absorb direct damage against you. As a reaction, when you are struck with an attack that only strikes you, and deals bludgeoning, piercing, or slashing damage, you can reduce the damage by ten times the amount of stamina spent. Once you use this ability, you must finish a long rest to use it again.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice whenever you take the Attack action on your turn.

Quivering Palm

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 stamina points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless 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 an Endurance saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 bludgeoning 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.