Monk

Some reach enlightenment by languid meditation - others do so in the heat of battle. Monks manipulate ki to empower their own strikes and debilitate their foes.
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Table- The Monk
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
|---|---|---|---|---|---|
| 1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts |
| 2nd | +2 | 1d4 | 2 | +10ft. | Ki, Unarmored Movement |
| 3rd | +2 | 1d4 | 3 | +10ft. | Monastic Tradition, Deflect Missiles |
| 4th | +2 | 1d4 | 4 | +10ft. | Ability Score Improvement, Slow Fall |
| 5th | +3 | 1d6 | 5 | +10ft. | Extra Attack, Stunning Strike |
| 6th | +3 | 1d6 | 6 | +15ft. | Ki-Empowered Strikes, Monastic Tradition Feature |
| 7th | +3 | 1d6 | 7 | +15ft. | Evasion, Stillness of Mind |
| 8th | +3 | 1d6 | 8 | +15ft. | Ability Score Improvement |
| 9th | +4 | 1d6 | 9 | +15ft. | Unarmored Movement improvement |
| 10th | +4 | 1d6 | 10 | +20ft. | Purity of Body |
| 11th | +4 | 1d8 | 11 | +20ft. | Monastic Tradition Feature |
| 12th | +4 | 1d8 | 12 | +20ft. | Ability Score Improvement |
| 13th | +5 | 1d8 | 13 | +20ft. | Tongue of the Sun and Moon |
| 14th | +5 | 1d8 | 14 | +25ft. | Diamond Soul |
| 15th | +5 | 1d8 | 15 | +25ft. | Timeless Body |
| 16th | +5 | 1d8 | 16 | +25ft. | Ability Score Improvement |
| 17th | +6 | 1d10 | 17 | +25ft. | Monastic Tradition Feature |
| 18th | +6 | 1d10 | 18 | +30ft. | Empty Body |
| 19th | +6 | 1d10 | 19 | +30ft. | Ability Score Improvement |
| 20th | +6 | 1d10 | 20 | +30ft. | Perfect Self |
Unarmored Defense
Beginning at 1st level, 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 level, 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 following 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 rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, 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 of the monk weapons.
For example, you might use a club that is two lengths of wood connected by a short chain (called 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.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level 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 Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10ft while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, 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 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small 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 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20ft and a long range of 60ft.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
You can't increase an ability score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, 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 your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity 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 level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 min. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monastic Traditions
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse.
Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to their aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Way of the Open Hand
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
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 15ft away from you.
- It can't take reactions until the end of your next turn.
Wholeness of Body
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
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
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.
- name Monk
- type martial
- hit_dice d8
- class Monk
- subtypes
- martial
- evasive
- class_action_name Martial Arts
- class_charges
- value 2
- level 2
- value 3
- level 3
- value 4
- level 4
- value 5
- level 5
- value 6
- level 6
- value 7
- level 7
- value 8
- level 8
- value 9
- level 9
- value 10
- level 10
- value 11
- level 11
- value 12
- level 12
- value 13
- level 13
- value 14
- level 14
- value 15
- level 15
- value 16
- level 16
- value 17
- level 17
- value 18
- level 18
- value 19
- level 19
- value 20
- level 20
- ability_saving_throws
- STR
- DEX
- proficiency_selection
- name Choose proficiencies
- type skill
- value 2
- list
- Acrobatics
- Athletics
- History
- Insight
- Religion
- Stealth
- non_skill_proficiencies
- name Simple Weapons
- type weapon-type
- name Shortsword
- type weapon
- feats
- name Unarmored Defense
- type defense
- description While you are wearing no armor and not wielding a shield, your `AC` equals 10 + your `Dexterity` modifier + your `Wisdom` modifier.
- name Ki
- type passive
- description Starting at 2nd level, you gain a pool of ki points that fuel special abilities like Flurry of Blows, Patient Defense, and Step of the Wind. You regain all spent ki points after a short or `long rest`.
- requirement
- type level
- value 2
- name Flurry Of Blows
- type bonus action
- description After you take the `Attack` action on your turn, you can spend 1 `ki` point to make two `unarmed strikes` as a `bonus action`.
- requirement
- type level
- value 2
- name Patient Defense
- type bonus action
- description You can spend 1 ki point to take the `Dodge` action as a `bonus action` on your turn.
- requirement
- type level
- value 2
- name Step Of The Wind
- type bonus action
- description You can spend 1 ki point to take the `Disengage` or `Dash` action as a `bonus action` on your turn, and your jump distance is doubled.
- requirement
- type level
- value 2
- name Unarmored Movement
- type passive
- description Your speed increases while you are not wearing armor or wielding a shield. This bonus increases as you gain `Monk` levels.
- requirement
- type level
- value 2
- name Deflect Missiles
- type reaction
- description When hit by a ranged weapon attack, you can use your `reaction` to reduce the damage by 1d10 + your `Dexterity` modifier + your `Monk` level. If the damage is reduced to 0, you can spend 1 ki point to catch the missile and throw it back.
- requirement
- type level
- value 3
- name Slow Fall
- type reaction
- description You can use your `reaction` when you fall to reduce any falling damage you take by an amount equal to five times your `Monk` level.
- requirement
- type level
- value 4
- name Extra Attack
- type passive
- description You can attack twice, instead of once, whenever you take the `Attack` action on your turn.
- requirement
- type level
- value 5
- name Stunning Strike
- type passive
- description 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 CON saving throw or be `stunned` until the end of your next turn.
- requirement
- type level
- value 5
- name Ki-Empowered Strikes
- type passive
- description Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- requirement
- type level
- value 6
- name Evasion
- type defense
- description When you make a `Dexterity` saving throw to take half damage, you instead take no damage on a success and only half on a failure.
- requirement
- type level
- value 7
- name Stillness of Mind
- type defense
- description You can use your action to end one effect on yourself that is causing you to be `charmed` or `frightened`.
- requirement
- type level
- value 8
- name Purity of Body
- type defense
- description Your mastery of the ki flowing through you makes you immune to `disease` and `poison`.
- requirement
- type level
- value 10
- name Tongue of the Sun and Moon
- type passive
- description You learn to touch the `ki` of other minds so that you understand all spoken languages. Any creature that can understand a language can understand what you say.
- requirement
- type level
- value 13
- name Diamond Soul
- type passive
- description Your mastery of `ki` grants you `proficiency` in all `saving throws`. Whenever you make a `saving throw` and fail, you can spend 1 `ki` point to reroll it and take the second result.
- requirement
- type level
- value 14
- name Timeless Body
- type passive
- description Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, but you no longer need food or water.
- requirement
- type level
- value 15
- name Empty Body
- type action
- description You can use your action to spend 4 ki points to become `invisible` for `1 min`.
- requirement
- type level
- value 18
- name Perfect Self
- type passive
- description When you roll for `initiative` and have no `ki` points remaining, you regain `4` `ki` points.
- requirement
- type level
- value 20
- subclass
- name Monastic Tradition
- requirement
- type level
- value 3
- subclasses
- name Way of the Open Hand
- description Monks who follow the Way of the Open Hand are masters of unarmed combat, using precise strikes to manipulate their foes and control the flow of battle.
- feats
- name Open Hand Technique
- type class action
- description When you hit a creature with a Flurry of Blows attack, you can knock it `prone`, push it `15ft`, or prevent it from taking `reactions`.
- requirement
- type level
- value 3
- name Wholeness of Body
- type class action
- description As an action, regain hit points equal to `3 × Monk level`. Once used, you must finish a `long rest` to use it again.
- requirement
- type level
- value 6
- name Tranquility
- type passive
- description At the end of a `long rest`, gain the effect of the **Sanctuary** spell until you attack or force a saving throw.
- requirement
- type level
- value 11
- name Quivering Palm
- type class action
- description Spend `3` ki points to set up vibrations in a creature. On a failed CON save, it drops to `0` HP, or takes `10d10` necrotic damage on a success.
- requirement
- type level
- value 17
- name Way of Shadow
- description Monks of the Way of Shadow are stealthy warriors who use darkness and deception to outmaneuver their enemies, blending martial prowess with subtlety.
- feats
- name Shadow Arts
- type class action
- description Spend `2` ki points to cast **Darkness, Darkvision, Pass Without Trace,** or **Silence**.
- requirement
- type level
- value 3
- name Shadow Step
- type class action
- description As a `bonus action` in `dim light` or `darkness`, teleport up to `60ft` and gain `advantage` on the first melee attack made before the end of your turn.
- requirement
- type level
- value 6
- name Cloak of Shadows
- type class action
- description When in `dim light` or `darkness`, use your `action` to become `invisible` until you attack or enter `bright light`.
- requirement
- type level
- value 11
- name Opportunist
- type class action
- description When a creature within `5ft` of you is hit by an attack from another creature, you can use your `reaction` to make a melee attack against it.
- requirement
- type level
- value 17
- name Way of the Four Elements
- description Monks of the Way of the Four Elements harness elemental forces to enhance their strikes and unleash powerful magical effects.
- feats
- name Disciple of the Elements
- type class action
- description Spend ki points to cast elemental spells such as `Burning Hands`, `Gust of Wind`, or `Water Whip`.
- requirement
- type level
- value 3
- name Elemental Attunement
- type class action
- description Manipulate small amounts of elemental forces, such as igniting a candle or shaping water.
- requirement
- type level
- value 6
- name Ride the Wind
- type class action
- description Spend `4` ki points to cast **Fly** on yourself.
- requirement
- type level
- value 11
- name Mastery of the Elements
- type class action
- description Spend `6` ki points to cast powerful elemental spells such as `Wall of Fire` or `Cone of Cold`.
- requirement
- type level
- value 17