Leveling Guide: Monk Level 1-5

LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Defense
3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles
4th+21d44+10 ft.New Feat, Slow Fall
5th+31d65+10 ft.Extra Attack, Stunning Strike

1st Level

1st Level Monk

  • Initial HP = 8 + Constitution (CON) Modifier
  • Weapon Proficiency: Simple Weapons, Shortswords
  • Tool Proficiency: Choose one type of artisan’s tools or one musical instrument
  • One (1) 1d8 Hit Die
  • +2 Proficiency Bonus
  • Proficiency Bonus added to STR and DEX saving throws
  • Choice of Proficiency Bonus to Acrobatics, Athletics, History, Insight, Religion, or Stealth (Choose two)
  • Unarmored Defense
  • Martial Arts (1d4)
  • 2nd Level

    2nd Level Monk

  • Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  • One (1) additional 1d8 Hit Die
  • Ki (2 Points)
  • Unarmored Movement (+10 ft.)
  • 3rd Level

    3rd Level Monk

  • Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  • One (1) additional 1d8 Hit Die
  • One (1) additional Ki Point
  • Deflect Missiles
  • Monastic Tradition
  • 4th Level

    4th Level Monk

  • Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  • One (1) additional 1d8 Hit Die
  • One (1) additional Ki Point
  • Slow Fall
  • New Feat
  • 5th Level

    5th Level Monk

  • Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  • One (1) additional 1d8 Hit Die
  • One (1) additional Ki Point
  • Martial Arts die increased to 1d6
  • Extra Attack
  • Stunning Strike
  • Proficiency Bonus is increased by 1

  • 1st Level

    Unarmored Defense

    While you are wearing no armor and not wielding a shield, your AC equals 10+dex mod+Wis Mod.

    Martial Arts

    You gain the following benefits while you are unarmed or wielding only monk weapons (Short Swords, or other simple melee weapon that is not two handed or heavy) and you aren't wearing armour 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.
    • 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 Attacks action and attack with a quarter-staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.


    2nd Level

    Ki

    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. When you spend a ki point it is unavailable until you finish a short or long rest.
    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 by 8+ Proficiency bonus + Wis Mod

    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

    Your speed increases by 10 feet while you are not wearing armour or wielding a shield.


    3rd Level

    Ki

    You now have 3 Ki points to spend between Short or Long Rests.

    Deflect Missiles

    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 + Dex Mod + Monk Level.
    If you reduce the damage to 0, you can catch the missile if its 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 20 ft and a long range of 60 ft.

    Monastic Tradition

    Choose one of the following paths to follow:

    Way of the Open Hand

    Open Hand Technique

    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 ft away from you.
    • It can't Take reactions until the end of your next turn.



    Way of the Shadow

    Shadow Arts

    Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, darkvision, pass without trace, or silence, without providing the material components. Additionally, you gain the minor illusion cantrip if you don't already know it.


    Way of the Four Elements

    Disciple of The Elements

    You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
    You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the "Elemental Disciplines" section below.
    Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.


    Elemental Disciplines


    No Level Requirements
    Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you causing one of the following effects of your choice:
     
    • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
    • Instantaneously light or snuff out a candle, a torch, or a small campfire.
    • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
    • Cause Earth, Fire, Water, or Mist that can fit within a 1 ft cube to shape itself into a crude form you designate for 1 minute.
      Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increase by 10 ft for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
      Fist of four thunders. You can spend 2 ki points to cast Thunderwave.
      Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 ft of you. That creature must make a Str saving throw. On a failed save, the creature within 30 ft of you. That creature must make a Str saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 ft away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
      Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
      Shape the Flowing River. As an action you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 ft of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30 ft square, you can create a pillar up to 15 ft high, raise or lower the square's elevation by up to 15 ft, dig a trench up to 15 ft deep, and so on. You can't shape the ice to trap or damage a creature in the area.
      Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
      Water Whip. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 ft of you must make a Dex saving throw. On a failed save, the creature thakes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 ft closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.


    4th Level

    Ki

    You can now spend 4 Ki points between Short and Long Rests.

    New Feat

    Select a feature you meet the prerequisite for from the list Linked Here.

    Slow Fall

    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.

    5th Level

    Martial Arts

    Your unarmed Strikes or strikes with your monk weapon deal 1d6 now.

    Ki

    You can now spend 5 Ki points between Short and Long Rests.

    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

    Stunning Strike

    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.


    Monk Leveling Chart

    LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
    1st+21d4Unarmored Defense, Martial Arts
    2nd+21d42+10 ft.Ki, Unarmored Defense
    3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles
    4th+21d44+10 ft.New Feat, Slow Fall
    5th+31d65+10 ft.Extra Attack, Stunning Strike
    6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition Feature
    7th+31d67+15 ft.Evasion, Stillness of Mind
    8th+31d68+15 ft.New Feat
    9th+41d69+ 15 ft.Unarmored Movement Improvement
    10th+41d610+20 Ft.Purity of Body
    11th+41d811+20 ft.Monastic Tradition Feature
    12th+41d812+20 ftNew Feat
    13th+51d813+20 ft.Tongue of the Sun and Moon
    14th+51d814+25 ft.Diamond Soul
    15th+51d815+25 ft.Timeless Body
    16th+51d816+25 ft.New Feat
    17th+61d1017+25 ft.Monastic Tradition Feature
    18th+61d1018+30 ft.New Feat
    19th+61d1019+30 ft.New Feat
    20th+61d1020+30 ft.Perfect Self

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