Monk

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 - - Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Race-specific feature
4th +2 1d4 4 +10 ft. Ability Score Improvement, Race-specific feature
5th +3 1d6 5 +10 ft. Extra Attack, Race-specific feature
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Race-specific feature
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self
 

Class Features

Hit Points

 
  • Hit Dice: 1d8 per monk level
  • HP at 1st Level: 8 + CON modifier
  • HP at Higher Monk Levels: 1d8 + CON modifier
 

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

 
  • A shortsword OR any simple weapon
  • A dungeoneer's pack OR an explorer's pack
  • 10 darts
 

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 quarter- staff, 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 in chapter 5.  

Ki (2nd-level)

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 + proficiency bonus + WIS modifier
Flurry of Blows Patient Defense Step of the Wind
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. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. 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 (2nd-level)

Starting at 2nd level, your speed increases by 10 feet 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 (3rd-level)

When you reach 3rd level, you commit yourself to a monastic tradition. Choose a subclass from the Monk section of the Subclasses table. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.  

Ability Score Improvement (4th-level and beyond)

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. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack (5th-level)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Ki-Empowered Strikes (6th-level)

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Evasion (7th-level)

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 (7th-level)

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 (10th-level)

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Tongue of the Sun and Moon (13th-level)

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 (14th-level)

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 (15th-level)

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.  

Perfect Self (20th-level)

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.  

Race-specific features

Aarakocra Monk

Deflect Missiles (3rd-level)

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.  

Kamikaze (4th-level)

Beginning at 4th level, if you fly downwards and hit an enemy with an attack, you can spend ki points to use your reaction to increase the damage of the attack. This additional damage is of the same damage type as the initial attack, and is equal to 1 Martial Arts die per 10 feet of your initial movement. For example, if you are a 4th-level monk, and fly downwards a total of 50 feet before your attack, you deal an additional 5d4 damage. You must spend a ki point for every 10 feet of increased damage; for example, if you fly downwards 50 feet but only expend 3 ki points, you deal 3 Martial Arts die worth of additional damage rather than 5.  

Stunning Strike (5th-level)

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 (DC 8 + your Proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.  

Whirlwind Warrior (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 6 ki points to cast the whirlwind spell, without needing material components.  

Aelee Monk

Deflect Missiles (3rd-level)

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.  

Ki Shield (4th-level)

Beginning at 4th level, if an ally adjacent to you is hit by an attack, you can spend 2 ki points to use your reaction to reduce the damage of the attack by an amount equal to your proficiency bonus + your Wisdom modifier. If you reduce the damage done by the attack past 0 in this way, the remaining damage is dealt to the attacker.  

Watchful Strikes (5th-level)

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 (DC 8 + your Proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. Additionally, you may attempt to use this stunning strike when using your Ki Shield feature. If your Ki Shield reduces the damage of an attack past 0, you may spend an additional ki point. If you do so the attacker must make the same Constitution saving throw or be stunned until the end of your next turn.  

Empty Body (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. 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.  

Eldar Monk

Deflect Magic (3rd-level)

Starting at 3rd level, you can spend 2 ki points to use your reaction to deflect some of the energy when you are hit by a ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.  

Inertia Strike (4th-level)

Beginning at 4th level, if you hit an enemy with an attack, you can spend 2 ki points to use your reaction to increase the damage of the attack by an amount equal to your proficiency bonus + your Wisdom modifier. This additional damage is force damage. If this attack reduces an enemy to 0 hit points, you heal an amount equal to any remaining damage not dealt.  

Stunning Strike (5th-level)

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 (DC 8 + your Proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.  

Indomitable Body (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to solidify your body for 1 minute. During that time, you have resistance to all damage. Additionally, you can spend 8 ki points to cast the earthquake spell, without needing material components.  

Human Monk

Deflect Missiles (3rd-level)

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.  

Slow Fall (4th-level)

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.  

Stunning Strike (5th-level)

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 (DC 8 + your Proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.  

Against All Odds (18th-level)

Beginning at 18th level, you can use your action to spend 6 ki points to strengthen your resolve for 1 minute. During that time, you have resistance to all damage, advantage on saving throws to resist the frightened and charmed conditions, and advantage on all attack rolls.  

Ishimaia Monk

Deflect Missiles (3rd-level)

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.  

Slow Fall (4th-level)

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.  

Disrupting Strike (5th-level)

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 to disrupt the creature’s innate dimensional anchor. The target must succeed on a Constitution saving throw (DC 8 + your Proficiency bonus + your Wisdom modifier) or be teleported 5 feet in a direction of your choice. This movement does not provoke attacks of opportunity. Additionally, you heal an amount of hit points equal to the damage dealt by the attack.  

Body of the Rift (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the teleport spell, without needing material components.  

Kumoto Monk

Deflect Missiles (3rd-level)

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.  

Momentum Strike (4th-level)

Beginning at 4th level, if you hit an enemy with an attack, you can spend 2 ki points to use your reaction to increase the damage of the attack by an amount equal to your proficiency bonus + your Wisdom modifier. This additional damage is of the same damage type as the initial attack. If this attack reduces an enemy to 0 hit points, you heal an amount equal to any remaining damage not dealt.  

Blinding Strike (5th-level)

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 (DC 8 + your Proficiency bonus + your Wisdom modifier) or be blinded until the end of your next turn.  

Beyond Sight (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 1 ki point to cast the see invisibility and darkness spells, without needing material components.  

Masay Monk

Deflect Missiles (3rd-level)

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.  

Slow Fall (4th-level)

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.  

Shifting Fighter (5th-level)

Beginning at 5th level, when you hit an enemy creature with an attack, you may immediately take the Disengage action as a free action.  

Embodied Freedom (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to imbue yourself with energized ki for 1 minute. During that time, you are unaffected by difficult terrain, gain advantage on all Dexterity-related ability checks and saving throws, and you no longer provoke attacks of opportunity. Additionally, you can spend 8 ki points to cast the shapechange spell, without needing material components.  

Tau'niki Monk

Deflect Missiles (3rd-level)

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.  

Momentum Strike (4th-level)

Beginning at 4th level, if you hit an enemy with an attack, you can spend 2 ki points to use your reaction to increase the damage of the attack by an amount equal to your proficiency bonus + your Wisdom modifier. This additional damage is of the same damage type as the initial attack. If this attack reduces an enemy to 0 hit points, you heal an amount equal to any remaining damage not dealt.  

Stunning Strike (5th-level)

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 (DC 8 + your Proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.  

Beyond Sight (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but thunder damage. Additionally, you can spend 1 ki point to cast the see invisibility and darkness spells, without needing material components.  

U'moro Monk

Absorption (3rd-level)

Starting at 3rd level, you can use your reaction to absorb the damage 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 Constitution modifier + your monk level. If you reduce the damage past 0, you heal an amount equal to the remaining damage.  

Slow Fall (4th-level)

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.  

Siphoning Strike (5th-level)

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 siphoning strike. The target must succeed on a Constitution saving throw (DC 8 + your Proficiency bonus + your Wisdom modifier). If they fail, you are healed by an amount equal to the damage dealt by the attack.  

Spirit Strength (18th-level)

Beginning at 18th level, you can use your action to spend 4 ki points to solidify your body for 1 minute. During that time, you have resistance to all damage. Additionally, you can spend 7 ki points to cast the regenerate spell, without needing material components.

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