Monk
Monks are disciplined and agile warriors who have dedicated themselves to the mastery of martial arts and harnessing their inner ki energy. Through years of rigorous training and meditation, they attain extraordinary physical and mental abilities. Monks possess unparalleled speed and mobility, enabling them to move swiftly across the battlefield and evade attacks with incredible grace. Their unarmed strikes are deadly, as they use their body as a weapon, and they gain additional benefits as they advance in levels, such as the ability to make multiple attacks and stunning opponents with their strikes.
Monks also harness the power of ki, a mystical life force within themselves and the world. They can spend ki points to perform stunning feats, such as dodging with almost supernatural agility, becoming invisible, or unleashing a flurry of blows in rapid succession. Moreover, Monks gain access to unique traditions known as Monastic Traditions, which offer diverse focuses for their training. With their exceptional speed, unmatched martial prowess, and mastery of ki, Monks are extraordinary adventurers capable of achieving the seemingly impossible.
Class Features
As a monk, you gain the following features.
Hit Points
Proficiencies
Weapon: Simple Weapon, shortswords
Tool: Artisan's Tool, Musical Instrument. Choose one type of artisan’s tools or one musical instrument
Saving Throw: Strength, Dexterity
Skills: You have 2 of the following skills: Acrobatics, Athletics, History, Insight, Religion, Stealth.
Starting Gold
You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) shortsword or (b) any simple weapon
- (a) dungeoneer's pack or (b) explorer's pack
- (10x) dart
Monk Features Table
LVL | Pro+ | Features | Martial Arts | Ki Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 1d4 | – | – |
2nd | +2 | Ki, Unarmored Movement | 1d4 | 2 | +10 ft. |
3rd | +2 | Monastic Tradition, Deflect Missiles, Monastic Tradition Feature | 1d4 | 3 | +10 ft. |
4th | +2 | Slow Fall, Ability Score Improvement | 1d4 | 4 | +10 ft. |
5th | +3 | Extra Attack, Stunning Strike | 1d6 | 5 | +10 ft. |
6th | +3 | Ki-Empowered Strikes, Monastic Tradition Feature | 1d6 | 6 | +15 ft. |
7th | +3 | Evasion, Stillness of Mind | 1d6 | 7 | +15 ft. |
8th | +3 | Ability Score Improvement | 1d6 | 8 | +15 ft. |
9th | +4 | Unarmored Movement improvement | 1d6 | 9 | +15 ft. |
10th | +4 | Purity of Body | 1d6 | 10 | +20 ft. |
11th | +4 | Monastic Tradition Feature | 1d8 | 11 | +20 ft. |
12th | +4 | Ability Score Improvement | 1d8 | 12 | +20 ft. |
13th | +5 | Tongue of the Sun and Moon | 1d8 | 13 | +20 ft. |
14th | +5 | Diamond Soul | 1d8 | 14 | +25 ft. |
15th | +5 | Timeless Body | 1d8 | 15 | +25 ft. |
16th | +5 | Ability Score Improvement | 1d8 | 16 | +25 ft. |
17th | +6 | Monastic Tradition Feature | 1d10 | 17 | +25 ft. |
18th | +6 | Empty Body | 1d10 | 18 | +30 ft. |
19th | +6 | Ability Score Improvement | 1d10 | 19 | +30 ft. |
20th | +6 | Perfect Self | 1d10 | 20 | +30 ft. |
Class Features at Level
Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
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
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
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic Tradition
You commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
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 + 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 20 feet and a long range of 60 feet.
Monastic Tradition Feature
Your Monastic Tradition grants you abilities at this level.
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.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
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
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monastic Tradition Feature
Your Monastic Tradition grants you abilities at this level.
Evasion
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
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Unarmored Movement improvement
While you are not wearing armor or wielding a shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Purity of Body
Your mastery of the ki flowing through you makes you immune to disease and poison.
Monastic Tradition Feature
Your Monastic Tradition grants you abilities at this level.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Tongue of the Sun and Moon
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
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
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.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Monastic Tradition Feature
Your Monastic Tradition grants you abilities at this level.
Empty Body
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.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Perfect Self
When you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monastic Tradition
Traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor more traditions and instruct each monk according to his or her aptitude and interest. All 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 Cosmic Fist
Monks who follow the Way of the Cosmic Fist are often considered enigmatic, even among other monks. They seek to understand the fabric of reality itself, tapping into cosmic energies to manipulate time, space, and even the forces of gravity. These monks are just as likely to be found studying celestial phenomena as they are to be honing their combat skills.
Way of the Cosmic Fist Features Table
LVL | Pro+ | Features | Martial Arts | Ki Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | – | 1d4 | – | – |
2nd | +2 | – | 1d4 | 2 | +10 ft. |
3rd | +2 | Cosmic Awareness, Gravity Pulse | 1d4 | 3 | +10 ft. |
4th | +2 | – | 1d4 | 4 | +10 ft. |
5th | +3 | – | 1d6 | 5 | +10 ft. |
6th | +3 | Time Dilation | 1d6 | 6 | +15 ft. |
7th | +3 | – | 1d6 | 7 | +15 ft. |
8th | +3 | – | 1d6 | 8 | +15 ft. |
9th | +4 | – | 1d6 | 9 | +15 ft. |
10th | +4 | – | 1d6 | 10 | +20 ft. |
11th | +4 | Celestial Strike | 1d8 | 11 | +20 ft. |
12th | +4 | – | 1d8 | 12 | +20 ft. |
13th | +5 | – | 1d8 | 13 | +20 ft. |
14th | +5 | – | 1d8 | 14 | +25 ft. |
15th | +5 | – | 1d8 | 15 | +25 ft. |
16th | +5 | – | 1d8 | 16 | +25 ft. |
17th | +6 | Cosmic Transcendance | 1d10 | 17 | +25 ft. |
18th | +6 | – | 1d10 | 18 | +30 ft. |
19th | +6 | – | 1d10 | 19 | +30 ft. |
20th | +6 | – | 1d10 | 20 | +30 ft. |
Cosmic Awareness
Starting at 3rd level, you gain proficiency in the Arcana skill, and you can cast the spells Detect Magic and Identify without needing material components. You can use Wisdom as your spellcasting ability for these spells.
Gravity Pulse
Also at 3rd level, when you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose to exert a gravitational force upon them. The target must make a Strength saving throw or be pulled up to 10 feet directly towards you or pushed 10 feet directly away from you.
Time Dilation
At 6th level, when you use your Step of the Wind feature, you can also manipulate time for a brief moment. You can choose to either gain an additional bonus action or reaction to use before the end of your next turn.
Celestial Strike
At 11th level, your attacks are empowered by cosmic energies. Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can spend 1 ki point to make your next unarmed strike deal additional radiant or force damage equal to your Martial Arts die.
Cosmic Transcendance
At 17th level, you can use an action and spend 4 ki points to become a being of pure cosmic energy for 1 minute. While in this form:
- You gain a flying speed equal to your walking speed.
- You emanate bright light in a 30-foot radius and dim light for an additional 30 feet.
- Attacks against you have disadvantage.
- Your unarmed strikes deal additional radiant or force damage equal to your Wisdom modifier.
Once you use this feature, you can’t use it again until you complete a long rest.
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.
Way of the Open Hand Features Table
LVL | Pro+ | Features | Martial Arts | Ki Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | – | 1d4 | – | – |
2nd | +2 | – | 1d4 | 2 | +10 ft. |
3rd | +2 | Open Hand Technique | 1d4 | 3 | +10 ft. |
4th | +2 | – | 1d4 | 4 | +10 ft. |
5th | +3 | – | 1d6 | 5 | +10 ft. |
6th | +3 | Wholeness of Body | 1d6 | 6 | +15 ft. |
7th | +3 | – | 1d6 | 7 | +15 ft. |
8th | +3 | – | 1d6 | 8 | +15 ft. |
9th | +4 | – | 1d6 | 9 | +15 ft. |
10th | +4 | – | 1d6 | 10 | +20 ft. |
11th | +4 | Tranquility | 1d8 | 11 | +20 ft. |
12th | +4 | – | 1d8 | 12 | +20 ft. |
13th | +5 | – | 1d8 | 13 | +20 ft. |
14th | +5 | – | 1d8 | 14 | +25 ft. |
15th | +5 | – | 1d8 | 15 | +25 ft. |
16th | +5 | – | 1d8 | 16 | +25 ft. |
17th | +6 | Quivering Palm | 1d10 | 17 | +25 ft. |
18th | +6 | – | 1d10 | 18 | +30 ft. |
19th | +6 | – | 1d10 | 19 | +30 ft. |
20th | +6 | – | 1d10 | 20 | +30 ft. |
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 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Wholeness of Body
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
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
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.
Way of the Serene Mind
Monks who follow the Way of the Serene Mind believe that true mastery comes from inner calm and clear thinking, even in the midst of chaos. These monks utilize meditation and precise techniques to control the battlefield, becoming unyielding anchors for their allies and disorienting enigmas for their enemies.
Way of the Serene Mind Features Table
LVL | Pro+ | Features | Martial Arts | Ki Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | – | 1d4 | – | – |
2nd | +2 | – | 1d4 | 2 | +10 ft. |
3rd | +2 | Peaceful Presence, Mental Acuity | 1d4 | 3 | +10 ft. |
4th | +2 | – | 1d4 | 4 | +10 ft. |
5th | +3 | – | 1d6 | 5 | +10 ft. |
6th | +3 | Mindful Step | 1d6 | 6 | +15 ft. |
7th | +3 | – | 1d6 | 7 | +15 ft. |
8th | +3 | – | 1d6 | 8 | +15 ft. |
9th | +4 | – | 1d6 | 9 | +15 ft. |
10th | +4 | – | 1d6 | 10 | +20 ft. |
11th | +4 | Sublime Focus | 1d8 | 11 | +20 ft. |
12th | +4 | – | 1d8 | 12 | +20 ft. |
13th | +5 | – | 1d8 | 13 | +20 ft. |
14th | +5 | – | 1d8 | 14 | +25 ft. |
15th | +5 | – | 1d8 | 15 | +25 ft. |
16th | +5 | – | 1d8 | 16 | +25 ft. |
17th | +6 | Tranquility Ascendant | 1d10 | 17 | +25 ft. |
18th | +6 | – | 1d10 | 18 | +30 ft. |
19th | +6 | – | 1d10 | 19 | +30 ft. |
20th | +6 | – | 1d10 | 20 | +30 ft. |
Peaceful Presence
Starting at 3rd level, your calming aura affects those around you. As an action, you can spend 1 ki point to grant all allies within a 10-foot radius of you temporary hit points equal to your Wisdom modifier + your monk level. The temporary hit points last for 1 minute.
Mental Acuity
Also at 3rd level, your sharpened mental state grants you proficiency in the Insight and Perception skills if you do not already have it. Additionally, you can spend 1 ki point as a reaction when you or an ally within 30 feet fails a Wisdom saving throw, allowing the target to reroll the saving throw.
Mindful Step
At 6th level, when you use your Step of the Wind, you can phase through objects and creatures as if you were ethereal until the end of your turn. However, you cannot end your turn inside an object or creature.
Sublime Focus
At 11th level, your state of mind becomes so focused that it’s difficult to disturb. You gain advantage on saving throws against being stunned, paralyzed, or frightened. Additionally, you can spend 2 ki points to enter a meditative state as a bonus action. While in this state, you gain resistance to all damage types except psychic until the start of your next turn.
Tranquility Ascendant
At 17th level, your inner peace reaches its pinnacle. You can spend 4 ki points to enter a state of transcendent calm for 1 minute. While in this state:
- You are immune to conditions: stunned, paralyzed, and frightened.
- As a reaction when an ally within 30 feet takes damage, you can redirect the damage to yourself.
- Any attack you make is treated as a critical hit on a roll of 19 or 20.
Once you use this feature, you can’t use it again until you complete a long rest.
Credits: SRD 5.1