Monk

Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d6 - - Unarmored Defense, Martial Arts, Martial Training
2nd +2 1d6 2 +10 ft. Ki, Unarmored Movement, Monk Enlightenment
3rd +2 1d6 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d6 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d8 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d8 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d8 7 +15 ft. Evasion, Monk Enlightenment Improvement
8th +3 1d8 8 +15 ft. Ability Score Improvement
9th +4 1d8 9 +15 ft. Acrobatic Movement
10th +4 1d8 10 +20 ft. Monk Enlightenment Improvement
11th +4 1d10 11 +20 ft. Monastic Tradition feature
12th +4 1d10 12 +20 ft. Ability Score Improvement
13th +5 1d10 13 +20 ft. Deflect Energy
14th +5 1d10 14 +25 ft. Disciplined Guard
15th +5 1d10 15 +25 ft. Perfect Self
16th +5 1d10 16 +25 ft. Ability Score Improvement
17th +6 1d12 17 +25 ft. Monastic Tradition feature
18th +6 1d12 18 +30 ft. Monk Enlightenment Improvement
19th +6 1d12 19 +30 ft. Ability Score Improvement
20th +6 1d12 20 +30 ft. True Master
   

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: Dexterity, Wisdom
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

Martial Training

Your extensive physical training within the chaotic art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You add your proficiency bonus to the number of maneuvers you can use.
Number of maneuvers = your proficiency bonus + your intelligence modifier
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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 any simple melee weapons that you are able to wield one-handed.

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.
 

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 with diferent ki features depending on what path of enlightnemtn you chose to follow. 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, others counts as a spell like attack. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Unarmored Movement

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.

 

Monk Enlightenment

Starting at 2nd level, you set out on a path of enlightnemnet to achive mastery of once selfe and unity with the universe.
Body and soul
 
Nirvana
 
Toil
   

Body and Soul

Disciplined Ki (2th Level)

Your meditation and training have instilld knowlage of how to use your ki to enhance your body for battle.

  • Flurry of Blows. 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, Dash or Jump action as a bonus action on your turn, and the result of the Strength Check (Acrobatics or Athletics) for the jump is doubled for the turn.

Ki Recovery (7th Level)

While you roll hit dice to restore hitpoints, you can spend 1 ki point and roll your Martial Arts die and add the result to the hit points you gained from the hit die.

Heightened Discipline (10th Level)

Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:

  • Flurry of Blows. Now allows you to make three Unarmed Strikes instead of two.
  • Patient Defense. You gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
  • Step of the Wind. You can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.

Beond Body and Soul (18th Level)

You are able to sepreate your very soul from your mortal shell and project it onto the mortal plane and beond. By spending 6 ki point you are able to cast the Project Image spell, without needing material components and no limit to the range and the projection isn't a ilusion. Your projection is tangible and shares your stats, but it has a number of hitpoints equal to your wisdoms score+ 2 for every additionl ki point you spend to cast the spell. Any d20 rolls made by the projection that involves some form of physical interaction is made with disadvantage, such as attacking or moving heavy objects.

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.

In addition, you no longer need food or water to sustain yourself, your ki nourishes you.


Nirvana

Elevated Ki (2nd Level)

You unlock the ability to draw on divine magic from the upper plains, due to meditation and atuning your sould to the divine planes in a limited maner. The magic you utilise is of the Divine type. However, you can only memorise spells form the following schools:

  • Abjuration
  • Divination
  • Enchantment
  • Evocation

You are capable of memorising a number of spells equal to your Religion Skill Modifier (to a minimum of 0). The spells memorised can be of any level between 0 and 9.

To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell or exchange a spell that you memorised with a new spell. And the spell you are memorising to must be from a creature that also memorised it, or scripture containing information on the spell, such as a scroll or spell book.

Ki cost. To cast a spell, you spend a number of ki points equal to the spells level +1. The maximum amount of ki points you can spend on casting spells in a turm is equal to your Proficiency Bonus.

Stillness of Mind (7th Level)

Through sheer force of will, you can use a Bonus Action to remove one of the following conditions from yourself: Charmed, Frightened, or Poisoned.

Heightened Ki (10th Level)

Your ability to cast spells grants you the following options. The spell effect only targets yourself and don't count against the number of spells you allready have memorized.

  • Wind Dance. You can spend 3 ki Points to cast Fly.
  • Quikend. You can spend 3 ki Points to cast Haste.
  • Mind Ward. You can spend 3 ki Points to cast Intellect Fortress.
  • Direct Enerdy. You can spend 3 ki Points to cast Protection from Energy.
  • Tongue of the Sun and Moon. You can spend 3 ki Points to cast Tongues.

Golden Glow (18th Level)

You have achived a sence of enlighemnt afforded to a rare few. Using your bonus action, a golden glow emits from your body. For the duration of 10 minutes you gain the following benefits:

  • Bright light shines from you in a 15-foot radius, and dim light shines 15 feet beyond that.
  • Reduce the ki cost by 1 when casting spells. Allwoing you to cast 6th spells.
  • You add your wistom modifer to any damage roll you make.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5 ki points to use it again.


Toil

Enduring Ki (2nd Level)

Your strugle and meditation have instilld a instinct that alows you use your ki to enhance your body for the strife of life.

Superior force. You are able to spend 2 ki points to gain a superiority die for your Combat Maneuvers. The superiority die gained matches you martial die.

Once per attack or skill ckeck, you can roll one Superiority Die and use the result in one of the following ways:

  • Hitting hard. When roling for damage on any attack with a armed and unarmed stike.
  • Physical Burst. When roling a Acrobatics or Athletics skill check.
  • Superiour maneuver. You make it possible to perform a superiour maneuver.

Deadly Strikes(7th Level)

The threat range of your Martial Arts increses by 1, allowing you to score a critical hit on a roll of 19 or 20. Additonaly, you roll the damage dice thrice insted of twize as long as you are using your Martial Arts die for damage.

Heightened Endurance(10th Level)

Your strugle has pushed your body to new levels, granting you new options to use your superiortiy dice.

  • Heightend Metabolism. With a bonus action you restore a number of hitpoints equal to the superiority die roll + your wisdom mod. Any amount that ecced your HP max becomes temporary hitpoints.
  • Firmed Core. When a creature rolls a save against one of your features, expend a superiority die and add the result to your DC. Potentialy causing the target to fail their save.
  • Warding Instinct. When making a save check, you can use a reaction you roll and add the result of the superiority die to your save roll. Must be made before you know the outcome of your save.

Be Unmoved (18th Level)

As a Bonus Action, you can spend 3 Ki Points to perfectly bolster yourself against harm for 1 minute or until you are Incapacitated. During that time, you have resistance to all damage except Force damage. You also have advantage on any save to avoid you from being forcefully moved, nocked prone, restrained or grappled.


Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Tradition Source
Astral Self Tasha's Cauldron of Everything
Drunken Master Xanathar's Guide to Everything
Four Elements Player's Handbook
Kensei Xanathar's Guide to Everything
Long Death Sword Coast Adventurer's Guide
Mercy Tasha's Cauldron of Everything
Open Hand Player's Handbook
Shadow Player's Handbook
Sun Soul Sword Coast Adventurer's Guide
Xanathar's Guide to Everything
Ascendant Dragon Fizban's Treasury of Dragons
Cobalt Soul D&D Beyond
Soul Knife ThinkDM
All-powerfull Might RPathos(HomeBrew)
 

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. 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 a range of 20/60 using 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.

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. As normal, 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, whenever you deal damage with your Unarmed Strike, you can chose to deal force damage instead of the normal 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.

Acrobatic Movement

At 9th level, while you aren’t 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 movement.

Deflect Energy

Starting at 13th level, you can now use your Deflect Missiles feature against ranged attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Disciplined Guard

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.

Perfect Self

At 15th level, when you roll for initiative and have 3 ki points or les, you regain 4 ki points.

Additoanly, 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.

True Master

At 20th level, you are a true master of Matrial arts. You have refined your body and mind to a razors edge, a feat that borders on the legendary.

Defy Death

If you drop to 0 Hit Points, you can spend 4 Ki Points, roll four Martial Arts dice, and add the dice together. Your number of Hit Points instead changes to the total rolled. Each time you use this feature after the first, the KI Point cost increases by 2. When you finish a Short Rest or Long Rest, the Discipline Point cost resets to 4.

Body and Mind

You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 26.

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