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 | Features | Martial Arts | Ki Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1st | +2 | Unarmored Defense, Martial Arts, Martial Training | 1d6 | - | - |
| 2nd | +2 | Ki, Unarmored Movement, Monk Enlightenment | 1d6 | 2 | +10 ft. |
| 3rd | +2 | Monastic Tradition, Deflect Attacks | 1d6 | 3 | +10 ft. |
| 4th | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | +10 ft. |
| 5th | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | +10 ft. |
| 6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 1d8 | 6 | +15 ft. |
| 7th | +3 | Evasion, Monk Enlightenment Improvement | 1d8 | 7 | +15 ft. |
| 8th | +3 | Ability Score Improvement | 1d8 | 8 | +15 ft. |
| 9th | +4 | Acrobatic Movement | 1d8 | 9 | +15 ft. |
| 10th | +4 | Monk Enlightenment Improvement, Self-Restoration | 1d8 | 10 | +20 ft. |
| 11th | +4 | Monastic Tradition feature | 1d10 | 11 | +20 ft. |
| 12th | +4 | Ability Score Improvement | 1d10 | 12 | +20 ft. |
| 13th | +5 | Deflect Energy | 1d10 | 13 | +20 ft. |
| 14th | +5 | Diamond Soul | 1d10 | 14 | +25 ft. |
| 15th | +5 | Perfect Self | 1d10 | 15 | +25 ft. |
| 16th | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft. |
| 17th | +6 | Monastic Tradition feature | 1d12 | 17 | +25 ft. |
| 18th | +6 | Monk Enlightenment Improvement | 1d12 | 18 | +30 ft. |
| 19th | +6 | Ability Score Improvement | 1d12 | 19 | +30 ft. |
| 20th | +6 | True Master | 1d12 | 20 | +30 ft. |
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, Martial melee weapons that are considered Light for you
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 or Wisdom modifier (your choice)
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 include 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:
- Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
- Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
- Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Attack action, you can use your Dexterity (Acrobatics) skill check instead of Strength (Athletics) for competing skill checks.
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 Monk features. Which path of enlightenment you chose to follow gives you a different start with different ki features.
Meditation. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you regain all your expended points.
Uncanny metabolism. Optionally, you can use your bonus action to draw upon a small reservoir of inner strength to restore your spirit and body. When you do so, roll your martial arts die and recover a number of spent Ki points equal to the number rolled, and restore any missing Hit Points equal to the number rolled + your Wisdom modifier. You can use this feature once safely after you finish a long rest, whereupon repeated use afterwards, you take one point of exhaustion.
Some of your ki features require your target to make a saving throw to resist the feature's effects. Others count as a spell-llike 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.
Monk Enlightenment
Starting at 2nd level, you set out on a path of enlightenment to achieve mastery of oneself and unity with the universe.Balance
Disciplined Ki (2th Level)
Your meditation and training have instilled knowledge 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 take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
- Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Tranquil Flow (7th Level)
Your body and mind act as one, moving in perfect rhythm. You learn to guide the flow of your ki through balanced motion and mindful stillness. Granting you the following bonuses:
- Equilibrium Step. When you move on your turn, difficult terrain no longer costs you extra movement, unless it's by magical meansk.
- Harmonious Reflex. When you succeed on a Dexterity or Wisdom saving throw, you can spend 1 Ki Point to gain advantage on the next attack roll, saving throw, or ability check you make before the end of your next turn.
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 also 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.
True Equilibrium (18th Level)
You can separate your very self from your mortal shell and project it onto the mortal plane and beyond. By spending 6 ki points, you can cast the Project Image spell, without needing material components, with no limit to the range. The projection isn't an illusion, where it's tangible and shares your stats, with a number of hitpoints equal to your wisdom score + 2 for every additional ki point you spend to cast the spell. Any skill check or attack roll made by the projection that involves physical interaction is made with disadvantage.
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.
Nirvana
Elevated Ki (2nd Level)
You unlock the ability to channel the very energies from the upper plains without celestial assistance. Achieved through meditation upon the very foundation of existence and your place in all of it. The magic you utilise is of the Divine type. However, you can only memorise spells from the following schools:
- Abjuration
- Divination
- Enchantment
- Evocation
The number of divine spells that you can commit to memory is equal to half your monk level + your wisdom modifier. 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.
Memorising Ritual. 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. The spell you are memorising can be from a creature that has it memorised or prepared, or scripture containing information on the spell, such as a scroll or spell book.
Forgeting. If you want to forget the spell, to free up space to prepare spells, then all you have to do is finish a long rest to forget one Memorised Spell. Or a short rest with the use of alcohol.
Ki cost. To cast a spell, you spend a number of ki points equal to the spell's level +1. The maximum amount of ki points you can spend on casting spells in a turn is equal to your Proficiency Bonus.
Purifying Ki (7th Level)
As an action, you can spend 2 Ki Points to emit a soothing wave of spiritual energy in a 15-foot radius around you. Each creature of your choice within range gains one of the following benefits (your choice):
- Ends one Charmed, Frightened, or Poisoned condition currently affecting it.
- Restores hit points equal to your Martial Art die + Wisdom modifier.
Heightened Ki (10th Level)
Your ability to cast spells grants you the following options. The spell effect only targets yourself and doesn't count against the number of spells you already 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 achieved a sense of enlightenment 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, and allow you to cast 6th spells if you have them memorized.
- 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 5 ki points to use it again.
Toil
Enduring Ki (2nd Level)
Your struggle and meditation have instilled an instinct that allows you to use your ki to enhance your body for the strife of life.
Superior force. You can spend 2 ki points to use your Martial Art die as a superiority die for your Combat Maneuvers. No action is required.
Once per attack or skill check, you can roll one Superiority Die and use the result in one of the following ways:
- Hitting hard. When rolling for damage on any attack with an armed and unarmed strike.
- 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 increases by 1, allowing you to score a critical hit on a roll of 19 and 20. Additionally, you roll the damage dice thrice instead of twice as long as you are using your Martial Arts die for damage.
Heightened Endurance (10th Level)
Your struggle has pushed your body to new levels, granting you new options to use your Martial Art die.
- Heightend Metabolism. You can use the Uncanny metabolism feature to restore ki points and hitpoints twice before taking exhaustion on repeated use before a long rest. Any amount that exceeds your HP max becomes temporary hitpoints.
- Firmed Core. When a creature rolls a save against one of your features, you can spend 2 ki points to roll and add your Martial Art die to your DC. Potentially causing the target to fail their save.
- Warding Instinct. When making a saving throw, you can spend 2 ki points to roll and add your Martial Art die to your save roll. It 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 automatically succeed on any save to avoid being forcefully moved, knocked 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 Attacks
Starting at 3rd level, you can use your reaction to deflect an attack roll against you that deals 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 spend 1 ki point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack, or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was ranged. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by 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. Once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can spend 1 ki point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target is instead Dazed.
Ki-Empowered Strikes
Starting at 6th level, whenever you deal damage with your Unarmed Strike, you can choose to deal force damage instead of the normal damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of danger. 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.
You don't benefit from this feature if you have the Incapacitated condition.
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.
Self-Restoration
At 10th level, through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, you only consume one-tenth of the needed food and drink to avoid Exhaustion.
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.
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.
Perfect Self
At 15th level, when you roll for initiative and have 3 ki points or less, you regain 4 ki points.
Additionally, 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 Martial arts. You have refined your body and mind to a razor's edge, a feat that borders on the legendary.
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.
You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is increased by 4.
You are the true embodiment of might and fortitude. Your Strength and Constitution scores increase by 4. Your maximum for those scores is increased by 4.
