Monk
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Quick Build
You can make a Monk quickly by following these suggestions. First, put your highest ability score in DEX, followed by WIS. Second, choose the Hermit Background.
Class Features
Hit Points
Hit Dice: 1D8 per Monk level
At 1st level: 8 + Your CON Modifier
At higher levels: 1D8 or 5 if lower than 5, + CON Modifier
Proficiencies
- Armor
- None
- Weapons
- Simple Weapons, Shortswords
- Tools
- Choose One Artisan Tool or Musical Instrument
- Saving Throws
- STR, DEX
- Skills
- Choose two from: Acrobatics, Athletics, History, Insight, Religion, Stealth
Starting Equipment
- 1. (a) a shortsword or (b) any simple weapon
- 2. (a) a dungeoneer’s pack or (b) an explorer’s pack
- 3. 10 darts
Class Features
Unarmored Defense
You incorporate great spacial awareness and your reflexes into defending yourself. While you are wearing no armor and not wielding a shield, your AC equals 10 + your DEX modifier (Minimum 1) + your WIS modifier (Minimum 1).
Martial Arts
You have trained to turn your fists into weapons and incorporate them into the martial arts. You can make an unarmed strike as a bonus action.
You roll 1D6 for your unarmed strike damage.
You can use your DEX score for: attack and damage rolls for unarmed strike and Monk weapons and Grapple and Shove actions.
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. You have Ki points equal to your Monk level.
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, 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 WIS modifier (Minimum 1)
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 and Disengage actions 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 legs are trained to carry you swiftly during battle. Your speed increases by 10 ft while you are not wearing armor or wielding a shield.
Uncanny Metabolism
You can take in the energy of the universe to heal you and fortify your Ki reserves. When you roll Initiative, you regain all expended uses of Ki. You also regain hit points equal to one Monk hit die + you Monk level.
You can use this feature once per long rest.
Deflect Attacks
You are skilled at using your fists to deflect blows. When an attack that would deal you Bludgeoning, Piercing, or Slashing damage hits you, you can use your reaction to reduce the damage by 1D10 + your DEX modifier (Minimum 1) + your Monk level.
If you reduce the damage to zero, you can redirect the force of the attack to a target within 60 ft of you that is in sight if it was a ranged attack or to a target within 5 ft of you if it was a melee attack. The target must make a DEX saving throw DC equal to the attack roll and on a fail take damage equal to two rolls of your unarmed strike die.
Monastic Tradition
You take up a traditional style of fighting as taught by the monastery you follow. Your training grants you features at levels 3, 6, 11, and 17.
Ascendant Dragon
Astral Self
Cardinal Forms
Drunken Master
Elemental Warrior
→ Choose your subclass belowAbility Score Increase
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
You have trained to become virtually immune to the effects of falling. You can use a reaction when you fall to reduce your damage equal to five times your Monk level.
Martial Damage Increase
Your technique and strength aid your fighting. Your unarmed strike hit die is 1D8.
Extra Attack
You train to attack swiftly and concisely. You can attack twice when you take the attack action.
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 CON saving throw or be Stunned until the end of your next turn. On a successful save the target’s movement is halved and the next attack roll on them has advantage.
Unarmored Movement
You train to move ever swifter. Your unarmored speed bonus increases to 15 ft.
Empowered Strikes
You can leave a lasting blow with the spiritual or physical force of your fists. You can choose to deal unarmed strike damage as Force or normal damage.
Evasion
Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a DEX 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.
Ability Score Increase
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.
Advanced Unarmored Movement
You are trained in advanced arts that aid you in infiltration. You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Unarmored Movement
Your muscles and techniques are sharpened to increase your speed. Your unarmored speed bonus increases to 20 ft.
Heightened Focus
Your mastery of Ki has advanced. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits
Flurry of Blows: You make three unarmed strikes when you use this feature.
Patient Defense: You gain temporary hit points equal to two rolls of your Monk hit die when you use this feature.
Step of the Wind: You choose a willing creature within 5 ft of you, you move that creature with you when you use this feature. Neither of you provoke attacks of opportunity.
Self Restoration
At the end of each of your turns you can use force of will to end one of the following effects on yourself: Charmed, Frightened, or Poisoned.
You do not gain levels of Exhaustion by forgoing food and drink but will still perish after the normal amount of time without food or water.
Martial Damage Increase
Your techniques have advanced and allowed for great force. Your unarmed strike hit die is 1D10.
Ability Score Increase
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.
Deflect Energy
Your fists have toughened and become attuned with the flow of Ki. You can use your Deflect Attack feature against any damage type.
Unarmored Movement
Ki flows through your legs, further enhancing your speed. Your unarmored speed bonus increases to 25 ft.
Disciplined Survivor
Your mind and body have become fortified to defend your soul from death. You have advantage on all saving throws. When you fail a saving throw you can spend one Ki point and reroll the throw, you must take the new roll.
Perfect Focus
You have attained a state of focus that naturally draws Ki into you. When you roll Initiative and do not use Uncanny Metabolism, if you have less than 4 Ki points you go up to 4 Ki points.
Ability Score Increase
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.
Martial Damage Increase
Ki fuels your muscles and guides your strikes further. Your unarmed strike hit die is 1D12.
Unarmored Movement
Ki forcefully circles through your legs.Your unarmored speed bonus increases to 30 ft.
Superior Defense
You channel Ki to form a barrier within your body and around your mind. At the start of your turn you can expend 3 Ki points and become Resistant to all damage but Force damage for one minute, unless you become Incapacitated.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Perfected Body and Mind
Your training has allowed your reflexes and awareness to reach supernatural heights. Your DEX and WIS scores increase by 4 and have a maximum of 25.
Monastic Traditions
Monk Subclasses (17)
Choose your subclass at the level indicated in the class table above.