Monk
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first of a dozen thugs closes in, he exhales—and a crackling surge of lightning leaps from his outstretched hands, scattering his attackers like broken dolls.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky darkness a good distance away. She slips into the side door of a fortress with a mere whisper of footfall, her mission accomplished before the guards have even noticed her passing.
Whatever their origins, monks share a rigorous training that hones body and mind into a living weapon. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes.
Building a Monk
Hit Dice. \(1d8\) per monk level.
Proficiencies
Armor. None.
Weapons. Simple weapons, shortswords.
Tools. Choose one type of artisan's tools or one musical instrument.
Skills. Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
Saving Throws. Strength and Dexterity are your saving throw proficiencies.
Equipment
You start with the following equipment:
- A shortsword or any simple weapon,
- a dungeoneer's pack or an explorer's pack,
- 10 darts.
Monk Table:
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Class Features Gained |
|---|---|---|---|---|---|
| 1st | +2 | \(1d4\) | — | — | Unarmored Defense, Martial Arts |
| 2nd | +2 | \(1d4\) | 2 | +10 ft. | Ki, Unarmored Movement |
| 3rd | +2 | \(1d4\) | 3 | +10 ft. | Choose Monk Subclass, Deflect Missiles |
| 4th | +2 | \(1d4\) | 4 | +10 ft. | Obtain Feat, Slow Fall |
| 5th | +3 | \(1d6\) | 5 | +10 ft. | Extra Attack, Stunning Strike |
| 6th | +3 | \(1d6\) | 6 | +15 ft. | Subclass Feature, Ki-Empowered Strikes |
| 7th | +3 | \(1d6\) | 7 | +15 ft. | Evasion, Stillness of Mind |
| 8th | +3 | \(1d6\) | 8 | +15 ft. | Obtain Feat |
| 9th | +4 | \(1d6\) | 9 | +15 ft. | Unarmored Movement Improvement |
| 10th | +4 | \(1d6\) | 10 | +20 ft. | Purity of Body |
| 11th | +4 | \(1d8\) | 11 | +20 ft. | Subclass Feature |
| 12th | +4 | \(1d8\) | 12 | +20 ft. | Obtain Feat |
| 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. | Obtain Feat |
| 17th | +6 | \(1d10\) | 17 | +25 ft. | Subclass Feature |
| 18th | +6 | \(1d10\) | 18 | +30 ft. | Empty Body |
| 19th | +6 | \(1d10\) | 19 | +30 ft. | Obtain Feat |
| 20th | +6 | \(1d10\) | 20 | +30 ft. | Perfect Self |
Subclasses
At 3rd level, you commit yourself to a monastic tradition: Way of Mercy, Way of the Astral Self, Way of the Dragon, Way of the Drunken Fist, Way of the Elements, Way of the Kensei, Way of the Long Death, Way of the Open Hand, Way of the Palm, Way of the Shadows, and Way of the Sun Soul. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th levels.
Class Features
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your Armor Class 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 die 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.
- 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.
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.
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
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 Unarmored Movement column.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Missiles
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
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, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and 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.
Stillness of Mind
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
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon
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
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
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.
Empty Body
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.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.