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Monk

What Is a Monk?

Monks are warriors who perfect body, mind, and spirit into a single, disciplined weapon. Through rigorous training, meditation, and self-mastery, they learn to harness an inner power that flows through all living things—known by many names: focus, ki, breath, essence, or life force.

Rather than relying on armor or brute force, Monks fight with speed, precision, and supernatural control. Their strikes land faster than the eye can follow, their movements defy gravity, and their discipline allows them to shrug off blows that would fell lesser combatants. To a Monk, even the simplest weapon—or a bare hand—can become an instrument of deadly mastery.

Some Monks pursue enlightenment in secluded monasteries, living ascetic lives devoted to perfection of the self. Others test their discipline amid the chaos of the world, believing that conflict, temptation, and hardship are the true crucibles of growth.

To a Monk, adventuring is not about gold or glory—it is a path of self-improvement, a series of trials meant to forge the body into steel and the mind into clarity.


Becoming a Monk

As a Level 1 Character

  • Gain all the traits in the Core Monk Traits table.
  • Gain the Monk’s level 1 features, which are listed in the Monk Features table.

As a Multiclass Character

  • Gain the Hit Point Die trait from the Core Monk Traits table.
  • Gain the Monk’s level 1 features, which are listed in the Monk Features table.

Monk Progression

LevelProficiency BonusClass FeaturesMartial ArtsFocus PointsUnarmored Movement
1+2Martial Arts, Unarmored Defense1d6
2+2Monk’s Focus, Unarmored Movement, Uncanny Metabolism1d62+10 ft.
3+2Deflect Attacks, Monk Subclass1d63+10 ft.
4+2Ability Score Improvement, Slow Fall1d64+10 ft.
5+3Extra Attack, Stunning Strike1d85+10 ft.
6+3Empowered Strikes, Subclass feature1d86+15 ft.
7+3Evasion1d87+15 ft.
8+3Ability Score Improvement1d88+15 ft.
9+4Acrobatic Movement1d89+15 ft.
10+4Heightened Focus, Self-Restoration1d810+20 ft.
11+4Subclass feature1d1011+20 ft.
12+4Ability Score Improvement1d1012+20 ft.
13+5Deflect Energy1d1013+20 ft.
14+5Disciplined Survivor1d1014+25 ft.
15+5Perfect Focus1d1015+25 ft.
16+5Ability Score Improvement1d1016+25 ft.
17+6Subclass feature1d1217+25 ft.
18+6Superior Defense1d1218+30 ft.
19+6Epic Boon1d1219+30 ft.
20+6Body and Mind1d1220+30 ft.

Monk Class Features

As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.

Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light 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.

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 Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Level 1: Unarmored Defense

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Level 2: Monk’s Focus

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus 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.

Level 2: Unarmored Movement

Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Level 2: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 3: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus 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 a ranged attack. 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.

Level 3: Monk Subclass

You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.

Level 4: Slow Fall

You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Stunning Strike

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus 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’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Level 6: Empowered Strikes

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Level 7: Evasion

When you’re 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.

Level 9: Acrobatic Movement

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.

Level 10: Heightened Focus

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself 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.

Level 10: Self-Restoration

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, forgoing food and drink doesn’t give you levels of Exhaustion.

Level 13: Deflect Energy

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Level 14: Disciplined Survivor

Your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.

Level 15: Perfect Focus

When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.

Level 18: Superior Defense

At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Body and Mind

You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.


Monk Subclasses

A Monk subclass is a specialization that grants you features at certain Monk levels, as specified in the subclass.

Warrior of the Open Hand (PHB 2024)

Warriors of the Open Hand pursue absolute mastery of unarmed combat. Every strike, step, and breath is deliberate, refined through relentless discipline and inner focus.

These Monks manipulate balance and momentum, pushing foes away, knocking them to the ground, and disrupting their ability to react. At higher mastery, they can unleash devastating internal vibrations, proving that the smallest, most precise touch can be the deadliest of all.


Warrior of Shadow (PHB 2024)

Warriors of Shadow move unseen through darkness, blending stealth, silence, and supernatural agility. They strike from concealment and vanish before their enemies can respond.

Often trained as spies, assassins, or agents of secretive orders, these Monks combine martial prowess with shadowy techniques. To them, darkness is not something to fear—it is a tool to be mastered.


Warrior of the Elements (PHB 2024)

Warriors of the Elements channel their inner focus into the primal forces of the world—fire, water, air, and earth. Through discipline and breath control, they bend these elements as extensions of their own bodies.

These Monks blur the line between martial artist and spellcaster, hurling elemental force alongside precise strikes. They embody harmony between physical perfection and the raw power of nature.


Additional Monk Subclasses (Other 5e Sources)


Warrior of Mercy (PHB 2024)

Warriors of Mercy wield life energy with chilling precision, able to heal allies or cripple enemies with equal ease. Their techniques manipulate vitality itself, restoring balance—or ending suffering swiftly.

Often masked and enigmatic, these Monks serve as battlefield healers, wandering physicians, or agents of grim necessity. To them, mercy is not weakness, but control over the thin line between life and death.


Way of the Drunken Master (Xanathar’s Guide to Everything)

Monks of the Drunken Master adopt an unpredictable, staggering combat style that confounds their enemies. Their erratic movements conceal lightning-fast reflexes and flawless balance.

What appears to be chaos is, in truth, supreme control. These Monks evade attacks, redirect blows, and strike where foes least expect—turning disorder into deadly art.


Way of the Kensei (Xanathar’s Guide to Everything)

Kensei Monks devote themselves to mastering specific weapons, treating blade, bow, or staff as extensions of their own bodies.

Through tireless practice, they achieve supernatural precision and control. A Kensei does not merely wield a weapon—they become one, embodying perfection through steel and discipline.


Way of the Sun Soul (Xanathar’s Guide to Everything)

Monks of the Sun Soul channel radiant energy outward, unleashing blazing bolts of light with every strike.

Often devoted to ideals of purity, balance, or cosmic harmony, these Monks turn inner focus into brilliant destructive force. To face one is to stand before a living embodiment of disciplined light.


Way of the Astral Self (Tasha’s Cauldron of Everything)

Monks of the Astral Self awaken a spiritual manifestation of their inner being, projecting spectral arms, visages, and bodies shaped by pure will.

These Monks transcend physical limits, striking beyond reach and perceiving the world through heightened awareness. Their power is self-realization made tangible.


Way of the Ascendant Dragon (Fizban’s Treasury of Dragons)

Monks of the Ascendant Dragon channel the elemental might and majesty of dragonkind through disciplined focus.

Their strikes echo with draconic power, their presence inspires awe or fear, and their techniques mirror the fury of legendary wyrms. They do not worship dragons—they strive to emulate them.


Way of the Long Death (Sword Coast Adventurer’s Guide)

Monks of the Long Death study mortality in all its forms. Through meditation on suffering, decay, and the moment of dying, they learn to draw strength from death itself.

Feared by many, these Monks thrive amid carnage, sustaining themselves through terror and fallen foes. To them, death is not an end—but a source of power and understanding.

Main info Monk:

Hit Die: d8 per Monk level
Primary Ability: Dexterity & Wisdom
Armor: None (Unarmored Defense)
Weapons: Simple weapons, Light martial melee weapons
Tools: One type of Artisan’s Tools or Musical Instrument
Skills: Choose 2 — Acrobatics, Athletics, History, Insight, Religion, or Stealth
Saves: Strength, Dexterity
Combat Role: Mobile striker, skirmisher, control through mobility and stunning effects
Key Mechanic: Focus Points, Martial Arts, Unarmored Movement
Starting Equipment: Choose one:
A: Spear, 5 daggers, chosen tool or instrument, explorer’s pack, and 11 gp
B: 50 gp
Complexity: Medium
Best For Players Who: Want a fast, disciplined martial character who excels at mobility, precise strikes, and supernatural combat techniques without relying on armor or heavy weapons


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