Monk

Level
Prof. Bonus
Class Features
Martial Arts
Unarmoured Movement
1st
+2
Martial Arts, Unarmoured Defense
1d6
-
2nd
+2
Will, Unarmoured Movement
1d6
+10 ft.
3rd
+2
Combat Maneuvers, Deflect Missiles, Monastic Tradition
1d6
+10 ft.
4th
+2
Slow Fall, Two Feats
1d6
+10 ft.
5th
+3
Extra Attack, Stunning Strike
1d8
+10 ft.
6th
+3
Empowered Strikes, Tradition Feature
1d8
+15 ft.
7th
+3
Evasion, Uncanny Metabolism
1d8
+15 ft.
8th
+3
Feat
1d8
+15 ft.
9th
+4
Acrobatic Movement
1d8
+15 ft.
10th
+4
Self-Restoration, Tradition Feature
1d8
+20 ft.
11th
+4
Heightened Will
1d10
+20 ft.
12th
+4
Feat
1d10
+20 ft.
13th
+5
Deflect Energy
1d10
+20 ft.
14th
+5
Tradition Feature
1d10
+25 ft.
15th
+5
Disciplined Survivor
1d10
+25 ft.
16th
+5
Feat
1d10
+25 ft.
17th
+6
Perfect Will
1d12
+25 ft.
18th
+6
Unbreakable Body
1d12
+30 ft.
19th
+6
Feat
1d12
+30 ft.
20th
+6
Epic Boon
1d12
+30 ft.

Class Features

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

Hit Points

Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History, Insight, Religion, and Stealth
Weapons: Simple Weapons, Martial Melee Weapons that have the Light property
Tools: Choose one type of Artisan's Tools or Musical Instrument

Armour Training

None

1st Level: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are Simple Melee Weapons and Martial Melee Weapons with the Light property.

You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing Armour or wielding a Shield:

Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.

Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.

Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike and Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.

1st Level: Unarmoured Defense

While you are not wearing any Armour or wielding a Shield, your Armour Class equals 10 + your Strength or Dexterity modifier + your Wisdom modifier.

2nd Level: Will

Your training allows you to assert your force of will over your own body. This specialized training is represented by a number of Will Points. You have a number of Will Points equal to your monk level.

You can spend these points to fuel various Will features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Will features as you gain levels in this class.

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

Some of your Will Features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

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

Flurry of Blows. You can spend 1 Will 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 spend 1 Will Point to take both the Disengage and Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Will Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

2nd Level: Unarmoured Movement

Your speed increases by 10 feet while you are not wearing Armour or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown in the Monk table.

3rd Level: Combat Maneuvers

You learn combat maneuvers that are fueled by special dice called maneuver dice.   Maneuvers. You learn two maneuvers of your choice, choosing from the list of martial maneuvers or the list of maneuvers unique to the Monk. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Maneuver Dice. You have four maneuver dice, which are d6s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a Short Rest or Long Rest. You gain another maneuver die at 6th level and one more at 14th level.   Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:   Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)   Improved Combat Maneuvers. At 10th level, your maneuver dice turn into d8s. At 14th level, they turn into d10s. At 18th level, they turn into d12s.

3rd Level: Deflect Missiles

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 plus your Dexterity modifier plus your Monk level.

If you reduce the damage of an attack to 0, you can spend 1 Will Point to redirect the attack toward another creature. If you do so, choose a creature within 60 feet of yourself that isn’t behind Total Cover. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die. The damage is the same type dealt by the attack.

3rd Level: Monastic Tradition

You commit yourself to a monastic tradition.

Your monastic tradition is a specialization that grants you special abilities at certain Monk levels. For the rest of your career, you gain each of your tradition's features that are of your Monk level and lower. This class's description tells you the levels when your tradition provides features.

Way of the Elements
Way of the Hand
Way of Shadow

4th Level: Slow Fall

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

4th Level: Two Feats

You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.

5th Level: Extra Attack

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

5th Level: Stunning Strike

Once per turn when you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1 Will 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 takes Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.

6th Level: Empowered Strikes

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

6th Level: Tradition Feature

You gain a feature from your monastic tradition.

7th Level: Evasion

You can nimbly dodge out of the way of certain dangers. 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 can’t use this feature if you’re Incapacitated.

7th Level: Uncanny Metabolism

When you roll Initiative, you can regain all expended Will 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.

8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th Level: Acrobatic Movement

While you aren't wearing Armour or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

10th Level: Self-Restoration

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

In addition, forgoing food and drink doesn't give you levels of Exhaustion.

10th Level: Tradition Feature

You gain a feature from your monastic tradition.

11th Level: Heightened Will

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

Patient Defense. When you spend a Will 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 spend a Will Point to use 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.

12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

13th Level: Deflect Energy

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

14th Level: Tradition Feature

You gain a feature from your monastic tradition.

15th Level: Disciplined Survivor

Your physical and mental discipline grants you Proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 Will Point to reroll it and take the second result.

16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

17th Level: Perfect Will

When you roll Initiative, you regain 4 expended Will Points.

18th Level: Unbreakable Body

As a Bonus Action, you can spend 4 Will Points to perfectly bolster yourself against all harm for 1 minute or until you are Incapacitated. During that time, you have Resistance to all damage except Force damage.

19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Level: Epic Boon

You gain the following benefits:

  Ability Score Increase. Choose your Strength or Dexterity score. That score increases by 2, and its maximum is now 30.
Epic Boon. You gain the Epic Boon of Resilience or another Epic Boon of your choice.

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