Monk

LevelProficiency BonusMartial ArtsUnarmored MovementFeatures1st2nd3rd4th5th
1st +2 1d4 - Unarmored Defence, Martial Arts
2nd +2 1d4 +10ft Qi Strike, Unarmored Movement 2
3rd +2 1d4 +10ft Monastic Tradition 3
4th +2 1d4 +10ft Ability Score Improvement, Novice Cultivation 3
5th +3 1d6 +10ft Extra Attack, Untethered Step 4 2
6th +3 1d6 +15ft Qi-Empowered Strikes, Monastic Tradition Feature 4 2
7th +3 1d6 +15ft Diamond Soul 4 3
8th +3 1d6 +15ft Ability Score Improvement, Apprentice Cultivation 4 3
9th +4 1d8 +15ft Evasion 4 3 2
10th +4 1d8 +20ft Monastic Tradition Feature 4 3 2
11th +4 1d8 +20ft Extra Reaction 4 3 3
12th +4 1d8 +20ft Ability Score Improvement, Adept Cultivation 4 3 3
13th +5 1d10 +20ft Unbound Soul 4 3 3 1
14th +5 1d10 +25ft Magic Redirection 4 3 3 1
15th +5 1d10 +25ft Monastic Tradition Feature 4 3 3 2
16th +5 1d10 +25ft Ability Score Improvement 4 3 3 2
17th +6 1d12 +25ft Master Cultivation 4 3 3 3 1
18th +6 1d12 +30ft Signature Strike 4 3 3 3 1
19th +6 1d12 +30ft Ability Score Improvement 4 3 3 3 1
20th +6 1d12 +30ft Nirvana 4 3 3 3 1

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, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Perception, 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

Qi Strike DC

  Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:  
Qi Strike save DC = 8 + your proficiency bonus + your Wisdom modifier

Martial Arts

1st level monk feature   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 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 d6 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 of the Monk table.

Unarmored Defense

1st level monk feature   Beginning at 1st level, you gain additional benefits while you are wearing no armor and not wielding a shield, and are not wielding a weapon other than monk weapons.  
  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • When a creature within your reach makes an attack roll against you and misses, you can use a reaction to make one unarmed strike against that creature.
  • When a creature hits you with a melee attack you can use your reaction to add the maximum roll of your martial arts die to your AC for that attack, potentially causing the attack to miss you. If the attack misses and the creature is within your reach, you can make an unarmed strike against the creature as a part of the same reaction.
  • You can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack that deals piercing, slashing or bludgeoning damage. When you do so, you can use your reaction to add +5 to your AC for that attack, potentially causing the attack to miss you. If the attack misses you, you can catch the missile and make a ranged attack with a range of 60ft using the object 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.

Qi Strike

2nd level monk feature   Starting at 2nd level, your training allows you to harness power from within yourself through breathing, and deliver this energy into targeted strikes.   Whenever you hit with an unarmed strike or with a monk weapon you can empower the attack with qi. To use one of your qi strikes of 1st level or higher, you must expend a slot of the qi strikes's level or higher. The Monk table shows how many qi slots you have to use your qi strikes. You regain all expended Qi Strike slots when you finish a long rest.   You can only make one qi strike on each of your turns, but can also make a qi strike whenever you use a reaction to hit a creature.   Qi Strikes are listed at the end of this document. You know a number of these strikes equal to half your monk level rounded up, when you gain a level in this class you can swap one known qi strike for a different qi strike you meet the requirements for of your choice.  

Unarmored Movement

2nd level monk feature   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.   Additionally, when making a jump, you can use double your Dexterity score rather than your Strength score when determining your jump height and distance.  

Monastic Tradition

3rd level monk feature   When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 10th, and 15th level.  

Novice Cultivation

4rd level monk feature   At 4th level, you cultivate one aspect of yourself. Choose either Mind, Body, or Soul, you gain the feature associated with it.  
  • Mind: Lore Keeper You gain proficiency in one of the following skills: Arcana, History, Religion or Nature. Additionally, choose one of the following skills with which you have proficiency: Arcana, History, Religion or Nature. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
  • Body: Natural Survivor When you take fire, cold, acid, poison, lightning, thunder or necrotic damage from a natural source, you can reduce the damage by your Monk level. For example, if you ingest poison, walk across hot coals, swim across a freezing river, dive into a pool of acid, run across a pool of lava, or are struck by lightning.
  • Soul: Soul Seeer When you touch a creature with your hand, you can read their qi allowing you to sense the soul's true intentions. Once your hand has made contact with the creature, for the next 10 minutes, you can understand their speech even if you do not know the language they are speaking, and whenever you make an insight check against the creature, you can add +5 to the insight check.
 

Extra Attack

5th level monk feature   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Untethered Step

5th level monk feature   Beginning at 5th level, your worldly attachments weigh on your less allowing you greater agility. You can move along vertical surfaces and across liquids on your turn without falling during the move. Moreover, 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.  

Qi-Empowered Strikes

6th level monk feature   Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Diamond Soul

7th level monk feature   Beginning at 7th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.  

Apprentice Cultivation

8th level monk feature   Beginning at 8th level, you gain another monastic cultivation of your choice. Choose either Mind, Body, or Soul, you gain the feature associated with it.  
  • Mind: Supernatural Senses As an action you can close your eyes and breathe, sharpening your senses. For the next 1 minute, or until you open your eyes or move more than 5ft, your hearing improves allowing you to perfectly make out any sound in a radius of 60ft of yourself. While this effect is active, you gain a +5 bonus to Perception and Investigation checks that rely on your hearing, touch, or smell.
  • Body: Metabolic Discipline You can add your Monk level to the number of days you can survive without food or water. Additionally, you gain resistance to poison damage, and have advantage on saving throws against being poisoned.
  • Soul: Soul's Eye You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can sense Ki energy to see an invisible creature within that range, unless the creature successfully hides from you.

Evasion

9th level monk feature   Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm 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.  

Extra Reaction

11th level monk feature   At 11th level, your reflexes become supernatural. You gain an additional reaction on each of your turns.  

Adept Cultivation

12th level monk feature   Beginning at 12th level, you gain another monastic cultivation of your choice. Choose either Mind, Body, or Soul, you gain the feature associated with it.  
  • Mind: Unmovable Mind You gain resistance to psychic damage. Additionally, you are immune to the charmed and frightened condition.
  • Body: Iron Body Your Constitution score is increased by 2.
  • Soul: Soul Shroud You and objects carried by you, or within 5ft of you cannot be targeted by any divination magic or perceived through magical scrying sensors. Additionally, you can tap into another soul's Ki to sense their location, you can cast the Locate Creature spell without material components, once you have cast this spell using this feature you cannot cast it again until you have completed a long rest.

Unbound Soul

13th level monk feature   Beginning at 13th level, your learn to free your body, mind and spirit from earthly shackles. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.   You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on your movement or attacks.   Additionally, as a bonus action you can lighten your soul to gain a fly speed equal to your walking speed for 10 minutes. You can use this ability once, after which you cannot use it again until you have completed a short or long rest.  

Magic Redirection

14th level monk feature   At 14th level, you can learn to direct qi to neutralize magic. When you take acid, cold, fire, force, lightning, or thunder damage, you can use a reaction to redirect the energy away from yourself. When you do so, the damage you take is reduced by your monk level + 1d10 + your Wisdom modifier (minimum reduction of 1).   If you reduce the damage to 0 you can redirect the energy as a part of the same reaction. When doing so, you can choose to a 15ft cone or a 30ft line, the damage type is the same as the damage reduced, and each creature in that area must make a Dexterity saving throw, taking three rolls of your martial arts die in damage on a failed save, or half as much damage on a successful one.  

Master Cultivation

17th level monk feature   Beginning at 17th level, you gain another monastic cultivation of your choice. Choose either Mind, Body, or Soul, you gain the feature associated with it.  
  • Mind: Mind's Eye Your mind can directly percive the true nature of things. Within a range of 15ft you automatically detect visual illusions and succeed on saving throws against them, furthermore you perceive the original form of shapechangers or any creature that is transformed by magic. In addition, you gain resistance to psychic damage.
  • Body: Timeless Body Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. For every 5 years that pass, your body ages only 1 year. You can still die of old age, however. In addition, you also gain resistance to necrotic damage.
  • Soul: Soul Projection You can cast Astral Projection without any material components. Once you have used this feature you cannot use it again until you finish a long rest.

Signature Strike

18th level monk feature   At 18th level, you have achieved such mastery over certain strikes that you can execute them at will. Choose a 1st-level qi strikes that you know. You can use this qi strike without expending a qi slot.   By spending 8 hours in study, you can exchange this qi strike you chose for a different qi strike.  

Nirvana

20th level monk feature   You have achieved a level of enlightenment and physical prowess few mortals ever attain. Beginning at 20th level, you gain the following benefits:   Increase your Dexterity and Wisdom scores by +4. Your maximum for these scores is now 24.      

Qi Strike Options

1st level

Attuning Strike

When you hit another creature with an unarmed strike or monk weapon, you can attune to their qi to read their movements. Until the start of your next turn attack rolls made by the creature against you are made at disadvantage.  

Blinding Strike

When you hit another creature with an unarmed strike or monk weapon, you can attempt blind the target. The target must make a Constitution saving throw, on a failed save it is blinded until the end of your next turn.  

Elemental Strike

When you hit another creature with an unarmed strike or monk weapon, you can manipulate your qi to strike with elemental energy. Choose fire, cold, lightning, necrotic or radiant. Your strike deals the chosen types damage, and deals additional damage equal to one roll of your martial arts die.  

Fluid Strikes

When you hit another creature with an unarmed strike or monk weapon, you can immediately attempt to make one unarmed strikes against the same creature.  

Passing Strike

When you hit another creature with an unarmed strike or monk weapon, you can move up to half your movement speed without provoking opportunity attacks.  

Slowing Strike

When you hit another creature with an unarmed strike or monk weapon, you can strike at its legs to hinder its movement. The targets speed is reduced by halved until the start of your next turn.  

Sweeping Strike

When you hit another creature with an unarmed strike or monk weapon, you can sweep around and attempt to hit other creatures in your reach. Each creature of your choice within 5ft of you and within your reach takes damage equal to the damage dealt to the original target.  

Tripping Strike

When you hit another creature with an unarmed strike or monk weapon, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.  

Pushing Strike

When you hit another creature with an unarmed strike or monk weapon, you can force the target to move away from you. If the creature is Large or smaller, it is pushed 10ft away from you.  

2nd level

Disrupting Strike

When you hit another creature with an unarmed strike or monk weapon, you can disrupt qi flow to specific functions. Choose an ability score, the target has disadvantage on saving throws using that ability score until the end of your next turn.  

Flurry Strikes

When you hit another creature with an unarmed strike or monk weapon, you can immediately attempt to make two unarmed strikes against the same creature.  

Heart Strike

When you hit another creature with an unarmed strike or monk weapon, you can direct energy directly to the targets heart. Your strike is a critial hit, and it deals necrotic damage, the strike also deals additional damage equal to one roll of your martial arts die.  

Leaping Strike

When you hit another creature with an unarmed strike or monk weapon, you can immediately jump up a number of feet equal to your walking speed and attempt to make an unarmed strike against a different creature. This attack has advantage, and a creature hit by this attack has its flying speed reduced to 0, if the creature is flying it falls. This movement can be vertical, horizontal or in an arc, and it does not provoke opportunity attacks.  

Mind Strike

When you hit another creature with an unarmed strike or monk weapon, you can disrupt qi connection between the brain and body. Your strike deals psychic damage. The target must make an Intelligence saving throw. On a failed save, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.  

Pathway Strike

When you hit another creature with an unarmed strike or monk weapon, you can disrupt the body's energy pathways to create vulnerabilities to certain types of energy. Your strike deals piercing damage. Choose fire, cold, lightning, or poison. The target must succeed on a Constitution saving throw or it gains vulnerability to this damage type until the end of your next turn.  

Stunning Strike

When you hit another creature with an unarmed strike or monk weapon, you can interfere with the flow of qi in an opponent's body. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.  

3rd level

Blossom Strike

When you hit another creature with an unarmed strike or monk weapon, you can manipulate the targets qi to open it up to further attacks. Until the end of your next turn, your attacks made against this creature are made with advantage, and each deal additional damage equal to a roll of your martial arts die.  

Bronze Wind Strike

When you hit another creature with an unarmed strike or monk weapon, you can choose up to three creatures you can see within 30ft of you. You can attempt to make a melee weapon attack against each of these target, dealing 4d10 force damage on a hit. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.  

Heavenly Step Strike

When you hit another creature with an unarmed strike or monk weapon, you teleport yourself and the target to a location you can see within 90ft. Additionally, the creature takes additional radiant damage equal to two rolls of your martial arts die.  

Qi Blast Strike

When you hit another creature with an unarmed strike or monk weapon, you can immediately unleash a blast a qi energy. Choose fire, cold, lightning, necrotic or radiant. This blast forms a 15ft cone. Each creature in that area must make a Dexterity saving throw, taking 6d6 damage of your chosen type on a failed save, or half as much damage on a successful one.  

Sealing Strike

When you hit another creature with an unarmed strike or monk weapon, you can block the targets qi so that it cannot use magic. The target must make a constitution saving throw, on a failed save the target cannot cast spells, or use any spell-like abilities until the end of your next turn.  

Shrouding Strike

When you hit another creature with an unarmed strike or monk weapon, you can disrupt the targets qi so you become invisible to them. For the next 1 minute, or until you make another attack against the creature, you and anything you are wearing or carrying becomes invisible to that creature.  

4th level

Chilling Strike

When you hit another creature with an unarmed strike or monk weapon, you manipulate the targets qi to prevent their body from creating body heat. This strike deals cold damage, and and deals additional damage equal to two rolls of your martial arts die. The target must make an Constitution saving throw, on a failed save the creature takes cold damage equal to one roll of your martial arts die at the start of each of its turns, and has disadvantage on attack rolls and ability checks. This effect lasts for 1 minute, or until you decide to dismiss it as an action.  

Forgetting Strike

When you hit another creature with an unarmed strike or monk weapon, you can block the targets qi to alter its recent memories. This strike deals only 1 lightning damage. The target must make an Intelligence saving throw, on a failed save the target forgets the events of the last 1 minute, including the memory of you attacking it.  

Internal Strike

When you hit another creature with an unarmed strike or monk weapon, you manipulate the targets qi to cause an explosion of energy within their body. This strike deals thunder damage. The target must make an Constitution saving throw, on a failed save the target takes 8d6 additional thunder damage and falls prone, and half as much on a failed save. Using this strike creates a loud bang originating from the target that can be heard within 100ft.  

Platinum Flurry Strike

When you hit another creature with an unarmed strike or monk weapon, you can immediately attempt to make four unarmed strikes against the same creature.  

Soul Thrust Strike

When you hit another creature with an unarmed strike or monk weapon, you separate their qi from their body, forcing their soul out of their body. This strike deals force damage. The creature must succeed on a Charisma saving throw or be unconscious until the end of your next turn.  

5th level

Delayed Heart-Stop Strike

When you hit another creature with an unarmed strike or monk weapon, you can create harmless vibrations close to the targets heart, which can stop it from beating. This strike deals necrotic damage. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.   You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.  

Imprisoning Strike

When you hit another creature with an unarmed strike or monk weapon, you can use the power of qi to seal a creature away. The target must succeed on a Charisma saving throw or be sealed within an object you are carrying. On a failed save the creature is banished to a harmless demiplane. While there, the target is incapacitated. The target remains in the demiplane for up to 12 hours, or until the object it is imprisoned is destroyed. Once released the target reappears in the nearest unoccupied space to the object.  

Secret Strike

When you hit another creature with an unarmed strike or monk weapon, you can use the power of qi to see the target's future to a limited extent. For the next 1 minute you have advantage on attack rolls against the target, and on saving throws against effects caused by them. Additionally, the target has disadvantage on attack rolls against you.  

Steel Wind Strike

When you hit another creature with an unarmed strike or monk weapon, you can choose up to five creatures you can see within 60ft of you. You can attempt to make a melee weapon attack against each of these target, dealing 6d10 force damage on a hit. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

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