Monk
Level | Proficiency Bonus | Martial Arts | Unarmored Movement | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
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 featuresHit Points
Hit Dice: 1d8 per monk levelHit 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: NoneWeapons: 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.- Way of the Open Hand
- Way of Shadow
- Way of The Eightfold Path
- Way of The Four Elements
- Way of The Flesh Weaver
- Way of Beast
- Way of The Astral Self
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.