A Monk is an expert in hand-to-hand combat. Through rigorous training, they forge devastating weapons of their limbs. Although fists and feet don't deal near as much damage as a blade to the eye, by channeling a force called ki or chakra, those who are on the receiving end of a Monk's fists would find their blows with extreme force - more than a normal humanoid. Even still, what a Monk lacks in destructive force, they make up for in speed and defensive maneuvers.
Adventurers who pursue the art of the Monk become masters of ki manipulation, becoming capable of performing extraordinary physical feats, masters of elemental manipulation, and even the power to wield light and darkness.
Hit Dice | 1d8 per level |
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HP at Level 1 | 8 + CON modifier |
HP at higher levels | 1d8 (or 4) + CON modifier per level |
Armour | None |
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Weapons | Simple weapons, shortswords, poles, bladed fans, chakrams, kusarigama, shuriken |
Tools | None |
Saving Throws | STR, DEX |
Skills | Choose two from Acrobatics, Athletics, History, Insight, Medicine, Religion, and Stealth |
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Abilities | Skills Known | Ki Points | Martial Arts | Unarmoured Movement |
---|---|---|---|---|---|---|
1 | +2 | Martial Arts, Unarmoured Defense | 1 | — | 1d4 | — |
2 | +2 | Ki, Unarmoured Movement, Dedicated Weapon | 2 | 2 | 1d4 | +2m |
3 | +2 | Deflect Missiles, Ki-Fueled Attack, Martial Maneuver | 3 | 3 | 1d4 | +2m |
4 | +2 | Ability Score Improvement, Slow Fall, Stand Still* | 4 | 4 | 1d4 | +2m |
5 | +3 | Extra Attack, Mind of Mercury | 5 | 5 | 1d6 | +2m |
6 | +3 | Ki-Empowered Strikes | 6 | 6 | 1d6 | +4m |
7 | +3 | Evasion, Stillness of Mind, Martial Maneuver | 7 | 7 | 1d6 | +4m |
8 | +3 | Ability Score Improvement | 8 | 8 | 1d6 | +4m |
9 | +4 | Unarmoured Movement Improvement | 9 | 9 | 1d6 | +4m |
10 | +4 | Purity of Body, Martial Maneuver | 10 | 10 | 1d6 | +6m |
11 | +4 | - | 11 | 11 | 1d8 | +6m |
12 | +4 | Ability Score Improvement | 12 | 12 | 1d8 | +6m |
13 | +5 | Tongue of Sun and Moon | 13 | 13 | 1d8 | +6m |
14 | +5 | Diamond Soul | 14 | 14 | 1d8 | +8m |
15 | +5 | Timeless Body, Martial Maneuver | 15 | 15 | 1d8 | +8m |
16 | +5 | Ability Score Improvement | 16 | 16 | 1d8 | +8m |
17 | +6 | - | 17 | 17 | 1d10 | +8m |
18 | +6 | Empty Body, Mind of Mercury (2) | 18 | 18 | 1d10 | +10m |
19 | +6 | Ability Score Improvement | 19 | 19 | 1d10 | +10m |
20 | +6 | Perfect Self | 20 | 20 | 1d12 | +10m |
You start with the following equipment, in addition to the equipment granted by your background:
Or, you could choose to start with 5d4 gp and purchase your equipment.
At Level 1, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, scimitars, shortswords, poles, 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 armour or wielding a shield:
At Level 1, if you are not wearing any armour or wielding a shield, your AC is 10 + your DEX modifier + your WIS modifier.
At Level 2, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. The maximum number of Ki Points that you have is equal to your current Monk level. You can spend these points to fuel various ki abilities. 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. By default, you get the ki abilities below and can learn more as you spend skill points.
The saving throw DC of all of your Monk abilities that use ki is calculated as 8 + your proficiency + your WIS modifier
The ki attack bonus of any of your Monk abilities is calculated as your proficiency + your WIS modifier
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.
You can spend 1 Ki Point to take the Dodge action as a bonus action on your turn.
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.
Starting at 2nd level, your speed increases by 2m 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.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons; or chakrams, scimitars, shortswords, and poles. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
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 a range of 6m/20m using 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.
Also at 3rd level, if you spend 1 Ki Point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.
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.
From 4th Level onwards, you are able to take advantage of the drop in guard when your enemy moves while in your reach. You can choose to forgo spending a skill point to learn the Stand Still reaction below:
Reaction Trigger: A creature within your reach leaves a square during its movement.
Effect: Make a melee weapon attack against the creature.
*Attack of Opportunity variant: You can only learn this feature if you are using this variant.
At Levels 4, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this skill.
You can forgo taking this feature to take a Feat of your choice instead.
At Level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Also at Level 5, your reflexes and awareness has been sharpened by your ki, allowing you to react faster than what your opponents could expect. If you have already taken your reaction, you can spend 1 Ki Point to take another reaction. You can only use one reaction per triggering effect.
After using this feature, you cannot use it again until you complete a short or long rest. At 18th Level, you can use this feature twice before a rest, but only once on the same turn.
Starting at 6th level, your unarmed strikes count as magickal for the purpose of overcoming Resistance and Immunity to nonmagickal attacks and damage.
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 Fira spell. While you are not Incapacitated, 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.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be
At Level 10, your mastery of the ki flowing through you makes you immune to the
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.
At Level 14, 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.
At Level 15, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magickally. You can still die of old age, however. In addition, you no longer need food or water.
At Level 18, you can use your action to spend 4 Ki Points to become
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.
At Level 20, when you roll for Initiative and have no Ki Points remaining, you regain 5 Ki Points. Furthermore, at the start of each of your turns while in the heat of combat, if you have no Ki Points remaining, you regain 3 Ki Points.