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Class Monk

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  • Unarmored Defense: (Level 1) Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. edit delete
  • Martial Arts: (Level 1) At 1st level, your practice of martial arts gives you master 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 unarmed or 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.
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels. edit delete
    • (Level 5) Die increases to 1d6 at 5th level. edit delete
    • (Level 11) Die increases to 1d8 at 11th level. edit delete
    • (Level 17) Die increases to 1d10 at 17th level. edit delete
  • Ki: (Level 2) Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.

    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. You must spend at least 30 minutes of the rest meditating to regain your ki points.

    Ki save DC = 8 + your proficiency bonus + your Wisdom modifier edit delete
    • Flurry of Blows: (Level 2) 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. edit delete
    • Patient Defense: (Level 2) You can spend 1 ki point to take the Dodge action as a bonus action on your turn. edit delete
    • Step of the Wind: (Level 2) 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. edit delete
  • Unarmored Movement: (Level 2) 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. edit delete
    • (Level 9) At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. edit delete
    • (Level 6) At 6th level, your speed increases by an extra 5 feet (+15 feet). edit delete
    • (Level 10) At 10th level, your speed increases by an extra 5 feet (+20 feet). edit delete
    • (Level 14) At 14th level, your speed increases by an extra 5 feet (+25 feet). edit delete
    • (Level 18) At 18th level, your speed increases by an extra 5 feet (+30 feet). edit delete
  • Deflect Missiles: (Level 3) 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 20/60 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. edit delete
  • Ability Score Improvement: (Level 4) When you reach 4th level you can gain a feat, 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 feature. edit delete
    • (Level 8) When you reach 8th level, get another Ability Score Improvement. edit delete
    • (Level 12) When you reach 12th level, get another Ability Score Improvement. edit delete
    • (Level 16) When you reach 16th level, get another Ability Score Improvement. edit delete
    • (Level 19) When you reach 19th level, get another Ability Score Improvement. edit delete
  • Slow Fall: (Level 4) 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 edit delete
  • Extra Attack: (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. edit delete
  • Stunning Strike: (Level 5) Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. edit delete
  • Ki-Empowered Strikes: (Level 6) Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. edit delete
  • Evasion: (Level 7) 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 fireball 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. edit delete
  • Stillness of Mind: (Level 7) Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. edit delete
  • Purity of Body: (Level 10) At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. edit delete
  • Tongue of the Sun and Moon: (Level 13) 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. edit delete
  • Diamond Soul: (Level 14) Beginning at 14th level, 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. edit delete
  • Timeless Body: (Level 15) At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. edit delete
  • Empty Body: (Level 18) Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

    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. edit delete
  • Perfect Self: (Level 18) At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. edit delete
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth. edit delete
  • Dedicated Weapon (optional): (Level 2) You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. 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:
    * The weapon must be a simple or martial weapon.
    * You must be proficient with it.
    * It must lack the heavy and special properties. edit delete
  • Ki-Fueled Attack (optional): (Level 3) 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. edit delete
  • Quickened Healing (optional): (Level 4) As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. edit delete
  • Focused Aim (optional): (Level 5) When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. edit delete

Modifiers




Variable Text Display



Text Level Req'd Hideable Connected to Edit
Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. 1 No Class: Monk delete
Martial Arts: At 1st level, your practice of martial arts gives you master 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 unarmed or 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.
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels.
1 No Class: Monk delete
Die increases to 1d6 at 5th level. 5 No Class: Monk delete
Die increases to 1d8 at 11th level. 11 No Class: Monk delete
Die increases to 1d10 at 17th level. 17 No Class: Monk delete
Ki: Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.

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. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
2 No Class: Monk delete
Flurry of Blows: 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. 2 No Class: Monk delete
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. 2 No Class: Monk delete
Step of the Wind: 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. 2 No Class: Monk delete
Unarmored Movement: 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. 2 No Class: Monk delete
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. 9 No Class: Monk delete
At 6th level, your speed increases by an extra 5 feet (+15 feet). 6 No Class: Monk delete
At 10th level, your speed increases by an extra 5 feet (+20 feet). 10 No Class: Monk delete
At 14th level, your speed increases by an extra 5 feet (+25 feet). 14 No Class: Monk delete
At 18th level, your speed increases by an extra 5 feet (+30 feet). 18 No Class: Monk delete
Deflect Missiles: 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 20/60 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.
3 No Class: Monk delete
Ability Score Improvement: When you reach 4th level you can gain a feat, 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 feature. 4 No Class: Monk delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Monk delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Monk delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Monk delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Monk delete
Slow Fall: 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 4 No Class: Monk delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 5 No Class: Monk delete
Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. 5 No Class: Monk delete
Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 6 No Class: Monk delete
Evasion: 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 fireball 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. 7 No Class: Monk delete
Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. 7 No Class: Monk delete
Purity of Body: At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. 10 No Class: Monk delete
Tongue of the Sun and Moon: 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. 13 No Class: Monk delete
Diamond Soul: Beginning at 14th level, 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.
14 No Class: Monk delete
Timeless Body: At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. 15 No Class: Monk delete
Empty Body: Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

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.
18 No Class: Monk delete
Perfect Self: At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. 18 No Class: Monk delete
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth. Yes Class: Monk delete
Dedicated Weapon (optional): You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. 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:
* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties.
2 No Class: Monk delete
Ki-Fueled Attack (optional): 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. 3 No Class: Monk delete
Quickened Healing (optional): As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. 4 No Class: Monk delete
Focused Aim (optional): When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. 5 No Class: Monk delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit
weapon_proficiency simple class feature Class: Monk delete
weapon_proficiency Shortsword (28) class feature Class: Monk delete
weapon_proficiency unarmed Class: Monk delete
speed +10 2 Class: Monk delete
speed +5 6 Class: Monk delete
speed +5 10 Class: Monk delete
speed +5 14 Class: Monk delete
speed +5 18 Class: Monk delete