SRD 5.1 SRD 5.1 (current printing)
SRD 5.2 SRD 5.2.1Monk
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
- Hit Die
- d8
- Primary Ability
- Dexterity, Wisdom
- Saving Throws
- Strength, Dexterity
- Proficiencies
- Simple Weapons, Shortswords, Saving Throw: STR, Saving Throw: DEX
The Monk
| Level | Prof. Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
|---|---|---|---|---|---|
| 1st | +2 | 1d4 | — | — | Unarmored Defense, Martial Arts |
| 2nd | +2 | 1d4 | 2 | 10 | Ki, Flurry of Blows, Patient Defense, Step of the Wind, Unarmored Movement |
| 3rd | +2 | 1d4 | 3 | 10 | Monastic Tradition, Deflect Missiles |
| 4th | +2 | 1d4 | 4 | 10 | Ability Score Improvement, Slow Fall |
| 5th | +3 | 1d6 | 5 | 10 | Extra Attack, Stunning Strike |
| 6th | +3 | 1d6 | 6 | 15 | Ki Empowered Strikes, Monastic Tradition feature |
| 7th | +3 | 1d6 | 7 | 15 | Evasion, Stillness of Mind |
| 8th | +3 | 1d6 | 8 | 15 | Ability Score Improvement |
| 9th | +4 | 1d6 | 9 | 15 | Unarmored Movement |
| 10th | +4 | 1d6 | 10 | 20 | Purity of Body |
| 11th | +4 | 1d8 | 11 | 20 | Monastic Tradition feature |
| 12th | +4 | 1d8 | 12 | 20 | Ability Score Improvement |
| 13th | +5 | 1d8 | 13 | 20 | Tongue of the Sun and Moon |
| 14th | +5 | 1d8 | 14 | 25 | Diamond Soul |
| 15th | +5 | 1d8 | 15 | 25 | Timeless Body |
| 16th | +5 | 1d8 | 16 | 25 | Ability Score Improvement |
| 17th | +6 | 1d10 | 17 | 25 | Monastic Tradition feature |
| 18th | +6 | 1d10 | 18 | 30 | Empty Body |
| 19th | +6 | 1d10 | 19 | 30 | Ability Score Improvement |
| 20th | +6 | 1d10 | 20 | 30 | Perfect Self |
Class Features
Armored Warrior — 1st level
{@note 1st-level monk optional feature (alternative to {Unarmored Defense)}}
You gain proficiency in light armor, medium armor, and shields. Wearing such armor or wielding a shield does not interfere with Martial Arts or other monk features that normally require you to be unarmored.
Battle Hardened — 1st level
1st-level monk optional feature
Your hit dice are d10s, rather than d8s. Your hit points at 1st level are 10 + your Constitution modifier, and your hit points at higher levels are 1d10 (or 6) + your Constitution modifier per Monk level after 1st.
Martial Arts — 1st level
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 unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
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You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
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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, as shown in the Martial Arts column of Table: The Monk.
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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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.
Monk Weapons — 1st level
1st-level monk feature (enhances Martial Arts)
You can use this feature to define your monk weapons, rather than using the definition in Martial Arts.
You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria:
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The weapon must be a simple or martial weapon.
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You must be proficient with the weapon.
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The weapon must lack these properties: heavy, special, or two-handed.
Rapid Strikes — 1st level
1st-level and higher monk optional feature (replaces Flurry of Blows and the third benefit of Martial Arts)
Your monk weapons and unarmed strikes count as light weapons for the purpose of two-weapon fighting. Additionally, when you engage in two-weapon fighting and make an unarmed strike as your second, you can add your ability modifier to the damage roll.
At 2nd level, instead of gaining the Flurry of Blows feature, you gain the ability detailed below
If your table uses a variant to remove the bonus action requirement from two-weapon fighting (as detailed earlier in this document), using this ability costs its own bonus action.
Strength of Body — 1st level
1st-level monk optional feature
Any monk feature that requires you to use or add your Dexterity modifier when rolling dice can now use your Strength modifier instead.
Unarmored Defense — 1st level
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.
Weapons Expert — 1st level
1st level monk optional feature (enhances Martial Arts)
You gain proficiency in all martial weapons. All weapons, including improvised ones, count as monk weapons for you
As an additional variant, you can restrict the first benefit of Martial Arts to not apply to weapons with the heavy or special properties, while still counting them as monk weapons in every other regard
Careful Stride — 2nd level
2nd-level monk optional feature (replaces Step of the Wind)
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Centered Flurry — 2nd level
After making an extra unarmed strike using the Martial Arts feature, you can spend 1 ki point to make a second unarmed strike using the same bonus action. You can only use this feature once per turn
Dedicated Weapon — 2nd level
2nd-level monk optional feature
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:
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The weapon must be a simple or martial weapon.
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You must be proficient with it.
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It must lack the heavy and special properties.
Enlightened Knowledge — 2nd level
2nd-level monk optional feature
You can add half your proficiency bonus, rounded down, to any Intelligence or Wisdom check you make that doesn't already use your proficiency bonus.
Flurry of Blows — 2nd level
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.
Ki — 2nd level
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. Your monk level determines the number of points you have, as shown in the Ki Points column of Table: The Monk.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
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.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki Features — 2nd level
2nd-level monk feature (enhances Ki)
When you gain the Ki feature at 2nd level, you get access to the following features.
Distant Eye. When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
Quickened Healing. 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.
Ki-Fueled Strike — 2nd level
2nd-level monk feature (enhances Ki)
If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
Mind over Body — 2nd level
2nd-level monk optional feature
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks or saving throws.
Patient Defense — 2nd level
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind — 2nd level
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.
Unarmored Movement — 2nd level
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 Table: The Monk.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Blows — 3rd level
3rd-level monk optional feature (alternative to Deflect Missiles)
You can use your reaction to parry your opponent when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity modifier + half your monk level. If you reduce the damage to 0 and the target is Large or smaller, you can spend 1 ki to force the target to make a Strength saving throw. On a failed save, you can either push the target up to 10 feet away from you in a straight line or to knock it prone. Starting at 11th level, you can use this ability on Huge or smaller creatures, and Medium and smaller creatures have disadvantage on the save.
Deflect Magic — 3rd level
3rd-level monk optional feature (alternative to Deflect Missiles)
You can use your reaction to deflect or catch the projectile or beam when you are hit by a ranged spell attack or a ranged spell that targets only you. When you do so, the damage you take from the spell is reduced by 1d10 + your Wisdom modifier + your monk level.
If you reduce the damage to 0, you can catch the spell if you have at least one hand free. If you catch a spell in this way, you can spend 1 ki point to make a ranged spell attack (range 60 feet) with the magic you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your spellcasting capabilities, and you use your Wisdom modifier for the attack roll. The damage of the attack is equal to your Martial Arts die + your Wisdom modifier, and its damage type is the same as that of the original spell.
Deflect Missiles — 3rd level
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 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, which has a normal range of 20 feet and a long range of 60 feet.
Grasp the Wind — 3rd level
3rd-level monk optional feature
When you are forcibly moved 5 feet or more by a creature, you can use your reaction to instead move to an unoccupied space of your choice within that same distance. This movement doesn't provoke opportunity attacks. You can't use this feature if your speed is 0.
Ki Maneuvers — 3rd level
3rd-level monk optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice from among those available to the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 6th, 11th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. Instead of having a pool of superiority dice, you can use a maneuver by spending 1 ki point. If the maneuver has you roll a superiority die, you roll a Martial Arts die instead.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals your ki save DC.
Ki-Fueled Attack — 3rd level
3rd-level monk optional feature
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.
Monastic Tradition — 3rd level
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement — 4th level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 feature.
Proficiency Versatility — 4th level
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Quickened Healing — 4th level
4th-level monk optional feature
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.
Slow Fall — 4th level
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.
Stance of Power — 4th level
4th-level monk optional feature
As a bonus action, you can spend 2 ki points to brace yourself against incoming attacks. You gain temporary hit points equal to half your monk level plus your Strength or Wisdom modifier (your choice), which lasts for 1 minute.
Dazing Strike — 5th level
You overload the target's mind, disrupting its ability to take actions. The target must succeed on a Constitution or Wisdom saving throw (your choice) or be dazed until the end of your next turn.
While dazed, the creature can't take reactions, and on its turn, it can use either an action or a bonus action, not both; in addition, regardless of its abilities or magic items, the creature can't make more than one melee or ranged attack during its turn, and it can't concentrate on spells or other effects that require it. A creature is immune to being dazed if it is also immune to being stunned.
Extra Attack — 5th level
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Focused Aim — 5th level
5th-level monk optional feature
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.
Isolating Strike — 5th level
You overload the target's senses and prevent them from functioning properly. The target must succeed on a Constitution or Wisdom saving throw (your choice) or become blinded and deafened until the end of your next turn.
Ki-Inhibiting Strikes — 5th level
5th-level monk optional feature (replaces Stunning Strike)
You can interfere with the flow of ki in an opponent's body in various ways. When you hit a creature with a melee weapon attack, you can spend 1 ki point to use one of the following abilities.
Restraining Strike — 5th level
You overload the target's joints and muscles, preventing it from moving. The target must succeed on a Dexterity or Constitution saving throw (your choice) or be restrained until the end of your next turn.
Stunning Strike — 5th level
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.
Ki Empowered Strikes — 6th level
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monastic Tradition feature — 6th level
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Evasion — 7th level
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.
Stillness of Mind — 7th level
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Unfaltering Soul — 7th level
7th-level monk optional feature (alternative to Stillness of Mind)
If you are incapacitated at the start of your turn and have at least 1 hit point, you can use this feature to immediately end the effect causing that condition on yourself (no reaction required). Once you do so, using this feature again costs 2 ki points until you finish a short or long rest.
Ability Score Improvement — 8th level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 feature.
Proficiency Versatility — 8th level
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Unarmored Movement — 9th level
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 Table: The Monk.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Wind Walker — 9th level
9th-level monk optional feature (enhances Step of the Wind)
When you use Step of the Wind, you can forfeit up to half of your movement to instead fly the distance you forfeited. You fall if you end your flight in the air and nothing else is holding you aloft.
Purity of Body — 10th level
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Effortless Deflection — 11th level
11th-level monk optional feature (enhances Deflect Missiles)
Using Deflect Missiles no longer requires your reaction.
Extra Attack (2) — 11th level
11th-level monk optional feature (enhances Extra Attack)
You can attack three times whenever you take the Attack action on your turn.
Monastic Tradition feature — 11th level
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement — 12th level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 feature.
Proficiency Versatility — 12th level
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Diamond Body — 13th level
13th-level monk optional feature (enhances Patient Defense)
When you use Patient Defense, you also gain resistance to one damage type of your choice until the start of your next turn.
Tongue of the Sun and Moon — 13th level
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.
Diamond Soul — 14th level
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.
Spider Technique — 15th level
15th-level monk optional feature (adds to Unarmored Movement)
You gain the ability to move upside down along ceilings while leaving your hands free on your turn without falling during the move.
Timeless Body — 15th level
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.
Ability Score Improvement — 16th level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 feature.
Proficiency Versatility — 16th level
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Monastic Tradition feature — 17th level
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Empty Body — 18th level
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.
Ki Magic — 18th level
18th-level monk optional feature (alternative to Empty Body)
Your mastery over ki grants you limited spellcasting abilities. You have five special spell points that fuel this spellcasting, and you regain all expended points when you finish a long rest. Any spell cast using this ability is cast at its lowest level, uses your ki save DC as its spell save DC, and does not require any material components.
With this feature, you can cast dispel magic (costs 2 points), feign death (1 point), freedom of movement (2 points), gentle repose (1 point), lesser restoration (2 points), protection from poison (1 point), or see invisibility (1 point).
Ability Score Improvement — 19th level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 feature.
Proficiency Versatility — 19th level
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Perfect Self — 20th level
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Perfect Soul — 20th level
20th-level monk optional feature (replaces Perfect Self)
You have become a living paragon of discipline and focus. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24
Multiclassing
- Prerequisite
- DEX 13, WIS 13
- Proficiencies Gained
- Simple Weapons, Shortswords
Discussion
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