Monks

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Monk

Class Features

Hit Points

  • Hit Dice: 1d8
  • 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

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: none
  • Weapons: simple weapons, shortswords, whips, leaf spears
  • Tools: thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Alternatively, you may start with 1d4 x 10 gp to buy your own equipment.

Four Elements

I claim no credit for this at all. It was done by a great number of people here.

The Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmored Movement
1 +2 Unarmored Defense, Martial Arts 1d4
2 +2 Ki, Unarmored Movement 1d4 2 +10ft
3 +2 Deflect Missiles, Monastic Tradition 1d4 3 +10ft
4 +2 Ability Score Improvement, Slow Fall 1d4 4 +10ft
5 +3 Extra Attack, Stunning Strike 1d6 5 +10ft
6 +3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15ft
7 +3 Evasion, Stillness of Mind 1d6 7 +15ft
8 +3 Ability Score Improvement 1d6 8 +15ft
9 +4 Unarmored Movement improvement 1d6 9 +15ft
10 +4 Purity of Body 1d6 10 +20ft
11 +4 Monastic Tradition feature 1d8 11 +20ft
12 +4 Ability Score Improvement 1d8 12 +20ft
13 +5 Tongue of the Sun and Moon 1d8 13 +20ft
14 +5 Diamond Soul 1d8 14 +25ft
15 +5 Tireless Body 1d8 15 +25ft
16 +5 Ability Score Improvement 1d8 16 +25ft
17 +6 Monastic Tradition feature 1d10 17 +25ft
18 +6 Empty Body 1d10 18 +30ft
19 +6 Ability Score Improvement 1d10 19 +30ft
20 +6 Perfect Soul 1d12 20 +30ft

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.

Martial Arts

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.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • 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 the Monk table.
  • 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).

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. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

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

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.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

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.

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, 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.

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 (range 20/60 feet) 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.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

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, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

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.

Extra Attack

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

Disrupting and 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 disrupting strike, or 2 ki for a stunning strike. The target must succeed on a Constitution saving throw or suffer disadvantage on its attack, skill, and concentration checks until the end of your next turn, or be stunned until the end of your next turn respectively.

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.

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.

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.

Unarmored Movement improvement

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

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.

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.

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.

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.

Perfect Soul

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Way of the Drunken Master


The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you have disadvantage on an attack roll you can spend 1 ki to cancel the disadvantage for that roll, or 2 ki to cancel the disadvantage of an ability check or saving throw.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Kensei


Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Way of the Brush. You gain proficiency with Calligrapher's Supplies or Painter's Supplies.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it, and they count as monk weapons.

When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be a kensei weapon for you, following the criteria above.

  • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to your AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. This increases to a +3 bonus when you reach 11th level in this class.
  • Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. This bonus damage increases to 1d6 when you reach 11th level in this class. You retain this benefit until the end of the current turn.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

  • Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, choose one or both of the following options.

  • Ki Blade. You can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. If a weapon already has a bonus to attack and damage rolls the higher bonus takes precedence.
  • Kensei Strike. You can spend 3 ki points to cause the weapon to be under the effect of Deft Strike for 1 minute. The one a turn restriction still applies.

The bonus(es) lasts for 1 minute or until you use this feature again.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. You gain a +1 bonus to attack and damage rolls with your Kensei weapons. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Long Death


Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. When you take the Attack action on your turn you can spend 1 ki. For the rest of the turn your unarmed strikes deal bonus necrotic damage equal to your martial arts die until the start of your next turn.

Way of the Open Hand


Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

It must succeed on a Dexterity saving throw or be knocked prone. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. It can't take reactions until the end of your next turn.

Wholeness of Body

At 6th level you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level + your Wisdom modifier. You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Sanctuary gives this effect: You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Quivering Palm

You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. 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.

Way of Shadow


Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Shadow Step

At 6th level you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Way of the Sun Soul


Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Soul

Starting when you choose this archetype at 3rd level, your ki burns with a bright inward light. You learn the dancing lights or light cantrip. Because of your radiant ki, you can empower yourself and your attacks with blazing light. Whenever you use Flurry of Blows the creature hit must succeed on a Constitution saving throw or be Blinded until the end of your next turn.

Sun Bolt

You gain a new attack option that you can use to replace any of your attacks when you take them as an action or bonus action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die equals your Martial Arts damage.

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action, and the spell deals radiant damage.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 15-foot-radius sphere must succeed on a Constitution saving throw or take 2d8 radiant damage, or half as much on a failed save. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage and size by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d8 and the radius by 5 feet.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, that creature takes radiant damage equal to your Wisdom modifier.

Way of the Dragon

Monks of the Way of the Dragon study and idolize draconic beings. They may worship them, submit to them as students or servants, or see them as a wild and learnable force of nature. Regardless of why they follow the Way of the Dragon, Monks that follow the path strike with fierce and determined energy like the dragons they embody.

Dragonheart

By the time you choose this archetype at 3rd level your studies and meditation has given you a strong dragonic affinity. You can speak, read, and write Draconic. Choose one type of dragon for your dragonheart. Your dragonheart is used by features you gain later.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30ft. line (Dex. save)
Blue Lightning 5 by 30ft. line (Dex. save)
Brass Fire 5 by 30ft. line (Dex. save)
Bronze Lightning 5 by 30ft. line (Dex. save)
Copper Acid 5 by 30ft. line (Dex. save)
Gold Fire 15ft. cone (Dex. save)
Green Poison 15ft. cone (Con. save)
Red Fire 15ft. cone (Dex. save)
Silver Cold 15ft. cone (Con. save)
White Cold 15ft. cone (Con. save)

Dragon Style

At 3rd level, you weave dragon-like motions into your martial arts. You gain the following benefits:

  • When you use Step of the Wind, you gain a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • When you use Patient Defense, parts of your skin become covered by a thin sheen of dragon-like scales. You gain temporary hit points equal to your Wisdom modifier. These hit points last until the start of your next turn.
  • When you use Flurry of Blows, you can change the damage type of your unarmed strikes to that of your dragonheart.
  • As a reaction to taking damage of the same type as your dragonheart, you can spend 1 ki to cast Absorb Elements at 1st level.

Breath Weapon

At 6th level, you learn to release a powerful breath attack. You can use your action to exhale destructive energy. Your dragonheart determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragonheart. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.

You can spend ki points to empower your breath. Each point of ki you spend, to a maximum of 3, increases the damage by 2d6.

Dragon Wings

At 11th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Legendary Reaction

By 17th level you have taken upon the aspect of a true dragon. You move with nearly unmatched grace and speed. When a creature other than you ends it’s turn you can use your reaction to do one of the following:

  • Detect. You make a Wisdom (Perception) check.
  • Attack. You spend 1 ki point to make a melee weapon attack.
  • Wing Attack. While your dragon wings are out, you can spend 2 ki points perform a wing attack. Creatures of size large or smaller within 10 ft. of you must succeed a Dexterity saving throw or take damage equal to your unarmed strike and be knocked prone. You can then move up to half your flying speed.

Art by sandara. Designed by /u/aeyana. You can find their unmodified verion here

Strength Monk


Some in the community have voiced a desire for Strength based monks. Whether wanting something more direct, or just wanting to play a beef cake doing karate, these changes are intended to allow it.

This is a replacement for Dexterity in Monks, meaning if you choose to use the following rules, you must stick with them and forgo the benefits normally attributed to having Dexterity as your main stat.

It is not intended nor should it be used for multiclassing purposes, but rather for those who want to play a brawny Monk without being too gimped by the loss of better Dexterity saving throws and initiative, as well as weaker sneaking and Dexterity checks in general.

Hit Dice

You have a hit dice of 1d10. You begin with 10 + your Constitution modifier in hit points. When you gain Monk levels you add 1d10 (or 6) + your Constitution modifier in hit points.

Unarmored Defense

Your Unarmored Defense AC is calculated as 10 + your Strength modifier + your Wisdom modifier.

Martial Arts

  • Any class or archetype feature, such as Deflect Missiles, which uses your Dexterity modifier instead uses your Strength modifier.

In place of the first bullet point of Martial Arts, the text instead reads:

  • You can use your bonus action to give yourself advantage on your next grapple check you make before the end of your turn.

Accordingly, your unarmed strikes and martial arts keys off your Strength, and not your Dexterity.

 

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