Credits
Lead Revisionary: Wade Falk
Editoral Assistance: CloudX22
Cover Illustration: Inktober Day 02: Tranquil by Tess Brownson
Interior Illustrations:
- Dwarf Monk by Forrest Imel
- Monk Warrior by Unknown Artist
Playtesters: Aether, CloudX22, Dan P.
Disclaimer: Content within this document is for non-profit revisions and additions to the Monk class as part of the Player's Handbook, a core rulebook for Dungeons & Dragons 5th Edition by Wizards of the Coast. Please support the game and its developers by purchasing a copy of the original book.
Table of Contents
Find peace in whichever page you need.
On the Cover
Tess Brownson illustrates a conceptual rendition of a human monk meditates on past adventures. The incense within the censer aids in calming oneself to focus on their mind, body, and soul. Find balance in one's life to channel their ki.
Version: 1.1
Last Updated: June 11 , 2022
©Wizards of the Coast LLC.
Monk
Monk
Level | Proficiency Bonus | Features | Martial Arts | Ki Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Martial Arts, Prowess, Unarmored Defense | 1d6 | — | — |
2nd | +2 | Ki, Unarmored Movement | 1d6 | 2 | +10 ft |
3rd | +2 | Deflect Missiles, Monastic Tradition | 1d6 | 3 | +10 ft |
4th | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | +10 ft |
5th | +3 | Extra Attack, Extra Reaction, Ki-Empowered Strikes | 1d8 | 5 | +10 ft |
6th | +3 | Disrupting Strike, Monastic Tradition feature | 1d8 | 6 | +15 ft |
7th | +3 | Evasion, Stillness of Mind | 1d8 | 7 | +15 ft |
8th | +3 | Ability Score Improvement, Disrupting Strike Improvement | 1d8 | 8 | +15 ft |
9th | +4 | Unarmored Defense Improvement, Unarmored Movement Improvement | 1d8 | 9 | +15 ft |
10th | +4 | Purity of Body | 1d8 | 10 | +20 ft |
11th | +4 | Monastic Tradition feature | 1d10 | 11 | +20 ft |
12th | +4 | Ability Score Improvement | 1d10 | 12 | +20 ft |
13th | +5 | Tongue of the Sun and Moon | 1d10 | 13 | +20 ft |
14th | +5 | Diamond Soul | 1d10 | 14 | +25 ft |
15th | +5 | Tireless Body | 1d10 | 15 | +25 ft |
16th | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft |
17th | +6 | Monastic Tradition feature | 1d12 | 17 | +25 ft |
18th | +6 | Empty Body | 1d12 | 18 | +30 ft |
19th | +6 | Ability Score Improvement | 1d12 | 19 | +30 ft |
20th | +6 | Perfect Soul | 1d12 | 20 | +30 ft |
As a monk, you gain the following class features.
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
Armor: none
Weapons: Simple weapons, shortswords, nets
Tools: Choose one from Calligrapher's Supplies, Herbalism Kit, or Painter's Supplies
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth. You start with the following equipment, in addition to the equipment granted by your background: If your Dungeon Master uses rules on Sanity scores, your monk becomes proficient in Sanity saving throws at 2nd level as they become tuned to their Ki. ©Wizards of the Coast LLC.Class Features
Hit Points
Proficiencies
Equipment
Optional Rule: Sanity Proficiency
Martial Arts
1st-level Monk class feature
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.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can also use Dexterity instead of Strength when making Athletics checks to shove.
- 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. Once per turn, if you strike with only free hands, you can reroll the weapon's damage dice and use either total.
- 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) .
Prowess
1st-level Monk class feature
You practice within your monastery, in sessions with your private mentor, or your own will has gathered into a martial prowess. Choose from Strength or Dexterity to become your Prowess Ability to reflect your combat styles. You cannot change your Prowess Ability later. Your Prowess ability modifier will relate to other class features.
1st-level Monk class feature
While you are wearing no armor, your AC equals 10 + your Prowess modifier + your Wisdom modifier.
At 9th level, when a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. 2nd-level Monk class feature
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 four such features: Flurry of Blows, Moonlit Eyes, 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 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 gain darkvision with a range of 30 feet as a bonus action on your turn. If you have darkvision, the range increases by 30 feet. This benefit lasts until the start of your next turn. 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. ©Wizards of the Coast LLC.Unarmored Defense
Ki
Flurry of Blows
Moonlit Eyes
Patient Defense
Step of the Wind
Unarmored Movement
2nd-level Monk class feature
Your speed increases by 10 feet while you are not wearing armor. 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
3rd-level Monk class feature
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 Prowess 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
3rd, 6th, 11th, and 17th-level Monk class feature
You commit yourself to a monastic tradition, chosen from the list of available traditions. Your monastic tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
4th, 8th, 12th, 16th, and 19th-level Monk class feature
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
4th-level Monk class feature
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. If you reduce your falling damage to 0, you can choose to land on your feet.
Extra Attack
5th-level Monk class feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Reaction
5th-level Monk class feature
You can take up to two reactions before the start of your next turn. You can use only one reaction per turn.
Ki-Empowered Strikes
5th-level Monk class feature
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Disrupting Strike
6th-level Monk class feature
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. The target must succeed on a Constitution saving throw or suffer disadvantage on its attack rolls and concentration checks until the end of your next turn.
At 8th level, you can spend an additional ki point to attempt a stunning strike instead. On a failed save, the target is stunned until the end of your next turn.
Evasion
7th-level Monk class feature
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 Monk class feature
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Additionally, as an action, you may spend 2 ki points and touch a creature to end one effect on that creature that is causing you to be charmed or frightened.
©Wizards of the Coast LLC.
Purity of Body
10th-level Monk class feature
Your mastery of the ki flowing through you makes you immune to disease and poison.
Additionally, as an action, you may spend 2 ki points and touch a willing creature to end a disease or poison currency affecting it.
Tongue of the Sun and Moon
13th-level Monk class feature
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 Monk class feature
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
15th-level Monk class feature
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 require food or water to survive.
Empty Body
18th-level Monk class feature
You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you gain resistance to all damage but force damage, and you can hold your breath for an additional number of minutes equal to your proficiency bonus.
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
20th-level Monk class feature
You perfect your body and soul. When you roll for initiative and have no ki points remaining, you regain 6 ki points. At the start of each of your turns during combat, you regain 1 ki point if you have no ki points remaining.
Moreover, you gain the following benefits:
- You can roll an additional damage die, using your martial arts die, when determining the extra damage for a critical hit with a melee attack.
- The normal and long ranges for attacks made using Deflect Missiles are doubled.
- Whenever a creature makes a melee weapon attack against you, you can use your reaction to impose disadvantage on the attack.
Optional Features
You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers some additional features that you gain as a monk. Consult with your DM to decide whether or not these features are available if you meet the level requirement for those features. These features can be selected separately from one another; using some, all, or none of them.
Dedicated Weapon
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:
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.
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.
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.
With this revision to monk, the prerequisities for multiclassing into this version of monk are revised as well. ©Wizards of the Coast LLC.
Ki-Fueled Attack
Quickened Healing
Focused Aim
Multiclassing
Class
Ability Score Minimum
Monk
Strength 13 or Dexterity 13; Wisdom 13
Thank you for Reading
I hope you enjoyed reading this document and hope someone may find something to their liking enough to use it in their next campaign.
Created by Wade Falk
If you enjoyed this revision, please see my compendium for Sword Coast Adventurer's Guide Revised. It contains revisions for character options like Banneret, Bladesinger, Path of the Battlerager, and others. It also has new racial options and racial feats.
Suggestions?
If you find any part of this revision to be an issue or improved upon, I highly recommend suggesting it to me. You can reach me on Reddit at u/FrontB.
©Wizards of the Coast LLC.