Class Features
Hit Points
- Hit Dice: 1d10 per monk level
- 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
Proficiencies
- Armor: None
- Weapons: Simple weapons, shortswords
- Tools: Choose one type of artisan's tools or one musical instrument
- Saving Throws: Strength, Dexterity
- Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted 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 5d4 × 10 gp to buy your own equipment.
Monk Ability Table
Level | Proficiency Bonus | Features | Unarmored Movement | Techniques Known |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | — | — |
2nd | +2 | Ki, Flurry of Blows, Unarmored Movement | +10ft | 2 |
3rd | +2 | Monastic Tradition, Deflect Missiles | +10ft | 2 |
4th | +2 | Ability Score Improvement, Slow Fall | +10ft | 2 |
5th | +3 | Extra Attack, Ki-Empowered Strikes | +15ft | 2 |
6th | +3 | Monastic Tradition feature | +15ft | 3 |
7th | +3 | Evasion | +15ft | 3 |
8th | +3 | Ability Score Improvement | +15ft | 3 |
9th | +4 | Tongue of the Sun and Moon | +20ft | 3 |
10th | +4 | — | +20ft | 4 |
11th | +4 | Monastic Tradition feature | +20ft | 4 |
12th | +4 | Ability Score Improvement | +20ft | 4 |
13th | +5 | Diamond Soul | +25ft | 4 |
14th | +5 | — | +25ft | 5 |
15th | +5 | Timeless Body | +25ft | 5 |
16th | +5 | Ability Score Improvement | +25ft | 5 |
17th | +6 | Monastic Tradition feature | +25ft | 5 |
18th | +6 | — | +30ft | 6 |
19th | +6 | Ability Score Improvement | +30ft | 6 |
20th | +6 | Black Belt | +30ft | 6 |
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity + your Wisdom modifier.
Martial Arts
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.
As long as you are not wearing heavy armor or wielding a shield, your Martial Arts attacks gain the following benefits:
-
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 at levels 5th (d6), 11th (d8) and 17th (d10).
-
When you spend 1 Ki point or more as part of your action or 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.
-
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 be a simple or martial weapon that you are proficient with it, and it must lack the special property.
Ki
At 2nd level, you learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your ki to perform supernatural physical feats known as techniques.
Ki Points
Your inner reserve of Ki is represented by a pool of Ki points. This pool has a total number of Ki points equal to your monk level. You regain expended Ki points when you finish a short or long rest, so long as you spent at least 30 minutes of that rest in spiritual meditation.
Techniques Known
At 2nd level, you learn two techniques of your choice from the list at the end of this class description. You learn additional techniques as shown on the monk ability table. Each time you gain a monk level, you can choose a technique you know and replace it with another technique of your choice.
Saving Throws
Techniques rely on your mastery over your body, and grow in proportion to your self-control. When a technique requires a saving throw, the saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
At 2nd level, when you take the Attack action, you can spend 1 Ki point to make two unarmed strikes as a bonus action.
When you reach 11th level in this class, you can make three unarmed strikes instead of two when you use this feature.
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.
When you reach 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. You can choose one of the following options:
- Way of Mercy -
- Way of the Astral Self
- Way of the Drunken Master -
- Way of the Elements -
- Way of the Kensei
- Way of the Long Death
- Way of the Open Hand -
- Way of the Shadows
- Way of the Sun Sol -
- Way of the White Lotus -
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 your Martial Arts Die + your Dexterity + 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.
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. 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.
Ki-Empowered Strikes
Starting at 5th 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.
Tongue of the Sun and Moon
At 9th 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
At 13th 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.
Black Belt
At 20th level, you have mastered martial arts and the power of Ki. You gain the following benefits:
-
You can use your Flurry of Blows feature without spending Ki points a number of times equal to your Proficiency Bonus + your Wisdom modifier, you regain expended uses at the end of a long rest.
-
Whenever you use your Flurry of Blows feature, you also take the dodge action (no action required).
Techniques
Monastic Techniques
Accurate Hits:
Prerequisite: Level 2
Whenever you miss with an attack, your next attack roll before the end of your next turn adds an additional d4 to the attack roll.
Ki Recovery:
Prerequisite: Level 2, Way of Mercy subclass
You are able to harness your Ki’s energy to restore your life force. Whenever you spend Ki points, you regain a number of hit points equal to the number of Ki points spent.
Moonlit Eyes
Prerequisite: Level 2
As a bonus action on your turn, you can spend 1 Ki point to gain darkvision with a range of 30 feet, if you already have darkvision it’s range increases by 30 feet. This benefit lasts until the end of your next turn.
Patient Defense:
Prerequisite: Level 2
You can spend 1 Ki point to take the dodge action as a bonus action on your turn.
Quickened Healing:
Prerequisite: Level 2
As an action, you can spend 2 Ki points and roll your martial arts dice. You regain a number of hit points equal to the numbers rolled plus your Constitution modifier (Minimum of +1).
Step of the Wind:
Prerequisite: 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.
Drunken Step:
Prerequisite: Level 4, Way of the Drunken Master subclass
Whenever you use your reaction during combat, you can spend 1 Ki point to move up to 15ft without provoking opportunity attacks or make 1 unarmed strike.
Heavy Blow:
Prerequisite: Level 4
Once per turn, you can choose for an attack to be a heavy blow. If the attack hits, you deal additional damage equal to your Martial Arts die. Hit or miss, the next attack made against you before the start of your next turn is made with advantage.
Inerrant Strikes:
Prerequisite: Level 4
Whenever you score a critical hit with an unarmed strike on a creature, you regain 1 Ki point.
Nimble Instincts:
Prerequisite: Level 4
Whenever a creature misses you with a melee weapon attack, you can use your reaction to make an unarmed attack against that creature.
Seeking Strike:
Prerequisite: Level 4
When you miss with a Martial Arts attack, you can spend 1 Ki point to reroll your attack. You must use the new result.
Throwing Techniques:
Prerequisite: Level 4
You can add your wisdom modifier to checks made to shove or grapple. When you choose to shove prone a creature that is grappled by you and succeed, you can choose any unoccupied space within 5 feet, and the grappled creature is moved to that space.
Defense Breaker:
Prerequisite: Level 6
When you hit a creature with an unarmed attack, you can spend 1 Ki point to attempt to break its defense. The target must make a Strength saving throw. On a failure, the target provokes an opportunity attack from one of your allies within melee range of the target.
Discombobulating Strike:
Prerequisite: Level 6
When you hit a creature with an unarmed strike, you can spend 1 Ki point to disrupt the creature’s concentration. The creature has disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack.
Ki Blast:
Prerequisite: Level 6, Way of the Sun Soul subclass
You can channel your Ki to project concussive energy. After you take the attack action you can use your bonus action to spend 1 Ki point and launch a blast of energy in a line with a range equal to your movement speed, creatures in this area must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die, or half as much damage on a successful save.
This feature’s damage increases when you reach 11th level (three rolls of your Martial Arts die).
Knowledge Mastery:
Prerequisite: Level 6, Way of the White Lotus subclass
… Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Stunning Strike:
Prerequisite: Level 6
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 start of your next turn.
Thunderous Slam:
Prerequisite: Level 6
As an action on your turn you can spend up to 5 Ki points to cause a wave of concussive force. Every creature within 10 feet of you must make a Constitution saving throw or take thunder damage equal to one roll of your Martial Arts die per Ki point spent + your Strength modifier.
Elemental Flurry:
Prerequisite: Level 8, Way of the Elements subclass
Whenever you use your action to cast a spell, you can use your bonus action to make an unarmed strike or spend 1 Ki point to use your Flurry of Blows feature.
Graceful Disposition:
Prerequisite: Level 8
After using your Flurry of Blows feature, you enter a defensive stance. During this stance you can make opportunity attacks without using your reaction until the start of your next turn.
Impeding Strike:
Prerequisite: Level 8
When you hit a single opponent with an attack, you can spend 1 Ki point to attempt an Impeding Strike. The target must succeed on a Wisdom saving throw or be blinded, deaf, or unable to speak (your choice) until the end of your next turn.
Intercepting Hands:
Prerequisite: Level 8
Whenever a creature within your reach is hit by a ranged weapon attack, you can use your reaction to intercept the attack, and use your Deflect Missiles feature as if the attack was targeting you.
Jumping Strike:
Prerequisite: Level 8
If you move at least 15 feet in a straight line towards a creature you can choose to attempt a high risk attack. Before you roll your attack, you can spend 1 Ki point to gain a +10 bonus to the damage roll. If the attack hits the creature is pushed 5 feet away from you provided it is no more than one size larger than you. If the attack is unsuccessful you fall prone.
Slugging Strike:
Prerequisite: Level 8
When you hit a creature with an opportunity attack, you can spend 1 Ki point to attempt a Slugging Strike. The target must succeed on a Strength saving throw or have its movement speed reduced to 0 until the end of their next turn.
Cloak of Shadows:
Prerequisite: Level 10, Way of the Shadows subclass
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.
Elusive Mind:
Prerequisite: Level 10
Your Evasion feature also applies to effects that allow you to make a Wisdom saving throw to take only half damage
Multiple Deflects:
Prerequisite: Level 10
Whenever you use your Deflect Missiles feature, you can reduce the damage of a number of projectiles equal to your proficiency bonus.
Third Eye:
Prerequisite: Level 10
You can spend 1 Ki point as a bonus action to open your third eye for 1 minute. While your third eye is activated you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Slowing Strike:
Prerequisite: Level 10
When you hit a creature, you can spend 1 Ki point to force the creature to make a Wisdom saving throw. On a failed save the creature suffers the effects of the slow spell until the end of your next turn. You do not need to concentrate on this spell.
Unparalleled Speed:
Prerequisite: Level 10
You can use your action to spend 4 Ki points and cast the Haste spell targeting yourself for 1 minute. You do not need to concentrate on this spell.
Deflect Magic:
Prerequisite: Level 12
Your Deflect Missiles feature also works on cantrips that require ranged attack rolls such as Eldritch Blast.
Disrupting Strike::
Prerequisite: Level 12
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 Strength saving throw or suffer disadvantage on all of its attack rolls until the end of your next turn.
Exploding Strikes:
Prerequisite: Level 12
When you use your Flurry of Blows feature and roll the maximum amount on a damage die, you can add an additional die of the same size to the damage.
Nimble Step:
Prerequisite: Level 12
You can use your bonus action and spend 1 Ki point to become more nimble. Until the end of your turn, difficult terrain does not cost you extra movement and you may move through any hostile creature’s space, additionally attacks of opportunity against you are made with disadvantage.
Soul breaker:
Prerequisite: Level 12, Way of the Astral Self subclass
Your attacks don’t only injure your foe’s bodies but also their spirits. Whenever you use a monk feature that allows you to impose a Constitution saving throw to an enemy, you can impose a Wisdom saving throw instead. This technique can be used once per turn.
Wounding Strike:
Prerequisite: Level 12
When you hit a creature with an unarmed attack, you can spend 1 Ki point to make a wound that hurts continuously for 1 minute. At the beginning of its next turn, the target must succeed on a Constitution saving throw or suffer damage equal to one roll of your Martial Arts die. The target can repeat this saving throw at the beginning of each of its turns, ending the effect on itself on a success.
Indomitable Spirit:
Prerequisite: Level 14
During combat, whenever you recover any amount of your Ki points, you also recover an amount of hit points equal to the number of Ki points you recovered.
Ki-Fueled Attacks:
Prerequisite: Level 14
Whenever you spend 1 Ki point or more as part of your action, you can spend 1 Ki point to use your Flurry of Blows feature as a bonus action on the same turn.
Peak Performance:
Prerequisite: Level 14
Your physical and mental training pays off. Once per turn, you can add a bonus to one of your unarmed strike’s damage. This bonus is equal to half of your current Ki points (rounded down).
Pushing Strike:
Prerequisite: Level 14, Way of the Open Hand subclass
When you hit a creature with a Martial Arts attack, you can spend 1 Ki point and force it to make a Strength saving throw. On a failed save, you knock the target back in a straight line up to a maximum number of feet equal to five times your Wisdom modifier (minimum of 5 feet), where it falls prone.
Creatures that are at least once size larger than you have advantage on their Strength saving throw.
Rush of the Battle:
Prerequisite: Level 14
Whenever you roll for initiative roll 1d4, you regain a number of Ki points equal to the number rolled. You can use this technique once per short/long rest.
Last Resort:
Prerequisite: Level 16
Once per long rest, when you have 0 Ki points remaining, you can use an action to regain an amount of Ki points equal to one roll of your Martial Arts Die.
Master's Stance:
Prerequisite: Level 16
As a bonus action on your turn you can spend 3 Ki points to enter a master's stance for 1 minute. While in this stance whenever you are required to roll a damage die for your unarmed strikes, roll the die twice and take the highest value.
Parrying Stance:
Prerequisite: Level 16
Once per turn when a creature hits you with a melee attack, you can spend 1 Ki point to gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Recovering Strike:
Prerequisite: Level 16, Way of the Long Death subclass
Once per turn, when you hit a creature with an unarmed strike, you can recover a number of hit points equal to half the damage dealt.
Swift Reflexes:
Prerequisite: Level 16
You have a number of reactions each round equal to half your proficiency bonus. You must spend 1 Ki point to use each reaction beyond the first.
Tireless Power:
Prerequisite: Level 16
When you have 0 Ki points remaining, you can spend hit dice in place of Ki points. To do so, roll one hit die per Ki point you spend after you have none remaining. You take the amount rolled as necrotic damage, which cannot be reduced in any way.
Ascended Soul
Prerequisite: Level 18
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.
Flowing Dodge:
Prerequisite: Level 18
After taking the attack action you can spend 1 Ki point to gain a bonus to your AC equal to the number of hostile creatures you can see within 5 feet of you (this bonus cannot exceed your Wisdom modifier). This benefit last until the start of your next turn or until you get incapacitated.
Injuring Strike:
Prerequisite: Level 18
Once per turn when you hit an creature with an unarmed strike and roll maximum damage, you can use your reaction to decrease its AC by 1 until the end of your next turn.
One Hundred Blows:
Prerequisite: Level 18
As an action on your turn, you can spend 5 Ki points to target a creature within 5ft with this technique, the creature must make a Dexterity saving throw or take 5d20 + your Dexterity modifier on a failed save, or half as much on a successful one.
Relentless Energy:
Prerequisite: Level 18
Whenever you spend Ki points on your turn you can roll a d10 (no action required), on a 10 you regain 1 Ki point.
Art
CREDITS PAGE 1:
CREDITS PAGE 2:
- Art made by Craig Elliott and posted on craigelliottgallery.com
CREDITS PAGE 3:
- Art made by Hazem Ameen and posted on ArtStation.
CREDITS PAGE 4:
CREDITS PAGE 5:
CREDITS PAGE 6:
- Art made by Frank William) and posted on ArtStation.
CREDITS PAGE 7:
- Art made by hurricane128 and posted on Devianart.
CREDITS PAGE 8:
- Art made by Christopher Moeller.
CREDITS PAGE 9:
- Art made by Clint Cearley and posted on ArtStation.
CREDITS PAGE 10:
- Art made by Ekaterina Burmak and posted on ArtStation.