OneDnd Monk
Monk
Level | Proficiency Bonus | Features | Martial Arts | Ki Points | Unarmoured movement |
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1st | +2 | Martial Arts, Unarmored Defense | 1d6 | — | — |
2nd | +2 | Ki, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | +10 ft |
3rd | +2 | Deflect Attacks, Monk Subclass | 1d6 | 3 | +10 ft |
4th | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | +10 ft |
5th | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | +10 ft |
6th | +3 | Empowered Strikes, Subclass Feature | 1d8 | 6 | +15 ft |
7th | +3 | Evasion | 1d8 | 7 | +15 ft |
8th | +4 | Ability Score Improvement | 1d8 | 8 | +15 ft |
9th | +4 | Acrobatic Movement | 1d8 | 9 | +15 ft |
10th | +4 | Heightened Ki, Self-Restoration | 1d8 | 10 | +20 ft |
11th | +4 | Subclass Feature | 1d10 | 11 | +20 ft |
12th | +4 | Ability Score Improvement | 1d10 | 12 | +20 ft |
13th | +5 | Deflect Energy, Tongue of the Sun and Moon | 1d10 | 13 | +20 ft |
14th | +5 | Diamond Soul | 1d10 | 14 | +25 ft |
15th | +5 | Perfect Ki | 1d10 | 15 | +25 ft |
16th | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft |
17th | +6 | Subclass Feature | 1d12 | 17 | +25 ft |
18th | +6 | Empty Body | 1d12 | 18 | +30 ft |
19th | +6 | Ability Score Improvement | 1d12 | 19 | +30 ft |
20th | +6 | Body and Mind | 1d12 | 20 | +30 ft |
Class Features
As a monk, you gain the following class features
Hit Points
- Hit Dice: 1d8 per monk level
- Hit Points at 1st Level: 8
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
- Armor: None
- Weapons: Simple Weapons, Martial Weapons that have the Light property
- Tools: Choose one type of Artisan’s Tools or Musical Instrument
- Saving Throws: Strength, Dexterity
- Skills: Choose two 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 Pack or (b) An Explorer’s Pack
- 10 Darts
Unarmoured Defense
At level 1, while you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Martial Arts
Additionally, Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are Simple Melee Weapons and Martial Weapons with the Light 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:
- Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.
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Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.
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Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table
Ki
At 2nd level, your self-focus and martial training allow you to harness a well of extraordinary energy within yourself, known as 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 certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you spend a Ki Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.
Some features that use Ki Points require your target to make a saving throw. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.
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Flurry of Blows. You can spend 1 Ki Point to make two Unarmed Strikes as a Bonus Action.
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Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Ki Point to take both the Disengage and the Dodge actions as a Bonus Action.
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Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Ki Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Uncanny Metabolism
At level 2, When you roll Initiative, you can regain all expended Ki Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Unarmoured Movement
Also at 2nd level, Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table
Deflect Missles
At level 3, You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level.
If you reduce the damage to 0, you can spend 1 Ki Point to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack.
That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack
Monastic Tradition
At level 3, You gain a Monk subclass of your choice: Way of The Shadow, Way of the Four Elements, or Way of the Hand. These choices are detailed at the end of the class
A subclass is a specialization that grants you special abilities at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level and lower.
Ability Score Improvement
At level 4, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Monk table, you gain this feature again at levels 8, 12, 16, and 19.
Slow Fall
At level 4, You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Extra Attack
At level 5, You can attack twice, instead of once, whenever you take the Attack action on your turn
Stunning strike
Also at level 5, Once per turn when you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1 Ki Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the End of your next turn.
On a successful save, the target takes Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.
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 level 7, 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.
You don’t benefit from this feature if you have the Incapacitated condition.
Acrobatic Movement
At level 9, While you aren’t wearing armor or wielding a shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement
Heightened KI
At level 10, Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:
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Flurry of Blows. You can spend 1 Ki Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
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Patient Defense. When you spend a Ki Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
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Step of the Wind. When you spend a Ki Point to use Step of the Wind, you can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Self-Restoration
At level 10, Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
Deflect Energy
At level 13, you can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
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
Starting at level 14, your physical and mental Ki grant 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.
Perfect Ki
At level 15, when you roll Initiative and have 3 Ki Points or fewer, you regain expended KI Points until you have 4.
Empty Body
Startng at level 18, at the start of your turn, you can spend 3 Discipline Points to perfectly bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have resistance to all damage except Force damage.
Body and Mind
At level 20, You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24
Warrior of the Hand
Warriors of the Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target:
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Addle. The target can’t make Opportunity Attacks until the start of its next turn.
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Push. The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.
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Topple. The target must succeed on a Dexterity Saving throw or be knocked prone
Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Fleet Step
You can easily stride out of harm’s way. When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action
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 4 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.
Alternatively, when you take the Attack action on your turn, you can replace one of the attacks with this action. To use this action, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an action.
Way of Shadow
Warriors of Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow
Shadow Arts
Through rigorous training, you have learned to draw on the power of the Shadowfell, gaining the following benefits:
Darkness. You can spend 1 Ki Point to cast the Darkness spell without any spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of you at the start of each of your turns.
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Shadowy Figments. You know the Minor Illusion cantrip and use Wisdom as the spellcasting ability for it.
Shadow Step
While entirely within Dim Light or Darkness, you can use a Bonus Action to 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 next melee attack you make before the end of the turn.
Improved Shadow Step
You can draw on your connection to shadow to empower your teleportation. When you use your Shadow Step, you can spend 1 Ki Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after the teleportation
Cloak of Shadows
As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Ki Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:
Invisibility. You have the Invisible condition.
Partially Incorporeal. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
Shadow Flurry. You can use your Flurry of Blows without spending any Ki Points.
Way of the Four Elements
The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind.
Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.
Elemental Attunement
You can use an action to create one of the following effects:
Beckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Elemental Body
At the start of your turn, you can spend 1 Ki Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration
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Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. Additionally, Whenever you spend a ki point, your next unarmed attack deals additional damage equal to your martial arts die
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Grasp of the elements When you deal damage with an Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
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Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Environmental Burst
At level 6, you can create explosive bursts of elements as you buffet your foes. You can spend 1 ki as an action to create one of the following effects:
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Fist of Unbroken Air: A creature within 30ft of you must make a strength saving throw or take bludgeoning damage equal to 3 rolls of your martial arts die and be knocked away from you up to 30 feet. If the creature impacts an object or creature, they stop and take another martial arts die of bludgeoning damage
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Flames of the Pheonix: Choose a point within 60ft of you. Creatures within a 20ft radius of that point must succeed on a dexterity saving throw or take fire damage equal to 3 rolls of your martial arts die, taking half on a success.
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Glacial Prison: Pillars of Ice erupt around a creature you can see. They must make a dexterity saving throw or take 2d10 cold damage as icicles pierce their flesh, and become restrained. A restrained creature must make an athletics check as an action to break free
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Wave of Rolling Stone: A wave of stone erupts in a 20ft radius around you as you stomp your foot into the ground. Any creature within the radius must succeed on a strength saving throw or take bludgeoning damage equal to 2 rolls of your martial arts die and be knocked prone. Additionally, the area that the wave erupted in conuts as Difficult Terrain for enemies until the start of your next turn
Stride of the Elements
When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.
Elemental Epitome
When you use the Elemental Attunement feature, you also gain the following benefits for the duration:
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Damage Resistance. You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.
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Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to two rolls of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn.