Class: Monk (5.5)

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Monk


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.


You must have a Dexterity score and a Wisdom score of 15 or higher in order to multiclass in or out of this class.

Monk
Level Proficiency Bonus Features Martial Arts Focus Points Unarmored Movement
1st +2 Martial Arts, Unarmored Defense 1d6
2nd +2 Focus, Unarmored Movement 1d6 2 +10ft
3rd +2 Deflect Attacks, Monk Order 1d6 3 +10ft
4th +2 Feat, Slow Fall 1d6 4 +10ft
5th +3 Extra Attack, Disruptive Strikes 1d8 5 +10ft
6th +3 Empowered Strikes, Monk Order Feature 1d8 6 +15ft
7th +3 Evasion 1d8 7 +15ft
8th +3 Feat 1d8 8 +15ft
9th +4 Acrobatic Movement 1d8 9 +15ft
10th +4 Self-Restoration 1d8 10 +20ft
11th +4 Monk Order Feature 1d10 11 +20ft
12th +4 Feat 1d10 12 +20ft
13th +5 Deflect Energy 1d10 13 +20ft
14th +5 Focused Survivor 1d10 14 +25ft
15th +5 Focused Body, Disruptive Strikes Improvement 1d10 15 +25ft
16th +5 Feat 1d10 16 +25ft
17th +6 Monk Order Feature 1d12 17 +25ft
18th +6 Focused Warrior 1d12 18 +30ft
19th +6 Feat 1d12 19 +30ft
20th +6 Deathless 1d12 20 +30ft

Monk Features

As a Monk, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Martial Weapons that have the Light property
  • Tools: Choose one type of artisan's tools or one 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's pack or (b) an explorer's pack
  • 10 darts

Martial Arts

Beginning at 1st level, Your practice of martial arts gives you mastery of combat styles that use unarmed strikes 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 Attack. You can make one Unarmed Strike as a Bonus Action.

  • Dexterous Strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons.

    Additionally, When you use the Grapple or Shove actions, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.

  • 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

Unarmored Defense

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Focus

Starting at 2nd level, your training allows you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

When you spend a Focus Point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Focus Points.

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, which are detailed below. You learn more as you gain levels in this class.


  • Flurry of Blows. You can spend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
  • Patient Defense. You can take the Disengage action as a Bonus Action. When you do so, you can choose to expend 1 Focus Point to also take the Dodge action as part of the same bonus action.
  • Step of the Wind. You can take the Dash action as a Bonus Action. When you do so, you can choose to expend 1 Focus Point to also double your jump distance as part of the same bonus action.

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 Unarmored Movement column of the Monk table.

Deflect Attacks

Starting at 3rd level, 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 damage you take from the attack is reduced by 1d8 + your Dexterity modifier + your monk level.


If you reduce the damage to 0, you can expend a Focus Point to redirect some of the attack’s force. Choose a creature you can see within 5 feet of you if the attack was a melee attack, or a creature within 60 feet 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 + your Dexterity modifier. The damage is the same type dealt by the attack.

Monk Order

When you reach 3rd level, you commit yourself to a specific martial practice, choosing from the archetypes on the following pages. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

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.

Disruptive Strikes

At 5th level, once per turn when you hit a creature with a Monk Weapon or an unarmed strike, you can expend a Focus Point to attempt to disrupt the creature's energy. The target must succeed a Constitution saving throw or be Dazed until the start of your next turn.


At 15th level, you instead inflict the Stunned condition instead of the Dazed condition when you use this ability.

Empowered Strikes

At 6th level, when you deal damage with your unarmed strikes, you can choose to change the damage type to Force damage.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.

Acrobatic Movement

Starting at 9th level, 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 move.

Self-Restoration

At 10th level, you can use your action to end one effect on yourself that is causing you to be Charmed, Frightened, or Poisoned.

Additionally, forgoing food and drink doesn't give you levels of Exhaustion.

Deflect Energy

At 13th level, you can use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Focused Survivor

Starting at 14th level, your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 Focus Point to reroll it and take the second result.

Focused Body

Starting at 15th level, the energy within you sustains you and your fortuity. Your ability scores and maximum hit points can't be reduced by magical means against your will.

Focused Warrior

Starting at 18th level, when you roll for initiative and have no focus points remaining, you regain 2 focus points.

Deathless

At 20th level, death is not your end. You no longer age, and can't be aged magically.

Additionally, When you start your turn at 0 hit points, you can expend 5 focus points to return to life at a number of hit points equal to your Wisdom modifier + your Constitution modifier.

Order: 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, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You gain proficiency in the Performance skill if you don't already have it. 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 can move up to 10ft as part of the same bonus action without provoking opportunity attacks.

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 focus 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 make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to cancel the disadvantage for that roll.

Additionally, when you deal damage with an unarmed strike or monk weapon and roll a 1, you can expend a focus point to reroll that die. You must use the new roll, even if it is another 1.

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.

Order: The Four Elements


Some monks hone themselves to harness the power of the elements. When you focus, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this order dedicate themselves to a single element, but others weave the elements together.

Kinetics Initiate

When you choose this tradition at 3rd level, you gain magical control over the elements. As an action, you can cause one of the following effects centered on a point you can see within 60 feet.


  • 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.
  • Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature or an object) for 1 hour.

Elemental Attunement

Also at 3rd level, at the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy. This enegery lasts for 10 minutes, or until you become Incapacitated or you die. While imbued with this energy, you gain the following traits:


  • Elemental Strikes. When you hit an unarmed strike, you can choose to change the damage type of the attack to Acid, Cold, Fire, or Lightning damage.
  • Reach. When you make an unarmed strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Kinetic Burst

Starting at 6th level, your control over the four elements allows you to create eruptions of elemental energy. By expending 2 Focus points as an action, you cause elemental energy to erupt in a 20 foot radius sphere centered on a point you can see within 120 feet of you. Creatures in that zone must make a Dexterity saving throw. On a failed save, creatures take damage equal to three rolls of your Martial Arts die, or half as much damage on a success. The damage type of this attack is either Acid, Cold, Fire, or Lightning damage.

Stride through Elements

Starting at 11th level, your control over the elements allows you to augment your movement through them. When you use your Step of the Wind feature, you gain a Swim speed and Fly speed equal to your walking speed for the next minute.

Elemental Epitome

At 17th level, your mastery of the elements empowers your abilities, giving you the following features:


  • Elemental Resonance. While you are under the effects of your Elemental Attunement, you become resistant to the damage type chosen for that ability.
  • Destructive Stride. While you are under the effects of your Elemental Attunement and move within 5 feet of a creature, you can choose to deal 1d4 damage of the type chosen for that ability. A creature can take this damage only once during a turn.

Order: The Kensei


Monks of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon much in the same way a calligrapher or a 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:

  • 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. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – 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, provided it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t Incapacitated.
  • 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. You retain this benefit until the end of the current turn.
  • Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade

At 6th level, you extend your focus 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 focus 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 focus. As a bonus action, you can expend up to 3 focus 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 focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. Once per turn when you miss with an attack roll using a monk weapon on your turn, you can reroll it.

Order: Mercy


Monks of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the teachings of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 focus point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a focus point for the healing.

Hands of Harm

At 3rd level, you use your focus to inflict wounds. Once per turn when you hit a creature with an unarmed strike, you can spend 1 focus point to deal extra Necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also reduce the severity of one disease by 2, or cure one of the following conditions affecting the creature: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.

When you use Hands of Harm on a creature, you can attempt to poison that creature. The target must succeed a Constitution saving throw, where the DC equals 8 + your Wisdom modifier + your Proficiency Bonus, or be Poisoned for the next minute. Creatures can repeat this save at the end of their turns, ending the effect on themselves on a success.

Flurry of Healing and Harm

Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending focus points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the focus point for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy

By 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 focus points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.


Once you use this feature, you must complete a long rest to do so again.

Order: The Open Hand


Monks of the Open 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

Starting when you choose this tradition at 3rd level, when 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:


  • Addle. The target can’t make Opportunity Attacks until the start of its next turn.
  • Push. The target must succeed on a Strength saving throw or be pushes up to 15 feet away from yourself.
  • Topple. The target must succeed on a Dexterity saving throw, or be knocked Prone.

Wholeness of Body

At 6th level, 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 result + your Wisdom modifier (minimum of 1).

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and regain all expended uses after a Long Rest.

Nimble Escape

Starting at 11th level, you can easily stride out of harm’s way. When a creature misses an attack roll against you or when you succeed a saving throw to take only half damage from a spell or other effect, you can expend a Focus Point as a reaction to use the Disengage action and move up to half your speed.

Energy Resonance

At 17th level, 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 focus 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.

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.


On your turn, you can replace one of your attacks to cause these vibrations to wrack the creature with sudden and intense pain. The target must make a Constitution saving throw, taking 10d12 Force damage on a failed save, or half as much damage on a success.

Order: The Shadows


Monks of the Shadow value stealth and subterfuge, often serving as spies and assassins. They are at home in darkness, able to draw gloom around themselves to hide and maneuver in secret to strike when others least expect.

Shadow Arts

Beginning at 3rd level, you have learned to draw on the grim power of the Shadowfell, gaining the following benefits:


  • Darkness. As an action, you can expend 1 Focus Point to cast the Darkness spell, requiring no spell slot or material components.

  • Shadowsight. You gain 60ft of Darkvision. If you already have Darkvision, it instead increases by 60ft.

    Additionally, you can see through any magical darkness you create to this same range.

  • Shadow Figments. You learn the Minor Illusion cantrip. Wisdom is your spellcasting ability for 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.

Wraith's Shroud

At 17th level, your mastery of the shadows turns you into a ghostly presence. While under the effects of your Cloak of Shadows, you gain the following additional benefits:


  • Shadowy Incorporealness. You can move through creatures and objects as if they were difficult terrain, but you take 2d10 Force damage if you end your turn inside a creature or an object.
  • Shadow Flurry. You can use your Flurry of Blows without expending Focus Points.
 

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