hit dice:
1d10
hit points at 1st level:
10 + Con mod
hit points at higher levels:
1d10 + con mod
armor proficiencies:
none
weapon proficiencies:
simple weapons, shortswords
tools:
one from artisan's or one musical instrument
saving throws:
Strength, Dexterity
skills:
Choose two from Acrobatics, Animal handling, Athletics, History, Insight, Religion, and Stealth.
starting equipment:
- Shortsword or any simple weapon
- a dungeoneer's pack or an explorer's pack
- 10 darts
spellcasting:
N/A
class features:
- 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.
Dedicated Weapon - At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. You can become proficient in any one weapon during a long rest, as long as it lacks the heavy or special property. This weapon is considered a monk weapon for you. You may only have 1 dedicated weapon at a time.
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, any simple melee weapons that don't have the special or heavy property, or your dedicated weapon.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor, wielding a shield, or using the blade song feature:
You can use Dexterity instead of Strength for athletics checks, and 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.
You can make one unarmed strike as a bonus action.
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.
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 + proficiency + Dex mod
Flurry of Blows - 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.
Robust Body - Starting at 3rd level, you have strong defenses on the outside as well as the inside. You are Immune to disease, and have advantage on saving throws against poison, and have resistance to poison damage.
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.
Deflect Attacks - At 3rd level, you can use your reaction to deflect or catch a strike when you are hit by an attack. When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction you can spend 1 ki point to make an unarmed attack against the creature if it's within range.
If the attack was a ranged missile attack, you can throw the missile back at the creature if the missile 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 30/60 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.
At level 8, you can use your reaction to deflect an attack and to put yourself in a defensive stance. In this stance, you can deflect an additional attack. It still costs 1 ki each time to attack a creature when you reduce an attack's damage to zero. This stance lasts until the beginning of your next turn. At level 13 you can deflect 2 additional attacks, 3 in total.
Ability Score Improvement - When you reach 4th level, and again at 8th, 10th, 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.
Stronger Healing - Starting at 4th level the constant flow of ki throughout your body helps repair it when injured. When you regain hit points for any source, including using hit dice, you regain a number of additional hit points equal to your wisdom modifier.
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.
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 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 end of your next turn. You can use this ability once per turn.
Focused Aim - Also at 5th level, 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.
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.
Immaculate Body - At 10th level,You are at the peak of physical health. You are immune to poison damage and the poisoned condition.
Improved Dedicated Weapon - At 11th level, If your dedicated weapon is magical, your ki becomes infused with the weapon's magic. Your unarmed strikes deal any extra damage that your dedicated weapon has, as well as gain any of its magical properties. For example, if you had a +1 longsword that dealt an extra 1d6 fire and had a chance to knock creature prone on hit, your fists would act as a +1 weapon and would also deal an extra 1d6 fire damage and has a chance to knock creature prone.
If your dedicated weapon uses charges, you can use a charge from the weapon when you use an unarmed attack.
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.
Unwavering - Starting at 14th level, your mind and body has been focused through constant meditation. You gain proficiency in constitution, intelligence, wisdom, and charisma saving throws.
Calm Mind - Beginning at 14th level, you are immune to being charmed .
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.
Perfect Self - At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Empty Body - Beginning at 18th level, you can use your bonus 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.
Ki Master - At 20th level, your mastery of ki lets you perform basic techniques effortlessly. Flurry of blows, patient defense, and step of the wind now cost zero ki to use.
Also your Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:
Level | Proficiency | Martial arts | Ki points | Unarmored mvmt | Features |
---|
1 | +2 | 1d4 | - | - | Unarmored defense, Martial arts, Dedicated Weapon |
2 | +2 | 1d4 | 4 | +10ft | Ki, Unarmored Mvmt |
3 | +2 | 1d4 | 5 | +10ft | Monastic Tradition, Deflect attack, Robust body |
4 | +2 | 1d4 | 6 | +10ft | Ability Store Improvement, Slow Fall, Stronger Healing |
5 | +3 | 1d6 | 8 | +15ft | Extra Attack, Stunning Strike, Focused aim |
6 | +3 | 1d6 | 9 | +15ft | Ki-Empowered Strikes, Monastic Tradition Feature |
7 | +3 | 1d6 | 10 | +15ft | Evasion |
8 | +3 | 1d8 | 11 | +20ft | Ability Score Improvement |
9 | +4 | 1d8 | 13 | +20ft | Unarmored Movement Improvement |
10 | +4 | 1d8 | 14 | +20ft | Immaculate Body, Ability Score Improvement |
11 | +4 | 1d10 | 15 | +25ft | Monastic Tradition Feature, Improved Dedicated Weapon |
12 | +4 | 1d10 | 16 | +25ft | Ability Score Improvement |
13 | +5 | 1d10 | 18 | +25ft | Tongue of Sun and Moon |
14 | +5 | 1d10 | 19 | +30ft | Unwavering, Calm Mind |
15 | +5 | 1d10 | 20 | +30ft | Perfect Self, Timeless Body |
16 | +5 | 1d10 | 21 | +30ft | Ability Score Improvement |
17 | +6 | 1d12 | 23 | +35ft | Monastic Tradition Feature |
18 | +6 | 1d12 | 24 | +35ft | Empty Body |
19 | +6 | 1d12 | 25 | +35ft | Ability Score Improvement |
20 | +6 | 1d12 | 26 | +40ft | Ki Master |