Player's Handbook p77
A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.
Level |
Proficiency Bonus |
Martial Arts |
Ki Points |
Unarmoured Movement |
Features |
1st |
+2 |
1d4 |
- |
- |
Unarmoured Defense, Martial Arts |
2nd |
+2 |
1d4 |
2 |
+10ft |
Ki, Unarmored Movement |
3rd |
+2 |
1d4 |
3 |
+10ft |
Monastic Tradition, Deflect Missiles |
4th |
+2 |
1d4 |
4 |
+10ft |
Ability Score Improvement, Slow Fall |
5th |
+3 |
1d6 |
5 |
+10ft |
Extra Attack, Stunning Strike |
6th |
+3 |
1d6 |
6 |
+15ft |
Ki-Empowered Strikes, Monastic Tradition Feature |
7th |
+3 |
1d6 |
7 |
+15ft |
Evasion, Stillness of Mind |
8th |
+3 |
1d6 |
8 |
+15ft |
Ability Score Improvement |
9th |
+4 |
1d6 |
9 |
+15ft |
Unarmored Movement Improvement |
10th |
+4 |
1d6 |
10 |
+20ft |
Purity of Body |
11th |
+4 |
1d8 |
11 |
+20ft |
Monastic Tradition Feature |
12th |
+4 |
1d8 |
12 |
+20ft |
Ability Score Improvement |
13th |
+5 |
1d8 |
13 |
+20ft |
Tongue of the Sun and Moon |
14th |
+5 |
1d8 |
14 |
+25ft |
Diamond Soul |
15th |
+5 |
1d8 |
15 |
+25ft |
Timeless Body |
16th |
+5 |
1d8 |
16 |
+25ft |
Ability Score Improvement |
17th |
+6 |
1d10 |
17 |
+25ft |
Monastic Tradition Feature |
18th |
+6 |
1d10 |
18 |
+30ft |
Empty Body |
19th |
+6 |
1d10 |
19 |
+30ft |
Ability Score Improvement |
20th |
+6 |
1d10 |
20 |
+30ft |
Perfect Self |
hit dice:
1d8 per level
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier per level
armor proficiencies:
None
weapon proficiencies:
Simple weapons, Shortswords
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.
starting 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
spellcasting:
None.
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.
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.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll 1d4 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.
- 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). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
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. 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.
- Flurry of Blows. 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
- 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.
Monastic tradition
When you reach 3rd level, you commit yourself to a monastic tradition, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
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 1d10 + your Dexterity 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 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, which has a normal range of 20 feet and a long range of 60 feet.
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 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 end of your next turn.
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.
Stillness of mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
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
Beginning at 14th 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.
Empty body
Beginning at 18th level, you can use your 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.
Perfect self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
subclass options:
Monk Archetype - Way of Rhalgr
Monks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devastating blows.
These monks spend their time traveling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras.
Greased Lightning
Beginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus.
Embodied Element
Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.
Fists of Fire. You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone in front of you. You make an unarmed strike against a number of creatures equal to the Ki points used.
Body of Earth. Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage.
Legs of Wind. You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the Jump, Longstrider or spend 4 ki points to cast the Levitate spell on yourself.
Forbidden Chakra
Beginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.
Howling Fist. You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw against your Ki save DC, taking 3d8 force damage on a failure and half as much on a success.
Elixir Field. You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Con saving throw against your Ki save DC, taking 3d6 force damage on a failure and half as much on a success.
Tornado Kick. You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing 3d10 bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage.
Perfect Balance
Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attach has been confirmed, you may expend a number of Ki points up to your Wis mod, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must then finish a long rest to use Perfect Balance again.