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PHB, Xanathar's Guide to Everything, Fizban's Treasury of Dragons

Monk

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

You must have a Dexterity and Wisdom score of 13 or higher in order to multiclass in or out of this class.

If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "Kung Fu Fighting".

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 per Monk level after 1st
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) a 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 shiled, your AC equals 10 + your Dexterity modifier + your Wisdom modifier

Martial Arts

At 1st level, your practice of martial arts gives you master 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 a d4 in palce 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 actino 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.
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    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 PHB Equipment section.

    Ki

    Starting at 2nd level, your trianing 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 drawl all 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 yoru 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 from among those listed below. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th levels.

    Deflect Missiles

    Starting at 3rd level, you can use yoru 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 o f20 feet and a long range of 60 feet.

    Ability Score Improvement

    At 4th, 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, an ability score can't be increased 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.

    Stunning Strike

    Starting at 5th level, you can interfere with teh flow of ki in an opponent's body. When you hit antoher 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 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.

    Level
    Proficiency Bonus
    Martial Arts
    Ki Points
    Unarmored Movement
    Features
    1st
    +2
    1d4
    -
    -
    Unarmored Defense, Martial Arts
    2nd
    +2
    1d4
    2
    +10 ft.
    Ki, Unarmored Movement
    3rd
    +2
    1d4
    3
    +10 ft.
    Monastic Tradition, Deflect Missiles
    4th
    +2
    1d4
    4
    +10 ft.
    Ability Score Improvement, Slow Fall
    5th
    +3
    1d6
    5
    +10 ft.
    Extra Attack, Stunning Strike
    6th
    +3
    1d6
    6
    +15 ft.
    Ki-Empowered Strikes, Monastic Tradition feature
    7th
    +3
    1d6
    7
    +15 ft.
    Evasion, Stillness of Mind
    8th
    +3
    1d6
    8
    +15 ft.
    Ability Score Improvement
    9th
    +4
    1d6
    9
    +15 ft.
    Unarmored Movement improvement
    10th
    +4
    1d6
    10
    +20 ft.
    Purity of Body
    11th
    +4
    1d8
    11
    +20 ft.
    Monastic Tradition feature
    12th
    +4
    1d8
    12
    +20 ft.
    Ability Score Improvement
    13th
    +5
    1d8
    13
    +20 ft.
    Tongue of the Sun and Moon
    14th
    +5
    1d8
    14
    +25 ft.
    Diamond Soul
    15th
    +5
    1d8
    15
    +25 ft.
    Timeless Body
    16th
    +5
    1d8
    16
    +25 ft.
    Ability Score Improvement
    17th
    +6
    1d10
    17
    +25 ft.
    Monastic Tradition feature
    18th
    +6
    1d10
    18
    +30 ft.
    Empty Body
    19th
    +6
    1d10
    19
    +30 ft.
    Ability Score Improvement
    20th
    +6
    1d10
    20
    +30 ft.
    Perfect Self

    Created by

    ColTigh128.

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