Monk

Class Features

As a Monk, you gain the following class features.

Hit Points

Hig 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

Proficiencies

Armor:None

Weapons: 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.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Monk
The Monk
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4--Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Movement
3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles
4th+21d44+10 ft.Ability Score Improvement, Slow Fall
5th+31d65+10 ft.Extra Attack, Stunning Strike
6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition feature
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.Ability Score Improvement
13th+51d813+20 ft.Tongue of the Sun and Moon
14th+51d814+25 ft.Diamond Soul
15th+51d815+25 ft.Timeless Body
16th+51d816+25 ft.Ability Score Improvement
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.Empty Body
19th+61d1019+30 ft.Ability Score Improvement
20th+61d1020+30 ft.Perfect Self

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 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.
  • 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.

    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.

    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 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 of 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 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.

    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.

    Monastic Tradition

    When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th levels.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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.

    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.

    Ability Score Improvement (lvl 8)

    When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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.

    Unarmored Movement - Run on Walls

    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.

    Purity of Body

    At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

    Ability Score Improvement (lvl 12)

    When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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.

    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 re-roll 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.

    Ability Score Improvement (lvl 16)

    When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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.

    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.

    Ability Score Improvement (lvl 19)

    When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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.

    Perfect Self

    At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

    Monastic Traditions

    Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus a monk need choose a tradition only upon reaching 3rd level.

    Fire Elemental

    This is an archetype belonging to the Monk class ( it is based off of the **** in the ****, but with some minor changes to add some utility and versatility and a more appropriate capstone ability).

    A bare-chested dwarf exhales white hot flame as he breathes over a damaged sword, duplicating the heat of a forge so that he can repair it on the road.

    A red-skinned tiefling extends her leg with a high kick as a mote of flame engulfs her opponent 30 feet away.

    A human extends two fingers as lightning extends through his body, and outward, demolishing an outer wall as the siege gets underway.

    A Fire Elementalist is a Monk who (through study, fortune or fate) have unlocked their inner flame. Using their breath to generate energy, these monks extend their Ki outward from their body, creating and manipulating flame.

    Inner Flame

    At 3rd level you have learned how to extend your Ki past your limbs. You may do any of the following:

  • Use an Action to generate a flickering flame that emits bright light in a radius of 10 feet and dim light for an additional 10 feet that lasts for 10 minutes or until you dismiss it as an Action.
  • You may spend 1 ki point to shroud your hands in flame for 1 minute adding 1d6 fire damage to your hits.
  • When you use the Attack action on your turn to use this special attack, you can still use any of your ki features as if you had just made an Attack action.

    Forges Fire

    At 6th level, you gain the ability to spend ki points to cast Fire Bolt and Heat Metal as follows:

    AbilityKi for 1st castKi for 2nd castKi for 3rd castKi for 4th castKi for 5th or more cast
    Fire Bolt12345
    Heat Metal246810

    You go down 1 casting count for a short rest and fully reset on a long rest. Your spellcasting modifier for these spells is Wisdom.

    Fire Bolt

    Heat Metal

    Fire Aura

    You may concentrate your inner fire binding it in your mind. The more you focus the greater the flame but the greater the flame the harder it is to control. To build up each level of flame you need to have the previous level and mass a DC wisdom check against the distraction bonus (any other factors that hinder concentration are added to this value). Each promotion of the flame takes 10 minutes. When you loose focus the flame explodes forth damaging everything in range (except you). The flame lasts for 10 minutes and damages everything in range at the beginning of each of your turns. This fire does light things on fire based on the intensity of the flame and the fire resistance of the object (spark can light hay on fire, nuclear can melt thick metal walls).

    Flame LevelDistraction BonusRangeDamage (fire)
    Spark15ft.1d8
    Flame25ft.1d10
    Bonfire35ft.2d6
    Blaze410ft.2d8
    Inferno510ft.2d10
    Nuclear610ft.3d8

    As an action you may concentrate doubling the range by focusing your flame into a cone.

    As an action you may concentrate extinguishing the flame.

    Trial of the White Flame

    At the 17th level, you gain the ability to mark an opponent with a strike. You may spend 3 ki points to invoke the trial a white flame comes out of the mark surrounding the opponent. (You must be on the same plane and within 300 miles to trigger the mark.) In order to get out they must walk through the flames. (The flames block all inter and intra dimensional travel.) When passing through the flames the creature must make a Constitution saving throw. If it fails, it takes 30d10 fire damage that cannot reduce it below 0 hit points. If it succeeds, it takes 10d10 fire damage.

    The fire surrounds the target like a sphere. The fire does not burn anything but the target. Others can see the fire but not feel the heat. The fire's roar can only be heard by the target, whom it deafens. The fire's light casts bright light in a 60 foot radius and dim light for another 60 ft.

    The trail ends after 10 minutes unless the caster has trained their wisdom to 18 or higher (+4 bonus) and expends 1 ki point per hour to stoke the fire.


    Copy Left Notice: The Fire Elemental is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Ki Thief

    In the darkest hour of a battle with everything on the line, one monk stands alone. Drained and on the brink of death, she transgress the ancient vow to not steal ki. With renewed energy the monk is able to turn the tide and save the day, but this has come at a terrible cost. The valiant monk has violated the law and must be exiled, but she accepts this and heads out into the world to save more lives.

    After years of study in the monastery a dark-hearted monk seeks even more power than his training has given him. In a sparing match his hatred boils as a young prodigy gains the upper hand. He feels that he deserves the deep reservoir of ki this kid has been gifted and with that envy he strikes and rips the life force out of his opponent. With his opponent dead at his feet the monk realizes that this is true power. A few days later one lone monk is seen heading away from the monastery that had just mysteriously burned down. With ki stolen from from his masters he begins to find his next prey.

    This is an archetype for the Monk class. Some Monks forgo doctrine forbidding the stealing ki from others for their own goals. Whether they justify it for the greater good so they may fight and live longer to continue to help others or selfishly seek an endless source of power and eternal life, these monks may be seen as heretics by their peers. Work with your GM on your relationship to your monastery, Are you an outcast or does the whole monastery follow this path? and how much of an impact this transgression may have in the campaign. In order to choose this archetype you must be, or become, Chaotically aligned.

    Notes

    The GM may decide that most people or other monks will react negatively to stealing ki to regain your youth as a form of vampirism.

    Ki Steal

    At the 3rd level, whenever you hit a sentient creature you may have them make a Constitution saving throw, DC = 8 + your proficiency bonus + your Wisdom modifier, on a failed save you add a ki point to your pool. You ki pool cannot exceed your maximum.

    Although there is no combat effect applied to those who are having their life stolen, they feel as if a piece of their soul is being torn away. Repeated exposure can result in the loss of memory, and eventually the reduction to a human vegetable, at which point no more ki can be stolen.

    Ki Channel

    At the 3rd level, you learn how to assist others by channeling your ki. To do so, spend 2 ki points and use your reaction to choose one creature other than yourself within 60 feet of you. Roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. You can wait until after the creature rolls the d20 before deciding to use this feature, but it must be before the GM says whether the roll succeeds or fails. Your Channel die depends on your level. The die starts as a d6 and becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Ki Impair

    At the 6th level, you learn how to use Ki Channel to impair others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can spend 2 ki points and use your reaction to use Ki Impair, rolling a Channel die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it's immune to being Charmed.

    Stolen Life

    At the 11th level, your frequent use of your ki stealing abilities has caused you to stop aging. You no longer age naturally and will not die of old age. You can still be aged magically, but you can regain your youth simply by stealing ki from any creature. There is an upkeep that must be accounted for, if do not any steal ki during a week, you will age for that week.

    Eternal youth is addictive. If you do not steal any ki for a week you gain one level of Exhaustion as a withdraw symptom. After the second week you have one additional level of Exhaustion (2 total). After one month without stealing ki you recover from your Exhaustion and feel normal. No means short of a Wish spell can remove Exhaustion from withdraw while you are going through these withdraw symptoms.

    Fatal Strike

    Beginning at 17th level, you gain the ability to shoot ki past your fist to cause internal injuries. This attack does 1d10 times the number of ki you expend necrotic damage (up to a maximum of 9d10).

    You may attempt to use this technique for a stealth kill, but anyone who sees you touch an individual and then they go down will make an intelligence check to see if they suspect that was more than a pat on the back.

    Ki spent in this way may only be recovered by stealing it from a living creature.


    Copy Left Notice: The Ki Thief is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    The Way of Iron

    An Orc stands at the city gate, a massive structure shadowing even him. He drops into a low stance and with a single strike causes cracks to spider up the wall until nothing stands between the orc and the civilians behind.

    A halfling stares down the charging minotaur, unfazed and unwavering, from its glistening, gory horns to its immense body. He shifts his weight slightly, and stops the minotaur in its tracks, the unused momentum sending it into a flip over the halfling and off the side of the cliff.

    A human stands bound and trapped in a metal cage made of iron bars six inches thick. When the guards return, the only thing they can find is mangled shackles, a hole bent in the cage bars, and a 6-foot hole in the back wall.

    Strike Through Earth

    You have learned to channel your energy to bring down anything your enemy hides behind.

    At 3rd level, you get an automatic critical against non-magical objects with your unarmed strikes. Your unarmed strikes break through 6 inches of non-magical wood, 3 inches of non-magical stone, or half an inch of non-magical non-adamantine metal.

    You may spend 1 ki point to gain one of the following effects for 1 minute:

  • Brass Knuckles: Add 2 damage to your unarmed strikes damage rolls.
  • Undercarve: Add +1 to your unarmed strike's attack rolls.
  • You may spend 1 ki point to take the following reaction:

  • Northwind: As a reaction, when you miss an unarmed strike you may deal 1d8 force damage from ki extending from your fist. (Not effected by any modifiers offensively or defensively.)
  • Mountain Stance

    You harness your energy to become as sturdy as a mountain.

    At 6th level, you are unable to be moved by a creature that is the same size or smaller than you.

    You pay 2 ki Points to enter the Mountain Stance. You may choose one of the following effects, which lasts for 1 minute:

  • Stone Fleece: you gain +2 AC and gain temporary HP equaling your Monk level.
  • Brick-skinned: You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • You may spend 2 ki points to take the following reaction:

  • Mettle Breaker: As a reaction, when you fail a strength check or save, you may add 3 to the check.
  • Steel Your Grit

    You channel your ki into a short period of activity. At 11 level, and for the next minute you may spend 3 ki points to:

  • Bind the Body: You have advantage on all Strength saving throws
  • Bind the Soul: You have advantage on all Charisma saving throws
  • Mithril Body

    You have learned to Channel stone and metal into your physical ability. At 17th level, one of your three Way of Iron abilities becomes stronger.

    Of Sand and Steel: Your 'Strike Through Earth' feature becomes stronger

  • You now auto-critical magical objects and constructs
  • Brass Knuckles now adds 4 bludgeoning damage instead of 2.
  • Undercarve now adds 2 to your unarmed strikes attack.
  • Northwind now does 2d8 force damage instead of 1d8.
  • New Ability: Shockwave - You may spend 2 ki to use this action. You strike a solid surface sending a shockwave through it. Any creatures within 30 feet in contact with the surface must make a Strength saving throw taking 4d8 bludgeoning damage and being knocked Prone on a failed save. On a successful save they take half damage and are not knocked Prone. The surface takes twice the damage and may be destroyed.
  • OR

    Obsidian Defense: Your 'Mountain Stance' feature becomes stronger.

  • You are unable to be moved by a creature that is two sizes larger than you or smaller.
  • Stone Fleece now adds 4 AC instead of 2 AC.
  • Brick-skinned now grants immunity to non-magical bludgeoning, piercing, and slashing instead of resistance.
  • New Ability: Reflexive Reflect - You may spend 5 ki to use this reaction. Until the end of your next turn your AC increases by 5.
  • OR

    Cast-iron Mind: Your 'Steel Your Grit' feature becomes stronger.

  • Bind the Body now gives advantage to all Strength and Dexterity saving throws
  • Bind the Soul now gives advantage on all Charisma and Wisdom saving throws
  • New Ability: Soul Link - You may spend 5 ki to use this action. Your target must make a Wisdom saving throw or become linked with you. Any damage you take from a failed save is shared with the linked target. The target remains linked for 1 minute.

  • Copy Left Notice: The Way of Iron is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    A huge thank you to Jtron for helping to re-balance and pour life into this archetype.

    Way of the Open Hand

    Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

    Open Hand Technique

    Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever 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:

  • It must succeed on a Dexterity saving throw or be knocked Prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.
  • Wholeness of Body

    At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

    Tranquility

    Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

    Quivering Palm

    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 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. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

    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.


    Copy Left Notice: The Way of the Open Hand is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


    Copy Left Notice: The Monk is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.