|This article is about Monk, 5th edition class.|
|For other uses of Monk, see Monk (disambiguation).|
|This material from the 5th edition SRD is published under the OGL|
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Monk Overview Table
- 1.5 Unarmored Defense
- 1.6 Martial Arts
- 1.7 Ki
- 1.8 Unarmored Movement
- 1.9 Monastic Tradition
- 1.10 Deflect Missiles
- 1.11 Ability Score Improvement
- 1.12 Slow Fall
- 1.13 Extra Attack
- 1.14 Stunning Strike
- 1.15 Ki-Empowered Strikes
- 1.16 Evasion
- 1.17 Stillness of Mind
- 1.18 Purity of Body
- 1.19 Tongue of the Sun and Moon
- 1.20 Diamond Soul
- 1.21 Timeless Body
- 1.22 Empty Body
- 1.23 Perfect Self
- 2 Optional Class Features
- 3 Sources
As a Monk, you gain the following class features.
Hit Dice: 18 per Monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier
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, Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
Monk Overview Table
|Features||Martial Arts||Ki Points|| Unarmored|
|1st||+2||Unarmed Defense, Martial Arts||1d4||—||—|
|2nd||+2||Ki, Unarmored Movement||1d4||2||+10 ft.|
|3rd||+2||Monastic Tradition, Deflect Missiles||1d4||3||+10 ft.|
|4th||+2||Ability Score Improvement, Slow Fall||1d4||4||+10 ft.|
|5th||+3||Extra Attack, Stunning Strike||1d6||5||+10 ft.|
|6th||+3||Ki Empowered Strikes, Monastic Tradition feature||1d6||6||+15 ft.|
|7th||+3||Evasion, Stillness of Mind||1d6||7||+15 ft.|
|8th||+3||Ability Score Improvement||1d6||8||+15 ft.|
|9th||+4||Unarmored movement improvement||1d6||9||+15 ft.|
|10th||+4||Purity of Body||1d6||10||+20 ft.|
|11th||+4||Monastic Tradition feature||1d8||11||+20 ft.|
|12th||+4||Ability Score Improvement||1d8||12||+20 ft.|
|13th||+5||Tongue of the Sun and Moon||1d8||13||+20 ft.|
|14th||+5||Diamond Soul||1d8||14||+25 ft.|
|15th||+5||Timeless Body||1d8||15||+25 ft.|
|16th||+5||Ability Score Improvement||1d8||16||+25 ft.|
|17th||+6||Monastic Tradition feature||1d10||17||+25 ft.|
|18th||+6||Empty Body||1d10||18||+30 ft.|
|19th||+6||Ability Score Improvement||1d10||19||+30 ft.|
|20th||+6||Perfect Self||1d10||20||+30 ft.|
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.
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.
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.
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
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.
|This section exceeds the text of the SRD|
(22 official and unofficial Monastic Traditions.)
|Way of the Astral Self||Arms of the Astral Self, Visage of the Astral Self, Body of the Astral Self, Awakened Astral Self||Manifest parts of their spirit body.||Tasha's Cauldron of Everything|
|Way of the Divine Path||Spellcasting, Destroy the Unholy, Empowered Healing, Banishment||These monks follow a religious path||Rlyehable|
|Way of the Ascendant Dragon||Draconic Disciple, Breath of the Dragon, Wings Unfurled, Aspect of the Wyrm, Ascendant Aspect||This tradition is inspired by dragons||Fizban's Treasury of Dragons|
|Way of the Drunken Master||Bonus Proficiencies, Drunken Technique, Tipsy Sway, Drunkard’s Luck, Intoxicated Frenzy||This tradition uses deception and agility to surprise the opponent.||Xanathar's Guide to Everything|
|Way of the Four Elements||Elemental Disciplines, Disciple of the Elements||These monks focus their ki to manifest the four elements.||Player's Handbook (5e)|
|Way of the Kensei||Path of the Kensei, One with the Blade, Sharpen the Blade, Unerring Accuracy||These monks are one with their weapon.||Xanathar's Guide to Everything|
|Way of the Long Death||Touch of Death, Hour of Reaping, Mastery of Death, Touch of the Long Death||These monks focus on the transition from life to death||Sword Coast Adventurer's Guide|
|Way of Mercy||Implements of Mercy, Hand of Healing, Hand of Harm, Physician's Touch, Flurry of Healing and Harm, Hand of Ultimate Mercy||This class focuses on aiding others||Tasha's Cauldron of Everything|
|Way of the Open Hand||Open Hand Technique, Wholeness of Body, Tranquility, Quivering Palm||Ultimate masters of martial arts combat, armed or unarmed||SRD5|
|Way of Shadow||Shadow Arts, Shadow Step, Cloak of Shadows, Opportunist||Monks of this tradition are ninjas and assassins.||Player's Handbook (5e)|
|Way of the Sun Soul||Radiant Sun Bolt, Searing Arc Strike, Searing Sunburst, Sun Shield||These monks transform their ki into light||Sword Coast Adventurer's Guide|
|Way of Tranquility||Path of Tranquility, Healing Hands, Emissary of Peace, Douse the Flames of War, Anger of a Gentle Soul||This subclass focuses on peace.||UA Monk|
|Way of Enlightenment||User of ancient summoning techniques, adherent of The Mana||Max7238|
|Way of the Abundant Step||Faster than the eye can see, using ki to unlock the secrets of speed. A Pathfinder adaptation.||Max7238|
|Way of the Arcane Fist||Cast spells with your fists, using Ki instead of spell slots. Simple enough.||Zhenra-Khal|
|Way of the Crane||Monks of the Way of the Crane focus on the more mental and mystical side of martial arts.||Iskerbabble|
|Way of the Force||Monks who focus on the ebb and flow of the universal life force, and combine it with the power of glowing swords and fancy spins.||Eiji-kun|
|Way of the Gentle Hand||A monastic tradition that focuses on nonviolence above all else, acting as a martyr and diplomat.||Zhenra-Khal|
|Way of the Old Blood||Through accessing your Stangnant blood you’ll gain access to the abilities granted by the stagnant waters.||Daomon|
|Way of the Turtle||Monks of The Way of the Turtle focus on the body, and how Ki can push it to unthinkable heights.||Iskerbabble|
|Way of the Unseen Hand||Utilize telekinesis to punch people from across the room.||Zhenra-Khal|
|Way of the Vengeful Wave||Studying your foes' techniques to avoid their attacks and punish them using the might of water.||Memnon|
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.
Ability Score Improvement
When you reach 4th level, and again at 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, you can’t increase an ability score above 20 using this feature.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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. '
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
Purity of Body
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.
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.
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.
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.
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Optional Class Features
2nd level monk feature
You can choose an additional weapon to be a Monk Weapon(unofficial summation)
3rd level monk feature
Use ki to make a bonus action to make an additional attack.(unofficial summation)
4th level monk feature
Spend ki to regain hit points.(unofficial summation)
5th level monk feature
When you miss an attack spend ki to increase to-hit roll.(unofficial summation)
|Features||Unarmored Defense +, Martial Arts +, Ki +, Unarmored Movement +, Monastic Tradition +, Deflect Missiles +, Ability Score Improvement +, Slow Fall +, Extra Attack +, Stunning Strike +, Ki-Empowered Strikes +, Evasion +, Stillness of Mind +, Purity of Body +, Tongue of the Sun and Moon +, Diamond Soul +, Timeless Body +, Empty Body +, Perfect Self +, Dedicated Weapon +, Ki-Fueled Attack +, Quickened Healing + and Focused Aim +|
|Hit Die||1d 8 +|
|Save||Strength + and Dexterity +|
|Skill||Acrobatics +, Athletics +, History +, Insight +, Religion + and Stealth +|
|Summary||Masters of unarmed combat and ki +|