Monk
Core Monk Traits
Primary Ability Dexterity and Wisdom
Hit Point Die D8 per Monk level
Saving Throw Proficiencies Strength and Dexterity
Choose 2: Acrobatics, Athletics, History, Insight, Religion, or
Skill Proficiencies
Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Light property
Choose one type of Artisan’s Tools or Musical Instrument (see
Tool Proficiencies
chapter 6)
Armor Training None
Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical
Starting Equipment Instrument chosen for the tool proficiency above, Explorer’s Pack,
and 11 GP; or (B) 50 GP
Monks use rigorous combat training and mental discipline to align themselves with the
multiverse and focus their internal reservoirs of power. Different Monks conceptualize this
power in various ways: as breath, energy, life force, essence, or self, for example. Whether
channeled as a striking display of martial prowess or as a subtler manifestation of defense and
speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They
channel uncanny speed and strength into their attacks, with or without the use of weapons. In a
Monk’s hands, even the most basic weapons can become sophisticated implements of combat
mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical
and mental focus they need to harness their power. Other Monks believe that immersing
themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are
driven by a desire to accomplish a greater mission than merely slaying monsters and plundering
treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Monk
• Gain all the traits in the Core Monk Traits table.
• Gain the Monk’s level 1 features, which are listed in the Monk Features table.
As a Multiclass Monk
• Gain the Hit Point Die trait from the Core Monk Traits table.
• Gain the Monk’s level 1 features, which are listed in the Monk Features table.
Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels.
These features are listed in the Monk Features table.
Monk Features
Proficiency Martial Focus Unarmored
Level Class Features
Bonus Arts Points Movement
Martial Arts,
1 +2 Unarmored 1d6 — —
Defense
Monk’s Focus,
Unarmored
2 +2 Movement, 1d6 2 +10 ft.
Uncanny
Metabolism
Deflect Attacks,
3 +2 1d6 3 +10 ft.
Monk Subclass
Ability Score
4 +2 Improvement, 1d6 4 +10 ft.
Slow Fall
Extra Attack,
5 +3 1d8 5 +10 ft.
Stunning Strike
6 +3 Empowered 1d8 6 +15 ft.
Strikes, Subclass
Proficiency Martial Focus Unarmored
Level Class Features
Bonus Arts Points Movement
feature
7 +3 Evasion 1d8 7 +15 ft.
Ability Score
8 +3 1d8 8 +15 ft.
Improvement
Acrobatic
9 +4 1d8 9 +15 ft.
Movement
Heightened
10 +4 Focus, Self- 1d8 10 +20 ft.
Restoration
11 +4 Subclass feature 1d10 11 +20 ft.
Ability Score
12 +4 1d10 12 +20 ft.
Improvement
13 +5 Deflect Energy 1d10 13 +20 ft.
Disciplined
14 +5 1d10 14 +25 ft.
Survivor
15 +5 Perfect Focus 1d10 15 +25 ft.
Ability Score
16 +5 1d10 16 +25 ft.
Improvement
17 +6 Subclass feature 1d12 17 +25 ft.
18 +6 Superior Defense 1d12 18 +30 ft.
19 +6 Epic Boon 1d12 19 +30 ft.
20 +6 Body and Mind 1d12 20 +30 ft.
Level 1: Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike
and Monk weapons, which are the following:
• Simple Melee weapons
• Martial Melee weapons that have the Light 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.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or
Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column
of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for
the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you
use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier
instead of your Strength modifier to determine the save DC.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your
Dexterity and Wisdom modifiers.
Level 2: Monk’s Focus
Your focus and martial training allow you to harness a well of extraordinary energy within
yourself. This energy is represented by Focus Points. Your Monk level determines the number of
points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three
such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed
below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end
of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC
equals 8 plus your Wisdom modifier and Proficiency Bonus.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus
Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can
expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can
expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your
jump distance is doubled for the turn.
Level 2: Unarmored Movement
Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus
increases when you reach certain Monk levels, as shown on the Monk Features table.
Level 2: Uncanny Metabolism
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your
Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number
rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 3: Deflect Attacks
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing
damage, you can take a Reaction to reduce the attack’s total damage against you. The
reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s
force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a
melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if
the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take
damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is
the same type dealt by the attack.
Level 3: Monk Subclass
You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed
after this class’s description. A subclass is a specialization that grants you features at certain
Monk levels. For the rest of your career, you gain each of your subclass’s features that are of
your Monk level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for
which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
Level 4: Slow Fall
You can take a Reaction when you fall to reduce any damage you take from the fall by an
amount equal to five times your Monk level.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Stunning Strike
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can
expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving
throw. On a failed save, the target has the Stunned condition until the start of your next turn. On
a successful save, the target’s Speed is halved until the start of your next turn, and the next
attack roll made against the target before then has Advantage.
Level 6: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage
or its normal damage type.
Level 7: Evasion
When you’re 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.
You don’t benefit from this feature if you have the Incapacitated condition.
Level 9: Acrobatic Movement
While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling during the movement.
Level 10: Heightened Focus
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed
Strikes with it instead of two.
Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of
Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a
willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you
until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Level 10: Self-Restoration
Through sheer force of will, you can remove one of the following conditions from yourself at the
end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
Level 13: Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not
just Bludgeoning, Piercing, or Slashing.
Level 14: Disciplined Survivor
Your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll
it, and you must use the new roll.
Level 15: Perfect Focus
When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points
until you have 4 if you have 3 or fewer.
Level 18: Superior Defense
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1
minute or until you have the Incapacitated condition. During that time, you have Resistance to
all damage except Force damage.
Level 19: Epic Boon
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.
Boon of Irresistible Offense is recommended.
Level 20: Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores
increase by 4, to a maximum of 25.
Monk Subclass
A Monk subclass is a specialization that grants you features at certain levels, as specified in the
subclass. This section presents the Warrior of the Open Hand subclass.