SRD5:Monk: Difference between revisions

From Rlyehwiki
Jump to navigation Jump to search
No edit summary
 
(9 intermediate revisions by the same user not shown)
Line 3: Line 3:
<div class="bctop">{{backto|{{SRD5|Class}}}}</div>
<div class="bctop">{{backto|{{SRD5|Class}}}}</div>
<div class="badge">{{5esrd}}[[Summary::Masters of unarmed combat and ki| ]]</div>
<div class="badge">{{5esrd}}[[Summary::Masters of unarmed combat and ki| ]]</div>
<div class="gi-main">
<div class="gi-main">{{tocright}}
 
'''Monk''' is a [[SRD5:Class|class]] for 5th ed. and is part of the [[SRD5:System Reference Document|SRD]].
'''Monk''' is a [[SRD5:Class|class]] for 5th ed. and is part of the [[SRD5:System Reference Document|SRD]].


Line 23: Line 22:
*''(a)'' a [[SRD5:Dungeoneer's Pack|dungeoneer's pack]] or ''(b)'' [[SRD5:Explorer's Pack|explorer's pack]]  
*''(a)'' a [[SRD5:Dungeoneer's Pack|dungeoneer's pack]] or ''(b)'' [[SRD5:Explorer's Pack|explorer's pack]]  
*10 [[SRD5:Dart|dart]]s.
*10 [[SRD5:Dart|dart]]s.
|features=Unarmored Defense, Martial Arts, Ki, Monastic Tradition, Deflect Missiles, Ability Score Improvement, Slow Fall, Extra Attack, Stunning Strike, Ki-Empowered Strikes, Envasion, Stillness of Mind, Purity of Body, Tongue of the Sun and Moon, Diamond Soul, Timeless Body, Empty Body, Perfect Self
|features=Unarmored Defense, Martial Arts, Ki, Unarmed Movement, Dedicated Weapon, Monastic Tradition, Deflect Missiles, Ki-Fueled Attack, Ability Score Improvement, Slow Fall, Quickened Healing, Extra Attack, Stunning Strike, Focused Aim, Ki-Empowered Strikes, Evasion, Stillness of Mind, Purity of Body, Tongue of the Sun and Moon, Diamond Soul, Timeless Body, Empty Body, Perfect Self
|canon=true
|canon=true
}}
}}<br clear="right" />
 
===Monk Overview Table===
===Monk Overview Table===
{{5e Class Simple
{{5e Class Simple
Line 115: Line 113:
}}
}}


{{5e Ability Section|3|Unarmored Defense|Beginning at 1st level, while you are wearing no armor and not wielding a shield, your [[SRD5:AC|AC]] equals 10 + your Dexterity modifier + your [[SRD5:Wisdom|Wisdom]] modifier.}}  
{{5e Ability Section|3|Unarmored Defense|''1st level monk feature''<br />While you are wearing no armor and not wielding a shield, your [[SRD5:AC|AC]] equals 10 + your Dexterity modifier + your [[SRD5:Wisdom|Wisdom]] modifier.}}  


{{5e Ability Section|3|Martial Arts|At 1st level, your practice of martial arts gives you mastery of combat styles that use [[SRD5:Unarmed Strike|unarmed strike]]s and '''monk weapons''', which are [[SRD5:Shortsword|shortsword]]s and any [[SRD5:Simple Weapon|simple]] [[SRD5:Melee Weapon|melee weapon]]s that don’t have the [[SRD5:Two-Handed|two-­handed]] or [[SRD5:Heavy|heavy]] property.  
{{5e Ability Section|3|Martial Arts|''1st level monk feature''<br />Your practice of martial arts gives you mastery of combat styles that use [[SRD5:Unarmed Strike|unarmed strike]]s and '''monk weapons''', which are {{srd5lc|Shortsword}}s and any [[SRD5:Simple Weapon|simple]] [[SRD5:Melee Weapon|melee weapon]]s that don’t have the [[SRD5:Two-Handed|two-­handed]] or [[SRD5:Heavy|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 gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:  
Line 126: Line 124:
Certain monasteries use specialized forms of the monk weapons. For example, you might use a [[SRD5:Club|club]] that is two lengths of wood connected by a short chain (called a nunchaku) or a [[SRD5:Sickle|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.}}
Certain monasteries use specialized forms of the monk weapons. For example, you might use a [[SRD5:Club|club]] that is two lengths of wood connected by a short chain (called a nunchaku) or a [[SRD5:Sickle|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.}}


{{5e Ability Section|3|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. }}
{{5e Ability Section|3|Ki|''2nd level monk feature''<br />Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of '''{{anchor|ki point}}s'''. 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: {{iplink|Flurry of Blows}}, {{iplink|Patient Defense}}, and {{iplink|Step of the Wind}}. You learn more ki features as you gain levels in this class.  
You can spend these points to fuel various ki features. You start knowing three such features: {{iplink|Flurry of Blows}}, {{iplink|Patient Defense}}, and {{iplink|Step of the Wind}}. You learn more ki features as you gain levels in this class.  


Line 133: Line 131:
Some of your ki features require your target to make a {{srd5lc|Saving Throw}} to resist the feature’s effects. The [[SRD5:Saving Throw DC|saving throw DC]] is calculated as follows:  
Some of your ki features require your target to make a {{srd5lc|Saving Throw}} to resist the feature’s effects. The [[SRD5:Saving Throw DC|saving throw DC]] is calculated as follows:  


'''Ki save DC''' = 8 + your {{srd5lc|Proficiency Bonus}} + your Wisdom modifier
'''{{anchor|Ki save}} DC''' = 8 + your {{srd5lc|Proficiency Bonus}} + your Wisdom modifier


====Flurry of Blows====
====Flurry of Blows====
Line 142: Line 140:


====Step of the Wind====
====Step of the Wind====
You can spend 1 ki point to take the {{SRD5|Disengage}} or {{SRD5|Dash}} action as a bonus action on your turn, and your [[SRD5:Jump|jump]] distance is doubled for the turn.}}
You can spend 1 ki point to take the {{SRD5|Disengage}} or {{SRD5|Dash}} action as a bonus action on your turn, and your [[SRD5:Jump|jump]] distance is doubled for the turn. <!-- end Ki -->


{{5e Ability Section|3|Unarmored Movement|Starting at 2nd level, your [[SRD5:Speed|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.  
{{5e Ability Section|3|Unarmored Movement|''2nd level monk feature''<br />Your [[SRD5:Speed|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.}}<!-- end Ki -->  
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.}}
 
{{5e Ability Section|3|Monastic Tradition|''3rd level monk feature''<br />You commit yourself to a [[#Monastic Traditions|monastic tradition]], such as the [[#Way of the Open Hand|Way of the Open Hand]]. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.}}


{{5e Ability Section|3|Monastic Tradition|When you reach 3rd level, you commit yourself to a [[#Monastic Traditions|monastic tradition]], such as the [[#Way of the Open Hand|Way of the Open Hand]]. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.}}
====Monastic Tradtions====
====Monastic Tradtions====
{{beyondsrd}}
{{beyondsrd}}<br clear="right" />
{{#cargo_query:
{{5e Subclass List|Monk}}
tables=5e_Subclass, Pages_Info
<!--
|join=5e_Subclass.pageName=Pages_Info.pageName
=====Not Yet on the Wiki=====
|fields=5e_Subclass._pageName=Subclass_Name, 5e_Subclass.Class, 5e_Subclass.Features, 5e_Subclass.Summary, Pages_Info.Canon, Pages_Info.Source
|format=table
}}
<!--({{#ask: [[Category:5e Monastic Traditions]][[Class::+]]|format=count}} official and unofficial Monastic Traditions.)
{{#ask: [[Category:5e Monastic Traditions]][[Class::+]]
|?Features
|?Summary
|?Author=Source
|mainlabel=Monastic Tradition
|headers=plain
|format=broadtable
|class=zebra small leftall sortable
|sep=, 
|limit=500
|default=None created yet! Why don't you add your own?
}}-->
* {{5ed|Way of Tranquility}} <ref group="ua" name="uamonk">{{Cite Pub|UA Monk}}</ref>
* {{5ed|Way of the Divine Path}} <ref group="uc" name="rly">[[User: Rlyehable]]</ref>
* {{5ed|Way of the Dragon}} <ref group="uc" name="ghostwheel">[https://dnd-wiki.org/wiki/User:Ghostwheel User:Ghostwheel]</ref>
* {{5ed|Way of the Dragon}} <ref group="uc" name="ghostwheel">[https://dnd-wiki.org/wiki/User:Ghostwheel User:Ghostwheel]</ref>
* {{5ed|Way of the Drunken Master}} <ref name="xan" />
-->
* {{5ed|Way of the Four Elements}} <ref name="phb" />
* {{5ed|Way of the Kensei}} <ref name="xan" />
* {{5ed|Way of the Long Death}} <ref name="scag" />
* {{SRD5|Way of the Open Hand}} <ref name="srd5" />
* {{5ed|Way of the Shadow}} <ref name="phb" />
* {{5ed|Way of the Sun Soul}} <ref name="scag" />


 
{{5e Ability Section|3|Deflect Missiles|''3rd level monk feature''<br />You can use your [[SRD5:Reaction|reaction]] to deflect or catch the missile when you are hit by a [[SRD5:Ranged Weapon|ranged weapon]] attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.  
{{5e Ability Section|3|Deflect Missiles|Starting at 3rd level, you can use your [[SRD5:Reaction|reaction]] to deflect or catch the missile when you are hit by a [[SRD5:Ranged Weapon|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 [[SRD5:Proficiency|proficiency]], regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal [[SRD5:Range|range]] of 20 feet and a [[SRD5:Long Range|long range]] of 60 feet. }}
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 [[SRD5:Proficiency|proficiency]], regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal [[SRD5:Range|range]] of 20 feet and a [[SRD5:Long Range|long range]] of 60 feet. }}


{{5e Ability Section|3|Ability Score Improvement|When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|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.}}  
{{5e Ability Section|3|Ability Score Improvement|''4th level monk feature''<br />When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|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.}}  


{{5e Ability Section|3|Slow Fall|Beginning at 4th level, you can use your reaction when you fall to reduce any [[SRD5:Fall|fall]]ing damage you take by an amount equal to five times your monk level. }}
{{5e Ability Section|3|Slow Fall|''4th level monk feature''<br />You can use your reaction when you fall to reduce any [[SRD5:Fall|fall]]ing damage you take by an amount equal to five times your monk level. }}


{{5e Ability Section|3|Extra Attack|Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.}}  
{{5e Ability Section|3|Extra Attack|''5th level monk feature''<br />You can attack twice, instead of once, whenever you take the Attack action on your turn.}}  


{{5e Ability Section|3|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 [[SRD5:Stunned|stunned]] until the end of your next turn.}}
{{5e Ability Section|3|Stunning Strike|''5th level monk feature''<br />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 [[SRD5:Stunned|stunned]] until the end of your next turn.}}


{{5e Ability Section|3|Ki-Empowered Strikes|Starting at 6th level, your unarmed strikes count as [[SRD5:Magic Weapon|magical]] for the purpose of overcoming [[SRD5:Resistance|resistance]] and [[SRD5:Immunity|immunity]] to [[SRD5:Nonmagical|nonmagical]] attacks and damage.}}  
{{5e Ability Section|3|Ki-Empowered Strikes|''6th level monk feature''<br />Your unarmed strikes count as [[SRD5:Magic Weapon|magical]] for the purpose of overcoming [[SRD5:Resistance|resistance]] and [[SRD5:Immunity|immunity]] to [[SRD5:Nonmagical|nonmagical]] attacks and damage.}}  


{{5e Ability Section|3|Evasion|At 7th level, your instinctive agility lets you dodge out of the way of certain [[SRD5:Arrea Effect|area effect]]s, such as a [[SRD5:Blue Dragon|blue dragon]]’s lightning breath or a ''[[SRD5:Fireball|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.}}  
{{5e Ability Section|3|Evasion|''7th level monk feature''<br />Your instinctive agility lets you dodge out of the way of certain [[SRD5:Arrea Effect|area effect]]s, such as a [[SRD5:Blue Dragon|blue dragon]]’s lightning breath or a ''[[SRD5:Fireball|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.}}  


{{5e Ability Section|3|Stillness of Mind|Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be [[SRD5:Charmed|charmed]] or [[SRD5:Frightened|frightened]].}}
{{5e Ability Section|3|Stillness of Mind|''7th level monk feature''<br />You can use your action to end one effect on yourself that is causing you to be [[SRD5:Charmed|charmed]] or [[SRD5:Frightened|frightened]].}}


{{5e Ability Section|3|Purity of Body|At 10th level, your mastery of the ki flowing through you makes you [[SRD5:Immune|immune]] to [[SRD5:Disease|disease]] and [[SRD5:Poison|poison]].}}
{{5e Ability Section|3|Purity of Body|''10th level monk feature''<br />Your mastery of the ki flowing through you makes you [[SRD5:Immune|immune]] to [[SRD5:Disease|disease]] and [[SRD5:Poison|poison]].}}


{{5e Ability Section|3|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 [[SRD5:Language|language]]s. Moreover, any creature that can understand a language can understand what you say.}}  
{{5e Ability Section|3|Tongue of the Sun and Moon|''13th level monk feature''<br />You learn to touch the ki of other minds so that you understand all spoken [[SRD5:Language|language]]s. Moreover, any creature that can understand a language can understand what you say.}}  


{{5e Ability Section|3|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.}}  
{{5e Ability Section|3|Diamond Soul|''14th level monk feature''<br />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.}}  


{{5e Ability Section|3|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.}}  
{{5e Ability Section|3|Timeless Body|''15th level monk feature''<br />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.}}  


{{5e Ability Section|3|Empty Body|Beginning at 18th level, you can use your action to spend 4 ki points to become [[SRD5:Invisible|invisible]] for 1 minute. During that time, you also have [[SRD5:Resistance|resistance]] to all damage but [[SRD5:Force|force]] damage.  
{{5e Ability Section|3|Empty Body|''18th level monk feature''<br />You can use your action to spend 4 ki points to become [[SRD5:Invisible|invisible]] for 1 minute. During that time, you also have [[SRD5:Resistance|resistance]] to all damage but [[SRD5:Force|force]] damage.  


Additionally, you can spend 8 ki points to cast the ''[[SRD5:Astral Projection|astral projection]]'' spell, without needing material components. When you do so, you can’t take any other creatures with you.}}  
Additionally, you can spend 8 ki points to cast the ''[[SRD5:Astral Projection|astral projection]]'' spell, without needing material components. When you do so, you can’t take any other creatures with you.}}  


{{5e Ability Section|3|Perfect Self|At 20th level, when you roll for [[SRD5:Initiative|initiative]] and have no ki points remaining, you regain 4 ki points.}}
{{5e Ability Section|3|Perfect Self|''20th level monk feature''<br />When you roll for [[SRD5:Initiative|initiative]] and have no ki points remaining, you regain 4 ki points.}}
{{SRD5end}}
==Optional Class Features==
{{pub|Tasha's Cauldron of Everything}}<ref name="tcoe4849">{{Cite Pub|Tasha's Cauldron of Everything|pages=48-49}}</ref> added the following {{SRD5|GM}} optional class features:
{{5e Ability Section|3|Dedicated Weapon|''2nd level monk feature''<br />
You can choose an additional weapon to be a {{iplink|Monk Weapon}}<sup>(unofficial summation)</sup>}}
{{5e Ability Section|3|Ki-Fueled Attack|''3rd level monk feature''<br />
Use ki to make a bonus action to make an additional attack.<sup>(unofficial summation)</sup>}}
{{5e Ability Section|3|Quickened Healing|''4th level monk feature''<br />
Spend ki to regain hit points.<sup>(unofficial summation)</sup>}}
{{5e Ability Section|3|Focused Aim|''5th level monk feature''<br />
When you miss an attack spend ki to increase to-hit roll.<sup>(unofficial summation)</sup>}}
</div><!--gi-main-->
</div><!--gi-main-->
<div class="source">
<div class="source">
==Sources and Notes==
==Sources and Notes==
* {{pub|SRD-OGL v5.1}} - 5th edition SRD/OGL document published Jan. 2016 by WotC
:* {{Cite Pub|SRD-OGL v5.1}} - 5th edition SRD/OGL document published Jan. 2016 by WotC
<references>
<references />
<ref name="srd5">{{pub|SRD-OGL v5.1}}</ref>
<ref name="phb">{{pub|Player's Handbook (5e)}}</ref>
<ref name="scag">{{pub|Sword Coast Adventurer's Guide}}</ref>
<ref name="xan">{{pub|Xanathar's Guide to Everything}}</ref>
</references
===Unearthed Arcana===
<references group="ua" />
===User Creations===
<references group="uc" />
{{SRD5 Footer|Class}}
{{SRD5 Footer|Class}}
</div><!--source-->
</div><!--source-->

Latest revision as of 10:36, 25 February 2021

Not the article you were looking for?
See Monk (disambiguation)

Monk is a class for 5th ed. and is part of the SRD.

Class Features

As a Monk, you gain the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after first

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, Stealth.

Equipment

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


Monk Overview Table

The Monk
Level Proficiency
Bonus
Features Martial Arts Ki Points Unarmored
Movement
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.

Unarmored Defense

1st level monk feature
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Martial Arts

1st level monk feature
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.


Ki

2nd level monk feature
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

2nd level monk feature
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

3rd level monk feature
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 level.


Monastic Tradtions

This section exceeds the text of the SRD

15 subclasses.
Subclass Summary Features Flags License Source
Way of the Astral Self Manifest parts of their spirit body. Arms of the Astral Self, Visage of the Astral Self, Body of the Astral Self, Awakened Astral Self Canon, Pointer Fair Use Tasha's Cauldron of Everything
Way of the Divine Path These monks follow a religious path Spellcasting, Destroy the Unholy, Empowered Healing, Banishment User Creation CC-BY-SA Rlyehable
Way of the Ascendant Dragon This tradition is inspired by dragons Draconic Disciple, Breath of the Dragon, Wings Unfurled, Aspect of the Wyrm, Ascendant Aspect Canon, Pointer Fair Use Fizban's Treasury of Dragons
Way of the Drunken Master This tradition uses deception and agility to surprise the opponent. Bonus Proficiencies, Drunken Technique, Tipsy Sway, Drunkard’s Luck, Intoxicated Frenzy Canon, Pointer Fair Use Xanathar's Guide to Everything
Way of the Enlightened These monks are psionically enlightened Psionic Spellcasting, Limited Telepathy, Remote Sensing, Telepathic Bond, Psychically Hidden User Creation CC-BY-SA Rlyehable
Way of the Four Elements These monks focus their ki to manifest the four elements. Disciple of the Elements, Elemental Disciplines Canon, Pointer Fair Use Player's Handbook (5e)
Way of the Kensei These monks are one with their weapon. Path of the Kensei, One with the Blade, Sharpen the Blade, Unerring Accuracy Canon, Pointer Fair Use Xanathar's Guide to Everything
Way of the Long Death These monks focus on the transition from life to death Touch of Death, Hour of Reaping, Mastery of Death, Touch of the Long Death Canon, Pointer Fair Use Sword Coast Adventurer's Guide
Way of Mercy This class focuses on aiding others Implements of Mercy, Hand of Healing, Hand of Harm, Physician's Touch, Flurry of Healing and Harm, Hand of Ultimate Mercy Canon, Pointer Fair Use Tasha's Cauldron of Everything
Way of the Nightstalker Vampire/Witch/Dragon/Ghost Hunter/Exorcist Enmity, Esoteric Knowledge, Strike of Enmity, Iron Resolve, Turn Creatures of Enmity, Disruptive Strike User Creation CC-BY-SA Rlyehable
Way of the Open Hand Ultimate masters of martial arts combat, armed or unarmed Open Hand Technique, Wholeness of Body, Tranquility, Quivering Palm Canon OGL SRD-OGL v5.1
Way of Shadow Monks of this tradition are ninjas and assassins. Shadow Arts, Shadow Step, Cloak of Shadows, Opportunist Canon, Pointer Fair Use Player's Handbook (5e)
Way of the Sun Soul These monks transform their ki into light Radiant Sun Bolt, Searing Arc Strike, Searing Sunburst, Sun Shield Canon, Pointer Fair Use Sword Coast Adventurer's Guide
Way of Tranquility This subclass focuses on peace. Path of Tranquility, Healing Hands, Emissary of Peace, Douse the Flames of War, Anger of a Gentle Soul Pointer, UA Fair Use UA Monk
Way of the Chronicle Monks of this tradition storing knowledge. This knowledge can be used to buff its ki-powered attacks and defense. Scribe's Tools, Sealing Strike, Informed Defense, Warding Seal, Perfect Knowledge Pointer Fair Use Venture Maidens Campaign Guide

Deflect Missiles

3rd level monk feature
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

4th level monk feature
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.


Slow Fall

4th level monk feature
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

5th level monk feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Stunning Strike

5th level monk feature
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

6th level monk feature
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Evasion

7th level monk feature
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

7th level monk feature
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.


Purity of Body

10th level monk feature
Your mastery of the ki flowing through you makes you immune to disease and poison.


Tongue of the Sun and Moon

13th level monk feature
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

14th level monk feature
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

15th level monk feature
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

18th level monk feature
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

20th level monk feature
When you roll for initiative and have no ki points remaining, you regain 4 ki points.

End of the SRD5 material

Optional Class Features

Tasha's Cauldron of Everything[1] added the following GM optional class features:

Dedicated Weapon

2nd level monk feature
You can choose an additional weapon to be a Monk Weapon(unofficial summation)

Ki-Fueled Attack

3rd level monk feature
Use ki to make a bonus action to make an additional attack.(unofficial summation)

Quickened Healing

4th level monk feature
Spend ki to regain hit points.(unofficial summation)

Focused Aim

5th level monk feature
When you miss an attack spend ki to increase to-hit roll.(unofficial summation)

Sources and Notes

  1. Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (5e 2014) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 48-49.

Back to Main PageDnD5x5e (2014)SRD5Class

  Open Game Content
This is article is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
  CC-BY
Caution
CC-BY-SA
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.