5e24:Monk: Difference between revisions

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(Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{5e24|Class}}}}</div> <div class="notice">{{edition|Monk}}</div> <div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div> <div class="gi-main"> <div style="display:block; float:right; max-width:200px;">{{tocright}}</div> '''Monk''' is a {{5e24lc|Class}} in 5th edition (2024). {{5e24 Core Class Traits |class=Monk |sorttext= |refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: © Wizards...")
 
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<div class="bctop">{{backto|{{5e24|Class}}}}</div>
<div class="bctop">{{backto|{{5e24|Class}}}}</div>
<div class="notice">{{edition|Monk}}</div>
<div class="notice">{{edition|Monk}}</div>
<div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div>
<div class="badge">{{5e24srd}}</div>
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|class=Monk
|class=Monk
|sorttext=
|sorttext=
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=100-107}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.4952">{{Cite Pub|SRD 5.2|pages=49-52}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}.</ref><ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=100-107}}.</ref>
|primeAbility={{5e24|Dexterity}} or {{5e24|Wisdom}}
|primeAbility={{5e24|Dexterity}} or {{5e24|Wisdom}}
|hitdie=8
|hitdie=8
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|featurelist=Martial Arts, Unarmored Defense, Monk's Focus, Unarmored Movement, Uncanny Metabolism, Deflect Attacks, Monk Subclass, Ability Score Improvement, Slow Fall, Extra Attack, Stunning Strike, Empowered Strike, Evasion, Acrobatic Movement, Heightened Focus, Self-Restoration, Deflect Energy, Disciplined Survivor, Perfect Focus, Superior Defense, Epic Boon, Body and Mind
|featurelist=Martial Arts, Unarmored Defense, Monk's Focus, Unarmored Movement, Uncanny Metabolism, Deflect Attacks, Monk Subclass, Ability Score Improvement, Slow Fall, Extra Attack, Stunning Strike, Empowered Strike, Evasion, Acrobatic Movement, Heightened Focus, Self-Restoration, Deflect Energy, Disciplined Survivor, Perfect Focus, Superior Defense, Epic Boon, Body and Mind
}}
}}
'''Unofficial Description:''' Monks use rigorous training of body and mind to empower their abilities.


==Becoming a Monk==
==Becoming a Monk==
<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
===As a Level 1 Character===
===As a Level 1 Character===
* Gain all the traits in the {{iplink|Core Monk Traits}} table.
* Gain all the traits in the {{iplink|Core Monk Traits}} table.
Line 36: Line 35:
==Monk Features==
==Monk Features==
{{5e24 Class Features
{{5e24 Class Features
|refs=<ref name="24fr" /><ref name="phb5e24" />
|refs=<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />
|classname=Monk
|classname=Monk
|sorttext=
|sorttext=
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===Martial Arts===
===Martial Arts===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your training empowers attacks using {{5e24|Unarmed Strike}} and {{anchor|Monk Weapon}}s (defined as follows:)
Your practice of martial arts gives you mastery of combat styles that use your {{5e24|Unarmed Strike}} and {{anchor|Monk Weapon}}s, which are the following:
* {{5e24|Simple Weapon|Simple}} {{5e24|Melee Weapon}}s
* {{5e24|Simple Weapon|Simple}} {{5e24|Melee Weapon}}s
* {{5e24|Martial Weapon|Martial}} Melee weapons that have the {{5e24|Light Weapon|Light}} property
* {{5e24|Martial Weapon|Martial}} Melee weapons that have the {{5e24|Light Weapon|Light}} property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing {{5e24lc|Armor}} or wielding a {{5e24|Shield}}.


You gain the following benefits if you meet the following conditions:
'''{{anchor|Bonus Unarmed Strike}}.''' You can make an Unarmed Strike as a {{5e24|Bonus Action}}.
* Unarmed or only wielding Monk weapons
* Not wearing {{5e24|Armor}} or wielding a {{5e24|Shield}}


'''{{anchor|Bonus Unarmed Strike}}.''' Use a {{5e24|Bonus Action}} to make an Unarmed Strike.
'''{{anchor|Martial Arts Die}}.''' You can roll 1d6 in place of the normal damage of your Unarmed Strike or {{iplink|Monk Weapon}}s. This die changes as you gain Monk levels, as shown in the Martial Arts column of the {{iplink|Monk Features}} table.


'''{{anchor|Martial Arts Die}}.''' Can use the Martial Arts Die (see Monk Class Features table) in place of the damage normally inflected by your Unarmed Strike or Monk weapons.
'''Dexterous Attacks.''' You can use your {{5e24|Dexterity}} {{5e24|Ability Modifier|modifier}} instead of your {{5e24|Strength}} modifier for the {{5e24|Attack Roll|attack}} and {{5e24lc|Damage Roll}}s of your Unarmed Strikes and Monk weapons. In addition, when you use the {{5e24|Grapple}} or {{5e24|Shove}} option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the {{5e24lc|Save}} {{5e24|DC}}.
 
'''{{anchor|Dexterous Attacks}}.''' You can use your {{5e24|Dexterity}} {{5e24|Ability Modifier|modifier}} in place of your {{5e24|Strength}} modifier for {{5e24lc|Attack Roll}}s, {{5e24lc|Damage Roll}}s, and Unarmed Strike {{5e24lc|Save}} {{5e24|DC}}.


===Unarmored Defense===
===Unarmored Defense===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your base {{5e24|Armor Class}} = 10 + {{5e24|Dexterity}} modifier + {{5e24|Wisdom Modifier}} if not wearing armor or wielding a Shield.
While you aren’t wearing armor or wielding a Shield, your base {{5e24|Armor Class}} equals 10 plus your Dexterity and {{5e24|Wisdom}} modifiers.


===Monk's Focus===
===Monk's Focus===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
'''Unofficial Summary:''' Your training gives your {{anchor|Focus Point}}s (see Monk Features table). Expended Focus Points are recovered after a {{5e24 Rest}}. Focus Points can empower certain monk abilities. If the monk ability allows the target to attempt a {{5e24lc|Saving Throw}}, the DC = 8 + Wisdom modifier + {{5e24|Proficiency Bonus}}.
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by {{anchor|Focus Point}}s. 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: {{iplink|Flurry of Blows}}, {{iplink|Patient Defense}}, and {{iplink|Step of the Wind}}, each of which is detailed below.
 
When you expend a Focus Point, it is unavailable until you finish a {{5e Rest}}<!--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 {{5e24lc|Saving Throw}}. The save DC equals 8 plus your Wisdom modifier and {{5e24|Proficiency Bonus}}.


'''{{anchor|Flurry of Blows}}.''' Use a Bonus Action and 1 Focus Point to make 2 Unarmed Strikes.
'''{{anchor|Flurry of Blows}}.''' You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.


'''{{anchor|Patient Defense}}.''' Use a Bonus Action to {{5e24|Disengage}}; or also use a Focus Point to also {{5e24|Dodge}}.
'''{{anchor|Patient Defense}}.''' You can take the {{5e24|Disengage}} {{5e24lc|Action}} as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the {{5e24|Dodge}} actions as a Bonus Action.


'''{{anchor|Step of the Wind}}.''' Use a Bonus Action to {{5e24|Dash}}; or also use a Focus Point to also double your {{5e24|Jump}} distance for this {{5e24|Turn}}.
'''{{anchor|Step of the Wind}}.''' You can take the {{5e24|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 {{5e24lc|Jump}} distance is doubled for the {{5e24|Turn}}.


===Unarmored Movement===
===Unarmored Movement===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' If not wearing armor or wielding a Shield, your {{5e24|Speed}} increases by the distance shown on the Monk Features table.  
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.


===Uncanny Metabolism===
===Uncanny Metabolism===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Once per Long Rest, when you roll {{5e24|Initiative}}, you can regain all expended Focus Points and a number of {{5e24|Hit Point}}s.
When you roll {{5e24|Initiative}}, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of {{5e24|Hit Point}}s 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.


===Defect Attacks===
===Defect Attacks===
''3rdlevel''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rdlevel''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' When you are hit with an {{5e24lc|Attack Roll}} dealing {{5e24|Bludgeoning}}, {{5e24|Piercing}}, or {{5e24|Slashing}} damage, you can use a {{5e24|Reaction}} to reduce the damage.  
When an {{5e24lc|Attack Roll}} hits you and its damage includes {{5e24|Bludgeoning}}, {{5e24|Piercing}}, or {{5e24|Slashing}} damage, you can take a {{5e24|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 use a Focus Point to attack a {{5e24lc|Creature}} with some limitations (Dexterity save to negate).
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 {{5e24lc|Creature}} you can see within 5 feet of yourself if the attack was a {{5e24lc|Melee Attack}} or a creature you can see within 60 feet of yourself that isn’t behind {{5e24|Total Cover}} if the attack was a {{5e24lc|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.


===Monk Subclass===
===Monk Subclass===
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your training specializes to obtain a 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.


====List of Monk Subclasses====
====List of Monk Subclasses====
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
<span style="font-size:8pt; color:red;">''Note: This section contains information beyond the {{5e24|SRD 5.2}}''</span>
<div style="display:block; overflow:auto; width:calc(100% - 50px); max-height:90vh;">
{{5e24 Subclass List|Monk}}
{{5e24 Subclass List|Monk}}
</div>
</div>


===Ability Score Improvement===
===Ability Score Improvement===
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a {{5e24|Feat}} for which you qualify (including the {{5e24|Ability Score Improvement}} feat).
You gain the {{5e24|Ability Score Improvement}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.


===Slow Fall===
===Slow Fall===
''4th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''4th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Use a Reaction to reduce fall damage.
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.


===Extra Attack===
===Extra Attack===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your {{5e24|Attack}} {{5e24lc|Action}} allows you to make two attacks on your {{5e24lc|Turn}}.
You can attack twice instead of once whenever you take the {{5e24|Attack}} action on your turn.


===Stunning Strike===
===Stunning Strike===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Once per turn when you hit with an Unarmed Strike or Monk weapon, can use 1 Focus Point to cause the target to attempt a {{5e24|Constitution}} save or it gains the {{5e24|Stunned}} condition; even if it succeeds on the save its Speed is {{5e24|Half}} and attacks against it have {{5e24|Advantage}}.
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 {{5e24|Constitution}} saving throw. On a failed save, the target has the {{5e24|Stunned}} condition until the start of your next turn. On a successful save, the target’s Speed is {{5e24|Half|halved}} until the start of your next turn, and the next attack roll made against the target before then has {{5e24|Advantage}}.


===Empowered Strikes===
===Empowered Strikes===
''6th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''6th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your Unarmed Strikes can do {{5e24|Force}} damage.
Whenever you deal damage with your Unarmed Strike, it can deal your choice of {{5e24|Force}} damage or its normal damage type.


===Evasion===
===Evasion===
''7th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''7th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' If you must Make a Dexterity save for half damage, you take no damage if you save or half damage if you fail the save. You can't use this if {{5e24|Incapacitated}}.
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 {{5e24|Incapacitated}} condition.


===Acrobatic Movement===
===Acrobatic Movement===
''9th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''9th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Can move on vertical surfaces or on liquids without falling (can't be wearing armor or wield a shield).
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.


===Heightened Focus===
===Heightened Focus===
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Monk's Focus}} abilities gain additional functionality.  
Your {iplink|Flurry of Blows}}, {{iplink|Patient Defense}}, and {{iplink|Step of the Wind}} gain the following benefits.


'''Flurry of Blows.''' 3 Unarmed Strikes instead of 2.
'''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.''' Gain {{5e24|Temporary Hit Point}}s.
'''Patient Defense.''' When you expend a Focus Point to use Patient Defense, you gain a number of {{5e24|Temporary Hit Point}}s equal to two rolls of your Martial Arts die.


'''Step of the Wind.''' Can take a willing creature with you ({{5e24|Large}} or smaller) without them provoking {{5e24|Opportunity Attack}}s.
'''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 {{5e24|Large}} or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke {{5e24|Opportunity Attack}}s.


===Self-Restoration===
===Self-Restoration===
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Once on your turn you can remove the Charmed, Frightened, or {{5e24|Poisoned}} condition from yourself. You don't gain {{5e24|Exhaustion}} from skipping food and drink.
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 {{5e24|Poisoned}}.
 
In addition, forgoing food and drink doesn’t give you levels of {{5e24|Exhaustion}}.


===Deflect Energy===
===Deflect Energy===
''13th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''13th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Deflect Attacks}} now works against all {{5e24lc|Damage Type}}s.
You can now use your {{iplink|Deflect Attacks}} feature against attacks that deal any {{5e24lc|Damage Type}}, not just Bludgeoning, Piercing, or Slashing.


===Disciplined Survivor===
===Disciplined Survivor===
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain proficiency in all saving throws. Also can use 1 Focus Point to reroll a failed saving throw.
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.


===Perfect Focus===
===Perfect Focus===
''15th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''15th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' If you roll Initiative and don't use {{iplink|Uncanny Metabolism}}, regain Focus Points to a maximum of 4.
When you roll Initiative and don’t use {{iplink|Uncanny Metabolism}}, you regain expended Focus Points until you have 4 if you have 3 or fewer.


===Superior Defense===
===Superior Defense===
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Use 3 Focus Points to gain Resistance to all damage except Force for 1 {{5e24|Minute}} or become Incapacitated.
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 {{5e24lc|Minute}} or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.


===Epic Boon===
===Epic Boon===
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a feat that you qualify for (including {{5e24|Epic Boon}} feats).
You gain an {{5e24|Epic Boon}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. {{5e24|Boon of Irresistible Offense}} is recommended.


===Body and Mind===
===Body and Mind===
''20th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''20th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4952" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Dexterity and Wisdom increase by 4 (max. 25).
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
{{sourceend|SRD 5.2}}
 
==Description==
'''Unofficial Description:''' Monks are individuals trained in a religious or philosophical order. Their power derives from discipline and training.


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[[Category:DnD Clerics]]
[[Category:DnD Clerics]]
{{5e24 Footer|Class|Fair Use}}
{{5e24 Footer|Class|CC-BY}}
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Latest revision as of 15:03, 29 April 2025

Monk exists in other D&D editions see:

Monk (disambiguation).

Monk is a class in 5th edition (2024).


Core Monk Traits

Core Monk Traits  [1][2][3] 
Primary Ability Dexterity or Wisdom
Hit Point Die D8 per Monk level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose any 2 Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies Simples and Martial Weapons that have the Light property
Tool Proficiencies Choose 1 Artisan's Tools or Musical Instrument
Armor Training None
Starting Equipment Choose A, or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP


Becoming a Monk

 [1][2][3] 

As a Level 1 Character

As a Multiclass Fighter

  • 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 Features

Monk Features[1][2][3]
Level Proficiency
Bonus
Features Martial Arts Focus Points Unarmored Movement
1st +2 Martial Arts, Unarmored Defense 1d6
2nd +2 Monk's Focus, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft.
3rd +2 Deflect Attacks, Monk Subclass 1d6 3 +10 ft.
4th +2 Ability Score Increase, Slow Fall 1d6 3 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d8 5 +10 ft.
6th +3 Empowered Strikes, Subclass feature 1d8 6 +15 ft.
7th +3 Evasion 1d8 7 +15 ft.
8th +3 Ability Score Improvement 1d8 8 +15 ft.
9th +4 Acrobatic Movement 1d8 9 +15 ft.
10th +4 Heightened Focus, Self-Restoration 1d8 10 +20 ft.
11th +4 Subclass feature 1d10 11 +20 ft.
12th +4 Ability Score Improvement 1d10 12 +20 ft.
13th +5 Deflect Energy 1d10 13 +20 ft.
14th +5 Disciplined Survivor 1d10 14 +25 ft.
15th +5 Perfect Focus 1d10 15 +25 ft.
16th +5 Ability Score Improvement 1d10 16 +25 ft.
17th +6 Subclass Feature 1d12 17 +25 ft.
18th +6 Superior Defense 1d12 18 +30 ft.
19th +6 Epic Boon 1d12 19 +30 ft.
20th +6 Body and Mind 1d12 19 +30 ft.

Martial Arts

1st level [1][2][3] 
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are the following:

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.

Unarmored Defense

1st level [1][2][3] 
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Monk's Focus

2nd level [2][3]  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.

Unarmored Movement

2nd level [1][2][3] 
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.

Uncanny Metabolism

2nd level [1][2][3] 
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.

Defect Attacks

3rdlevel [1][2][3] 
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.

Monk Subclass

3rd level [1][2][3] 
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.

List of Monk Subclasses

Note: This section contains information beyond the SRD 5.2

4 official and unofficial subclasses.

Subclass Features Flags License Source
Warrior of the Elements Elemental Attunement, Manipulate Elements, Elemental Burst, Stride of the Elements, Elemental Epitome Canon, Pointer Fair Use Player's Handbook (5e24)
Warrior of Mercy Hand of Harm, Hand of Healing, Implements of Mercy, Physician's Touch, Flurry of Healing and Harm, Hand of Ultimate Mercy Canon, Pointer Fair Use Player's Handbook (5e24)
Warrior of Shadow Shadow Arts, Shadow Step, Improved Shadow Step, Cloak of Shadows Canon, Pointer Fair Use Player's Handbook (5e24)
Warrior of the Open Hand Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Canon CC-BY SRD 5.2

Ability Score Improvement

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.

Slow Fall

4th level [1][2][3] 
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.

Extra Attack

5th level [1][2][3] 
You can attack twice instead of once whenever you take the Attack action on your turn.

Stunning Strike

5th level [1][2][3] 
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.

Empowered Strikes

6th level [1][2][3] 
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Evasion

7th level [1][2][3] 
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.

Acrobatic Movement

9th level [1][2][3] 
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.

Heightened Focus

10th level [1][2][3] 
Your {iplink|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.

Self-Restoration

10th level [1][2][3] 
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.

Deflect Energy

13th level [1][2][3] 
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Disciplined Survivor

14th level [2][3] 
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.

Perfect Focus

15th level [1][2][3] 
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.

Superior Defense

18th level [1][2][3] 
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.

Epic Boon

19th level [2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Body and Mind

20th level [1][2][3] 
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

End of the SRD 5.2 material

Description

Unofficial Description: Monks are individuals trained in a religious or philosophical order. Their power derives from discipline and training.

Sources and Notes


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