SRD5:Monk

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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

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-­handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.


Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all 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.}}

{{5e Ability Section|3|Unarmored Movement|Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th 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
Not Yet on the Wiki


Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.


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.


Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.


Extra Attack

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


Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.


Purity of Body

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


Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.


Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.


Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.


Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.


Perfect Self

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

Sources and Notes

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Unearthed Arcana

  1. Wizards RPG Team. UA Monk (5e 2014) (2016-12-12). Wizards of the Coast.

User Creations


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