5e24:Monk
Monk is a Class in 5th edition (2024).
Core Monk Traits
Core Monk Traits [1] [2] | |
---|---|
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 |
Unofficial Description: Monks use rigorous training of body and mind to empower their abilities.
Becoming a Monk
As a Level 1 Character
- 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 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
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]
Unofficial Summary: Your training empowers attacks using Unarmed Strike and Monk Weapons (defined as follows:)
- Simple Melee Weapons
- Martial Melee weapons that have the Light property
You gain the following benefits if you meet the following conditions:
Bonus Unarmed Strike. Use a Bonus Action to make an Unarmed Strike.
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 Dexterity modifier in place of your Strength modifier for Attack Rolls, Damage Rolls, and Unarmed Strike Save DC.
Unarmored Defense
1st level [1][2]
Unofficial Summary: Your base Armor Class = 10 + Dexterity modifier + Wisdom Modifier if not wearing armor or wielding a Shield.
Monk's Focus
2nd level [1][2] Unofficial Summary: Your training gives your Focus Points (see Monk Features table). Expended Focus Points are recovered after a Short and Long Rest. Focus Points can empower certain monk abilities. If the monk ability allows the target to attempt a Saving Throw, the DC = 8 + Wisdom modifier + Proficiency Bonus.
Flurry of Blows. Use a Bonus Action and 1 Focus Point to make 2 Unarmed Strikes.
Patient Defense. Use a Bonus Action to Disengage; or also use a Focus Point to also Dodge.
Step of the Wind. Use a Bonus Action to Dash; or also use a Focus Point to also double your Jump distance for this Turn.
Unarmored Movement
2nd level [1][2]
Unofficial Summary: If not wearing armor or wielding a Shield, your Speed increases by the distance shown on the Monk Features table.
Uncanny Metabolism
2nd level [1][2]
Unofficial Summary: Once per Long Rest, when you roll Initiative, you can regain all expended Focus Points and a number of Hit Points.
Defect Attacks
3rdlevel [1][2]
Unofficial Summary: When you are hit with an Attack Roll dealing Bludgeoning, Piercing, or Slashing damage, you can use a Reaction to reduce the damage.
If you reduce the damage to 0, you can use a Focus Point to attack a Creature with some limitations (Dexterity save to negate).
Monk Subclass
3rd level [1][2]
Unofficial Summary: Your training specializes to obtain a Monk subclass..
List of Monk Subclasses
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, Pointer | Fair Use | Varied, 2024FR, PHB5e24 |
Ability Score Improvement
4th, 8th, 12th, 16th level [1][2]
Unofficial Summary: Gain a Feat for which you qualify (including the Ability Score Improvement feat).
Slow Fall
4th level [1][2]
Unofficial Summary: Use a Reaction to reduce fall damage.
Extra Attack
5th level [1][2]
Unofficial Summary: Your Attack Action allows you to make two attacks on your Turn.
Stunning Strike
5th level [1][2]
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 Constitution save or it gains the Stunned condition; even if it succeeds on the save its Speed is Half and attacks against it have Advantage.
Empowered Strikes
6th level [1][2]
Unofficial Summary: Your Unarmed Strikes can do Force damage.
Evasion
7th level [1][2]
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 Incapacitated.
Acrobatic Movement
9th level [1][2]
Unofficial Summary: Can move on vertical surfaces or on liquids without falling (can't be wearing armor or wield a shield).
Heightened Focus
10th level [1][2]
Unofficial Summary: Monk's Focus abilities gain additional functionality.
Flurry of Blows. 3 Unarmed Strikes instead of 2.
Patient Defense. Gain Temporary Hit Points.
Step of the Wind. Can take a willing creature with you (Large or smaller) without them provoking Opportunity Attacks.
Self-Restoration
10th level [1][2]
Unofficial Summary: Once on your turn you can remove the Charmed, Frightened, or Poisoned condition from yourself. You don't gain Exhaustion from skipping food and drink.
Deflect Energy
13th level [1][2]
Unofficial Summary: Deflect Attacks now works against all Damage Types.
Disciplined Survivor
14th level [1][2]
Unofficial Summary: Gain proficiency in all saving throws. Also can use 1 Focus Point to reroll a failed saving throw.
Perfect Focus
15th level [1][2]
Unofficial Summary: If you roll Initiative and don't use Uncanny Metabolism, regain Focus Points to a maximum of 4.
Superior Defense
18th level [1][2]
Unofficial Summary: Use 3 Focus Points to gain Resistance to all damage except Force for 1 Minute or become Incapacitated.
Epic Boon
19th level [1][2]
Unofficial Summary: Gain a feat that you qualify for (including Epic Boon feats).
Body and Mind
20th level [1][2]
Unofficial Summary: Dexterity and Wisdom increase by 4 (max. 25).
Sources and Notes
- Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23
- Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 100-107. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23
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