5e24:Monk

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Monk exists in other D&D editions see:

Monk (disambiguation).

5e Pointer  + 
see Sources below
2024FR, PHB5e24
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The Unofficial Description and any notes are licensed CC-BY-SA.

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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

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]
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:)

You gain the following benefits if you meet the following conditions:

  • Unarmed or only wielding Monk weapons
  • Not wearing Armor or wielding a Shield

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

  1. 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
  2. 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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