5e24:Monk

From Rlyehwiki
Jump to navigation Jump to search
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


Back to Main PageDnD5x5e (2024)Class
  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.

Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].