One:Monk

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Monk exists in other D&D editions see:

Monk (disambiguation).

One D&D Pointer  +
UA 2023 Player's Handbook Playtest 8
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 Noncanon  

Monk class [1]
Class Group: Warrior
Primary Abiliy: Dexterity and Wisdom


Design Notes: Monk Updates

 + Here are the main updates in this class since the last playtest version:

  • Martial Arts sees the return of Monk Weapons, and the Martial Arts die applies to both Unarmed Strikes and Monk Weapons.
  • Bonus Unarmed Strike is no longer tied to the Attack action.
  • Dexterous Attacks now allows you to use your Dexterity Modifier in place of your Strength modifier when setting the saving throw DC of the Grapple and Push options of your Unarmed Strikes.
  • Weapon Mastery is cut.
  • Monk's Discipline (formerly Martial Discipline) options have been redesigned to have options that don’t require spending Discipline Points.
  • Uncanny Metabolism (formerly Heightened Metabolism) moves to level 2, and now regains Discipline Points when you roll Initiative as well as regaining a number of Hit Points.
  • Deflect Attacks (formerly Deflect Missiles) now also works against melee attacks, and the damage of the Reaction now includes your Dexterity modifier.
  • Stunning Strike now deals Force damage if the creature succeeds on the saving throw.
  • Heightened Discipline is a new feature that increases the effects of Flurry of Blows, Patient Defense, and Step of the Wind.
  • Self-Restoration now allows you to remove some conditions at the end of your turns.
  • Deflect Energy now also works against melee attacks.
  • Superior Defense can now be activated at the start of your turn instead of using an action or a Bonus Action.
  • Perfect Discipline (formerly Perfect Self) now gives you expended Discipline Points if you have 3 or less.
  • Body and Mind is a new level 20 feature.

Unofficial Description: This class utilizes discipline and training to become a living weapon.

The Monk [1]
Level Proficiency
Bonus
Class Features Martial
Arts
Discipline
Points
Unarmored
Movement
1st +2 Martial Arts, Unarmored Defense 1d6
2nd +2 Monk's Discipline, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft.
3rd +2 Deflect Attacks, Monk Subclass 1d6 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d6 4 +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 Discipline, 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 Discipline 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 Ability Score Improvement 1d12 19 +30 ft.
20th +6 Body and Mind 1d12 20 +30 ft.


Creating a Monk

[1] Class Group: Warriors
Primary Ability: Dexterity, Wisdom
To create a Monk, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Monk” section.

Then look at the Monk table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Monk Class Features” section.

Hit Points

Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity.
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
Weapons: Simple Weapons, Martial Weapons that have the Light property
Tools: Choose one type of Artisan's Tools or Musical Instrument

Armor Training

None

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 65 GP on equipment of your choice. Artisan's Tools, Dagger (5), Explorer's Pack, Musical Instrument, Spear, 9 GP

Multiclassing and the Monk

If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Monk as one of your Classes.
  Ability Score Minimum. 13+ Dexterity and Wisdom
  Proficiencies. -
  Armor Training. -



Monk Class Features

As a Monk, you gain the following class features when you reach the specified levels in this class. These features are listed on the Monk table.

Martial Arts

1st level
Summary: [1] Your training provides the following benefits to Unarmed Strike and Monk Weapon attacks while you aren’t wearing any Armor or wielding a Shield:

  • Bonus Unarmed Strike. Use Bonus Action to make an Unarmed Strike.
  • Dexterous Attacks. You can use your Dexterity modifier when making Unarmed Strikes or attacks with Monk Weapons. Also use your Dex mod instead of Str for Grapple and Shove options (including Save DC).
  • Martial Arts Die. Your Unarmed Strikes do damage at least equal to your Martial Arts Die (see Monk overview table).

Monk Weapons:

Unarmored Defense

1st level
Summary: [1] Your unarmored AC is buffed by your Wisdom and Dexterity modifiers.

Monk's Discipline

2nd Level
Summary: [1] You gain Discipline Points (see Monk table). These Discipline Points can be used for the following features below. Discipline Points are restored after a Rest. If a feature requires a save, the DC is 8 + Proficiency Bonus + Wisdom modifier.

Unarmored Movement

2nd Level
Summary: [1] Your speed is buffed while you are unarmored (including shields).

Deflect Attacks

3rd Level
Summary: [1] Use Reaction to reduce bludgeoning, piercing, and slashing  damage from melee and ranged attacks. Also give a chance to redirect some of the damage against another creature at the cost of 1 Discipline Point. (improves at 13th level. see Deflect Energy)

Monk Subclass

3rd Level (features at 3rd, 6th, 11th, 17th)
Summary: [1] You choose a Monk subclass.

List of Monk Subclasses

6 official and unofficial subclasses.

Subclass Summary Features Flags Source
Warrior of Shadow This monk subclass focuses on shadow, stealth, and draws power from the Shadowfell. Shadow Arts, Shadow Step, Improved Shadow Step, Cloak of Shadows Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Elements This monk subclass draws power from the Elemental Planes. Elemental Attunement, Environmental Burst, Stride of the Elements, Elemental Epitome Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 8
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 8

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th Level
Summary: [1] You gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.

Slow Fall

4th Level
Summary: [1] Use a Reaction to reduce fall damage.

Extra Attack

5th Level
Summary: [1] Attack twice when you take the Attack action.

Stunning Strike

5th Level
Summary: [1] One per turn, after hitting a creature with a Monk Weapon or an Unarmed Strike, you can make it a Stunning Strike causing damage and inflicting the Stunned condition on a failed Con save, or Force damage on a successful save.

Empowered Strikes

6th Level
Summary: [1] Your Unarmed Strikes may deal Force damage.

Evasion

7th Level
Summary: [1] When making a Dexterity save to take half damage, you take no damage if you succeed, and Half [2] damage if you fail.

Acrobatic Movement

9th Level
Summary: [1] While unarmored (including shields), may move across vertical surfaces and liquids without falling.

Heightened Discipline

10th Level
Summary: [1] Your Monk's Discipline features improve when spending Discipline Points:

  • Flurry of Blows. Improves to 3 Unarmed Strikes instead of two.
  • Patient Defense. Also gain Temporary Hit Points [3].
  • Step of the Wind. May also take a willing creature with you (with some limitations).

Self-Restoration

10th Level
Summary: [1] At the end of each of your turns you can remove the Charmed, Frightened, or Poisoned condition (one per turn). Also, you do not become Exhausted by skipping food and drink.

Deflect Energy

13th Level
Summary: [1] Deflect Attacks works against ranged attacks that do any type of damage.

Disciplined Survivor

14th Level
Summary: [1] You gain proficiency in all saving throws. Can spend 1 Discipline Point to reroll a save.

Perfect Discipline

15th Level
Summary: [1] When you roll Initiative your Discipline Points are restored to a minimum of 4.

Superior Defense

18th Level
Summary: [1] On your turn spend 3 Discipline Points to gain resistance to all damage types but Force damage for 1 minute (or become Incapacitated).

Body and Mind

20th Level
Summary: [1] Boost Dex and Wis scores substantially (max. 26).

Sources and Notes

  1. WotC RPG Team. UA 2023 Player's Handbook Playtest 8 (Dungeons and Dragons One D&D) (2023-11-27). Wizards of the Coast. 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
  2. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.
  3. Rule Tip: Temporary Hit Points Don't Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook (5e). - Guildmasters' Guide to Ravnica p.27, UA 2020 Subclasses Part 1, UA 2020 Subclasses Part 3, Player's Handbook (5e) p.198 (different wording).

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