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Monk 2024

Hit dice
1D8 per Monk level
HP at 1st level
8 + your Constitution modifier
HP at higher levels
1D8 (or 5) + your Constitution modifier per monk level after 1st
Saving throws
Dexterity, Wisdom
Spellcasting
none

Monk table

LevelFocus PointsMartial ArtsProficiency BonusUnarmoed MovementFeatures
1st—1d6+2—Martial Arts, Unarmored Defense
2nd21d6+2+10 ft.Monk's Focus, Unarmoed Movement, Uncanny Metabolism
3rd31d6+2+10 ft.Monk Subclass, Stunning Strike
4th41d6+2+10 ft.Ability Score Improvement, Slow Fall
5th51d8+3+10 ft.Stunning Strike, Extra Attack
6th61d8+3+15 ft.Empowered Strikes
7th71d8+3+15 ft.Evasion
8th81d8+3+15 ft.Ability Score Improvement
9th91d8+4+15 ft.Acrobatic Movement
10th101d8+4+20 ft.Heightened Focus, Self-Restoration
11th111d10+4+20 ft.
12th121d10+4+20 ft.Ability Score Improvement
13th131d10+5+20 ft.Deflect Energy
14th141d10+5+25 ft.Disciplined Survivor
15th151d10+5+25 ft.Perfect Focus
16th161d10+5+25 ft.Ability Score Improvement
17th171d12+6+25 ft.
18th181d12+6+30 ft.Superior Defense
19th191d12+6+30 ft.Epic Boon
20th201d12+6+30 ft.Body and Mind

Features

Martial Arts Lv 1

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light 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.

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 Lv 1

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 Lv 2

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.

Unarmoed Movement Lv 2, Lv 2

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 Lv 2

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.

Monk Subclass Lv 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.

Stunning Strike Lv 3, Lv 5

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.

Ability Score Improvement Lv 4, Lv 8, Lv 12, Lv 16

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.

Slow Fall Lv 4

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 Lv 5

You can attack twice instead of once whenever you take the Attack action on your turn.

Empowered Strikes Lv 6

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Evasion Lv 7

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 Lv 9

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 Lv 10

Your 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 Lv 10

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 Lv 13

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Disciplined Survivor Lv 14

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 Lv 15

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 Lv 18

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 Lv 19

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Body and Mind Lv 20

You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

Deflect Attacks —

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.

Subclasses

Other versions

Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details