
Monk Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
The Magic of Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
Training and Asceticism
Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.
The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
Creating a Monk
As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?
Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?
As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.
QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
The Monk Table
Level | Proficiency | Martial | Ki | Unarmored | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | — | — | |
2nd | +2 | 1d4 | 2 | +10 ft. | |
3rd | +2 | 1d4 | 3 | +10 ft. | |
4th | +2 | 1d4 | 4 | +10 ft. | |
5th | +3 | 1d6 | 5 | +10 ft. | |
6th | +3 | 1d6 | 6 | +15 ft. | |
7th | +3 | 1d6 | 7 | +15 ft. | |
8th | +3 | 1d6 | 8 | +15 ft. | |
9th | +4 | 1d6 | 9 | +15 ft. | |
10th | +4 | 1d6 | 10 | +20 ft. | |
11th | +4 | 1d8 | 11 | +20 ft. | |
12th | +4 | 1d8 | 12 | +20 ft. | |
13th | +5 | 1d8 | 13 | +20 ft. | |
14th | +5 | 1d8 | 14 | +25 ft. | |
15th | +5 | 1d8 | 15 | +25 ft. | |
16th | +5 | 1d8 | 16 | +25 ft. | |
17th | +6 | 1d10 | 17 | +25 ft. | |
18th | +6 | 1d10 | 18 | +30 ft. | |
19th | +6 | 1d10 | 19 | +30 ft. | |
20th | +6 | 1d10 | 20 | +30 ft. |
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy 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:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Unarmored Movement
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are 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.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Unarmored Movement Improvement
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Unarmored Movement
At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Unarmored Movement
At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Unarmored Movement
At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monastic Traditions
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Way of the Open Hand Legacy This doesn't reflect the latest rules and lore. Learn More
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Way of the Cobalt Soul
This is Partnered Content
This content is available in your campaign with your DM’s permission but isn’t published by Wizards of the Coast. To use this content, enable Critical Role in the character builder.
Driven by the pursuit of knowledge and its scholars’ worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.
The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.
Extract Aspects
Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Extort Truth
Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
Mystical Erudition
Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.
Mind of Mercury
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Mystical Erudition (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th level.
Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Mystical Erudition (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 17th level.
Even then its not as amazing as it looks. It takes two rounds to set up and execute Quivering Palm. One round to attack and then you have to force the save using an action on your next turn. At level 17 you are, at best, killing 5 creatures in 10 rounds. For a DPS comparison, consider using 4 attacks one round, then Quivering Palm, alternating back and forth versus just using 4 attacks per round.
With 20 Dex and no magic weapon bonus you deal 1d10 + 5 per attack, 10.5 avg. This brings us (4d10 + 20 + 10d10)/2 which is 47 damage average. Not bad but not excellent. However, this method burns an average 2 ki points per turn.
Comparing to just attacking with Flurry of Blows that is 4d10 + 20, which is just 31 damage. This however only burns 1 ki point per turn.
Is the extra ki point worth burning for that slight DPS increase and chance of instant death? Yes and no. It is certainly strong, as most 17th level features are. Instantly dropping a squishy enemy mage in only one or two rounds is amazing. No, you will not 1-round an ancient red dragon, tarrasque, or even moderately strong (cr 11+) humanoid with legendary resistances.
Is it overpowered? Definitely not. I would argue that this particular ability would probably be about as strong as a 6th level spell. It does have the advantage of rapid use in comparison. I would rate this ability slightly stronger than Mental Prison with great versatility due to its repeated use.
Okay, first, you can’t even do Quivering Palm 6 times at level 17? The ability costs 3 Ki and so 6 uses would cost 18 points lol. So what you said is straight up wrong.
Second, it’s like he said, most of the monsters at that level are either just going to straight up succeed the save or use a legendary resistance to succeed. And 10d10 at that high level is good damage but it’s not nearly close to make a significant dent on the, in your example, tarrasques you clearly, totally oneshotted.
Quivering Palm is really cheap for its power. It only cost 3 ki points, but has a chance of killing a creature instantly. Even if a creature succeeds on the save, it deals 10d10 necrotic damage.
But with Wildshape, you still retain your racial and class features:
"You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense."
and since Unarmoured Movement (and the others mentioned) are class features, you would still get them. It's in cases like polymorph that you just fully turn into the animal and therefor wouldn't gain the benefits. (Also worth noting that this synergizes well with monk as most of their abilities require nothing more than their body)
Guys, I came to the realization that the way of shadows is just a way to build someone from the League of Assassins, or for those of you who aren't DC nerds, it's a way to build Batman.
Yup! I played a lizardfolk monk for a while. His walking & swim speed were both 45'. It was a nautical campaign & that came in really handy!! Just check your speed in DDB on your sheet and all your movement types should be listed there with how fast each goes. Monk affects all your speeds. Some things only increase your speed of certain modes of movement.
As far as wildeshape I am not sure. I wanna say no as you are taking all the abilities of the creature. Your monk speed bonus would not come into play I would think. You cannot Flurry of Blows, Deflect Missiles, Slow Fall or Stunning Strike as a bear so why would your monk speed kick in?
It applies to all of them. The rules would specify if the bonus was specific to a certain type of speed.
I think, but am not certain, that Jeremy Crawford actually answered this question, and used the Aarakocra’s flying speed as an example of a speed that would be increased by the unarmored movement.
It's talking about walking speed, not flying, burrowing, or swimming speed (i think that's all of them.)
With Unarmoured Movement, it says "your speed increases by...". Would that apply to any types of speed you have? I.E an Aarakocra's natural flying speed, or if you multiclassed druid, any speeds you would get from wildshapes.
Understand that the creature has to make a constitution saving throw. With the combination of a +10 to constitution plus legendary resistance. The tarrausque should be fine.
Does anyone hear acknowledge the fact that Quivering Palm is insanely over powered? In my campaign at level 17 I killed 6 tarrasques in 6 turns. Even your DM's BBEG has only a small chance of surviving this OP attack.
Okay, I think if I play this class, I would choose Way of Shadows, and multi-class into a rogue one so that I also gain sneak attack.
One question about the way of shadows, wouldn't it make sense to give them sneak attack?
Disagree, Wings Unfurled is legitimately the entire reason my Kenku Monk went Ascendant Dragon.
They responded, And its just a option that is not available in the coding software :)
This may be just D&D Beyond, Unarmed Fighting does make unarmaed attacks better so I believe it should
I know the "Way of the Cobalt Soul" is Unofficial, but I found a button bug on the character sheet and couldn't find anything to contradict my reasoning.
If you make a Variant Human Monk , Use the Fighters Initiate Feat take Unarmed Fighting. Your Base Unarmed Strike goes from 1 D4 plus bonus to either a D6 or D8 plus bonus. However Flurry of blows isn't affected by this change.
Basically it specifies my "Unarmed strikes deal either a D6 or D8. when you use Flurry of blows (Which specifies "Unarmed Strikes") the button is still only a D4 + Bonus
Below are the Specific wordings in question. May just be a button thing unless there is somewhere that specifies its different.
Fighting InitiateTCoE, pg. 80
You learn one Fighting Style option of your choice from the fighter class.
Unarmed FightingTCoE42
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
I like the monk, I really do, but I was kinda sad that I that I couldn't play a sort of dragon ball Z-esque ki warrior, so I designed this build I wanted to share with y'all, first off, take variant human and increase your dex and con, then take the tavern brawler feat, and I used the standard pick-and-choose array of abilities ( take 15 for STR, 14 for DEX, and 13 for CON, the other three are up to you ) and take barbarian as your first class, ( reskinning rage as a 'ki aura' ) then take your next 6 levels in monk as a sun soul, ( for ki blasts, flurry of blows, and magical punches) then take your next 13 levels in barbarian as a totem warrior bear, finishing out with the following scores as long as you pumped your ASI's into physical scores: STR 18 DEX 17 CON 18, and etc. And now you have dragon ball Z inspired Ki warrior for Dungeons and Dragons 5th Edition!
@TheHunterofWorlds
What ring
@Bananar_Man
This made me laugh way more than it should, also the mistype of "marital" attack only adds to it. "I'm sorry what?" "Oh i meant cut off my wife's hand and throw it at the enemy."
DISCLAIMER: DO NOT DO THIS IRL, DO NOT EVEN THINK ABOUT DOING THIS IRL, AND I'D ADVISE AGAINST DOIN IT INGAME TOO.