
Monk Class Details
Primary Ability | Dexterity and Wisdom |
---|---|
Hit Point Die | D8 per Monk level |
Saving Throw Proficiencies | Strength and Dexterity |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth |
Weapon Proficiencies | Simple weapons and Martial weapons that have the Light property |
Tool Proficiencies | Choose one type of 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 |
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
- Gain all the traits in the Core Monk Traits table.
- Gain the Monk’s level 1 features, which are listed in the Monk Features table.
As a Multiclass Character
- 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.
Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
---|---|---|---|---|---|
1 | +2 | Martial Arts, Unarmored Defense | 1d6 | — | — |
2 | +2 | Monk’s Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | +10 ft. |
3 | +2 | Deflect Attacks, Monk Subclass | 1d6 | 3 | +10 ft. |
4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | +10 ft. |
5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | +10 ft. |
6 | +3 | Empowered Strikes, Subclass feature | 1d8 | 6 | +15 ft. |
7 | +3 | Evasion | 1d8 | 7 | +15 ft. |
8 | +3 | Ability Score Improvement | 1d8 | 8 | +15 ft. |
9 | +4 | Acrobatic Movement | 1d8 | 9 | +15 ft. |
10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | +20 ft. |
11 | +4 | Subclass feature | 1d10 | 11 | +20 ft. |
12 | +4 | Ability Score Improvement | 1d10 | 12 | +20 ft. |
13 | +5 | Deflect Energy | 1d10 | 13 | +20 ft. |
14 | +5 | Disciplined Survivor | 1d10 | 14 | +25 ft. |
15 | +5 | Perfect Focus | 1d10 | 15 | +25 ft. |
16 | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft. |
17 | +6 | Subclass feature | 1d12 | 17 | +25 ft. |
18 | +6 | Superior Defense | 1d12 | 18 | +30 ft. |
19 | +6 | Epic Boon | 1d12 | 19 | +30 ft. |
20 | +6 | Body and Mind | 1d12 | 20 | +30 ft. |
Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
Level 1: Martial Arts
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.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2: Monk’s Focus
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.
Level 2: Unarmored Movement
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.
Level 2: Uncanny Metabolism
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.
Level 3: 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.
Level 3: Monk Subclass
You gain a Monk subclass of your choice. 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.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
Level 4: Slow Fall
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.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Stunning Strike
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.
Level 6: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 7: Evasion
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.
Level 9: Acrobatic Movement
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.
Level 10: Heightened Focus
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.
Level 10: Self-Restoration
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.
Level 13: Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14: Disciplined Survivor
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.
Level 15: Perfect Focus
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.
Level 18: Superior Defense
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.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Subclasses
A Monk subclass is a specialization that grants you features at certain Monk levels, as specified in the subclass.
Warrior of the Open Hand
Master Unarmed Combat Techniques
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
Level 3: Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can’t make Opportunity Attacks until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 11: Fleet Step
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
Level 17: Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Thankfully, Beyond knows what level you get the abilities.
Otherwise, this would be a nightmare to figure out.
So rules as written for stunning strike, a target that fails the save can still use their full movement. However, a target that succeeds is at half speed.
A little funny thing to note about stunned and incapacitated is that they don't reduce or take away speed.
Every subclass here except Warrior of Shadow centers on Unarmed Strikes. Along with that, Warrior of Shadow is completely reliant on the existence of dim light or darkness, and its method to create those conditions, the Darkness spell, can be countered easily by any magical light from a spell above 2nd level or the Dispel Magic spell. It's disappointing.
I love these, but can we get the features leveled?
Now this? This right here is beautiful. Very good QOL and it feels like the monk can scale. Pfft, and that's jus the open hand? Excited to see the rest down the line
The Monk received much of the help it need, but the class is so poorly edited that it is still unplayable.
Does not have all the content yet.
As mentioned, it would be an action but use a Focus Point instead of a Spell Slot.
As Quicken Spell does not specify that the spell requires use of a spell slot, and just needs to be a spell with a casting time of 1 Action, it should be a legal target to be Quickened with Metamagic.
Thankfully in the case of the open hand monk, you only get four subclass features and there are only four levels at which you gain subclass features. Open Hand Technique comes at level 3, Wholeness of Body at level 6, Fleet Step at level 11, and Quivering Palm at 17. However, I fully agree that the levels at which you gain features should be included alongside the features themselves, since several subclasses DO get multiple features per level. This is an issue that needs to be resolved before the new class descriptions are really usable.
So this is actually really good. Let this designer take over Ranger and fix it. Unless it's the same person, because then I will need to know what happened?
Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components.
Does not say anything about using an action.
If I can cast, it as an action and I manage to get Sorcery Points and meta magic could I quicken it?
How do I know what levels I gain subclass features?
It still takes an action like the spell requires, since your using the magic action to cast it but instead of using a spell slot your using a focus point instead as a substitute for a spell slot. So it would still take an action, the only time it wouldnt is if the feature specifically stated the spell was a bonus action for you.
Similar to the burning hands spell that sun soul monk does.
Question: What type of action is casting Darkness Via Shadow Arts. I know it is just spending a Focus Point but....
Action?
Bonus Action?
Free Action?
As of right now, none of the class or subclass features explicitly tell you which class level you gain the feature at. This is merely tedious when it comes to the normal class features because the features are all listed by name in the monk level up table, so you just have to keep scrolling up and down to check back at the level you get it at.
It totally breaks down for the subclasses though. There are 4 different levels which the table says "Monk subclass" or "subclass feature", which is alright for "Warrior of the Open Hand" because it only has 4 feature headings, but Warrior of Mercy has 6 headings. You clearly need to get multiple features at one or more levels, but its ambiguous which ones unless you compare it to the 2014 edition, where Implements of Mercy is explicitly listed as a 3rd-level class feature. The way its listed here, you could assume that it was a second 6th level subclass feature instead of a third 3rd level subclass feature.
Total QoL failure, in my opinion.
Since Monks save DC can be based off Dex for shoves and grapples, I don't see why that doesn't carry over for "Addle" "Push" and "Topple".
I'm so glad that they finally buffed the martial arts die. Now the monk can keep up, if not overtake, the other classes in damage; especially at lower levels.
It's really small and most people don't care but timeless body was albeit small but still a reason I chose Monk. Yeah one is a flavor but not feeling the aging effects of time makes for great roleplay and is a foundation to the "Murim" monk martial artist this class was based off of.
You have to consider the nerf in the context of the general buffs monks and especially the warrior of the Open Hand has gotten. Also, there's a buff in the action economy of the ability although the numbers are worse. You can now activate it by forgoing an attack, so you can attack, apply the quivering palm by spending the ki-points, then sacrifice your next attack and immediately activate it to deal the damage the same turn. It's an even bigger buff because of the changes to flurry of blows, in the past it relied on the attack action being used first but now you can use flurry of blows without attacking at all and you can use it first in the action economy. (You used to have to attack, use your two attacks, then flurry of blows, which makes some of the flurry of blows option for the open hand monk a bit moot).
What's the point of nerfing Quivering Palm? Do you think an average of 60 HP of force damage is really fair for a subclass's most powerful ability at level 17? Seriously? How disappointing.