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
Player’s Handbook
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).
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Posted Oct 22, 2026Yeah, it's very oddly written.
Mystic Focus's phrasing first specifies that you the Feature when you finish a Short Rest (or use Uncanny Metabolism), but then the immediately-following phrasing of "you can transform unexpended Focus Points to recover one expended spell slot", wouldn't be unreasonable to interpret as "if you had any unexpended Focus Points before you started the Short Rest (or activated Uncanny Metabolism), you can transform those into a Spell Slot" ...
An official errata would be very helpful to figure out what the RAI actually is here ;P
Though honestly, as a person who's been wanting a Spellcasting Monk Subclass for ages (and even started cookin up my own not long before the Mystic Arts Monk was even revealed lol) and was a bit underwhelmed by the final product of this one's awesome concept and potential, there's a couple things i'd tweak- and add to it anyway, including how the Focus-Points-to-Spell-Slot part of this Feature works ;P
Otherwise, absolutely agree regarding your "rule of cool"-method to resolving this lol
And as always, thanks for all your great input and help here in the comments, cheers! <3
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Posted Oct 21, 2026Well, it deals 10d12 damage if they fail the save. That's an average of 65 damage and a maximum of 120. That is not enough to insta-kill most serious threats at level 17.
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Posted Oct 20, 2026on Quivering palm, can you just instakill most opponents?
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Posted Oct 19, 2026Well, the answer is the same either way, since both Uncanny Metabolism and taking a Short Rest do the same thing in this regard.
Both the recovery of expended FP and Mystic Focus turning unexpended FP into a spell slot are said to happen "when you finish a Short Rest". As far as I can see, there's no explicit indication of which one is supposed to happen first.
I'm usually a fairly "rule of cool" oriented DM, so I'd be inclined to rule that they happen in whichever order is more advantageous to the player in question, which might be different on different occasions (depending on whether you have FP left before taking the rest or not).
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Posted Oct 18, 2026Sorry, I should have been more clear. I mean when you regain your Focus Points on a short rest. I completely missed the blurb about Mystic Focus working on Uncanny Metabolism.
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Posted Oct 18, 2026Just to be clear, you're asking if when you use Uncanny Metabolism while still having some Focus Points left, you can spend those on Mystic Focus before Uncanny Metabolism restores all your Focus Points, so they're not wasted?
I don't think the text is super clear on whether it would work that way or not. If I were DMing, I'd let you do it, because it seems more fun that way.
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Posted Oct 17, 2026For the Warrior of Mystic Arts feature Mystic Focus, do the leftover Focus Points get spent first for the spell slots and then you regain all points?
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Posted Sep 13, 2026So if the Mystic Arts Monk uses Sorcerer spells does that make it a Jujutsu Sorcerer?
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Posted Aug 6, 2026Yeah, I'd like to see Combo give a bonus to damage as well.
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Posted Jul 24, 2026My favorite so far was the way of the street. It should be upgraded to make it more awesome for the monk class!
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Posted Jul 22, 2026- View User Profile
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Posted <1 min agoI don't know if you ever got a clear response to this, but a lot of the thread that came out of this question was nonsense that isn't really based in the rules text. The bottom line is that a Monk's Unarmored Movement applies to all of the Monk's speeds. This comes from multiple sources, one of which is a Sage Advice from like a decade ago.
However, to dig a bit deeper, first let's take a look at this description of Speed from the glossary:
"A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn." (Emphasis mine.)
Note that this official definition says nothing about a ground-based walking speed. But the ruling goes on to talk about the different kinds of move speed, and says players have the option of choose which one(s) they use on their turn, even allowing for splitting movement across different movement types.
It further goes on to say that if an effect changes your speed, any special speeds you have (e.g., flying) are changed by the same amount and for the same duration of time. So if you got a temporary 10' boost to your speed, that would apply to ALL of your move speeds, including flying, swimming, burrowing, climbing -- all of them. By extension, if that speed modifier is conditional, then the bonus speed would apply to all of your speeds for as long as you meet the conditions.
Ergo, anyone telling you that you that Unarmored Movement only applies to walk speed is flat-out wrong. The text doesn't support that claim.
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Posted Jul 17, 2026Yes, and as I said when I answered OP's question four months ago, there isn't a general answer; it depends on where the special speed comes from and how it's defined.
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Posted Jul 16, 2026For the record it's not incorrect, since what you described is simply something of an exception specifically linking said speed to your movement. The OP was asking a general question.
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Posted Jul 16, 2026For the record, this is incorrect; sometimes other movement types define something like "a flying speed equal to your speed", and in that case they're affected by increases (or decreases) to your speed, including Unarmored Movement.
See here.
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Posted Jul 16, 2026This page only shows subclasses you actually have access to. If you're only seeing one, it's because the only book you have access to is the free Basic Rules, and it only includes one subclass for each class.
If you want more, you can purchase the books that include them, or join a campaign where they're being shared.
If you're looking for subclasses for the 5e/2014 Monk instead, you can find them in the same place they've always been: the class page for the 5e Monk.
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Posted Jul 16, 2026Did 5th edition remove the other subclasses, such as path of the shadow? If so, were they replaced with anything? Or is it only warrior of the open hand now?
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Posted Jul 15, 2026No, the unarmored movement is just default movement and Dash.
Those others are just different movement types and aren't affected unless specified any of the Monk subclass descriptions
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Posted Jul 15, 2026By that time the monsters you face have a moderate to easy time making Con saves. So probably not.
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Posted Jul 15, 2026Most likely because you haven't purchased the digital PHB. The only thing that shows up are what's in the Free Rules, otherwise.
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Posted Jul 15, 2026Seriously? I think both editions' artwork for the Monk are atrocious.