
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).
i wish focus points were still ki points
quivering palm in 2014 5ed used to be op
Monks are really op when your talking about manipulating enemies and elongating turns so you have the looooooongest turn ever
It doesn't seem like it, but they can deal force damage after a certain level which is probably better in most scenarios. There are plenty of creatures with resistance or immunity to bludgeoning damage, but I can't really think of any with resistance or immunity to non-magical force damage. So aside from a few cases where you may need to borrow your friend's magic short sword because the enemy is immune to all nonmagical damage, which I'm not sure is even a thing, you're good.
Are unarmed strikes still considered magical after a certain level?
(n.b. I'm not buying the new rules so my take is just off the free rules available).
So basically all Paladin abilities get relegated to a bonus action, but Monks get to just do whatever, whenever (Uncanny Metabolism, Self-Restoration, and Superior Defence all don't require actions of any kind based on what I'm reading here).
Start of my turn, I'm now resistant to all damage except force for the next hour (Superior Defence), and I've still got my action and bonus action to Stunning Strike the everloving **** out of whatever's in front of me (I'm seeing 5 times with the Open Hand subclass with a free Step of the Wind tacked onto the bonus action for good measure) and Deflect Energy on the off chance that someone is packing force damage. Wake me when someone casts Disintegrate I guess. Meanwhile the Barbarian's using a bonus action every turn and his rage will wear off after ten minutes anyway and the Paladin can't even synergise her abilities because she's only got one bonus action to try to activate all her aura and lay on hands and all the smite spells (divine and other). The Ranger's just sitting in the back crying about running out of Hunter's Marks.
It's a high-level example I've picked but the balancing is just a little bit off, right?
Deflect attacks looks very strong. Reduce most damage by 1d10 plus DEX and level every turn. And later upgrade that any damage. Yes multi attacks get around it but it’s every turn with the chance to turn the damage around on the attacker.
Re: Open Hand Technique
Thanks!
Remember that you do not need darkness for the shadow monks teleport, just dim light.
Every time you are inside and not right next to a torch, you are in dim light. Every dungeon should be mostly dim light. Even outside, during a bright summer day, you could still teleport from one shadow to another.
The only times where you can not teleport is on a wide open field during the day, or if someone follows you with a torch or another light source.
In my experience, even with the GMs who like you. The amount of darkness is based on if the party is inconvenienced by darkness for anything not ripped out of a module. So team Darkvision lovers never get anything but magical darkness, or "The module doesn't specify, probably fine." Which does in fact get worse/better when my Wizard unlocks Dawn and every damned place that could be dark is lousy with undead the monk would be screwed trying to rush in to shadow punch soooo.
Never rely on map environmental quirk reliant classes outside of a videogame. No matter how many times people tell you it is overpowered. Even the GMs who like the whole party and will spoil you with custom magic items to taste, AND think minor illusion = waist high cover for rogue to hide spam, will struggle with remembering lightning mechanics when they benefit you instead of "The encounter needs darkness for the monsters who love darkness".
Honestly, you will find dim light areas most of the time, unless your DM activly hates you and wants you to not have fun. The moment you fight inside a building you will be in dim light, unless you play a modern day campaign with electric light. I am currently playing a Wood Elf Shadow monk, and with the Druidcraft Cantrip I can just extinguish most light sources as an Action...
The Shadow monk also brings the best out of combat utility with unlimited misty steps, the only other subclass that has any out of combat utility is Elemental with the Level 11 flying speed, which costs Ki.
And yes, magical light of a Spell Level 3 or higher illuminates your Darkness spell... How many spells can do that again? And how many creatures have those spells? The only spells I can think of would be Daylight, Dawn, or Wall of Light, and I cant recall a single creature with those spells. Again, only a problem if your DM really hates you.
1 ki point 3 unarmed attacks INSTEAD of the usual 2
It would be an action, as it's a "magic action" I believe.
Cause Ur spending a FP to cast the spell darkness. That only u can see through, and at later levels, when Ur in "your" darness, u don't spend FP to do flurry of blows.
I agree, Ur lvl 17, they didn't need to change it everyone at this lvl can kill enemies in one go if done properly. Or they could've made it whwre it doesn't make them unconscious, but bring them down to.... like.... 50hp or lower. Idk, something like this would have been better. And if they have lower than 50 hp, than they fall unconscious.
U just use 1FP, and yes, it's strong. It's fine, as with all the changes it means the monsters can be stronger. But it also gives the monk that damage output that they needed.
Okay, I'm probably missing something, but as written, I'm a little confused... With Heightened Focus, it says your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
My question is this: It says, "Flurry of Blows: You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two." So does that mean when we use Flurry of Blows from now on, we make 3 attacks? Or do we have to spend an extra Focus Point to make a third strike instead of the usual two??
Just need a little clarification...
Dealing Force damage is effectively the same thing.
When are guys going to fix this!?
Add the levels to the abilities.
Would be helpful if they still included the level reference with the features, would save you having to double check the levels the features kick in at. But perhaps everyone else just remembers/knows?
other issues aside, does the loss of "Ki Empowered strikes" mean that now we can't overcome resistance to non-magical damage? Or does dealing Force damage take over for that?