Monk
Monk
Monk
PART ) CI.ASSES
THE MONK
Proficiency Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2
Unarmored Defense, Martial Arts
2nd +2 Id4 2 +10 ft. Ki, Unarmored Movement
3rd +2 Id4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 Id6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 Id6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 Id6 7 +15 ft. Evasion, Stillness of Mind
8th +3 Id6 8 +15 ft. Ability Score Improvement
9th Id6 9 +15 ft. Unarmored Movement improvement
10th Id6 10 +20 ft. Purity of Body
11th Id8 11 Monastic Tradition feature
12th +4 Id8 12 +20 ft. Ability Score Improvement
13th +5 Id8 13 +20 ft. Tongue of the Sun and Moon
14th +5 Id8 14 +25 ft. Diamond Soul
15th +5 Id8 15 +25 ft. Timeless Body
16th +5 Id8 16 +25 ft. Ability Score Improvement
17th +6 IdlO 17 +25 ft. Monastic Tradition feature
18th +6 IdlO 18 +30 ft. Empty Body
19th +6 IdlO 19 +30 ft. Ability Score Improvement
20th +6 IdlO 20 +30 ft. PerfectSelf
emerging only to serve as spies or assassins at the As a result of the structured life of a monastic
command of their leader, a noble patron, or some other community and the discipline required to harness ki,
mortal or divine power. monks are almost always lawful in alignment.
The majority of monks don't shun their neighbors,
making frequent visits to nearby towns or villages and QUICK BUILD
exchanging their service for food and other goods. As You can make a monk quickly by following these
versatile warriors, monks often end up protecting their suggestions. First, make Dexterity your highest
neighbors from monsters or tyrants. ability score, followed by Wisdom. Second, choose the
For a monk, becoming an adventurer means leaving hermit background.
a structured, communal lifestyle to become a wanderer.
This can be a harsh transition, and monks don't CLASS FEATURES
undertake it lightly. Those who leave their cloisters take As a monk, you gain the following class features.
their work seriously, approaching their adventures as
personal tests of their physical and spiritual growth. HIT POINTS
As a rule, monks care little for material wealth and are Hit Dice: Id8 per monk level
driven by a desire to accomplish a greater mission than Hit Points at 1st Level: 8 + your Constitution modifier
merely slaying monsters and plundering their treasure. Hit Points at Higher Levels: Id8 (or 5) + your
Constitution modifier per monk level after 1st
CREATING A MONK
PROFICIENCIES
As you make your monk character, think about your
connection to the monastery where you learned your
Armor: None
skills and spent your formative years. Were you an Weapons: Simple weapons, shortswords
orphan or a child left on the monastery's threshold? Did Tools: Choose one type of artisan's tools or one
your parents promise you to the monastery in gratitude musical instrument
for a service performed by the monks? Did you enter Saving Throws: Strength, Dexterity
this secluded life to hide from a crime you committed? Skills: Choose two from Acrobatics, Athletics, History,
Or did you choose the monastic life for yourself? Insight, Religion, and Stealth
Consider why you left. Did the head of your monastery
choose you for a particularly important mission beyond EQUIPMENT
the cloister? Perhaps you were cast out because of You start with the following equipment, in addition to
some violation of the community's rules. Did you dread the equipment granted by your background:
leaving, or were you happy to go? Is there something • (a) a shortsword or (b) any simple weapon
you hope to accomplish outside the monastery? Are you • (a)a dungeoneer's pack or (b)an explorer's pack
eager to return to your home? • 10 darts
PARTI CLASSES
UNARMORED DEFENSE FLURRY OF BLOWS
the Attack action on your
Immediately after you take
Beginning at 1st level, while you are wearing no armor 1 ki point to make two unarmed
turn, you can spend
and not wielding a shield, your AC equals 10 + your action.
strikes as a bonus
Dexterity modifier + your Wisdom modifier.
PATIENT DEFENSE
MARTIAL ARTS take the Dodge action as a
You can spend 1 ki point to
At 1st level, your practice of martial arts gives you bonus action on your turn.
mastery of combat styles that use unarmed strikes and
monk weapons, which are shortswords and any simple STEP OF THE WIND
Disengage or Dash
melee weapons that don't have the two-handed or Youcan spend 1 ki point to take the
your turn, and your jump
heavy property. action as a bonus action on
distance is doubled for the turn.
You gain the following benefits while you are unarmed
or wielding only monk weapons and you aren't wearing
armor or wielding a shield: UNARMOREDMOVEMENT
• Youcan use Dexterity instead of Strength for the Starting at 2nd level,your speed increases by 10 feet
attack and damage rolls of your unarmed strikes and while you are not wearing armor or wielding a shield.
monk weapons. This bonus increases when you reach certain monk
• You can roll a d4 in place of the normal damage levels, as shown in the Monk table.
of your unarmed strike or monk weapon. This die At 9th level, you gain the ability to move along vertical
changes as you gain monk levels, as shown in the surfaces and across liquids on your turn without falling
Martial Arts column of the Monk table. during the move.
• When you use the Attack action with an unarmed
strike or a monk weapon on your turn, you can make MONASTICTRADITION
one unarmed strike as a bonus action. For example, if When you reach 3rd level, you commit yourself to a
you take the Attack action and attack with a quarter- monastic tradition: the Way of the Open Hand, the Way
staff, you can also make an unarmed strike as a bonus of Shadow, or the Way of the Four Elements, all detailed
action, assuming you haven't already taken a bonus at the end of the class description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain monasteries use specialized forms of the and 17th level.
monk weapons. For example, you might use a club
that is two lengths of wood connected by a short chain DEFLECT MISSILES
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). Whatever name you use for a deflect or catch the missile when you are hit by a ranged
monk weapon, you can use the game statistics provided weapon attack. When you do so, the damage you take
for the weapon in chapter 5, "Equipment." from the attack is reduced by Id10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can catch the
Starting at 2nd level, your training allows you to missile if it is small enough for you to hold in one hand
harness the mystic energy of ki. Your access to this and you have at least one hand free. If you catch a
energy is represented by a number of ki points. Your missile in this way, you can spend 1 ki point to make a
monk level determines the number of points you have, ranged attack with the weapon or piece of ammunition
as shown in the Ki Points column of the Monk table. you just caught, as part of the same reaction. You make
You can spend these points to fuel various ki features. this attack with proficiency,regardless of your weapon
You start knowing three such features: Flurry of Blows, proficiencies, and the missile counts as a monk weapon
Patient Defense, and Step of the Wind. You learn more for the attack, which has a normal range of 20 feet and a
ki features as you gain levels in this class. long range of 60 feet.
When you spend a ki point, it is unavailable until
you finish a short or long rest, at the end of which you ABILITY SCORE IMPROVEMENT
draw all of your expended ki back into yourself. You When you reach 4th level, and again at 8th, 12th, 16th,
must spend at least 30 minutes of the rest meditating to and 19th level, you can increase one ability score of your
regain your ki points. choice by 2, or you can increase two
Some of your ki features require your target to make ability scores of
your choice by 1. As normal, you can't
a saving throw to resist the feature's effects. The saving increase an ability
score above 20 using this feature.
throw DC is calculated as follows:
Ki save DC 8 + your proficiency bonus + SLOW FALL
your Wisdom modifier 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.
PARr 1 CluiSSE.S
78
EXTRA ATTACK During that time, you also have resistance to all damage
Beginning at 5th level, you can attack twice, instead of but force damage.
Additionally,you can spend 8 ki points to cast the
once, whenever you take the Attack action on your turn.
astral projection spell, without needing material
STUNNING STRIKE components. When you do so, you can't take any other
creatures with you.
Starting at 5th level,you can interfere with the flow of
ki in an opponent's body. When you hit another creature PERFECT SELF
with a melee weapon attack, you can spend 1 ki point to At 20th level, when you roll for initiative and have no ki
attempt a stunning strike. The target must succeed on a
points remaining, you regain 4 ki points.
Constitution saving throw or be stunned until the end of
your next turn.
MONASTIC TRADITIONS
KI-EMPOWERED STRIKES Three traditions of monastic pursuit are common in
Starting at 6th level, your unarmed strikes count as the monasteries scattered across the multiverse. Most
magical for the purpose of overcoming resistance and monasteries practice one tradition exclusively, but a
immunity to nonmagical attacks and damage. few honor the three traditions and instruct each monk
according to his or her aptitude and interest. All three
EVASION traditions rely on the same basic techniques, diverging
as the student grows more adept. Thus, a monk need
At 7th level, your instinctive agility lets you dodge choose a tradition only upon reaching 3rd level.
out of the way of certain area effects, such as a blue
dragon's lightning breath or a fireball spell. When you WAY OF THE OPEN HAND
are subjected to an effect that allows you to make a
Monks of the Way of the Open Hand are the ultimate
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
masters of martial arts combat, whether armed or
throw, and only half damage if you fail.
unarmed. They learn techniques to push and trip their
opponents, manipulate ki to heal damage to their
STILLNESS OF MIND bodies, and practice advanced meditation that can
protect them from harm.
Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charmed OPEN HAND TECHNIQUE
or frightened. Starting when you choose this tradition at 3rd level,
you can manipulate your enemy's ki when you harness
PURITY OF BODY your own. Whenever you hit a creature with one of the
At 10th level, your mastery of the ki flowing through you attacks granted by your Flurry of Blows, you can impose
one of the following effects on that target:
makes you immune to disease and poison.
• It must succeed on a Dexterity saving throw or be
TONGUE OF THE SUN AND MOON knocked prone.
Starting at 13th level, you learn to touch the ki of other • It must make a Strength saving throw. If it fails, you
minds so that you understand all spoken languages. can push it up to 15 feet away from you.
Moreover, any creature that can understand a language • It can't take reactions until the end of your next turn.
can understand what you say. WHOLENESS OF BODY
At 6th level, you gain the ability to heal yourself. As an
DIAMOND SOUL action, you can regain hit points equal to three times
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.
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.
PART I CLASSES
79
your monk level. You must OPPORTUNIST
finish a long rest before you
can use this feature again. exploit a creature's momentary
At 17th level,you can
distraction when it is hit by an attack. Whenever a
TRANQUILITY creature within 5 feet of you is hit by an attack made by
Beginning at 11th level, you can enter a special other than you, you can use your reaction to
a creature
meditation that surrounds you with an aura of peace. At a melee attack against that creature.
the end of a long rest, you gain the effect of a sanctuary make
spell that lasts until the start of your next long rest (the WAY OF THE FOUR ELEMENTS
spell can end early as normal). The saving throw DC
for the spell equals 8 + your Wisdom modifier + your You follow a monastic tradition that teaches you to
proficiency bonus. harness the elements. When you focus your ki, you can
align yourself with the forces of creation and bend the
QUIVERINGPALM four elements to your will, using them as an extension
At 17th level, you gain the ability to set up lethal of your body. Some members of this tradition dedicate
vibrations in someone's body. When you hit a creature themselves to a single element, but others weave the
with an unarmed strike, you can spend 3 ki points to elements together.
start these imperceptible vibrations, which last for a Many monks of this tradition tattoo their bodies with
number of days equal to your monk level. The vibrations representations of their ki powers, commonly imagined
are harmless unless you use your action to end them. as coiling dragons, but also as phoenixes, fish, plants,
To do so, you and the target must be on the same plane mountains, and cresting waves.
of existence. When you use this action, the creature
must make a Constitution saving throw. If it fails, it is DISCIPLE OF THE ELEMENTS
reduced to 0 hit points. If it succeeds, it takes 10d10 When you choose this tradition at 3rd level,you learn
necrotic damage. magical disciplines that harness the power of the four
You can have only one creature under the effect of this elements. A discipline requires you to spend ki points
feature at a time. You can choose to end the vibrations each time you use it.
harmlessly without using an action. You know the Elemental Attunement discipline and
one other elemental discipline of your choice, which are
WAY OF SHADOW detailed in the "Elemental Disciplines" section below.
Monks of the Way of Shadow follow a tradition that Youlearn one additional elemental discipline of your
choice at 6th, 11th, and 17th level.
values stealth and subterfuge. These monks might
Whenever you learn a new elemental discipline,
be called ninjas or shadowdancers, and they serve as
you can also replace one elemental discipline that you
spies and assassins. Sometimes the members of a already know with a different discipline.
ninja monastery are family members, forming a clan Casting Elemental Spells. Some elemental
sworn to secrecy about their arts and missions. Other disciplines allow you to cast spells. See chapter 10 for
monasteries are more like thieves' guilds, hiring out the general rules of spellcasting. To cast one of these
their services to nobles, rich merchants, or anyone else spells, you use its casting time and other rules, but you
who can pay their fees. Regardless of their methods, the don't need to provide material components for it.
heads of these monasteries expect the unquestioning Once you reach 5th level in this class, you can spend
obedience of their students. additional ki points to increase the level of an elemental
SHADOWARTS discipline spell that you cast, provided that the spell has
an enhanced effect at a higher level, as burning hands
Starting when you choose this tradition at 3rd level,you
does. The spell's level increases by 1 for each additional
can use your ki to duplicate the effects of certain spells. ki point you spend. For example, if you are a 5th-level
As an action, you can spend 2 ki points to cast darkness, monk and use Sweeping Cinder Strike to cast burning
darkvision, pass without trace, or silence, without hands, you can spend 3 ki points to cast it as a 2nd-level
providing material components. Additionally,you gain
spell (the discipline's base cost of 2 ki points plus 1).
the minor illusion cantrip if you don't already know it. The maximum number of ki points you can spend to
SHADOW STEP cast a spell in this way (including its base ki point cost
At 6th level, you gain the ability to step from one shadow and any additional ki points you spend to increase its
into another. When you are in dim light or darkness, level) is determined by your monk level, as shown in the
as a bonus action you can teleport up to 60 feet to an Spells and Ki Points table.
unoccupied space you can see that is also in dim light
or darkness. You then have advantage on the first melee SPELLS AND POINTS
attack you make before the end of the turn. Monk Levels Maximum Ki Points for a Spell
5th—8th 3
CLOAK OF SHADOWS 9th-12th 4
By 11th level, you have learned to become one with
13th-16th 5
the shadows. When you are in an area of dim light or
17th-20th
darkness, you can use your action to become invisible. 6
You remain invisible until you make an attack, cast a
spell, or are in an area of bright light.
xo
ELEMENTALDISCIPLINES Shape the Flowing River. As an action, you can
The elemental disciplines are presented in alphabetical spend 1 ki point to choose an area of ice or water no
order. If a discipline requires a level, you must be that larger than 30 feet on a side within 120 feet of you. You
levelin this class to learn the discipline. can change water to ice within the area and vice versa,
Breath of Winter (17th Level Required). Youcan and you can reshape ice in the area in any manner you
spend 6 ki points to cast cone of cold. choose. You can raise or lower the ice's elevation, create
Clench of the North Wind (6th Level Required). You or fill in a trench, erect or flatten a wall, or form a pillar.
can spend 3 ki points to cast hold person. The extent of any such changes can't exceed half the
Elemental Attunement. You can use your action to area's largest dimension. For example, if you affect a
brieflycontrol elemental forces within 30 feet of you, 30-foot square, you can create a pillar up to 15 feet high,
causing one of the following effects of your choice: raise or lower the square's elevation by up to 15 feet, dig
Create a harmless, instantaneous sensory effect a trench up to 15 feet deep, and so on. You can't shape
related to air, earth, fire, or water, such as a shower of the ice to trap or damage a creature in the area.
sparks, a puff of wind, a spray of light mist, or a gentle Sweeping Cinder Strike. Youcan spend 2 ki points to
rumbling of stone. cast burning hands.
• Instantaneously light or snuff out a candle, a torch, or Water Whip. You can spend 2 ki points as an action
a small campfire. to create a whip of water that shoves and pulls a
Chill or warm up to 1 pound of nonliving material for creature to unbalance it. A creature that you can see
up to 1 hour. that is within 30 feet of you must make a Dexterity
• Cause earth, fire, water, or mist that can fit within a saving throw. On a failed save, the creature takes 3d10
I-foot cube to shape itself into a crude form you desig- bludgeoning damage, plus an extra Id10 bludgeoning
nate for 1 minute. damage for each additional ki point you spend, and you
can either knock it prone or pull it up to 25 feet closer
Eternal Mountain Defense (17th Level Required). to you. On a successful save, the creature takes half as
Youcan spend 5 ki points to cast stoneskin, target- much damage, and you don't pull it or knock it prone.
ing yourself. WaveofRolling Earth (17thLevel Required). You
Fangs of the Fire Snake. When you use the Attack can spend 6 ki points to cast wall of stone.
action on your turn, you can spend 1 ki point to cause
tendrils of flame to stretch out from your fists and feet. MONASTIC ORDERS
Yourreach with your unarmed strikes increases by The worlds of D&D contain a multitude of monasteries
10 feet for that action, as well as the rest of the turn. and monastic traditions. In lands with an Asian cultural
A hit with such an attack deals fire damage instead of flavor, such as Shou Lung far to the east of the Forgotten
bludgeoning damage, and if you spend 1 ki point when Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra Id10 fire damage. traditions and martial arts practice. The Iron Hand School,
Fist ofFour Thunders. Youcan spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School of Shou Lung teach different
approaches to the physical, mental, and spiritual disciplines
Fist or Unbroken Air. You can create a blast of of the monk. Some of these monasteries have spread to the
compressed air that strikes like a mighty fist. As an western lands of Faerün, particularly in places with large
action, you can spend 2 ki points and choose a creature Shou immigrant communities, such as Thesk and Westgate.
within 30 feet of you. That creature must make a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value of physical excellence and mental discipline.
takes 3d10 bludgeoning damage, plus an extra Idl() In the Forgotten Realms, the order of the Dark Moon is
bludgeoning damage for each additional ki point you made up of monks dedicated to Shar (goddess of loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
and subterranean hideaways. Monasteries of llmater (god
from you and knock it prone. On a successful save, the
of endurance) are named after flowers, and their orders
creature takes half as much damage, and you don't push carry the names of great heroes of the faith; the Disciples of
it or knock it prone. Saint Sollars the Twice-Martyred reside in the Monastery of
Flames of the Phoenix (11thLevel Required). You the Yellow Rose near Damara. The monasteries of Eberron
can spend 4 ki points to cast fireball. combine the study of martial arts with a life of scholarship.
Gongof the Summit (6th Level Required). Youcan Most are devoted to the deities of the Sovereign Host.
spend 3 ki points to cast shatter. In the world of Dragonlance, most monks are devoted to
Mist Stance (11th Level Required). You can spend 4 Majere, god of meditation and thought. In Creyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess of twilight
and the superiority of mind over matter,or to Zuoken, god of
Ride the Wind (11th Level Required). Youcan spend mental and physical mastery.
4 ki points to cast fly,targeting yourself. The evil monks of the Scarlet Brotherhood in the world of
River of Hungry Flame (17thLevel Required). You Greyhawk derive their fanatic zeal not from devotion to a god
can spend 5 ki points to cast wall of fire. but from dedication to the principles of their nation and their
Rush of the Gale Spirits. Youcan spend 2 ki points race—the belief that the Suel strand of humanity are meant
to cast gust of wind. to rule the world.
PART 1 CLASSES
81