Class Reference All Classes

Monk

Hit Die D8 Dexterity Save Wisdom Save

Hit Points

Hit Dice
1D8 per Monk level

Description

The Monk is a distinctive character class in Dungeons & Dragons 5th Edition.

With a D8 Hit Die, the Monk balances combat effectiveness with survivability.

Key features include: Ability Score Improvement, Acrobatic Movement, Body and Mind.

The Monk offers 1 subclass options for customization and specialization.

Class Progression

Level Focus Points Martial Arts Proficiency Bonus Unarmoed Movement
1 1d6 +2
2 2 1d6 +2 +10 ft.
3 3 1d6 +2 +10 ft.
4 4 1d6 +2 +10 ft.
5 5 1d8 +3 +10 ft.
6 6 1d8 +3 +15 ft.
7 7 1d8 +3 +15 ft.
8 8 1d8 +3 +15 ft.
9 9 1d8 +4 +15 ft.
10 10 1d8 +4 +20 ft.
11 11 1d10 +4 +20 ft.
12 12 1d10 +4 +20 ft.
13 13 1d10 +5 +20 ft.
14 14 1d10 +5 +25 ft.
15 15 1d10 +5 +25 ft.
16 16 1d10 +5 +25 ft.
17 17 1d12 +6 +25 ft.
18 18 1d12 +6 +30 ft.
19 19 1d12 +6 +30 ft.
20 20 1d12 +6 +30 ft.

Subclasses

Class Features

Unarmored Defense Level 1

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Monk's Focus Level 2

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.

Uncanny Metabolism Level 2

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.

Monk Subclass Level 3

You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. 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.

Stunning Strike Level 3 Level 5

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.

Ability Score Improvement Level 4 Level 8 Level 12 Level 16

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.

Slow Fall Level 4

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.

Extra Attack Level 5

You can attack twice instead of once whenever you take the Attack action on your turn.

Empowered Strikes Level 6

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Evasion Level 7

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.

Acrobatic Movement Level 9

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.

Heightened Focus Level 10

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.

Self-Restoration Level 10

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.

Deflect Energy Level 13

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Disciplined Survivor Level 14

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.

Perfect Focus Level 15

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.

Superior Defense Level 18

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.

Epic Boon Level 19

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Body and Mind Level 20

You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

Core Monk Traits
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
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.

About Monk

The Monk is a D8 hit die class .

Subclasses & Specializations

Explore paths

Monk has 1 subclasses for customization.

{Build Tips & Playing Guide

{Role in Party

The Monk excels at leveraging their unique strengths.

Key Saving Throws

Dexterity Wisdom

You are proficient in these saving throws

{Subclass Selection

{Choose a subclass at the appropriate level based on your desired playstyle. Each subclass offers unique features and abilities that define your character's specialization.

Quick Build Tips

  • Focus on your primary ability score during character creation
  • Choose feats that complement your class features
  • Consider your subclass features when selecting multiclass options
  • Review your class features at each level-up for optimal choices

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