Class Reference All Classes
Hit Die D8 Dexterity Save Strength Save

Hit Points

Hit Dice
1D8 per Monk level

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:
* (a) a shortsword or (b) any simple weapon
* (a) a dungeoneer’s pack or (b) an explorer’s pack
* 10 darts

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, Deflect Missiles, Diamond Soul.

The Monk offers 10 subclass options for customization and specialization.

Class Progression

Level Ki Points Martial Arts Proficiency Bonus Unarmored Movement
1 1d4 +2
2 2 1d4 +2 +10 ft.
3 3 1d4 +2 +10 ft.
4 4 1d4 +2 +10 ft.
5 5 1d6 +3 +10 ft.
6 6 1d6 +3 +15 ft.
7 7 1d6 +3 +15 ft.
8 8 1d6 +3 +15 ft.
9 9 1d6 +4 +15 ft.
10 10 1d6 +4 +20 ft.
11 11 1d8 +4 +20 ft.
12 12 1d8 +4 +20 ft.
13 13 1d8 +5 +20 ft.
14 14 1d8 +5 +25 ft.
15 15 1d8 +5 +25 ft.
16 16 1d8 +5 +25 ft.
17 17 1d10 +6 +25 ft.
18 18 1d10 +6 +30 ft.
19 19 1d10 +6 +30 ft.
20 20 1d10 +6 +30 ft.

Subclasses

Class Features

Unarmored Defense Level 1

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Ki Level 2

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Deflect Missiles Level 3

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Monastic Tradition Level 3

When you reach 3rd level, you commit yourself to a monastic tradition such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement Level 4 Level 8 Level 12 Level 16 Level 19

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall Level 4

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.

Extra Attack Level 5

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike Level 5

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes Level 6

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion Level 7

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are 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.

Stillness of Mind Level 7

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body Level 10

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon Level 13

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul Level 14

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 Level 15

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 Level 18

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self Level 20

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

About Monk

The Monk is a D8 hit die class .

This class provides proficiencies with **Armor:** None **Weapons:** Simple weapons, shortswords **Tools:** Choose one type of artisan’s t....

Subclasses & Specializations

Explore paths

Monk has 10 subclasses for customization.

{Build Tips & Playing Guide

{Role in Party

The Monk excels at leveraging their unique strengths.

Key Saving Throws

Dexterity Strength

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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