- Hit Point Die
- d8 per level
- Primary Ability
- Dexterity and Wisdom
- Saving Throw Proficiencies
- Strength and Dexterity
- Training and Proficiencies
- Simple Weapons, Scimitars, Shortswords, Hand crossbows
- Skill Proficiencies
- Choose 2: Acrobatics, Athletics, History, Insight, Religion, Stealth
- Skill Proficiencies
- Choose 1: Alchemist's Supplies, Brewer's Supplies, Tool: Calligrapher's Supplies, Carpenter's Tools, Cartographer's Tools, Cobbler's Tools, Cook's Utensils, Glassblower's Tools, Jeweler's Tools, Leatherworker's Tools, Mason's Tools, Painter's Supplies, Potter's Tools, Smith's Tools, Tinker's Tools, Weaver's Tools, Woodcarver's Tools, Disguise Kit, Forgery Kit, Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan flute, Shawm, Viol
Monk level table
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism |
| 3 | +2 | Monk Subclass, Deflect Attacks |
| 4 | +2 | Ability Score Improvement, Slow Fall |
| 5 | +3 | Extra Attack, Stunning Strike |
Class Features
Martial Arts Level 1
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.
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.
Unarmored Movement Level 2
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.
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. 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.
Deflect Attacks Level 3
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.
Ability Score Improvement Level 4
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.
Stunning Strike 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.
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.
Open Hand Technique Level 3
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.