Martial Weapon you are Proficient with
10 Simple Weapons with the Thrown property
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.
| Class Level | Prof. Bonus | Martial Arts | Ki Points | Unarmoured Movement |
|---|---|---|---|---|
| 1 | +2 | 1d4 | - | - |
| 2 | +2 | 1d4 | 2 | +10 feet |
| 3 | +2 | 1d4 | 3 | +10 feet |
| 4 | +2 | 1d4 | 4 | +10 feet |
| 5 | +3 | 1d6 | 5 | +10 feet |
| 6 | +3 | 1d6 | 6 | +15 feet |
| 7 | +3 | 1d6 | 7 | +15 feet |
| 8 | +3 | 1d6 | 8 | +15 feet |
| 9 | +4 | 1d6 | 9 | +15 feet |
| 10 | +4 | 1d6 | 10 | +20 feet |
| 11 | +4 | 1d8 | 11 | +20 feet |
| 12 | +4 | 1d8 | 12 | +20 feet |
| 13 | +5 | 1d8 | 13 | +20 feet |
| 14 | +5 | 1d8 | 14 | +25 feet |
| 15 | +5 | 1d8 | 15 | +25 feet |
| 16 | +5 | 1d8 | 16 | +25 feet |
| 17 | +6 | 1d10 | 17 | +25 feet |
| 18 | +6 | 1d10 | 18 | +30 feet |
| 19 | +6 | 1d10 | 19 | +30 feet |
| 20 | +6 | 1d10 | 20 | +30 feet |
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channelled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Monk, you are a Full Martial, which means you have a Martial Level that is the same as your Monk Level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the page designed for it.
Unarmoured Defence.
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.
Martial Arts.
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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.
-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
-You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
-When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Ki.
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.
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 + Wisdom modifier + Proficiency Bonus
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 Defence.
You can take the Dodge action as a bonus action on your turn.
Step of the Wind.
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Dedicated Weapon.
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
-The weapon must be a simple or martial weapon.
-You must be proficient with it.
-It must lack the heavy and special properties.
Unarmoured Movement.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
Deflect Missiles.
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 (range 20/60 feet) 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.
Monastic Tradition.
Choose the type of Monastic Tradition you poses, each of which is detailed at the end of the class's description.
Slow Fall.
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.
Quickened Healing.
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.
Extra Attack.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike.
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.
Focused Aim.
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Ki-Empowered Strikes.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monastic Tradition Feature.
You gain a feature granted by your Monastic Tradition choice, which you can find in the appropriate page.
Evasion.
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.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Ki Drain.
When you reach 7th level in this class, you learn to capture your enemy’s ki as you strike, transferring its life force to revitalise your own. At the end of your turn, you gain temporary hit points equal to thrice the number of weapon attacks you made that hit a non-Construct creature that turn.
Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.
Unarmoured Movement improvement.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Purity of Body.
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Monastic Tradition Feature.
You gain a feature granted by your Monastic Tradition choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.
Tongue of the Sun and Moon.
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.
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.
Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.
Monastic Tradition Feature.
You gain a feature granted by your Monastic Tradition choice, which you can find in the appropriate page.
Empty Body.
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.
Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.
Perfect Self.
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Artisan
Ascendant Dragon
Astral Self
Drunken Master
Eight Gates
Flesh
Four Elements
Kensei
Long Death
Mercy
Open Hand
Shadow
Spectre
Sun Soul
Void