Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Warriors of the Living Weapon pursue physical perfection, honing their body as a smith sharpens a sword. Their traditions are drawn from cultures of shape-shifters and creatures who fight with tooth and claw.
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.
Warriors of the Mystic Arts wield magic to supplement their martial skill. They harness mystical focus to enhance their magical and physical abilities.
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.
Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Core Monk Traits
| Primary Ability | Dexterity, Wisdom |
|---|---|
| Hit Point Die | d8 per Monk level |
| Saving Throw Proficiencies | Strength, Dexterity |
| Skill Proficiencies | Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth |
| Weapon Proficiencies | Simple weapons, Martial weapons that have the Light property |
| Tool Proficiencies | One type of Artisan's Tools or Musical Instrument of your choice |
| Starting Equipment | Choose A or B: (A) Spear, Dagger (5), Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, 11 GP or (B) 50 GP |
Becoming a Monk...
As a Level 1 Monk
- Gain all the traits in the Core Monk Traits table.
- Gain the Monk's level 1 features, which are listed in the Monk Features table.
As a Multiclass Monk
- Gain the Hit Point Die trait from the Core Monk Traits table.
- Gain the Monk's level 1 features, which are listed in the Monk Features table.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Monk Subclass, Deflect Attacks | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Subclass Feature, Empowered Strikes | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Subclass Feature | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Subclass Feature | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
Monk Subclass
You gain a Monk subclass of your choice.
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Subclass Feature
You gain a feature from your Monk subclass.
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Subclass Feature
You gain a feature from your Monk subclass.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Subclass Feature
You gain a feature from your Monk subclass.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Arms of the Astral Self | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Visage of the Astral Self | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Body of the Astral Self | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Awakened Astral Self | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Arms of the Astral Self
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Visage of the Astral Self
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
- Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Body of the Astral Self
When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
- Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
- Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Awakened Astral Self
Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
- Armor of the Spirit. You gain a +2 bonus to Armor Class.
- Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Bonus Proficiencies, Drunken Technique | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Tipsy Sway | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Drunkard's Luck | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Intoxicated Frenzy | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Bonus Proficiencies
You gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Tipsy Sway
You can move in sudden, swaying ways. You gain the following benefits:
- Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Drunkard's Luck
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Intoxicated Frenzy
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Elemental Attunement, Manipulate Elements | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Elemental Burst | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Stride of the Elements | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Elemental Epitome | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Elemental Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
- Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
- Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Manipulate Elements
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Elemental Burst
As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.
Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Stride of the Elements
While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Elemental Epitome
While your Elemental Attunement is active, you also gain the following benefits:
- Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
- Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
- Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Path of the Kensei | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, One with the Blade | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Sharpen the Blade | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Unerring Accuracy | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Path of the Kensei
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
- Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
- Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
One with the Blade
You extend your ki into your kensei weapons, granting you the following benefits:
- Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Sharpen the Blade
You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Unerring Accuracy
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Martial Form, Mutable Strike | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Manifest Blow | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Reflexive Adaptation | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Perfect Form | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Martial Form
At the start of your turn, you can expend 1 Focus Point to manifest your martial form. The form lasts for 10 minutes, until you use this feature again, or until you have the Incapacitated condition. Choose one of the following options when you adopt the form.
- Forged Heart. Whenever you hit an object with an Unarmed Strike, the hit is a Critical Hit. In addition, whenever you hit a creature with an Unarmed Strike granted by Flurry of Blows, the target must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
- Nightmare Shroud. When you use Deflect Attacks, the attacking creature must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition until the end of its next turn.
- Traveler's Blade. Your reach increases by 10 feet.
- Weretouched. When you reduce an enemy within 5 feet of you to 0 Hit Points, you gain Temporary Hit Points equal to one roll of your Martial Arts die plus your Monk level.
Mutable Strike
You have the power to alter your natural weapons, growing claws or reinforcing your fists. Whenever you deal damage with your Unarmed Strike, it can deal your choice of Bludgeoning, Piercing, or Slashing damage.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Manifest Blow
You gain one of the following options of your choice.
- Forged Heart. Once per turn when you hit a creature with an Unarmed Strike, you can deal extra damage of the same type equal to one roll of your Martial Arts die.
- Nightmare Shroud. As a Magic action, you can expend 2 Focus Points to cause psychic energy to erupt from you. When you do so, each creature of your choice in a 30-foot Emanation originating from you must succeed on a Wisdom saving throw. On a failed save, a creature takes Psychic damage equal to three rolls of your Martial Arts die, and has the Frightened condition until the end of your next turn. On a successful save, a creature takes half as much damage.
- Traveler's Blade. Once per turn when you hit a creature with an Unarmed Strike, you can use both the Damage and the Grapple option. You are always considered to have a free hand for determining whether you can Grapple another creature.
- Weretouched. When you hit the same creature twice on your turn with Unarmed Strike, you can expend up to 3 Focus Points to deal extra damage on your second hit. The damage equals a number of rolls of your Martial Arts die equal to the Focus Points expended, and is the same type as your triggering Unarmed Strike.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Reflexive Adaptation
When you use Self-Restoration, the following conditions are added to the list of conditions you can remove: Blinded, Deafened, and Grappled.
In addition, when you finish a Short Rest you can remove 1 level of Exhaustion from yourself and when you finish a Long Rest you can remove all levels of Exhaustion from yourself.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Perfect Form
Whenever you assume your Martial Form, you can expend an additional 3 Focus Points to gain the following benefits for as long as you remain in the form.
- Mercurial Strikes. Whenever you attack with an Unarmed Strike granted by Flurry of Blows, you have Advantage.
- Regeneration. At the start of your turn, roll one Martial Arts die. You regain that many Hit Points.
- Unbreakable Body. You gain a +2 bonus to your Armor Class.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Touch of Death | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Hour of Reaping | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Mastery of Death | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Touch of the Long Death | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Touch of Death
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom modifier + your Monk level (minimum of 1 Temporary Hit Point).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Hour of Reaping
You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Mastery of Death
You use your familiarity with death to escape its grasp. When you are reduced to 0 Hit Points, you can expend 1 Focus Point (no action required) to have 1 Hit Point instead.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Touch of the Long Death
Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 Focus Points. The target must make a Constitution saving throw, and it takes 2d10 Necrotic damage per Focus Point spent on a failed save, or half as much damage on a successful one.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Hand of Harm, Hand of Healing, Implements of Mercy | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Physician's Touch | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Flurry of Healing and Harm | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Hand of Ultimate Mercy | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Hand of Harm
Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
Hand of Healing
As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.
Implements of Mercy
You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Physician's Touch
Your Hand of Harm and Hand of Healing improve, as detailed below.
- Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.
- Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Flurry of Healing and Harm
When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Hand of Ultimate Mercy
Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Martial Arts | Focus Points | Unarmored Movement | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||||
| 1 | +2 | Martial Arts, Unarmored Defense | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 2 | 4 | 3 | 0 | 0 | 0 | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 2 | 4 | 3 | 0 | 0 | 0 | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Mystic Fighting Style, Mystic Focus | 2 | 4 | 3 | 0 | 0 | 0 | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 2 | 5 | 4 | 2 | 0 | 0 | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 2 | 6 | 4 | 2 | 0 | 0 | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 3 | 7 | 4 | 3 | 0 | 0 | 1d8 | 10 | 20 |
| 11 | +4 | Focused Strike | 3 | 8 | 4 | 3 | 0 | 0 | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 3 | 9 | 4 | 3 | 2 | 0 | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 3 | 10 | 4 | 3 | 2 | 0 | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 3 | 10 | 4 | 3 | 2 | 0 | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 1d10 | 16 | 25 |
| 17 | +6 | Improved Mystic Fighting Style | 3 | 11 | 4 | 3 | 3 | 0 | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 3 | 11 | 4 | 3 | 3 | 0 | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 3 | 13 | 4 | 3 | 3 | 1 | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Spellcasting
You have learned to cast spells. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Warrior of the Mystic Arts.
- Cantrips. You know two cantrips of your choice from the Sorcerer spell list. Blade Ward and Thunderclap are recommended. Whenever you gain a Monk level, you can replace one of these cantrips with another cantrip of your choice from the Sorcerer spell list.
When you reach Monk level 10, you learn another Sorcerer cantrip of your choice. - Spell Slots. The Warrior of the Mystic Arts Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Sorcerer spell list. Jump, Magic Missile, and Shield are recommended.
The number of spells on your list increases as you gain Monk levels, as shown in the Prepared Spells column of the Warrior of the Mystic Arts Spellcasting table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Monk, your list of prepared spells can include five Sorcerer spells of levels 1 and 2 in any combination. - Changing Your Prepared Spells. Whenever you gain a Monk level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Sorcerer spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
- Multiclassing. If you multiclass and have the Spellcasting feature from more than one class, add one third of your Monk levels (round down) to determine your available spell slots.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Mystic Fighting Style
When you take the Attack action on your turn, you can replace one Unarmed Strike with a casting of one of your Sorcerer cantrips that has a casting time of an action.
Mystic Focus
You keep your magical power and martial focus in perfect balance, allowing you to convert spell slots into Focus Points, or convert Focus Points into spell slots.
- Converting Spell Slots to Focus Points. You can expend a spell slot to regain a number of expended Focus Points equal to the slot's level (no action required).
- Recovering Spell Slots. When you finish a Short Rest or use Uncanny Metabolism, you can transform unexpended Focus Points to recover one expended spell slot. The Recovering Spell Slots table shows the cost of recovering a spell slot of a given level, and it lists the minimum Monk level you must be to recover a slot. You can recover a spell slot no higher than level 4.
| Spell Slot Level | Focus Point Cost | Min. Monk Level |
|---|---|---|
| 1 | 2 | 6 |
| 2 | 3 | 7 |
| 3 | 5 | 13 |
| 4 | 6 | 19 |
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Focused Strike
When you use your Stunning Strike, whether the target succeeds or fails on the saving throw, the target has Disadvantage on saving throws against your spells until the start of your next turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Improved Mystic Fighting Style
When you use Flurry of Blows, you can replace two of the Unarmed Strikes with a casting of one of your level 1 or 2 Sorcerer spells that has a casting time of an action, and you cast it as part of the same Bonus Action you use to activate Flurry of Blows.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Open Hand Technique | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Wholeness of Body | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Fleet Step | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Quivering Palm | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Open Hand Technique
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Fleet Step
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Quivering Palm
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Shadow Arts | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Shadow Step | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Improved Shadow Step | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Cloak of Shadows | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Shadow Arts
You have learned to draw on the power of the Shadowfell, gaining the following benefits:
- Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
- Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
- Shadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Shadow Step
While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Improved Shadow Step
You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Cloak of Shadows
As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits:
- Invisibility. You have the Invisible condition.
- Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
- Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense | 1d6 | - | 0 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 |
| 3 | +2 | Deflect Attacks, Radiant Sun Bolt | 1d6 | 3 | 10 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 |
| 6 | +3 | Empowered Strikes, Searing Arc Strike | 1d8 | 6 | 15 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 |
| 11 | +4 | Searing Sunburst | 1d10 | 11 | 20 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 |
| 17 | +6 | Sun Shield | 1d12 | 17 | 25 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Radiant Sun Bolt
You can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is Radiant, and its damage die is a d4. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus Point to make the special attack twice as a Bonus Action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Searing Arc Strike
You gain the ability to channel your Focus into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Focus Points to cast the Burning Hands spell as a Bonus Action.
You can spend additional Focus Points to cast Burning Hands as a higher-level spell. Each additional Focus Point you spend increases the spell's level by 1. The maximum number of Focus Points (2 plus any additional points) that you can spend on the spell equals half your Monk level.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Searing Sunburst
You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 Radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending Focus Points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Sun Shield
You become wreathed in a luminous, magical aura. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish or restore the light as a Bonus Action.
If a creature hits you with a melee attack while this light shines, you can use your Reaction to deal Radiant damage to the creature. The Radiant damage equals 5 + your Wisdom modifier.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Warriors of the Living Weapon pursue physical perfection, honing their body as a smith sharpens a sword. Their traditions are drawn from cultures of shape-shifters and creatures who fight with tooth and claw.
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.
Warriors of the Mystic Arts wield magic to supplement their martial skill. They harness mystical focus to enhance their magical and physical abilities.
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.
Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Core Monk Traits
| Primary Ability | Dexterity, Wisdom |
|---|---|
| Hit Point Die | d8 per Monk level |
| Saving Throw Proficiencies | Strength, Dexterity |
| Skill Proficiencies | Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth |
| Weapon Proficiencies | Simple weapons, Martial weapons that have the Light property |
| Tool Proficiencies | One type of Artisan's Tools or Musical Instrument of your choice |
| Starting Equipment | Choose A or B: (A) Spear, Dagger (5), Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, 11 GP or (B) 50 GP |
Becoming a Monk...
As a Level 1 Monk
- Gain all the traits in the Core Monk Traits table.
- Gain the Monk's level 1 features, which are listed in the Monk Features table.
As a Multiclass Monk
- Gain the Hit Point Die trait from the Core Monk Traits table.
- Gain the Monk's level 1 features, which are listed in the Monk Features table.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Monk Subclass, Deflect Attacks | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Subclass Feature, Empowered Strikes | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Subclass Feature | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Subclass Feature | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
Monk Subclass
You gain a Monk subclass of your choice.
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Subclass Feature
You gain a feature from your Monk subclass.
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Subclass Feature
You gain a feature from your Monk subclass.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Subclass Feature
You gain a feature from your Monk subclass.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Arms of the Astral Self | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Visage of the Astral Self | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Body of the Astral Self | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Awakened Astral Self | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Arms of the Astral Self
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Visage of the Astral Self
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
- Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Body of the Astral Self
When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
- Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
- Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Awakened Astral Self
Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
- Armor of the Spirit. You gain a +2 bonus to Armor Class.
- Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Bonus Proficiencies, Drunken Technique | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Tipsy Sway | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Drunkard's Luck | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Intoxicated Frenzy | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Bonus Proficiencies
You gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Tipsy Sway
You can move in sudden, swaying ways. You gain the following benefits:
- Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Drunkard's Luck
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Intoxicated Frenzy
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Elemental Attunement, Manipulate Elements | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Elemental Burst | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Stride of the Elements | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Elemental Epitome | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Elemental Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
- Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
- Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Manipulate Elements
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Elemental Burst
As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.
Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Stride of the Elements
While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Elemental Epitome
While your Elemental Attunement is active, you also gain the following benefits:
- Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
- Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
- Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Path of the Kensei | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, One with the Blade | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Sharpen the Blade | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Unerring Accuracy | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Path of the Kensei
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
- Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
- Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
One with the Blade
You extend your ki into your kensei weapons, granting you the following benefits:
- Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Sharpen the Blade
You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Unerring Accuracy
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Martial Form, Mutable Strike | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Manifest Blow | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Reflexive Adaptation | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Perfect Form | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Martial Form
At the start of your turn, you can expend 1 Focus Point to manifest your martial form. The form lasts for 10 minutes, until you use this feature again, or until you have the Incapacitated condition. Choose one of the following options when you adopt the form.
- Forged Heart. Whenever you hit an object with an Unarmed Strike, the hit is a Critical Hit. In addition, whenever you hit a creature with an Unarmed Strike granted by Flurry of Blows, the target must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
- Nightmare Shroud. When you use Deflect Attacks, the attacking creature must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition until the end of its next turn.
- Traveler's Blade. Your reach increases by 10 feet.
- Weretouched. When you reduce an enemy within 5 feet of you to 0 Hit Points, you gain Temporary Hit Points equal to one roll of your Martial Arts die plus your Monk level.
Mutable Strike
You have the power to alter your natural weapons, growing claws or reinforcing your fists. Whenever you deal damage with your Unarmed Strike, it can deal your choice of Bludgeoning, Piercing, or Slashing damage.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Manifest Blow
You gain one of the following options of your choice.
- Forged Heart. Once per turn when you hit a creature with an Unarmed Strike, you can deal extra damage of the same type equal to one roll of your Martial Arts die.
- Nightmare Shroud. As a Magic action, you can expend 2 Focus Points to cause psychic energy to erupt from you. When you do so, each creature of your choice in a 30-foot Emanation originating from you must succeed on a Wisdom saving throw. On a failed save, a creature takes Psychic damage equal to three rolls of your Martial Arts die, and has the Frightened condition until the end of your next turn. On a successful save, a creature takes half as much damage.
- Traveler's Blade. Once per turn when you hit a creature with an Unarmed Strike, you can use both the Damage and the Grapple option. You are always considered to have a free hand for determining whether you can Grapple another creature.
- Weretouched. When you hit the same creature twice on your turn with Unarmed Strike, you can expend up to 3 Focus Points to deal extra damage on your second hit. The damage equals a number of rolls of your Martial Arts die equal to the Focus Points expended, and is the same type as your triggering Unarmed Strike.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Reflexive Adaptation
When you use Self-Restoration, the following conditions are added to the list of conditions you can remove: Blinded, Deafened, and Grappled.
In addition, when you finish a Short Rest you can remove 1 level of Exhaustion from yourself and when you finish a Long Rest you can remove all levels of Exhaustion from yourself.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Perfect Form
Whenever you assume your Martial Form, you can expend an additional 3 Focus Points to gain the following benefits for as long as you remain in the form.
- Mercurial Strikes. Whenever you attack with an Unarmed Strike granted by Flurry of Blows, you have Advantage.
- Regeneration. At the start of your turn, roll one Martial Arts die. You regain that many Hit Points.
- Unbreakable Body. You gain a +2 bonus to your Armor Class.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Touch of Death | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Hour of Reaping | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Mastery of Death | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Touch of the Long Death | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Touch of Death
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom modifier + your Monk level (minimum of 1 Temporary Hit Point).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Hour of Reaping
You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Mastery of Death
You use your familiarity with death to escape its grasp. When you are reduced to 0 Hit Points, you can expend 1 Focus Point (no action required) to have 1 Hit Point instead.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Touch of the Long Death
Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 Focus Points. The target must make a Constitution saving throw, and it takes 2d10 Necrotic damage per Focus Point spent on a failed save, or half as much damage on a successful one.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Hand of Harm, Hand of Healing, Implements of Mercy | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Physician's Touch | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Flurry of Healing and Harm | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Hand of Ultimate Mercy | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Hand of Harm
Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
Hand of Healing
As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.
Implements of Mercy
You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Physician's Touch
Your Hand of Harm and Hand of Healing improve, as detailed below.
- Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.
- Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Flurry of Healing and Harm
When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Hand of Ultimate Mercy
Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | |||||||||
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 2 | 4 | 3 | 0 | 0 | 0 | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 2 | 4 | 3 | 0 | 0 | 0 | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Mystic Fighting Style, Mystic Focus | 2 | 4 | 3 | 0 | 0 | 0 | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 2 | 5 | 4 | 2 | 0 | 0 | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 2 | 6 | 4 | 2 | 0 | 0 | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 3 | 7 | 4 | 3 | 0 | 0 | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Focused Strike | 3 | 8 | 4 | 3 | 0 | 0 | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 3 | 9 | 4 | 3 | 2 | 0 | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 3 | 10 | 4 | 3 | 2 | 0 | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 3 | 10 | 4 | 3 | 2 | 0 | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Improved Mystic Fighting Style | 3 | 11 | 4 | 3 | 3 | 0 | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 3 | 11 | 4 | 3 | 3 | 0 | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 3 | 13 | 4 | 3 | 3 | 1 | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Spellcasting
You have learned to cast spells. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Warrior of the Mystic Arts.
- Cantrips. You know two cantrips of your choice from the Sorcerer spell list. Blade Ward and Thunderclap are recommended. Whenever you gain a Monk level, you can replace one of these cantrips with another cantrip of your choice from the Sorcerer spell list.
When you reach Monk level 10, you learn another Sorcerer cantrip of your choice. - Spell Slots. The Warrior of the Mystic Arts Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Sorcerer spell list. Jump, Magic Missile, and Shield are recommended.
The number of spells on your list increases as you gain Monk levels, as shown in the Prepared Spells column of the Warrior of the Mystic Arts Spellcasting table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Monk, your list of prepared spells can include five Sorcerer spells of levels 1 and 2 in any combination. - Changing Your Prepared Spells. Whenever you gain a Monk level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Sorcerer spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
- Multiclassing. If you multiclass and have the Spellcasting feature from more than one class, add one third of your Monk levels (round down) to determine your available spell slots.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Mystic Fighting Style
When you take the Attack action on your turn, you can replace one Unarmed Strike with a casting of one of your Sorcerer cantrips that has a casting time of an action.
Mystic Focus
You keep your magical power and martial focus in perfect balance, allowing you to convert spell slots into Focus Points, or convert Focus Points into spell slots.
- Converting Spell Slots to Focus Points. You can expend a spell slot to regain a number of expended Focus Points equal to the slot's level (no action required).
- Recovering Spell Slots. When you finish a Short Rest or use Uncanny Metabolism, you can transform unexpended Focus Points to recover one expended spell slot. The Recovering Spell Slots table shows the cost of recovering a spell slot of a given level, and it lists the minimum Monk level you must be to recover a slot. You can recover a spell slot no higher than level 4.
| Spell Slot Level | Focus Point Cost | Min. Monk Level |
|---|---|---|
| 1 | 2 | 6 |
| 2 | 3 | 7 |
| 3 | 5 | 13 |
| 4 | 6 | 19 |
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Focused Strike
When you use your Stunning Strike, whether the target succeeds or fails on the saving throw, the target has Disadvantage on saving throws against your spells until the start of your next turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Improved Mystic Fighting Style
When you use Flurry of Blows, you can replace two of the Unarmed Strikes with a casting of one of your level 1 or 2 Sorcerer spells that has a casting time of an action, and you cast it as part of the same Bonus Action you use to activate Flurry of Blows.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Open Hand Technique | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Wholeness of Body | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Fleet Step | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Quivering Palm | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Open Hand Technique
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Fleet Step
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Quivering Palm
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Shadow Arts | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Shadow Step | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Improved Shadow Step | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Cloak of Shadows | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Shadow Arts
You have learned to draw on the power of the Shadowfell, gaining the following benefits:
- Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
- Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
- Shadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Shadow Step
While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Improved Shadow Step
You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Cloak of Shadows
As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits:
- Invisibility. You have the Invisible condition.
- Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
- Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1 | +2 | Martial Arts, Unarmored Defense, Weapon Mastery | 1d6 | - | 0 | 1 |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | 10 | 1 |
| 3 | +2 | Deflect Attacks, Radiant Sun Bolt | 1d6 | 3 | 10 | 1 |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | 10 | 1 |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | 10 | 2 |
| 6 | +3 | Empowered Strikes, Searing Arc Strike | 1d8 | 6 | 15 | 2 |
| 7 | +3 | Evasion | 1d8 | 7 | 15 | 2 |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | 15 | 2 |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | 15 | 3 |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | 20 | 3 |
| 11 | +4 | Two Extra Attacks, Searing Sunburst | 1d10 | 11 | 20 | 3 |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | 20 | 3 |
| 13 | +5 | Deflect Energy | 1d10 | 13 | 20 | 4 |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | 25 | 4 |
| 15 | +5 | Perfect Focus | 1d10 | 15 | 25 | 4 |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | 25 | 4 |
| 17 | +6 | Three Extra Attacks, Sun Shield | 1d12 | 17 | 25 | 5 |
| 18 | +6 | Superior Defense | 1d12 | 18 | 30 | 5 |
| 19 | +6 | Epic Boon | 1d12 | 19 | 30 | 5 |
| 20 | +6 | Body and Mind | 1d12 | 20 | 30 | 5 |
Level 1
Martial Arts
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
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Scimitars and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monk levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Monk Features table.
Level 2
Monk's Focus
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
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
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.
Level 3
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.
Radiant Sun Bolt
You can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is Radiant, and its damage die is a d4. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus Point to make the special attack twice as a Bonus Action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Slow Fall
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.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike
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.
Level 6
Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Searing Arc Strike
You gain the ability to channel your Focus into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Focus Points to cast the Burning Hands spell as a Bonus Action.
You can spend additional Focus Points to cast Burning Hands as a higher-level spell. Each additional Focus Point you spend increases the spell's level by 1. The maximum number of Focus Points (2 plus any additional points) that you can spend on the spell equals half your Monk level.
Level 7
Evasion
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Acrobatic Movement
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.
Level 10
Heightened Focus
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
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.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Searing Sunburst
You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 Radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending Focus Points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14
Disciplined Survivor
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.
Level 15
Perfect Focus
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Sun Shield
You become wreathed in a luminous, magical aura. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish or restore the light as a Bonus Action.
If a creature hits you with a melee attack while this light shines, you can use your Reaction to deal Radiant damage to the creature. The Radiant damage equals 5 + your Wisdom modifier.
Level 18
Superior Defense
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.