Monk

A martial artist who turns inner energy into blinding speed.

Create a hero of this class
Hit die
d8
Primary ability
DEX / WIS
Saving throws
STR, DEX
Spellcasting
No spellcasting

Progression, levels 1-20

  • Level 1Prof. bonus +2
    Martial ArtsYour 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: it is 1d6 at level 1, 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17. **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 DefenseWhile you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
  • Level 2Prof. bonus +2
    Monk's FocusYour 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: you have a number of Focus Points equal to your Monk level, starting at 2 points at Monk level 2. 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 MovementYour speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels: it becomes +15 feet at Monk level 6, +20 feet at level 10, +25 feet at level 14, and +30 feet at level 18.
    Uncanny MetabolismWhen 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 3Prof. bonus +2
    Deflect AttacksWhen 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.
    Monk SubclassYou gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.
  • Level 4Prof. bonus +2
    Slow FallYou 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.
    Ability Score Improvement
  • Level 5Prof. bonus +3
    Extra AttackYou can attack twice instead of once whenever you take the Attack action on your turn.
    Stunning StrikeOnce 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 6Prof. bonus +3
    Empowered StrikesWhenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
  • Level 7Prof. bonus +3
    EvasionWhen 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 8Prof. bonus +3
    Ability Score Improvement
  • Level 9Prof. bonus +4
    Acrobatic MovementWhile 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 10Prof. bonus +4
    Heightened FocusYour 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-RestorationThrough 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 11Prof. bonus +4
  • Level 12Prof. bonus +4
    Ability Score Improvement
  • Level 13Prof. bonus +5
    Deflect EnergyYou can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
  • Level 14Prof. bonus +5
    Disciplined SurvivorYour 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 15Prof. bonus +5
    Perfect FocusWhen 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 16Prof. bonus +5
    Ability Score Improvement
  • Level 17Prof. bonus +6
  • Level 18Prof. bonus +6
    Superior DefenseAt 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 19Prof. bonus +6
    Epic BoonYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended for a Monk.
    Ability Score Improvement
  • Level 20Prof. bonus +6
    Body and MindYou have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

Subclasses

Warrior of the Open Hand

Chosen at level 3

*Master Unarmed Combat Techniques* Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

  • Level 3
    Open Hand TechniqueWhenever 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 6
    Wholeness of BodyYou 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 11
    Fleet StepWhen 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 17
    Quivering PalmYou 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).

Brawler

Chosen at level 3

*Anything Is a Weapon* You fight with whatever is at hand: a chair leg hits as hard as a fist, blows that should floor you barely land, and when you fall you get back up. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Unorthodox ArsenalYou are proficient with improvised weapons. On your turn you can declare a brutal blow (no action): your next hit with an improvised weapon this turn spends 1 Focus Point and deals extra damage equal to your Martial Arts die. Adaptation of A5E: exertion is your Focus Points; the original's basic maneuver is not used in our game.
  • Level 6
    No SellWhen you are hit by a melee attack, you can use your Reaction and 1 Focus Point to roll your Martial Arts die and reduce the damage by that amount.
  • Level 11
    Unpredictable StyleWhen you make an ability check with a skill or tool you aren't proficient with, you can add your Martial Arts die. On a success you can't use this with the same ability until you finish a rest; on a failure you fall prone and take damage equal to a roll of your Martial Arts die. Adaptation: after a success the ability is locked until the end of the turn (not until a rest); the damage on a failure is rolled by the game.
  • Level 17
    UnrelentingWhen you drop to 0 Hit Points, you roll your Martial Arts die: you regain that many Hit Points and lose that many Focus Points. Once per Short or Long Rest.

Exalted Athlete

Chosen at level 3

*Blessed by the Gods of Games* Your body is an offering: you run, leap, and wrestle better than any mortal should, and the gods answer with gifts. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Blessed ProwessWhen you make a Strength, Dexterity, or Constitution check, you add your Martial Arts die. When you fail a Strength, Dexterity, or Constitution saving throw, you can use your Reaction and 2 Focus Points to reroll it; the new result stands. The game adds the die and spends the points itself.
  • Level 6
    Master AthleteYour jump distances double and you have Advantage on checks to jump; you have a climb and swim speed equal to your Speed. Once per Long Rest, when you would gain a level of Exhaustion, you don't gain it.
  • Level 11
    Sacred BoonChoose three boons of the gods: Death, Hunting, Love, Speed, Tactics, War. A boon costs 2 Focus Points; the game spends them itself when the boon triggers.
  • Level 17
    Eternal FavorThe gods grant you a token. You are immune to Exhaustion and to the Blinded, Deafened, and Poisoned conditions; for 1 Focus Point you add your Martial Arts die to a failed ability check if it turns the result; your Sacred Boons cost no Focus; when you roll Initiative, you regain Focus Points equal to a roll of your Martial Arts die. A destroyed token returns after an arduous task.
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