Class
Monk
Official reference · XPHB · 2024
- Hit die
- 8
- Subclass title
- Monk Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Martial Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|
| 1 | +2 | 1d6 | 0 | |
| 2 | +2 | 1d6 | 2 | |
| 3 | +2 | 1d6 | 3 | |
| 4 | +2 | 1d6 | 4 | |
| 5 | +3 | 1d8 | 5 | |
| 6 | +3 | 1d8 | 6 | |
| 7 | +3 | 1d8 | 7 | |
| 8 | +3 | 1d8 | 8 | |
| 9 | +4 | 1d8 | 9 | |
| 10 | +4 | 1d8 | 10 | |
| 11 | +4 | 1d10 | 11 | |
| 12 | +4 | 1d10 | 12 | |
| 13 | +5 | 1d10 | 13 | |
| 14 | +5 | 1d10 | 14 | |
| 15 | +5 | 1d10 | 15 | |
| 16 | +5 | 1d10 | 16 | |
| 17 | +6 | 1d12 | 17 | |
| 18 | +6 | 1d12 | 18 | |
| 19 | +6 | 1d12 | 19 | |
| 20 | +6 | 1d12 | 20 |
Class features
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:
- type=simple weapon;melee weapon=sand
- type=martial weapon;melee weapon=sand
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.
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.
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.
Monk Subclass
You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.
LEVEL 4
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
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.
Subclass Feature
You gain a feature from your Monk subclass.
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 ImprovementASI
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 ImprovementASI
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 ImprovementASI
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 category=EB 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 Subclass
Way of the Four Elements
Way of the Long Death
Way of the Drunken Master
Way of the Kensei
Way of the Sun Soul
Way of the Astral Self
Way of the Ascendant Dragon
Warrior of Mercy
Level 3 · Warrior of Mercy
Manipulate Forces of Life and Death
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.
Level 6 · 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 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 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.
Warrior of Shadow
Level 3 · Warrior of Shadow
Harness Shadow Power for Stealth and Subterfuge
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.
Level 6 · 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 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 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.
Warrior of the Elements
Level 3 · Warrior of the Elements
Wield Strikes and Bursts of Elemental Power
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.
Level 6 · 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 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 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.
Warrior of the Open Hand
Level 3 · Warrior of the Open Hand
Master Unarmed Combat Techniques
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
Level 6 · 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 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 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).
Warrior of the Mystic Arts
Level 3 · Warrior of the Mystic Arts
Weave Martial and Mystic Arts
Warriors of the Mystic Arts wield magic to supplement their martial skill. They harness mystical focus to enhance their magical and physical abilities.
Level 6 · 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.
Level 6 · 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.
Recovering Spell Slots
| Spell Slot Level | Focus Point Cost | Min. Monk Level |
|---|---|---|
| 1 | 2 | 6 |
| 2 | 3 | 7 |
| 3 | 5 | 13 |
| 4 | 6 | 19 |
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 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.
Way of the Marionette
Level 3 · Way of the Marionette
A sudden feeling of power rushes from your heart as the crowd cheers. You are away from your body, extending through strings to objects designed in the shape of humanoids. You control them, you even give them life; they act with your will and do not question your orders. You are powerful with your strings, and they are powerful with your breath.
You see the strings of the world like no one can. You always felt your ability to move within the strings and move them yourself. The streets welcomed you as an artist, and the shadows saluted you for the strings you attached to the darkness. Your inner connection with the world, and your manifestation of Ki, is unleashed with your ability to control things around you: objects and humans alike.
Level 3 · The Strings Unseen
When you reach 3rd level in this class, your natural attunement with the strings of the world enhances. You can spend your Ki points when you hit a creature with an attack. The numbers in parentheses designate the Ki points you must spend, and the text explains the ability.
(1) By spending a Ki point as a bonus action, you can force the creature to succeed on a Wisdom saving throw against your Ki save DC or fall under the effects of the command spell without expending a spell slot. You can only target one creature per turn.
(1) You force them to make a Constitution saving throw. On a failed save, they can't move further than 30 ft. away from you. Whenever they try to, they take 1d4 psychic damage. This effect lasts for 1 minute, but the creature can repeat the saving throw at the end of each of its turns.
(1) The creature has Disadvantage on Strength and Dexterity ability checks until the end of your next turn.
(2) The creature has Disadvantage on Strength and Dexterity saving throws until the end of your next turn.
In addition, you have Advantage against being charmed and spells that belong to the enchantment school.
Level 3 · Manipulated Strings
When you reach 3rd level in this class, your ability to infuse items with a part of your soul reaches to inanimate objects. You can use your bonus action to manipulate objects from afar, like a puppet master. However, you can't deal damage with such objects. The objects must be within 45 ft. of you, and must not weigh more than 20 pounds.
Level 6 · The Mindbind
When you reach 6th level, your strings go deep within one's soul and mind. When you hit a creature with an attack and spend 2 Ki Points, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's mind is clouded with your strings; it can't discern friends from foes and spends its action to make an attack. You can exclude 2 creatures from the attacks. If you spend more Ki points, you can exclude one more creature for each Ki point spent. This process lasts for 1 minute, but the creature repeats the saving throw at the end of each of its turns.
In addition, you can cast the hold person (2), charm monster (4), and dominate beast (4) spells by spending the Ki points designated in the parentheses.
Level 11 · The Soulbind
When you reach 11th level in this class, your ability to reach deep into one's soul with your strings increases further. By spending 5 Ki Points, you can cast the dominate person spell. Even if you or your allies are fighting with the creature, it does not have Advantage on the save.
Level 17 · Total Domination
When you reach 17th level in this class, you stand at the zenith of marionette mastery. You can spend an extra 2 Ki points once to extend the dominate person spell to another creature within range.