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Monks are disciples of discipline, balance, and inner power—warriors who master body and spirit alike.

Through rigorous training and unwavering focus, they channel ki, the life energy that flows through all things, into feats of speed, precision, and unarmed might.

In Eldareth, where the echoes of ancient philosophies still hum beneath mountain temples and hidden sanctuaries, monks walk the path of enlightenment through motion.

Their fists strike like lightning, their minds remain still as stone—and their bodies move with the grace of the storm.

This version of the Monk class revitalizes the iconic martial artist, blending classic discipline with modern design refinements for enhanced viability and engagement. Built upon a foundation of inner focus and physical mastery, this Monk gains increased resilience through a d10 Hit Die and layered defenses like Robust Body and expanded Deflect Attacks/Energy. Early access to Dedicated Weapon broadens martial expression from level one.

Ki management, often a challenge for monks, is significantly improved via the efficient Ki feature granting free basic movement options, alongside powerful recovery tools like Uncanny Metabolism and Perfect Focus. Core offensive abilities are refined, featuring a more reliable Stunning Strike and Empowered Strikes that allow unarmed attacks to benefit from the enhancement bonus of a carried Dedicated Weapon through Infused Ki.

Capped off by the potent Ki Master feature removing resource costs from fundamental techniques, the result is a Monk who feels durable, mobile, less constrained by Ki limitations, and capable of impactful contributions throughout all tiers of play, truly embodying the concept of body and mind perfected as one.

Core Monk Traits
Primary Ability Dexterity and Wisdom
Hit Dice Die D10 per Monk level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Light property
Tool Proficiencies Choose one type of Artisan’s Tool or Musical Instrument
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument (same as above), Explorer’s Pack, and 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 Class Features          
Level Prof. Bonus Class Features Martial Arts Ki Points Unarmored Movement
1 +2 Martial Arts, Unarmored Defense, Dedicated Weapon 1d6
2 +2 Ki, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft.
3 +2 Deflect Attacks, Monk Subclass, Robust Body 1d6 3 +10 ft.
4 +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft.
5 +3 Extra Attack, Stunning Strike 1d8 5 +15 ft.
6 +3 Empowered Strikes, Subclass Feature 1d8 6 +15 ft.
7 +3 Evasion 1d8 7 +15 ft.
8 +3 Ability Score Improvement 1d8 8 +15 ft.
9 +4 Acrobatic Movement 1d8 9 +20 ft.
10 +4 Purity of Body, Self-Restoration 1d8 10 +20 ft.
11 +4 Subclass Feature 1d10 11 +20 ft.
12 +4 Ability Score Improvement 1d10 12 +20 ft.
13 +5 Deflect Energy 1d10 13 +25 ft.
14 +5 Disciplined Survivor 1d10 14 +25 ft.
15 +5 Perfect Ki Recovery, Timeless Body 1d10 15 +25 ft.
16 +5 Ability Score Improvement 1d10 16 +30 ft.
17 +6 Subclass Feature 1d12 17 +30 ft.
18 +6 Empty Body 1d12 18 +30 ft.
19 +6 Epic Boon 1d12 19 +30 ft.
20 +6 Ki Master 1d12 20 +30 ft.

As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.

Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and certain weapons you can use as Monk Weapons.

The weapons that qualify as Monk Weapons for you are:

  • Any Simple melee weapon you are proficient with that doesn’t have the two-handed or heavy property

  • Any Martial melee weapon you are proficient with that has the Light property

  • Your currently chosen Dedicated Weapon (see below)

You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing armor or wielding a Shield:

  • 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 make a Strength (Athletics) check, or use the Grapple or Shove special attacks as part of the Attack action, you can use your Dexterity modifier instead of your Strength modifier.

  • Martial Arts Die: You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapon. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. If your Monk Weapon has a damage die smaller than your Martial Arts die, you may use your Martial Arts die instead of the weapon's die.

  • Bonus Action Unarmed Strike: When you use the Attack action with an Unarmed Strike or Monk Weapon on your turn, you can make one Unarmed Strike as a Bonus Action.

Level 1: Unarmored Defense

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Level 1: Dedicated Weapon

You train yourself to use a variety of weapons as monk weapons. At the end of a Long Rest, you can touch one weapon you are proficient with that lacks the Heavy and Special properties. That weapon counts as a Monk Weapon for you until you finish your next Long Rest. You can only have one Dedicated Weapon at a time.

Level 2: Ki

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Ki Points. Your Monk level determines the number of points you have, as shown in the Ki Points column of the Monk Features table.

You can expend these points to fuel various Ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. You learn more Ki features as you gain levels in this class, often through your Monastic Tradition.

When you spend a Ki Point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended Ki back into yourself.

Some Ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier

  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 Ki Point to make two Unarmed Strikes as a Bonus Action.

  • Patient Defense: You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Ki 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 spend 1 Ki Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Level 2: Unarmored Movement

Your speed increases by the amount shown in the Unarmored Movement column of the Monk Features table while you aren’t wearing armor or wielding a Shield.

Level 2: Uncanny Metabolism

When you roll Initiative, you can use your reaction to regain all expended Ki 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 you are hit by a melee or ranged weapon attack, you can use your Reaction to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + your Monk level.

If you reduce the damage to 0, you can spend 1 Ki Point to make a counter attack as part of the same Reaction:

  • Melee Counter: If the triggering attack was a melee attack, the attacker must succeed on a Dexterity saving throw (DC = your Ki Save DC) or take bludgeoning damage equal to two rolls of your Martial Arts die + your Dexterity modifier.

  • Ranged Counter: If the triggering attack was a ranged weapon attack, and the missile is small enough for you to hold in one hand and you have a hand free, you catch the missile. You can then make a ranged attack (range 20/60) with the caught missile. You make this attack with proficiency, it uses your Dexterity modifier for the attack and damage rolls, its damage die is your Martial Arts die, and it counts as a Monk Weapon for the attack.

Level 3: Monk Subclass

You choose a Monastic Tradition that shapes your practice of ki. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Level 3: Robust Body

Your ki fortifies your body against ailments. You are immune to disease, you have advantage on saving throws against being Poisoned, and you have resistance to poison damage.

Level 4: Ability Score Improvement

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.

Level 4: Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Monk level.

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 5: Stunning Strike

Once on each of your turns, when you hit another creature with a melee attack using a Monk Weapon or an Unarmed Strike, you can spend 1 Ki Point to attempt a stunning strike.

The target must succeed on a Constitution saving throw (DC = your Ki Save DC). On a failed save, the target is Stunned until the end 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

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain the following additional benefits:

  • Force Strikes: When you hit with an Unarmed Strike, you can choose to deal Force damage instead of bludgeoning damage.

  • Infused Ki: If you have designated a magic weapon as your Dedicated Weapon and you are carrying it on your person, and that weapon grants a bonus to attack and damage rolls (such as a +1, +2, or +3 weapon), your Unarmed Strikes gain that same bonus to their attack and damage rolls. This bonus does not stack with other features that grant a bonus to the attack or damage rolls of your unarmed strikes (like the Insignia of Claws or similar items).

Level 7: Evasion

Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You don’t benefit from this feature if you are Incapacitated.

Level 9: Acrobatic Movement

You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement, provided you are not wearing armor or wielding a shield.

Level 10: Purity of Body

Your mastery of the ki flowing through you makes you immune to poison damage and the Poisoned condition. 

Level 10: Self-Restoration

Through sheer force of will, you can end one effect on yourself causing you to be Charmed, Frightened, or Poisoned at the end of each of your turns.

Level 13: Deflect Energy

You can use your Deflect Attacks feature against any attack that deals damage, not just damage from melee or ranged weapon attacks. When you use Deflect Attacks against an effect that isn't a weapon attack (like a spell attack), you cannot make a counter attack even if you reduce the damage to 0.

Level 14: Disciplined Survivor

Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Ki Point to reroll it and take the second result.

Level 15: Perfect Focus

When you roll Initiative and have 3 or fewer Ki Points remaining, you regain Ki Points until you have 4. You cannot benefit from both this feature and Uncanny Metabolism when you roll the same initiative.

Level 15: Timeless Body

Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water to survive.

Level 18: Empty Body

You gain the ability to use ki to manipulate your body's state:

  • As a Bonus Action, you can spend 4 Ki Points to become Invisible for 1 minute. During that time, you also have resistance to all damage except Force damage.

  • As an Action, you can spend 8 Ki Points to cast the Astral Projection spell, targeting only yourself and without needing material components.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Ki Master

Your mastery of ki allows you to perform fundamental techniques effortlessly.

When you use Flurry of Blows, the enhanced version of Patient Defense, or the enhanced version of Step of the Wind, the Ki Point cost is 0.

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Monk Subclasses

The following subclasses are available for this class. Options marked (Player's Handbook) or (PHB) refer to the archetype present in both the 2014 and 2024 editions, potentially with minor name variations between versions; players can consult either PHB for the...