Monk

# Monk Class Details

Her fists a blur as they deflect an incoming hail of arrows, a
half-elf springs over a barricade and throws herself into the massed
ranks of hobgoblins on the other side. She whirls among them, knocking
their blows aside and sending them reeling, until at last she stands
alone.

Taking a deep breath, a human covered in tattoos settles into a
battle stance. As the first charging orcs reach him, he exhales and a
blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps
into a shadow beneath an arch and emerges from another inky shadow on a
balcony a stone’s throw away. She slides her blade free of its
cloth-wrapped scabbard and peers through the open window at the tyrant
prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to
magically harness the energy that flows in their bodies. Whether
channeled as a striking display of combat prowess or a subtler focus of
defensive ability and speed, this energy infuses all that a monk does.

## The Magic of Ki

Monks make careful study of a magical energy that most monastic
traditions call ki. This energy is an element of the magic that suffuses
 the multiverse—specifically, the element that flows through living
bodies. Monks harness this power within themselves to create magical
effects and exceed their bodies’ physical capabilities, and some of
their special attacks can hinder the flow of ki in their opponents.
Using this energy, monks channel uncanny speed and strength into their
unarmed strikes. As they gain experience, their martial training and
their mastery of ki gives them more power over their bodies and the
bodies of their foes.

## Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D,
tiny refuges from the flow of ordinary life, where time seems to stand
still. The monks who live there seek personal perfection through
contemplation and rigorous training. Many entered the monastery as
children, sent to live there when their parents died, when food couldn’t
 be found to support them, or in return for some kindness that the monks
 had performed for their families.

Some monks live entirely apart from the surrounding population,
secluded from anything that might impede their spiritual progress.
Others are sworn to isolation, emerging only to serve as spies or
assassins at the command of their leader, a noble patron, or some other
mortal or divine power.

The majority of monks don’t shun their neighbors, making frequent
visits to nearby towns or villages and exchanging their service for food
 and other goods. As versatile warriors, monks often end up protecting
their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured,
communal lifestyle to become a wanderer. This can be a harsh transition,
 and monks don’t undertake it lightly. Those who leave their cloisters
take their work seriously, approaching their adventures as personal
tests of their physical and spiritual growth. As a rule, monks care
little for material wealth and are driven by a desire to accomplish a
greater mission than merely slaying monsters and plundering their
treasure.

As you make your monk character, think about your connection to the
monastery where you learned your skills and spent your formative years.
Were you an orphan or a child left on the monastery’s threshold? Did
your parents promise you to the monastery in gratitude for a service
performed by the monks? Did you enter this secluded life to hide from a
crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a
 particularly important mission beyond the cloister? Perhaps you were
cast out because of some violation of the community’s rules. Did you
dread leaving, or were you happy to go? Is there something you hope to
accomplish outside the monastery? Are you eager to return to your home?

As a result of the structured life of a monastic community and the
discipline required to harness ki, monks are almost always lawful in
alignment.

As a monk, you gain the following class features.

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st

### Proficiencies

**Armor:** None
**Weapons:** Simple weapons, shortswords
**Tools:** Choose one type of artisan’s tools or one musical instrument
**Saving Throws:** Strength, Dexterity
**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a shortsword or (b) any simple weapon
* (a) a dungeoneer’s pack or (b) an explorer’s pack
* 10 darts

### Unarmored Defense

Beginning at 1st level,
while you are wearing no armor and not wielding a shield, your AC equals
 10 + your Dexterity modifier + your Wisdom modifier.

### Martial Arts

At 1st level, your practice
 of martial arts gives you mastery of combat styles that use unarmed
strikes and monk weapons, which are shortswords and any simple melee
weapons that don’t have the two-handed or heavy property.
You gain
the following benefits while you are unarmed or wielding only monk
weapons and you aren’t wearing armor or wielding a shield:

* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the

normal damage of your unarmed strike or monk weapon. This die changes as
 you gain monk levels, as shown in the Martial Arts column of the Monk
table.

* When you use the Attack

 action with an unarmed strike or a monk weapon on your turn, you can
make one unarmed strike as a bonus action. For example, if you take the Attack
 action and attack with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven’t already taken a bonus
action this turn.
Certain monasteries use specialized
forms of the monk weapons. For example, you might use a club that is two
 lengths of wood connected by a short chain (called a nunchaku) or a
sickle with a shorter, straighter blade (called a kama). Whatever name
you use for a monk weapon, you can use the game statistics provided for
the weapon in the Weapons section.

### Ki

Starting at 2nd
level, your training allows you to harness the mystic energy of ki. Your
 access to this energy is represented by a number of ki points. Your
monk level determines the number of points you have, as shown in the Ki
Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: **Flurry of Blows**, **Patient Defense**, and **Step of the Wind**. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is
unavailable until you finish a short or long rest, at the end of which
you draw all of your expended ki back into yourself. You must spend at
least 30 minutes of the rest meditating to regain your ki points.

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

**Ki save DC** = 8 + 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 spend 1 ki point to take the Dodge action as a bonus action on your turn.

##### Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

### Unarmored Movement

Starting at 2nd
level, your speed increases by 10 feet while you are not wearing armor
or wielding a shield. This bonus increases when you reach certain monk
levels, as shown in the Monk table.
At 9th level, you gain the ability to
move along vertical surfaces and across liquids on your turn without
falling during the move.

### Monastic Tradition

When you reach 3rd
level, you commit yourself to a monastic tradition: the Way of the Open
Hand, detailed at the end of the class description or one from another
source. Your tradition grants you features at 3rd level and again at
6th, 11th, and 17th level.

### Deflect Missiles

Starting at 3rd
level, you can use your reaction to deflect or catch the missile when
you are hit by a ranged weapon attack. When you do so, the damage you
take from the attack is reduced by 1d10 + your Dexterity modifier + your
 monk level.
If you reduce the damage to 0, you can
catch the missile if it is small enough for you to hold in one hand and
you have at least one hand free. If you catch a missile in this way, you
 can spend 1 ki point to make a ranged attack with the weapon or piece
of ammunition you just caught, as part of the same reaction. You make
this attack with proficiency, regardless of your weapon proficiencies,
and the missile counts as a monk weapon for the attack, which has a
normal range of 20 feet and a long range of 60 feet.

### Ability Score Improvement

When you reach 4th
level, and again at 8th, 12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Slow Fall

Beginning at 4th
level, you can use your reaction when you fall to reduce any falling
damage you take by an amount equal to five times your monk level.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Stunning Strike

Starting at 5th
level, you can interfere with the flow of ki in an opponent’s body. When
 you hit another creature with a melee weapon attack, you can spend 1 ki
 point to attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of your next turn.

### Ki-Empowered Strikes

Starting at 6th
level, your unarmed strikes count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.

### Evasion

At 7th level, your
instinctive agility lets you dodge out of the way of certain area
effects, such as a blue dragon’s lightning breath or a fireball
 spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.

### Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

### Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

### Tongue of the Sun and Moon

Starting at 13th
level, you learn to touch the ki of other minds so that you understand
all spoken languages. Moreover, any creature that can understand a
language can understand what you say.

### Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

### Timeless Body

At 15th level, your
 ki sustains you so that you suffer none of the frailty of old age, and
you can’t be aged magically. You can still die of old age, however. In
addition, you no longer need food or water.

### Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

### Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.