Monk

## ***1st Level:***

### ***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***

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 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 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).

## ***2nd Level:***

### ***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 and you to regain hit points equal to the roll of your martial arts die plus your wisdom modifier.

#### *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.

### ***Dedicated Weapon***

*2nd-level monk optional feature*

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties.

### ***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.

## ***3rd 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 (range 20/60 feet) 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.

### ***Hand of Life and Death***

*Replaces Deflect Missiles*

At 3rd level, your knowledge of anatomy and the spiritual energies within living things gives you a great understanding of the uneasy balance found within creatures at the edge of death. As an action you can touch a dying creature within your reach. When you do so, you can cause them to regain 1 hit point, or cause them to instantly die. You can then make a single unarmed strike as a bonus action if you so wish.

### ***Seize The Unworthy***

*Replaces: Deflect Missiles*

At 3rd level, your fury at those who lack skill with weapons they are unworthy of allows you to seize the weapon and strike down the usurper. Whenever a creature other than you makes an attack roll against another creature (either of which must be within your reach) and rolls a natural one you can use your reaction to force the attacker to make a strength or dexterity saving throw (your choice, DC 8+DEX+PROF). On a failure you steal the opponent's weapon or focus (or knock it out of their hands and 2d4x5 feet in a random direction). In place of or in addition to this you can make your own attack in retaliation against the failure, either making an unarmed strike, using the weapon you stole, or using your own weapon. You make this attack with advantage if you use the weapon you stole. On a success the victim does not lose their weapon, but you can still spend a ki point to make an unarmed strike or weapon attack against the target without advantage if you wish.

### ***Monastic Tradition***

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

### ***Ki-Fueled Attack***

*3rd-level monk optional feature*

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

## ***4th Level:***

### ***Ability Score Improvement***

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

### ***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.

### ***Falling Star Technique***

*Replaces: Slow Fall*

Starting at 4th level, you can use your reaction when you fall to alter your path and strike downward as you land. You can move 5ft horizontally for every 10ft you fall. If you land on a creature after falling a distance equal to or less than 10 times your monk level in feet, you instead take no fall damage and the creature you landed on suffers twice your monk level in bludgeoning damage. If the creature is your size or smaller they must make a strength save (DC=8+DEX+PROF) or fall prone. If you land on the ground, you suffer damage as normal, but the ground beneath you cracks as it suffers twice your monk level in damage. This feature has siege.

### ***Quickened Healing***

*4th-level monk optional feature*

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

## ***5th Level:***

### ***Extra Attack***

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

### ***Focused Aim***

*5th-level monk optional feature*

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

## ***6th Level:***

### ***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.

### ***Monastic Tradition feature***

At 6th level, you gain one feature granted by your Monastic Tradition.

## ***7th Level:***

### ***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.

### ***Hide of Storm, Ice, and Fire***

*Replaces: Evasion*

Starting at 7th level you have tempered yourself against the elements. You are immune to the exhausting effects of extreme temperature, cannot be pushed or knocked prone by wind while on solid ground, are immune to non-magical cold, lightning, and fire damage, and are resistant to magical cold, lightning, and fire damage.

### ***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.

### ***Eyes of Day and Night***

*Replaces: Stillness of Mind or Purity of Body*

Starting at 7th/10th level you have darkvision to a range of 60ft. If you already had darkvision, increase the range of your darkvision by 60ft.

### ***Stance of Land and Sea***

*Replaces: Stillness of Mind or Purity of Body*

Starting at 7th/10th level, you have a swim speed and a climb speed equal to your walking speed. In addition, you can stand up from being prone using 10ft of movement.

### ***Unseeing Sight***

*Replaces: Stillness of Mind or Purity of Body*

At 7th/10th level, you have blindsight to a range of 30ft.

### ***Iron Mind Technique***

*Replaces: Stillness of Mind or Purity of Body*

At 7th/10th level, your mind becomes an iron trap. Your thoughts cannot be read unless you choose to allow it and you have advantage on saving throws against being charmed. In addition, you can remember anything that you've perceived with perfect accuracy. You can remember events in this way up to a number of months ago equal to your wisdom (or spirit) modifier.

## ***8th Level:***

### ***Ability Score Improvement***

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

## ***9th Level:***

### ***Unarmored Movement improvement***

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

## ***10th Level:***

### ***Purity of Body***

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

## ***11th Level:***

### ***Monastic Tradition feature***

At 11th level, you gain one feature granted by your Monastic Tradition.

## ***12th Level:***

### ***Ability Score Improvement***

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

## ***13th Level:***

### ***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.

### ***Breath of Ebb and Flow***

*Replaces: Tongue of the Sun and Moon*

Starting at 13th level, you can breath anything as though it were air, even a pure vacuum found in the astral sea or in an extradimensional space. You can still be suffocated if something has constricted your body, but you simply treat any environment as though it were breathable. You can speak clearly under any circumstance in which you can breathe, even inside magical silence.

### ***Heart of the Sky and Stars***

*Replaces: Tongue of the Sun and Moon*

Starting at 13th level you learn to touch the ki in other creature's hearts so that you can sense their inner understanding. As an action, you can touch a creature and know their alignment, their current emotional state, their overall emotional well being, their opinion of you, and the strength of their ki (monk level, or for a non-monk whether they have the capacity to gain monk levels). An unwilling creature can make a charisma saving throw against your ki save DC to resist. If they succeed, they become immune to this feature for 48 hours. If they fail, you may learn two of these things.

## ***14th Level:***

### ***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.

## ***15th Level:***

### ***Timeless Body***

At 15th level, your ki sustains you so that you suffer none of the frailty of old age For every 10 years that pass, your body ages only 1 year.

## ***16th Level:***

### ***Ability Score Improvement***

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

## ***17th Level:***

### ***Monastic Tradition feature***

At 17th level, you gain one feature granted by your Monastic Tradition.

## ***18th Level:***

### ***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.

## ***19th Level:***

### ***Ability Score Improvement***

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

## ***20th Level:***

### ***Perfect Self***

At 20th level, The monk capstone now reads: At 20th level, you perfect your body and mind in every way possible. Each of your ability scores increases by 2. Your maximum for each of your ability scores is now 22.

### ***Pinnacle of Form***

*Replaces: Perfect Self*

At 20th level, you perfect one aspect of yourself far beyond human limits. Choose an ability score. That ability score increases by 6, and the maximum for that ability score is now 26.