Monk 2024
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Core Monk Traits | |
---|---|
Primery Ability | Dexterity and Wisdom |
Hit Dice Die | D8 per Monk level |
Saving Throws Proficiencies | Strength and Dexterity |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth |
Weapons 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 |
Focus Points |
Unarmored Movement |
---|---|---|---|---|---|
1 | +2 | Martials Arts, Unarmored Defense | 1d6 | - | - |
2 | +2 | Monk’s Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | +10 ft. |
3 | +2 | Deflect Attacks, Monk Subclass | 1d6 | 3 | +10 ft. |
4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | +10 ft. |
5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | +10 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 | +15 ft. |
10 | +4 | Heightened Focus, 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 | +20 ft. |
14 | +5 | Disciplined Survivor | 1d10 | 14 | +25 ft. |
15 | +5 | Perfect Focus | 1d10 | 15 | +25 ft. |
16 | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft. |
17 | +6 | Subclass Feature | 1d12 | 17 | +25 ft. |
18 | +6 | Superior Defense | 1d12 | 18 | +30 ft. |
19 | +6 | Epic Boon | 1d12 | 19 | +30 ft. |
20 | +6 | Body and Mind | 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 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, as shown in the Martial Arts column of the Monk Features table.
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.
Level 1: 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.
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.
Level 2: 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..
Level 2: 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.
Level 3: Monk Subclass
You gain a Monk subclass of your choice. The Warrior of Mercy, the Warrior of Shadow, the Warrior of the Four Elements, and the Warrior of the Open Hand subclasses are 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 and lower.
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 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.
Level 5: 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.
Level 7: Evasion
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 have the Incapacitated condition.
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.
Level 10: 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 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 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 Epic Boon feat or anothefeat of your choice for which you qualify. Boon of Irreversible 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 Subclasses
A Monk subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Warrior of the Elements, Warrior of the Open Hand, and Warrior of Shadow subclasses.
Warrior of Shadow
This is the Warrior of Shadow according to the information WotC released so far, not yet the official 2024 version.
Warriors of Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow.
Level 3: Shadow Arts
Through rigorous training, you have learned to draw on the power of the Shadowfell, gaining the following benefits:
Darkness. You can spend 1 Focus Point to cast the Darkness spell without any spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of you at the start of each of your turns.
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Shadowy Figments. You know the Minor Illusion cantrip and use Wisdom as the spellcasting ability for it.
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 turn.
Level 11: Improved Shadow Step
You can draw on your connection to shadow to empower your teleportation. When you use your Shadow Step, you can spend 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 the teleportation.
Level 17: Cloak of Shadows
As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Focus Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:
Invisibility. You have the Invisible condition.
Partially Incorporeal. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
Shadow Flurry. You can use your Flurry of Blows without spending any Focus Points.
Warrior of the Elements
This is the Warrior of the Elements according to the information WotC released so far, not yet the official 2024 version.
The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.
Level 3: Elemental Attunement
At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration:
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Level 3: Manipulate Elements
You have attuned yourself with the elemental forces of the multiverse. You know the Elementalism cantrip.
Level 6: Elemental Burst
As a Magic action, you can spend 2 Focus Points to cause environmental 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, or Lightning.
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.
Before or after you take this action, you can make one Unarmed Strike as a Bonus Action.
Level 11: Stride of the Elements
When you use your Elemental Attunement feature, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.
Level 17: Elemental Epitome
When you use the Elemental Attunement feature, you also gain the following benefits for the duration:
Damage Resistance. You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. 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 is the same type you chose for this feature’s damage resistance. 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 damage is the same type you chose for this feature’s damage resistance.
Warrior of the Open Hand
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 Technique
Whenever 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 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).