barbarian image
barbarian image

monk

Role
Melee, Unarmed
Primary Ability Score
Dexterity, Wisdom

Monks are agile and disciplined warriors who harness the power of their ki to perform incredible feats. They excel in unarmed combat, striking swiftly and efficiently, and their ability to evade attacks makes them elusive on the battlefield. Monks often follow a monastic tradition that shapes their combat style and philosophy.

Hit Points

Hit Dice

Hit Points
at 1st Level

1d8 per monk level

8 + your Constitution modifier

Proficiencies

Weapons
Simple Weapons
Shortswords
Armors
None
Tools
Choose one type of artisan's tools
or
one musical instrument
Saving
Throws
Strength
Dexterity
Skills
Choose two
Acrobatics
Athletics
History
Insight
Religion
Stealth

Choose a Skill

Description

Ability Score

Equipments

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 Dart
LevelProficiency
Bonus
Martial
Arts
Ki PointsUnarmored
Movement
Features
1st+21d40+0 ft.
Unarmored Defense,
Martial Arts
2nd+21d42+10 ft.
Ki,
Flurry of Blows,
Patient Defense,
Step of the Wind,
Unarmored Movement
3rd+21d43+10 ft.
Monastic Tradition,
Deflect Missiles
4th+21d44+10 ft.
Ability Score Improvement,
Slow Fall
5th+31d65+10 ft.
Extra Attack,
Stunning Strike
6th+31d66+15 ft.
Ki Empowered Strikes
7th+31d67+15 ft.
Evasion,
Stillness of Mind
8th+31d68+15 ft.
Ability Score Improvement
9th+41d69+15 ft.
Unarmored Movement
10th+41d610+20 ft.
Purity of Body
11st+41d811+20 ft.
Monastic Tradition Feature
12nd+41d812+20 ft.
Ability Score Improvement
13rd+51d813+20 ft.
Tongue of the Sun and Moon
14th+51d814+25 ft.
Diamond Soul
15th+51d815+25 ft.
Timeless Body
16th+51d816+25 ft.
Ability Score Improvement
17th+61d1017+25 ft.
Monastic Tradition Feature
18th+61d1018+30 ft.
Empty Body
19th+61d1019+30 ft.
Ability Score Improvement
20th+61d1020+30 ft.
Perfect Self

Class Features

features images

Martial Arts

Unarmored Defense

Flurry of Blows

Ki

Patient Defense

Step of the Wind

Unarmored Movement

Deflect Missiles

Monastic Tradition

Open Hand Technique

Ability Score Improvement

Slow Fall

Extra Attack

Stunning Strike

Ki Empowered Strikes

Wholeness of Body

Evasion

Stillness of Mind

Ability Score Improvement

Unarmored Movement

Purity of Body

Tranquility

Ability Score Improvement

Tongue of the Sun and Moon

Diamond Soul

Timeless Body

Ability Score Improvement

Quivering Palm

Empty Body

Ability Score Improvement

Perfect Self

Subclasse : Open Hand

Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Open Hand Technique
Level 3
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
Wholeness of Body
Level 6
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility
Level 11
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm
Level 17
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
subclasse images