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Monk Class Features Overview

This document outlines the class features and abilities of a monk from levels 1-20, including their proficiencies, equipment, ki points, unarmored defense, martial arts, and features gained at each level such as flurry of blows, stunning strike, evasion, and others.
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0% found this document useful (0 votes)
18 views4 pages

Monk Class Features Overview

This document outlines the class features and abilities of a monk from levels 1-20, including their proficiencies, equipment, ki points, unarmored defense, martial arts, and features gained at each level such as flurry of blows, stunning strike, evasion, and others.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Prof.

Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10ft Ki, Unarmored Movement
3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15ft Evasion, Stillness of Mind
8th +3 1d6 8 +15ft Ability Score Improvement
9th +4 1d6 9 +15ft Unarmored Movement Improvement
10th +4 1d6 10 +20ft Purity of Body
11th +4 1d8 11 +20ft Monastic Tradition feature
12th +4 1d8 12 +20ft Ability Score Improvement
13th +5 1d8 13 +20ft Tongue of the Sun and Moon
14th +5 1d8 14 +25ft Diamond Soul
15th +5 1d8 15 +25ft Timeless Body
16th +5 1d8 16 +25ft Ability Score Improvement
17th +6 1d10 17 +25ft Monastic Tradition feature
18th +6 1d10 18 +30ft Empty Body
19th +6 1d10 19 +30ft Ability Score Improvement
20th +6 1d10 20 +30ft Perfect Self

Monk Ki
At 2nd level, you gain access to Ki Points. You can
Hit points spend these to use various features. When you use a Ki
Hit Dice: 1d8 per monk level point, it is unavailable until you finish a short or long
Hit points at 1st Level: 8 + your Constitution modifier rest. You must spend at least 30 minutes of the rest
Hit Points at Higher Level: 1d8 (or 5) + your meditating to regain your ki points.
Constitution modifier per monk level after 1st
Ki Save DC = 8 + your proficiency bonus
Proficiencies + your Wisdom modifier
Armor: None
Weapons: Simple weapons, shortswords Flurry of Blows
Tools: Choose one type of artisan’s tools or Immediately after taking the attack action on your turn,
one musical instrument you can spend 1 ki point to make two unarmed strikes
Saving Throws: Strength, Dexterity as a bonus action.
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth Patient Defense
You can spend 1 ki point to take the Dodge action as a
Equipment bonus action on your turn.
You start with the following equipment:
• (a) a shortsword or (b) any simple weapon Step of the Wind
• (a) a dungeoneer’s pack or (b) an explorer’s pack You can spend 1 ki point to take the Disengage or Dash
• 10 darts action as a bonus action on your turn, and your jump
distance is doubled for the turn.
Unarmored Defense
Unarmored Movement
At 1st level, while wearing no armor and not wielding
a shield, your AC equals 10 + your Dexterity modifier + At 2nd level, your speed increases by 10 ft while not
your Wisdom modifier wearing armor or wielding a shield. This increases as
you gain monk levels.
Martial Arts At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
At 1st level, you gain the following benefits while you during the move.
are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield, when making Deflect Missiles
an attack with unarmed strike or monk weapons:
You can use Dexterity instead of Strength for the At 3rd level, you can use your reaction to deflect or
attack and damaged rolls. You can roll a d4 in place of catch a missile when you are hit by a ranged weapon
the normal damage. This increases as you gain monk attack. When you do, the damage is reduced by 1d10 +
levels. When you use the attack action on your turn, you your Dexterity modifier + your monk level.
can make one unarmed strike as a bonus action.

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If you reduce the damage to 0, you can catch it if it is Empty Body
small enough for you to hold in one hand, and you have
a hand free. If you catch a missile in this way, you can At 18th level, you can use your action to spend 4 ki
spend 1 ki point to make a ranged weapon attack with points to become invisible for 1 minute. During that
the weapon or ammunition you caught, as part of the time, you also have resistance to all but force damage.
same reaction. You make this attack with proficiency, Additionally, you can spend 8 ki points to cast the Astral
and the missile counts as a monk weapon for the attack. Projection (PHB.215) spell, without needing material
The range of this attack is 20/60 ft. components, targeting only yourself.

Ability Score Increase Perfect Self


At 4th, 8th, 12th, 16th, and 19th level, you can increase At 20th level, when you roll initiative, and have no ki
one ability score by 2, or two ability scores by 1. You points remaining, you regain 4 ki points.
can’t bring an ability score above 20 using this feature.

Slow Fall Monastic Tradition


At 3rd level, you choose a monastic tradition. It grants
At 4th level, you can use your reaction to reduce any bonuses at 3rd, 6th, 11th, and 17th level.
falling damage you take by an amount equal to five
times your monk level. Way of the Open Hand
Open Hand Technique
Extra Attack At 3rd level, whenever you hit a creature with one of
At 5th level, you can attack twice, instead of once, the attacks granted by your Flurry of Blows, you can
whenever you take the Attack action on your turn. impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be
Stunning Strike knocked prone.
• It must succeed on a Strength saving throw, or be
At 5th level, when you hit another creature with a pushed up to 15 ft away from you.
melee weapon attack, you can spend 1 ki point to • It can’t take reactions until the end of your next turn.
attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of Wholeness of Body
your next turn. At 6th level, you can use an action to regain hit points
equal to three times your monk level. You must finish a
Ki-Empowered Strikes long rest before you can use this feature again.

At 6th level, your unarmed strikes count as magical. Tranquility


At 11th level, at the end of a long rest, you gain the
Evasion effect of a Sanctuary (PHB.272) spell that lasts until the
start of your next long rest (the spell can end early
At 7th level, when you are subjected to an effect that as normal). The saving throw DC is equal to 8 + your
allows you to make a Dexterity save to take only half Wisdom modifier + your proficiency bonus.
damage, you instead take no damage if you succeed,
and half if you fail. Quivering Palm
At 17th level, when you hit a creature with an unarmed
Stillness of Mind strike, you can spend 3 ki points to start imperceptible
vibrations, which last for a number of days equal to
At 7th level, you can use your action to end one effect your monk level. They are harmless unless you use
on yourself. your action to end them. To do so, you must be on the
same plane of existence. When you use this action, the
Purity of Body creature must make a Constitution saving throw. If it
At 10th level, you are immune to disease and poison. fails, it is reduced to 0 hit points. If it succeeds, it takes
10d10 necrotic damage.
You can only have one creature under the effect of this
Tongue of the Sun and Moon feature at a time. You can choose to end the vibrations
At 13th level, you understand all spoken languages. harmlessly without using an action.
Additionally, any creature who can understand a
language can understand you. Way of Shadow
Shadow Arts
Diamond Soul At 3rd level, you can spend 2 ki points to cast Darkness
At 14th level, you gain proficiency in all saving throws. (PHB.230), Darkvision (PHB.230), Pass Without Trace
Additionally, if you make a saving throw and fail, you (PHB.264), or Silence (PHB.275), without providing
can spend 1 ki point to reroll it and use the result. material components. Additionally, you know the Minor
Illusion (PHB.260) cantrip.
Timeless Body Shadow Step
At 6th level, when in dim light or darkness, as a bonus
At 15th level, you suffer none of the frailty of old age, action you can teleport up to 60 ft to an unoccupied
and you can’t be aged magically. You can still die of old space you can see that is also in dim light or darkness.
age. Additionally, you no longer need food or water. You then have advantage on the first melee attack you
make before the end of the turn.

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Cloak of Shadows Fist of Unbroken Air. As an action, you can spend
At 11th level, when you are in dim light or darkness, 2 ki points and choose a creature within 30 ft of you.
you can use your action to become invisible. You remain That creature must make a Strength saving throw. On
invisible until you make an attack, cast a spell, or are in a failed save, the creature takes 3d10 bludgeoning
an area of bright light. damage, plus an extra 1d10 bludgeoning damage for
each additional ki point you spend, and you can push
Opportunist the creature up to 20 ft away from you and knock it
At 17th level, whenever a creature within 5 ft of you is prone. On a successful save, the creature takes half as
hit by an attack made by a creature other than you, you much damage, and it isn’t knocked away or prone.
can use your reaction to make a melee attack against Flames of the Phoenix (11TH LEVEL REQUIRED). You
that creature. can spend 4 ki points to cast Fireball (PHB.241).
Gong of the Summit (6TH LEVEL REQUIRED). You can
Way of the Four Elements spend 3 ki points to cast Shatter (PHB.275).
Mist Stance (11TH LEVEL REQUIRED). You can spend 4
Discipline of the Elements
ki points to cast Gaseous Form (PHB.244) on yourself.
At 3rd level, you know the Elemental Attunement
Ride the Wind (11TH LEVEL REQUIRED). You can spend
discipline and one other elemental discipline of your
4 ki points to cast Fly (PHB.243) on yourself.
choice. You learn an additional elemental discipline of
River of Hungry Flame (17TH LEVEL REQUIRED). You
your choice at 6th, 11th, and 17th level.
can spend 5 ki points to cast Wall of Fire (PHB.285).
Whenever you learn a new elemental discipline, you
Rush of the Gale Spirits. You can spend 2 ki points
can also replace one that you already know.
to cast Gust of Wind (PHB.248).
Casting Elemental Spells. Some elemental
Shape the Flowing River. As an action, you can
disciplines allow you to cast spells. You don’t need to
spend 1 ki point to choose an area of ice or water no
provide material components for these spells.
larger than 30 ft on a side within 120 ft of you. You can
At 5th level, you can spend additional ki points to
change the water to ice and vise versa, and you can
increase the level of an elemental spell you cast. The
reshape ice in the area in any manner to you choose.
spell’s level is increase by 1 for each additional ki point
The extent of such changes can’t exceed half the area’s
you spend.
largest dimension. You can’t shape the ice to trap or
The maximum number of ki points you can spend to
injure a creature in the area.
cast a spell in this way (including the base ki point cost
Sweeping Cinder Strike. You can spend 2 ki points to
and any additional ki points spent to increase its level) is
cast Burning Hands (PHB.220).
determined by your monk level, as per the table below.
Water Whip. You can spend 2 ki points as an action
Monk level Maximum Ki Points for a Spell to create a whip of water. A creature that you can
5th - 8th 3 see within 30 ft of you must make a Dexterity saving
throw. On a failed save, it takes 3d10 bludgeoning
9th - 12th 4
damage, plus an extra 1d10 bludgeoning damage for
13th - 16th 5 each additional ki point you spend, and you can either
17th - 20th 6 knock it prone or pull it up to 25 ft closer to you. On a
successful save, it takes half as much damage, and isn’t
Elemental Disciplines pulled or knocked prone.
Breath of Winter (17TH LEVEL REQUIRED). You can Wave of Rolling Earth (17TH LEVEL REQUIRED). You can
spend 6 ki points to cast Cone of Cold (PHB.224). spend 6 ki points to cast Wall of Stone (PHB.287).
Clench of the North Wind (6TH LEVEL REQUIRED). You
can spend 3 ki points to cast Hold Person (PHB.251). Way of the Long Death (scag.130)
Elemental Attunement. You can use your action to
cause one of the following effects of your choice: Touch of Death
• Create a harmless, instantaneous sensory effect At 3rd level, when you reduce a creature within 5 ft of
related to air, earth, fire, or water. you to 0 hit points, you gain temporary hit points equal
• Instantaneously light or snuff out a candle, a torch, to your Wisdom modifier + your monk level (minimum
or a small campfire. of 1 temporary hit point).
• Chill or warm up to 1 pound of nonliving material
for up to 1 hour. Hour of Reaping
• Cause earth, fire, water, or mist that can fit inside At 6th level, you gain the ability to unsettle or terrify
a 1-foot cube to shape itself into a crude form you those around you. When you take this action, each
designate for 1 minute. creature within 30 ft of you that can see you must
Eternal Mountain Defence (17TH LEVEL REQUIRED). succeed on a Wisdom saving throw or be frightened of
You can spend 5 ki points to cast Stoneskin (PHB.278) you until the end of your next turn.
on yourself.
Mastery of Death
Fangs of the Fire Snake. When you use the attack
At 11th level, when reduced to 0 hit points, you can
action on your turn, you can spend 1 ki point to cause
expend 1 ki point (no action required) to have 1 hit
tendrils of flame to stretch out from your fists and
point instead.
feet. Your reach with unarmed strikes increases by
10 ft for that action, as well as the rest of the turn. A Touch of the Long Death
hit with such an attack deals fire damage instead of At 17th level, as an action, you touch one creature
bludgeoning damage, and if you spend 1 ki point when within 5 ft of you, and expend 1 to 10 ki points. The
the attack hits, it deals an extra 1d10 fire damage. target must make a Constitution saving throw. On a
Fist of Four Thunders. You can spend 2 ki points to failed save, it takes 2d10 necrotic damage, or half as
cast Thunderwave (PHB.282). much on a success.

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Way of the Sun Soul (scag.131) Searing Sunburst
At 11th level, as an action, you create an orb and hurl
it at a point you choose within 150 ft. Each creature in
Radiant Sun Bolt a 20 ft-radius sphere must succeed on a Constitution
At 3rd level, you gain a ranged spell attack that you can saving throw or take 2d6 radiant damage.
use with the Attack action. The attack has a range of A creature doesn’t need to make the save if the
30 ft. You can proficient with it, and add your Dexterity creature is behind total cover that is opaque. You can
modifier to its attack and damage rolls. Its damage is increase the sphere’s damage by spending ki points.
radiant, and its damage die is a d4. This changes as you Each point you spend, up to a maximum of 3, increases
gain monk levels, as per the Martial Arts column of the the damage by 2d6.
monk table.
Sun Shield
Searing Arc Strike At 17th Level, shed bright light in a 30 ft radius and
At 6th level, immediately after you take the Attack dim light for an additional 30 ft. You can extinguish or
action on your turn, you can spend 2 ki points to cast restore the light as a bonus action.
Burning Hands (PHB.220) as a bonus action. If a creature hits you with melee while this light
You can spend additional ki points to cast it at a higher shines, you can use your reaction to deal radiant
level. Each additional ki point you spend increases the damage to the creature. The damage equals 5 + your
spell’s level by 1. The maximum number of ki points (2 Wisdom modifier.
plus any additional points) that you can spend equals
half your monk level (round down)

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