Monk

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st+21d4--Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Movement, Dedicated Weapon (Optional)
3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles, Ki-Fueled Attack (Optional)
4th+21d44+10 ft.Ability Score Improvement, Slow Fall, Quickened Healing (Optional)
5th+31d65+10 ft.Extra Attack, Stunning Strike, Focused Aim (Optional)
6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition feature
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.Ability Score Improvement
13th+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
Monk Subclasses
Astral Self Ascendant Dragon
Drunken Master Four Elements
Kensei Long Death
Mercy Open Hand
Shadow Sun Soul


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d8 per monk level 8 + your Constitution modifier 1d8 (or 5) + your Constitution modifier per monk level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
None Simple weapons, shortswords Choose one type of artisan's tools or one musical instrument

Saving Throws Skills
Strength, Dexterity Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

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

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Unarmored Defense Your AC equals 10 + your Dexterity modifier + your Wisdom modifier when not wearing armor or wielding a shield. 1st
Martial Arts You can use Dexterity for attack and damage rolls of unarmed strikes and monk weapons. You also can roll a d4 for damage and make an unarmed strike as a bonus action after an Attack action with a monk weapon. 1st
Ki You gain ki points starting at 2nd level, used to fuel features like Flurry of Blows, Patient Defense, and Step of the Wind. Ki points recharge after a short or long rest. 2nd
Unarmored Movement Your speed increases by 10 feet when not wearing armor or wielding a shield. At 9th level, you can move on vertical surfaces and liquids. 2nd
Dedicated Weapon (Optional) You can count a weapon as a monk weapon after focusing ki on it. The weapon must be simple or martial and you must be proficient with it. 2nd
Monastic Tradition You choose a monastic tradition at 3rd level that grants additional features at 3rd, 6th, 11th, and 17th levels. 3rd
Deflect Missiles You can use your reaction to reduce damage from a ranged weapon attack. If reduced to 0, you can catch the missile and make a ranged attack using it. 3rd
Ki-Fueled Attack (Optional) If you spend ki points as part of your action, you can make an unarmed strike or monk weapon attack as a bonus action. 3rd
Ability Score Improvement At 4th, 8th, 12th, 16th, and 19th levels, increase one ability score by 2 or two ability scores by 1 (maximum 20). 4th, 8th, 12th, 16th, 19th
Slow Fall You can use your reaction to reduce falling damage by an amount equal to five times your monk level. 4th
Quickened Healing (Optional) You can spend 2 ki points to heal by rolling a Martial Arts die and adding your proficiency bonus. 4th
Extra Attack You can attack twice when you take the Attack action on your turn, starting at 5th level. 5th
Stunning Strike When you hit 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. 5th
Focused Aim (Optional) If you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 per ki point spent. 5th
Ki-Empowered Strikes Your unarmed strikes count as magical for overcoming resistance to nonmagical attacks and damage. 6th
Evasion You take no damage from area effects if you succeed on a Dexterity saving throw and half damage if you fail, starting at 7th level. 7th
Stillness of Mind You can use your action to end one effect causing you to be charmed or frightened. 7th
Purity of Body You become immune to disease and poison starting at 10th level. 10th
Tongue of the Sun and Moon You can understand all spoken languages and any creature that understands a language can understand you, starting at 13th level. 13th
Diamond Soul You gain proficiency in all saving throws. You can spend 1 ki point to reroll a failed saving throw. 14th
Timeless Body You stop aging and can no longer be magically aged. You no longer need food or water starting at 15th level. 15th
Empty Body You can use your action to spend 4 ki points to become invisible for 1 minute and gain resistance to all damage except force damage. You can also spend 8 ki points to cast Astral Projection. 18th
Perfect Self When you roll for initiative and have no ki points remaining, you regain 4 ki points. 20th