Monk
Some reach enlightenment by languid meditation - others do so in the heat of battle. Monks manipulate ki to empower their own strikes and debilitate their foes.
- Hit Dice
- d8
- Primary Ability
- Dexterity
- Saving Throws
- Strength, Dexterity
- Weapon Proficiency
- Simple Weapons, Shortswords
- Spellcasting Ability
- Not from the class itself; some subclasses grant it
- Subclass Choice
- Level 3
Strengths
- Bonus-action unarmed strikes push the number of attacks per turn up
- High movement speed makes positioning almost free
- Ki refreshes on a short rest, so long days do not drain it
Weaknesses
- It wants three abilities at once — the tightest spread of any class
- It cannot wear armour and is fragile early
- Ranged options are nearly absent
Subclasses
- Way of ShadowYou value the arts of stealth and subterfuge, bending the shadows to your will to strike without warning.
- Way of the Drunken MasterWith the unpredictable lurches of a tippler, you hiccup your way through battle, frustrating foes with carefully executed movements concealed beneath a façade of incompetence.
- Way of the Four ElementsYou focus your ki to bend the elements to your will, using them as an extension of your own body.
- Way of the Open HandYou specialise in unarmed combat, using your hands and your control of ki to heal or inflict grievous hurt.
Level progression
| Level | Features | Resources |
|---|---|---|
| 1 | Unarmoured DefenceYour reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your Armour Class. Martial Arts: Dextrous AttacksAttacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher. Martial Arts: Deft StrikesAttacks with Monk Weapons and unarmed attacks deal 1d4 Bludgeoning damage (1d6 from level 3, 1d8 from level 9), unless their normal damage is higher. Martial Arts: Bonus Unarmed StrikeAfter making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action. Flurry of Blows Choose 2 skills 6 optionsAcrobatics, Athletics, History, Insight, Religion, Stealth | Ki Point(s)2 |
| 2 | Unarmoured MovementYour movement speed increases by 3 m while you are not wearing armour or using a shield. Patient DefenceAttack Rolls against you have Disadvantage, and you have Advantage on Dexterity Saving Throws. Step of the Wind: DashDouble your movement speed. Jump no longer requires a bonus action. Step of the Wind: DisengageRetreat to safety by Disengaging. Jump no longer requires a bonus action. | Ki Point(s)3 |
| 3 | Subclass Choice Deflect MissilesUse your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level. If the damage is reduced to 0, you use a Ki Point to Deflect the Missile. | Ki Point(s)4 |
| 4 | Slow FallWhen you fall, you can use your reaction to gain Resistance to Falling damage. | Ki Point(s)5 |
| 5 | Extra AttackCan make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together. Stunning Strike (Melee)Possibly Stuns the target. Stunning Strike (Unarmed)Possibly Stuns the target. | Ki Point(s)6 |
| 6 | Unarmoured MovementYour movement speed increases by 4.5 m while you are not wearing armour or using a shield. Ki-Empowered StrikesYour unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage. | Ki Point(s)7 |
| 7 | EvasionYour agility lets you dodge out of the way of certain spells. When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it deals no damage if you succeed, and only half damage if you fail. Stillness of MindIf you are Charmed or Frightened, you automatically cast Stillness of Mind to remove the condition. | Ki Point(s)8 |
| 8 | Ki Point(s)9 | |
| 9 | Advanced Unarmoured MovementDifficult Terrain doesn't slow you down and you can Jump an additional 6 m while you are not wearing armour or using a shield. | Ki Point(s)10 |
| 10 | Unarmoured MovementYour movement speed increases by 6 m while you are not wearing armour or using a shield. Purity of BodyYou are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians. | Ki Point(s)11 |
| 11 | — | Ki Point(s)12 |
| 12 | Ki Point(s)13 |