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Hintergrund

Monk

Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Multiclass Requirements

To multiclass into or out of the monk class, you must have a Dexterity and Wisdom score of 13 or higher.

Level Progression

Level Prof. Bonus Martial Arts Die Ki Points Unarmored Movement Features
1 +2 1d4 Unarmored Defense, Martial Arts
2 +2 1d4 2 +10 ft. Ki, Unarmored Movement
3 +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4 +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5 +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6 +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7 +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8 +3 1d8 8 +15 ft. Ability Score Improvement
9 +4 1d8 9 +20 ft. Unarmored Movement (improvement)
10 +4 1d8 10 +20 ft. Purity of Body
11 +4 1d8 11 +20 ft. Monastic Tradition feature
12 +4 1d10 12 +25 ft. Ability Score Improvement
13 +5 1d10 13 +25 ft. Tongue of the Sun and Moon
14 +5 1d10 14 +25 ft. Diamond Soul
15 +5 1d10 15 +30 ft. Timeless Body
16 +5 1d12 16 +30 ft. Monastic Tradition feature
17 +6 1d12 17 +30 ft. Empty Body
18 +6 1d12 18 +35 ft. Monastic Tradition feature
19 +6 1d12 19 +35 ft. Ability Score Improvement
20 +6 1d12 20 +35 ft. Perfect Self

Class Features

Hit Points

Hit Dice: 1d8 per monk level

Hit Points at 1st Level: 8 + your Constitution modifier

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

Proficiencies

Armor Proficiencies: None

Weapon Proficiencies: Simple weapons, shortswords

Tool Proficiencies: Choose one type of artisan's tools or one musical instrument

Saving Throw Proficiencies: Strength, Dexterity

Skill Proficiencies: Choose two from Acrobatics, Athletics, History, Insight, Religion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

Some monastic traditions use variations of these martial arts.

Ki

At 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of ki points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effect. The saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier.

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for that turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon (Optional)

At 2nd level, you gain proficiency with one weapon of your choice that lacks the heavy and special properties. Each time you finish a long rest, you can change the weapon you choose for this feature. When you make an unarmed strike with that weapon, you can treat it as a monk weapon.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition features augments your martial prowess in different ways.

Tradition Source
Astral SelfTasha's Cauldron of Everything
Ascendant DragonFizban's Treasury of Dragons
Drunken MasterXanathar's Guide to Everything
Four ElementsPlayer's Handbook
KenseiXanathar's Guide to Everything
Long DeathSword Coast Adventurer's Guide
MercyTasha's Cauldron of Everything
Open HandPlayer's Handbook
ShadowPlayer's Handbook
Sun SoulSword Coast Adventurer's Guide

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ki-Fueled Attack (Optional)

When you expend a ki point as part of your action on your turn, you can make one unarmed strike as a bonus action before the end of the turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing (Optional)

As an action, you can expend 2 ki points to roll a Martial Arts die, and you regain a number of hit points equal to the number rolled + your Wisdom modifier (minimum of 1 hit point).

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

At 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature 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 until the end of your next turn.

Focused Aim (Optional)

When you miss with an attack roll, you can spend 1 ki point to reroll the attack roll. You can do so only once per turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be frightened or charmed.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds. When you speak to any creature, any creature that knows at least one language understands what you say.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it, taking the new result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age. In addition, you no longer need food or water.

Empty Body

At 17th level, you learn to harness the ki that lurks within you. As an action, you can expend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.