Some details are subject to change during the campaign, as we figure see how the changes work out. There will be a changelog at the base of this document.

Monk

Hit Point Die D8 per Monk level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Tool Proficiencies Choose one type of Artisan's Tools or Musical Instrument
Weapon Proficiencies Simple weapons and Martial weapons that have the Light property
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack and 11 GP; or (B) 50 GP

Class Features

As a monk, you gain the following class features.

Level Features Martial Arts Focus Points Unarmoured Movement
1 Martial Arts, Unarmored Defence 1d6 - -
2 Monk's Focus, Unarmored Movement, Uncanny Metabolism 1d6 2 +10ft
3 Deflect Attacks, Monk Subclass 1d6 3 +10ft
4 Feat, Slow Fall, Quickened Healing 1d6 4 +10ft
5 Extra Attack, Stunning Strike 1d8 5 +10ft
6 Empowered Strikes, Subclass feature 1d8 6 +15ft
7 Evasion 1d8 7 +15ft
8 Feat 1d8 8 +15ft
9 Acrobatic Movement 1d8 9 +15ft
10 Heightend Focus, Self-Restoration 1d8 10 +20ft
11 Subclass feature 1d10 11 +20ft
12 Feat 1d10 12 +20ft
13 Deflect Energy 1d10 13 +20ft
14 Disciplined Survivor 1d10 14 +25ft
15 Perfect Focus 1d10 15 +25ft
16 Feat 1d10 16 +25ft
17 Subclass feature 1d12 17 +25ft
18 Surperior Defence 1d12 18 +30ft
19 Epic Boon 1d12 19 +30ft
20 Body and Mind 1d12 20 +30ft

01: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light 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.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

01: Unarmoured Defense

While you aren't wearing any armour or wielding a shield, you can add your Wisdom modifier to your AC.

02: Monk's Focus

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.so calculate your jump distance based on dexterity instead of strength.

02: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.

02: Unarmored Movement

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.

03: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

03: Monk Subclass

Suvclass Original Source
Warrior of the Elements Player's Handbook (2024)
Warrior of the Open Hand Player's Handbook (2024)
Warrior of Shadow Player's Handbook (2024)
Warrior of Mercy Player's Handbook (2024)
Druken Master Xanathar's Guide to Everything
Kensei Xanathar's Guide to Everything
Sun Soul Xanathar's Guide to Everything
Astral Self Tasha's Cauldron of Everything
Ascendant Dragon Fizban's Treasury of Dragons
Long Death Sword Coast Adventurer's Guide
If you would like to use a homebrew Subclass for 5e, it may need to be modified. See this page for details.

04: Feats

When you reach 4th level, and again at 8th, 12th, and 16th level, you gain one feat of your choice. You also gain an Ability Score Improvement Feat.

04: Slow Fall

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.

04: Quickened Healing

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

05: Extra Attack

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

05: Stunning Strike

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

06: Empowered Strikes

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

07: Evasion

When you’re 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.

You don’t benefit from this feature if you have the Incapacitated condition.

09: Acrobatic Movement

While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

10: Heightend Focus

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.

10: Self-Restoration

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.

In addition, forgoing food and drink doesn’t give you levels of Exhaustion.

13: Deflect Energy

You can now use your Deflect Attacks feature agaisnt attacks that deal any damage type, not just Bludgeoning, Piercing and Slashing.

14: Disciplined Survivor

Your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.

15: Perfect Focus

When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.

18: Surperior Defense

At the start of your turn, you can spend 3 Discipline Points to perfectly bolster yourself agaisnt harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

20: Body and Mind

You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 30.

Change Log

  • Sat, Aug 31, 2024 5:58 PM- Page created.
  • Mon, Sep 23, 2024 5:17 PM- page updated to reflect the 2024 PHB.