D&D 2024 Character Creator

Monk

Hit Die: d8 · Primary Ability: Dexterity and Wisdom · Monk Subclass at Level 3

Hit Died8
Primary AbilityDexterity and Wisdom
Saving ThrowsStrength, Dexterity
SpellcastingNone
Subclasses4
Subclass AtLevel 3
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.

Proficiencies

Weapons: Simple weapons, Martial weapons that have the Light property
Saving Throws: Strength, Dexterity
Skills: [object Object]

Class Progression (Levels 1–20)

LvlProfMartial ArtsFocus PtsUnarm. MoveFeatures
1 +2 d6 Martial Arts, Unarmored Defense
2 +2 d62+10 ft. Monk's Focus, Unarmored Movement, Uncanny Metabolism
3 +2 d63+10 ft. Deflect Attacks, Monk Subclass
4 +2 d64+10 ft. Ability Score Improvement, Slow Fall
5 +3 d85+10 ft. Extra Attack, Stunning Strike
6 +3 d86+15 ft. Empowered Strikes, Subclass feature
7 +3 d87+15 ft. Evasion
8 +3 d88+15 ft. Ability Score Improvement
9 +4 d89+15 ft. Acrobatic Movement
10 +4 d810+20 ft. Heightened Focus, Self-Restoration
11 +4 d1011+20 ft. Subclass feature
12 +4 d1012+20 ft. Ability Score Improvement
13 +5 d1013+20 ft. Deflect Energy
14 +5 d1014+25 ft. Disciplined Survivor
15 +5 d1015+25 ft. Perfect Focus
16 +5 d1016+25 ft. Ability Score Improvement
17 +6 d1217+25 ft. Subclass feature
18 +6 d1218+30 ft. Superior Defense
19 +6 d1219+30 ft. Epic Boon
20 +6 d1220+30 ft. Body and Mind

Monk Subclass

Warrior of Mercy
Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bring…
Lv 3: Hand of HarmLv 3: Hand of HealingLv 3: Implements of MercyLv 6: Physician's TouchLv 11: Flurry of Healing and HarmLv 17: Hand of Ultimate Mercy
Warrior of Shadow
Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and …
Lv 3: Shadow ArtsLv 6: Shadow StepLv 11: Improved Shadow StepLv 17: Cloak of Shadows
Warrior of the Elements
Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and ou…
Lv 3: Elemental AttunementLv 3: Manipulate ElementsLv 6: Elemental BurstLv 11: Stride of the ElementsLv 17: Elemental Epitome
Warrior of the Open Hand
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
Lv 3: Open Hand TechniqueLv 6: Wholeness of BodyLv 11: Fleet StepLv 17: Quivering Palm

Class Features

Martial Arts Level 1
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons (Simple Melee weapons and 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 (see Martial Arts column). 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. 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.
Unarmored Defense Level 1
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Monk's Focus Level 2
Your focus and martial training allow you to harness a well of extraordinary energy within yourself, represented by Focus Points. Your Monk level determines the number of points you have (see Focus Points column). You start knowing three Focus features: Flurry of Blows, Patient Defense, and Step of the Wind. Flurry of Blows: Expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. Patient Defense: Take the Disengage action as a Bonus Action, or expend 1 Focus Point to take both Disengage and Dodge as a Bonus Action. Step of the Wind: Take the Dash action as a Bonus Action, or expend 1 Focus Point to take both Disengage and Dash as a Bonus Action, and your jump distance is doubled for the turn. Saving throw DC = 8 + Wisdom modifier + Proficiency Bonus. Expended points return on a Short or Long Rest.
Unarmored Movement Level 2
Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown in the Unarmored Movement column.
Uncanny Metabolism Level 2
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.
Deflect Attacks Level 3
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.
Slow Fall Level 4
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Extra Attack Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike Level 5
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.
Empowered Strikes Level 6
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Evasion Level 7
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.
Acrobatic Movement Level 9
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.
Heightened Focus Level 10
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.
Self-Restoration Level 10
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.
Deflect Energy Level 13
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Disciplined Survivor Level 14
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.
Perfect Focus Level 15
When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have fewer than 4.
Superior Defense Level 18
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Epic Boon Level 19
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Body and Mind Level 20
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
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