| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
|---|---|---|---|---|---|
| 1 | +2 | 1d4 | — | — | Unarmored Defense, Martial Arts |
| 2 | +2 | 1d4 | 2 | +10 ft. | Ki, Dedicated Weapon, Unarmored Movement |
| 3 | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Ki-Fueled Attack, Deflect Missiles |
| 4 | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall, Quickened Healing |
| 5 | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike, Focused Aim |
| 6 | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature |
| 7 | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
| 8 | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
| 9 | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
| 10 | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
| 11 | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature |
| 12 | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
| 13 | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
| 14 | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
| 15 | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
| 16 | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
| 17 | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature |
| 18 | +6 | 1d10 | 18 | +30 ft. | Empty Body |
| 19 | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
| 20 | +6 | 1d10 | 20 | +30 ft. | Perfect Self |
Alternatively, you can ignore the equipment given by your class and background, and start with 5d4 gp.
While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
Your access to the mystic energy Ki is represented by a number of ki points. Your monk level determines the number of 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 effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
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.
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
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 the turn.
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.
You commit yourself to a monastic tradition. Your tradition grants you features depending on your level.
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Your draconic spirit reaches its peak. You gain the following benefits:
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die. The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
You gain proficiency in the Performance skill if you don't already have it. You also gain proficiency with brewer's supplies if you don't already have it.
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
You gain the following benefits:
When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn
You can channel your ki into small explosions. When you take the Attack action or bonus action to attack on your turn, you can use 1 ki point to replace any number of 2 attacks with a ki explosion with 5 ft range and 5 ft radius. Each creature in that area, except you, must make a Dexterity saving throw against your ki save DC, taking force damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
When you use your Step of the Wind feature you can use small ki explosions to catapult yourself, trippling your jump distance instead of doubling it.
When you take damage, you can use your reaction to roll two martial arts die. Add your Wisdom modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expanded uses when you finish a long rest.
Your unarmed strikes count as adamantine for the purpose of overcoming resistance and immunity. In addition any hit against an object made with unarmed strikes is a critical hit.
When you use the explosive fists feature the damage is increased by your Wisdom modifier.
As an action, you can expend 4 to 10 ki points to create an explosion centered at a point within 5 feet of you. The explosion has a radius of 20 feet. If you expend at least 8 ki points it instead has a radius of 30 feet. Each creature in that area, including you, must make a Dexterity saving throw against your ki save DC, taking force damage equal to 1d10 + your wisdom modifier per ki expended on a failed save, or half as much damage on a successful one.
You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1)
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
| Monk Levels | Maximum Ki Points for a Spell |
|---|---|
| 5th-8th | 3 |
| 9th-12th | 4 |
| 13th-16th | 5 |
| 17th-20th | 6 |
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
You gain the following benefits:
You gain the following benefits.
As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
As an action, you touch one creature within 5 feet of you, and expend 1 to 10 ki points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much on a successful one.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.
You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.
Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can’t use it again until you finish a long rest.
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 (20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
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.
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.
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.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
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.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
You are immune to disease and poison.
You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
You are proficient in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
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, however. In addition, you no longer need food or water.
You can use your action to spend 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.
When you roll for initiative and have no ki points remaining, you regain 4 ki points.