Monk Class Features Overview
Monk Class Features Overview
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.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Class Features
As a monk, you gain the following 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: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
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:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and
monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes
as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff,
you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus
action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two
lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade
(called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the
weapon on the Weapons page.
Ki
Starting 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 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
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 the 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.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd
level and again at 6th, 11th, and 17th level.
Tradition Source
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 a range of 20/60 using 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.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting 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.
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 charmed or
frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
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 and take the
second 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, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, 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.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Subclass: Way of the Astral Self
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a
representation of their true form, an astral self. This astral self has the capacity to be a force of order or
disorder, with some monasteries training students to use their power to protect the weak and other
instructing aspirants in how to manifest their true selves in service to the mighty.
Source: Tasha's Cauldron of Everything
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and
Strength saving throws.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than
normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and their damage type is force.
d Origin
6
1 You honed your abilities by observing a dragon and aligning your ki with their world altering power.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s
instruction.
4 You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing
its ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths
of dragons.
Draconic Disciple
At 3rd 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:
Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use
your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a
failure into a success, you can’t use it again until you finish a long rest.
Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to
acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
At 3rd level 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.
Wings Unfurled
At 6th level 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.
Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can
choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save
DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You
and your allies within the aura have resistance to that damage.
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.
Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape
and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet
wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die
on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t
behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within
that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose
any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity
saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your
choice).
Subclass: Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements
of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles
conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate
humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful
foe.
Source: Xanathar's Guide to Everything
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already
have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a
jester. You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. 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.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half
your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a
reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see
within 5 feet of you.
Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability
check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the
disadvantage for that roll.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When
you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of
Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Subclass: Way of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you
can align yourself with the forces of creation and bend the four elements to your will, using them as an
extension of your body. Some members of this tradition dedicate themselves to a single element, but
others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly
imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Source: Player's Handbook
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
Subclass: Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon
becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has
expanded to include many different weapons.
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush.
Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the
martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense
devotion, practice, and study.
Source: Xanathar's Guide to Everything
Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one
ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and
special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't
already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features
work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can
choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the
criteria above.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a
kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until
the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei
weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon
takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to
deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each
of your turns.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. 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.
Subclass: Way of the Long Death
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They
capture creatures and prepare elaborate experiments to capture, record, and understand the moments
of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a
deadly fighting style.
Source: Sword Coast Adventurer's Guide
Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another
creature as it nears its demise. 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).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been
touched by the shadow of death. 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.
Mastery of Death
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit
points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Implements of Mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain
proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its
appearance, or generate it randomly by rolling on the Merciful Mask table.
Merciful Mask
d6 Mask Appearance
1 Raven
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly
Hands of Healing
At 3rd level, 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.
Hands of Harm
At 3rd level, 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.
Physician's Touch
Starting at 6th level, 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 Hands 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 Hands of Harm on a creature, you can subject that creature to the poisoned condition until the
end of your next turn.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. 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.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. 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.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone's body. 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.
Subclass: Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might
be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of
a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions.
Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or
anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries
expect the unquestioning obedience of their students.
Source: Player's Handbook
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells.
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.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. 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.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. 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.
Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. 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.
Subclass: Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They
teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every
living creature.
Sources: Sword Coast Adventurer's Guide, Xanathar's Guide to Everything
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action,
you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of
radiant light for a brief but deadly instant.
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, up to a maximum of 3,
increases the damage by 2d6.
Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. 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.