“The body is the weapon; ki is the will behind it.”
Description
What the class is, and what it becomes as the levels pass.
The Monk turns their own body into a weapon, honed by years of discipline and inner focus. Ki flows through everything they do — a strike, a step, a stillness — whether their path leads toward combat, knowledge, shadow, or the elements. No armor, no shield, no hesitation: only the body and the will that commands it.
Hit die
d8
Primary ability
DEX
Saving throws
STR · DEX
Armor proficiencies
None
Weapon proficiencies
Simple Weapons
Progression tree
Build your character: the tree then shows only the chosen branches. Tap a level to read its details.
Origin
Archetype
Paths (2)
Levels
Custom ·
Caster tier Non-caster until an archetype is chosen. Some archetypes change the tier from their level: Scholar Monk (Third caster), Shadow Body (Half caster), Monk of the Four Elements (Half caster).
Hover an item to read its description; expand a level to see everything at once. TS / SS = Technique / Spell Slots, by degree.
LevelClassOriginArchetypePaths
Martial ArtsMartial ArtsYour unarmed strikes count as weapons you are proficient with. They deal 1d6 damage at Rank I, 1d8 at Rank II, 1d10 at Rank III, and 1d12 at Rank IV and V. When you take the Attack action with an unarmed strike, you can make one additional unarmed strike as part of the same action.Unarmored DefenseUnarmored DefenseWhile you are wearing no armor and using no shield, your DEF equals 10 plus your Dexterity modifier plus your Wisdom modifier.KiKiYou have a number of ki points equal to your monk level. Ki fuels your class features, the monk's own techniques (those whose cost is stated in ki) and the spells granted by some archetypes. You regain all spent ki when you finish a Long Rest.
Origin — choose 1 of 3Origin — choose 1 of 3Choose one of the origins: Monastery of X, Circle of Chains, The Rupture.
Paths — 2 of 5Paths — 2 of 5Choose 2 paths among: Path of the Palm, Path of Arms, Path of Movement, Path of Solace, Path of Bonds.
Select 1 to 2 paths to show their techniques and spells.
Ki TechniquesKi TechniquesYou gain three ways to spend ki: Flurry of Blows (as a bonus action, spend 1 ki to make two unarmed strikes), Patient Defense (as a bonus action, spend 1 ki to take the Dodge action), and Step of the Wind (as a bonus action, spend 1 ki to take the Dash or Disengage action, and your jumping distance is doubled for the turn).Unarmored MovementUnarmored MovementWhile you are wearing no armor and using no shield, your speed increases by 3 meters.Uncanny MetabolismUncanny MetabolismOnce per Long Rest, when you roll Initiative, you can regain all your spent ki and roll your Martial Arts die, regaining hit points equal to your monk level plus the roll.
Deflect AttacksDeflect AttacksAs a reaction when you are hit by a bludgeoning, piercing, or slashing attack, you reduce the damage by 1d10 plus your Dexterity modifier plus your monk level. If this reduces the damage to 0, you can spend 1 ki to redirect part of the attack: choose a creature other than the attacker within 1.5 meters of you, which takes Force damage equal to your Martial Arts die plus your Dexterity modifier.
Archetype — choose 1 of 4Archetype — choose 1 of 4Choose one of the archetypes: Warrior Monk, Scholar Monk, Shadow Body, Monk of the Four Elements.Warrior Monk · Battle FocusWarrior Monk — Battle FocusAs a Bonus Action, the monk spends 1 ki point to gain advantage on their next attack roll before the end of their turn.Scholar Monk · Keeper of ArchivesScholar Monk — Keeper of ArchivesThe monk gains proficiency in History and learns a small number of spells, paid for with ki rather than Spell Slots; the spell levels they can reach follow the Third Caster Slots rule.Shadow Body · Shadow KiShadow Body — Shadow KiThe monk can cast the shadow spells of the Occult school, spending ki points instead of spell slots. The spell levels the monk can reach follow the Half Caster Slots rule.Monk of the Four Elements · Elemental KiMonk of the Four Elements — Elemental KiThe monk can cast the spells of the Elemental school, spending ki points instead of spell slots. The spell levels the monk can reach follow the Half Caster Slots rule.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.Slow FallSlow FallAs a reaction when you fall, you reduce the fall damage you take by an amount equal to five times your monk level.
Extra AttackExtra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn.Stunning StrikeStunning StrikeOnce per turn when you hit a creature with a Monk weapon or an unarmed strike, you can spend 1 ki to force it to succeed on a Constitution saving throw against your Saving Throw DC or be Stunned until the end of your next turn.
Empowered StrikesEmpowered StrikesYour unarmed strikes can deal Force damage instead of their normal damage type, your choice each time you hit.
Warrior Monk · Formation FighterWarrior Monk — Formation FighterOnce per turn, the monk deals extra damage equal to their proficiency bonus to a creature that has one of the monk's allies within 1.5 meters of it.Scholar Monk · Perfect RecallScholar Monk — Perfect RecallOnce per rest, the monk can recall a text or a scene perfectly, with advantage on the Intelligence tests tied to it.Shadow Body · Absolute SilenceShadow Body — Absolute SilenceFor 2 ki points, the monk makes no sound and erases their presence for 1 minute, gaining advantage on Stealth tests and leaving no trace.Monk of the Four Elements · Elemental StrideMonk of the Four Elements — Elemental StrideFor 1 ki point, the monk attunes to an element for 1 minute, gaining an exploration benefit (swimming, climbing, or ignoring difficult terrain).
EvasionEvasionWhen you make a Dexterity saving throw to take half damage, you take no damage on a success and only half damage on a failure.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Acrobatic MovementAcrobatic MovementWhile you are wearing no armor and using no shield, you can move along vertical surfaces and across liquids without falling, for as long as you stop your turn on solid ground.
Heightened FocusHeightened FocusFlurry of Blows now grants three unarmed strikes instead of two. Patient Defense also grants you temporary hit points equal to your monk level. Step of the Wind lets you bring one willing creature within 1.5 meters along with you.Self-RestorationSelf-RestorationAt the end of each of your turns, you can end one instance of the Charmed, Frightened, or Poisoned condition affecting you. You no longer need food or water to avoid the effects of deprivation.
Warrior Monk · Unyielding DisciplineWarrior Monk — Unyielding DisciplineOnce per rest, when reduced to 0 hit points, the monk can spend 3 ki points to drop to 1 hit point instead.Scholar Monk · DeductionScholar Monk — DeductionOnce per rest, after studying a scene or a creature for 1 minute, the GM reveals one hidden truth about it.Shadow Body · Vital StrikeShadow Body — Vital StrikeWhen the monk hits with an unarmed strike, they can spend 3 ki points to force the target to succeed on a Constitution saving throw or be stunned until the end of the monk's next turn.Monk of the Four Elements · Elemental FuryMonk of the Four Elements — Elemental FuryOnce per rest, for 1 minute, the monk's unarmed strikes deal extra Fire, Cold, or Lightning damage equal to their Wisdom modifier.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Deflect EnergyDeflect EnergyDeflect Attacks now works against an attack of any damage type, not just bludgeoning, piercing, or slashing.
Disciplined SurvivorDisciplined SurvivorYou gain proficiency in all saving throws. When you fail a saving throw, you can spend 1 ki to reroll it, and must use the new result.
Perfect FocusPerfect FocusWhen you roll Initiative and have 3 or fewer ki remaining, and you don't use Uncanny Metabolism, you regain ki until you have 4.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Superior DefenseSuperior DefenseAs a bonus action, you can spend 3 ki to gain resistance to all damage except Force damage, for 1 minute.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Body and MindBody and MindYour Dexterity and Wisdom scores increase by 4, to a maximum of 25.