The Monk
| Level | Proficiency Bonus | Features | Martial Arts |
|---|---|---|---|
| 1st | +2 | Martial Arts | 1d6 |
| 2nd | +2 | Greased Lightning, Slow Fall | 1d6 |
| 3rd | +2 | Deflect Missiles, Monastic Sect | 1d6 |
| 4th | +2 | Ability Score Improvement, | 1d6 |
| 5th | +3 | Extra Attack | 1d6 |
| 6th | +3 | Chakra, Empowered Strikes | 1d6 |
| 7th | +3 | Anatman, Greased Lightning Improvement | 1d8 |
| 8th | +3 | Ability Score Improvement | 1d8 |
| 9th | +4 | Sect Feature | 1d8 |
| 10th | +4 | Ability Score Improvement | 1d8 |
| 11th | +4 | Forbidden Chakra | 1d8 |
| 12th | +4 | Ability Score Improvement | 1d8 |
| 13th | +5 | Sect Feature | 1d10 |
| 14th | +5 | Brotherhood, Greased Lightning Improvement | 1d10 |
| 15th | +5 | Mantra | 1d10 |
| 16th | +5 | Ability Score Improvement, | 1d10 |
| 17th | +6 | Sect Feature | 1d10 |
| 18th | +6 | Anatman Improvement | 1d10 |
| 19th | +6 | Ability Score Improvement | 1d12 |
| 20th | +6 | Perfect Balance | 1d12 |
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
Proficiencies
- Armor: Light armor
- Weapons: All Simple weapons, scimitars, shortswords
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Stealth, and Survival
Martial Arts
Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk weapons, which are scimitars, 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 medium or heavy armor or wielding a Shield.
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You can use Dexterity or Strength for your AC calculations and the Attack and Damage Rolls of your unarmed strikes and monk weapons.
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You can roll a d6 in place of the normal damage of your Unarmed Strike or monk weapon. This damage increases at certain levels in this class, as shown in the Martial Arts column.
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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.
Greased Lightning
The flow of combat intensifies your focus, causing you to enter a state known as Greased Lightning. At 2nd level, if you strike a creature with the bonus action attack granted by your Martial Arts feature you enter Greased Lightning, granting you a +1 to attack rolls and AC until the end of your next round.
At higher levels in this class, you can deepen the Greased Lightning state. At 7th level, if you gain Greased Lightning while under its effects, they improve to a +2 to attack rolls and AC until the end of your next round. At 14th level, you can deepen it further to a total of +3 to attack rolls and AC if you gain Greased Lightning a third time.
Slow Fall
Also at 2nd 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.
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.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, 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.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Chakra
At 6th level you learn the secrets of accessing the bodys inner seats of power, a force known as chakra. As an action, you may open one chakra and you automatically open one each time you score a critical hit. You can sustain a number of opened chakra equal to your Wisdom modifier (minimum of 1) and all opened chakra close after 1 minute.
You can unleash a chakra to fuel powerful effects, after which the expended chakra closes once more. Some of your chakra features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Chakra save DC = 8 + your Proficiency Bonus + your Wisdom modifier
- One-Ilm Punch: If you hit a creature with an unarmed attack, you can close 1 chakra to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Patient Defense: You close 1 chakra to take the Dodge action as a bonus action.
- Return Fire If you use your Deflect Missiles feature on a missile that is small enough for you to hold in one hand and you have at least 1 hand free, you can close 1 chakra to throw it. Make a ranged attack (range 20 feet/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.
- Step of the Wind: You close 1 chakra to take the Dash or Disengage action as a bonus action, and your jump distance is doubled for the turn.
Empowered Strikes
Also at 6th level, your chakra circulates freely at a low level though your body. Your unarmed strikes to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Anatman
At 7th level, your mind is better able to tolerate the focus of the Greased Lightning state. Your Greased Lightnng now lasts a number of rounds equal to your Wisdom modifier (minimum of 1)
At 18th level, your Greased Lightning state ends early only if you fall Unconscious or if you choose to end it.
Forbidden Chakra
At 11th level you can fully unleash your chakra to fuel devastating effects, after which all your chakra close once more.
- Asuran Fists: As an action, you channel your chakra through your blows to strike with inhuman speed. Make a number of unarmed attacks equal to the number of chakra unleashed against a creature within 5 feet.
- Enlightenment: As an action, you release the chakra from your body in a line 30 feet long and 5 feet wide. All creatures in that line must make a Dexterity saving throw. A creature takes 1d10 force damage for every chakra expended on a failed save, or half that on a success.
- Purification: As an action, you can use your chakra to restore your body. You can expend a number of hit dice up to the number of chakra unleashed and gain hit points equal to the maximum value of each die expended. Additionally, you can end one effect causing you to be blinded, charmed, deafened, frightened, paralyzed, or poisoned for each chakra unleashed.
Brotherhood
At 14th level you draw power from your companions. If an allied creature within 60 feet scores a critical hit against an enemy creature, you open a chakra.
Mantra
Beginning at 15th level, your mastery of chakra grants you proficiency in all Saving Throws.
Additionally, whenever you make a saving throw and fail, you can close 1 chakra to reroll it and take the second result.
Perfect Balance
At 20th level you can unleash your full power with just a thought. When you roll initiative, you gain 3 levels of Greased Lightning and open up to 5 chakra. Additionally, if you use your action to open a chakra, you instead open up to 5 chakra.
Earth Sect
Initiate of Earth
Students of the earth are taught to value unwavering determination in the face of danger. If you choose this sect at 3rd level, attack rolls from enemies you can see cannot have advantage against you and once per round, you gain Greased Lightning when you take damage.
Fists of Earth
At 9th level you can open earth-aspected chakra as an action or when you take the Attack action. For 1 minute, you are resistant to bludgeoning, piercing, and slashing damage. Once you use this feature, you cannot do so again until you complete a long rest.
Riddle of Earth
At 13th level you are unflinching even in the thick of battle. If an enemy within 5 feet makes an attack against you, you can make an unarmed attack against them as a reaction.
Elixir Field
At 17th level, you can jump in the air and release a wave of energy from your body, scorching creatures in a 20 foot sphere around you. All creatures of your choice in that area of effect must make a Constitution saving throw. A creature takes 5d10 force damage on a failed save, or half that on a success. Once you use this feature, you cannot do so again until you complete a long rest.

Fire Sect
Initiate of Fire
Students of flame are taught to value ferocity and power in battle. If you choose this sect at 3rd level, your unarmed attacks and attacks with monk weapons score a critical hit on a roll of 19 or 20 and once per round, you gain Greased Lightning if you hit with an unarmed attack as part of the Attack action
Fists of Fire
At 9th level you can suffuse yourself with fire-aspected chakra as an action or when you take the Attack action. For 1 minute, your unarmed attacks inflict an additional 1d4 fire damage. Once you use this feature, you cannot do so again until you complete a long rest.
Riddle of Fire
At 13th level you can strike at a foe's most vital spot. When you take the Attack action, you can choose to instead make a single unarmed attack at advantage. The target has vulnerability to all damage caused by the attack regardless of any resistance or immunity they have otherwise.
Howling Fist
At 17th level, you can use Enlightenment as if you had expended 5 chakra without expending any Chakra. Once you use this feature, you cannot do so again until you complete a long rest.
Wind Sect
Initiate of Wind
Students of the wind are taught to value rapidity and mobility. If you choose this sect at 3rd level, your movement speed increases by 10 if you aren't wearing heavy or medium armor and if you take the Dash or Dodge action you gain Greased Lightning.
Fists of Wind
At 9th level you can suffuse yourself with wind-aspected chakra as an action or when you take the Attack action. For 1 minute, your movement doesn't provoke opportunity attacks and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Once you use this feature, you cannot do so again until you complete a long rest.
Riddle of Wind
At 13th level you can propel yourself across the battlefield in an instant. As an action, choose a creature you can see within 30 feet. You move straight line toward it and take the Attack action against the target using your unarmed strikes. This movement does not trigger opportunity attacks.
Tornado Strikes
At 17th level, you can use Asuran Fists as if you had expended 5 chakra without expending any chakra. Once you use this feature, you cannot do so again until you complete a long rest.