Revised 2024 UA Monk

by Tatarius

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One D&D Monk Revised

Original Source: 2023 UA
The Monk
Monk Level Proficiency Bonus Unarmored Movement Features
1st +2 Weapon Mastery, Martial Arts, Unarmored Defense
2nd +2 +5 ft. Unarmored Movement (Improved Speed), Unarmored Combatant
3rd +2 +5 ft. Defensive Stance, Monk Subclass
4th +2 +10 ft. Ability Score Improvement
5th +3 +10 ft. Extra Attack, Stunning Strike, Unarmored Movement (Slowfall)
6th +3 +15 ft. Empowered Strikes, Subclass Feature
7th +3 +15 ft. Evasion, Resolute Survivor
8th +3 +20 ft. Ability Score Improvement
9th +4 +20 ft. Mind, Body and Soul, Unarmored Movement Improvement (Transcending Steps)
10th +4 +25 ft. Self-Restoration
11th +4 +25 ft. Subclass Feature
12th +4 +30 ft. Ability Score Improvement
13th +5 +30 ft. Improved Empowered Strikes, Evasion Improvement
14th +5 +35 ft. Improved Resolute Survivor, Unarmored Movement Improvement (Steps of Air)
15th +5 +35 ft. Improved Stunning Strike
16th +5 +40 ft. Ability Score Improvement
17th +6 +40 ft. Subclass Feature
18th +6 +45 ft. Improved Mind, Body and Soul
19th +6 +45 ft. Ability Score Improvement
20th +6 +50 ft. Perfect Self

Creating a Monk


  • To create a Monk, consult the following lists, which
  • provide Hit Points, proficiencies, and armor training. If
  • you’re making a 1st-level character, also consult the
  • “Starting Equipment” section, and if you’re using the
  • multiclassing rules, see the “Multiclassing and the Monk”
  • sidebar. Then look at the Monk table to see the class
  • features you get at each level in this class. The
  • descriptions of those features appear in the “Monk Class
  • Features” section.


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


  • Saving Throws: Strength, Dexterity
  • Skills: Choose two skills from: Acrobatics, Athletics, History, Insight, Nature, Perception, Religion, and Stealth
  • Weapons: Simple weapons. Also, Martial Weapons that lack the Two-handed or Heavy Properties.
  • Tools: Choose one type of Artisan’s tools or one Musical instrument

Armor Training


  • None

Starting Equipment


  • As a 1st-level character, you either can spend 65 GP on
  • equipment of your choice or you start with the following
  • equipment:
    Artisan’s Tools, Dagger (5), Explorer's Pack, Musical Instrument, Spear, 9 GP

Multiclassing and the Monk


  • If your group uses the multiclassing rules in the Player’s
  • Handbook, here’s what you need to know if you choose
  • Monk as one of your classes.

  • Ability Score Minimum: As a multiclass character, you
  • must have a score of at least 13 in the Monk’s primary
  • abilities, Dexterity and Wisdom, to take a level in this class
  • or to take a level in another class if you are already a
  • Monk.

Monk Class Features

  • As a Monk, you gain the following class features when you
  • reach the specified levels in this class. These features are
  • listed on the Monk table.

1st level: Weapon Mastery

  • Your training with weapons allows you to use the Mastery
  • property of one kind of Simple Weapon, or Martial
  • Weapon without the Two-Handed or Heavy Property.

  • Whenever you finish a Long Rest, you can change the
  • kinds of weapons you chose. For example, you could
  • switch to using the Mastery properties of Maces or
  • Slings.
1st Level: Martial Arts

  • Your practice of martial arts gives you mastery of combat
  • styles that use Unarmed Strikes, Simple Weapons, and
  • Martial Weapons that lack the Two-Handed or Heavy
  • Property. You gain the following benefits while you aren’t
  • wearing armor and not wielding a shield:

  • Bonus Unarmed Strikes: Whenever you take the Attack, Dodge, Disengage, or Dash actions, you may make 1 Unarmed Strikes as part of that same action. This Unarmed Strike need not be made at the same timing or position you performed the above actions, as long as the Unarmed Strikes is performed before the end of your current turn.
  • Dexterous Attacks: You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes, Simple Weapons, and Martial Weapons that lack the Two-Handed or Heavy Properties. You may also use your Dexterity modifier instead of your Strength modifier for determining the DC of your Grapple and Shove attempts made as part of your Unarmed Strikes. You may also Shove five additional feet when performing a Shove.
  • Martial Arts Prowess: Your training with Unarmed Strikes improves as you gain monk levels. Your damage with Unarmed Strikes becomes 1d6 instead of 1, and you add half your monk level, rounded up, to damage dealt.
  • Unarmed Weapon Mastery:
  • You learn to imbue Weapon Masteries into your Unarmed Strikes. When making a weapon attack with an Unarmed Strikes, you may choose 1 from between Flex, Sap, or Vex Weapon Mastery Properties to apply to the attack. Flex makes your Unarmed Strikes do 1d8 instead of 1d6.

1st level: Unarmored Defense

  • While you aren’t wearing any armor or wielding a Shield,
  • your base Armor Class equals 10 plus your Dexterity and
  • Wisdom modifiers.

2nd level: Unarmored Movement

  • While not wearing any armor or wielding a shield, you
  • may gain the following benefits at the corresponding
  • monk levels.
  • 2nd level: Improved Speed --Your speed increases by 5 feet and this bonus increases when you reach certain Monk levels, as shown in the Monk table.
  • 5th level: Slow Fall --You may use your reaction to falling from more than 10 feet to gain the benefits of a Feather Fall spell. This movement does not provoke Opportunity Attacks.
  • 9th level: Transcending Steps -- You may use your Speed across liquids on your turn without falling during the movement. You also gain a Climb Speed equal to your Speed.
  • 13th level: Steps of Air --You gain a Flying Speed equal to your half your Speed.

2nd level: Unarmored Combatant

  • You learn various maneuvers and techniques while not
  • using armor nor wielding a shield. You can perform the
  • following features if you meet these prerequisites.

    Step of the Wind: As a Bonus action, you may take either the Disengage or Dash action, and whenever you do take the Dash or Disengage actions, your jump distance is doubled for the turn.
    Patient Defense: As a Bonus action, if you have 15 ft of movement or more left, you may reduce your Speed by 15 ft to take the Dodge action.
    Flurry of Blows: As a Bonus action, if you have 15 ft of movement or more left, you may reduce your Speed by 15 ft to make 2 Unarmed Strikes.

3rd level: Defensive Stance

  • While not wearing any armor or wielding a shield, and as
  • long as you are not afflicted with the following conditions:
  • Dazed, Grappled (or Grappling another creature),
  • Incapacitated, Paralyzed, Prone, Restrained, Stunned or
  • Unconscious; you may gain the following benefits.
    Deflect Strikes: When you are hit with an melee attack you may reduce the damage dealt by an amount equal to your Dexterity modifier + half your monk level, rounded down. If you reduce the damage to 0, you may as a Reaction, redirect the strike against a target within your Unarmed Strikes Reach, making an attack roll using the same modifiers you would to make an Unarmed Strike. If you hit, the creature takes 1d6 at 3rd, 2d6 at 5th, 3d6 at 11th, and 4d6 at 17th level, + your Dexterity Modifier in damage. The Damage type is the same as the attack that triggered Deflect Strikes feature. This damage reduction is done before any resistances are applied.
    Deflect Missile: When you are hit with a ranged attack you may reduce the damage dealt by an amount equal to your Dexterity modifier + half your monk level, rounded down. If you reduce the damage to 0, you may as a Reaction, redirect the strike against a target of your choice within 60 feet, making an attack roll using the same modifiers you would to make an Unarmed Strike. If you hit, the creature takes 1d6 at 3rd, 2d6 at 5th, 3d6 at 11th, and 4d6 at 17th level, + your Dexterity Modifier in damage. The Damage type is the same as the attack that triggered Deflect Missiles Feature. This damage reduction is done before any resistances are applied.
    Persistent Defense: You may at the end of your turn, until the start of your next turn, add an amount to your AC. This amount is 1d4 at 3rd level, 1d4+2 at 11th level, and 1d4+4 at 19th level.
3rd level: Monk Subclass

  • You gain a Monk subclass of your choice: Warrior of
  • Mercy, Warrior of Shadow, Warrior of the Four Elements,
  • or Warrior of the Open Hand. Subclasses are detailed
  • after this class’s description (for this playtest, use Way of
  • Mercy from Tasha’s Cauldron of Everything for Warrior of
  • Mercy). A subclass is a specialization that grants you
  • special abilities at certain Monk levels. For the rest of your
  • career, you gain each of your subclass’s features that are
  • of your Monk level and lower.

4th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify.

5th level: Extra Attack

  • You can attack twice, instead of once, whenever you take
  • the Attack action on your turn.

5th level: Stunning Strike

  • Once per turn, when you hit a creature with Unarmed
  • Strikes, Simple Weapons, or Martial Weapons that lacks
  • the Two-Handed or Heavy Properties, you can attempt a
  • Stunning Strike. The Target must succeed on a
  • Constitution saving throw against a DC equal to 8 +
  • Wisdom Modifier + your Proficiency bonus. On a Failure,
  • the creature has the Stunned condition until the end of
  • your next turn. Otherwise, the creature is Dazed until the
  • end of their next turn.

  • You may use this feature a number of times equal to your
  • Wisdom modifier per Long Rest.

  • At 9th level, you get all uses of this feature back on a
  • Short or Long Rest, instead of just Long Rests.

6th level: Empowered Strikes

  • When you make an Unarmed Strike, you gain a bonus to
  • the attack rolls and DC to Shove and Grapple attempts.
  • This bonus starts at +1 at 6th level, and become +2 at
  • 11th and +3 at 17th. Your Unarmed Strikes can do force
  • damage instead of Bludgeoning, your choice.

6th level: Subclass Feature

  • You gain a feature from your Monk subclass.
7th level: Evasion

  • 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 don’t benefit
  • from this feature if you have the Incapacitated condition.

  • At 13th level, this feature improves, and applies to all
  • Saving Throws instead of just Dexterity Saving throws.

7th level: Resolute Survivor

  • Choose 2 Saving Throws you lack proficiency in. Gain
  • Proficiency in the Chosen Saving Throws.

8th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify.

9th level: Mind, Body, and Soul

  • Through intensive training, you have learn to find balance
  • within yourself.

  • Mind: You transcend language barriers and directly communicate with other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
  • Body: You recover 1 level of Exhaustion from a Short or Long Rest, and you can't Die from having too much Exhaustion. Forgoing food and drink doesn't give you levels of Exhaustion.
  • Soul: You suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age.

10th level: Self-Restoration

  • Through sheer force of will, at the start of your turn, you
  • may end one of the following conditions you currently
  • have: Charmed, Frightened, Poisoned.

  • In addition, you have learned to endure powers that
  • would consume others. You gain resistance to Necrotic
  • and Poison damage. If you have any of these resistance
  • from some other feature, you may choose a replacement
  • from the following list: Radiant, Psychic, or Force.

11th level: Subclass Feature

  • You gain a feature from your Monk subclass.

12th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify.

13th level: Improved Empowered Strikes

  • Whenever you attempt a Stunning Strike you may
  • improve the Saving throw DC by the same amount as
  • your Empowered Strikes to hit bonus. Additionally, If the
  • Stunning Strike attempt is made on a Critical Hit, the
  • creature has disadvantage on it's Saving Throw.

14th level: Improved Resolute Survivor

  • You gain Proficiency in all Saving Throws.

  • Whenever you make a Saving Throw you do so with
  • Advantage.

15th level: Improved Stunning Strike

  • When you attempt a Stunning Strike on a creature, they
  • are Paralyzed instead of Stunned if they fail their saving
  • throw. They also take additional damage (same type as
  • the attack trigger Stunning Strike) equal to your
  • twice your monk level whenever you attempt a Stunning
  • Strike, regardless if they fail or make their saving throw.
16th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify.

17th level: Subclass Feature

  • You gain a feature from your Monk subclass.

18th level: Improved Mind, Body and Soul

  • You gain the following features.
  • Mind: You are Immune to the Charm and Frightened conditions.
  • Body: You are Immune to Poison and Necrotic damage.
  • Soul: You are Immune to effects that would possess you, teleport you against your will, or banish you from your current plane. You also never get lost on the Astral Plane. If you are Reincarnated, you may choose what your new form is.
19th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify.

20th level: Perfect Self

  • Gain +4 Wisdom and +4 Dexterity. Your maximum for
  • Wisdom and Dexterity are increased by 4 as well (to a
  • maximum of 26 each)

  • In addition, you may make 1 additional Bonus action on
  • your turn each round.

 

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