The Monk
Easily the most unique class in Dungeons and Dragons, the Monk is the law-defying badass straight out of an anime. With their borderline magical abilities, they can redefine entire combat scenarios...if only they were better mechanically. For a long time, Monks have had the short end of the stick in terms of combat utility, out of combat utility, and good subclasses. I hope to change that with this revision to my favorite 5e class.
The Monk Table
| Level | PB | Features | Martial Arts Die | Unarmored Movement |
|---|---|---|---|---|
| 1 | +2 | Unarmored Defense, Martial Arts | 1d6 | - |
| 2 | Ki, Unarmored Movement | 10 ft. | 3 | Monastic Tradition, Deflect Missiles |
| 4 | A.S.I., Focused Restoration | 5 | +3 | Extra Attack, Stunning Strike | 1d8 |
| 6 | A.S.I., Ki-Strikes, Monastic Tradition Feature | 15 ft. | 7 | Evasion, Stillness of Mind |
| 8 | A.S.I., Well Versed | 9 | +4 | Unarmored Stride |
| 10 | Purity of Body and Soul | 1d10 | 20 ft. | 11 | Extra Attack (x2), Monastic Tradition Feature |
| 12 | A.S.I., Resonant Ki | 13 | +5 | Resistance |
| 14 | A.S.I., Perfect Discipline | 25 ft. | 15 | Endless Strikes | 1d12 |
| 16 | A.S.I., Timeless Body | 17 | +6 | Wiser than Life, Monastic Tradition Feature |
| 18 | Monk Weapon Versatility | 30 ft. | 19 | A.S.I., Death Defying |
| 20 | Perfect Self |
Class Details
Hit Points
Hit Dice: 1d10 per Monk level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st
Proficiencies
Armor: None
Tools: Choose one artisan's tools or musical instrument
Weapons: Simple weapons, Finesse Weapons
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Nature, Religion, Perception, Sleight of Hand, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a finesse weapon (b) any simple weapon
-
(a) a dungeoneer's pack or (b) an explorer's pack
-
any simple weapon
Class Features
Martial Arts
Starting at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons. You gain the following benefits:
Monk Weapons
You have honed your skills with a particular set of weapons called monk weapons. This set includes finesse weapons and simple melee weapons that don't have the heavy or two-handed property. When wielding these weapons, you can use your Dexterity modifier for attack and damage rolls made with these weapons. When rolling damage, you can roll your Martial Arts Die for the damage of your monk weapons. This die increases as you earn levels in this class.
Unarmed Strikes
You learned how to make the most out of nothing. Your Unarmed Strikes now deal Bludgeoning damage equal to one roll of your Martial Arts Die. They also use Dexterity for attack and damage rolls. Finally, when you take the attack action, you can make an Unarmed Strike as a bonus action on that same turn.
Martial Art Mastery
You trained in a particular martial art and have become a master at it. Choose a Martial Art from the list below (Appendix A). Each Martial Art gives you passive bonuses, as well as enhanced attacks called Techniques. As you gain more attacks, you can spend them on more powerful Techniques. You learn additional Martial Arts at levels 10 and 17.
- Martial Arts Technique Save DC: 8 + your PB + your DEX
Unarmored Defense
Also at 1st level, while you are wearing no armor and not wielding a shield, your Armor Class equals your Dexterity Score.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of Ki. You have a number of Ki points equal to your Monk level + your Wisdom Modifier. 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 regain all your Ki points at the end of a rest.
- Flurry of Blows: 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
- Step of the Wind: You can spend 1 Ki point to take the Dash and Disengage actions as a bonus action. You jump distance is also doubled
- Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Unarmored Movement
Also at 2nd level, while not wearing armor or a shield, your speed is increased by the amount dictated in the Unarmored Movement Column of the Monk Table. Additionally, when you take fall damage, you can reduce the damage you take by 5 times your Monk Level.
Monastic Tradition
Starting at 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.
Deflect Missiles
Also at 3rd level, when attacked by a ranged projectile (physical or magical), you can use your reaction to reduce the damage by a roll of your Martial Arts Die + your Monk level + your Dexterity modifier. If you reduce the damage to zero and the projectile can be grabbed, then you can catch it. You can launch a caught missile back at any target within 60 feet by spending one Ki point. The target takes damage equal to your Martial Arts Die + your Dexterity Modifier.
Ability Score Improvement
Starting at 4th level, and again at 6th, 8th, 12th, 14th, 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.
Focused Restoration
Also at 4th level, once per Long Rest, you can spend one minute meditating. After this minute is over, you gain the effects of a Short Rest.
Extra Attack
Starting at 5th level, you can attack twice, not just once, when you take the Attack action on your turn. You gain a additional attack at 11th level.
Stunning Strike
Also at 5th level, when you hit a creature with a monk weapon or Unarmed Strike attack, you can spend one Ki point to force them to roll a Constitution Saving Throw against your Ki ability Save DC. On a fail, they are stunned until the end of your next turn.
Ki Strikes
Starting at 6th level, your Unarmed Strikes and Monk Weapon attacks deal Force damage and are magical for the purpose of overcoming resistances and immunities.
Evasion
Starting at 7th level, 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
Also at 7th level, when you are Charmed, Frightened, or Poisoned or have to roll a Saving Throw to avoid those conditions, you can spend a Ki point to automatically succeed.
Well Versed
Starting at 8th level, you can spend 2 Ki points at the end of a short or long rest to give yourself proficiency in a skill until your next rest.
Unarmored Stride
Starting at 9th level, you can move up vertical surfaces and across liquids without falling during your move. Additionally, you do not need a running start to maximize the distance of your long jump or high jump.
Purity of Mind and Soul
Starting at 10th level, you gain proficiency in all Saving Throws. Also, when you fail a Saving Throw, you can re-roll it by spending a Ki point. You are also immune to disease and poison.
Resonant Ki
Starting at 12th level, when you spend one or more Ki points during you action, you can lower the cost of your next Ki ability before the start of your next turn by one.
Resistance
Starting at 13th level, when damaged by a single-target attack, you can use your reaction to reduce the damage to zero. You can use this feature once per rest. After you use this feature once, you can use it again by spending 5 Ki points. At 18th level, you can use this feature twice per rest.
Perfect Discipline
Starting at 14th level, when you roll Initiative and do not have any Ki points left, you gain 4 Ki points.
Endless Strikes
Starting at 15th level, when you use Flurry of Blows, you can spend additional Ki points up to your Wisdom Modifier to increase the amount of attacks done by the number of Ki points spent.
Timeless Body
Starting at 16th 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.
Wiser than Life
Starting at 17th level, you gain proficiency in 4 skills of your choice and learn 2 extra languages. Additionally, you can spend 3 Ki points at the end of a short or long rest to give yourself Expertise in a skill until your next rest.
Monk Weapon Versatility
Starting at 18th level, you are proficient with all weapons, and can use any weapon as a monk weapon.
Death Defying
Starting at 19th level, when you are reduced to 0 Hit Points, you can spend 4 Ki Points to roll 4d12 and add them together. Your Hit points are instead reduced to the total amount rolled. If you haven't used your reaction, you can use it at that moment to take the dodge action.
Perfect Self
At 20th level, your Dexterity and Wisdom scores are increased by 2, and their maximum is now 25. Additionally, the Ki point costs of Flurry of Blows, Step of the Wind, and Patient Defense are reduced to zero.
Appendix A: Martial Arts
At first level, and then again at 10th and 17th level, you learn a Martial Art from the list below and gain their features.
Taekwondo
Focused on powerful kicks and flavorful flips, you mastered the art of staying on your feet and making sure the enemy can't.
- Passive: Power Kicks: Whenever you use a Ki point to use Flurry of Blows, any creature you hit with that ability is pushed back 5 feet.
- Axe Kick (1 Attack): You force a creature within range to make a Dexterity Saving Throw. On a failure, they take damage equal to your Martial Arts Die and are knocked prone.
- Double Roundhouse (2 Attacks): Make an Unarmed Strike attack against a creature within range. On hit, they take damage equal to 2 rolls of your Martial Arts die.
- Scissor Kick (3 Attacks): Make an Unarmed Strike attack against 2 adjacent creatures. On hit, they take damage equal to 3 rolls of your Martial Arts die and are knocked prone.
Kung Fu
The tried and true Martial Art for Monks. A mixture of sturdy stances and lightning fast jabs, you are sure to be the fastest set of fists around.
- Passive: Shaolin Defense: When taking the dodge action, your AC increases by 2.
- Power Stance (1 Attack): You take a sturdy stance, giving you Advantage on your next Unarmed Strike.
- Flurry of Strikes (2 Attacks): Make 4 attack rolls against a single target within range. This attack deals damage equal to one roll of your Martial Arts dice, but for every hit you land, you add your Dexterity Modifier to the damage.
- 1-inch Punch (3 attacks): You force a creature within range to make a Constitution Saving Throw. On a failure, you deal damage equal to 4 rolls of your Martial Arts Die. This damage is doubled if the target is at full Hit Points and is not affected by any condition.
Kenjutsu
Monk weapons come in a variety of shapes and sized, but nothing compared to the elegance of a blade. Guard this piece of steel with your life, as it will prove to be the thing that moves you up in the world.
- Passive: Lethal Swordsman: You gain proficiency with the Longsword and can use it as a monk weapon. Note: for flavor purposes, katanas and longswords have the same stats.
- Unsheathe (1 Attack): Make a longsword attack against a creature within 15 feet. On a hit, you move up to them without provoking opportunity attacks and deal damage as normal.
- Flying Crane Strike (2 Attacks): You jump up into the air and move up to 10 feet in the air towards a creature in range, avoiding opportunity attacks. Upon landing, you automatically deal damage equal to 1 roll of your Martial Arts Die.
- Slice and Dice (3 Attacks): Make 3 longsword attack rolls against a single creature within range. Every attack deals damage as normal. On one hit, the target's AC is lowered by 1 until the start of your next turn. On two hits, the target is disarmed. On 3 hits, the target is Blinded until the start of your next turn.
Judo
True strength is winning a fight without ever throwing a punch. Using your opponents energy against them, you punish telegraphed attacks, miscalculated moves, and sloppy executions.
- Passive: Punishing Strike: If a Large or smaller creature misses you with a melee attack, you can use your reaction to throw them onto the floor. The creature must succeed on a Strength Saving Throw against your Martial Arts Technique Save DC or be knocked prone.
- Strike and Grab (1 Attack): Make an attack against a creature within range. On hit, they take damage equal to your Martial Arts Die and are grappled.
- Redirecting Push (2 Attacks): You force an adjacent creature to roll a Strength Saving Throw. On a failed save, they are launched 10 feet away, land prone, and take damage equal to your Martial Arts Die
- Overhead Throw (3 Attacks): You force a creature within range to roll a Strength Saving Throw. On a failed save, you switch places with the target, without provoking opportunity attacks. The target takes damage equal to 2 rolls of your Martial Arts Die and is knocked Prone and Stunned until the end of your next turn.
Capoeira
Rolling around in the mud doesn't seem like an effective fight strategy, but they've never met you. You dominate the battlefield with unpredictable flips and kicks, distracting your opponents and giving you the upper hand.
- Passive: Down Low: When prone, all attacks against you are done at Disadvantage, and yours are no longer done at Disadvantage.
- Spinning Kick (1 Attack): Make a single attack roll. All creatures within 5 feet of you take damage equal to your Martial Arts Die, so long as your attack roll beat the individual target's AC.
- High and Low (2 Attacks): Make an attack roll against a creature within range. On a hit, they take damage equal to 2 rolls of your Martial Arts die and are knocked Prone or Blinded (your choice). This effect last until the start of your next turn.
- Dropkick: Choose a creature within your remaining movement speed. You spring up to them, avoiding opportunity attacks, dropkicking them in the chest. This attack automatically deals Bludgeoning damage equal to half the distance traveled. The target is also knocked Prone.
Kyudo
Martial Art is art, its right in the name. Its about precision and beauty. You understand this better than anyone. Precision is key, which is why you studied the bow. It is but a tool, but the battlefield is your canvas.
- Passive: Way of the Bow: You gain proficiency with the Longbow, and it counts as a Monk Weapon for you.
- Sharpshooter: Make an attack roll with a longbow at a creature within range with a -5 penalty. On hit, the attack deals damage equal to 2 rolls of your Martial Arts Die.
- Piercing Shot: Choose a 100 foot long line ahead of you. Every creature on that line must make a Dexterity Saving Throw. On a failure, they take damage equal to your Martial Arts Die + your Dexterity Modifier.
- Hail of Arrows: Choose 4 targets within range. Make an attack roll against each. On hit, the target takes damage equal to your Martial Arts Die. You cannot target the same person more than once.