\section{Monk}\label{monk}
Her fists a blur as they deflect an incoming hail of arrows, a
half---elf springs over a barricade and throws herself into the massed
ranks of hobgoblins on the other side. She whirls among them, knocking
their blows aside and sending them reeling, until at last she stands
alone.
Taking a deep breath, a human covered in tattoos settles into a battle
stance. As the first charging orcs reach him, he exhales and a blast of
fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black---clad halfling steps into
a shadow beneath an arch and emerges from another inky shadow on a
balcony a stone's throw away. She slides her blade free of its
cloth-Wrapped scabbard and peers through the open window at the tyrant
prince, so vulnerable in the grip of sleep.
Whatever their discipline. 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.
\subsection{Background}\label{background}
\subsubsection{The Magic of Ki}\label{the-magic-of-ki}
Monks make careful study of a magical energy that most monastic
traditions call ki. This energy is an element
of the magic that suffuses the multiverse---specifically, the element
that flows through living bodies. Monks harness this power Within
themselves to create magical effects and exceed their bodies' physical
capabilities, and some of their special attacks can hinder the flow of
ki in their opponents. Using this energy, monks channel uncanny speed
and strength into their unarmed strikes. As they gain experience, their
martial training and their mastery of ki gives them more. power over
their bodies and the bodies of their foes.
\subsubsection{Training and Asceticism}\label{training-and-asceticism}
Small walled Cloisters dot the landscapes of the worlds of D\&D. tiny
refuges from the flow of ordinary life, where time seems to stand still.
The monks who live there seek personal perfection through contemplation
and rigorous training. Many entered the monastery as children, sent to
live there when their parents died, when food couldn't be found to
support them. or in return for some kindness that the monks had
performed for their families.
Some monks live entirely apart from the surrounding population, secluded
from anything that might impede their spiritual progress. Others are
sworn to isolation, emerging only to serve as spies or assassins at the
command of their leader, a noble patron, or some other mortal or divine
power.
The majority of monks don't shun their neighbors, making frequent visits
to nearby towns or villages and exchanging their service for food and
other goods. As versatile warriors, monks often end up protecting their
neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a structured, communal
lifestyle to become a wanderer. This can be a harsh transition, and
monks don't undertake it lightly. Those who leave their cloisters take
their work seriously, approaching their adventures as personal tests of
their physical and spiritual growth.
As a rule, monks care little for material wealth and are driven by a
desire to accomplish a greater mission than merely slaying monsters and
plundering their treasure.
\subsubsection{Monastic Orders}\label{monastic-orders}
The worlds of D\&D contain a multitude of monasteries and monastic
traditions. in lands with an Asian cultural flavor, such as Shou Lung
far to the east ofthe Forgotten
Realms, these monasteries are associated with philosophical traditions
and martial arts practice. The Iron Hand School, the Five Stars School,
the Northern Fist School, and
the Southern Star School of Shou Lung teach different approaches to the
physical, mental, and spiritual disciplines ofthe monk. Some ofthese
monasteries have spread to the western lands of Faerun, particularly in
places with large Shou immigrant communities, such as Thesk and
Westgate.
Other monastic traditions are associated with deities who teach the
value of physical excellence and mental discipline. In the Forgotten
Realms, the order ofthe Dark Moon is made up ofmonks dedicated to Shar
(goddess ofloss), who maintain secret communities in remote hills, back
allies, and subterranean hideaways. Monasteries ofllmater (god
ofendurance) are named after flowers, and their orders carry the names
of great heroes ofthe faith; the Disciples of Saint Sollars the
Twice-Martyred reside in the Monastery of the Yellow Rose near Damara.
The monasteries ofEberron combine the study of martial arts with a life
of scholarship. Most are devoted to the deities ofthe Sovereign Host. in
the world of Dragonlance, most monks are devoted to Majere, god of
meditation and thought. In Greyhawk, many monasteries are dedicated to
Xan Yae, the goddess oftwilight and the superiority of mind over matter,
or to Zuoken, god of mental and physical mastery.
The evil monks ofthe Scarlet Brotherhood in the world of Greyhawk derive
their fanatic zeal not from devotion to a god but from dedication to the
principles oftheir nation and their race---the beliefthat the Suel
strand ofhumanity are meant to rule the world.
\subsubsection{Creating a Monk}\label{creating-a-monk}
As you make your monk character. think about your connection to the
monastery where you learned your skills and spent your formative years.
Were you an orphan or a child left on the monastery's threshold? Did
your parents promise you to the monastery in gratitude for a service
performed by the monks? Did you enter this secluded life to hide from a
crime you committed? Or did you choose the monastic life for yourself?
Consider Why you left. Did the head of your monastery choose you for a
particularly important mission beyond the Cloister? Perhaps you were
cast out because of some violation of the community's rules. Did you
dread leaving, or were you happy to go? Is there something you hope to
accomplish outside the monastery? Are you eager to return to your home?
As a result of the structured life of a monastic community and the
discipline required to harness ki, monks are almost always lawful in
alignment.
\paragraph{Quick Build}\label{quick-build}
You can make a monk quickly by following these suggestions. First, make
Dexterity your highest ability score, followed by Wisdom. Second. choose
the hermit background.
\subsection{Class Features}\label{class-features}
\subsubsection{Baseline}\label{baseline}
As a monk, you gain the following class features.
\paragraph{Hit Points}\label{hit-points}
\textbf{Hit Dice:} ld8 per monk level
\textbf{Hit Points at lst Level:} 8 + your Constitution modifier
\textbf{Hit Points at Higher Levels:} ld8 (or 5) + your Constitution
modifier per monk level after lst
\paragraph{Proficiencies}\label{proficiencies}
\textbf{Armor:} None
\textbf{Weapons:} Simple weapons, shortswords
\textbf{Tools:} Choose one type of artisan's tools or one musical
instrument
\textbf{Saving Throws:} Strength, Dexterity
\textbf{Skills:} Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
\paragraph{Equipment}\label{equipment}
You start with the following equipment, in addition to the equipment
granted by your background:
\begin{itemize}
\tightlist
\item
\emph{(a)} a shortsword or \emph{(b)} any simple weapon
\item
\emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
\item
10 darts
\end{itemize}
\subsubsection{Unarmored Defense}\label{unarmored-defense}
Beginning at 1st level, while you are wearing no armor and not wielding
a shield, your AC equals 10 + your Dexterity modifier + your Wisdom
modifier.
\subsubsection{Martial Arts}\label{martial-arts}
At lst 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 unarme or wielding only
monk weapons and you aren't wearing armor or wielding a shield:
\begin{itemize}
\tightlist
\item
You can use Dexterity instead of Strength for the attack and damage
rolls of your unarmed strikes and monk weapons.
\item
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.
\item
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 quarter---
staff, you can also make an unarmed strike as a bonus action, assuming
you haven't already taken a bonus action this turn.
\item
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 in
chapter 5.
\end{itemize}
\subsubsection{Ki}\label{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 features effects. The saving throw DC is calculated as
follows:
\begin{quote}
\textbf{Ki save DC} = 8 + your proficiency bonus + your Wisdom modifier
\end{quote}
\paragraph{Flurry of Blows}\label{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.
\paragraph{Patient Defense}\label{patient-defense}
You can spend 1 ki point to take the Dodge action as a bonus action on
your turn.
\paragraph{Step of the Wind}\label{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.
\subsubsection{Unarmored Movement}\label{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.
\subsubsection{Monastic Tradition}\label{monastic-tradition}
When you reach 3rd level, you commit yourself to a monastic tradition:
the Way of the Open Hand, the Way of Shadow. or the Way of the Four
Elements, all detailed at the end of the class description. Your
tradition grants you features at 3rd level and again at 6th, 11th, and
17th level.
\subsubsection{Deflect Missiles}\label{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 ld10 + 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.
Ifyou catch a missile in this way, you can spend 1 ki point to make a
ranged attack 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.
\subsubsection{Ability Score
Improvement}\label{ability-score-improvement}
When you reach 4th level, and again at 8th, 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.
\subsubsection{Slow Fall}\label{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.
\subsubsection{Extra Attack}\label{extra-attack}
Beginning at 5th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn.
\subsubsection{Stunning Strike}\label{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 0 your next turn.
\subsubsection{Ki-Empowered Strikes}\label{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.
\subsubsection{Evasion}\label{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.
\subsubsection{Stillness of Mind}\label{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.
\subsubsection{Purity of Body}\label{purity-of-body}
At 10th level, your mastery of the ki flowing through you makes you
immune to disease and poison.
\subsubsection{Tongue of the Sun and
Moon}\label{tongue-of-the-sun-and-moon}
Starting at 13th level, you learn to touch the ki of other minds so that
you understand all spoken languages. Moreover, any creature that can
understand a language can understand what you say.
\subsubsection{Diamond Soul}\label{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.
\subsubsection{Timeless Body}\label{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.
\subsubsection{Empty Body}\label{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.
\subsubsection{Perfect Self}\label{perfect-self}
At 20th level, when you roll for initiative and have no ki points
remaining, you regain 4 ki points.
\subsection{Monastic Traditions}\label{monastic-traditions}
Three traditions of monastic pursuit are common in the monasteries
scattered across the multiverse. Most monasteries practice one tradition
exclusively, but a few honor the three traditions and instruct each monk
according to his or her aptitude and interest. All three traditions rely
on the same basic techniques. diverging as the student grows more adept.
Thus, a monk need choose a tradition only upon reaching 3rd level.
\subsubsection{Way of the Open Hand}\label{way-of-the-open-hand}
Monks of the Way of the Open Hand are the ultimate masters of martial
arts combat, whether armed or unarmed. They learn techniques to push and
trip their opponents, manipulate ki to heal damage to their bodies, and
practice advanced meditation that can protect them from harm.
\paragraph{Open Hand Technique}\label{open-hand-technique}
Starting when you choose this tradition at 3rd level, you can manipulate
your enemy`s ki when you harness your own. Whenever you hit a creature
with one of the attacks granted by your Flurry of Blows, you can impose
one of the following effects on that target:
\begin{itemize}
\tightlist
\item
It must succeed on a Dexterity saving throw or be knocked prone.
\item
It must make a Strength saving throw. If it fails, you can push it up
to 15 feet away from you.
\item
It can't take reactions until the end of your next turn.
\end{itemize}
\paragraph{Wholeness of Body}\label{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.
\paragraph{Tranquility}\label{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.
\paragraph{Quivering Palm}\label{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.
\subsubsection{Way of Shadow}\label{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.
\paragraph{Shadow Arts}\label{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.
\paragraph{Shadow Step}\label{shadow-step}
At 6th level, you gain the ability to step from one shado 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.
\paragraph{Cloak of Shadows}\label{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.
\paragraph{Opportunist}\label{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.
\subsubsection{Way of the Four Elements}\label{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.
\paragraph{Disciple of the Elements}\label{disciple-of-the-elements}
When you choose this tradition at 3rd level, you learn magical
disciplines that harness the power of the four elements. A discipline
requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental
discipline of your choice, which are detailed in the ``Elemental
Disciplines'' section below. You learn one additional elemental
discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one
elemental discipline that you already know with a different discipline.
\textbf{Casting Elemental Spells.} Some elemental disciplines allow you
to cast spells. See chapter 10 for the general rules of spellcasting. To
cast one of these spells, you use its casting time and other rules, but
you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki
points to increase the level of an elemental discipline spell that you
cast, provided that the spell has an enhanced effect at a higher level,
as burningS hands does. The spell's level increases by 1 for each
additional ki point you spend. For example, if you are a 5th-level monk
and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki
points to cast it as a 2nd---level spell (the discipline's base cost of
2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this
way (including its base ki point cost and any additional ki points you
spend to increase its level) is determined by your monk level, as shown
in the Spells and Ki Points table.
\begin{longtable}[c]{@{}ll@{}}
\toprule
Monk Levels & Maximum Ki Points for a Spell\tabularnewline
\midrule
\endhead
5th-8th & 3\tabularnewline
9th-12th & 4\tabularnewline
13th-17th & 5\tabularnewline
17th-20th & 6\tabularnewline
\bottomrule
\end{longtable}
\paragraph{Elemental Disciplines}\label{elemental-disciplines}
The elemental disciplines are presented in alphabetical order. If a
discipline requires a level, you must be that level in this class to
learn the discipline.
\textbf{Breath of Winter (17th Level Required).} You can spend 6 ki
points to cast cone of cold.
\textbf{Clench of the North Wind (6th Level Required).} You can spend 3
ki points to cast hold person.
\textbf{Elemental Attunement.} You can use your action to briefly
control elemental forces nearby, causing one of the following effects of
your choice:
\begin{quote}
\begin{itemize}
\tightlist
\item
Create a harmless, instantaneous sensory effect related to air, earth,
fire, or water, such as a shower of sparks, a puff of wind, a spray of
light mist, or a gentle rumbling of stone.
\item
Instantaneously light or snuff out a candle, a torch, or a small
campfire.
\item
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
\item
Cause earth, fire, water, or mist that can fit within a 1-foot cube to
shape itself into a crude form you designate for 1 minute.
\end{itemize}
\end{quote}
\textbf{Eternal Mountain Defense (11th Level Required).} You can spend 5
ki points to cast stoneskin, targeting yourself.
\textbf{Fangs of the Fire Snake.} When you use the Attack action on your
turn, you can spend 1 ki point to cause tendrils of flame to stretch out
from your fists and feet. Your reach with your unarmed strikes increases
by 10 feet for that action, as well as the rest of the turn. A hit with
such an attack deals fire damage instead of bludgeoning damage, and if
you spend 1 ki point when the attack hits, it also deals an extra 1d10
fire damage.
\textbf{Fist of Four Thunders.} You can spend 2 ki points to cast
thunderwave.
\textbf{Fist of Unbroken Air.} You can create a blast of compressed air
that strikes like a mighty fist. As an action, you can spend 2 ki points
and choose a creature within 30 feet of you. That creature must make a
Strength saving throw. On a failed save, the creature takes 3d10
bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
additional ki point you spend, and you can push the creature up to 20
feet away from you and knock it prone. On a successful save, the
creature takes half as much damage, and you don't pus it or knock it
prone.
\textbf{Flames of the Phoenix (11th Level Required).} You can spend 4 ki
points to cast fireball.
\textbf{Gong of the Summit (6th Level Required).} You can spend 3 ki
points to cast shatter.
\textbf{Mist Stance (11th Level Required).} You can spend 4 ki points to
cast gaseous form, targeting yourself.
\textbf{Ride the Wind (11th Level Required).} You can spend 4 ki points
to cast fly, targeting yourself.
\textbf{River of Hungry Flame (17th Level Required).} You can spend 5 ki
points to cast Wall of fire.
\textbf{Rush of the Gale Spirits.} You can spend 2 ki points to cast
gust ofWind. Shape the Flowing River. As an action, you can spend 1 ki
point to choose an area of ice or water no larger than 30 feet on a side
within 120 feet of you. You can change water to ice within the area and
Vice versa, and you can reshape ice in the area in any manner you
choose. You can raise or lower the ice's elevation, create or fill in a
trench, erect or flatten a wall, or form a pillar. The extent of any
such changes can't exceed half the area's largest dimension. For
example, if you affect a 30---foot square, you can create a pillar up to
15 feet high, raise or lower the square's elevation by up to 15 feet,
dig a trench up to 15 feet deep, and so on. You can't shape the ice to
trap or injure a creature in the area.
\textbf{Sweeping Cinder Strike.} You can spend 2 ki points to cast
burning hands.
\textbf{Water Whip.} You can spend 2 ki points as a bonus action to
create a whip of water that shoves and pulls a creature to unbalance it.
A creature that you can see that is within 30 feet of you must make a
Dexterity saving throw. On a failed save, the creature takes :3le
bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
additional ki point you spend. and you can either knock it prone or pull
it up to 25 feet closer to you. On a successful save, the creature takes
half as much damage, and you don't pull it or knock it prone.
\textbf{Wave of Rolling Earth (17th Level Required).} You can spend 6 ki
points to cast wall of stone.
\subsection{Progression Summary}\label{progression-summary}