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Quick Monk

The document provides an overview of the monk class in Dungeons & Dragons 5th edition, including key abilities and features that monks gain as they level up. At lower levels, monks gain proficiency in martial arts, unarmored defense, and ki points that allow special abilities. As monks level up, they gain additional attacks, movement bonuses, damage resistance, and high-level abilities like stunning strike and empty body. The document organizes monk abilities by level to provide a quick reference for players.

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JehonatanDa
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0% found this document useful (0 votes)
129 views

Quick Monk

The document provides an overview of the monk class in Dungeons & Dragons 5th edition, including key abilities and features that monks gain as they level up. At lower levels, monks gain proficiency in martial arts, unarmored defense, and ki points that allow special abilities. As monks level up, they gain additional attacks, movement bonuses, damage resistance, and high-level abilities like stunning strike and empty body. The document organizes monk abilities by level to provide a quick reference for players.

Uploaded by

JehonatanDa
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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MONK

quick reference
— D &D 5 E —
Prof. Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10ft Ki, Unarmored Movement
3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15ft Evasion, Stillness of Mind
8th +3 1d6 8 +15ft Ability Score Improvement
9th +4 1d6 9 +15ft Unarmored Movement Improvement
10th +4 1d6 10 +20ft Purity of Body
11th +4 1d8 11 +20ft Monastic Tradition feature
12th +4 1d8 12 +20ft Ability Score Improvement
13th +5 1d8 13 +20ft Tongue of the Sun and Moon
14th +5 1d8 14 +25ft Diamond Soul
15th +5 1d8 15 +25ft Timeless Body
16th +5 1d8 16 +25ft Ability Score Improvement
17th +6 1d10 17 +25ft Monastic Tradition feature
18th +6 1d10 18 +30ft Empty Body
19th +6 1d10 19 +30ft Ability Score Improvement
20th +6 1d10 20 +30ft Perfect Self

Ki
Monks At 2nd level, you gain access to Ki Points. You can
Hit points spend these to use various features. When you use a Kit
Hit Dice. 1d8 per monk level point, it is unavailable until you finish a short or long
Hit points at 1st Level. 8 + your Constitution modifier rest. You must spend at least 30 minutes of the rest
Hit Points at Higher Level. 1d8 (or 5) + your meditating to regain your ki points.
Constitution modifier per monk level after 1st
Ki save DC = 8 + your proficiency bonus
Proficiencies + your Wisdom modifier
Armor. None
Weapons. Simple weapons, shortswords Flurry of Blows
Tools. Choose one type of artisan’s tools or one Immediately after taking the attack action on your turn,
musical instrument you can spend 1 ki point to make two unarmed strikes
Saving Throws. Strength, Dexterity as a bonus action.
Skills. Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth Patient Defense
You can spend 1 ki point to take the Dodge action as a
Equipment bonus action on your turn.
You start with the following equipment:
• (a) a shortsword or (b) any simple weapon Step of the Wind
• (a) a dungeoneer’s pack or (b) an explorer’s pack You can spend 1 ki point to take the Disengage or Dash
• 10 darts action as a bonus action on your turn, and your jump
distance is doubled for the turn.
Unarmored Defense
Unarmored Movement
At 1st level, while wearing no armor and not wielding
a shield, your AC equals 10 + your Dexterity modifier + At 2nd level, your speed increases by 10ft while not
your Wisdom modifier wearing armor or wielding a shield. This increases as
you gain monk levels.
At 9th level, you gain the ability to move along vertical
Martial Arts surfaces and across liquids on your turn without falling
At 1st level, you gain the following benefits while you during the move.
are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield, when making Deflect Missiles
an attack with unarmed strike or monk weapons:
You can use Dexterity instead of Strength for the At 3rd level, you can use your reaction to deflect or
attack and damaged rolls. catch a missile when you are hit by a ranged weapon
You can roll a d4 in place of the normal damage. This attack. When you do, the damage is reduced by 1d10 +
increases as you gain monk levels. your Dexterity modifier + your monk level.
When you use the attack action on your turn, you can
make one unarmed strike as a bonus action.

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If you reduce the damage to 0, you can catch it if it is Empty Body
small enough for you to hold in one hand, and you have
a hand free. If you catch a missile in this way, you can At 18th level, you can use your action to spend 4 ki
spend 1 ki point to make a ranged weapon attack with points to become invisible for 1 minute. During that
the weapon or ammunition you caught, as part of the time, you also have resistance to all but force damage.
same reaction. You make this attack with proficiency, Additionally, you can spend 8 ki points to cast the
and the missile counts as a monk weapon for the attack. Astral Projection spell, without needing material
The range of this attack is 20/60ft. components, targeting only yourself.

Ability Score Increase Perfect Self


You can increase one ability score by 2, or two scores At 20th level, when you roll initiative, and have no ki
by 1, at 4th, 8th, 12th, 16th, and 19th level. You can’t points remaining, you regain 4 ki points.
increase an ability score above 20 using this feature.
Monastic Tradition
Slow Fall At 3rd level, you choose a monastic tradition. It grants
At 4th level, you can use your reaction to reduce any bonuses at 3rd, 6th, 11th, and 17th level.
falling damage you take by an amount equal to five
times your monk level. Way of the Open Hand
Open Hand Technique
Extra Attack At 3rd level, whenever you hit a creature with one of
At 5th level, you can attack twice, instead of once, the attacks granted by your Flurry of Blows, you can
whenever you take the Attack action on your turn. impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be
knocked prone.
Stunning Strike • It must succeed on a Strength saving throw, or be
At 5th level, when you hit another creature with a pushed up to 15ft away from you.
melee weapon attack, you can spend 1 ki point to • It can’t take reactions until the end of your next turn.
attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of Wholeness of Body
your next turn. At 6th level, you can use an action to regain hit points
equal to three times your monk level. You must finish a
Ki-Empowered Strikes long rest before you can use this feature again.

At 6th level, your unarmed strikes count as magical. Tranquility


At 11th level, at the end of a long rest, you gain the
Evasion effect of a Sanctuary spell that lasts until the start of
your next long rest (the spell can end early as normal).
At 7th level, when you are subjected to an effect that The saving throw DC is equal to 8 + your Wisdom
allows you to make a Dexterity save to take only half modifier + your proficiency bonus.
damage, you instead take no damage if you succeed,
and half if you fail. Quivering Palm
At 17th level, when you hit a creature with an unarmed
Stillness of Mind strike, you can spend 3 ki points to start imperceptible
vibrations, which last for a number of days equal to
At 7th leveI, you can use your action to end one effect your monk level. They are harmless unless you use
on yourself. your action to end them. To do so, you must be on the
same plane of existence. When you use this action, the
Purity of Body creature must make a Constitution saving throw. If it
fails, it is reduced to 0 hit points. If it succeeds, it takes
At 10th level, you are immune to disease and poison. 10d10 necrotic damage.
You can only have one creature under the effect
Tongue of the Sun and Moon of this feature at a time. You can choose to end the
At 13th level, you understand all spoken languages. vibrations harmlessly without using an action.
Additionally, any creature who can understand a
language can understand you. Way of Shadow
Shadow Arts
Diamond Soul At 3rd level, you can spend 2 ki points to cast Darkness,
At 14th level, you gain proficiency in all saving throws. Darkvision, Pass Without Trace, or Silence, without
Additionally, if you make a saving throw and fail, you providing material components. Additionally, you know
can spend 1 ki point to reroll it and use the result. the Minor Illusion cantrip.

Shadow Step
Timeless Body At 6th level, when in dim light or darkness, as a bonus
At 15th level, you suffer none of the frailty of old age, action you can teleport up to 60ft to an unoccupied
and you can’t be aged magically. You can still die of old space you can see that is also in dim light or darkness.
age. Additionally, you no longer need food or water. You then have advantage on the first melee attack you
make before the end of the turn.

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Cloak of Shadows Fist of Four Thunders. You can spend 2 ki points to
At 11th level, when you are in dim light or darkness, cast Thunderwave.
you can use your action to become invisible. You remain Fist of Unbroken Air. As an action, you can spend
invisible until you make an attack, cast a spell, or are in 2 ki points and choose a creature within 30ft of you.
an area of bright light. That creature must make a Strength saving throw. On
a failed save, the creature takes 3d10 bludgeoning
Opportunist
damage, plus an extra 1d10 bludgeoning damage for
At 17th level, whenever a creature within 5ft of you is
each additional ki point you spend, and you can push
hit by an attack made by a creature other than you, you
the creature up to 20ft away from you and knock it
can use your reaction to make a melee attack against
prone. On a successful save, the creature takes half as
that creature.
much damage, and it isn’t knocked away or prone.
Flames of the Phoenix (11th Level Required). You
Way of the Four Elements can spend 4 ki points to cast Fireball.
Discipline of the Elements Gong of the Summit (6th Level Required). You can
At 3rd level, you know the Elemental Attunement spend 3 ki points to cast Shatter.
discipline and one other elemental discipline of your
Mist Stance (11th Level Required). You can spend 4
choice. You learn on additional elemental discipline of
ki points to cast Gaseous Form, targeting yourself.
your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you Ride the Wind (11th Level Required). You can spend
can also replace one that you already know. 4 ki points to cast Fly, targeting yourself.
Casting Elemental Spells. Some elemental River of Hungry Flame (17th Level Required). You
disciplines allow you to cast spells. You don’t need to can spend 5 ki points to cast Wall of Fire.
provide material components for these spells. Rush of the Gale Spirits. You can spend 2 ki points
At 5th level, you can spend additional ki points to to cast Gust of Wind.
increase the level of an elemental spell you cast. The
Shape the Flowing River. As an action, you can
spell’s level is increase by 1 for each additional ki point
spend 1 ki point to choose an area of ice or water no
you spend.
larger than 30ft on a side within 120ft of you. You can
The maximum number of ki points you can spend
change the water to ice and vise versa, and you can
to cast a spell in this way (including the base ki point
reshape ice in the area in any manner to you choose.
cost and any additional ki points spent to increase its
The extent of such changes can’t exceed half the area’s
level) is determined by your monk level, as per the table
largest dimension. You can’t shape the ice to trap or
below.
injure a creature in the area.
Monk level Maximum Ki Points for a Spell Sweeping Cinder Strike. You can spend 2 ki points to
cast Burning Hands.
5th - 8th 3
Water Whip. You can spend 2 ki points as an action
9th - 12th 4
to create a whip of water. A creature that you can
13th - 16th 5 see within 30ft of you must make a Dexterity saving
17th - 20th 6 throw. On a failed save, it takes 3d10 bludgeoning
damage, plus an extra 1d10 bludgeoning damage for
Elemental Disciplines each additional ki point you spend, and you can either
Breath of Winter (17th Level Required). You can knock it prone or pull it up to 25ft closer to you. On a
spend 6 ki points to cast Cone of Cold. successful save, it takes half as much damage, and isn’t
pulled or knocked prone.
Clench of the North Wind (6th Level Required). You
can spend 3 ki points to cast Hold Person. Wave of Rolling Earth (17th Level Required). You
can spend 6 ki points to cast Wall of Stone.
Elemental Attunement. You can use your action to
cause one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect Way of the Long Death
related to air, earth, fire, or water. Touch of Death
• Instantaneously light or snuff out a candle, a torch, At 3rd level, when you reduce a creature within 5ft of
or a small campfire. you to 0 hit points, you gain temporary hit points equal
• Chill or warm up to 1 pound of nonliving material to your Wisdom modifier + your monk level (minimum
for up to 1 hour. of 1 temporary hit point).
• Cause earth, fire, water, or mist that can fit inside
a 1-foot cube to shape itself into a crude form you Hour of Reaping
designate for 1 minute. At 6th level, you gain the ability to unsettle or terrify
Eternal Mountain Defense (17th Level Required). those around you. When you take this action, each
You can spend 5 ki points to cast Stoneskin, targeting creature within 30ft of you that can see you must
yourself. succeed on a Wisdom saving throw or be frightened of
you until the end of your next turn.
Fangs of the Fire Snake. When you use the attack
action on your turn, you can spend 1 ki point to cause Mastery of Death
tendrils of flame to stretch out from your fists and At 11th level, when reduced to 0 hit points, you can
feet. Your reach with unarmed strikes increases by expend 1 ki point (no action required) to have 1 hit
10ft for that action, as well as the rest of the turn. A point instead.
hit with such an attack deals fire damage instead of
bludgeoning damage, and if you spend 1 ki point when
the attack hits, it deals an extra 1d10 fire damage.

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Touch of the Long Death Searing Sunburst
At 17th level, as an action, you touch one creature At 11th level, as an action, you create an orb and hurl
within 5ft of you, and expend 1 to 10 ki points. The it at a point you choose within 150ft. Each creature in
target must make a Constitution saving throw. On a a 20ft-radius sphere must succeed on a Constitution
failed save, it takes 2d10 necrotic damage, or half as saving throw or take 2d6 radiant damage.
much on a success. A creature doesn’t need to make the save if the
creature is behind total cover that is opaque. You can
Way of the Sun Soul increase the sphere’s damage by spending ki points.
Each point you spend, up to a maximum of 3, increases
Radiant Sun Bolt the damage by 2d6.
At 3rd level, you gain a ranged spell attack that you can
use with the Attack action. The attack has a range of Sun Shield
30ft. You can proficient with it, and add your Dexterity At 17th Level, shed bright light in a 30ft radius and
modifier to its attack and damage rolls. Its damage is dim light for an additional 30ft. You can extinguish or
radiant, and its damage die is a d4. This changes as you restore the light as a bonus action.
gain monk levels, as per the Martial Arts column of the If a creature hits you with melee while this light
monk table. shines, you can use your reaction to deal radiant
damage to the creature. The damage equals 5 + your
Searing Arc Strike Wisdom modifier.
At 6th level, immediately after you take the Attack
action on your turn, you can spend 2 ki points to cast
Burning Hands as a bonus action.
You can spend additional ki points to cast it at
a higher level. Each additional ki point you spend
increases the spell’s level by 1. The maximum number
of ki points (2 plus any additional points) that you can
spend equals half your monk level (round down)

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