Monk
Melee Damage
An unarmored martial artist who spends Ki on extra strikes, stuns, defense and movement.
Way of the Water
Way of the Ether
Way of the Body
Way of the Drunken Master
Way of the Ether
Way of the Wanderer
Way of the Sun
Way of the Earth
Way of the Body
Way of the Earth
Way of the Body
Way of the Lost Self
Way of the Ether Basics
Identity
The Monk is a martial artist who routes Rift Energy through a body trained in breath and stance. Monks train in the monasteries and practice halls of the Monastic Traditions, and most of the class's features stop working in heavy armor. The tradition a Monk joins at 3rd level decides what the Ki is spent on.
Proficiencies
Level Progression
- L1Unarmored Defense
While you wear no armor and carry no shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. This applies whether you are unarmed or holding a weapon.
Martial ArtsWhile you are unarmed or wielding only monk weapons, you gain the following benefits. Monk weapons are simple melee weapons that lack the heavy or two-handed property, plus any weapon tagged as a monk weapon. You can use Dexterity instead of Strength for attack and damage rolls with unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die increases to d6 at Monk level 5, d8 at 11 and d10 at 17. When you take the Attack action with an unarmed strike or a monk weapon on your turn, you can make one additional unarmed strike as a bonus action. You cannot benefit from Martial Arts in a turn in which you wield a weapon other than a monk weapon.
- L2Ki
You channel Rift Energy through trained body and breath. Your Ki pool equals your Monk level and refreshes on a short or long rest. You can spend Ki on the following features, and the list grows as you level. Flurry of Blows (1 Ki): immediately after you take the Attack action, you can make two unarmed strikes as a bonus action. Patient Defense (1 Ki): as a bonus action, you take the Dodge action. Step of the Wind (1 Ki): as a bonus action, you take the Disengage or Dash action, and your jump distance doubles for the turn. Your Ki save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Unarmored MovementYour speed increases by 10 feet while you wear no armor and carry no shield. The bonus increases at certain Monk levels: +15 feet at 6th level, +20 feet at 10th, +25 feet at 14th and +30 feet at 18th.
- L3 Subclass featureMonastic Tradition
Choose a Monastic Tradition: Way of Enlightenment, Way of the Body, Way of the Drunken Master, Way of the Earth, Way of the Ether, Way of the Lost Self, Way of the Mantra, Way of the Planewalker, Way of the Sun, Way of the Wanderer or Way of the Water. Your tradition grants features at 3rd, 7th, 11th, 15th and 18th level.
Deflect MissilesWhen a ranged weapon attack hits you, including a ballistic or energy firearm, you can use your reaction to deflect or catch the projectile. The damage you take is reduced by 1d10 + your Dexterity modifier + your Monk level. If this reduces the damage to 0 and the projectile is a thrown weapon or other munition you can grasp, you can catch it. You can then spend 1 Ki to immediately make a ranged attack with it, treating it as a monk weapon, with a range of Close. Plasma and beam weapons cannot be caught, but you can still reduce their damage.
- L4 ASI / FeatSlow Fall
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.
- L5Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning StrikeWhen you hit a creature with a melee weapon attack, you can spend 1 Ki to attempt to stun it. The target must succeed on a Constitution saving throw against your Ki save DC or be Stunned until the end of your next turn.
- L6Ki-Empowered Strikes
Your unarmed strikes and monk weapon attacks count as Rift-channeled for overcoming resistance and immunity to nonmagical bludgeoning, piercing and slashing damage. Some Monastic Traditions change the damage type of your strikes.
- L7 Subclass featureEvasion
When an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success and half damage on a failure.
Stillness of MindAs an action, you can end one Charmed or Frightened effect on yourself.
- L8 ASI / Feat
- L9Surface Running
You can move along vertical surfaces and across liquids on your turn without falling, provided you end your turn on a stable surface. If you do not, you fall as normal at the end of your turn.
- L10Purity of Body Capstone
You are immune to disease, to the Poisoned condition and to poison damage from nonmagical sources. You have advantage on Constitution saving throws against magical poisons and Rift-induced toxins.
- L11 Subclass feature
- L12 ASI / Feat
- L13Universal Tongue
You can understand any spoken language you hear, and any creature that can understand a language can understand your speech. This does not read minds, and it does not pierce magical or technological language encryption.
- L14Diamond Soul
You gain proficiency in all saving throws. When you fail a saving throw, you can spend 1 Ki to reroll it and take the second result.
- L15 Subclass featureTimeless Body
You age much more slowly and suffer none of the frailty of age. You need only a token amount of food and water each week. You can still be killed by violence.
- L16 ASI / Feat
- L17Martial Arts (Master)
Your Martial Arts die is d10.
- L18 Subclass featureEmpty Body
As an action, you can spend 4 Ki to gain the Invisible condition and resistance to all damage except force damage for 1 minute. The effect ends early if you are reduced to 0 hit points. You can also spend 8 Ki to project your consciousness astrally for up to 1 hour. Your body stays behind in a meditative state, Unconscious but stable. During the projection, you can perceive and move on the Astral as the GM rules, and you can return to your body at any time as a free action.
- L19 ASI / Feat
- L20Perfect Self Capstone
When you roll initiative with no Ki remaining, you regain 4 Ki. Your maximum Ki also increases by your Wisdom modifier (minimum +1), and the increase changes whenever that modifier does.