Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Monk: Difference between revisions

From Avardon
Enny (talk | contribs)
mNo edit summary
profs
 
(10 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[File:Monk-of-the-Open-Hand-AFR.png|thumb]]
{{Infobox Class
| name = Monk
| image =
| caption =
| hp = 80
| st = Strength, Dexterity
| cr = 11 SR or LR
| description =
| 5ewiki = Monk
| frwiki = Monk
}}
'''Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.'''
'''Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.'''


Line 7: Line 20:
'''Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.'''
'''Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.'''


'''Hit Points:''' +53
== Class Features ==
 
'''Saving Throws:''' Strength, Dexterity +4


'''Class Resources (Ki):''' 11
==='''Proficiencies:'''===
* Shortswords
* Simple Weapons


== Class Features ==
=== Starting Gear ===
* Quarterstaff


=== Extra Attack ===
=== Extra Attack ===
All Monks receive an extra attack action per turn.
All Monks receive an extra attack action per turn.
=== Unarmored Defense ===
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
=== Unarmored Movement ===
Your speed increases by 1 tile while not wearing armor or a shield.


=== Bonus Unarmed Strike ===
=== Bonus Unarmed Strike ===
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes.
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes and they count as magical weapons for the purposes of resistances.
 
=== Deflect Missile ===
=== Deflect Missile ===
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.
Line 41: Line 60:
=== Stunning Strike ===
=== Stunning Strike ===
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.
=== Purity of Body ===
Resistance to poison in combat and immunity to the Poisoned condition.
=== 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.
== Subclasses ==
[[Way of the Kensei]]
[[Way of the Open Hand]]
[[Way of Shadow]]

Latest revision as of 00:15, 20 May 2026

Monk
Hit Points80
Saving ThrowsStrength, Dexterity
Class Resources11 SR or LR
External Links
Monk on D&D 5e Wiki
Monk on Forgotten Realms Wiki

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.

Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.

Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.

Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.

Class Features

Proficiencies:

  • Shortswords
  • Simple Weapons

Starting Gear

  • Quarterstaff

Extra Attack

All Monks receive an extra attack action per turn.

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmored Movement

Your speed increases by 1 tile while not wearing armor or a shield.

Bonus Unarmed Strike

Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes and they count as magical weapons for the purposes of resistances.

Deflect Missile

Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.

Slow Fall

Using your reaction, reduce fall damage by up to 50 Hit Points.

Flurry of Blows

At the cost of a Bonus Action and a Class Resource, attack twice, dealing 2d8 + STR/DEX (Bludgeoning) damage. Any Damage Riders will also apply twice.

Patient Defense

At the cost of a Bonus Action and a Class Resource, Attack Rolls against you will have Disadvantage, and you gain Advantage on Dexterity saving throws.

Step of the Wind

At the cost of a Bonus Action and a Class Resource, you can either double your movement OR disengage, avoiding opportunity attacks when you move.

Stillness of Mind

At the cost of an Action, remove Charmed or Frightened statuses.

Stunning Strike

At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.

Purity of Body

Resistance to poison in combat and immunity to the Poisoned condition.

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.

Subclasses

Way of the Kensei

Way of the Open Hand

Way of Shadow