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Monk: Difference between revisions

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infobox
Kara (talk | contribs)
HP values. Starting HP calculated for 0 con, when you actually start with -1
 
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[[File:Monk-of-the-Open-Hand-AFR.png|thumb]]
{{Infobox Class
{{Infobox Class
| name = Monk
| name = Monk
| image =  
| image =  
| caption =  
| caption =  
| hp = 83
| hp = 80
| st = Strength, Dexterity
| cr = 11 SR or LR
| description =  
| description =  
| 5ewiki = Monk
| 5ewiki = Monk
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'''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
'''Saving Throws:''' Strength, Dexterity +4
'''Class Resources (Ki):''' 11
'''Extra Attack''': Yes


== Class Features ==
== Class Features ==
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=== 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.

Latest revision as of 15:22, 23 March 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

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.


Subclasses

Way of the Kensei

Way of the Open Hand

Way of Shadow