Monk Class Features
Monk Class Art
Monk
Masters of body and spirit, Monks channel their inner ki to perform impossible feats of speed, strength, and focus. Through relentless training, they become living weapons, striking with precision and moving with supernatural grace.
1 - Martial Arts

You gain proficiency in Acrobatics. You may use Dexterity in place of Strength for attack and damage rolls of unarmed strikes and monk weapons.

Your unarmed strike damage starts at 1d8, increasing to 1d10 at 11th level and 1d12 at 16th level.

When you take the Attack action on your turn and attack with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.

6 - Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

11 - Fighter’s Instincts

You gain a +5 bonus to initiative. Additionally, if you are surprised at the beginning of combat and not incapacitated, you can act normally on your first turn.

16 - Purity of Body

You are immune to disease and poison, and you do not suffer the frailty of old age. You cannot be aged magically.

When you fail a saving throw, you can reroll it. You must use the new roll. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest.

Monk Subclasses

Barbarian Brawler
Barbarian Brawler
Rage (1st Level)

As a bonus action, you can enter a rage for 1 minute (ends early if incapacitated or wearing heavy armor). While raging:

  • Your melee weapon attacks deal bonus damage equal to your proficiency bonus.
  • You have resistance to all damage except necrotic, psychic, and radiant.
  • You have advantage on Strength saving throws.
  • You can’t concentrate on spells.

You can rage a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.

Mindless Fury (3rd Level)

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Relentless Avenger (6th Level)

Your anger helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Retaliation (10th Level)

When you take damage from a creature within 5 feet, you can use your reaction to make a melee weapon attack against it.

Call the Hunt (14th Level)

The beast within grows powerful. When you enter rage, choose willing creatures within 30 feet equal to your Constitution modifier (min 1). Until your rage ends, they gain your Reckless Attack feature and you have advantage on saving throws against being frightened. You gain 5 temporary HP per creature that accepts.

You can use this feature a number of times equal to your Constitution modifier (min once). Regain uses after a long rest.

Avatar of Wrath (19th Level)

When you enter rage, you become an avatar of destruction. While raging:

  • You can't be paralyzed, restrained, or grappled, and your movement ignores difficult terrain.
  • Critical hits against you become normal hits.
  • When you take the Attack action, you can make one additional weapon attack.
  • When you reduce a creature to 0 HP, you can immediately move up to half your speed and make one melee weapon attack as part of the same action.

These effects last for the duration of your rage.

Gladiator Brawler
Gladiator Brawler
Master of the Arena (1st Level)

You gain expertise in the Acrobatics skill.

Your weapon attacks score a critical hit on a roll of 19 or 20.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Challenger's Mark (3rd Level)

When you hit a creature with a melee weapon attack, you can choose to mark it until the end of your next turn. While marked:

  • The creature has advantage on attack rolls against you.
  • It can’t willingly target another creature with an attack or harmful ability while you are within 60 feet and visible to it.
  • You can use your bonus action to attack the marked creature. If it dies, you can move up to your movement and mark a new creature.
  • If a marked creature misses you, you can use your reaction to attack it.

You can mark a number of creatures equal to your Strength modifier (minimum once), regaining uses on a short or long rest.

Brutish Durability (6th Level)

Your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add it to your saving throw total. If this bonus brings a death saving throw to 20 or higher, you count it as a natural 20.

Devastating Critical (10th Level)

When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your Brawler level.

Unyielding Glory (14th Level)

Your weapon attacks score a critical hit on a roll of 18–20.

At the start of your turns, if you have half or less hit points, regain 5 + your Constitution modifier hit points. Not if at 0 HP.

Challenger (19th Level)

Your attacks against creatures marked by your Challenger's Mark are always critical hits.

You can now use Challenger's Mark at will.

Interceptor Brawler
Interceptor Brawler
Interception Fighting Style (1st Level)

When a creature you can see hits a target other than you that is within 5 feet of you with a weapon attack, you can use your reaction to reduce the damage the target takes by 3d4 + your proficiency bonus. If the damage is reduced to 0, the target still takes damage equal to your proficiency bonus.

This damage reduction increases to 4d4 at 6th level, 5d4 at 11th level, and 6d4 at 16th level.

Protecting Leap (3rd Level)

When a creature you can see within 15 feet of you is targeted by a melee weapon attack, you can use your reaction to move up to your speed to a space adjacent to that creature. This movement provokes opportunity attacks as normal. If you end this movement within 5 feet of the attacker, you can choose to become the target of the attack instead.

When you do, the damage is reduced by an amount equal to your Interception Fighting Style bonus.

The range of this feature increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.

Tactical Momentum (6th Level)

When you provoke an opportunity attack as part of Protecting Leap, the attack is made with disadvantage.

If the attack misses, you can push the attacker up to 5 feet in a straight line and knock them prone, provided they are no more than one size category larger than you.

Brace for Impact (10th Level)

When you use Protecting Leap, you gain temporary hit points equal to your Constitution modifier (minimum of 1) until the end of your next turn.

If you lose these temporary hit points due to damage, the attacker takes force damage equal to the amount of temporary hit points lost.

Endless Stamina (14th Level)

When you use your reaction to activate Protecting Leap, you immediately regain the use of your reaction.

You can regain your reaction this way a number of times each round equal to your proficiency bonus.

Fierce Defender (19th Level)

You can add your Strength modifier to the damage reduced by your Interception Fighting Style.

When you intercept an attack using Protecting Leap, you can make a ranged weapon attack against the attacker as part of the same reaction. On a hit, the attacker takes force damage equal to your Strength modifier plus your proficiency bonus.

Way of the Turtle
Way of the Turtle Monk
Tortle Tranquility (1st Level)

You gain proficiency with shields and the Insight skill.

While you aren’t wearing armor, your AC equals 8 + your Dexterity modifier + your Wisdom modifier. You can still benefit from shields.

You also learn to use your ki to heal others. As an action, you can spend 1 ki point to touch a creature and restore hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Shell of Sanctuary (3rd Level)

You can call upon the turtle’s protective nature through your ki. You can cast either the shield spell or the sanctuary spell without expending a spell slot or material components, by spending 1 ki point for each level of the spell.

Guardian’s Shell (6th Level)

When you use Tortle Tranquility to heal a creature, that creature gains resistance to all damage until the start of your next turn.

Anger of a Gentle Soul (10th Level)

When you hit a creature with an unarmed strike, you can spend 1 ki point to channel your wrath into a single devastating blow. The attack deals additional force damage equal to your monk level.

You can use this feature only once per turn.

Physician’s Touch (14th Level)

Your healing hands grow more potent. When you use Tortle Tranquility to heal a creature, you can also end one disease or one of the following conditions affecting it: blinded, deafened, paralyzed, poisoned, or stunned.

Douse the Flames of War (19th Level)

As an action, you can touch a creature, and it is overwhelmed with serenity. For 1 minute, the creature cannot attack and cannot cast spells that deal damage or that force a saving throw. This effect ends if the target is attacked, takes damage, is forced to make a saving throw, or if the target witnesses any of those things happening to its allies.

Once you use this feature, you can’t use it again until you finish a long rest.