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

Way of the Dryad
Way of the Dryad
Child of the Forest (1st Level)

You gain proficiency in the Nature and Survival skills.

You learn two cantrips of your choice from the druid spell list. Wisdom is your spellcasting ability for them.

You also learn two 1st-level druid spells of your choice. You can cast each of these spells once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast them by spending 2 ki points for each spell.

Living Grove (3rd Level)

As a bonus action, you can spend 2 ki points to awaken the protective essence of the forest within you, which lasts for 10 minutes or until you lose all the temporary hit points it grants. While this effect is active, you gain the following benefits:

  • You gain temporary hit points equal to four times your monk level.
  • Your unarmed strikes deal extra radiant or necrotic damage (your choice when you activate this feature) equal to one roll of your Martial Arts die.
Verdant Aura (6th Level)

When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to force it to make a Strength saving throw against your ki save DC. On a failed save, the creature takes damage equal to one roll of your Martial Arts die, and its speed is reduced by 10 feet until the start of its next turn. On a successful save, the creature takes no damage or speed reduction.

Spreading Roots (10th Level)

As a bonus action while your Living Grove feature is active, you can cause roots to erupt from the ground in a 10-foot cube centered on a point you choose within 30 feet of you. The roots last for 1 minute, or until you move or dismiss them (no action required), use this feature again, or your Living Grove feature ends.

Whenever a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw against your ki save DC or take damage equal to your Verdant Aura. A creature can take this damage only once per turn.

While the roots persist, you cannot use your Verdant Aura reaction.

Heart of the Grove (14th Level)

Your body takes on the resilience of ancient bark. You gain the following benefits:

  • You cannot be charmed, frightened, or poisoned.
  • You have advantage on saving throws against being paralyzed or restrained.
  • Critical hits against you become normal hits unless you are incapacitated.
Eternal Dryad (19th Level)

You embody the eternal spirit of the forest, walking between trees and rooting yourself in the strength of the wild. You gain the following benefits:

  • Tree Strider. You can cast tree stride at will, without expending ki points or material components. Wisdom is your spellcasting ability for this spell.
  • Forest Passage. You can cast pass without trace at will, without expending ki points or material components.
  • Rooted Presence. As a bonus action, you can root yourself in place for up to 1 minute. This requires concentration (as if concentrating on a spell). While rooted, you gain resistance to all damage except psychic, you cannot be moved against your will, and at the start of each of your turns you regain hit points equal to your proficiency bonus × one roll of your Martial Arts die. You can end this effect at any time (no action required). Once you use this feature, you cannot use it again until you finish a long rest, unless you spend 6 ki points to use it again.
Way of the Monstrosity
Way of the Monstrosity
Form of Dread (1st Level)

You gain proficiency in the Intimidation skill. If you are already proficient, you instead add double your proficiency bonus to Intimidation checks. In addition, you may add your Wisdom modifier to Intimidation checks.

As a bonus action, you can manifest a terrifying monstrous form for 1 minute. While transformed:

  • You gain temporary hit points equal to 1d10 + your monk level.
  • Once on each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Aberrant Vitality (3rd Level)

Your body adapts with unnatural resilience. You no longer need to eat, drink, or breathe. While using Form of Dread, you gain resistance to bludgeoning, piercing, and slashing damage.

Necrotic Husk: When reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead. Each creature of your choice within 30 feet takes necrotic damage equal to 2d10 + your monk level, and you gain one level of exhaustion.

You can use Necrotic Husk once per long rest, or again by spending 2 ki points.

Terror Strike (6th Level)

Your strikes carry supernatural dread. When you hit a creature with an unarmed strike, you can force it to make a Wisdom saving throw against your Ki save DC. On a failed save, the target is frightened of you until the end of your next turn.

Once per turn, when you hit a frightened creature with an unarmed strike, it takes extra psychic damage equal to one roll of your Martial Arts die.

Twisted Evolution (10th Level)

Whenever you use Form of Dread, you may also manifest one of the following evolutions:

  • Feral Fists: Your unarmed strikes deal an additional roll of your Martial Arts die on a hit.
  • Fangs: When you hit with an unarmed strike, you can deal piercing damage and regain HP equal to your Wisdom modifier (once per turn).
  • Wings: Sprout twisted wings or membranes, gaining a flying speed equal to your walking speed.
  • Tentacles: Gain a swimming speed equal to your walking speed, and +5ft reach with unarmed strikes. On a hit, reduce the target’s speed by 10 feet until the start of your next turn.
Supernatural Traits (14th Level)

Your body develops traits beyond mortal limits. Your speed increases by 10 feet while you are not wearing heavy armor. You also have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Avatar of Horror (19th Level)

You embrace your ultimate monstrous form for 1 minute. While transformed:

  • You gain resistance to all damage except force.
  • Your unarmed strikes deal an additional roll of your Martial Arts die.
  • Creatures that start their turn within 10 feet of you must succeed on a Wisdom saving throw against your Ki save DC or be frightened of you until the start of their next turn.
  • Once per turn when you deal damage to a creature, you regain hit points equal to your Wisdom modifier.

Once per long rest, or again by spending 8 ki points.

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. When playing Tortle, you can add your Wisdom modifier to your Natural Armor base AC.

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.

Way of the Wolf
Way of the Wolf Monk
Hunter’s Instincts (1st Level)

You gain proficiency in Perception and Survival.

Your unarmed strikes may deal piercing damage (bite) or slashing damage (claws) instead of bludgeoning.

You may also add your Wisdom modifier (minimum of +1) to Initiative rolls.

Pack Tactics (3rd Level)

You have advantage on your first attack against a creature if an ally is within 5 feet of it.

When you use Flurry of Blows, you can forgo one of the bonus unarmed strikes to instead allow an ally within 5 feet of your target to make one attack with their reaction.

Blood Frenzy (6th Level)

Your instincts sharpen when foes are weakened. You can Dash, Disengage, or Hide as a bonus action.

In addition, the first attack you make each turn against a creature that is not at its full hit points deals extra damage equal to one roll of your Martial Arts die.

Howl of Dread (10th Level)

As a bonus action, you unleash a terrifying wolf’s howl that lasts for 1 minute. Each hostile creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw against your ki save DC or be frightened of you until the end of your next turn.

A creature that succeeds on the saving throw is immune to your Howl of Dread until the effect ends. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

Alpha’s Resolve (14th Level)

You are immune to the frightened and stunned conditions. Allies within 10 feet of you have advantage on saving throws against being frightened.

Avatar of the Wolf (19th Level)

You assume the mantle of the wolf spirit, empowering your pack for 1 minute. While transformed:

  • You and allies within 5 feet of you have advantage on all attack rolls against a creature you target with an attack.
  • Your movement speed increases by 15 feet.
  • When you or an ally within 30 feet reduces a creature to 0 hit points, you can use your reaction to move up to half your speed and make one unarmed strike.

You can use this feature once per long rest, or again by spending 4 ki points.