Monk class icon: a martial artist kicking high
Icon by Delapouite, CC BY 3.0

Monk 5e class

Monks turn martial arts and ki into speed and precision. They fight unarmed or with simple weapons, move faster than anyone, deflect missiles and stun their foes. Dexterity powers their attacks, and Dexterity and Wisdom together set their Armor Class.

Jump to: Playing a monk · Monk table · Class features · Monastic Tradition options · What changed in 2024 · Common questions

Monk at a glance

Hit die
d8
Hit points at 1st level
8 + Constitution modifier
Hit points per level after 1st
1d8 (or 5) + Constitution modifier
Saving throws
Strength, Dexterity
Armor
None
Weapons
Simple weapons, shortswords
Tools
Choose one type of artisan's tools or one musical instrument
Skills
Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth
Subclass
Monastic Tradition at 3rd level

Planning ability scores? Try the point buy calculator or the 4d6 ability score roller.

What the monk is good at

The monk is the fastest character in the game and fights without armor. Martial Arts lets you use Dexterity for unarmed strikes and monk weapons, roll a martial arts die (d4 at 1st level, growing to d10) for their damage, and make an unarmed strike as a bonus action when you take the Attack action with them. Unarmored Defense sets your Armor Class to 10 + Dexterity modifier + Wisdom modifier.

From 2nd level you have ki points equal to your monk level, regained on a short or long rest. Spend one for Flurry of Blows (two unarmed strikes as a bonus action), Patient Defense (Dodge as a bonus action) or Step of the Wind (Dash or Disengage as a bonus action, with your jump doubled). At 5th level, Stunning Strike can stun a creature that fails a Constitution save until the end of your next turn.

Choosing ability scores

Dexterity first, for attacks, damage and Armor Class. Wisdom second, for Armor Class and the save DC of your ki features (8 + proficiency bonus + Wisdom modifier). Constitution third; you have a d8 hit die and fight up close.

With the standard array: Dexterity 15, Wisdom 14, Constitution 13. Needing two high scores makes the monk harder to build than most; the point buy calculator helps.

Picking a monastic tradition

You choose at 3rd level. The SRD’s Way of the Open Hand adds riders to Flurry of Blows (knock the target prone, push it 15 feet or stop its reactions), healing with Wholeness of Body at 6th level and the deadly Quivering Palm at 17th.

The Player’s Handbook adds the Way of Shadow (teleporting between shadows) and the Way of the Four Elements (elemental spells for ki). Later books add the Drunken Master, Kensei, Mercy and Astral Self, among others.

Common beginner mistakes

  • Spending every ki point in the first fight. Ki returns on a short rest; pace yourself and ask the party for short rests.
  • Wearing armor or carrying a shield. Unarmored Defense and Martial Arts both stop working.
  • Stunning Strike on everything. Big, tough monsters often have high Constitution saves. Save it for spellcasters and skirmishers.
  • Standing still. Your speed is your defense. Hit and move, and use Step of the Wind when you’re surrounded.

Monk level progression

LevelProficiency bonusFeaturesMartial ArtsKi PointsUnarmored Movement
1st+2Unarmored Defense, Martial Arts1d4––
2nd+2Ki, Unarmored Movement, Dedicated Weapon†1d42+10 ft.
3rd+2Monastic Tradition, Deflect Missiles, Ki-Fueled Attack†1d43+10 ft.
4th+2Ability Score Improvement, Slow Fall, Quickened Healing†1d44+10 ft.
5th+3Extra Attack, Stunning Strike, Focused Aim†1d65+10 ft.
6th+3Ki-Empowered Strikes, Monastic Tradition feature1d66+15 ft.
7th+3Evasion, Stillness of Mind1d67+15 ft.
8th+3Ability Score Improvement1d68+15 ft.
9th+4Unarmored Movement improvement1d69+15 ft.
10th+4Purity of Body1d610+20 ft.
11th+4Monastic Tradition feature1d811+20 ft.
12th+4Ability Score Improvement1d812+20 ft.
13th+5Tongue of the Sun and Moon1d813+20 ft.
14th+5Diamond Soul1d814+25 ft.
15th+5Timeless Body1d815+25 ft.
16th+5Ability Score Improvement1d816+25 ft.
17th+6Monastic Tradition feature1d1017+25 ft.
18th+6Empty Body1d1018+30 ft.
19th+6Ability Score Improvement1d1019+30 ft.
20th+6Perfect Self1d1020+30 ft.

† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Dedicated Weapon, Ki-Fueled Attack, Quickened Healing and Focused Aim. They aren’t in the SRD, so their text isn’t on this page.

Monk class features (2014 rules, SRD 5.1)

As a monk, you gain the following class features. Each one shows the monk level you gain it at; features chosen at a later level (like your monastic tradition) add more as you go.

Unarmored Defense

1st level

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

1st level

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your 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 changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

Ki

2nd level

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

2nd level

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

2nd level

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

2nd level

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

2nd and 9th level

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

3rd level

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

3rd level

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement

4th, 8th, 12th, 16th and 19th level

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall

4th level

Beginning at 4th level, 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.

Extra Attack

5th level

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

5th level

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes

6th level

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

7th level

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.

Stillness of Mind

7th level

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

10th level

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon

13th level

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

14th level

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

15th level

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

18th level

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self

20th level

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monastic Tradition options

The builder offers 12 subclasses for the monk, and only shows the ones your build can take.

Official

Homebrew

The SRD includes one monastic tradition in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Way of the Open Hand page has its full text in both editions, a guide and what changed in 2024.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)Way of the Open HandOpen Hand Technique (3rd), Wholeness of Body (6th), Tranquility (11th), Quivering Palm (17th)
2024 (SRD 5.2)Warrior of the Open HandOpen Hand Technique (3), Wholeness of Body (6), Fleet Step (11), Quivering Palm (17)

What changed in 2024

The 2024 Player’s Handbook revised the monk, and the System Reference Document 5.2 has the new version. Here is the monk side by side in both editions, and what changed, worked out from the two SRDs.

2014 rules (SRD 5.1)2024 rules (SRD 5.2)
Primary ability—Dexterity and Wisdom
Hit died8d8
Saving throwsStrength and DexterityStrength and Dexterity
SkillsChoose 2 from Acrobatics, Athletics, History, Insight, Religion, StealthChoose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
ArmorNoneNone
WeaponsSimple weapons, shortswordsSimple weapons and Martial weapons that have the Light property
ToolsChoose one type of artisan's tools or one musical instrumentChoose one type of Artisan’s Tools or Musical Instrument
SubclassMonastic Tradition at 3rd levelMonk subclass at level 3

Features by level, 2014 and 2024

Level2014 features2024 features
1Unarmored Defense, Martial ArtsMartial Arts, Unarmored Defense
2Ki, Unarmored MovementMonk's Focus, Unarmored Movement, Uncanny Metabolism
3Monastic Tradition, Deflect MissilesMonk Subclass, Deflect Attacks
4Ability Score Improvement, Slow FallAbility Score Improvement, Slow Fall
5Extra Attack, Stunning StrikeExtra Attack, Stunning Strike
6Ki-Empowered Strikes, Monastic Tradition featureSubclass feature, Empowered Strikes
7Evasion, Stillness of MindEvasion
8Ability Score ImprovementAbility Score Improvement
9Unarmored Movement improvementAcrobatic Movement
10Purity of BodyHeightened Focus, Self-Restoration
11Monastic Tradition featureSubclass feature
12Ability Score ImprovementAbility Score Improvement
13Tongue of the Sun and MoonDeflect Energy
14Diamond SoulDisciplined Survivor
15Timeless BodyPerfect Focus
16Ability Score ImprovementAbility Score Improvement
17Monastic Tradition featureSubclass feature
18Empty BodySuperior Defense
19Ability Score ImprovementEpic Boon
20Perfect SelfBody and Mind

Monk class features in the 2024 rules (SRD 5.2)

As a monk, you gain these class features when you reach the listed Monk levels. They are listed in level order.

Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light property

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Level 1: Unarmored Defense

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Level 2: Monk's Focus

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Level 2: Unarmored Movement

Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Level 2: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.

Level 3: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Level 3: Monk Subclass

You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.

Level 4: Slow Fall

You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Level 5: Extra Attack

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

Level 5: Stunning Strike

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Level 6: Empowered Strikes

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Level 7: Evasion

When you're 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.

You don't benefit from this feature if you have the Incapacitated condition.

Level 9: Acrobatic Movement

While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Level 10: Heightened Focus

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.

Level 10: Self-Restoration

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.

In addition, forgoing food and drink doesn't give you levels of Exhaustion.

Level 13: Deflect Energy

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Level 14: Disciplined Survivor

Your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.

Level 15: Perfect Focus

When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.

Level 18: Superior Defense

At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Level 20: Body and Mind

You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

Common questions

How much damage does a monk do?

Your unarmed strikes and monk weapons use your martial arts die plus Dexterity modifier: d4 at 1st level, d6 at 5th, d8 at 11th and d10 at 17th in the 2014 rules. With Extra Attack and Flurry of Blows that’s up to four hits a turn from 5th level.

What counts as a monk weapon?

In the 2014 rules, shortswords and any simple melee weapon without the two-handed or heavy property. In 2024, simple melee weapons and martial melee weapons with the Light property.

Can a monk wear armor or use a shield?

They can, but Unarmored Defense and Martial Arts only work while you wear no armor and carry no shield, so monks almost never do.

How many ki points does a monk have?

In the 2014 rules, a number equal to your monk level from 2nd level, all regained on a short or long rest. The 2024 monk calls them Focus Points.

What changed for the monk in 2024?

Ki became Focus Points, the martial arts die starts at d6, the bonus unarmed strike no longer needs the Attack action, Patient Defense and Step of the Wind have free versions, Deflect Attacks replaces Deflect Missiles, and a target that saves against Stunning Strike still has its Speed halved.

The monk compared with similar classes

ClassHow it compares
RogueThe other Dexterity skirmisher: Sneak Attack and skills instead of ki and speed.
BarbarianAlso unarmored, but built to take hits rather than avoid them.
FighterSimpler weapon fighter with armor and more feats.
RangerA Dexterity and Wisdom warrior too, with spells and a bow instead of fists.

How to build a monk

Open the builder, choose the 2014 or 2024 rules on the first step, then pick Monk as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, monastic tradition, ability scores, background, skills, equipment. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses and every skill modifier.

Other classes: Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Paladin · Ranger · Rogue · Sorcerer · Warlock · Wizard