M = Level at which a feature changes
New hit point calculation
Level 1
Weapon Mastery (New)
Martial Arts (Changed)
Unarmored Defense (Melded into Martial Arts)
Level 2
Ki (Changed)
Unarmored Movement (Melded into Martial Arts)
Deflect Missiles (Moved and Changed into Deflect Attack)
Dedicated Weapon (Removed)
Level 3
Ki-Fueled Attack (Removed)
Level 5
Extra Attack (Changed into Extra Action)
Stunning Strike (Changed)
Level 9
Unarmored Movement Improvement (Changed into Unearthly Gaze)
Level 10
Heightened Discipline (New)
Level 13
Deflect Energy (New)
Level 20
Perfect Self (Changed)
Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 3d8 (or 15) + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st
Armor: None
Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History, Insight, Religion, Stealth
Weapons: Simple Weapons, Martial Weapons that have the Light property
Tools: Choose one type of Artisan’s Tools or Musical Instrument
Beginning at level 1, your temple’s combat training has allowed you to master certain techniques. You Master your Unarmed Strikes and 2 Monk Weapons of your choice. You can use each of those weapons’ Signature Property.
You also learn a Special Technique. Choose a Mastery Property other than Specialist, you can use this Mastery property while using your Unarmed Strikes or Monk Weapons. You gain an additional Special Technique at 9th level
Beginning at 5th level you may use one of the additional Mastery Properties of each weapon that you have mastered.
Whenever you finish a Long Rest, you can meditate and change the additional Mastery Properties, the kinds of weapons, and the Masteries you choose for your Special Techniques.
Mastery Ability
Dexterity is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Starting at level 1, your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are Simple Melee Weapons and Martial Weapons with 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:
Your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers
Your speed increases by 10ft, this bonus increases as you level up, as shown on the Monk Table below (+20ft at 6th, +30ft at 10th, +40ft at 14th and +50ft at 18th)
You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons, as well as for the DC of your grappling and shoving attempts.
When you hit with an Unarmed Strike or a Monk Weapon you can choose to use your Martial Arts Die for the damage roll instead of the Unarmed Strike or Monk Weapon’s damage roll. This includes the damage die for attacks using the Bash Mastery. When you reach certain levels, this damage die increases as shown on the Monk Table below (1d6 at 1st, 1d8 at 5th, 1d10 at 11th and 1d12 at 17th.)
lvl - unarmored movement - martial arts die
1st - 10 - 1d6
2nd - 10 - 1d6
3rd - 10 - 1d6
4th - 10 - 1d6
5th - 10 - 1d8
6th - 20 - 1d8
7th - 20 - 1d8
8th - 20 - 1d8
9th - 20 - 1d8
10th - 30 - 1d8
11st - 30 - 1d10
12nd - 30 - 1d10
13rd - 30 - 1d10
14th - 40 - 1d10
15th - 40 - 1d10
16th - 40 - 1d10
17th - 40 - 1d12
18th - 50 - 1d12
19th - 50 - 1d12
20th - 50 - 1d12
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. You have a number of ki points equal to your Monk level plus your Wisdom modifier.
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 listed below. 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 equals your Mastery save DC.
Flurry of Blows
When you use the Bash Mastery, you can spend 1 Ki Point to make an additional Unarmed Strike as part of the same Bonus Action.
Patient Defense
You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Ki 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 spend 1 Ki Point to take both the Disengage and Dash actions as a Bonus Action, and you can jump as far as your movement allows.
Starting at level 2, you can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level.
If you reduce the damage to 0, you can spend 1 Ki Point to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 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.
When you reach 3rd level, you commit yourself to a monastic tradition listed below. Your tradition grants you features at 3rd level and again at later levels.
Note: If a subclass is not listed that means it has a feature or features that no longer fit with the changes made and must be fixed
When you reach 4th level, and again at 6th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
You can forgo taking this feature to take a feat of your choice instead.
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
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.
When you reach 5th level you've learned to move more efficiently in combat.
Once per turn when you take any action other than the Cast a Spell action on your turn you may take a second action. This action may be any action except for the Magic Action.
Starting at level 5, you can disrupt the flow of Ki in another creature’s body. Once per turn when you hit a creature with a melee attack made with a Monk Weapon or an Unarmed Strike, you can spend 1 Ki Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target is Stunned until the start of your next turn. On a successful save, the target takes Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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.
Starting at 7th level, at the end of your turn, you can end one effect on yourself that is causing you to be charmed or frightened.
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.
At 10th level, your mastery of the ki flowing through you makes you immune to disease, poison damage, and the poisoned condition.
Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:
Flurry of Blows. When you spend a Ki Point to use Flurry of Blows you can make two Unarmed Strikes with it instead of one.
Patient Defense. When you spend a Ki 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 spend a Ki Point to use Step of the Wind, you can choose a willing creature within 5 feet of you 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.
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.
You can now use your Deflect Attacks feature whenever you take damage of any type.
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.
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.
Beginning at 18th level, at the start of your turn you can 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.
At 20th level, You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.