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Monk: The Path of Inner Power


“Stillness. In the breath between moments, I found strength. Not in armor, not in steel — but in silence, in clarity, in motion without hesitation.”

— Master Jinzai, Warrior of the Open Hand


Class Introduction

The world often mistakes power for noise — the clashing of swords, the roar of battle, the crushing weight of armor on stone. But true power whispers. It lives not in the steel of weapons, but in the will behind them. The Monk is a master of that quiet strength — a living conduit of discipline, speed, and spiritual focus.

Monks are warriors not of brute force, but of balance. Through rigorous training of body, mind, and spirit, they achieve what others deem impossible: striking faster than thought, evading death by instinct alone, channeling their inner essence — their Discipline — to bend the physical world to their will. Where others see the limits of flesh and bone, a Monk sees the beginning of transcendence.

You will not find a Monk among the ranks of marching armies. They walk their own path. Some seek enlightenment, others redemption. Some take vows of silence, others chant prayers with every strike. They may train in isolated temples, dense jungle enclaves, or among mountain monasteries lost to time. But wherever they go, their presence is unmistakable: calm, composed, utterly lethal.


Discipline over Destruction

At the heart of every Monk’s power lies Discipline Points — manifestations of inner harmony. These are not spells, nor raw magic, but extensions of a body in total control. With Discipline, a Monk can move at impossible speeds, redirect force, or strike pressure points with surgical precision.

A Monk does not conquer the battlefield through violence alone. They flow through it like water — elusive, inevitable, unbroken. While others shout and bleed, the Monk breathes. And with each breath, they grow stronger.


Real-World Inspirations

The Monk class draws from deep roots across multiple real-world traditions — philosophical, spiritual, and martial:

Martial Arts Traditions

Monks are heavily inspired by real-world martial disciplines like:

  • Shaolin Kung Fu – Chinese Buddhist monks known for their profound spiritual discipline and martial prowess.
  • Aikido – A Japanese art of redirection and harmony with one’s opponent.
  • Capoeira – A Brazilian fusion of dance and combat, reflecting fluidity and adaptability.

These arts emphasize mastery over muscle, precision over power, and a connection between movement and meaning.

Eastern Philosophy and Spirituality

Much of the Monk’s essence reflects teachings from:

  • Taoism – The flow of the Tao (the Way) mirrors the Monk’s fluid movement and alignment with nature.
  • Zen Buddhism – Emphasizes mindfulness, stillness, and detachment from ego — all central to the Monk’s personal journey.
  • Hindu Yogic Traditions – The balance of prana (life energy), physical discipline, and meditation are core to both yogis and Monks.

Ascetic Orders and Hermits

Across cultures, Monks have represented individuals who turn away from the material world to pursue higher truths — from Christian monastic orders to desert hermits and mountain mystics. Their withdrawal from society, and focus on inner growth, mirrors the Monk’s ethos in D&D: a life of discipline, solitude, and purpose.


Why Play a Monk?

Play a Monk if you want to:

  • Weave between blades with perfect control.
  • Deliver pinpoint strikes that stun, disable, or end a fight in a single breath.
  • Master movement and battlefield positioning like no other class.
  • Embody a character on a deeply personal journey — one of harmony, redemption, or transformation.

The Monk is the quiet storm — unseen until it strikes, unshakable once it moves. A mystery to many. A miracle to some. A nightmare to the unprepared.

  • Monk 5e (2024 Revision)
  • Monk, Pathfinder

Monk Class (2024 Revision)

Class Features

Hit Points

  • Hit Dice: 1d8 per Monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st​Game Rant+6Nat 1 Gaming+6DND 2024+6

Proficiencies

  • Armor: None
  • Weapons: Simple melee weapons, martial melee weapons with the light property
  • Tools: Choose one type of artisan’s tools or one musical instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, Stealth​

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts​

Monk Table

LevelProficiency BonusFeaturesMartial Arts Die
1+2Martial Arts1d6
2+2Monk’s Focus1d6
3+2Deflect Attacks, Monk Subclass1d6
4+2Ability Score Improvement, Slow Fall1d6
5+3Extra Attack, Stunning Strike1d8
6+3Empowered Strikes, Subclass Feature1d8
7+3Evasion, Stillness of Mind1d8
8+3Ability Score Improvement1d8
9+4Acrobatic Movement1d10
10+4Heightened Focus, Self-Restoration1d10
11+4Subclass Feature1d10
12+4Ability Score Improvement1d10
13+5Deflect Energy1d10
14+5Disciplined Survivor1d10
15+5Perfect Focus1d10
16+5Ability Score Improvement1d10
17+6Subclass Feature1d12
18+6Superior Defense1d12
19+6Ability Score Improvement1d12
20+6Body and Mind1d12

Class Abilities

Martial Arts (Level 1)

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons.​

  • Martial Arts Die: Starts at 1d6 and increases as you gain Monk levels, up to 1d12.
  • Bonus Action Attack: When you take the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Dexterity for Grapples/Shoves: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

Monk’s Focus (Level 2)

You harness your inner energy to perform extraordinary feats. This energy is represented by Focus Points.​

  • Focus Points: You have a number of Focus Points equal to your Monk level.
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 Focus Point to make two unarmed strikes as a bonus action.
  • Patient Defense: You can take the Disengage action as a bonus action. If you spend 1 Focus Point, you also gain the benefits of the Dodge action until the start of your next turn.
  • Step of the Wind: You can take the Dash action as a bonus action. If you spend 1 Focus Point, your jump distance is doubled for the turn.​

Deflect Attacks (Level 3)

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 spend 1 Focus Point to redirect the attack to another target within range.​

Monk Subclass (Level 3)

You choose a monastic tradition that shapes your practice of martial arts. The options are:​

  • Warrior of the Open Hand
  • Warrior of Shadow
  • Warrior of the Elements
  • Warrior of Mercy

Slow Fall (Level 4)

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 (Level 5)

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

Stunning Strike (Level 5)

When you hit another creature with a melee weapon attack, you can spend 1 Focus 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. You can use this feature once per turn.

Empowered Strikes (Level 6)

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you can choose to use your Martial Arts die in place of the weapon’s normal damage die when you make an unarmed strike or use a Monk weapon.

Stillness of Mind (Level 7)

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.


Evasion (Level 7)

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 save, and only half damage if you fail.


Ability Score Improvement (Levels 4, 8, 12, 16, 19)

You can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.


Acrobatic Movement (Level 9)

Your movement becomes even more agile and effortless:

  • Difficult terrain doesn’t cost you extra movement.
  • Climbing no longer costs extra movement.
  • You can move along vertical surfaces and across liquids without falling during the move.

Heightened Focus (Level 10)

When you roll initiative and have no Focus Points remaining, you regain 1 Focus Point.


Self-Restoration (Level 10)

You’ve learned how to center your body and mind. You can use a bonus action to regain Focus Points equal to your Wisdom modifier (minimum of 1). You can use this feature once per long rest.


Deflect Energy (Level 13)

You can now use your Deflect feature to reduce damage from any energy-based attack (acid, cold, fire, force, lightning, necrotic, radiant, or thunder).

If the damage is reduced to 0, you can spend 1 Focus Point to redirect the energy toward a creature within 30 feet that you can see. That creature must make a Dexterity saving throw or take damage equal to the original attack.


Disciplined Survivor (Level 14)

You gain proficiency in all saving throws.

Additionally, whenever you finish a short rest, you can choose one saving throw in which you are not already proficient. You gain advantage on that save until your next short or long rest.


Perfect Focus (Level 15)

Once per long rest, you can enter a state of perfect clarity for 1 minute. While in this state:

  • You regain 4 Focus Points.
  • You gain advantage on Wisdom saving throws.
  • You can use Stunning Strike twice per turn.

Superior Defense (Level 18)

Your control of body and mind grants you unparalleled resilience. When you take damage, you can use your reaction to halve that damage.

You can use this feature a number of times equal to your Wisdom modifier per long rest.


Body and Mind (Level 20)

You achieve perfect harmony of body and soul. You gain the following benefits:

  • Your Dexterity and Wisdom scores each increase by 2. Your maximum for those scores becomes 22.
  • When you roll initiative and have fewer than half your Focus Points, you regain up to half of your maximum.
  • Once per turn, when you hit a creature with an unarmed strike or monk weapon, you deal extra damage equal to your Martial Arts die.

Monk Subclasses (Warrior Paths)

At 3rd level, a Monk chooses a Warrior Path, which represents their chosen method of martial and spiritual training. Each subclass grants unique features at levels 3, 6, 11, and 17.


Warrior of the Open Hand

Theme: Master of unarmed combat and self-perfection. Focuses on disrupting enemies’ balance, body, and will.

Open Hand Technique (Level 3)

When you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Wholeness of Body (Level 6)

You can use an action to regain hit points equal to three times your Monk level.
You can use this feature once per long rest.

Tranquility (Level 11)

You can enter a state of serenity at the end of a long rest. You gain the effect of a sanctuary spell (no concentration, lasts until you take an aggressive action or are hit).
This allows you to begin encounters in peace and control.

Quivering Palm (Level 17)

You can set up lethal vibrations in a creature’s body. When you hit a creature with an unarmed strike, you can spend 3 Discipline Points to mark them.
You can later use your action to cause the vibrations to erupt. The target must succeed on a Constitution saving throw or drop to 0 hit points. On a success, they take 10d10 necrotic damage.


Warrior of Shadow

Theme: Stealthy monks who blend martial arts with shadow magic. Masters of movement, illusion, and darkness.

Shadow Arts (Level 3)

You can cast the following spells using Discipline Points:

  • Darkness (2 points)
  • Darkvision (2 points)
  • Pass Without Trace (2 points)
  • Minor Illusion (cantrip)

You also gain proficiency in Stealth.

Shadow Step (Level 6)

While in dim light or darkness, you can use a bonus action to teleport up to 60 feet to another space of dim light or darkness.
You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows (Level 11)

You can use your action to become invisible until the end of your next turn. This invisibility ends early if you attack, cast a spell, or are in bright light.

Shadow Strike (Level 17)

When you teleport using Shadow Step, you can make one unarmed strike as part of the same bonus action. If the strike hits, it deals additional psychic damage equal to your Monk level.
You also become heavily obscured (as if cloaked in shadow) until the start of your next turn.


Warrior of the Elements

Theme: Monks who manipulate elemental forces through martial movements. Now reworked to be more flexible and effective.

Elemental Attunement (Level 3)

You learn elemental techniques that mimic spells. You can cast certain elemental-themed spells using Discipline Points. Examples include:

  • Burning Hands (1 point)
  • Thunderwave (1 point)
  • Create or Destroy Water (1 point)
  • Gust, Control Flames, Mold Earth, Shape Water (free cantrips)

Elemental Surge (Level 6)

Once per turn when you cast an elemental technique, you can make one unarmed strike as a bonus action.
Additionally, you can spend 1 Discipline Point to deal extra elemental damage on an unarmed strike:

  • Fire, cold, lightning, or thunder, equal to your Martial Arts die.

Rising Storm (Level 11)

When you use your Step of the Wind, you can also activate a secondary elemental effect:

  • Create a burst of wind (push creatures),
  • Crackling electricity (deal damage in a small radius),
  • Icy mist (lightly obscure your area),
  • Flaming trail (ignite flammable objects).

Avatar of the Elements (Level 17)

You can enter a state of elemental ascendance for 1 minute. As a bonus action, choose one element (fire, air, earth, water). For the duration:

  • You gain resistance to the corresponding damage type.
  • Your unarmed strikes deal an additional 1d8 elemental damage.
  • You gain a movement effect (flight, swimming, burrowing, or speed boost).
    You can use this feature once per long rest or by spending 4 Discipline Points.

Warrior of Mercy

Theme: A blend of healing monk and grim reaper. Balances restorative power with pressure-point strikes and condition removal.

Hands of Healing & Hands of Harm (Level 3)

  • Hands of Healing: When you use Flurry of Blows, you can replace one strike with a healing touch, restoring 1d6 + Wisdom modifier HP.
  • Hands of Harm: When you hit a creature with an unarmed strike, you can spend 1 Discipline Point to deal extra necrotic damage equal to your Martial Arts die + Wisdom modifier.

Physician’s Touch (Level 6)

When you use Hands of Healing, you can also end one disease, blinded, deafened, or poisoned condition.
When you use Hands of Harm, you can choose to impose the poisoned condition until the end of your next turn.

Flurry of Healing and Harm (Level 11)

When you use Flurry of Blows, you can replace each unarmed strike with either a healing or harming touch.
This gives you the power to fully switch from offense to support (or back) in a single moment.

Hand of Ultimate Mercy (Level 17)

You can use your action to touch a creature that has died within the last minute. You spend 5 Discipline Points to return that creature to life with 1 hit point.
This feature can only be used once per long rest.

Twelve Monastic Traditions – Martial Orders of the World

1. Shaolin Disciple

  • Inspiration: Shaolin Buddhist monks (China)
  • Weapons: Quarterstaff (Monk weapon), darts (throwing needles)
  • Armor: None (Unarmored Defense)
  • Equipment: Prayer beads, meditation incense, rice bowl, simple robes, traveler’s pack
  • Monk Subclass (Warrior Path):Warrior of the Open Hand
    • Shaolin monks are masters of unarmed combat, focusing on disrupting opponents’ balance and inflicting devastating blows. They also utilize their serene mind to maintain perfect focus in battle, embodying the way of the “Open Hand” — no weapon, just the strength of one’s body and spirit.

2. Desert Dervish

  • Inspiration: Whirling dervishes of Sufi mysticism (Middle East/North Africa)
  • Weapons: Scimitar (treated as Monk weapon), sling
  • Armor: None (flowing silk robes)
  • Equipment: Silk veil, holy verses, small drum or flute, desert water skin
  • Monk Subclass (Warrior Path):Warrior of Shadow
    • Drawing upon both mysticism and the power of the wind, the Dervish uses their speed and grace in battle, dancing through the desert with movements that are both spiritual and deadly. They harness shadow and speed, moving like the wind to disorient their foes.

3. Yamabushi Ascetic

  • Inspiration: Mountain warrior-monks of feudal Japan
  • Weapons: Shortsword (wakizashi), club (shakujō staff)
  • Armor: None (robes with conical straw hat)
  • Equipment: Pilgrim’s pack, bell staff, conch horn, climbing gear
  • Monk Subclass (Warrior Path):Warrior of the Elements
    • The Yamabushi ascetics combine spiritual discipline with the raw power of nature. They are deeply attuned to the elements of the earth and sky, wielding the forces of nature in their martial arts as they climb mountains and protect sacred shrines.

4. Okichitaw Warrior

  • Inspiration: Plains Cree martial art (Indigenous Canada)
  • Weapons: Handaxe (tomahawk), spear, dagger
  • Armor: None (beaded leathers)
  • Equipment: Medicine pouch, painted shield (flavor only), hunting tools
  • Monk Subclass (Warrior Path):Warrior of the Open Hand
    • The Okichitaw warrior is a powerful unarmed combatant, focused on quick, brutal strikes and using their environment for tactical advantage. They use their speed and strength to overpower enemies, much like the “Open Hand” path’s focus on overwhelming physical dominance and precision.

5. Capoeirista

  • Inspiration: Afro-Brazilian Capoeira
  • Weapons: Unarmed strikes only (kicks, flips), darts (flavored as pebbles or thrown coins)
  • Armor: None (tight-fitting street wear or ritual garb)
  • Equipment: Musical instrument (berimbau), drum, chalk for body markings
  • Monk Subclass (Warrior Path):Warrior of Shadow
    • The Capoeirista’s martial style blends graceful movement with trickery and surprise, using their acrobatic skills to confuse and overwhelm their enemies. Their strikes come unexpectedly, and their ability to vanish into shadows makes them elusive and unpredictable in battle.

6. Kalari Guardian

  • Inspiration: Kalaripayattu warriors (India)
  • Weapons: Shortsword, spear (treated as Monk weapon), rope dart
  • Armor: None (light cloth armor, oiled skin)
  • Equipment: Herbal kit, mirror for self-reflection, ceremonial oil
  • Monk Subclass (Warrior Path):Warrior of the Open Hand
    • The Kalari Guardian embodies the spirit of balance and discipline, seamlessly moving from fluid strikes to devastating blows. Their skill with a variety of weapons and unarmed strikes allows them to adapt to any situation, all while maintaining a calm focus on their martial path.

7. Boxer of Pankration

  • Inspiration: Greek Pankration (Olympic unarmed combat)
  • Weapons: Unarmed strikes, cestus (spiked gloves – flavored)
  • Armor: None (loincloth or leather straps)
  • Equipment: Olive oil, bindings, gladiator sandals
  • Monk Subclass (Warrior Path):Warrior of the Open Hand
    • The Pankratiast excels in brutal, unarmed combat, and their strikes are filled with the spirit of ancient warriors. They focus on breaking their opponents with quick, powerful blows and leveraging their raw physicality, embodying the “Open Hand” tradition’s emphasis on power and control.

8. Highland Warrior-Monk

  • Inspiration: Celtic druidic warrior-monks (mythic)
  • Weapons: Club (oak cudgel), sling
  • Armor: None (leather wrappings, ritual tattoos)
  • Equipment: Animal totem, iron torc, herbal salve
  • Monk Subclass (Warrior Path):Warrior of the Elements
    • The Highland Warrior-Monk draws upon the primal forces of the natural world, channeling the power of storms, earth, and fire. Their club strikes are like the fury of the storm, and they use the environment to help their strikes flow like a river, unpredictable and unstoppable.

9. Desert Wind Sage

  • Inspiration: Tuareg mystics and desert monks (North Africa/Sahara)
  • Weapons: Scimitar (Monk weapon), darts
  • Armor: None (blue robes and face wrap)
  • Equipment: Windchime, sandskin waterskin, compass
  • Monk Subclass (Warrior Path):Warrior of Shadow
    • The Desert Wind Sage’s mastery over the harsh desert landscape mirrors their ability to manipulate shadows. Their strikes are swift, cutting like the desert wind, and their ability to meld with the environment makes them elusive, as if they were one with the sandstorms themselves.

10. Korean Hwarang Disciple

  • Inspiration: Silla-era Korean elite warriors and scholars
  • Weapons: Shortbow, spear (Monk weapon), unarmed
  • Armor: None (silken robes with light lamellar ornamentation)
  • Equipment: Brush and ink, banner of virtue, family talisman
  • Monk Subclass (Warrior Path):Warrior of the Open Hand
    • The Hwarang warrior-priest embodies the discipline of the mind and body. Combining combat prowess with meditation, they use their unarmed strikes and ranged weapons to control the battlefield, while also acting as moral guides for others.

11. Tibetan Sky Walker

  • Inspiration: Tibetan monks and lung-gom-pa runners (legendary marathon monks)
  • Weapons: Quarterstaff, sling
  • Armor: None (prayer shawl, mountain boots)
  • Equipment: Wind talisman, yak-horn bowl, small bell
  • Monk Subclass (Warrior Path):Warrior of the Elements
    • The Tibetan Sky Walker is a force of nature, able to traverse the highest peaks and move with a speed that defies the ordinary limits of human capability. They use the energy of the wind and their mastery of movement to strike from the air and control the flow of battle.

12. Zulu Spirit-Knight

  • Inspiration: Zulu stick-fighting and spiritual warfare
  • Weapons: Club (knobkerrie), javelin (as dart)
  • Armor: None (hide shield for flavor only)
  • Equipment: Ancestral mask, tribal necklace, calabash water gourd
  • Monk Subclass (Warrior Path):Warrior of the Open Hand
    • The Zulu Spirit-Knight calls upon the spirits of the ancestors to guide their strikes, imbuing their weaponry with spiritual energy. Their fighting style focuses on quick, decisive strikes and a deep connection to their heritage, empowering each blow with ancient strength.

1. Elf (High Elf)

  • Region: Primarily found in temperate forests of Europe and northern parts of Asia (e.g., Finland, Scandinavia).
  • Origin: Celtic and Norse mythology.
  • Monk Equipment:
    • Weapons: Longsword (Monk weapon), shortbow, and dagger.
    • Armor: None (light armor or robes, typically forest-themed attire like elven cloaks).
    • Equipment: Spellbook (for spellcasting monks), nature-focused gear, healing herbs, elven crafted wooden staff or walking stick, rations.
  • Monk Subclass (Warrior Path): Warrior of the Elements
    Elves have a deep connection with nature, and their Monks are attuned to elemental forces, channeling their inner energy for graceful, fluid combat.
  • Gods and Worship:
    • Gods: Corellon Larethian (god of beauty and magic, representing the arts and the natural world), Yondalla (goddess of protection and community).
    • Region of Worship: Northern Europe (Nordic, Celtic influence).

2. Dwarf (Mountain Dwarf)

  • Region: Mountains and cold regions of Europe (e.g., the Alps, the Carpathians).
  • Origin: Norse mythology, Germanic folklore, and Scottish Highland culture.
  • Monk Equipment:
    • Weapons: Battleaxe (Monk weapon), warhammer, and shield.
    • Armor: None (sometimes light armor, such as leather or hardened hide). Some prefer sturdy, earth-colored robes.
    • Equipment: Hammer, dwarven-forged tools, climbing gear, medicinal herbs, runestones, rations.
  • Monk Subclass (Warrior Path): Warrior of the Open Hand
    Dwarves are stalwart warriors, and their Monks use their formidable endurance and solid ground techniques to strike with both power and precision, focusing on strength and stability.
  • Gods and Worship:
    • Gods: Moradin (god of creation and the forge), Berronar Truesilver (goddess of family and community).
    • Region of Worship: Scandinavia, Germanic regions, and Scottish Highlands.

3. Halfling

  • Region: Found in pastoral lands, England and the Netherlands.
  • Origin: English folklore, Dutch culture, Shire-like environments.
  • Monk Equipment:
    • Weapons: Sling (Monk weapon), short sword, and dagger.
    • Armor: None (simple tunics or cloaks; they prefer lightweight and functional wear).
    • Equipment: Rations, a pipe (for spiritual calm), simple tools for farming or travel, herbal concoctions.
  • Monk Subclass (Warrior Path): Warrior of Mercy
    Halfling Monks are gentle healers, swift in battle, focusing on support and healing while maintaining a strong sense of community and peace. Their strikes are less about power and more about precision and timing.
  • Gods and Worship:
    • Gods: Yondalla (goddess of protection and fertility), Arvoreen (god of war and protection).
    • Region of Worship: England, Dutch villages, and lowland pastoral cultures.

4. Dragonborn

  • Region: Commonly found in temperate, mountain regions like Asia (China, Mongolia, Japan).
  • Origin: Asian mythology (Chinese dragons, Japanese, and Mongol influences).
  • Monk Equipment:
    • Weapons: Unarmed strikes (draconic power manifests through their fists), spear.
    • Armor: None (their scales provide natural protection; sometimes adorned with light armor or ceremonial robes).
    • Equipment: Dragon-themed trinkets, ceremonial mask, herbal remedy kits, prayer beads.
  • Monk Subclass (Warrior Path): Warrior of the Elements
    Dragonborn Monks channel the primal forces of nature and the dragonic blood within them. Their power draws on elemental energy, making them formidable opponents who use breath-based abilities or elemental strikes.
  • Gods and Worship:
    • Gods: Bahamut (god of justice, protection, and good dragons), Tiamat (goddess of wealth, greed, and evil dragons).
    • Region of Worship: China, Japan, Mongolia.

5. Gnome (Forest Gnome)

  • Region: Found in forests and magical groves in Europe (e.g., Celtic and Germanic forest regions).
  • Origin: Celtic folklore, Germanic forest mythologies.
  • Monk Equipment:
    • Weapons: Shortsword (Monk weapon), slingshot, darts, or light crossbow.
    • Armor: None (light leather armor, magical cloaks, and simple woodland garb).
    • Equipment: Small tools, magic-infused trinkets, nature-based talismans, herbal concoctions.
  • Monk Subclass (Warrior Path): Warrior of the Open Hand
    Gnome Monks use their agility and quick reflexes to outmaneuver their foes, striking with precision and using their small size to their advantage.
  • Gods and Worship:
    • Gods: Baervan Wildwanderer (god of forests and freedom), Callarduran Smoothhands (god of gnomes and the earth).
    • Region of Worship: Celtic regions, Germanic forests.

6. Tiefling

  • Region: Commonly found in both urban and remote places in Mediterranean regions (e.g., Italy, Greece, Spain).
  • Origin: Greek and Roman mythology, Middle Eastern folklore.
  • Monk Equipment:
    • Weapons: Unarmed strikes (with demonic-infused power), shortsword.
    • Armor: None (often adorned in light robes with arcane or infernal motifs).
    • Equipment: Dark gem, incense for summoning spirits, arcane relics, journals.
  • Monk Subclass (Warrior Path): Warrior of Shadow
    Tiefling Monks are often associated with shadowy powers, their demonic heritage allowing them to manipulate darkness and move through it. They use their connection to infernal energy to slip in and out of combat effortlessly.
  • Gods and Worship:
    • Gods: Asmodeus (god of domination and control), Lolth (goddess of spiders, chaos).
    • Region of Worship: Middle Eastern, Mediterranean (Ancient Greece, Rome).

7. Aarakocra

  • Region: High mountain ranges and cliff cities, Himalayas, Andes, or Eastern Europe (carved cliffs).
  • Origin: Ancient Central Asian and South American mythology (e.g., Inca, Himalayan birds).
  • Monk Equipment:
    • Weapons: Spear (Monk weapon), darts.
    • Armor: None (natural feather armor, leather straps).
    • Equipment: Feathered headdresses, talismans, flying tools, rations.
  • Monk Subclass (Warrior Path): Warrior of the Elements
    Aarakocra Monks harness the powers of the wind and sky, using their flight to outmaneuver opponents and strike from above. Their combat is quick, dynamic, and highly aerial.
  • Gods and Worship:
    • Gods: Aerdrie Faenya (goddess of air, birds, and flight), Akadi (goddess of air and movement).
    • Region of Worship: Himalayas, Andes Mountains.

8. Orc

  • Region: Northern Asia and Eastern Europe (Siberia, Mongolia).
  • Origin: Turkic and Mongol mythology, Shamanic traditions.
  • Monk Equipment:
    • Weapons: Greatclub (Monk weapon), handaxe, javelin.
    • Armor: None (muscle-carved, tattooed skin or minimal armor).
    • Equipment: Trophies from battle, bone ornaments, shamanic talismans.
  • Monk Subclass (Warrior Path): Warrior of the Open Hand
    Orc Monks are brutal warriors who rely on their massive physical strength and resilience. Their strikes are thunderous, and they thrive in the heat of battle, outmatching opponents with sheer ferocity.
  • Gods and Worship:
    • Gods: Gruumsh (god of conquest and war), Ilneval (god of strategy and battle).
    • Region of Worship: Mongolia, Siberia, Northern Eurasian steppes.
asian, martial arts, body painting Monk

For the truly exemplary, martial skill transcends the battlefield- it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it’s least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any lawful

Hit Die: d8

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfitworth 10 gp or less.

Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dexterity), Climb (Strength), Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Escape Artist (Dexterity), Hide (Dexterity), Jump (Strength), Knowledge (arcana) (Intelligence), Knowledge (religion) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Perform (Charisma), Profession (Wisdom), Sense Motive (Wisdom), Spot (Wisdom), Swim (Strength), and Tumble (Dexterity).

Skill Points at 1st Level (4 + Intelligence modifier) x?4.

Skill Points at Each Additional Level 4 + Intelligence modifier.

The Monk
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialFlurry of Blows Attack BonusUnarmed
Damage1
AC BonusUnarmored
Speed Bonus
1st+0+2+2+2Bonus feat, flurry of blows, unarmed strike-2/-21d6+0+0 ft.
2nd+1+3+3+3Bonus feat, evasion-1/-11d6+0+0 ft.
3rd+2+3+3+3Still mind+0/+01d6+0+10 ft.
4th+3+4+4+4Ki strike (magic), slow fall 20 ft.+1/+11d8+0+10 ft.
5th+3+4+4+4 .Purity of body+2/+21d8+1+10 ft
6th+4+5+5+5Bonus feat, slow fall 30 ft.+3/+31d8+1+20 ft.
7th+5+5+5+5Wholeness of body+4/+41d8+1+20 ft.
8th+6/+1+6+6+6Slow fall 40 ft.+5/+5/+01d10+1+20 ft.
9th+6/+1+6+6+6Improved evasion+6/+6/+11d10+1+30 ft.
10th+7/+2+7+7+7Ki strike (lawful), slow fall 50 ft.+7/+7/+21d10+2+30 ft.
11th+8/+3+7+7+7Diamond body, greater flurry+8/+8/+8/+31d10+2+30 ft.
12th+9/+4+8+8+8Abundant step, slow fall 60 ft.+9/+9/+9/+42d6+2+40 ft.
13th+9/+4+8+8+8Diamond soul+9/+9/+9/+42d6+2+40 ft.
14th+10/+5+9+9+9Slow fall 70 ft.+10/+10/+10/+52d6+2+40 ft.
15th+11/+6/+1+9+9+9Quivering palm+11/+11/+11/+6/+12d6+3+50 ft.
16th+12/+7/+2+10+10+10Ki strike (adamantine), slow fall 80 ft.+12/+12/+12/+7/+22d8+3+50 ft.
17th+12/+7/+2+10+10+10Timeless body, tongue of the sun and moon+12/+12/+12/+7/+22d8+3+50 ft.
18th+13/+8/+3+11+11+11Slow fall 90 ft.+13/+13/+13/+8/+32d8+3+60 ft.
19th+14/+9/+4+11+11+11Empty body+14/+14/+14/+9/+42d8+3+60 ft.
20th+15/+10/+5+12+12+12Perfect self, slow fall any distance+15/+15/+15/+10/+52d10+4+60 ft.

1 The value shown is for Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or Large monks.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency

Bodhidharma Blockdruck von Tsukioka Yoshitoshi (1839-1892)
Bodhidharma Blockdruck von Tsukioka Yoshitoshi (1839-1892)

Monks are proficient with club, crossbow (light or heavy), Dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action.

When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it
disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Strength bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use
any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Small or Large Monk Unarmed Damage
LevelDamage (Small Monk)Damage (Large Monk)
1st-3rd1d41d8
4th-7th1d62d6
8th-11th1d82d8
12th-15th1d103d6
16th-19th2d63d8
20th2d84d8

Bonus Feat

At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect
Arrows
as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su)

At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and  magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)

At 13th level, a monk gains Spell Resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s Spell Resistance.

Quivering Palm (Su)

Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless
the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex)

Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self

At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

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