Monk

Hit Points

Hit Dice: 1d10 per Monk level

Hit Points at 1st level: 10 + your Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: Choose one type of artisan's tools or one musical instrument

Saving Throws: Dexterity, Wisdom

Skills: Choose two: Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

Maneuvers

This class grants you maneuvers, see Chapter 12: Maneuvers for more information.

Martial Arts

As a monk, your practice of martial arts gives you mastery over combat styles that use your unarmed strike and simple weapons. At 1st level, you gain the following benefits while you are unarmed or wielding only simple weapons and you aren't wearing armor or a shield.

Bonus Unarmed Strike. You can make one unarmed strike as a bonus action on your turn.

Dexterous Attacks. You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and simple weapons.

Martial Arts Die. You can roll a d6 in place of the normal damage of your unarmed strikes and simple weapons. Your martial arts die increases when you gain certain levels in this class, 5th level (d8), 11th level (d10), and 17th level (d12). 

Weapon Attacks. Your unarmed strikes can count as melee weapon attacks.

Unarmored Defense

At 1st level, while you do not have a shield and are not wearing any armor, your armor class equals 10 + your dexterity and wisdom modifiers.

Martial Discipline

At 2nd level, your self-discipline and martial training allow you to tap into yourself, allowing you to preform extraordinary feats. You have a number of discipline points equal to your monk level + your wisdom modifier. You can spend these points to fuel various features, and once you spend a discipline point, it is unavailable until you finish a short or long rest. Some of these features may require a target to make a saving throw to resist the effects, the DC for these features is 8 + your wisdom modifier + your proficiency bonus. The features you can spend your discipline points on are:

When you are out of discipline points, you may spend 2 exertion points to use one of these features.

Unarmored Movement

At 2nd level, your speed increases by 15 feet while you aren't wearing armor or wielding a shield. This bonus increases when you reach certain levels in this class, 6th level (20 feet), 10th Level (25 feet), 14th Level (30 feet), and 18th Level (35 feet).

Deflect Missiles

At 3rd level, you can use your reaction to deflect ranged attacks against you that deal bludgeoning, piercing, or slashing damage. 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 may spend 1 discipline point to redirect the attack towards another creature. If you do so, choose a creature within 60 feet of you. You make a ranged attack against the target, which counts as a monk weapon and uses your martial arts die for the damage roll. The damage is the same type dealt by the attack. If you are under the effects of the dodge action, it does not cost your reaction to use this ability.

Monk Subclass

At 3rd level, you gain a monk subclass of your choice: Astral Self, Drunken Master, Kensei, Warrior of the Four Elements, Warrior of Shadow, Warrior of the Open Hand, Warrior of the Sun Soul, and Way of Mercy.

The subclass you choose grants you features at 3rd level, and again when you reach 6th, 11th, and 17th level.

Ability Score Improvement

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.

Slow Fall

At 4th level, you can use your reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your monk level.

Extra Attack

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

Acrobatic Movement

At 5th level, 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. If you end your turn on a vertical surface or liquid, you fall/sink.

Empowered Strikes

At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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

At 7th level, you can use your action to end the frightened or charmed condition on yourself.

Heightened Metabolism

At 9th level, if you spend at least 1 minute resting, you an give yourself all the benefits of a short rest. Once you use this feature, you cannot do so again until you finish a long rest.

Self-Restoration

At 10th level, you are immune to diseases and the poisoned condition, as well as poison damage. You may also spend 1 discipline point to heal yourself as a bonus action for an amount of hit points equal to a roll of your martial arts die + your wisdom modifier. 

Deflect Energy

At 13th level, you can now use your deflect missiles feature against ranged attacks that deal any damage type, not just bludgeoning, piercing, or slashing.

Disciplined Survivor

At 14th level, your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 discipline point to reroll it and take the second roll. You may only use this feature one time per saving throw.

Perfect Discipline

At 15th level, you no longer suffer the frality of old age, and you cannot be aged magically, but you can still die of old age. You also only need a quarter of the food and water a normal person requires.

Additionally, when you roll for initiative and have less than 4 discipline points remaining, you regain a number of discipline points so that you have 4.

Superior Defense

At 18th level, you can spend 3 discipline points as a bonus action to bolster your defenses for 1 minute. During this time, you have resistance to all damage except force damage. This ends early if you are knocked unconscious. 

Ultimate Discipline

At 20th level, whenever you take the Flurry of Blows, Patient Defense, or Step of the Wind feature, you can choose to gain the effects of one of the other two listed features as well.