|Level||Proficiency Bonus||Martial Arts||Ki Points||Unarmored Movement||Features|
|1||2||1d4||—||—||Unarmored Defense, Martial Arts|
|2||2||1d4||2||+10 ft||Ki, Unarmored Movement|
|3||2||1d4||3||+10 ft.||Monk Archetype, Deflect Missiles|
|4||2||1d4||4||+10 ft.||Slow Fall, Ability Score Improvement|
|5||3||1d6||5||+10 ft.||Extra Attack, Stunning Strike|
|6||3||1d6||6||+15 ft.||Ki-Empowered Strikes|
|7||3||1d6||7||+15 ft.||Evasion, Stillness of Mind|
|8||3||1d6||8||+15 ft.||Ability Score Improvement|
|9||4||1d6||9||+15 ft.||Unarmored Movement|
|10||4||1d6||10||+20 ft.||Purity of Body|
|11||4||1d8||11||+20 ft.||Monk Archetype Feature|
|12||4||1d8||12||+20 ft.||Ability Score Improvement|
|13||5||1d8||13||+20 ft.||Tongue of the Sun and Moon|
|14||5||1d8||14||+25 ft.||Diamond Soul|
|15||5||1d8||15||+25 ft.||Timeless Body|
|16||5||1d8||16||+25 ft.||Ability Score Improvement|
|17||6||1d10||17||+25 ft.||Monk Archetype Feature|
|18||6||1d10||18||+30 ft.||Empty Body|
|19||6||1d10||19||+30 ft.||Ability Score Improvement|
|20||6||1d10||20||+30 ft.||Perfect Self|
Unarmored Defense Level: 1
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 Level: 1
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 Table: The Monk.
- 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 Level: 2
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 Table: The Monk.
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
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.
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
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 Level: 2
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 Table: The Monk. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monk Archetype Level: 3
When you reach 3rd level, you commit yourself to a monastic tradition. The monastic tradition archetypes are described in the official source material, as well as detailed below. Your archetype choice grants you features at 3rd level and again at 6th, 11th, and 17th level..
Deflect Missiles Level: 3
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.
Slow Fall Level: 4
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 Level: 5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike Level: 5
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 Level: 6
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion Level: 7
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 Level: 7
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 Level: 10
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon Level: 13
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 Level: 14
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 Level: 15
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 Level: 18
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 Level: 20
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monks who follow the way of the winds embrace a lifestyle of motion and action. These monks will utilize their ki for the mobility and freedom to move. Monks of the Wind are as variable as the winds themselves; some being jovial and others cold and brutal. The one uniting factor is their desire for adventure and freedom.
Ride the Winds Level: 3
Beginning at 3rd level, you have learned how to utilize your ki to improve your mobility. When you use Step of the Wind, your movement speed and jump distance are increased by 10 feet. In addition to this your next attack that hits this turn deals an additional 1d4 thunder damage. You may spend any amount of additional ki to increase this effect: each additional ki spend increases your movement speed and jump distance by 10 feet, and increases the damage of your next attack that hits by an additional 1d4 thunder damage.
Dashing Strike Level: 6
Starting at 6th level, your attunement to the winds lends itself not only to your step, but also your strikes. When you take the dash action you can spend 1 ki and make a special attack as part of the dash called a dashing strike.
Your dashing strike deals thunder damage equal to your Martial Arts damage die + your Dexterity modifier + your Monk level when the attack is performed.
Crashing Strike Level: 11
Starting at 11th level, you can manipulate the winds around you with such ease that you are able to deliver a powerful whirlwind around you as you come crashing back down to the ground. On your turn you can spend 2 ki and perform a special action called a crashing strike.
Your crashing strike causes a blast of wind to launch out from your impact. Each creature within 10 feet of you must make a Strength saving throw, taking thunder damage equal to your Martial Arts damage die + your Dexterity modifier + your Monk level on a failed save, or half as much damage on a successful one.
The ki cost of this ability is reduced to 0 if you fell at least 20 feet immediately before performing this action.
Improved Strikes Level: 17
Starting at 17th level, your attunement to the winds has reached the point of mastery. You can control the winds around your dashing strikes as well as your crashing strikes.
When you hit a creature with a dashing strike you can impose one of the following effects on that target.
- The creature must succeed a Dexterity saving throw or be thrown 10 feet in the air and remains there until the end of your turn where it falls to the ground if it doesn’t have a fly speed.
- The creature must succeed a Strength saving throw or be pushed up to 20 feet away from you.
In addition, whenever you perform a crashing strike, you can apply any one of the following effects to it before you take the action.
- Creatures that fail their saving throw against your crashing strike are pushed up to 10 feet away from you.
- After performing crashing strike you can move through the space of creatures that were damaged by your crashing strike, and those creatures can not make opportunity attacks against you until the end of the turn.