Can a Monk Move on Their Turn Then Use Their Action to Move Then Use Step of the Wind to Move Again
The Monk is a nimble, skilful charlatan. Through rigorous field of study and physical training, they master martial arts, and gain control over their bodies well beyond the capabilities of ordinary mortals. Past meditating on the mysteries of their monastic social club, they harness the spiritual energy known as ki. They tin channel this life force to empower themselves and perform superheroic feats.
Monks are primarily flexible, frail frontline fighters. When you cull a Monastic Tradition for your Monk at level 3, you can double-downward on that archetype, or pick up a secondary skillset as a healer, infiltrator, or combat spellcaster.
Despite the huge variety of cloistered religious orders in the real world, the D&D Monk is modelled on Far Eastern history, mythology, and pop civilization. In that location's no choice to follow the "Way of the Hop" and play every bit a Trappist monk with proficiency in brewing. You will find Monastic Traditions that are inspired by the popular perceptions of Ninjas, Wuxia literature, Avatar the Last Airbender, Dragonball Z, and fifty-fifty the Drunken Fist fighting style popularised in the Due west past Jackie Chan's 1978 picture show Drunken Master.
All Monks are unarmoured, so if you're besotted with the O-Yoroi armour of samurai or the films of Akira Kurosawa, you're better off picking a Fighter. If you're totally undecided nearly which class to take into the dungeon on your next risk, our D&D 5E classes guide will help yous out.
- Monk Stats
- Form features 5E
- Best Race for Monk 5E
- Monk subclasses 5E
- Monk builds 5E
Monk Stats 5E
Monks strive for perfection in ii domains: the body and the spirit. Accordingly, Dexterity and Wisdom are their virtually important ability scores. Monks can apply their Dexterity modifier in place of Strength when rolling to hit or harm with an Unarmed Strike, and many of their class abilities can only be used when they make an attack without wielding a weapon. Fortunately, they'll proceeds increasingly powerful Unarmed Strikes as they level upwardly.
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Monks must be unarmored to use many of their grade features. Dexterity is a big help here, and their Unarmored Defense ability allows them to add their Wisdom modifier to their Armor Class provided they go into combat without armour or a shield. When enemies are permitted a saving throw against a spell cast by a Monk'due south ki, the DC is based on the Monk's Wisdom modifier.
Monk class features 5E
Striking Dice | 1d8 per level |
HP at Lvl Up | 1d8 (or 5) + Constitution modifier |
Main ability scores | Dexterity and Wisdom |
Armour proficiency | None |
Weapon proficiency | Uncomplicated Weapons, Shortswords |
Tool proficiency | One type of artisan's tools or i musical instrument |
Saving throws | Forcefulness, Dexterity |
Monks take many minor class features that are thematically connected simply mechanically quite distinct.
Martial Arts – Wuxia Masters
Monks are skilled masters of martial arts. At first level monks can utilise Dexterity in identify of Strength when making Unarmed Strikes or attacking with the monk weapons associated with their club. These Martial Arts attacks deal d4 impairment (or the damage dice of your chosen weapon), an amount that increases as you level up.
After attacking with Unarmed Strike or one of their society's weapons, Monks can utilise their bonus action to make another unarmed strike (although this behaves a lot similar an instance of 2-weapon fighting, it doesn't interact with feats like Dual Wielder or the 2-Weapon Fighting manner). Monks also go into combat unarmoured, calculation their Wisdom to their Armour Course, provided they bring neither armour nor shield.
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Whatever daring, physics-defying acrobatics you lot've seen in Wuxia movies, in that location'due south a skilful chance that Monks can perform them. At 2d level, Monks get faster when they're unarmoured. At level three, Monks can use their reaction to deflect missile attacks, potentially snatching the pointer out of the air and flinging it back at their foe.
At fourth level, monks can slow themselves when falling, reducing any impairment they might suffer. At level five, they proceeds an extra assault each turn. At level 7, their quick reflexes permit them to completely avoid any damage when they pass a Dexterity check to dodge a fireball or dragon'southward lightning breath. And when they hit level nine, they can run beyond water.
Ki – Inner harmony
A monk's devotion to physical perfection is a gateway to inner harmony. Monks harness the spiritual free energy known as ki, using it to empower their abilities. Some of these are empowered past spending ki points. At low levels, a Monk might spend one ki signal to make two additional Unarmed Strike attacks using Flurry of Blows, or use Footstep of the Wind to disengage as a bonus action. At level 18, Empty Torso lets a Monk spend 4 ki points to become invisible for i minute and proceeds resistance to all but force impairment, or viii ki points to cast the Astral Projection spell and enter a higher airplane through meditation.
Each of the Monastic Traditions a Monk can follow provides them with unlike ways to use their ki. Ki points refresh every time a monk is able to spend some portion of a Long Remainder in meditation.
As the monk levels upwards they gain passive abilities that represent their increasingly perfect inner being. Purity of Body makes them immune to illness and poison, while Tongue of the Lord's day and Moon allows the Monk to communicate with all creatures in whatsoever linguistic communication. Diamond Soul grants the Monk advantage to all saving throws, and Timeless Body makes them immune to ageing. Should a Monk achieve level twenty, Perfect Self allows a Monk to regain iv ki points if they have none when they roll for initiative.
Best race for Monk 5E
Monks benefit from loftier Dexterity and Wisdom, then any race that can provide a boon to these scores will brand a proficient starting point. While primarily lightly-armoured damage dealers or skirmishers, Monks tin can accept many other secondary roles, so races with innate spells could help y'all focus on a particular build.
Aarakocra
With +2 Dexterity and +1 Wisdom, Aarakocra have good natural abilities for a Monk – though with a life expectancy of simply 30 years, they won't accept long to pursue their inner perfection. Their flying speed of 50 feet can only be used when they are not wearing medium or heavy armour, which is no hardship at all for a monk. With an Aarakocra you lot tin can create a monk similar to the Tengu of Japanese mythology.
Elf
With +two Dexterity, all the elvish subraces are suitable monks. The Pallid Elf and Wood Elf subraces both have +1 Wisdom, giving them the best stats for the job. The Pallid Elf has advantage on Intelligence (Investigation) and Wisdom (Insight) checks, excellent for a wise sage. They can bandage the cantrip Light and the spells Sleep (from 3rd level) and Invisibility (on themselves only, from fifth) in one case per Long Rest.
The Forest Elf meanwhile is slightly faster and, using Mask of the Wild, tin can hibernate in the lightest of woodland cover. If y'all're playing in Eberron it's worth taking an Aereni Woods Elf, as they substitute the normal Elvish weapon training (which a monk tin't take advantage of) for a double proficiency bonus in a unmarried skill or tool.
Halfling
Another race that has +2 Dexterity across its subraces, all Halflings take the makings of a dandy monk. The Nimbleness race ability allows Halflings to move through the space of creatures larger than themselves, something that monks tin can accept advantage of by spending ki to activate the Pace of the Wind power and undo as a bonus action, sneaking right through the enemy battleline. The Lotusden Halfling gains some druidic spells they tin use every long rest, while the Marker of Healing Halfling tin can bandage Cure Wounds and Lesser Restoration. Both gain +1 Wisdom, making them skillful picks for a Monk that leans more than into a secondary role as a healer or support grapheme.
Tortle
With +ii Strength and simply +1 Wisdom, Tortles don't seem to have much going for them as monks go. But their thick shell provides them with Natural Armor and an Ac of 17, which is unmodified by Dexterity. This allows yous to build a monk with Dexterity every bit a dump stat, using Strength to buff up your Unarmed Strikes instead. This allows you to play against the stereotype and build a monk that is sturdy and potent, rather than nimble nonetheless fragile.
Wildhunt Shifter
This shapeshifter can prefer a bestial form as a bonus activity, gaining a sprinkling of temporary hit points, advantage on Wisdom checks, and near total immunity from being attacked with reward for one infinitesimal. They likewise add +two to their Wisdom score and +i to Dexterity, and gain proficiency in Survival. The Wildhunt Shifter doubles downward on the fluid fighting mode of the Monk, equally well as gaining useful outdoors and tracking skills that will serve y'all well in a campaign with lots of wilderness exploration.
Monk subclasses 5E
At third level, each monk devotes themselves to a Monastic Tradition. This is the spiritual path they will follow on their road to enlightenment. They gain new means to channel their ki, shaping their inner energy to reach supernatural effects.
Way of Mercy
Plant in: Tasha's Cauldron of Everything
Level | Bracket abilities |
3 | Implements of Mercy (proficiency in Insight, Medicine and a Herbalism kit), Paw of Healing, Hand of Harm |
six | Dr.'due south Touch |
11 | Flurry of Healing and Impairment |
17 | Hand of Ultimate Mercy |
The hands of a Monk who follows the Way of Mercy can impact the life-force of others, healing them with positive ki or bringing a swift finish to their suffering by channelling negative ki. Or to put it differently – this Monk tin punch y'all dorsum to health.
Their features are all based effectually Unarmed Strikes. They tin spend ki to heal a creature a number of hit points equal to their martial arts die + Wisdom modifier, or can swap one of their bonus attacks from Flurry of Blows for healing. Alternatively, they tin channel negative ki into their strikes and deal the same amount in necrotic impairment after landing an Unarmed Strike, once per turn.
As they level up these abilities increment in power, creating a chief of life and death who, by level 17, tin apply the Mitt of Ultimate Mercy to resurrect the expressionless.
Way OF THE FOUR ELEMENTS
Plant in: Role player'due south Handbook
Level | Bracket abilities |
3 | Subject of the Elements (Elemental Attunement and i other) |
6 | Additional Elemental Field of study. |
11 | Boosted Elemental Discipline |
17 | Additional Elemental Bailiwick |
Fans of Avatar: The Last Airbender and Legend of Korra, look no further, your element-manipulating Monk is right hither. Monks who follow the Way of the Four Elements have a buffet of different Elemental Disciplines to choose from, starting with Elemental Attunement and another of your option at level three. You'll proceeds some other each time you progress their Monastic Tradition. These abilities are activated past using ki points.
Some of the Disciplines have unique powers: Shape the Flowing River allows the Monk to reshape water and ice to their will, while Fangs of the Burn down Snake sheathes the Monk's fists in flames to bargain burn instead of bludgeon damage, and offers the ability to add extra fire harm to a strike by spending more ki.
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Other Disciplines mimic spells, and the Monk tin can cast these at higher levels by imbuing further ki into them. Fist of Iv Thunders allows the monk to scatter enemies effectually them by casting Thunderwave, while Eternal Mountain Defense casts Stoneskin on the monk.
Monks following the Fashion of the 4 Elements are combat casters with a very restricted spell list just an extremely thematic set of powers. Though you're non limited to a single element, if you focus on only one y'all would do well to choose the Elemental Main feat, preventing enemies from using Resistance against your attacks.
Way of the Astral Self
Found in: Tasha'southward Cauldron of Everything
Level | Subclass abilities |
3 | Arms of the Astral Self |
half dozen | Visage of the Astral Self |
11 | Body of the Astral Cocky |
17 | Awakened Astral Cocky |
Monks on this path believe that their truthful self exists on the astral plane. Their meditation and discipline allow them to summon elements of that being onto the physical aeroplane to aid them in their adventuring.
The unlike aspects of the Astral Self provide different benefits, and the Monk can summon more and more than of them as they level up. The first, Arms of the Astral Self, provides the Monk with a 10-foot attain when making Unarmed Strikes (no grappling with your long spirit arms, unfortunately.) The Astral Arms permit the monk to bargain force damage with their Unarmed Strikes, but more than significantly, allow them to use their Wisdom modifier in place of their Force or Dexterity when making Unarmed Strikes or Strength-based ability checks and saves. This opens the path for you to create a Monk that's all mind and no matter, with a pumped Wisdom stat and a (relatively) low Dexterity.
The Visage of the Astral Cocky provides several utility bonuses, such as the ability to see in normal and magical Darkness to 120 feet, or directly spoken communication to only a unmarried beast that they can encounter within 60 anxiety. The Body of the Astral Self joins the Visage and Artillery, enhancing the damage that the Artillery deal and assuasive the Monk to reduce incoming elemental damage as a reaction. The Awakened Astral Self remains manifested for longer than whatsoever of the components, provides +2 Air-conditioning, and grants an extra attack in a barrage of spiritual fists.
Follow the Way of the Astral Self if you want to play a wise chief who wears their own soul similar a mech suit.
Way of the Drunken Master
Found in: Xanathar's Guide to Everything
Level | Bracket abilities |
3 | Drunken Technique, Proficiency in functioning and brewer's supplies, |
6 | Tipsy Sway |
11 | Drunkard'due south Luck |
17 | Intoxicated Frenzy |
The Drunken Master is modelled on real Chinese martial schools that teach a form of unpredictable, arhythmic fighting which mimics the movements of a drunk to disorientate their foe. The Drunken Master is a more fluid combatant than even other Monks. Drunken Technique grants them +10 feet of movement and the ability to disengage whenever they apply their Flurry of Blows power, combining offence and defence. Tipsy Sway allows the monk to spring to their feet for merely five anxiety of motion rather than one-half of their move, ensuring that they're speedily righted whenever they're knocked downwards.
The Drunken Master wants to be in the middle of a brawl. The other ability provided by Tipsy Sway is Redirect Attack, letting them use a reaction whenever an enemy misses them to swing the incoming accident into another brute inside 5 feet of them. Their final ability, Intoxicated Frenzy, grants them up to five additional attacks whenever they apply Flurry of Blows, provided they target split up enemies.
The Drunken Primary is also a proficient Performer; their drunkenness (existent or feigned) a lure to misdirect their enemies. They're a cracking option if you dear the slapstick one-act of some of the all-time Jackie Chan movies (including Drunken Master, of course), or if you lot desire to play a happy-get-lucky fool with a secret cadre of fe.
WAY OF SHADOW
Found in: Player's Handbook
Level | Bracket abilities |
iii | Shadow Arts |
6 | Shadow Step |
11 | Cloak of Shadows |
17 | Opportunist |
Do you like Ninjas? Of class you like Ninjas! Monks who follow the Way of Shadow gain skill in the deadly Shadow Arts, a set of spell-like effects into which they tin channel ki to grant magical Darkness, Darkvision, Pass Without Trace, or Silence. From level 6, Shadow Step allows them to teleport from shadow to shadow as a bonus action, granting them advantage on one attack roll.
By level 11, the Cloak of Shadows allows them to turn invisible as an action while they are in darkness. Their concluding power, Opportunist, allows them to react with an attack activity whenever an enemy is hit by an assault, emphasising their dishonourable, but undeniably constructive, fighting style.
A Way of Shadow Monk's best abilities don't rely on ki, so yous won't experience short-changed if you never go their level 20 ability – a bang-up reason to multiclass into at least one level of Rogue.
If they're caught flat-footed in daylight, nigh of this Monk's powers are stripped abroad. But if you're a proactive role player who likes to create your own opportunities and attack on your own terms, this is a neat character that can detach an unprepared enemy and escape unseen.
Way of the Kensei
Found in: Xanathar's Guide to Everything
Level | Bracket abilities |
3 | Path of the Kensei, two Kensei weapons |
6 | Ane with the Bract, an boosted Kensei weapon |
11 | Acuminate the Bract, an boosted Kensei weapon |
17 | Unerring Accuracy, an boosted Kensei weapon |
Sword saints and students of the noble blade, Monks following the Way of the Kensei are masters of sure armaments. They train with dedication until they main a pair of weapons, which can exist any elementary or martial weapon that lacks the Heavy or Special properties, or a Longbow. They treat them as monk weapons, gaining proficiency and the ability to channel their ki into the blades. As they follow this Monastic Tradition they will master additional weapons.
Initially, Path of the Kensei allows the Monk to make an Agile Parry, turning their Kensei weapon into a shield on any turn in which they use their Assail action for an Unarmed Strike. Or they can unleash a Kensei's Shot, using a bonus action to add d4 damage to a ranged weapon attack.
Pary healer:Read our detailed D&D Cleric guide
From level 6 their ki begins to empower their blades. Kensei weapons are treated as magical for the purpose of enemy resistances, and they can spend ki to apply a Deft Strike in one case per turn, adding an extra Martial Arts die in damage to the attack. At level eleven they can aqueduct one to 3 ki points of ki into a non-magical Kensei weapon, adding an attack and damage bonus for one minute, as if they were wielding a +1 to +3 weapon. From level 17 they tin reroll one missed attack made with a monk weapon per turn.
Unarmored just heavily armed, the Way of the Kensei Monk is i of the few ways to build a Monk that fights at range, or a melee fighter that can efficiently and predictably spend ki to add together more impairment. If your DM has a bad habit of running combat encounters in open areas with no cover, try an Aarakocra Style of the Kensei Monk specialising in the longbow to teach them the importance of terrain in see pattern.
Style OF THE Open up HAND
Institute in: Player's Handbook
Level | Subclass abilities |
3 | Open Hand Technique |
half dozen | Wholeness of Body |
eleven | Tranquility |
17 | Quivering Palm |
The ultimate Martial Arts Principal. If you lot love Bruce Lee, Crouching Tiger Subconscious Dragon or even Kill Beak Part 2, the Way of the Open Mitt is for you lot. This Monastic Tradition doubles down on the Wuxia powers that all monks gain, becoming the Monk-est of all Monks.
Whenever they hit an enemy using an attack from Flurry of Blows, the Monk tin inflict an boosted effect on their foe: force it to brand a Dexterity save or exist knocked prone, force information technology to brand a Force save or exist knocked xv feet away, or forbid it from taking reactions during its next turn. Whatsoever ability that can knock an enemy off a cliff, throw them from a gunkhole, or push them into lava is automatically brilliant. This Monk remains a frontline fighter but tin can command the flow of battle, creating prophylactic lanes for allies to accelerate through, or clustering enemies for area-of-event attacks.
Wholeness of Trunk allows the Monk to regain hitting points equal to 3 times their Monk level once per long remainder, as an activeness. This doesn't provide as much healing over an adventuring day equally the Fighter's 2nd Wind, but it provides a whole lot of information technology all at once. In a similarly peaceful manner, Quiet places the Monk under the Sanctuary spell afterwards finishing a long rest, forcing whatsoever creature that attacks them to make a Wisdom saving throw. Build yourself a Legacy of Phlegethos Tiefling that follows the Way of the Open Hand and you can combine Sanctuary with Amuse magic, letting you wander into an enemy stronghold like Luke Skywalker strolled into Jabba's Palace.
The final technique of the Fashion of the Open Hand is the clandestine Quivering Palm strike. This can be used after successfully making an Unarmed Strike on a foe and spending iii ki points. The strike sets upwardly lethal, ephemeral vibrations in the foe'southward body that the Monk can bring to a fatal conclusion by spending an action (provided they are on the same plane of being). When the monk does so, the enemy must pass a Constitution save or be reduced to zero hit points; on a pass, they suffer 10d10 harm.
Fifty-fifty on a relieve, that's an incredible amount of harm for iii ki points. Bear in listen, though, that this impairment doesn't country until the monk's next plow at the earliest, and the damage can exist avoided if the foe uses Aeroplane Shift or Gate to travel to another dimension. Merely really, what could exist libation than killing a dragon using the Five Signal Palm Exploding Heart technique?
Way of the Long Death
Found in: Sword Coast Charlatan's Guide
Level | Bracket abilities |
3 | Touch of Death |
six | 60 minutes of Reaping |
11 | Mastery of Death |
17 | Impact of the Long Death |
Sinister, quasi-necromantic Monks, those following the Way of the Long Death are fascinated by the indicate at which the soul and body separate. Rather than making them into killing machines, most of their abilities allow them to evade death's cold grasp. Touch of Expiry allows them to gain temporary hitting points equal to their Wisdom modifier + Monk level whenever they reduce an enemy within 5 feet to 0 hp, slurping up its life essence (recall, temporary hit points from multiple sources don't stack, so pace yourself when information technology comes to drinking souls).
Hour of Reaping allows the monk to spend an action to attempt to terrify every enemy within thirty anxiety, forcing them to make a Wisdom relieve or endure the Frightened effect for a plow. If they utilise this they volition be sacrificing all their attacks for the turn, but they learn it at just level half dozen, when they may nevertheless be facing powerful foes with poor Wisdom saves (natural beasts, Colina Giants and Slaad are great targets).
Natural ability:Check out our guide to D&D's Druid class
Mastery of Death will have the party Barbarian gnashing their teeth in envy and the Cleric kissing you: for a single ki point and no action, if the Monk would be knocked to 0hp they instead remain standing on 1hp.
Although most of this Monk's abilities are about avoiding Decease, not ushering it in, Touch of the Long Death is the exception. Spend i to ten ki points, touch an adjacent creature, and force them to make a Constitution save. If they neglect they take 2d10 necrotic damage for every ki point spent; on a pass they endure one-half as much. This is the perfect way to assassinate that high-level rival who has every magical ward going: Antimagic Sphere won't protect them from being flash-aged into dust by the Touch of the Long Death.
Way of the Sunday Soul
Constitute in: Xanathar'due south Guide to Everything
Level | Subclass abilities |
iii | Radiant Lord's day Bolt |
6 | Searing Ace Strike |
11 | Searing Sunburst |
17 | Sun Shield |
The Style of the Sun Soul teaches Monks to unleash the power of their soul in bursts of radiant energy. Martial arts and energy beams? This is one for fans of Dragon Ball Z.
The Radiant Dominicus Bolt allows the Monk to brand ranged spell attacks. Even better, you'll be able to use your Dexterity modifier every bit a bonus to its set on and harm rolls for greater dial. Using the Monk's Martial Arts die for impairment, its ability increases as you level upwardly, and the radiant damage it inflicts should be useful to knocking down specially undivine foes. When a Monk unleashes a sun bolt, they opt to spend 1 ki to unleash ii more as a bonus action.
Searing Arc Strike allows the Monk to channel ki into casting Burning Hands every bit a bonus action later on attacking. You can too channel additional ki to cast it at a college level, though you can only spend an amount of ki equal to half your Monk level.
Searing Sunburst is a Hadouken or Kamehameha attack (or perhaps even a Spirit Bomb). A 120-foot range spell that creates a blast of light with a twenty-foot radius, creatures caught in the blast must pass a Constitution salve or endure 2d6 radiant damage, an amount that can be additional past spending upwardly to 3 ki points for 2d6 damage each. Though less potent than Fireball, resistance to radiant damage is extremely rare, and if you take hold of the political party Fighter in the smash they accept a good chance of passing their save to avoid damage.
When the Monk reaches level 17 they get Super Saiyan. Wreathed in an aura of light, whenever an enemy hits them with a melee attack the Monk can use their reaction to inflict v + their Wisdom modifier radiant damage to the foe.
Monk builds 5E
Though they all stem from similar Wuxia archetypes, Monk characters tin be customised for many different adventuring roles.
Mark of Finding Human Ninja
This Monk combines the Mark of Finding Variant Man'due south innate spellcasting ability with the Way of Shadow Monk's unparalleled infiltration, creating a graphic symbol that can stealthily creep into whatsoever enemy fortress, find exactly what they're looking for, and escape without causing a whiff of detection.
Details:
- The Marker of Finding Variant Human being has +2 Wisdom and +i Constitution, meaning yous'll start with a slightly lower than optimal Dexterity score. Target a Wisdom of xvi and Dexterity of 15. In recompense you'll proceeds Darkvision, add an extra d4 to Wisdom (Perception) and Wisdom (Survival checks), and get admission to the excellent Hunter'southward Mark spell once per long rest. Hunter's Mark grants +1d6 damage when y'all brand a weapon set on against a marked target, lasting for an hour.
- To take advantage of Hunter's Mark, y'all'll need to fight with Monk weapons, so pick upwards a shortsword, a dagger, and some darts. These will grow more powerful as your Martial Arts die increases.
- Select proficiency in Stealth and Athletics (for climbing through windows and sneaking), and the Adventurer or Urchin groundwork to grant you proficiency in Sleight of Hand – there's nothing worse than a perfect infiltration thwarted by a locked bedroom door.
- At level three The Manner of Shadow grants the Pocket-size Illusion cantrip and access to Darkness, Darkvision, Pass Without Trace, and Silence spells for two ki. As you already accept Darkvision you never need to worry about that aspect, but Pass Without Trace and Silence can be amazing tools for effortless infiltrations and undetected murders.
- Your Mark of Finding too grants you the Locate Object spell once per short rest, a perfect tool to speed upwards the infiltration of an enemy fortress.
- Instead of taking your fourth level in Monk, take a single level as a Rogue to gain basic Sneak Assail damage and Expertise. Expertise doubles the proficiency bonus you gain for two skills: Stealth is an obvious selection, and doubling your proficiency bonus in Athletics volition recoup for a low Strength score.
- For your fourth Monk level, the Athlete feat is a smashing fashion to emphasise your Ninja skills. It provides +1 Dexterity (pushing you up to 16 Dexterity and +3 damage), allows you to stand up from prone for only 5 anxiety of movement, allows you to climb without spending additional movement, and allows you lot to brand a running leap after only moving 5 feet.
- Your sixth level equally a Monk will provide you Shadow Stride, letting you teleport from Shadow to Shadow, and granting you advantage on your next attack roll during the turn that you do so. When you lot bring together gainsay you will marker an enemy and zip between the shadows, e'er across arm's attain, throwing sneak attack darts into your foe until they succumb. If forced into the lite your excellent maneuverability will let you to leap and scramble your way back into the cover of darkness.
Halfling Drunkard(en Principal)
Halflings have a reputation for living the good life, so who would suspect a Halfling drunk of existence a cloak-and-dagger chief of the martial arts? This build combines the Drunken Main's fluid combat manner with the Halfling's tiny stature to create a drunken terror that is adept at avoiding blows as they are at starting fights.
Details:
- Pick a Ghostwise Halfling, gaining +2 Dexterity, +1 Wisdom, some luck, and the power to move through the space of larger creatures. The Ghostwise Halfling can communicate telepathically with a brute that shares a linguistic communication up to 30 feet away; perfect for starting fights in taverns.
- Take proficiency in Acrobatics and Insight, and a background that provides you proficiency in Deception, such as a Gambler, Criminal or Spy.
- From level ii, y'all tin can apply your bonus action and a ki point to disengage. As a Halfling, y'all tin slip between the legs of enemies, allowing y'all to movement anywhere in the battleline, setting up the party Rogue for a sneak set on, engaging an enemy pulley, or just getting out of the way of a nasty foe.
- When yous begin to follow the Way of the Drunken Master, y'all will be able to undo for free anytime you employ Flurry of Blows. Now you don't have to choose between offence and freedom of motility – punch your way around the battlefield in a masterful display of sprawling limbs and drunken lunges.
- To truly emphasise your buttery-smoothen maneuverability, take the Squat Nimbleness feat at level 5. This grants +1 Force or Dexterity, +five anxiety movement speed, proficiency in Athletics or Acrobatics (you'll want Athletics), and advantage on attempts to escape from beingness grappled, ensuring you lot're never at the mercy of others.
- From level six, rather than maneuvering out of trouble, you will aim to dive into the eye of information technology. The power to redirect enemy melee attacks that miss you onto other enemies within 5 anxiety mean that you volition accept the most affect on gainsay when y'all're right in the heart of the activeness.
Kenku Windbender
A generational curse afflicts the crow-like Kenku, stripping them of the wings their ancestors one time bore. Many Kenku strive to achieve flight. By following the Way of the Four Elements, and focusing on elemental powers attuned to air, our bird monk will take to the heaven once more.
Details:
- The Kenku has +2 Dexterity and +ane Wisdom, can pick up skill proficiency in two of Acrobatics, Deception, Stealth and Sleight of Hand, and have advantage on all.
- At level 3, specialise in the Fashion of the Four Elements. Our Kenku is actually simply going to focus on one of them, Wind, because their dream is to take to the skies. They volition begin with the Elemental Attunement discipline, and you lot can choose Rush of the Gale Spirits (which allows you to cast Gust of Wind) to start off your air-themed path of mastery.
- At level 6, Clench of the Northward Wind will allow yous to cast Agree Person (sadly, this is a concentration spell, so y'all tin can't use it to prepare someone up to be blown off a cliff by Gust of Current of air).
- At level 11, Ride the Wind will grant your Kenku the ability to fly. Rejoice! You can now retire from adventuring.
- Or hold on until 17th level, pick up Jiff of the North Wind (which allows you to cast Cone of Cold), and enjoy your new life as a miniature White Dragon.
Tortle Grappling Kensei Master
Despite their concrete perfection, Monks aren't very good grapplers. Tending to prioritise Dexterity over Strength, they usually have a weak Athletics score, even if they become proficient in it. The armoured Tortle doesn't rely on Dexterity to defend itself, and then can instead focus on weight-lifting.
Details:
- The Tortle has a natural AC of 17, +ii Strength, +i Wisdom. Outset with Wisdom and Forcefulness 16.
- Make sure that you selection Athletics as a skill proficiency, as this is what Grappling is based on.
- At level 3, follow the Way of Kensei and specialise in the Longsword or Warhammer, which y'all'll wield one-handed. Agile Parry allows you to use the weapon purely for defence force, giving y'all +2 Air-conditioning.
- At level 4, pick the Tavern Brawler feat. This grants you +i Force or Constitution, and when you brand an unarmed strike attack, you can have a bonus action to grapple your opponent.
- The game program is to fight defensively to offset, benefitting from Agile Parry until y'all can successfully grapple a foe. Then one time you accept them in your fe-strong grip, wail on them with your weapon.
- At level 8, select the Grappler feat. This grants you lot advantage on attack rolls against foes you are grappling, a smashing way to ensure you country hits and are able to channel your ki into more damage using Deft Strike, besides as giving you meliorate value from Sharpen the Bract when you go it at level 11.
Source: https://www.wargamer.com/dnd/monk-5e-class-guide
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