Monks are masters of martial arts, harnessing their inner strength and willpower in pursuit of physical and spiritual perfection. To be trained in a monastery means a lifetime spent in education, training and structure. They care little for wealth, and in exchange are driven for the rewards of personal growth. They wield an energy known as ki, a magical element that is entwined in the multiverse and flows through every living body. This power is harnessed within themselves to push their bodies to exceed all physical limitations.
Strength is important for strength-based monks, but it becomes less important if they have a higher dexterity. It is also helpful for saving throws or for commonly associated skill checks (such as athletics).
Dexterity is important for monks for the extra AC, or for monks with a lower strength. It is also helpful for saving throws.
Constitution is not important for monks, but it can be helpful for the extra HP. It is also helpful for saving throws.
Intelligence is not important for monks, but it can be helpful for saving throws or for commonly associated skill checks (such as religion).
Wisdom is vital for monks, as they gain extra AC and most of their abilities are based on their wisdom ability score modifier. It is also helpful for saving throws or for commonly associated skill checks (such as perception).
Charisma is not important for monks, but it can be helpful for saving throws or for skill checks.
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.
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 Attack Action and Melee Attack Actions that use monk weapons.
You can roll a 1d4 in place of the normal damage of your unarmed strike or monk weapon. At 5th level, it becomes 1d6.
When you use the Unarmed Attack Action or a Melee Attack Action with a monk weapon on your turn, you can make one Unarmed Attack as a Bonus Action. (For example, if you take the Melee Attack Action with a quarterstaff, you can also make an Unarmed Attack as a Bonus Action.)
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 the Monk table.
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 some time of your 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
After you take an Unarmed Attack Action or Melee Attack Action on your turn, you may spend 1 ki point to immediately make two Unarmed Attacks as a Bonus Action. (This does not trigger twice with Extra Attack.)
You can spend 1 ki point to take the Dodge Action as a Bonus Action on your turn. You also have advantage on Athletics (Strength) skill checks until the end of your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage Action as a Bonus Action on your turn. You also have advantage on Acrobatics (Dexterity) skill checks until the end of your turn.
Starting at 2nd level, you gain an extra Movement Action while you are not wearing armor or wielding a shield. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. (If you didn’t start your turn in water, you may ignore water as an obstacle for the sake of movement penalties. Likewise you can ignore obstacles like gaps if there is a vertical surface to run along.)
Open Hand Technique
At 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever 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 make a Strength saving throw. If it fails, you can push it up to 10m away from you.
It can't take Reactions until the end of your next turn.
Starting at 3rd level, you can use your Reaction to deflect or catch the missile when you are hit by a Ranged Attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your 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 use Throw Missiles in the same action.
You can spend 1 ki point to make a Ranged Attack at a visible creature at Far Range (outside of 3m, within 20m) using the weapon or piece of ammunition you just caught, in the same action as Deflect Missiles. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. If you successfully hit, the damage roll is the same as the Ranged Attack that was just made against you.
Beginning at 4th level, you can use your Reaction when you fall (or as part of any action that knocks you prone) to reduce any damage you take by an amount equal to five times your level.
Beginning at 4th level, you gain advantage on attack rolls against grappled creatures. As a Standard Action, you can try to pin a creature that you are grappling; to do so, make a grapple check. (See Grapple under Standard Actions for more.) If you succeed, you and the creature are both Restrained until the grapple ends. (See the restrained condition for more.)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Unarmed Attack Action or Melee Attack Action on your turn. You may replace either of these attacks with a Grapple or Shield Bash action (if a shield is equipped.)
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with an Unarmed Attack or Melee 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.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As a Standard Action, you can regain hit points equal to three times your level. You must finish a long rest before you can use this feature again.
Starting at 6th level, your Unarmed Attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your Standard Action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.