Newb20

Monk

Monks train body and mind to act with speed, precision, and supernatural discipline. They fight unarmored with unarmed strikes and monk weapons, turning ki into stunning attacks and self-mastery.

Alignment

A Monk must be Lawful. See Alignment.

Class Statistics

Statistic Value
Hit Die d8
Base attack bonus Medium progression
Good saves Fortitude, Reflex, Will
Skill ranks per level 4 + Intelligence modifier (minimum 1)
Class skills Acrobatics, Athletics, Concentration, Escape Artist, Lore (Religion), Perception, Stealth
Armor proficiency None
Weapon proficiency Unarmed strikes and monk weapons

Class Progression

Level BAB Fort Ref Will Class features
1 +0 +2 +2 +2 Flurry of Blows; Monk AC; Ki Pool; Unarmed Strike
2 +1 +3 +3 +3 Evasion
3 +2 +3 +3 +3 Ki Strike
4 +3 +4 +4 +4 Monk AC improves
5 +3 +4 +4 +4 Purity of Self; fast movement
6 +4 +5 +5 +5 Improved Ki Strike
7 +5 +5 +5 +5 Wholeness of Body
8 +6 / +1 +6 +6 +6 Monk AC improves
9 +6 / +1 +6 +6 +6 Improved Evasion
10 +7 / +2 +7 +7 +7 -
11 +8 / +3 +7 +7 +7 Improved Flurry
12 +9 / +4 +8 +8 +8 Monk AC improves
13 +9 / +4 +8 +8 +8 Diamond Soul
14 +10 / +5 +9 +9 +9 -
15 +11 / +6 / +1 +9 +9 +9 Timeless Body
16 +12 / +7 / +2 +10 +10 +10 Monk AC improves
17 +12 / +7 / +2 +10 +10 +10 -
18 +13 / +8 / +3 +11 +11 +11 Empty Body
19 +14 / +9 / +4 +11 +11 +11 -
20 +15 / +10 / +5 +12 +12 +12 Monk AC improves; Death Strike

Class Features

Flurry of Blows

At 1st level, when you take a Full Attack Action, you can make one additional attack with an unarmed strike or any monk weapon you wield. You take a -2 AB penalty on all attacks made as part of the flurry. You can use the same weapon for each attack if it is held in a way that permits it.

Monk AC

While unarmored, unencumbered, and conscious, add your positive Wisdom modifier to Dodge AC, to a maximum equal to your Monk level. You also gain a Dodge bonus to Dodge AC equal to one-quarter your Monk level, rounded down. Dodge bonuses stack with other Dodge bonuses. This feature does not function while you wear armor, use a shield, or carry a medium or heavy load.

Ki Pool

At 1st level, you gain a pool of ki points equal to 3 + your Monk level + your Wisdom modifier (minimum 1 point). You regain all expended ki when you finish a Short Rest. You can spend ki only on abilities that specify a ki cost.

Unarmed Strike

Your unarmed strikes deal 1d6 damage at 1st level. This increases to 1d8 at 4th level, 1d10 at 8th level, 2d6 at 12th level, 2d8 at 16th level, and 2d10 at 20th level. Apply the Size-based weapon damage rules if you are not Medium.

Evasion

At 2nd level, when an effect allows a Reflex save for half damage, you take no damage on a successful save. You must be conscious and able to move to benefit.

Ki Strike

At 3rd level, when you hit a creature with an unarmed strike or monk weapon, you can spend 1 ki point to force it to attempt a Fortitude save (DC = 10 + half your Monk level, rounded down + your Wisdom modifier). On a failure, it is Stunned until the end of your next turn. A creature can be affected by your Ki Strike only once per round. This is a supernatural ability.

At 6th level, a creature that succeeds at its save is instead Staggered until the end of its next turn. Ki Strike does not bypass immunity to the Stunned condition; a creature immune to Stunned is unaffected.

Purity of Self

At 5th level, as a Standard Action, you can spend 1 ki point to end one poison effect or one disease effect currently affecting you. This ability does not grant immunity to poison or disease.

Fast Movement

At 5th level, your base land speed increases by 10 feet while you are unarmored and unencumbered. This increase does not stack with another enhancement bonus to speed; use the highest.

Wholeness of Body

At 7th level, as a Standard Action, you can spend 2 ki points to restore Hit Points to yourself equal to your Monk level. You cannot restore more Hit Points than your maximum.

Improved Evasion

At 9th level, when you fail a Reflex save against an effect that deals half damage on a successful save, you take half damage instead of full damage. You take no damage on a successful save as normal for Evasion.

Improved Flurry

At 11th level, you no longer take the -2 AB penalty from Flurry of Blows. You can also use any martial ability you know, such as Trip or Grapple, as part of your Flurry of Blows, provided you meet its prerequisites and its target and timing requirements. If the ability requires an attack, resolve it as part of one flurry attack, which it can modify or replace; it does not grant an additional attack. Pay any required resource cost and follow the ability’s normal resolution rules. This does not allow you to use spells as part of a flurry.

Diamond Soul

At 13th level, you gain Spell Resistance equal to 10 + your Monk level. You can suppress or restore this resistance as a Free Action on your turn.

Timeless Body

At 15th level, you no longer take ability-score penalties for aging and cannot be magically aged. Any penalties already incurred remain, and you still die of old age when your time is up.

Empty Body

At 18th level, as a Standard Action, you can spend 3 ki points to become incorporeal for 1 minute. While incorporeal, you can move through solid objects but cannot end your movement inside one. You can end this effect as a Free Action.

Death Strike

At 20th level, once per Short Rest when you hit a creature with an unarmed strike or monk weapon, you can spend 3 ki points to force it to attempt a Fortitude save against your Ki Strike DC. On a failure, the creature dies. On a success, it takes 10d10 damage and is Stunned until the end of your next turn. A creature immune to death effects is immune to Death Strike.