Recommended Backgrounds#
Artisan, Charlatan, Criminal, Entertainer, Guide, Sailor, Scribe, Soldier, Wayfarer
Recommended Abilities#
- STR: 12
- DEX: 15
- CON: 13
- INT: 10
- WIS: 14
- CHA: 8
Core Traits#
- Primary Ability: Dexterity and Wisdom
- Hit Point Die: D8 per Monk level
- Hit Points: 8 + Con. modifier
- Saving Throw Proficiencies: Strength, Dexterity
- Skill Proficiencies: Choose any 2 of Acrobatics, Athletics, History, Insight, Religion, or Stealth
- Weapon Proficiencies: Simple weapons and Martial weapons that have the Light property
- Tool Proficiencies: Choose one type of Artisan’s Tools or Musical Instrument
- Starting Equipment: Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP
Monks gain all of the following features:
Martial Arts#
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
- Simple Melee Weapons
- Martial Melee Weapons that have the Light property
You also gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield:
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense#
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.