Hit Dice: 1d10 per Monk level
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st
Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Dexterity, Wisdom
Skills: Choose two: Acrobatics, Athletics, History, Insight, Religion, and Stealth
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) dungeoneers pack or (b) explorers pack
any simple weapon
10 darts
This class grants you maneuvers, see Chapter 12: Maneuvers for more information.
As a monk, your practice of martial arts gives you mastery over combat styles that use your unarmed strike and simple weapons. At 1st level, you gain the following benefits while you are unarmed or wielding only simple weapons and you aren't wearing armor or a shield.
Bonus Unarmed Strike. You can make one unarmed strike as a bonus action on your turn.
Dexterous Attacks. You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and simple weapons.
Martial Arts Die. You can roll a d6 in place of the normal damage of your unarmed strikes and simple weapons. Your martial arts die increases when you gain certain levels in this class, 5th level (d8), 11th level (d10), and 17th level (d12).
Weapon Attacks. Your unarmed strikes can count as melee weapon attacks.
At 1st level, while you do not have a shield and are not wearing any armor, your armor class equals 10 + your dexterity and wisdom modifiers.
At 2nd level, your self-discipline and martial training allow you to tap into yourself, allowing you to preform extraordinary feats. You have a number of discipline points equal to your monk level + your wisdom modifier. You can spend these points to fuel various features, and once you spend a discipline point, it is unavailable until you finish a short or long rest. Some of these features may require a target to make a saving throw to resist the effects, the DC for these features is 8 + your wisdom modifier + your proficiency bonus. The features you can spend your discipline points on are:
Flurry of Blows. After you make an unarmed strike as a bonus action with your Martial Arts feature, you may spend 1 discipline point to make an additional unarmed strike as part of that same bonus action. The unarmed strike can be made against a different target, and you may move or take an action in-between using it.
Patient Defense. You can spend 1 discipline point to take the dodge action as a bonus action.
Step of the Wind. You can spend 1 discipline point to take both the disengage and dash action simultaneously as a bonus action, and your jump distance is doubled for the turn.
When you are out of discipline points, you may spend 2 exertion points to use one of these features.
At 2nd level, your speed increases by 15 feet while you aren't wearing armor or wielding a shield. This bonus increases when you reach certain levels in this class, 6th level (20 feet), 10th Level (25 feet), 14th Level (30 feet), and 18th Level (35 feet).
At 3rd level, you can use your reaction to deflect ranged attacks against you that deal bludgeoning, piercing, or slashing damage. 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 may spend 1 discipline point to redirect the attack towards another creature. If you do so, choose a creature within 60 feet of you. You make a ranged attack against the target, which counts as a monk weapon and uses your martial arts die for the damage roll. The damage is the same type dealt by the attack. If you are under the effects of the dodge action, it does not cost your reaction to use this ability.
At 3rd level, you gain a monk subclass of your choice: Astral Self, Drunken Master, Kensei, Warrior of the Four Elements, Warrior of Shadow, Warrior of the Open Hand, Warrior of the Sun Soul, and Way of Mercy.
The subclass you choose grants you features at 3rd level, and again when you reach 6th, 11th, and 17th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
At 4th level, you can use your reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your monk level.
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At 5th level, while you aren't wearing armor or wielding a shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement. If you end your turn on a vertical surface or liquid, you fall/sink.
At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.
At 7th level, you can use your action to end the frightened or charmed condition on yourself.
At 9th level, if you spend at least 1 minute resting, you an give yourself all the benefits of a short rest. Once you use this feature, you cannot do so again until you finish a long rest.
At 10th level, you are immune to diseases and the poisoned condition, as well as poison damage. You may also spend 1 discipline point to heal yourself as a bonus action for an amount of hit points equal to a roll of your martial arts die + your wisdom modifier.
At 13th level, you can now use your deflect missiles feature against ranged attacks that deal any damage type, not just bludgeoning, piercing, or slashing.
At 14th level, your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 discipline point to reroll it and take the second roll. You may only use this feature one time per saving throw.
At 15th level, you no longer suffer the frality of old age, and you cannot be aged magically, but you can still die of old age. You also only need a quarter of the food and water a normal person requires.
Additionally, when you roll for initiative and have less than 4 discipline points remaining, you regain a number of discipline points so that you have 4.
At 18th level, you can spend 3 discipline points as a bonus action to bolster your defenses for 1 minute. During this time, you have resistance to all damage except force damage. This ends early if you are knocked unconscious.
At 20th level, whenever you take the Flurry of Blows, Patient Defense, or Step of the Wind feature, you can choose to gain the effects of one of the other two listed features as well.