Learn all about the martial artist class klnown as monks
Monks are martial artists who follow a path towards spiritual and physical mastery. This makes them unique melee specialists, capable of weaving their way through combat to cause damage where they’re needed most. They also have access to interesting ki abilities that enhance their capabilities. They’re the equivalent of ninjas within the D&D universe.
How to play as a monk

Monks excel at controlling combat and causing lots of damage with their many strikes. They aren’t as tough as the other melee specialist with just 1d8 hit dice and a lower upper limit on AC so they have to be more careful than the gnarlier fighters and barbarians, but can slip through combat easily to get where they need to be. On top of this, they have a lot utility outside of combat with interesting abilities and a propensity towards stealth. The most important ability for a monk is Dexterity as it will allow them to do more damage, up their AC (especially important with their armour limitations) and allow them to sneak around easily.
Monk Strengths
High damage and high maneuverability are the main strengths of a monk. That maneuverability is not only important to get them attacking the enemies they need to attack, but also to get them out of danger too. They make a great alternative to a rogue as well for their ability to move around stealthily. Their access to ki abilities gives some extra abilities that can be useful too beyond just punching everything really quickly!
Monk Weaknesses
For a melee-focused class, monks are the least tough. Their hp may be similar to that of a rogue or bard (that might also dabble in melee combat), but they generally have a lower AC than even these 2 classes. Despite these obvious drawbacks and the usual criticism that monks are a weak class, monks do offer unique abilities that work well both in and out of combat.
Monk class features
Party Role | Damage Dealer, Control |
Main Ability | Wisdom and Dexterity |
Saving Throws | Strength, Dexterity |
Hit Dice | 1d8 + Consitution modifier per level |
HP at 1st Level | 8 + Constitution Modifier |
Ki Points Ability | Wisdom |
Armour Proficiency | None |
Weapon Proficiency | Simple weapons, shortswords |
Monk Abilities
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | – | – | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | 10 ft | Ki, Unarmored Movement |
3rd | +2 | 1d4 | 3 | 10 ft | Monastic Tradition Feature, Deflect Missiles |
4th | +2 | 1d4 | 4 | 10 ft | Ability Score Improvement, Slow Fall |
5th | +3 | 1d6 | 5 | 10 ft | Extra Attack, Stunning Strike |
6th | +3 | 1d6 | 6 | 15 ft | Ki-Empowered Strikes, Monastic Tradition Feature |
7th | +3 | 1d6 | 7 | 15 ft | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | 15 ft | Ability Score Improvement |
9th | +4 | 1d6 | 9 | 15 ft | Unarmored Movement Improvement |
10th | +4 | 1d6 | 10 | 20 ft | Purity of Body |
11th | +4 | 1d8 | 11 | 20 ft | Monastic Tradition Feature |
12th | +4 | 1d8 | 12 | 20 ft | Ability Score Improvement |
13th | +5 | 1d8 | 13 | 20 ft | Tongue of the Sun and Moon |
14th | +5 | 1d8 | 14 | 25 ft | Diamond Soul |
15th | +5 | 1d8 | 15 | 25 ft | Timeless Body |
16th | +5 | 1d8 | 16 | 25 ft | Ability Score Improvement |
17th | +6 | 1d10 | 17 | 25 ft | Monastic Tradition Feature |
18th | +6 | 1d10 | 18 | 30 ft | Empty Body |
19th | +6 | 1d10 | 19 | 30 ft | Ability Score Improvement |
20th | +6 | 1d10 | 20 | 30 ft | Perfect Self |
Monk subclasses in D&D 5e
Monk Subclass | Subclass Abilities | Source Book | Description |
---|---|---|---|
Way of the Open Hand | Open Hand Technique, Wholeness of Body, Tranquility, Quivering Palm | Player’s Handbook | Uses their fists and open hand to defeat their enemies. |
Way of Shadow | Shadow Arts, Shadow Step, Cloak of Shadows, Opportunist | Player’s Handbook | Ninjas that strike from the shadows. |
Way of the Four Elements | Disciple of the Elements | Player’s Handbook | Monks that use the elements to supplement their powers. |
Way of the Long Death | Touch of Death, Hour of Reaping, Mastery of Death, Touch of the Long Death | Sword Coast Adventurer’s Guide | Monks that are the tools of death. |
Way of the Sun Soul | Radiant Sun Bolt, Searing Arc Strike, Searing Sunburst, Sun Shield | Xanathar’s Guide to Everything | Monks with such powerful will, they can ignite with fire. |
Way of the Drunken Master | Bonus Proficiencies, Drunken Technique, Tipsy Sway, Drunkard’s Luck, Intoxicated Frenzy | Xanathar’s Guide to Everything | Monks that have mastered unpredictable fighting patterns causing them to confuse enemies. |
Way of the Kensai | Path of the Kensai, One with the Blade, Sharpen the Blade, Unerring Accuracy | Xanathar’s Guide to Everything | Your attacks are an art form in and of themself. |
Way of Mercy | Implements of Mercy, Hands of Healing, Hands of Harm, Physician’s Touch, Flurry of Healing and Harm, Hand of Ultimate Mercy | Tasha’s Cauldron of Everything | You use your abilities to bring peace more than harm. |
Way of the Astral Self | Arms of the Astral Self, Visage of the Astreal Self, Body of the Astral Self, Awakened Astral Self | Tasha’s Cauldron of Everything | You are able to use your spirit as an extension of yourself to aid in combat. |
Way of the Ascendant Dragon | Draconic Disciple, Breath of the Dragon, Wings Unfurled, Aspect of the Wyrm, Ascendant Aspect | Fizban’s Treasury of Dragons | Monks that channel the spirit of dragons. |