Secret Lesson 44
Monk and the Warrior of the Open Hand
The Fighter masters the battlefield through:
WEAPONS
ARMOR
ENDURANCE
and:
MARTIAL TRAINING
The Monk follows a radically different path.
A Monk turns:
BODY
SPEED
DISCIPLINE
and:
FOCUS
into weapons.
The Monk fights effectively without armor, can specialize in Unarmed Strikes, moves with extraordinary speed, manipulates an internal resource called:
FOCUS POINTS
and eventually develops remarkable control over both body and mind.
Its SRD subclass is:
WARRIOR OF THE OPEN HAND
a specialist in unarmed combat who can disrupt, move, knock down, and ultimately devastate enemies through precise martial techniques.
PART ONE — CORE MONK TRAITS
The Monk's Primary Abilities are:
DEXTERITY
and:
WISDOM
Its Hit Point Die is:
D8 PER MONK LEVEL
Its Saving Throw Proficiencies are:
STRENGTH
and:
DEXTERITY
The Monk chooses two Skill Proficiencies from:
-
Acrobatics
-
Athletics
-
History
-
Insight
-
Religion
-
Stealth
Its Weapon Proficiencies cover:
SIMPLE WEAPONS
and Martial weapons that possess:
THE LIGHT PROPERTY
The Monk also chooses proficiency with:
ONE TYPE OF ARTISAN'S TOOLS
or:
ONE MUSICAL INSTRUMENT
The Monk has:
NO ARMOR TRAINING
Its starting equipment can include a Spear, five Daggers, the chosen tool or instrument, an Explorer's Pack, and 11 GP, or the character can instead begin with 50 GP.
PART TWO — THE MONK'S THREE PROGRESSING RESOURCES
Three important Monk statistics increase as the character advances:
MARTIAL ARTS DIE
FOCUS POINTS
UNARMORED MOVEMENT
At level 1, the Martial Arts Die begins at:
1D6
At level 5 it becomes:
1D8
At level 11:
1D10
and at level 17:
1D12
Focus Points essentially follow Monk level once gained at level 2, while Unarmored Movement gradually increases from +10 feet to +30 feet.
PART THREE — LEVEL 1: MARTIAL ARTS
Martial Arts is the foundation of the Monk.
For these rules, Monk weapons are:
SIMPLE MELEE WEAPONS
and:
MARTIAL MELEE WEAPONS WITH THE LIGHT PROPERTY
The Martial Arts benefits operate while you are:
UNARMED
or wielding only:
MONK WEAPONS
and aren't:
WEARING ARMOR
or:
WIELDING A SHIELD
BONUS UNARMED STRIKE
You can make:
AN UNARMED STRIKE
as a:
BONUS ACTION
This establishes the Monk's fundamental combat rhythm:
ATTACK ACTION
followed by:
BONUS ACTION UNARMED STRIKE
MARTIAL ARTS DIE
Instead of the normal damage of your Unarmed Strike or Monk weapon, you can use your:
MARTIAL ARTS DIE
Its progression is:
| Monk Level | Martial Arts Die |
|---|---|
| 1–4 | 1d6 |
| 5–10 | 1d8 |
| 11–16 | 1d10 |
| 17–20 | 1d12 |
So the Monk's fundamental martial damage improves naturally with level.
DEXTEROUS ATTACKS
For Unarmed Strikes and Monk weapons, you can use:
DEXTERITY
instead of:
STRENGTH
for both:
ATTACK ROLLS
and:
DAMAGE ROLLS
This explains why Dexterity is one of the Monk's Primary Abilities.
GRAPPLE AND SHOVE
Dexterous Attacks goes further.
When using the:
GRAPPLE
or:
SHOVE
option of an Unarmed Strike, you can use your:
DEXTERITY MODIFIER
instead of Strength when determining the Save DC.
The Monk therefore doesn't need great Strength to become effective at these forms of physical control.
PART FOUR — LEVEL 1: UNARMORED DEFENSE
While you aren't:
WEARING ARMOR
or:
WIELDING A SHIELD
your base Armor Class equals:
10 + DEXTERITY MODIFIER + WISDOM MODIFIER
EXAMPLE
Dexterity:
16
Modifier:
+3
Wisdom:
16
Modifier:
+3
Armor Class:
10 + 3 + 3 =
AC 16
without wearing armor.
WHY DEXTERITY AND WISDOM MATTER
Dexterity contributes to:
-
attacks
-
damage
-
AC
Wisdom contributes to:
-
AC
-
several Monk Save DCs
This makes both abilities central to the Class.
PART FIVE — LEVEL 2: MONK'S FOCUS
At level 2, the Monk gains access to:
FOCUS POINTS
These represent the extraordinary energy the Monk develops through discipline and martial training.
FOCUS POINTS
Your number of Focus Points is based on:
MONK LEVEL
At level 2:
2 FOCUS POINTS
Level 5:
5
Level 10:
10
Level 15:
15
Level 20:
20
RECOVERING FOCUS
Normally, expended Focus Points return when you finish:
A SHORT REST
or:
A LONG REST
MONK SAVE DC
When a Focus-powered feature requires a Saving Throw, the Save DC is:
8 + WISDOM MODIFIER + PROFICIENCY BONUS
THREE INITIAL FOCUS TECHNIQUES
At level 2, you know:
FLURRY OF BLOWS
PATIENT DEFENSE
STEP OF THE WIND
These three abilities form the heart of the Monk's tactical system.
PART SIX — FLURRY OF BLOWS
Spend:
1 FOCUS POINT
to make:
TWO UNARMED STRIKES
as a:
BONUS ACTION
Compare that with normal Martial Arts.
Normal Bonus Action:
ONE UNARMED STRIKE
Flurry of Blows:
TWO UNARMED STRIKES
EXAMPLE — LEVEL 2
Take the Attack action:
ONE ATTACK
Then use Flurry of Blows:
TWO UNARMED STRIKES
Potential attacks:
THREE
during the turn.
PART SEVEN — PATIENT DEFENSE
The Monk can take:
DISENGAGE
as a:
BONUS ACTION
Alternatively, spend:
1 FOCUS POINT
to take both:
DISENGAGE
and:
DODGE
as that Bonus Action.
This means the Monk can choose between simply escaping dangerous melee positions or spending Focus to combine mobility with stronger defense.
PART EIGHT — STEP OF THE WIND
You can take:
DASH
as a:
BONUS ACTION
Alternatively, spend:
1 FOCUS POINT
to take:
DISENGAGE + DASH
together as a Bonus Action.
When you spend the Focus Point this way:
YOUR JUMP DISTANCE IS DOUBLED FOR THE TURN
THREE DIFFERENT BONUS-ACTION CHOICES
The Monk therefore has a major tactical decision every turn.
Want offense?
FLURRY OF BLOWS
Want defense?
PATIENT DEFENSE
Want mobility?
STEP OF THE WIND
This is one of the defining choices of Monk gameplay.
PART NINE — LEVEL 2: UNARMORED MOVEMENT
While you aren't wearing armor or wielding a Shield:
YOUR SPEED INCREASES
At level 2:
+10 FEET
and the bonus increases at later Monk levels.
UNARMORED MOVEMENT PROGRESSION
| Monk Level | Speed Bonus |
|---|---|
| 2–5 | +10 ft. |
| 6–9 | +15 ft. |
| 10–13 | +20 ft. |
| 14–17 | +25 ft. |
| 18–20 | +30 ft. |
EXAMPLE
Base Speed:
30 FEET
Level 10 Monk bonus:
+20 FEET
Total:
50 FEET
Before using Dash or Step of the Wind.
The Monk becomes one of the game's premier mobility Classes.
PART TEN — LEVEL 2: UNCANNY METABOLISM
When you:
ROLL INITIATIVE
you can restore:
ALL EXPENDED FOCUS POINTS
and simultaneously recover Hit Points equal to:
MONK LEVEL + ONE ROLL OF YOUR MARTIAL ARTS DIE
EXAMPLE
Level 5 Monk.
Martial Arts Die:
1D8
Suppose you roll:
6
Healing:
5 + 6 =
11 HP
You also regain:
ALL EXPENDED FOCUS POINTS
LIMIT
After using Uncanny Metabolism:
YOU MUST FINISH A LONG REST
before using it again.
This gives the Monk a powerful emergency reset when combat begins.
PART ELEVEN — LEVEL 3: DEFLECT ATTACKS
When an Attack Roll hits you and includes:
BLUDGEONING
PIERCING
or:
SLASHING DAMAGE
you can use your:
REACTION
to reduce the total damage.
DAMAGE REDUCTION
Reduce the attack's total damage by:
1D10 + DEXTERITY MODIFIER + MONK LEVEL
EXAMPLE
Level 5 Monk.
Dexterity modifier:
+4
Roll:
7
Reduction:
7 + 4 + 5 =
16 DAMAGE
If the attack would deal 20 damage:
20 − 16 =
4 DAMAGE
REDIRECTING THE ATTACK
If Deflect Attacks reduces the damage to:
0
you can spend:
1 FOCUS POINT
to redirect some of the attack's force.
If the original attack was melee, choose a creature you can see within:
5 FEET
If the original attack was ranged, choose a creature you can see within:
60 FEET
that isn't behind Total Cover.
The chosen creature makes:
A DEXTERITY SAVING THROW
On failure, it takes:
TWO MARTIAL ARTS DICE + DEXTERITY MODIFIER
of the same damage type as the original attack.
PART TWELVE — LEVEL 3: MONK SUBCLASS
At level 3:
CHOOSE A MONK SUBCLASS
The SRD provides:
WARRIOR OF THE OPEN HAND
We will examine the subclass completely later in this lesson.
PART THIRTEEN — LEVEL 4: ABILITY SCORE IMPROVEMENT
At level 4, you gain:
ABILITY SCORE IMPROVEMENT
or another Feat for which you qualify.
The Monk gains this feature again at levels:
8
12
16
PART FOURTEEN — LEVEL 4: SLOW FALL
When you fall, you can use:
YOUR REACTION
to reduce the falling damage by:
FIVE TIMES YOUR MONK LEVEL
EXAMPLE — LEVEL 6
Damage reduction:
5 × 6 =
30 DAMAGE
If the fall would deal 24 damage:
0 DAMAGE
after the reduction.
PART FIFTEEN — LEVEL 5: EXTRA ATTACK
Whenever you take:
THE ATTACK ACTION
on your turn, you can attack:
TWICE
instead of once.
EXTRA ATTACK + MARTIAL ARTS
Attack action:
TWO ATTACKS
Bonus Action:
ONE UNARMED STRIKE
Potential:
THREE ATTACKS
EXTRA ATTACK + FLURRY OF BLOWS
Attack action:
TWO ATTACKS
Flurry:
TWO MORE
Potential:
FOUR ATTACKS
at level 5.
PART SIXTEEN — LEVEL 5: STUNNING STRIKE
Once per turn, when you hit a creature with:
A MONK WEAPON
or:
AN UNARMED STRIKE
you can spend:
1 FOCUS POINT
to attempt:
STUNNING STRIKE
TARGET SAVE
The target makes:
A CONSTITUTION SAVING THROW
FAILED SAVE
The creature gains:
THE STUNNED CONDITION
until:
THE START OF YOUR NEXT TURN
SUCCESSFUL SAVE
The target isn't completely unaffected.
Its:
SPEED IS HALVED
until the start of your next turn.
Additionally:
THE NEXT ATTACK ROLL AGAINST IT HAS ADVANTAGE
before then.
So Stunning Strike produces a useful effect:
EVEN WHEN THE TARGET SUCCEEDS
PART SEVENTEEN — LEVEL 6: EMPOWERED STRIKES
Whenever your Unarmed Strike deals damage, you can choose between:
ITS NORMAL DAMAGE TYPE
or:
FORCE DAMAGE
This makes the Monk's own body increasingly capable of dealing supernatural forms of damage.
PART EIGHTEEN — LEVEL 7: EVASION
Some effects allow a Dexterity Saving Throw for:
HALF DAMAGE
With Evasion:
Successful Save
NO DAMAGE
Failed Save
HALF DAMAGE
IMPORTANT LIMITATION
You don't benefit from Evasion while:
INCAPACITATED
EXAMPLE
A damaging effect would normally deal:
30 DAMAGE
on a failed Save and:
15
on a successful Save.
With Evasion:
Success:
0
Failure:
15
PART NINETEEN — LEVEL 9: ACROBATIC MOVEMENT
While you aren't:
WEARING ARMOR
or:
WIELDING A SHIELD
you can move on your turn:
ALONG VERTICAL SURFACES
and:
ACROSS LIQUIDS
without falling during that movement.
The Monk's extraordinary movement now goes beyond simply having high Speed.
EXAMPLE
The Monk can run:
UP A WALL
or:
ACROSS WATER
as part of movement.
The important limitation is:
DURING THE MOVEMENT
The feature prevents you from falling during that movement; it doesn't say you can simply stop indefinitely on a vertical wall or liquid surface.
PART TWENTY — LEVEL 10: HEIGHTENED FOCUS
At level 10, the Monk's three core Focus techniques improve:
FLURRY OF BLOWS
PATIENT DEFENSE
STEP OF THE WIND
IMPROVED FLURRY OF BLOWS
Spend:
1 FOCUS POINT
and Flurry now makes:
THREE UNARMED STRIKES
instead of two.
LEVEL 10 ATTACK SEQUENCE
Attack action:
TWO ATTACKS
Heightened Flurry:
THREE UNARMED STRIKES
Potential:
FIVE ATTACKS
during the turn.
IMPROVED PATIENT DEFENSE
When you spend a Focus Point on Patient Defense, you also gain Temporary Hit Points equal to:
TWO ROLLS OF YOUR MARTIAL ARTS DIE
At level 10, your Martial Arts Die is:
1D8
So:
2D8 TEMPORARY HP
IMPROVED STEP OF THE WIND
When spending a Focus Point on Step of the Wind, choose a willing creature:
WITHIN 5 FEET
that is:
LARGE OR SMALLER
You can move that creature with you until the end of your turn.
That creature's movement:
DOESN'T PROVOKE OPPORTUNITY ATTACKS
This allows the Monk to use extraordinary mobility to help reposition an ally.
PART TWENTY-ONE — LEVEL 10: SELF-RESTORATION
At the end of each of your turns, you can remove one of these conditions from yourself:
CHARMED
FRIGHTENED
POISONED
ADDITIONAL BENEFIT
Going without:
FOOD
and:
DRINK
doesn't give you Exhaustion levels.
The Monk's disciplined body has become extraordinarily self-sufficient.
PART TWENTY-TWO — LEVEL 13: DEFLECT ENERGY
Deflect Attacks originally applies only when the attack's damage includes:
BLUDGEONING
PIERCING
or:
SLASHING
At level 13:
THAT RESTRICTION DISAPPEARS
You can use Deflect Attacks against attacks dealing:
ANY DAMAGE TYPE
This upgrades the feature into:
DEFLECT ENERGY
PART TWENTY-THREE — LEVEL 14: DISCIPLINED SURVIVOR
At level 14:
YOU GAIN PROFICIENCY IN ALL SAVING THROWS
That means proficiency in saves using:
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
FAILED SAVING THROW
When you fail a Saving Throw, you can spend:
1 FOCUS POINT
to:
REROLL IT
You must use:
THE NEW ROLL
This gives high-level Monks exceptional defensive reliability.
PART TWENTY-FOUR — LEVEL 15: PERFECT FOCUS
When you roll Initiative, if you:
DON'T USE UNCANNY METABOLISM
and have:
3 OR FEWER FOCUS POINTS
you regain enough expended Focus Points to bring your total to:
4
EXAMPLE
You roll Initiative with:
0 FOCUS
Perfect Focus brings you to:
4
You begin with:
2
You regain:
2
giving:
4
You begin with:
4
You don't gain additional points from Perfect Focus.
IMPORTANT
Perfect Focus and Uncanny Metabolism aren't used together for the same Initiative roll.
The feature specifically operates when you:
DON'T USE UNCANNY METABOLISM
PART TWENTY-FIVE — LEVEL 18: SUPERIOR DEFENSE
At the:
START OF YOUR TURN
you can spend:
3 FOCUS POINTS
to strengthen your defenses for:
1 MINUTE
or until you become:
INCAPACITATED
BENEFIT
You gain:
RESISTANCE TO ALL DAMAGE
except:
FORCE DAMAGE
This is an extraordinarily broad defensive ability.
PART TWENTY-SIX — LEVEL 19: EPIC BOON
At level 19, you gain:
AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF IRRESISTIBLE OFFENSE
Epic Boons will be covered completely later in:
LESSON 59
PART TWENTY-SEVEN — LEVEL 20: BODY AND MIND
The Monk's final Class feature represents mastery of:
BODY
and:
MIND
Your:
DEXTERITY
and:
WISDOM
scores each increase by:
+4
Their new maximum becomes:
25
EXAMPLE
Dexterity:
20
becomes:
24
Wisdom:
20
becomes:
24
If one score were already:
22
it could become:
25
rather than 26 because the feature's maximum is 25.
PART TWENTY-EIGHT — WARRIOR OF THE OPEN HAND
Now we reach the Monk subclass included in the SRD:
WARRIOR OF THE OPEN HAND
Its defining theme is:
MASTER UNARMED COMBAT TECHNIQUES
These Monks use unarmed combat not merely to inflict damage but to:
PUSH
TRIP
DISRUPT
and:
CONTROL
their opponents, while also learning to manipulate their own internal energy defensively.
OPEN HAND PROGRESSION
| Monk Level | Open Hand Feature |
|---|---|
| 3 | Open Hand Technique |
| 6 | Wholeness of Body |
| 11 | Fleet Step |
| 17 | Quivering Palm |
PART TWENTY-NINE — LEVEL 3: OPEN HAND TECHNIQUE
Whenever you hit a creature with an attack granted by:
FLURRY OF BLOWS
you can impose one of three effects:
ADDLE
PUSH
TOPPLE
This turns Flurry of Blows from pure offense into:
BATTLEFIELD CONTROL
ADDLE
The target can't make:
OPPORTUNITY ATTACKS
until:
THE START OF ITS NEXT TURN
This can help you or your allies escape from the creature without triggering its Opportunity Attacks.
PUSH
The target makes:
A STRENGTH SAVING THROW
If it fails:
PUSH IT UP TO 15 FEET AWAY
This can be useful for:
-
creating distance
-
repositioning enemies
-
removing enemies from advantageous positions
-
controlling the battlefield
TOPPLE
The target makes:
A DEXTERITY SAVING THROW
If it fails:
IT GAINS THE PRONE CONDITION
This can create powerful opportunities for follow-up attacks.
MULTIPLE FLURRY HITS
The trigger is:
WHENEVER YOU HIT
with an attack granted by Flurry of Blows.
So Open Hand Technique can potentially be applied to multiple qualifying Flurry hits rather than merely once per turn.
This becomes especially interesting at level 10 when Flurry of Blows can make:
THREE UNARMED STRIKES
PART THIRTY — LEVEL 6: WHOLENESS OF BODY
The Open Hand Monk learns to heal itself.
As a:
BONUS ACTION
roll:
YOUR MARTIAL ARTS DIE
You regain Hit Points equal to:
MARTIAL ARTS DIE ROLL + WISDOM MODIFIER
with a minimum of:
1 HP REGAINED
EXAMPLE
Level 6 Monk.
Martial Arts Die:
1D8
Wisdom modifier:
+4
Roll:
6
Healing:
6 + 4 =
10 HP
NUMBER OF USES
You can use Wholeness of Body a number of times equal to:
YOUR WISDOM MODIFIER
minimum:
ONCE
All uses return after:
A LONG REST
PART THIRTY-ONE — LEVEL 11: FLEET STEP
Normally, Step of the Wind itself uses your:
BONUS ACTION
But Fleet Step changes the Monk's action economy.
When you take:
A BONUS ACTION OTHER THAN STEP OF THE WIND
you can immediately also use:
STEP OF THE WIND
after that Bonus Action.
EXAMPLE
Use your Bonus Action for:
FLURRY OF BLOWS
Then Fleet Step allows:
STEP OF THE WIND
immediately afterward.
This means you don't necessarily have to choose between:
OFFENSE
and:
MOBILITY
in the way a lower-level Monk does.
ANOTHER EXAMPLE
Use:
WHOLENESS OF BODY
as your Bonus Action.
Then:
STEP OF THE WIND
can follow immediately.
The Open Hand Monk can therefore combine self-healing with extraordinary movement.
PART THIRTY-TWO — LEVEL 17: QUIVERING PALM
At level 17, the Warrior of the Open Hand gains its most formidable technique:
QUIVERING PALM
When you hit a creature with:
AN UNARMED STRIKE
you can spend:
4 FOCUS POINTS
to establish imperceptible vibrations inside its body.
DURATION
Those vibrations remain for a number of days equal to:
YOUR MONK LEVEL
At level 17:
17 DAYS
At level 20:
20 DAYS
Until activated, the vibrations are:
HARMLESS
ACTIVATING QUIVERING PALM
You can end the vibrations by taking:
AN ACTION
Alternatively, when you take:
THE ATTACK ACTION
you can forgo:
ONE OF YOUR ATTACKS
to end them.
PLANAR REQUIREMENT
When you activate the vibrations:
YOU AND THE TARGET MUST BE ON THE SAME PLANE OF EXISTENCE
SAVING THROW
The target makes:
A CONSTITUTION SAVING THROW
Failed Save
10D12 FORCE DAMAGE
Successful Save
HALF DAMAGE
AVERAGE DAMAGE
10d12 has an average roll of:
65 FORCE DAMAGE
So on a failed Save, average damage is:
65
On a successful Save, the damage is:
HALF
according to the normal halving rules.
ONLY ONE TARGET AT A TIME
You can have only:
ONE CREATURE
under the effect of Quivering Palm at any given time.
So placing the vibrations into a new creature requires that you no longer have another creature under this feature's effect.
PART THIRTY-THREE — HOW THE MONK PLAYS
The Monk's gameplay revolves around balancing:
DAMAGE
MOBILITY
DEFENSE
CONTROL
and:
FOCUS POINTS
STANDARD OFFENSE
At level 5:
Attack action:
TWO ATTACKS
Bonus Unarmed Strike:
ONE ATTACK
Total:
THREE
FOCUS OFFENSE
Attack action:
TWO ATTACKS
Flurry:
TWO UNARMED STRIKES
Total:
FOUR
LEVEL 10+ FOCUS OFFENSE
Attack action:
TWO ATTACKS
Heightened Flurry:
THREE UNARMED STRIKES
Total:
FIVE ATTACKS
DEFENSIVE TURN
Use:
PATIENT DEFENSE
to combine:
DISENGAGE
and potentially:
DODGE
MOBILITY TURN
Use:
STEP OF THE WIND
with your already increased Speed.
At higher levels, this combines with:
ACROBATIC MOVEMENT
and, for Open Hand:
FLEET STEP
CONTROL TURN
Use:
STUNNING STRIKE
and, if you are an Open Hand Monk:
OPEN HAND TECHNIQUE
to manipulate enemy positioning and actions.
DEFENDING AGAINST ATTACKS
Use your Reaction for:
DEFLECT ATTACKS
and eventually:
DEFLECT ENERGY
DEFENDING AGAINST SAVES
At level 14:
PROFICIENCY IN EVERY SAVE
plus:
FOCUS-POWERED REROLLS
SURVIVING EXTREME DAMAGE
At level 18:
SUPERIOR DEFENSE
provides Resistance to virtually all damage except:
FORCE
PART THIRTY-FOUR — COMPLETE MONK PROGRESSION
LEVEL 1
Gain:
MARTIAL ARTS
UNARMORED DEFENSE
Martial Arts Die:
1D6
LEVEL 2
Gain:
MONK'S FOCUS
UNARMORED MOVEMENT
UNCANNY METABOLISM
Focus Points:
2
Speed:
+10 FT.
LEVEL 3
Gain:
DEFLECT ATTACKS
MONK SUBCLASS
Open Hand:
OPEN HAND TECHNIQUE
LEVEL 4
Gain:
ABILITY SCORE IMPROVEMENT
SLOW FALL
LEVEL 5
Martial Arts:
1D8
Focus:
5
Gain:
EXTRA ATTACK
STUNNING STRIKE
LEVEL 6
Unarmored Movement:
+15 FT.
Gain:
EMPOWERED STRIKES
Open Hand:
WHOLENESS OF BODY
LEVEL 7
Gain:
EVASION
LEVEL 8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
Gain:
ACROBATIC MOVEMENT
LEVEL 10
Unarmored Movement:
+20 FT.
Gain:
HEIGHTENED FOCUS
SELF-RESTORATION
LEVEL 11
Martial Arts:
1D10
Open Hand:
FLEET STEP
LEVEL 12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
Gain:
DEFLECT ENERGY
LEVEL 14
Unarmored Movement:
+25 FT.
Gain:
DISCIPLINED SURVIVOR
LEVEL 15
Gain:
PERFECT FOCUS
LEVEL 16
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
Martial Arts:
1D12
Open Hand:
QUIVERING PALM
LEVEL 18
Unarmored Movement:
+30 FT.
Gain:
SUPERIOR DEFENSE
LEVEL 19
Gain:
EPIC BOON
LEVEL 20
Focus Points:
20
Gain:
BODY AND MIND
Dexterity and Wisdom:
+4 EACH, MAXIMUM 25
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING MONKS NEED STRENGTH FOR THEIR ATTACKS
Martial Arts allows:
DEXTERITY
for attacks and damage with Unarmed Strikes and Monk weapons.
MISTAKE 2 — WEARING ARMOR AND EXPECTING ALL MARTIAL ARTS BENEFITS
The Martial Arts feature specifies that its benefits require you not to be wearing armor or wielding a Shield.
MISTAKE 3 — CALCULATING UNARMORED DEFENSE WITH CONSTITUTION
Monk AC is:
10 + DEXTERITY + WISDOM
not Constitution.
MISTAKE 4 — THINKING FLURRY OF BLOWS IS THE ONLY WAY TO MAKE A BONUS UNARMED STRIKE
Martial Arts already provides:
ONE BONUS UNARMED STRIKE
Flurry spends Focus to increase that offensive Bonus Action.
MISTAKE 5 — FORGETTING FOCUS RETURNS ON SHORT RESTS
Focus Points return after:
SHORT OR LONG REST
MISTAKE 6 — FORGETTING STUNNING STRIKE IS ONCE PER TURN
Its trigger can be used:
ONCE PER TURN
MISTAKE 7 — THINKING A SUCCESSFUL SAVE COMPLETELY NEGATES STUNNING STRIKE
On success:
SPEED IS HALVED
and:
THE NEXT ATTACK AGAINST THE TARGET HAS ADVANTAGE
before the stated duration ends.
MISTAKE 8 — THINKING EVASION MEANS HALF DAMAGE ON SUCCESS
With Evasion:
SUCCESS = ZERO DAMAGE
FAILURE = HALF DAMAGE
for qualifying effects.
MISTAKE 9 — FORGETTING DEFLECT ATTACKS USES YOUR REACTION
It requires:
A REACTION
So using it affects what else you can do with your Reaction.
MISTAKE 10 — ASSUMING DEFLECT ATTACKS WORKS AGAINST EVERY DAMAGE TYPE FROM LEVEL 3
At level 3, it is limited to attacks whose damage includes:
BLUDGEONING
PIERCING
SLASHING
At level 13:
DEFLECT ENERGY
extends it to any damage type.
MISTAKE 11 — THINKING DISCIPLINED SURVIVOR ONLY IMPROVES THE MONK'S ORIGINAL SAVES
At level 14:
PROFICIENCY IN ALL SAVING THROWS
MISTAKE 12 — THINKING PERFECT FOCUS ALWAYS GIVES FOUR NEW POINTS
It restores Focus:
UNTIL YOU HAVE 4
if you had 3 or fewer.
It doesn't simply add four.
MISTAKE 13 — THINKING SUPERIOR DEFENSE RESISTS FORCE DAMAGE
It gives Resistance to:
ALL DAMAGE EXCEPT FORCE
MISTAKE 14 — THINKING OPEN HAND TECHNIQUE WORKS WITH EVERY UNARMED STRIKE
It triggers from attacks granted by:
FLURRY OF BLOWS
MISTAKE 15 — THINKING QUIVERING PALM IS INSTANT DAMAGE
First you:
ESTABLISH THE VIBRATIONS
Then you later:
END THEM
to cause the damage.
MISTAKE 16 — THINKING QUIVERING PALM AUTOMATICALLY KILLS THE TARGET
In SRD 5.2.1 it deals:
10D12 FORCE DAMAGE ON A FAILED SAVE
or:
HALF ON A SUCCESSFUL SAVE
It doesn't simply declare that the target dies.
LESSON 44 — KEY TAKEAWAYS
The Monk is built around:
DEXTERITY
WISDOM
UNARMORED COMBAT
SPEED
and:
FOCUS
Its central resource is:
FOCUS POINTS
which fuel extraordinary martial techniques.
Its core offensive engine combines:
EXTRA ATTACK
MARTIAL ARTS
FLURRY OF BLOWS
and:
STUNNING STRIKE
Its mobility develops through:
UNARMORED MOVEMENT
STEP OF THE WIND
ACROBATIC MOVEMENT
Its defense develops through:
UNARMORED DEFENSE
PATIENT DEFENSE
DEFLECT ATTACKS
EVASION
DISCIPLINED SURVIVOR
and:
SUPERIOR DEFENSE
The Warrior of the Open Hand adds:
OPEN HAND TECHNIQUE
WHOLENESS OF BODY
FLEET STEP
and:
QUIVERING PALM
creating a Monk specialized in:
UNARMED COMBAT
BATTLEFIELD CONTROL
MOBILITY
SELF-HEALING
and eventually:
DEVASTATING INTERNAL ENERGY ATTACKS
NEXT LESSON
LESSON 45 — PALADIN, THE PALADIN SPELL LIST, AND THE OATH OF DEVOTION
The Monk channels extraordinary power through:
BODY AND DISCIPLINE
The Paladin combines:
MARTIAL COMBAT
with:
DIVINE MAGIC
and:
SACRED OATHS
Lesson 45 will cover the complete SRD Paladin, including its level 1–20 progression, Lay on Hands, Spellcasting, Weapon Mastery, Fighting Style, Paladin's Smite, Channel Divinity, Faithful Steed, Auras, Radiant Strikes, Restoring Touch, the Paladin Spell List, and the complete: