- Race
- High Elf
- Subclass
- Way of the Open Hand
- Weapon
- Quarterstaff, then fists
Run to the back line, Flurry to knock the caster prone, then Stunning Strike from level 5. Perception proficiency means you rarely get surprised.
Build this monkThe best races and feats for a 2014 rules monk, how to spend your ki, two ready-made builds, and what to pick at every level from 1 to 20.
The monk fights unarmored with fists and simple weapons, moves faster than anyone and spends ki points on extra strikes, defense and mobility. It is the best class in the game at reaching the enemy's back line, and from level 5
Stunning Strike
Stunning StrikeLevel 5 featureStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. can take a dangerous enemy out of a round. It needs two good ability scores, so it is less forgiving than a fighter.
A monk is a courier who punches. Run past the front line, hit the caster in the back row, stun them, and let your friends catch up. If you stand next to the ogre trading blows, you will find out what a d8 hit die is for.
Dexterity, then Wisdom, then Constitution. Dexterity drives your attacks and your AC. Wisdom adds to your AC through
Unarmored Defense
Unarmored DefenseLevel 1 featureBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. and sets your ki save DC. In the 2014 rules your race gives your ability score increases, so pick one that adds Dexterity. With the standard array and a High Elf (+2 Dex, +1 Int), you start with:
That gives AC 15 at level 1. Put your level 4 Ability Score Improvement into Dexterity 18 and Wisdom 15, then reach 20 Dexterity by level 8 and raise Wisdom after that.
Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. A monk needs every point for Dexterity and Wisdom, so most monks take a feat only after both are high.
The Way of the Open Hand is the monk tradition in the free 2014 rules, and one of the strongest in any book. You choose it at level 3. It adds a free rider to every Flurry of Blows hit.
When you hit with a Flurry of Blows strike, choose one: the target makes a Dexterity save or falls prone, makes a Strength save or is pushed 15 feet, or can't take reactions until the end of your next turn.
Use an action to regain three times your monk level in hit points, once per Long Rest.
After a Long Rest you are under a sanctuary effect. Enemies must pass a Wisdom save to attack you until you attack or cast a spell that affects an enemy.
Spend 3 ki on an unarmed hit to set lethal vibrations. Later, end them with your action: a failed Constitution save drops the target to 0 hit points, a success still deals 10d10 necrotic damage.
Knocking a target prone gives the rest of your melee party Advantage against it. The Player's Handbook adds the Way of Shadow and the Way of the Four Elements. They are not in the free rules, so this guide does not cover them.
From level 2 you have ki points equal to your monk level, and they all come back on a Short Rest. Ask for Short Rests; a monk without ki is a weak fighter. At level 1, use a quarterstaff two-handed for a d8 and make your bonus action unarmed strike from
Martial Arts
Martial ArtsLevel 1 featureAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property..
AC 10 + Dexterity + Wisdom with no armor and no shield.
+10 feet of speed at level 2, rising to +30 at level 18. From level 9 you can run up walls and across water on your turn.
Use your reaction to reduce ranged weapon damage by 1d10 + Dexterity + monk level. Reduce it to 0 and you can catch the missile and throw it back for 1 ki.
Your unarmed strikes count as magical for overcoming resistance and immunity.
Take no damage on a successful Dexterity save against area effects, half on a failure.
Use your action to end charmed or frightened on yourself.
Proficiency in all saving throws, and 1 ki to reroll a failed save.
4 ki to become invisible for a minute with resistance to all damage except force.
Run to the back line, Flurry to knock the caster prone, then Stunning Strike from level 5. Perception proficiency means you rarely get surprised.
Build this monkEven scores and more hit points than the elf. A forgiving monk for a first character, with Mobile at level 4 if your table uses feats.
Build this monk| Lvl | PB | Features | Ki Points | Martial Arts | Unarmored Movement |
|---|---|---|---|---|---|
| 1 | +2 |
|
– | 1d4 | – |
| 2 | +2 |
KiKiLevel 2 featureStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
|
2 | 1d4 | +10 ft. |
| 3 | +2 |
Deflect MissilesDeflect MissilesLevel 3 featureStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
Monastic TraditionMonastic TraditionLevel 3 featureWhen you reach 3rd level, you commit yourself to a monastic tradition such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
|
3 | 1d4 | +10 ft. |
| 4 | +2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. As normal, you can't increase an ability score above 20 using this feature.
|
4 | 1d4 | +10 ft. |
| 5 | +3 |
|
5 | 1d6 | +10 ft. |
| 6 | +3 |
Ki-Empowered StrikesKi-Empowered StrikesLevel 6 featureStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
|
6 | 1d6 | +15 ft. |
| 7 | +3 |
|
7 | 1d6 | +15 ft. |
| 8 | +3 | Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. As normal, you can't increase an ability score above 20 using this feature. | 8 | 1d6 | +15 ft. |
| 9 | +4 | 9 | 1d6 | +15 ft. | |
| 10 | +4 | Purity of BodyPurity of BodyLevel 10 featureAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. | 10 | 1d6 | +20 ft. |
| 11 | +4 | TranquilityTranquilityLevel 11 featureBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). | 11 | 1d8 | +20 ft. |
| 12 | +4 | Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. As normal, you can't increase an ability score above 20 using this feature. | 12 | 1d8 | +20 ft. |
| 13 | +5 | Tongue of the Sun and MoonTongue of the Sun and MoonLevel 13 featureStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. | 13 | 1d8 | +20 ft. |
| 14 | +5 | Diamond SoulDiamond SoulLevel 14 featureBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. | 14 | 1d8 | +25 ft. |
| 15 | +5 | Timeless BodyTimeless BodyLevel 15 featureAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. | 15 | 1d8 | +25 ft. |
| 16 | +5 | Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. As normal, you can't increase an ability score above 20 using this feature. | 16 | 1d8 | +25 ft. |
| 17 | +6 |
|
17 | 1d10 | +25 ft. |
| 18 | +6 | Empty BodyEmpty BodyLevel 18 featureBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. | 18 | 1d10 | +30 ft. |
| 19 | +6 | Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. As normal, you can't increase an ability score above 20 using this feature. | 19 | 1d10 | +30 ft. |
| 20 | +6 | Perfect SelfPerfect SelfLevel 20 featureAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. | 20 | 1d10 | +30 ft. |
Your Martial Arts die is a d4 at level 1, d6 at 5, d8 at 11 and d10 at 17. Ki points equal your monk level from level 2.
Under the free 2014 rules, High Elf and Human are the best picks: both add Dexterity. From the Player's Handbook, the Wood Elf adds Wisdom and extra speed and is the classic choice.
Yes. It is one of the strongest monk traditions in the 2014 rules. Every Flurry of Blows hit can knock an enemy prone, push it or take away its reactions, at no extra ki.
A monk can wear armor if it gains the proficiency elsewhere, but Martial Arts, Unarmored Defense and Unarmored Movement stop working with armor or a shield. Most monks never wear either.
Play whichever rules your table uses. The 2024 monk has a larger Martial Arts die, renames ki to Focus Points and can Dash or Disengage as a bonus action without spending them. See the 2024 monk guide for those rules.
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