System Reference Document 5.2.1
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Level 1: 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 gain the following benefits while you are un -
armed or wielding only Monk weapons and you ar -
en’t wearing armor or wielding a Shield.
 Bonus Unarmed Strike. You can make an Un -
armed 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. This die changes as you gain Monk levels, 
as shown in the Martial Arts column of the Monk 
Features table.
 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.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a 
Shield, your base Armor Class equals 10 plus your 
Dexterity and Wisdom modifiers.
Level 2: Monk’s Focus
Your focus and martial training allow you to har -
ness a well of extraordinary energy within yourself. 
This energy is represented by Focus Points. Your 
Monk level determines the number of points you 
have, as shown in the Focus Points column of the 
Monk Features table.
 You can expend these points to enhance or fuel 
certain Monk features. You start knowing three 
such features: Flurry of Blows, Patient Defense, and 
Step of the Wind, each of which is detailed below.
 When you expend a Focus Point, it is unavailable 
until you finish a Short or Long Rest, at the end of 
which you regain all your expended points.
 Some features that use Focus Points require your 
target to make a saving throw. The save DC equals 8 
plus your Wisdom modifier and Proficiency Bonus.
 Flurry of Blows. You can expend 1 Focus Point to 
make two Unarmed Strikes as a Bonus Action.
 Patient Defense. You can take the Disengage 
action as a Bonus Action. Alternatively, you can 
Monk Features
Level
Proficiency 
Bonus Class Features
Martial 
Arts
Focus 
Points
Unarmored 
Movement
1 +2 Martial Arts, Unarmored Defense 1d6 — —
2 +2 Monk’s Focus, Unarmored Movement,  
Uncanny Metabolism
1d6 2 +10 ft.
3 +2 Deflect Attacks, Monk Subclass 1d6 3 +10 ft.
4 +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft.
5 +3 Extra Attack, Stunning Strike 1d8 5 +10 ft.
6 +3 Empowered Strikes, Subclass feature 1d8 6 +15 ft.
7 +3 Evasion 1d8 7 +15 ft.
8 +3 Ability Score Improvement 1d8 8 +15 ft.
9 +4 Acrobatic Movement 1d8 9 +15 ft.
10 +4 Heightened Focus, Self-Restoration 1d8 10 +20 ft.
11 +4 Subclass feature 1d10 11 +20 ft.
12 +4 Ability Score Improvement 1d10 12 +20 ft.
13 +5 Deflect Energy 1d10 13 +20 ft.
14 +5 Disciplined Survivor 1d10 14 +25 ft.
15 +5 Perfect Focus 1d10 15 +25 ft.
16 +5 Ability Score Improvement 1d10 16 +25 ft.
17 +6 Subclass feature 1d12 17 +25 ft.
18 +6 Superior Defense 1d12 18 +30 ft.
19 +6 Epic Boon 1d12 19 +30 ft.
20 +6 Body and Mind 1d12 20 +30 ft.