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Melee · Martial Artist

Monk

A disciplined fighter who needs no armor and little weapon — only speed, breath and a hundred precise blows.

Monk in-game sprite, male and female
  • Skirmisher
  • d8 hit die
  • DEX
  • Ki

Raise any skill to Mastery rank 6.

Overview

Role
Melee · Martial Artist
Archetype
Skirmisher (melee basic attack)
Hit die
d8
Hit points
24 at level 1, +15 per level (+3 per CON modifier point, every level)
Primary ability
Dexterity
Armour
None
Weapons
Staves, Spears, Daggers, Swords
Resource
Ki: 80 + 3 per level, refills 12/s
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Way of the Open Hand or Way of the Ashen Lotus
Starting kit
Quarterstaff, Traveler's Boots
Suggested scores
STR 12 · DEX 15 · CON 13 · INT 8 · WIS 14 · CHA 10

Class features

  1. Lv 1
    Unarmored Defense Wisdom and speed are your armor.
    • +2 Armor Class
  2. Lv 1
    Martial Arts Your bare hands and simple weapons hit like steel.
    • +2% Damage per Hit
    • +10% Attack Speed
  3. Lv 2
    Unarmored Movement You move faster than any armored fighter.
    • +10% Move Speed
  4. Lv 3
    Deflect Missiles You bat arrows out of the air.
    • +4% Damage Reduction
  5. Lv 5
    Extra Attack Your basic attacks strike twice.
  6. Lv 6
    Ki-Empowered Strikes Ki flows through every blow.
    • +6% Damage
    • +4% Move Speed
  7. Lv 7
    Evasion Area damage: half the time you avoid it entirely, otherwise you take only half.
  8. Lv 10
    Purity of Body Poison and sickness pass through you harmlessly.
    • +50% Poison Resistance
  9. Lv 11
    Flowing River Your ki returns like the tide.
    • +20% Resource Regen
  10. Lv 14
    Diamond Soul Your spirit is proof against almost anything.
    • +10% All Resistances
  11. Lv 15
    Timeless Body Age and fatigue no longer touch you.
    • +2 HP Regen / s
  12. Lv 18
    Empty Body You can become almost impossible to touch.
    • +8% Dodge
    • +15% Necrotic Resistance
  13. Lv 20
    Perfect Self Your basic attacks strike a third time.

Level 1–20 progression

Everything a Monk gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Monk level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement or feat
5+3
6+3
  • Ki-Empowered Strikes
7+3
  • Evasion
  • Ki Blast
  • Wholeness of Body Way of the Open Hand
  • Cinder Step Way of the Ashen Lotus
8+3
  • Ability Score Improvement or feat
9+4
10+4
11+4
12+4
  • Ability Score Improvement or feat
13+5
14+5
15+5
16+5
  • Ability Score Improvement or feat
17+6
18+6
  • Empty Body
  • Quivering Resonance Way of the Open Hand
  • Lotus Ascendant Way of the Ashen Lotus
19+6
20+6
  • Perfect Self

Feature Skill Dice rank-up Subclass ASI or feat Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + DEX modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Monk skills

Flurry of Blows

Lv 1 Melee strike bludgeoning

A burst of lightning-fast strikes in the space of a breath. Mastery adds more blows.

Type
Melee strike
Cost
10
Cooldown
2.5s
Damage
1d4 + weapon hit bludgeoning
Hit
Attack roll vs AC
Reach
1.2 tiles
Arc
70°

Damage dice by level Lv 1 1d4Lv 5 2d4Lv 11 3d4Lv 17 4d4

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Flurry of Blows mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1102.5s—Learned
2Lv 1102.5s+3%Arc and reach +15% · radius 1.4 · arc 81°
3Lv 2102.5s+6%+1 strike · 4 projectiles
4Lv 4102.4s+9%
5Lv 682.4s+12%Cost −20%
6Lv 882.4s+15%Blows find nerve points: Stun (10%) · Stunned 10% · 0.9s
7Lv 1072.3s+18%+1 strike · 5 projectiles
8Lv 1272.3s+21%
9Lv 1472.3s+24%Arc and reach +15% · radius 1.6 · arc 91°
10Lv 1652.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 1.8 · arc 105° · Stunned 20% · 0.9s

Rank 4: pick one

  • Hundred Hands +2 strikes, strikes −35% damage.
  • Iron Fist Damage +20%, cooldown +10%.

Rank 8: pick one

  • Flowing Form Cooldown −15%.
  • Pressure Points Stun chance +25%.

Rank 10, Mastered: Endless Flurry: arc and reach +20% and stun chance +10%.

Step of the Wind

Lv 2 Dash bludgeoning

Dash through the enemy line on a gust of ki, striking as you pass — and keep moving fast.

Type
Dash
Cost
12
Cooldown
7s
Damage
1d6 + weapon hit bludgeoning
Hit
Attack roll vs AC
Distance
5 tiles
Applies
Hasted · 3s

Damage dice by level Lv 2 1d6Lv 9 2d6Lv 15 3d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Step of the Wind mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1127s—Learned
2Lv 1126.9s+3%Dash distance +15% · range 5.8
3Lv 2126.2s+6%Cooldown −10%
4Lv 4126.1s+9%
5Lv 6126s+12%Haste lasts 30% longer · Hasted · 3.9s
6Lv 8116s+25%Damage +10%
7Lv 10115.9s+28%Dash distance +15% · range 6.5
8Lv 12115.8s+31%
9Lv 1485.7s+34%Cost −25%
10Lv 1655.7s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5 · Hasted · 5.4s

Rank 4: pick one

  • Long Step Dash distance +40%.
  • Gale Strike Damage +25%, dash distance −20%.

Rank 8: pick one

  • Featherfoot Cooldown −15%.
  • Empty Step Cost −50%.

Rank 10, Mastered: Wind Walker: haste lasts 50% longer and dash distance +20%.

Stunning Strike

Lv 5 Melee strike bludgeoning

Channel ki into a single blow that locks the target's body in place.

Type
Melee strike
Cost
20
Cooldown
7s
Damage
2d6 + weapon hit bludgeoning
Hit
Attack roll vs AC
Reach
1.2 tiles
Arc
60°
Applies
Stunned 50% · 1.5s

Damage dice by level Lv 5 2d6Lv 10 3d6Lv 15 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Stunning Strike mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1207s—Learned
2Lv 1206.9s+3%Stun chance +10% · Stunned 60% · 1.5s
3Lv 2206.9s+6%Stuns last 25% longer · Stunned 60% · 1.9s
4Lv 4196.8s+9%
5Lv 6196s+12%Cooldown −10%
6Lv 8196s+15% +1d+1 damage die
7Lv 10195.9s+18% +1dStun chance +10% · Stunned 70% · 1.9s
8Lv 12195.8s+21% +1d
9Lv 14185.7s+24% +1dReach and arc +20% · radius 1.4 · arc 72°
10Lv 16135.7s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Stunned 85% · 2.3s

Rank 4: pick one

  • Sweeping Kick Reach and arc +40%, damage −10%.
  • Shattering Palm Damage +20%, stun chance −15%.

Rank 8: pick one

  • Snap Strike Cost −40% and cooldown −10%.
  • Paralysing Touch Stuns last 50% longer.

Rank 10, Mastered: Stillness: stuns last 30% longer and land 15% more often.

Ki Blast

Lv 7 Projectile force

Thrust both palms forward and release a sphere of pure force.

Type
Projectile
Cost
15
Cooldown
5s
Damage
3d6 + DEX mod force
Hit
Attack roll vs AC
Scales with
Dexterity
Projectiles
1
Range
9 tiles

Damage dice by level Lv 7 3d6Lv 11 4d6Lv 15 5d6Lv 19 6d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Ki Blast mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1155s—Learned
2Lv 1155s+3%Range +15%
3Lv 2154.9s+16%Damage +10%
4Lv 4154.9s+19%
5Lv 6144.4s+22%Cooldown −8%
6Lv 8114.4s+25%Cost −20%
7Lv 10114.3s+28%Blasts pass through enemies · pierces
8Lv 12114.3s+31%
9Lv 14114.2s+34%Range +15%
10Lv 1674.1s+62%Mastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Twin Dragons +1 blast, blasts −35% damage.
  • Focused Chi Damage +20%, cooldown +10%.

Rank 8: pick one

  • Short Breath Cooldown −15%.
  • Concussive Wave Blasts Stun (20%).

Rank 10, Mastered: Spirit Cannon: damage +10% and range +20%.

Patient Defense

Lv 9 Buff

Slip into a flowing guard: blows slide off you as if you were water.

Type
Buff
Cost
15
Cooldown
16s
Scales with
Wisdom
Duration
6s
Grants you
+12% Dodge, +3 Armor Class, +3% Damage Reduction
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Patient Defense mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 11516s—Learned
2Lv 11515.8s+3%Duration +15% · 6.9s
3Lv 21515.7s+6%Guard strength +15% · +13.8% Dodge, +3.5 Armor Class, +3.5% Damage Reduction
4Lv 41515.5s+9%
5Lv 61413.8s+12%Cooldown −10%
6Lv 81113.6s+15%Cost −20%
7Lv 101113.4s+18%Duration +10% · 7.5s
8Lv 121113.3s+21%
9Lv 141113.1s+24%Guard strength +10% · +15% Dodge, +3.8 Armor Class, +3.8% Damage Reduction
10Lv 16713s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +16.8% Dodge, +4.2 Armor Class, +4.2% Damage Reduction

Rank 4: pick one

  • Like Water Guard strength +30%, duration −20%.
  • Unhurried Duration +30%.

Rank 8: pick one

  • Ready Stance Cooldown −15%.
  • Drifting Leaf You also become Hasted; guard strength −10%.

Rank 10, Mastered: Diamond Guard: guard strength +15%.

Tempest of Palms

Lv 13 Area bludgeoning

Spin through the crowd in a blur of kicks and open-hand strikes.

Type
Area (around you)
Cost
25
Cooldown
10s
Damage
4d6 + weapon hit bludgeoning
Hit
Attack roll vs AC
Radius
2.3 tiles

Damage dice by level Lv 13 4d6Lv 17 5d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Tempest of Palms mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12510s—Learned
2Lv 1259.9s+3%Radius +10% · radius 2.5
3Lv 2259s+6%Cooldown −8%
4Lv 4248.9s+9%
5Lv 6248.8s+12% +1d+1 damage die
6Lv 8248.7s+15% +1dRadius +10% · radius 2.8
7Lv 10248.6s+18% +1dStrikes Stun (15%) · Stunned 15% · 0.9s
8Lv 12238.5s+21% +1d
9Lv 14198.4s+24% +1dCost −15%
10Lv 16138.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.2 · Stunned 30% · 0.9s

Rank 4: pick one

  • Wide Stance Radius +35%, damage −10%.
  • Palm Storm Damage +20%, cost +25%.

Rank 8: pick one

  • Cyclone Form Cooldown −15%.
  • Dizzying Spin Stun chance +30%.

Rank 10, Mastered: Eye of the Tempest: radius +20% and stun chance +15%.

Quivering Palm

Lv 17 Melee strike necrotic

Set lethal vibrations into a foe's body. Most things don't survive the resonance.

Type
Melee strike
Cost
50
Cooldown
28s
Damage
8d10 + WIS mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Wisdom
Reach
1.3 tiles
Arc
60°
Applies
Stunned · 1s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Quivering Palm mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 15028s—Learned
2Lv 14227.7s+3%Cost −15%
3Lv 24227.4s+6%Reach +20% · radius 1.6 · arc 72°
4Lv 44127.2s+9%
5Lv 64124.1s+12%Cooldown −10%
6Lv 84023.8s+15% +1d+1 damage die
7Lv 104023.5s+18% +1dStun lasts 30% longer · Stunned · 1.3s
8Lv 123923.2s+21% +1d
9Lv 143123s+24% +1dCost −15%
10Lv 161822.7s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Stunned · 1.8s

Rank 4: pick one

  • Deep Resonance Damage +25%, cooldown +10%.
  • Sympathetic Tremor Reach and arc +60%: the vibration spreads to neighbours; damage −15%.

Rank 8: pick one

  • Patient Death Cooldown −15%.
  • Economy of Motion Cost −40%.

Rank 10, Mastered: Perfect Stillness: damage +10% and the stun lasts 50% longer.

Way of the Open Hand skills

Open Hand Technique

Lv 3 Melee strike bludgeoning Way of the Open Hand

A palm strike that knocks a foe off their feet.

Type
Melee strike
Cost
15
Cooldown
6s
Damage
2d6 + weapon hit bludgeoning
Hit
Attack roll vs AC
Reach
1.3 tiles
Arc
80°
Applies
Stunned 50% · 0.8s

Damage dice by level Lv 3 2d6Lv 9 3d6Lv 14 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Open Hand Technique mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1156s—Learned
2Lv 1155.9s+3%Stun chance +10% · Stunned 60% · 0.8s
3Lv 2155.9s+6%Reach and arc +15% · radius 1.5 · arc 92°
4Lv 4155.8s+9%
5Lv 6145.2s+12%Cooldown −10%
6Lv 8145.1s+15% +1d+1 damage die
7Lv 10145s+18% +1dKnockdowns last 30% longer · Stunned 60% · 1s
8Lv 12145s+21% +1d
9Lv 14144.9s+24% +1dReach and arc +15% · radius 1.7 · arc 104°
10Lv 16104.9s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Stunned 80% · 1.2s

Rank 4: pick one

  • Crescent Kick Reach and arc +40%, damage −10%.
  • Push of the Tide Damage +15%, stun chance +10%.

Rank 8: pick one

  • Open Palm Cost −40% and cooldown −10%.
  • Topple Knockdowns last 60% longer.

Rank 10, Mastered: Unbroken Palm: stun chance +20% and knockdowns last 20% longer.

Way of the Ashen Lotus skills

Lotus Flame Kick

Lv 3 Dash fire Way of the Ashen Lotus

Launch forward in a spinning flame kick that sets everything you pass alight.

Type
Dash
Cost
15
Cooldown
8s
Damage
2d6 + weapon hit fire
Hit
Attack roll vs AC
Distance
4.5 tiles
Applies
Burning 40% · 3s

Damage dice by level Lv 3 2d6Lv 9 3d6Lv 14 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Lotus Flame Kick mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1158s—Learned
2Lv 1157.9s+3%Kick distance +15% · range 5.2
3Lv 2157.8s+6%Burning chance +15% · Burning 55% · 3s
4Lv 4157.8s+9%
5Lv 6147.7s+12% +1d+1 damage die
6Lv 8117.6s+15% +1dCost −20%
7Lv 10117.5s+18% +1dKick distance +15% · range 5.9
8Lv 12117.4s+21% +1d
9Lv 14117.4s+24% +1dBurns last 30% longer · Burning 55% · 3.9s
10Lv 1677.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 6.8 · Burning 75% · 3.9s

Rank 4: pick one

  • Flying Lotus Kick distance +40%.
  • Phoenix Kick Damage +25%, kick distance −20%.

Rank 8: pick one

  • Ash Step Cooldown −15%.
  • Trailing Embers Burning chance +30%; burns last 60% longer.

Rank 10, Mastered: Blooming Inferno: kick distance +20% and Burning chance +20%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Way of the Open Hand

Masters of unarmed combat who knock foes flat, hurl them away and deny them any footing.

Skills

Features

  1. Lv 3
    Flowing Water You move around blows rather than through them.
    • +3% Dodge
  2. Lv 7
    Wholeness of Body Your ki mends your flesh.
    • +3 HP Regen / s
  3. Lv 11
    Tranquility A calm that blunts every blow.
    • +8% Damage Reduction
  4. Lv 15
    Harmonious Palm You strike where the body is weakest.
    • +4% Crit Chance
  5. Lv 18
    Quivering Resonance Your critical strikes shake bones apart.
    • +20% Crit Damage

Way of the Ashen Lotus

Monks of a burned monastery who learned to breathe fire into their ki — and into their kicks.

Skills

Features

  1. Lv 3
    Ember Breath Your ki runs hot.
    • +2 Fire Damage
    • +20% Fire Resistance
  2. Lv 7
    Cinder Step You move like sparks on the wind.
    • +8% Move Speed
  3. Lv 11
    Blossoming Flame Your fire spreads from each blow.
    • +10% Area Damage
    • +2 Fire Damage
  4. Lv 15
    Ash Skin Flame and cinder can't bite you.
    • +25% Fire Resistance
    • +4% Damage Reduction
  5. Lv 18
    Lotus Ascendant You burn brightest at the end.
    • +4 Fire Damage
    • +15% Crit Damage

Monk unique weapons

Rippling Pond Staff Starter

Quarterstaff · Weapon · drops from level 5

  • +5–15% Damage
  • +2–6 Dexterity
  • +1–4 Wisdom
  • +1 random affix

Ripples. Your basic strikes ripple on to 2 more nearby foes for 22–28% damage.

“Strike the water once and every shore feels it.”

Windwalker's Spear

Spear · Weapon · drops from level 12

  • +12–34% Damage
  • +4–12 Dexterity
  • +3–10% Move Speed
  • +1 random affix

Through, Not Around. You move through foes. Each foe you pass through takes 320–340% weapon damage (once every 2s per foe).

Twice the Wind. Your dashes hold 2 charges.

“The monk who carried it walked through a battle line. Not around. Through.”

The Still Point

War Staff · Weapon · drops from level 16

  • +3–10% Damage
  • +2–6 Dexterity
  • +1–4% Dodge
  • +1 random affix

Stillness. 20–30% of enemy projectiles that would hit you are turned back at their shooter.

Coiled Spring. Each dodge adds a Coil (up to 5). Your next basic hit releases them as a palm burst: 22–27% weapon damage per Coil.

“At the centre of every storm is a place that does not move. This staff lives there.”

Monks are Skirmishers: they can also wear the 8 Skirmisher unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.