Can A Monk Weapon Use Unarmed Strike Dmg

You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. Mountain Stance one-action Feat 1. Trigger You are unarmored and touching the ground. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. An unarmed strike is always considered a light weapon. However, as you point out, the description of minotaur horns (and basically every other natural weapon on a player race) provides a specific exception, by stating that you can use them to make unarmed strikes. This means they do indeed qualify for things that require an unarmed strike.

Class Features

As a monk, you gain the following class features.

Hit Points

Hit Dice: 1d8 per monk level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Use

Tools: Choose one type of artisan’s tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

Unarmored Defense

Can A Monk Weapon Use Unarmed Strike Dmg 5e

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 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 twohanded or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

Ki

Can A Monk Weapon Use Unarmed Strike Dmg

Starting 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.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Can A Monk Weapon Use Unarmed Strike Dmg

Flurry of Blows

Can a monk weapon use unarmed strike dmg classic

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Can A Monk Weapon Use Unarmed Strike Dmg Mod

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When 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.

Deflect Missiles

Starting 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.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement

When 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. Or forgo the Ability Improvement and choose a feat instead.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack

Strike

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting 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. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon

Starting 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.

Diamond Soul

Beginning 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.

Timeless Body

At 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.

Empty Body

Beginning 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.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Feat NameAction Contents
Unarmored DefenseBeginning at 1st level, while {name} is wearing no armor and not wielding a shield, their AC equals {10 + DexMod +WisMod}.
Martial ArtsAt 1st level, {name}’s practice of martial arts gives them 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.
They gain the following benefits while they are unarmed or wielding only monk weapons and they aren’t wearing armor or wielding a shield:
_ They can use Dexterity instead of Strength for the attack and damage rolls of their unarmed strikes and monk weapons.
_ They can roll a d4 in place of the normal damage of their unarmed strike or monk weapon. This die changes as they gain monk levels, as shown in the Martial Arts column of Table: The Monk.
* When they use the Attack action with an unarmed strike or a monk weapon on their turn, they can make one unarmed strike as a bonus action. For example, if they take the Attack action and attack with a quarterstaff, they can also make an unarmed strike as a bonus action, assuming they haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, they might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name they use for a monk weapon, they can use the game statistics provided for the weapon.
KiStarting at 2nd level, {name}’s training allows them to harness the mystic energy of ki. Their access to this energy is represented by a number of ki points. Their monk level determines the number of points they have, as shown in the Ki Points column of Table: The Monk.
They can spend these points to fuel various ki features. They start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. They learn more ki features as they gain levels in this class.
When they spend a ki point, it is unavailable until they finish a short or long rest, at the end of which they draw all of their expended ki back into themselves. They must spend at least 30 minutes of the rest meditating to regain their ki points.
Some of their ki features require their target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = {8 + Prof + WisMod}
Flurry of BlowsImmediately after {name} takes the Attack action on their turn, they can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense{name} can spend 1 ki point to take the Dodge action as a bonus action on their turn.
Step of the Wind{name} can spend 1 ki point to take the Disengage or Dash action as a bonus action on their turn, and their jump distance is doubled for the turn.
Unarmored MovementStarting at 2nd level, {name}’s speed increases by {'10 feet'} while they are not wearing armor or wielding a shield. This bonus increases when they reach certain monk levels, as shown in Table: The Monk.
At 9th level, they gain the ability to move along vertical surfaces and across liquids on their turn without falling during the move.
Monastic TraditionWhen {name} reaches 3rd level, they commit themselves to a monastic tradition. The tradition they choose grants them features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Deflect MissilesStarting at 3rd level, {name} can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When they do so, the damage they take from the attack is reduced by 1d10 + their Dexterity modifier ({DexMod}) + their monk level.
If they reduce the damage to {0}, they can catch the missile if it is small enough for them to hold in one hand and they have at least one hand free. If they catch a missile in this way, they can spend {1} ki point to make a ranged attack with the weapon or piece of ammunition they just caught, as part of the same reaction. They make this attack with proficiency, regardless of their weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of {'20 feet'} and a long range of {'60 feet'}.
Slow FallBeginning at 4th level, {name} can use their reaction when they fall to reduce any falling damage they take by an amount equal to five times their monk level.
Extra AttackBeginning at 5th level, {name} can attack twice, instead of once, whenever they take the Attack action on their turn.
Stunning StrikeStarting at 5th level, {name} can interfere with the flow of ki in an opponent’s body. When they hit another creature with a melee weapon attack, they can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of {name}’s next turn.
Ki-Empowered StrikesStarting at 6th level, {name}’s unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
EvasionAt 7th level, {name}’s instinctive agility lets them dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Stillness of MindStarting at 7th level, {name} can use their action to end one effect on themselves that is causing them to be charmed or frightened.
Purity of BodyAt 10th level, {name}’s mastery of the ki flowing through them makes them immune to disease and poison.
Tongue of the Sun and MoonStarting at 13th level, {name} learns to touch the ki of other minds so that {name} understands all spoken languages. Moreover, any creature that can understand a language can understand what they say.
Diamond SoulBeginning at 14th level, {name}’s mastery of ki grants them proficiency in all saving throws.
Additionally, whenever they make a saving throw and fail, they can spend 1 ki point to reroll it and take the second result.
Timeless BodyAt 15th level, {name}’s ki sustains them so that they suffer none of the frailty of old age, and they can’t be aged magically. They can still die of old age, however. In addition, they no longer need food or water.
Empty BodyBeginning at 18th level, {name} can use their action to spend 4 ki points to become invisible for 1 minute. During that time, they also have resistance to all damage but force damage.
Additionally, they can spend 8 ki points to cast the astral projection spell, without needing material components. When they do so, they can’t take any other creatures with them.
Perfect SelfAt 20th level, when {name} rolls for initiative and has no ki points remaining, they regain {4} ki points.

Way of the Open Hand

Can A Monk Weapon Use Unarmed Strike Dmg Classic

Feat NameAction Contents
Open Hand TechniqueStarting when {name} chooses this tradition at 3rd level, they can manipulate their enemy’s ki when they harness their own. Whenever they hit a creature with one of the attacks granted by their Flurry of Blows, they can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, they can push it up to {'15 feet'} away from themselves.
- It can’t take reactions until the end of their next turn.
Wholeness of BodyAt 6th level, {name} gains the ability to heal themselves. As an action, they can regain hit points equal to three times their monk level ({3*Lvl}). They must finish a long rest before they can use this feature again.
TranquilityBeginning at 11th level, {name} can enter a special meditation that surrounds them with an aura of peace. At the end of a long rest, they gain the effect of a sanctuary spell that lasts until the start of their next long rest (the spell can end early as normal). The saving throw DC for the spell equals {8 + WisMod + Prof}.
Quivering PalmAt 17th level, {name} gains the ability to set up lethal vibrations in someone’s body. When they hit a creature with an unarmed strike, they can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to their monk level ({Lvl}). The vibrations are harmless unless they use their action to end them. To do so, they and the target must be on the same plane of existence. When they use this action, the creature must make a Constitution saving throw DC {8 + Lvl + WisMod}). If it fails, it is reduced to {'0 hit points'}. If it succeeds, it takes !(10d10) necrotic damage.
They can have only one creature under the effect of this feature at a time. They can choose to end the vibrations harmlessly without using an action.