Player Cheat Sheet · Combat Reference
Monk
Drunken Master · Level 4 · Kobold
Played by:
At a Glance
Saves you're proficient in: STR +4, CON +4. (Others: DEX +2, INT −1, WIS +1, CHA 0.)
Best skills: Acrobatics +6, Insight +4, Stealth +6, Religion +1.
Your Turn
Action
Attack, Reckless Attack, Dash, Help, etc.
Bonus
Martial Arts (free unarmed strike), Flurry of Blows, Patient Defense, Step of the Wind
Reaction
Opportunity Attack
Free
Draw weapon, open door, etc.
Your Big Move — Ki
Ki Points4 / short rest
Spend ki for special abilities.
Recharges every short rest, so don't hoard them — use them.
- Flurry of Blows (1 ki, bonus action): make 2 unarmed strikes right after the Attack action. Each: +6, 1d4+4. Drunken Technique: also Disengage + speed +10 ft this turn.
- Patient Defense (1 ki, bonus action): take the Dodge action. Attackers have disadvantage; you have advantage on DEX saves.
- Step of the Wind (1 ki, bonus action): Dash or Disengage as a bonus. Jump distance doubled.
Actions
Unarmed StrikeAction · main hit
+6 to hit, reach 5 ft. 1d4+4 bludgeoning. After taking the Attack action, you can use a bonus action for one more unarmed strike free (Martial Arts).
DartAction · ranged
+6 to hit, range 20/60. 1d4+4 piercing.
Reactions
Deflect MissilesReaction · ranged hit
When hit by a ranged weapon attack, reduce the damage by 1d10+4. If reduced to 0, you can spend 1 ki to throw it back: +6, 1d4+4, range 20/60.
Slow FallReaction · falling
Reduce fall damage by 20.
Opportunity AttackReaction
When an enemy moves out of your reach, make one melee attack.
Always-On Traits
- Unarmored Defense — AC = 10 + DEX + WIS = 16 (no armor needed)
- Pack Tactics — advantage on attacks if any ally is within 5 ft of your target
- Sunlight Sensitivity — disadvantage on attacks and sight-Perception in direct sunlight
- Darkvision 60 ft
- Grovel, Cower, & Beg 1/short rest — give allies advantage; counterintuitive but solid
Track Your Resources
Ki Points
4 · recharge on short rest
Hit Dice
4d8 · spend on short rest to heal
Grovel/Cower/Beg
1 per short rest
If you want to…
- Land lots of hits → Attack (1) + Martial Arts bonus (1) + Flurry of Blows for 1 ki (2) = 4 attacks at +6, 1d4+4 in one turn.
- Avoid getting hit → Patient Defense (1 ki, bonus action). Attackers have disadvantage until your next turn.
- Reposition fast → Step of the Wind (1 ki, bonus action) = Disengage + Dash. Move 60 ft with no opportunity attacks.
- Catch flying arrows → Deflect Missiles reaction. With 1 ki, throw it back as a free attack.
- Catch up to a fleeing foe → Drunken Technique (built into Flurry of Blows): +10 ft speed and Disengage.
- Heal mid-fight → Spend a Hit Die (1d8+1) on a short rest. Or ask the Paladin.
In short
Punch first, ask never. Use Flurry of Blows for big damage rounds. Patient Defense when enemies pile on. Step of the Wind to reposition. Ki refills on short rest, so spend it freely — don't end the day with leftovers.