The Monk
Level | Proficiency Bonus | Features | Martial Arts |
---|---|---|---|
1st | +2 | Martial Arts | 1d6 |
2nd | +2 | Chakra | 1d6 |
3rd | +2 | Monastic Sect | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Extra Attack | 1d6 |
6th | +3 | Empowered Strikes | 1d6 |
7th | +3 | Forms of the Beast | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Sect Feature | 1d8 |
10th | +4 | Purity of Body | 1d8 |
11th | +4 | The Forbidden Chakra | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Sect Feature | 1d10 |
14th | +5 | Brotherhood | 1d10 |
15th | +5 | Mantra | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Sect Feature | 1d10 |
18th | +6 | Hidden Sects | 1d10 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Perfect Balance | 1d12 |
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
Proficiencies
- Armor: Light armor
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Stealth, and Survival
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A pair of caestus, handwraps, or similar covering
- leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Martial Arts
Your practice of martial arts gives you mastery of combat styles that spurn weapons. You gain the following benefits while you are unarmed and you aren't wearing medium or heavy armor or wielding a shield.
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You can use Dexterity or Strength for your AC calculations and the attack and damage rolls of your unarmed strikes.
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You can roll a d6 in place of the normal damage of your unarmed strike. This damage increases at certain levels in this class, as shown in the Martial Arts column.
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When you attack with an unarmed strike as part of the Attack action, you can make an additional unarmed strike as part of the same action.
Chakra
At 2nd level you learn the secrets of accessing the body's inner seats of power, a force known as chakra. As an action, you may open one chakra and you automatically open one each time you score a critical hit. You can sustain a number of opened chakra equal to your Wisdom modifier (minimum of 1) and you open all available chakra when you roll initiative.
You can unleash a chakra to fuel powerful effects, after which the expended chakra closes once more. Some of your chakra features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Chakra save DC = 8 + your Proficiency Bonus + your Wisdom modifier
- Featherfoot: You close 1 chakra to take the Dodge action as a bonus action.
- Greased Lightning: When you take the additional unarmed attack granted by your Martial Arts feature, you can close 1 chakra to make two unarmed strikes instead.
- Thunderclap: You close 1 chakra to take the Disengage action as a bonus action, and your movement speed and jump distance are doubled for the turn.
Monastic Sect
All monks learn a fighting style that invokes and emulates elemental aether. Different sects of monks train to observe one of these styles. Your monastic sect grants you a feature at 3rd level and again at 9th, 13th, and 17th levels.
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.
Extra Attack
Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Strikes
Also at 6th level, your chakra circulates freely at a low level though your body. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can join your chakra with the magic of a one-handed melee weapon that has a bonus to attack and damage rolls over a long rest. If you do so, you may apply the same bonus to your unarmed strikes until the next time you take a long rest but the weapon loses the bonus to attack and damage rolls for the duration. You may only do so if you are not receiving a bonus to unarmed attack and damage rolls from another source.
Forms of the Beast
At 7th level, you master a variety of striking techniques that evoke the mighty attacks of beasts, such as an opo-opo's fists, a couerls fangs or a raptor's claws. You can choose to inflict slashing or piercing damage instead of bludgeoning when you attack with an unarmed strike.
Purity of Body
At 10th level, your chakra sustains you so that you no longer need food or water. In addition, you are immune to disease.
The Forbidden Chakra
At 11th level you can fully unleash your chakra to fuel devastating effects, after which all your chakra close.
- Celestial Revolution: As an action, you channel your chakra through your blows to strike with inhuman speed. Make a number of unarmed attacks equal to the number of chakra closed against a creature within 5 feet of you.
- Elixir Field: As an action, you can jump in the air and release a wave of energy from your body, scorching creatures in a 15 foot sphere around you. All other creatures in that area of effect must make a Constitution saving throw. A creature takes 1d10 force damage for every chakra closed on a failed save, or half that on a success.
- Flint Strike: As an action, your kick slices through the air to generate a blast of friction and pressure in a 20 foot cone originating from you. All creatures in that cone must make a Dexterity saving throw. A creature takes 1d10 force damage for every chakra closed on a failed save, or half that on a success.
- Purification: As an action, you can use your chakra to restore your body. You can expand a number of hit dice up to the number of chakra closed and gain hit points equal to the maximum value of each die expended. Additionally, you can end one effect causing you to be blinded, charmed, deafened, frightened, paralyzed, or poisoned for each chakra unleashed.
Brotherhood
At 14th level you draw power from your companions. If an allied creature within 60 feet scores a critical hit against an creature hostile to you, you open a chakra.
Mantra
Beginning at 15th level, your mastery of chakra grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can close 1 chakra to reroll it and take the second result.
Perfect Balance
At 20th level you can unleash your full power with just a thought. Once per long rest, you may open your lunar and solar nadi when you roll initiative.
Earth Sect
Fists of Earth
Students of the earth are taught to value unwavering determination in the face of danger. If you choose this sect at 3rd level, attack rolls from enemies you can see cannot have advantage against you and once per round, you open 1 chakra when a creature misses you with an attack roll.
Riddle of Earth
At 9th level you can open earth-aspected chakra as an action or when you take the Attack action. For 1 minute, you are resistant to bludgeoning, piercing, and slashing damage. Once you use this feature, you cannot do so again until you complete a long rest.
Snap Punch
At 13th level you are unflinching even in the thick of battle. If an enemy within 5 feet makes an attack against you, you can make an unarmed attack against them as a reaction.
Howling Fist
At 17th level, you can use Elixir Field as if you had closed 5 chakra without expending any chakra. Once you use this feature, you cannot do so again until you complete a long rest.
Fire Sect
Fists of Fire
Students of flame are taught to value ferocity and power in battle. If you choose this sect at 3rd level, your unarmed attacks score a critical hit on a roll of 19 or 20 and once per round, you open 1 chakra if you miss with an unarmed attack against an enemy you can see.
Riddle of Fire
At 9th level you can suffuse yourself with fire-aspected chakra as an action or when you take the Attack action. For 1 minute, your unarmed attacks inflict an additional 1d4 fire damage. Once you use this feature, you cannot do so again until you complete a long rest.
True Strike
At 13th level your accuracy is unerring. Once per turn, when you miss a creature with an unarmed attack, you can make them take half of the damage the attack would have inflicted.
Rising Phoenix
At 17th level, you can use Flint Strike as if you had closed 5 chakra without expending any Chakra. Once you use this feature, you cannot do so again until you complete a long rest.
Wind Sect
Fists of Wind
Students of the wind are taught to value rapidity and mobility. If you choose this sect at 3rd level, your movement speed increases by 10 if you aren't wearing heavy or medium armor and if you end your turn with 5 or more feet of movement remaining, you open 1 chakra.
Riddle of Wind
At 9th level you can suffuse yourself with wind-aspected chakra as an action or when you take the Attack action. For 1 minute, your movement doesn't provoke opportunity attacks, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move, and you do not take fall damage. Once you use this feature, you cannot do so again until you complete a long rest.
Shoulder Tackle
At 13th level you can propel yourself across the battlefield in an instant. As an action, choose a creature you can see within 30 feet. You move straight line toward it and, if you are within 5 feet of it at the end of this movement, make an unarmed strike against it. This movement does not trigger opportunity attacks.
Tornado Kick
At 17th level, you can use Celestial Revolution as if you had closed 5 chakra without expending any chakra. Once you use this feature, you cannot do so again until you complete a long rest.