v
Monk
Class Details
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
The Magic of Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
Training and Asceticism
Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.
The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
`
Creating a Monk
As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?
Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?
As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.
QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
The Monk Table
Level | Proficiency Bonus | Martial Arts | Ki Power | Unarmored Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | — | — | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | +10 ft | Ki, Unarmored Movement, Ki Martial Arts |
3rd | +2 | 1d4 | 3 | +10 ft | Monastic Tradition, Deflect Missiles |
4th | +2 | 1d4 | 4 | +10 ft | Ability Score Improvement, Slow Fall |
5th | +3 | 1d6 | 5 | +15 ft | Extra Attack, Ki Martial Arts |
6th | +3 | 1d6 | 6 | +15 ft | Ki-Empowered Body, Monastic Tradition feature |
7th | +3 | 1d6 | 7 | +15 ft | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | +15 ft | Ability Score Improvement, Ki Martial Arts |
9th | +4 | 1d8 | 9 | +15 ft | Unarmored Movement improvement |
10th | +4 | 1d8 | 10 | +20 ft | Body Cultivation, Ability Score Improvement |
11th | +4 | 1d8 | 11 | +20 ft | Monastic Tradition feature |
12th | +4 | 1d8 | 12 | +20 ft | Ability Score Improvement, Ki Martial Arts |
13th | +5 | 1d10 | 13 | +20 ft | Tongue of the Sun and Moon, Monastic Tradition feature |
14th | +5 | 1d10 | 14 | +25 ft | Soul Cultivation |
15th | +5 | 1d10 | 15 | +25 ft | Timeless Body |
16th | +5 | 1d10 | 16 | +25 ft | Ability Score Improvement, Ki Martial Arts |
17th | +6 | 1d12 | 17 | +25 ft | Monastic Tradition feature |
18th | +6 | 1d12 | 18 | +30 ft | Dao of Void, Unarmored Movement improvement |
19th | +6 | 1d12 | 19 | +30 ft | Ability Score Improvement, Ki Martial Arts |
20th | +6 | 1d12 | 20 | +30 ft | Enlightenment |
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, Shortsword, Scimitar and Whip
- Tools: Choose one type of artisan’s tools or one musical instrument
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) 10 Dart or (b) any Simple Weapons
- (a) an explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Unarmored Defense
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 any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency, 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.
- When you want to grab or shove a creature, you gain a bonus to your Athletics check equal to your Dexterity modifier (minimum of +1).
- 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.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space.
- You can make one unarmed strike as a bonus action.
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 on the Weapons page.
`
Ki
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. Additionally, when you score a critical hit, you regain 2 ki points. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Defensive Stance and Lightning Step. 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 powers. 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:
Spell Save DC
-
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn.
-
Defensive Stance You can spend 1 ki point to take the Dodge action as a bonus action on your turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
-
Lightning Step You can spend 1 ki point and as a bonus action you can teleport up to your movement into an unoccupied space that you can see. In such a case, you have advantage in the first melee attack made before the end of the turn.
Ki Martial Arts
Starting at 2nd level, you learn the KMA techniques that are fueled by your Ki. You learn two KMA techniques of your choice. You can use only one KMA technique per attack. You learn one additional technique of your choice at 5th, 8th, 12th, 16th, and 19th level. Each time you learn new techniques, you can also replace one technique you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki. A level prerequisite refers to your level in this class.
2nd level:
-
Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action. Roll one Martial Arts die and add it to your Athletics check, and for each unarmed attack you make in your bonus action, you can add your wisdom modifier to the damage (minimum of +1).
-
Ki Emanation When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can roll one Martial Arts die and add it to the ability check.
-
Ninja When you make a Dexterity (Stealth) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated.
-
Tactical Assessment When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can roll one Martial Arts die and add it to the ability check.
5th level:
-
Bait and Switch When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll one Martial Arts die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
-
Blinded When you hit a creature with a melee attack, you can hit the target eyes with your fingers. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a Dexterity saving throw or be blind until the end of your next turn.
-
Distracting Strike When you hit a creature with a melee attack, you can distract the creature, giving your allies an opening. Roll one Martial Arts die and add it to the damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
-
Evasive Footwork When you move, roll one martial arts die and add the number rolled to your AC until you stop moving.
-
Life Force As a bonus action, you can roll one Martial Arts die and you or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.
-
Lunging Strike When you make a melee attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, roll one Martial Arts die and add it to the damage roll.
-
Precision Strike When you make a melee attack roll against a creature, you can roll one Martial Arts die and add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
-
Pushing Strike When you hit a creature with a melee attack, you can attempt to drive the target back. Roll one Martial Arts die and add it to the damage roll, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
-
Pressure Point When you hit a creature with a melee attack, you can hit the nerves of your target. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. An airborne creature affected by this attack safely descends at 60 feet per round until it reaches the ground.
-
Unbalancing Strike When you hit a creature with a melee attack, you can attempt to knock the target down. Roll one Martial Arts die and add it to the damage roll, it must make a Dexterity saving throw. On a failed save, you knock the target prone.
8th level:
-
Absorb Force When another creature damages you with a melee attack, you can use your reaction and roll one Martial Arts die to reduce the damage by the number you roll on your Martial Arts die + your Dexterity modifier.
-
Disarming Strike When you hit a creature with a melee attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. Roll one Martial Arts die and add it to the damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
-
Goading Attack When you hit a creature with a melee attack, you can attempt to goad the target into attacking you. Roll one Martial Arts die and add it to the damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
-
Murderer Intent When you hit a creature with a melee attack, you can attempt to frighten the target. Roll one Martial Arts die and add it to the damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
-
Stunning Strike When you hit another creature with a melee attack with advantage, you can interfere with the flow of ki in an opponent's body. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a Constitution saving throw or be stunned until the end of your next turn.
12th level:
-
Dazing Attack When you hit another creature with a melee attack, you can blow to the enemy temple. Roll one Martial Arts die and add it to the damage roll, and it must make an Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
-
Devious Strike Whenever a creature within your reach attacks an ally, you can use your reaction to make one opportunity attack. If you hit, roll one Martial Arts die and add it to the damage roll.
-
Puppet When you hit a creature with a melee attack, you can attempt to control its mind with your ki. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a Charisma saving throw or immediately use its reaction to make one weapon attack against a creature other than itself that you mentally choose. Roll one Martial Arts die and add it to the damage roll. The controlled creature can move half its movement in this reaction.
-
Quick Toss As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, roll one Martial Arts die and add it to the damage roll.
-
Sweeping-Strike When you hit a creature with a melee attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to one Martial Arts die roll. The damage is of the same type dealt by the original attack.
16th level:
-
Counter-Strike When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against that creature. If you hit, roll one Martial Arts die and add it to the damage roll.
-
Mental Shock When you hit a creature with a melee attack, you can attempt to damage its mind with your ki. Roll one Martial Arts die and add it to the damage roll, and it must succeed on an Intelligence saving throw or subtract 1d8 from the next saving throw it makes before the end of your next turn.
-
Voiceless When you hit a creature with a melee attack, you can blow the enemy throat. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
Unarmored Movement
At 2nd level, your speed increases by 10 feet while you are not wearing heavy 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. You can use your bonus action to not fall for a turn. The 18th level part of Unarmored movement could be reworded to give you a fly speed during your turn.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. 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 or an ally at 5 feet of you are hit by a ranged weapon attack. When you do so, the damage 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 you have at least one hand free and it is small enough to hold. If you catch a missile, you can make a ranged attack with 20/60 of range using the weapon or 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.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
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. As part of the same reaction, you can expend 1 ki point to allow 4 creatures within a range equal to your movement speed to reduce the damage taken from falling by 5 times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Body
Starting at 5th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, if your weapon is enhanced by a spell, your unarmed strike are also enhanced as well.
`
`
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 that is causing you or one willing creature that you touch to be charmed or frightened. This feature is activated at the subconscious level by blocking any action imposed by effect itself.
Body Cultivation
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. Additionally, as an action, you can use 1 ki point to make a Medicine check to cure a disease or a poison from one willing creature that you touch.
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 and any creature that can understand a language can understand what you say. Additionally, you gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Soul Cultivation
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throw. 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, for every 10 years that pass, your body ages only 1 year and you can't be aged magically. You no longer need food or water, but you can still die of old age, however.
Dao of Void
Starting at 18th level, you can use your bonus action to spend 4 ki powers to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 ki powers to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you have at last 5 + your Wisdom modifier ki available.
`
ART
Cover Art: Diablo 3 T-Shirt Designs (Monk) - By Ottyag Studio https://www.behance.net/gallery/10797881/Diablo-3-T-Shirt-Designs
Page 2 : Pathfinder character - By YamaOrce https://www.deviantart.com/yamaorce/art/Cyranni-comm-545205947
Page 4 : Crack in the earth - By john sommo https://www.artstation.com/artwork/3eaao
Page 7.1 : Le sumi-e art - By Jean-Marc Moschetti https://www.encre-zen.com/
Page 7.2 : KOI TAT - By Koi Oi: Dylan Helman https://www.behance.net/gallery/54122585/Koi-Oi
Page 8 : Siddhartha - Forge Studios by Gianluca Rolli https://www.artstation.com/artwork/KEOBy
Way of the Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Mirror Image, Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. The Darkvision spell you can perform allows one to see into your magical darkness.
ki | Shadow Arts |
---|---|
2 | Mirror Image |
2 | Pass without Trace |
2 | Darkvision |
2 | Silence |
2 | Darkness |
Shadow Attack
Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra Martial Arts die damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a monk weapon or be a unarmed attack.
The amount of the extra damage increases as you gain levels in this class. At 5th level, the damage increases by one Martial Arts die on a hit (2d6 / 2d8), at 11th level increase by another (3d8 / 3d10) and 17th level yet another (4d12).
`
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can use your Lightning Step without losing ki and you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Additionally, you can take a bonus action on each of your turns to make the Dash, Disengage, or Hide action.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. Immediately after you take damage in an area of dim light or darkness, you can use a reaction to use 1 ki point and magically become invisible until you make an attack, cast a spell, or are in an area of bright light. Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
`
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They have a wide range of martial arts techniques, a powerful ability to recover ki, and practice advanced meditation that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one Ki Martial Arts without losing ki. Additionally, you learn one additional Ki Martial Arts technique and another one at 11th level.
Wholeness of Soul
At 6th level, you gain the ability to recharge your inner energy. As an action, you can regain all your ki. You must finish a long rest before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Additionally, you can still spend 1 ki point to recast this abjuration, but the effect is the standard one.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
`
`
Way of the Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the elements. A discipline requires you to spend ki points each time you use it. The number of spells you know is based on your level in this class.
Spells know
level | 0 | 1 | 2 | 3 | 4 |
---|---|---|---|---|---|
3rd | 2 | 2 | - | - | - |
6th | 3 | 3 | 2 | - | - |
11th | 4 | 4 | 3 | 2 | - |
17th | 4 | 4 | 4 | 3 | 2 |
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Each spell has a base price that is equal to its level in ki points. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and you cast Burning Hands, you can spend 2 ki points to cast it as a 2nd-level spell.
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki table.
Monk level | Ki |
---|---|
5th-8th | 2 |
9th-12th | 3 |
13th-16th | 4 |
17th-20th | 5 |
Spellcasting Ability. Wisdom is your spellcasting ability for your Monk spells, being spells powered by your ki.
Spell Save DC
Spell attack modifier
Spellcasting Focus. You can use a Ki focus as a spellcasting focus for your Monk spells. A Ki focus can be a bandage, a tattoo or necklace, a staff made entirely from an ancient tree, or an object incorporating elemental rocks.
Powerful Ki
At 3rd level, the amount of your ki increases equal to your proficiency bonus as you gain levels in this class.
Master of Elements
At 6th level, you learn to modify elements to your liking. All spells that contain the elements in the table below can be exchanged for another element. If the spell requires a saving throw this is based on the chosen element and not on the original spell information.
Elements | Save |
---|---|
Acid / Fire / Lightening | Dexterity |
Cold / Poison / Thunder | Constitution |
Force | Strength |
Elemental Martial Arts
Beginning at 11th level, when you perform a spell that uses ki, you can perform Flurry of Blow, Defensive Stance or Lightening Step without spending ki points. Additionally, when you make a critical attack you recover an amount of ki equal to your wisdom modifier.
Wonder of the Elements
At 17th level, you can choose one spell per level that is found in your list, these spells now cost one ki less as if they were of a lower level.
`
Monk Elements Spell List
Cantrips (0 Level)
- Acid Splash
- Booming Blade
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Gust
- Light
- Lightning Lure
- Mold Earth
- Poison Spray
- Produce Flame
- Ray of Frost
- Shape Water
- Shocking Grasp
- Thunderclap
1st Level
- Absorb Elements
- Acid Stream (UA)
- Arcane Weapon (UA)
- Armor of Agathys
- Burning Hands
- Catapult
- Chaos Bolt
- Chromatic Orb
- Create or Destroy Water
- Detect Poison and Disease
- Earth Tremor
- Faerie Fire
- Feather Fall
- Fog Cloud
- Frost Fingers
- Guiding Bolt
- Hellish Rebuke
- Ice Knife
- Longstrider
- Magnify Gravity
- Searing Smite
- Thunderous Smite
- Thunderwave
- Witch Bolt
- Zephyr Strike
2nd Level
- Aganazzar's Scorcher
- Continual Flame
- Darkvision
- Dragon's Breath
- Dust Devil
- Earthbind
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Icingdeath's Frost (UA)
- Kinetic Jaunt
- Levitate
- Magic Weapon
- Maximillian's Earthen Grasp
- Melf's Acid Arrow
- Protection from Poison
- Pyrotechnics
- Rime's Binding Ice
- Scorching Ray
- See Invisibility
- Shatter
- Skywrite
- Snilloc's Snowball Storm
- Warding Wind
3rd Level
- Ashardalon's Stride
- Call Lightning
- Create Food and Water
- Daylight
- Elemental Weapon
- Erupting Earth
- Fireball
- Flame Arrows
- Flame Stride (UA)
- Fly
- Freedom of the Waves HB
- Gaseous Form
- Glyph of Warding
- Haste
- Lightning Arrow
- Lightning Bolt
- Meld into Stone
- Melf's Minute Meteors
- Protection from Energy
- Pulse Wave
- Sleet Storm
- Stinking Cloud
- Thunder Step
- Tidal Wave
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Arcane Eye
- Conjure Minor Elementals
- Control Water
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Galder's Speedy Courier
- Gravity Sinkhole
- Ice Storm
- Stone Shape
- Stoneskin
- Storm Sphere
- Summon Elemental
- Summon Construct
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
- Widogast's Web of Fire HB
`
Ki Martial Arts
At 2nd level, a Monk gains the Ki Martial Arts feature. Here are new playtest options for that feature. Many of these new Martial Arts are based on your direction in the martial arts world. Each subclass has the ability to have specific techniques based on their characteristics and understanding in martial arts.
2nd level:
-
Shadow (Prerequisite: Way of the Shadow) When you make a Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom (Perception) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated.
-
Freeze (Prerequisite: Way of the Open Hand) When you hit a creature with a melee attack, you can block his reaction by hitting secret spots. Roll one Martial Arts die and add it to the damage roll. It can't take reactions until the end of your next turn.
-
Harmony (Prerequisite: Way of the Elements) When you make a Intelligence (Arcana), a Intelligence (Nature) or a Wisdom (Insight) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated.
8th level:
-
Venom Strike (Prerequisite: Way of the Shadow) When you hit a creature with a melee attack, you can poison him. Roll one Martial Arts die and add it to the damage roll, it must succeed on a Constitution saving throw or be poisoned for three turns. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
-
No Mercy (Prerequisite: Way of the Open Hand) When you have an enemy prone beside you as a reaction you instantly leap at the prone creature, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
-
Elemental strike (Prerequisite: Way of the Elements) When you make a melee attack on your turn, you can increase your reach for that attack by 10 feet. If you hit, roll one Martial Arts die and add it to the damage roll. You can change the type of damage with one of your elements.
16th level:
-
Ripper (Prerequisite: Way of the Shadow) When you hit a creature with a melee attack, you can cause internal bleeding. Roll one Martial Arts die and add it to the damage roll. At the start of each of its turns, it must succeed on a Constitution saving throw or take one Martial Arts dice of bleeding damage. After three saving throw the internal bleeding ends.
-
Crippling strike (Prerequisite: Way of the Open Hand) When you hit another creature with a melee attack with advantage, you can interfere with the flow of ki in an opponent's body. Roll one Martial Arts die and add it to the damage roll, and it must succeed on a Constitution saving throw or be Paralyzed until the end of your next turn.
-
Elemental Reaction (Prerequisite: Way of the Elements) When you hit a creature with a melee attack, you can cause an elemental reaction. Roll one Martial Arts die and add it to the damage roll. If you performed in elemental spell during your action, you can change your damage to that type of element. At the start of each of its turns, it must succeed on a saving throw (based on the type of element) or take one Martial Arts dice of elemental damage. After three saving throw the elemental reaction ends.
`
ART
Page 10.1 : Ensō (円相, "circular form https://www.pinterest.ch/pin/1337074884402747/
Page 10.2 : Ninja Gaiden Z Yaiba - by Kerong https://www.deviantart.com/kerong/art/Ninja-Gaiden-Z-Yaiba-332602761
Page 11.1 : Buddha - by unknown artist https://www.pinterest.ch/pin/361906520064753763/
Page 11.2 : The Semiotics of Kung Fu - Unknown Artist https://martialartsstudies.blogspot.com/2015/06/the-semiotics-of-kung-fu.html
Page 12 : Yin Yang Tree - by unknown artist https://www.advanced-embroidery-designs.com/html/16750.html
Page 13 : Avatar Kora - By penelopeloveprints-deactivated2 https://critter-of-habit.tumblr.com/post/173712804094/new-korra-piece-will-be-available-this-weekend-at
Page 14 : The Blind Ninja - By Hidekichi Shigemoto https://theblindninja.tumblr.com/post/127065888707/art-by-hidekichi-shigemoto
Feats
This document presents new feats for you to playtest. A feat represents a character achieving mastery in one of their capabilities or discovering the ability to do something completely new.
`
Pro Grappler
Prerequisite: Strength or Dexterity 13, or higher.
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- As long as caught in the grip of your body the creature is restrained.
- You can use the creature under your grasp as a shield, attacks from outside creatures against you are made with disadvantage.
- If you were still hit, the creature in your grasp would also take half of your damage.
Slaughterer
Prerequisite: Strength or Dexterity 13, or higher.
You’ve learned to strike at weak points by exploiting precision melee attacks. You gain the following benefits:
- When you score a critical hit or reduce a creature to 0 hit points, you gain advantage on your next attack roll.
- Before you make a melee attack, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +6 to the attack’s damage.
Ki Martial Adept
You have martial Arts training that allows you to perform Ki Martial Arts. You gain the following benefits.
- You learn two Ki Martial Arts of your choice from among those available to the Monk class. If a KMA you use requires your target to make a saving throw to resist the KMA effects, the saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier.
- You gain two ki point, (if you have ki from another source this ki points are added). This ki is used to fuel your KMA. A ki is expended when you use it. You regain your ki points when you finish a short or long rest.
- Your unarmed strike and your Martial Arts dice uses a d6 for damage.
ART
Page 16 : Si Ling - The four guardian beasts of Chinese mythology - By unknown artist https://bubuchademo.blog.fc2.com/blog-entry-46.html