Spyger's 5e Monk

by Spyger

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Monk (by Spyger)

The Monk
Level Proficiency Bonus Features Martial Arts Base Ki Points Unarmored Movement
1st +2 Unarmored Defense, Martial Arts, Deflect Blows 1d6 -
2nd +2 Ki, Preturnatural Agility 1d6 2 +10 ft.
3rd +2 Monastic Tradition, Deflect Missiles 1d6 3 +10 ft.
4th +2 Ability Score Improvement, Break Fall 1d6 4 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d6 5 +10 ft.
6th +3 Ki-Empowered Strikes, Deflect Energy, Monastic Tradition Feature 1d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score Improvement 1d8 8 +15 ft.
9th +4 Expel Harm, Preturnatural Agility Improvement 1d8 9 +15 ft.
10th +4 Ability Score Improvement, Purity of Body 1d8 10 +20 ft.
11th +4 Ki Improvement, Monastic Tradition Feature 1d8 11 +20 ft.
12th +4 Ability Score Improvement 1d8 11 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 12 +20 ft.
14th +5 Diamond Soul 1d10 12 +25 ft.
15th +5 Timeless Body 1d10 13 +25 ft.
16th +5 Ability Score Improvement 1d10 13 +25 ft.
17th +6 Extra Attack (2), Monastic Tradition Feature 1d10 14 +25 ft.
18th +6 Empty Body 1d10 14 +30 ft.
19th +6 Ability Score Improvement 1d10 15 +30 ft.
20th +6 Perfect Self 1d10 15 +30 ft.

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
Tools: Any one type of artisan's tools or any one musical instrument of your choice
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Perception, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) any simple weapon or (b) a shortsword
• (a) an explorer's pack or (b) a dungeoneer's pack
• 10 darts

Unarmored Defense

You have practiced the art of reading opponents' attacks and countering them with graceful, efficient movement. 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

Starting 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 two-handed 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 d6 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.

Deflect Blows

At 1st level, you can use your reaction to turn aside melee weapon attacks that hit you. When you do so, the damage you take from the attack is reduced by one roll of your Martial Arts die + your Dexterity modifier.

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. You have a number of ki points equal to your monk level plus your Wisdom modifier.

You can spend these points to fuel various ki techniques. You start knowing three such techniques: 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.

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

Flurry of Blows

When you take the Attack action on your turn, you can spend 1 ki point to make an additional unarmed strike as part of that action.

The number of attacks increases to two when you reach 11th level in this class.

Patient Defense

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

Step of the Wind

As a bonus action, you can spend 1 ki point to move like the wind. You gain movement equal to your current speed, and until the end of the turn your jump distance is doubled, you have advantage on any Dexterity(Acrobatics) checks, and your movement does not provoke attacks of opportunity.

Preturnatural Agility

Beginning 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 without falling during the move.

Deflect Missiles

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 one roll of your Martial Arts die + 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 one hand free. After catching a missile in this way, you can spend 1 ki point to make a ranged attack (range 20 feet/60 feet) 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.

Ki-Fueled Strike

At 3rd level, you learn to better weave between ki techniques and physical attacks. If you spend 1 or more ki as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.

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.

Ability Score Improvement

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.

Break Fall

At 4th level, your honed instincts ensure that you always land with cat-like poise. Reduce any falling damage you take by an amount equal to five times your monk level. (No longer a reaction)

Extra Attack

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

The number of attacks increases to three when you reach 17th level in this class.

Stunning Strike

Starting at 5th level, your strikes can interfere with the flow of ki in an opponent's body, temporarily debilitating them. When you hit another creature with a melee weapon attack, you can attempt a stunning strike.

The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus. If a creature's saving throw is successful, then that creature is immune to your stunning strike for the remainder of the turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Alternatively, you can attempt a stunning strike at the cost of 2 ki points.

Ki-Empowered Strikes

At 6th level, you've learned to imbue your strikes with spiritual energy. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deflect Energy

Also at 6th level, your greater understanding of ki allows you to redirect even magical attacks. Deflect Blows and Deflect Missiles can now be used as reactions to melee spell attacks and ranged spell attacks (respectively) when they hit you.

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 truly begin to harmonize your body, spirit, and mind. You gain proficiency in Wisdom saving throws, and you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened.

TBD 9th Level Feature

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. Morover, any creature that can understand 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.

 

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