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.