Monk Redux

by AnyDingo

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Monk Redux

Monk

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 o f 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 clothwrapped 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 w ho 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.

The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmoured Movement Features
1st +2 1d6 Unarmoured Defense, Martial Arts
2nd +2 1d6 2 + Wisdom Modifier +10 ft. Ki, Unarmored Movement, Basic Martial Arts Style
3rd +2 1d6 3 + Wisdom Modifier +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d6 4 + Wisdom Modifier +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d8 5 + Wisdom Modifier +10 ft. Extra Attack, Stunning Strike, Intermediate Martial Arts Style
6th +3 1d8 6 + Wisdom Modifier +15 ft. Ki - Empowered Strikes, Monastic Tradition Feature
7th +3 1d8 7 + Wisdom Modifier +15 ft. Evasion, Advance Martial Arts Style
8th +3 1d8 8 + Wisdom Modifier +15 ft. Ability Score Improvement
9th +4 1d8 9 + Wisdom Modifier +15 ft. Unarmoured Movement Improvement
10th +4 1d8 10 + Wisdom Modifier +20 ft. Purity of Body
11th +4 1d10 11 + Wisdom Modifier +20 ft. Monastic Tradition Feature, Flurry of Blows Improvement
12th +4 1d10 12 + Wisdom Modifier +20 ft. Ability Score Improvement
13th +5 1d10 13 + Wisdom Modifier +20 ft. Martial Arts Style Mastery
14th +5 1d10 14 + Wisdom Modifier +25 ft. Diamond Soul
15th +5 1d10 15 + Wisdom Modifier +25 ft. Timeless Body
16th +5 1d10 16 + Wisdom Modifier +25 ft. Ability Score Improvement
17th +6 1d12 17 + Wisdom Modifier +25 ft. Monastic Tradition Feature, Flurry of Blows Improvement
18th +6 1d12 18 + Wisdom Modifier +30 ft. Empty Body
19th +6 1d12 19 + Wisdom Modifier +30 ft. Ability Score Improvement
20th +6 1d12 20 + Wisdom Modifier +30 ft. Perfect Self

Class Features

As a monk, you gain the following class features.

Hit Points

Hit Dice: 1d10 per monk level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Tools: Choose one type of artisan’s tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

Unarmoured 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 shortswords, improvised weapons, 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 Heavy armor, armor you are not proficient with, 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 also use Dexterity instead of Strength when making Athletics checks to grapple or shove.

  • 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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.




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 plus your Wisdom Modifier determines the number of points you have, as shown in the ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: 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 normally 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 spent part of the rest meditating to regain your ki points.

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

Starting at 2nd level, when you take the Attack action on your turn, you can spend 1 ki point to make an additional attack as part of that action.

Flurry of Blows can only be used to make Unarmed Strikes.

TThe number of additional strikes increases at higher levels, increasing to two when you reach 11th level in this class and three when you reach 17th level in this class.

Step of the Wind

Starting at 2nd level, you can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, additionally you have advantage on any Dexterity (Acrobatics) checks and your jump distance is doubled for the turn.

Reflexive Defense

Starting at 2nd level, when an attack roll is made against you, you can spend 1 ki point to take the Dodge action as a reaction until the beginning of your next turn.

Unarmored Movement

Starting 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, creatures have disadvantage on opportunity attacks made against you.

Additionally you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.







Martial Arts Style

Starting at 2nd Level, you can select what defines the core of the particular martial arts style your monastic order teaches. Choose one of the following options:

  • Weapon Focused. Your martial art focuses on the use of a singular weapon and the perfection of its use. You gain proficiency in one Simple or Martial weapon. The weapon counts as a monk weapon for you. If your size is Medium or larger, you may select a weapon with the Heavy property. The weapon may not have the Special property.

  • Grappler. Your martial art focuses on establishing holds and grappling. When you hit a creature with two or more unarmed attacks, you can use your reaction to try to grapple a creature. Additionally, you do not have disadvantage on attack rolls made while prone using monk weapons or unarmed strikes.

  • Striker. Your martial art focuses on landing punishing strikes with your Body. You gain a +2 bonus to your damage rolls with unarmed attacks.

  • Militant. Your martial art is militant in nature, and teaches its adherents how to fight in armor and use armor. You're are Proficient in Light Armor and Medium Armor, and may still use your monk features while wearing light and medium armor without penalty. You may use your Wisdom bonus in place of your Dexterity Bonus, for determining your Armor Class.

  • Evasive. You martial art focuses on avoiding and turning attacks. You can use your reaction to reduce the damage of one melee weapon attack by an amount equal to your Martial Arts Die + your Dexterity modifier.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, the Way of the Four Elements, the Way of the Sun Soul, the Way of the Drunken Master, the Way of the Kensei, and the Way of the Long Death. 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 are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + 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 at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged attack with the object you just caught, as part of the same reaction. You make this attack with proficiency and the missile counts as a monk weapon for the attack.




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.

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.

Extra Attack

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

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. Whenever you hit another creature with a melee weapon attack, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

If the target succeeds on the save, it is immune to this effect until the start of your next turn.

Improved Martial Arts Style

Starting at 5th Level, your martial abilities have progressed enough to learn the more complex physical or spiritual forms of your Martial Arts Style. Choose one of the following options:

  • Ki-Fueled Attack. If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

  • Holistic Healing. As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

  • Focused Aim. When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki - Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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.

Advanced Martial Arts Style

Starting at 7th Level, you have progressed enough to learn even deeper secrets and forms of your Martial Arts Style. Chose one of the following options:

  • Stillness of Mind. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

  • Concussive Strike. You have learned to target the weakest points of the body. When you use your Stunning Strike on a creature you can spend 2 ki points to give it disadvantage on the saving throw.

  • Voice of Command. You can spend 3 ki points to cast Suggestion on a creature you are aware of within 60 feet of you without requiring material components.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Perfect Martial Arts Style

At 13th level, you have mastered the final aspects of the mental and physical disciplines of your Martial Arts Style. With these secrets, you are able to perform near superhuman feats. Choose one of the Following:

  • Tongue of the Sun and Moon. You can spend 3 ki points to cast Tongues on a creature you are touching without requiring material components.

  • Quickened Self. You can spend 5 ki points to cast Haste as an action targeting yourself without requiring material components.

  • Body of Stone and Leaf. You may use your Dexterity modifier in place of your Strength modifier whenever a Strength Ability Check is called for.

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 and you can recover one level of exhaustion after a short rest.








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, you have reached the pinnacle of your path's enlightenment. Increase your Constitution by 4. Additionally increase your Dexterity or Wisdom by 4. Your maximum for Constitution and the selected attribute is now 24.

Monk Redux

Version Info

This is Version 1.0 of the Monk Redux, created by AnyDingo

Based on original text from D&D 5th Edition by Wizards of the Coast. Original text from the Players Handbook, Sword Coast Adventurers Guide and Xanathar's Guide to Everything with additions and revisions by AnyDingo. Inspired by u/sesaman.

Art Credits

More of my homebrew can be found on my GMBinder profile.

 

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