Monk BG3 Adaptation
Beneath the canvas of a twilight sky, atop an ancient stone bridge that straddled the peaceful river, a serene monk stood, his aura a still pool in a world of chaos. The soft ripple of water and the flicker of fireflies painted an idyllic scene around him.
From the shadows, a motley assembly of adversaries emerged. Swaggering, sneers etched on their faces, they encircled the tranquil monk. Their taunts pierced the tranquil night, and the bridge echoed with malice.
With deliberate grace, the monk rolled up his sleeves, revealing a tapestry of intricate tattoos, a testament to his formidable mastery of the martial arts. In an eruption of movement, he became a tempest of limbs and spirit. His fists, swift and calculated, blurred like vipers striking in the dark.
In moments, his adversaries tumbled and spiraled, their arrogance undone, descending into the moonlit waters below. The once-serene bridge transformed into a stage for a martial symphony, and the monk's inner calm revealed itself as a hurricane of indomitable power, leaving a vivid impression of his unshakable serenity in the face of turmoil.
Personality of Class
Monks are warriors first. They are united in their ability to magically harness the energy that flows in all living creatures. Through exceptional training for the body and the mind they can surpass physical limitations of the body. They can be defenders of peace and harmony, but they will make anyone regret facing them in one versus one combat. Their body is a deadly weapons, with fists and feet they can cause more harm than most people with weapons.
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 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, Martial weapons without two-handed nor heavy property
- Tools: tools
- Saving Throws: Strength, Dexterity
- Tools: Choose one type of artisan's tools or one musical instrument
- 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) Any two weapons your are proficient with
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a short bow with 20 arrows (b) 20 darts
Monk
Level | PB | Martial Arts | Ki Points | Step of the wind | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | — | 10ft. | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 4 | 10ft. | Ki, Step of the wind |
3rd | +2 | 1d6 | 5 | 10ft. | Monastic Tradition, Deflect Attack |
4rd | +2 | 1d6 | 6 | 10ft. | Ability Score Improvement, Slow Fall |
5th | +3 | 1d6 | 7 | 10ft. | Extra Attack, Ki-Inhibiting Strike Focused Aim (Optional) |
6th | +3 | 1d8 | 8 | 15ft. | Ki-Empowered Strikes, Monastic Tradition feature |
7th | +3 | 1d8 | 9 | 15ft. | Evasion, Stillness of Mind |
8th | +3 | 1d8 | 10 | 15ft. | Ability Score Improvement |
9th | +4 | 1d8 | 11 | 15ft. | Step of the Wind improvement |
10th | +4 | 1d8 | 12 | 20ft. | Purity of Body |
11th | +4 | 1d10 | 13 | 20ft. | Improved Ki-Techniques, Monastic Tradition feature |
12th | +4 | 1d10 | 14 | 20ft. | Ability Score Improvement |
13th | +5 | 1d10 | 15 | 20ft. | Tongue of the Sun and Moon |
14th | +5 | 1d10 | 16 | 25ft. | Diamond Soul |
15th | +5 | 1d10 | 17 | 25ft. | Timeless Body |
16th | +5 | 1d10 | 18 | 25ft. | Ability Score Improvement |
17th | +6 | 1d12 | 19 | 25ft. | Monastic Tradition feature |
18th | +6 | 1d12 | 20 | 30ft. | Empty Body |
19th | +6 | 1d12 | 21 | 30ft. | Ability Score Improvement |
20th | +6 | 1d12 | 22 | 30ft. | Perfect Self |
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 weapons you are proficient that lack the two-handed nor heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can use Dexterity instead of Strength to grapple or shove.
- 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.
- 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.
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 equal to your monk level + 2.
You can spend these points to fuel various ki features. You start knowing two such features: Flurry of Blows and Patient Defense. 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 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:
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of blows
You can spend 1 ki point to make two unarmed strikes as a bonus action if you are not wielding a shield.
Enduring Defense
You can spend 1 ki point to gain temporary hit points equal to one roll of your martial arts die + your wisdom modifier as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
Starting at 2nd level, while you are not wearing heavy armor or wielding a shield you gain the following benefits:
- You can spend 1 ki point to take the Dash action as a bonus action on your turn, also you don't trigger any opportunity attacks.
- Your speed increases by 10 feet. This bonus increases when you reach certain monk levels, as shown in the Monk table.
- Your jump distance is doubled and you can use your Dexterity score, in place of your Strength, when calculating how far you can jump.
- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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.
Tradition | Source |
---|---|
Astral Self | Tasha's Cauldron of Everything |
Ascendant Dragon | Fizban's Treasury of Dragons |
Drunken Master | Xanathar's Guide to Everything |
Four Elements | Player's Handbook |
Kensei | Xanathar's Guide to Everything |
Long Death | Sword Coast Adventurer's Guide |
Mercy | Tasha's Cauldron of Everything |
Open Hand | Player's Handbook |
Shadow | Player's Handbook |
Sun Soul | Xanathar's Guide to Everything |
Deflect Attack
Starting at 3rd level, while you are not wearing heavy armor or wielding a shield, you can use your reaction to deflect a blow when you are hit by a 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 or Strength modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki point to make an attack against the same target. If it was a melee attack you can perform an unarmed strike against it. If it was a ranged attack, you can catch the missile and throw it back with a range of 20/60 using 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.
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.
Ki-Inhibiting Strikes
You can interfere with the flow of ki in an opponent's body in various ways.
When you hit a creature with a monk weapon or an unarmed strike, you can spend 1 ki point to use one of the following features. You can't target the same creature more than once a turn with these features.
Disorienting Strike
You overload the target's mind, disrupting its ability to take actions. The target must succeed on a Wisdom saving throw or be disoriented until the end of your next turn.
While disoriented, the creature can't take reactions, and on its turn, it can use either an action or a bonus action, not both; The creature can't make more than one melee or ranged attack during its turn, and it can't concentrate on spells or other effects that require concentration.
A creature is immune to this affect if it is also immune to being Stunned.
Immobolizing Strike
You overload the target's joints and muscles, preventing it from moving. The target must succeed on a Strength saving throw or be Restrained until the end of your next turn.
Insensating Strike
You overload the target's senses and prevent them from functioning properly. The target must succeed on a Constitution saving throw or become Blinded, Deafened or Silenced (your choice) until the end of your next turn.
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 spend 10 minutes in meditation to regain half of your maximum ki points (rounded down). You can only use this feature once per long rest.
Also you can use your reaction to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Improved Ki-Techniques
At 11th level, your proficiency over Ki allows you to further empower your techniques.
Improved Flurry of Blows
When you use Flurry of blows, you can make a total of tree unarmed strikes instead of two.
Improved Enduring Defense
When you spend a ki point to use Enduring Defense as a bonus action, you can also take the Dodge action as a part of the same bonus action.
Tongue of the Sun and Moon
Starting at 13th level, you can use Wisdom, in place of Charimsa, whenever you make a Deception, Persuasion or Intimidation check.
Additionally, you learn to touch the ki of other minds so that you can understand all spoken languages and be understood by any creature that can understand a language. As an action, you can touch another creature to grant it this benefit for 1 hour.
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.
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 a bonus action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all 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, your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Additionally, if you start your each turn you regain 1 ki point. While out of combat you recover one ki point per minute.
Class Subclasses
WIP
Subclass
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Feature
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Credits
Most of these changes are from this document: https://www.gmbinder.com/share/-MTlouFHmy1ywgAcT4D3
I just made a few twicks and added the full monge class features