Player's Handbook + homebrew
This is a Retake or Remake of the 5e Monk Class and Subclasses. As such it has a mix of features of both the original version and my homebrew. the reason i post it here is because i wish to balance it, because its probably op right now^^; Please comment below so i can improve it^^
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.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
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
armor proficiencies:
None
weapon proficiencies:
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
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
1. (a) a shortsword or (b) any simple weapon
2. (a) a dungeoneer's pack or (b) an explorer's pack
3. 10 darts
spellcasting:
You learn Ki Techniques which count as spells for you (see more at the Dragon Gate Feature)
class features:
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 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:
1. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
2. 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.
3. 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.
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.
You can spend these points to fuel various ki Techniques. You learn more ki Techniques 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 short Rest you regain half your Ki Points back, and at the end of a long Rest you regain all of your expended ki back. You must spend at least 10 minutes of the short rest meditating to regain half and three time as long on a long rest to regain fully your ki points.
Some of your ki features and Techniques 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
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, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Dragon Gates
Throughout your Body flows your Ki along certain Pathways. However there are 8 different "Doors" or Blockades that hinder your Ki to flow freely. Because so much Power could kill anyone this early in your Training,the Body of all Monks closed these Dragon Gates subconsciously in order to avoid injuring themselves. The Goal of any Monk is it to hone their Body to the Point where they can safely open all 8 Gates and gain the full Potential of their Abilities.
The Dragon Gates act a similiar System to the Spell Level system for Caster Classes. The more Gates you open, the more complicated and powerful Techniques that require Ki you can learn and use.
The Techniques require Ki Points, the Amount is determined by the Complexity and the Dragon Gates. (for example, a Technique you can learn when you open the 3rd Gate, costs 3 Points).
First Set of Basic Techniques
you learn three Techniques when you open the first Gate, and a different amount of techniques determined by your training, except the eigth Gate where you can decide between two ultimate Techniques determined by your Monastic Tradition.
The three Basic Techniques every Monk learns before they go to a Monastic Tradition are:
1. Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
2. Ki Palm. You can spend 1 ki point to send out a small Shockwave from your Palm Strike. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one.
3. Breathing Empowerment. You can spend 1 ki point to steady your Breathing and Mind, which heightens your Senses and Ki. Your Martial Arts Die increases one size for 30 Seconds. This can be disrupted earlier by being knocked prone, being stunned or taking a critical Hit.
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 and at 11th Level. You also gain a determined set of Techniques each time you open a Dragon Gate.
Kensei
Open Hand
Slow Fall
Beginning at 3rd 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.
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.
Second Basic Tecniques
1. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
2. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
3. Deflect Missiles Starting at 3rd level, you can use 1 Ki point to 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 1d10 + 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 additional ki point to make a ranged attack 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Monastic Techniques
When you reach 5th level and opened the 2nd Dragon Gate, and again at 7th, 9th, 11th, 13th, 15, and 19th level, you can learn a set of specific Techniques determined by your monastic tradition. The amount of Ki required for a technique is dependant on the Amounts of opened Dragon Gates.
so for example a technique that requires 5 Dragon Gates to open in order to learn it, cost 5 Ki points per use.
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.
Tongue of the Sun and Moon
Starting at 7th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Evasion
At 10th 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.
Purity of Body
At 13th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Diamond Soul
Beginning at 15th 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 18th 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 20th 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.
subclass options:
Open Hand
Kensei
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | Dragon Gates opened |
---|
1 | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts | - |
2 | +2 | 1d4 | 6 | +10 ft. | Ki, Unarmored Movement, Dragon Gates,First Set of Basic Techniques | 1st |
3 | +2 | 1d4 | 7 | +10 ft. | Monastic Tradition, Slow Fall | - |
4 | +2 | 1d6 | 8 | +10 ft. | Ability Score Improvement, Second Set of Basic Techniques | - |
5 | +3 | 1d6 | 9 | +10 ft. | Extra Attack, Monastic Techniques | 2nd |
6 | +3 | 1d6 | 10 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature | - |
7 | +3 | 1d6 | 11 | +15 ft. | Tongue of the Sun and Moon | 3rd |
8 | +3 | 1d6 | 12 | +15 ft. | Ability Score Improvement | - |
9 | +4 | 1d8 | 13 | +15 ft. | Unarmored Movement improvement | 4th |
10 | +4 | 1d8 | 14 | +20 ft. | Evasion | - |
11 | +4 | 1d8 | 15 | +20 ft. | Monastic Tradition feature, Technique Improvement | 5th |
12 | +4 | 1d8 | 16 | +20 ft. | Ability Score Improvement | - |
13 | +5 | 1d8 | 17 | +20 ft. | Purity of Body | 6th |
14 | +5 | 1d10 | 18 | +25 ft. | - | - |
15 | +5 | 1d10 | 19 | +25 ft. | Diamond Soul | 7th |
16 | +5 | 1d10 | 20 | +25 ft. | Ability Score Improvement | - |
17 | +6 | 1d10 | 21 | +25 ft. | Monastic Tradition feature, ultimate Technique | 8th |
18 | +6 | 1d12 | 22 | +30 ft. | Timeless Body | - |
19 | +6 | 1d12 | 23 | +30 ft. | Ability Score Improvement | - |
20 | +6 | 1d12 | 24 | +30 ft. | Empty Body | - |