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Homebrew

Monk

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and tap into internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler focus of defense and speed, this power infuses all that a Monk does. Monks harness and focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery. A Monk’s mightiest attacks can stun their opponents.   Many Monks find that a structured life of ascetic withdrawal from the mundane world helps them cultivate the physical and mental discipline they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.   Monks generally view their adventures as personal tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to hone themselves into living weapons.          
LevelProficiency BonusMartial ArtsDiscipline PointsUnarmored MovementFeatures
1st +2 1d6 - - Unarmored Defense, Martial Arts, Dedicated Weapon
2nd +2 1d6 4 +10 ft Martial Discipline, Unarmored Movement, Uncanny Vitality
3rd +2 1d6 5 +10 ft Monastic Tradition, Deflect Attacks
4th +2 1d6 6 +10 ft Ability Score Improvement, Slow Fall, Robust Body
5th +3 1d8 8 +10 ft Extra Attack, Stunning Strike
6th +3 1d8 9 +15 ft Empowered Strikes, Focused Aim, Monastic Tradition Feature
7th +3 1d8 10 +15 ft Evasion, Deflect Energy
8th +3 1d8 11 +15 ft Ability Score Improvement
9th +4 1d10 13 +15 ft Acrobatic Movement, Self Restoration
10th +4 1d10 14 +20 ft Ability Score Improvement
11th +4 1d10 15 +20 ft Heightened Discipline, Empowered Dedicated Weapon, Monastic Tradition Feature
12th +4 1d10 16 +20 ft Ability Score Improvement
13th +5 1d12 18 +20 ft Empowered Vitality
14th +5 1d12 19 +25 ft Disciplined Survivor
15th +5 1d12 20 +25 ft Mastered Discipline
16th +5 1d12 21 +25 ft Ability Score Improvement
17th +6 2d6 23 +25 ft Monastic Tradition Feature
18th +6 2d6 24 +30 ft Superior Defense
19th +6 2d6 25 +30 ft Ability Score Improvement
20th +6 2d6 26 +30 ft Body and Mind
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier per Monk level after 1st
armor proficiencies: Light Armor
weapon proficiencies: simple weapons, martial weapons with light property
tools: Choose one type of Artisan’s Tool or Musical Instrument
saving throws: Strength, Dexterity
skills: (Choose 2): Acrobatics, Athletics, History, Insight, Religion, Stealth, Animal Handling
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 65 GP on equipment of your choice.
Artisan’s Tools, Dagger (5), Explorer’s Pack, Musical Instrument, Spear or Quarterstaff, 9 GP
spellcasting:
Multiclassing and the Monk   Here’s what you need to know if you choose Monk as one of your classes.   Proficiencies Gained. If Monk isn’t your initial Class, you gain proficiency with Martial Weapons with the Light Property when you take your first Monk level.   Armor Training. When you gain your first Monk level, you gain light armor proficiency.
class features:
As a Monk, you gain the following class features when you reach the specified levels in this class. These features are listed on the Monk table.   Martial Arts   Levels: 1st (see Monk Table for higher levels)   Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are the following:   • Simple Melee Weapons   • Martial Weapons that have the Light property   You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing heavy armor:   Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.   Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.   Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.   Unarmored Defense   Levels: 1st   While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.   Dedicated Weapon   At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and light martial weapons. You can become proficient in any one weapon during a long rest, as long as it lacks the heavy or special property. This weapon is considered a monk weapon for you. You may only have 1 dedicated weapon at a time.   Martial Discipline   Levels: 2nd   Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Discipline Points. They are equal to your Monk level   You can spend these points to fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.   When you spend a Discipline Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.   Some features that use Discipline Points require your target to make a saving throw. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.   Flurry of Blows. You can spend 1 Discipline Point to make two Unarmed Strikes as a Bonus Action.   Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and the Dodge actions as a Bonus Action.   Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.   Uncanny Vitality   Levels: 2nd   When you roll Initiative, you can regain all expended Discipline Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.   Once you use this feature, you can’t use it again until you finish a Long Rest.   Unarmored Movement   Levels: 2nd   Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table.   Deflect Attacks   Levels: 3rd   You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level.   If you reduce the damage to 0, you can spend 1 Discipline Point to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.   Monk Subclass and Features   Levels: 3rd, 6th, 11th, 17th   You gain a Monk subclass of your choice, such as: Warrior of Mercy, Shadow, Four Elements, Open Hand, Sun Soul, Kensai, Drunken Master, Ascendant Dragon, Astral Self, Cobalt Soul, Arcane Hand   A subclass is a specialization that grants you special abilities at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level and lower.   Ability Score Improvement   Levels: 4th, 8th, 10th, 12th, 16th, 19th   You gain the Ability Score Improvement and a feat of your choice for which you qualify.   Slow Fall   Levels: 4th   You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.   Robust Body   Levels: 4th   You have strong defenses on the outside as well as the inside. You are Immune to disease, and have advantage on saving throws against poison, and have resistance to poison damage.   Extra Attack   Levels: 5th   You can attack twice, instead of once, whenever you take the Attack action on your turn.   Stunning Strike   Levels: 5th   Once per turn when you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1 Discipline Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target takes Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.   Empowered Strikes   Levels: 6th   Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.     Focused Aim   Levels: 6th   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.   Evasion   Levels: 7th   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.   You don’t benefit from this feature if you have the Incapacitated condition.   Deflect Energy   Levels: 7th   You can now use your Deflect Attacks feature against attack rolls that deal any damage type, not just Bludgeoning, Piercing, or Slashing. In addition, this feature deflects a number of attacks per round equal to your proficiency bonus.   Acrobatic Movement   Levels: 9th   While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.   Self-Restoration Levels: 9th   Through sheer force of will, you are immune to the following conditions: Charmed, Frightened, or Poisoned.   In addition, forgoing food and drink doesn’t give you levels of Exhaustion.   Heightened Discipline Levels: 11th   Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:   Flurry of Blows. You can spend 1 Discipline Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two. Patient Defense. When you spend a Discipline Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die. Step of the Wind. When you spend a Discipline Point to use Step of the Wind, you can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.     Empowered Dedicated Weapon   Levels: 11th   If your dedicated weapon is magical, your own body becomes infused with the weapon's magic. Your unarmed strikes deal any extra damage that your dedicated weapon has, as well as gain any of its magical properties. For example, if you had a +1 longsword that dealt an extra 1d6 fire and had a chance to knock creature prone on hit, your unarmed strikes would act as a +1 weapon and would also deal an extra 1d6 fire damage and has a chance to knock creature prone. If your dedicated weapon uses charges, you can use a charge from the weapon when you use an unarmed attack.     Empowered Vitality   Levels: 13th   When you roll Initiative and have 2 Discipline Points or fewer, you regain expended Discipline Points until you have 8.   Disciplined Survivor   Levels: 14th Your physical and mental discipline grant you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 Discipline Point to reroll it and take the second result.     Mastered Discipline   Levels: 15th   Your mastery of martial arts and mental focus lets you perform basic techniques effortlessly. The Heightened Discipline effects for Flurry of blows, Patient Defense, and Step of the Wind now cost no discipine points to use. In addition,     Superior Defense   Levels: 18th   At the start of your turn, you can spend 3 Discipline Points to perfectly bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have resistance to all damage except Force damage.   Body and Mind   Levels: 20th   You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 26.
subclass options:
Monk Subclasses   A Monk subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass.   Warrior of Shadow   Warriors of Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow. Shadow Arts   Levels: 3rd   Through rigorous training, you have learned to draw on the power of the Shadowfell, gaining the following benefits:   Darkness. You can spend 1 Discipline Point to cast the Darkness spell without any spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of you at the start of each of your turns. Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Shadowy Figments. You know the Minor Illusion cantrip and use Wisdom as the spellcasting ability for it.   Shadow Step   Levels: 6th   While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the turn   Improved Shadow Step Levels: 11th   You can draw on your connection to shadow to empower your teleportation. When you use your Shadow Step, you can spend 1 Discipline Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after the teleportation. Cloak of Shadows   Levels: 17th   As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Discipline Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:   Invisibility. You have the Invisible condition. Partially Incorporeal. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. Shadow Flurry. You can use your Flurry of Blows without spending any Discipline Points.   Warrior of the Elements   The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance. Elemental Attunement   Levels: 3rd   You have attuned yourself with the elemental forces of the multiverse. You know the Elementalism cantrip. In addition, at the start of your turn, you can spend 1 Discipline Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration:   Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it. Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.   Enviromental Burst   Levels: 6th   As a Magic action, you can spend 2 Discipline Points to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.   Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.   Before or after you take this action, you can make one Unarmed Strike as a Bonus Action. Stride of the Elements   Levels: 11th   When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes. Elemental Epitome   Levels: 17th   When you use the Elemental Attunement feature, you also gain the following benefits for the duration:   Damage Resistance. You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice. Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn. Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The damage is the same type you chose for this feature’s damage resistance.       Warrior of the Hand   Warriors of the Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm. Open Hand Technique   Levels: 3rd   Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target:   Addle. The target can’t make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself. Topple. The target must succeed on a Dexterity saving throw, or it has the Prone condition.   Wholeness of Body   Levels: 6th   You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Fleet Step   Levels: 11th   You can easily stride out of harm’s way. When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action. Quivering Palm   Levels: 17th   You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 Discipline Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. Alternatively, when you take the Attack action on your turn, you can replace one of the attacks with this action. To use this action, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d12 necrotic damage.   You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an action.   Warrior of the Sun Soul     Radiant Sun Bolt   Levels: 3rd   You gain a new attack option that you can use in place of your unarmed strikes. This special attack is a ranged weapon attack with a range equal to your 10 x proficiency bonus + 10. You are proficient with this attack, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is equal to your martial arts die.   If there is a feature that allows you to make an unarmed strike, you may replace any of those unarmed strikes with a radiant sun bolt attack. The radiant sun bolt can be considered an unarmed attack for the purposes of pairing with other abilities, like flurry of blows and improved dedicated weapon.   If you spend 1 discipline point or more on your turn, like using flurry of blows, you can make your radiant sun bolts explosive. When you hit a creature with your radiant sun bolt, any other enemy creature within 5ft of the creature struck takes radiant damage equal to your wisdom modifier. Your radiant sunbolts remain explosive until the end of your turn. If you use an ability that can use discpline but you can use that ability for zero discipline points, like searing arc Strike, you can still make your sunbolts explosive if you use no discipline points.   Light of the Soul   You learn the light and dancing light cantrips. Wisdom is your spell casting ability modifier.   Searing Arc Strike   Levels: 6th   You gain the ability to channel your ki into searing waves of energy. As a bonus action you can shoot out a wave of energy in a 30 ft cone or a 40-foot line that is 10 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your discipline save DC, taking your choice of either fire or radiant damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. You regain use of this ability when you finish a short rest. While you have no uses available, you can spend 2 discipline points to use this feature again.   Searing Sunburst   Level: 11th   You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d6 radiant damage. On a successful save, a creature takes half damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.   Sun Flare   Levels: 11th   You can channel your life force into a blinding light. As an action you can throw a sun flare to a point within 50 ft of yourself. Any creature within 10 feet of the point must make a constitution saving throw. On a failure the creatures are blinded until the end of your next turn and take 3d6 radiant damage. On a success, they only take half damage and are not blinded. You can use this ability once per a long rest. While you have no uses available, you can spend 4 discipline points to use this feature again.   Sun Shield   Levels: 17th   As a bonus action, you can gain a fly speed equal to your movement speed. You also become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. If a creature hits you with a melee attack while this light shines, the creature takes radiant damage equal to 5+ your wisdom modifier + proficiency bonus. You can extinguish or restore the light as a bonus action.

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