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Monk

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
armor proficiencies: None
weapon proficiencies: Simple weapons, shortswords
tools: Choose one type of artisan's tools and one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Religion, and Stealth
starting 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
spellcasting:
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.  

Dedicated Weapon

  At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. 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 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, any simple melee weapons that don't have the special or heavy property, or your dedicated weapon. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor, wielding a shield, or using the blade song feature: You can use Dexterity instead of Strength for athletics checks, and attack and damage rolls of your unarmed strikes and monk weapons. 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. You can make one unarmed strike as a bonus action. If your monk weapon has a smaller hit die than your martial arts die, you may use your martial arts die instead.  

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 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 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:a Ki save DC = 8 + your proficiency bonus + your Dexterity modifier Flurry of Blows. You can spend 1 ki point to make two unarmed strikes 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. 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.  

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.  

Robust Body

  Starting at 3rd level, 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.  

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.  

Deflect Attacks

  At 3rd level, you can use your reaction to deflect or catch a strike when you are hit by an attack. When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d10 + your Dexterity modifier + half your monk level. If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction you can spend 1 ki point to make an unarmed attack against the creature if it's within range. If the attack was a ranged missile attack, you can throw the missile back at the creature if the missile 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 a range of 30/60 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. At level 8, you can use your reaction to deflect an attack and to put yourself in a defensive stance. In this stance, you can deflect an additional attack. It still costs 1 ki each time to attack a creature when you reduce an attack's damage to zero. This stance lasts until the beginning of your next turn. At level 13 you can deflect 2 additional attacks, 3 in total.  

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.  

Stronger Healing

  Starting at 4th level the constant flow of ki throughout your body helps repair it when injured. When you regain hit points for any source, including using hit dice, you regain a number of additional hit points equal to your wisdom modifier.  

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. When you hit another creature with a melee attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You can use this ability once per turn.  

Focused Aim

  Also at 5th level, 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.  

Unwavering

  Starting at 7th level, your mind and body has been focused through constant meditation. You gain proficiency in constitution, intelligence, wisdom, charisma and death saving throws.  

Immaculate Body

  At 10th level,You are at the peak of physical health. You are immune to poison damage and the poisoned condition. Improved Dedicated Weapon At 11th level, If your dedicated weapon is magical, your ki 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 fists 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.    

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. Moreover, any creature that can understand a language can understand what you say.  

Calm Mind

  Beginning at 14th level, you are immune to being charmed . 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.  

Perfect Self

  At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.  

Empty Body

  Beginning at 18th level, you can use your bonus 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.  

Ki Master

  At 20th level, your mastery of ki lets you perform basic techniques effortlessly. Flurry of blows, patient defense, and step of the wind now cost zero ki to use. Also your Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:

Sun Soul:

 

Radiant Sun Bolt

The text is changed to the following…   At 3rd level, 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 ki 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 ki but you can use that ability for zero ki, like searing arc Strike, you can still make your sunbolts explosive if you use the 0 ki version.   At level 3 you also get.. Extra cantrips You learn the light and dancing light cantrips. Wisdom is your spell casting ability modifier.  

Searing Arc Strike

  The text is changed to the following…   At 6th level, 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 ki save DC, taking 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 ki points to use this feature again.   Searing Sunburst On a successful save, a creature takes half damage.  

At level 11 you also get

  Sun Flare At level 11, you can channel your ki 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 ki to use this feature again.  

Sun Shield

  Sun Shield is replaced with the following text…   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. The radiant damage equals 5 + your Wisdom modifier. You can extinguish or restore the light as a bonus action.

Way of Nullification

Arcane Knowledge

  Your connection to the weave has changed, giving you a magical thirst for magic. Starting at 3rd you can cast the spell detect magic at will equal to your proficency bonus. Additionally, you can cast the spell identify on any object that you study for one hour.  

Arcane Absorption

  Starting at 3rd level, magic that damages you becomes partially absorbed by your body, and is channelled into your attacks. Whenever you take damage from a spell or when you pass or fail a spell saving thow, you can use your reaction to activate your Arcane Absorption. When you do, attacks on your following turn will deal an additional 1d4 force damage. You can spend 1 ki point when you activate this feature to end a status effect caused by magic.   The damage die for Arcane Absorption increases to a d6 at level 6, a d8 at level 11, and a d10 and level 17   Additionally, you can use the Deflect Attacks feature vs spell attacks. If a spell attack is reduced to 0 damage, you regain 1 ki point.  

Magic Disruption

  At level 6, your soul's hunger for magic manifests a disruptive force that dulls magic. Whenever you become the target of a spell or if a spell is cast within 30 feet of you that you can see, you can spend 3 ki points to activate your magic disruption. The spell save DC of the spell is reduced by your wisdom modifier and the spell attack roll of the spell is reduced by your wisdom modifier. You gain temp hp equal to your wisdom modifier + your monk level when Magic disruption is activated.  

Weave Cancel

  Starting at 11th level, you can extend the magic void within you into the material plane arround you. Once per long rest, as a bonus action, you can extend a 15ft cone of anti-magic field from your hands. This feature requires concentration, but you can still take actions as though you were not holding concentration. While you have no uses of this ability, you can spend 4 ki points to use this feature again   Additionally you can cast the spell counterspell for 3-9 ki points. The number of ki points spent to cast counterspell will be equal to the spell's level. If a spell is successfully countered in this way, you may use your arcane absorption feature.      
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1+21d4--Unarmored Defense, Martial Arts, Dedicated Weapon
2+21d44+10ftKi, Unarmored Movement
3+21d45+10ftMonastic Tradition, Deflect Attack, Robust Body
4+21d46+10ftAbility Score Improvement, Slow Fall, Stronger Healing
5+31d68+15ftExtra Attack, Stunning Strike, Focused Aim
6+31d69+15ftKi-Empowered Strikes, Monastic Tradition Feature
7+31d610+15ftEvasion, Unwavering
8+31d811+20ftAbility Score Improvement
9+41d813+20ftUnarmored Movement Improvement
10+41d814+20ftImmaculate Body, Ability Score Improvement
11+41d1015+25ftMonastic Tradition Feature, Improved Dedicated Weapon
12+41d1016+25ftAbility Score Improvement
13+51d1018+25ftTongue of Sun and Moon
14+51d1019+30 ftCalm Mind
15+51d1020+30ftPerfect Self, Timeless Body
16+51d1021+30ftAbility Score Improvement
17+61d1223+35ftMonastic Tradition Feature
18+61d1224+35ftEmpty Body
19+61d1225+35ftAbility Score Improvement
20+61d1226+40ftKi Master

Created by

Redwood35.

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Class Features

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