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SRD, TCE, SCAG, Homebrew

Monk

In the diverse landscapes of Farsae there exist warriors of unparalleled discipline and spiritual prowess. These are the Monks of Farsae, masters of the body and mind, channeling the latent energies that flow through all living beings.   A Ursin monk stands steadfast atop a snowy peak, his breath visible in the crisp air. With a thunderous roar and a swift motion, he shatters a boulder, his strike as powerful as the avalanches of his mountain home.   In the depths of the Elderwood Forest, a Lepid monk glides silently among the ancient trees. Her movements are a dance, a whisper in the wind, as she practices her forms with a grace that belies the deadly force behind each blow.   Through the bustling docks of Port Luu, a Pommo monk weaves effortlessly, his agility turning the crowded marketplace into an extension of his own fluid motion. To the untrained eye, he is but a blur, a spirit of the city in motion.  

Essence of Harmony

For a monk, the mastery of self is the greatest form of power. Their training goes beyond the physical, delving into the spiritual, and harnessing the energy known as ki. This energy is the thread that weaves through all life, a force that monks learn to control within themselves to achieve feats beyond the bounds of physical prowess.   The path of a monk is often chosen as a means of seeking harmony between the body, the mind, and the world around them. Some are drawn to monastic orders dedicated to ancient deities or philosophies, while others follow a personal journey of self-discovery and mastery.   Monks train tirelessly, not only in the martial arts but also in meditation and the study of the life force that connects all things. Their discipline is their strength, allowing them to perform superhuman feats and wield their ki in extraordinary ways.  

Call of the Spiritual Warrior

Monks are often seen as enigmas, their serene composure and sudden ferocity a paradox to those who do not understand the depth of their training. They walk the lands of Farsae as guardians, wanderers, or sages, each carrying the weight of their own journey.   Their quest might be one of personal enlightenment, seeking to transcend the physical limits and become one with the flow of ki that permeates the world. Others might take on the mantle of protectors, using their skills to defend the innocent and maintain balance in a land where the line between order and chaos is ever thin.   In the fellowship of adventurers, monks bring a blend of agility, strength, and mystical power. Their ability to strike with precision, move with unmatched speed, and channel their ki into both offensive and defensive techniques makes them invaluable allies in any quest.   The Monks of Farsae are a testament to the belief that the greatest strength lies within and that through discipline, understanding, and the harnessing of life's energy, one can achieve the pinnacle of what it means to be truly alive.  

Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?   Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?   As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.
Quick Build   You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

The Monk Table

LevelProf. BonusFeaturesMartial ArtsKi PointsUnarmored Movement
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Ki, Dedicated Weapon, Unarmored Movement 1d4 2 +10 ft.
3rd +2 Deflect Missiles, Monastic Tradition, Ki-Fueled Attack 1d4 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall, Quickened Healing 1d4 4 +10 ft.
5th +3 Extra Attack, Stunning Strike, Focused Aim 1d6 5 +10 ft.
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score Improvement 1d6 8 +15 ft.
9th +4 Unarmored Movement improvement 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 Monastic Tradition feature 1d8 11 +20 ft.
12th +4 Ability Score Improvement 1d8 12 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 13 +20 ft.
14th +5 Diamond Soul 1d8 14 +25 ft.
15th +5 Timeless Body 1d8 15 +25 ft.
16th +5 Ability Score Improvement 1d8 16 +25 ft.
17th +6 Monastic Tradition feature 1d10 17 +25 ft.
18th +6 Empty Body 1d10 18 +30 ft.
19th +6 Ability Score Improvement 1d10 19 +30 ft.
20th +6 Perfect Self 1d10 20 +30 ft.
hit dice: 1d8
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: Any one type of artisan's tools or any one musical instrument of your choice
saving throws: Strength, Dexterity
skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following items, plus anything provided 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:
    N/A
    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

    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:
  • You can use Dexterity instead of Strength for the 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.
  • 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 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).  

    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. 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:  
    Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
    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.
    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.

    Dedicated Weapon (TCE)

    2nd-level monk optional feature   You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.   The chosen weapon must meet these criteria:
  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.
  • 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.  

    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 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 ki point to make a ranged attack (range 20/60 feet) with 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.  

    Monastic Tradition

    When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

    Ki-Fueled Attack (TCE)

    3rd-level monk optional feature   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.

    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. 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.

    Quickened Healing (TCE)

    4th-level monk optional feature   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.

    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 weapon 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.

    Focused Aim (TCE)

    5th-level monk optional feature   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.  

    Stillness of Mind

    Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.  

    Unarmored Movement improvement

    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

    Purity of Body

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

    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.  

    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.  

    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, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
    subclass options:

    Monastic Traditions

    Way of the Open Hand

    Way of the Open Hand

    Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.  

    Open Hand Technique

    You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.
  •  

    Wholeness of Body

    At 6th level, You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.  

    Tranquility

    Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.  

    Quivering Palm

    At 17th level, 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 3 ki 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. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.   You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
    Way of Shadow

    Way of Shadow

    Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.  

    Shadow Arts

    You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.  

    Shadow Step

    At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can 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 first melee attack you make before the end of the turn.  

    Cloak of Shadows

    By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.  

    Opportunist

    At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
    Way of the Four Elements

    Way of the Four Elements

    You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.   Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.  

    Disciple of the Elements

    You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.   You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.   Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.   Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.   Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).   The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.  

    Spells and Ki Points

    Monk LevelsMaximum Ki Points for a Spell
    5th-8th 3
    9th-12th 4
    13th-16th 5
    17th-20th 6

    Elemental Disciplines

    The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.   Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.
    Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.
    Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

  • Eternal Mountain Defense (17th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.
    Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
    Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.
    Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.
    Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.
    Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.
    Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.
    River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.
    Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
    Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
    Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
    Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
    Water Whip. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
    Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone.
    Way of the Long Death

    Way of the Long Death (SCAG)

    Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.  

    Touch of Death

    Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).  

    Hour of Reaping

    At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.  

    Mastery of Death

    Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.  

    Touch of the Long Death

    Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
    Way of the Void
    Way of the Void (Homebrew WIP)

    Created by

    Jiyao.

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