Sijmen
Hit Points
Hit Dice: d8 per Sijmen level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 +your Constitution modifier per Monk level after 1st (minimum of 2 on the roll)
Proficiences
Armor: none
Weapons: 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 two from: Acrobatics, Athletics, History, Insight, Religion and Stealth
Overview & Creation
Step 1: Determining Ability Scores
Rolling
If you have no dice, you may use this button to roll for your Ability Scores:
4d6-L
Use this button 7 times and record the result of each push on the button. At the final stage, remove the lowest of the scores. The resulting adjusted scores can be used to assign your Ability Scores. Once filled-in, these scores are still modified by the Race you choose to play..
Choose Race and Modify
Each race comes with its own Ability Modifiers and Abilities. Choose a race, apply the modifiers, and record the abilities (for instance at the section found below).
Step 2: Choose Background
Choose a Background to get Proficiency in certain skills etc. Apply these to your sheet.
Step 3: Walk through the Class Features
Now read and adjust according to the rest of this Sheet (Health
etc.). You can also do Step 3 before Step 2, and change the skills your proficient in after choosing your background. Do whatever you wish ;)
Class Features
Monk Table
Level |
Proficiency Bonus |
Features |
Martial Arts |
Ki Points |
Unarmored Movement |
1 |
+2 |
Unarmored Defense , Martial Arts |
1d4 |
- |
+ 0 ft. |
2 |
+2 |
Ki , Unarmored Movement |
1d4 |
2 |
+ 10 ft. |
3 |
+2 |
Deflect Missiles , Monastic Tradition |
1d4 |
3 |
+ 10 ft. |
4 |
+2 |
Ability Score Improvement , Slow Fall |
1d4 |
4 |
+ 10 ft. |
5 |
+3 |
Extra Attack, Stunning Strike |
1d6 |
5 |
+ 10 ft. |
6 |
+3 |
Ki-Empowered Strikes, Monastic Tradition feature |
1d6 |
6 |
+ 15 ft. |
7 |
+3 |
Evasion, Stillness of Mind |
1d6 |
7 |
+ 15 ft. |
8 |
+3 |
[urL#Ability] Ability Score Improvement |
1d6 |
8 |
+ 15 ft. |
9 |
+4 |
Unarmored Movement improvement |
1d6 |
9 |
+ 15 ft. |
10 |
+4 |
Purity of Body |
1d6 |
10 |
+ 20 ft. |
11 |
+4 |
Monastic Tradition feature |
1d8 |
11 |
+ 20 ft. |
12 |
+4 |
Ability Score Improvement |
1d8 |
12 |
+ 20 ft. |
13 |
+5 |
Tongue of the Sun and Moon |
1d8 |
13 |
+ 20 ft. |
14 |
+5 |
Diamond Soul |
1d8 |
14 |
+ 25 ft. |
15 |
+5 |
Timeless Body |
1d8 |
15 |
+ 25 ft. |
16 |
+5 |
Ability Score Improvement |
1d8 |
16 |
+ 25 ft. |
17 |
+6 |
Monastic Tradition feature |
1d10 |
17 |
+ 25 ft. |
18 |
+6 |
Empty Body |
1d10 |
18 |
+ 30 ft. |
19 |
+6 |
Ability Score Improvement |
1d10 |
19 |
+ 30 ft. |
20 |
+6 |
Perfect Soul |
1d10 |
20 |
+ 30 ft. |
Level 1
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC = 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 monks 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 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).
Level 2
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 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 (cost = 1 Ki)
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 (cost = 1 Ki)
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.
Level 3
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: Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that mediation can unlock the ability to unleash indomitable light shed by the soul of every living creature.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet you are proficient with. You may add your Dexterity modifier to its attack and damage rolls. Its damage is radiant and equals your monk die (see
The monk table).
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Ki point to make the special attack twice as a
Bonus Action. When you gain the Extra Attack feature, this special attack can be used for any attacks you make as part of the Attack action.
Level 4
Ability Score Improvement
When you reach 4th 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.
Alternatively, you may take a feat instead of gaining Ability Scores.
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.
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
Alternatively, you may start with 5d4 gp to buy your own equipment.