Monk

Monks are a great class for creative role-playing: they attack without armor and often without weapons other than their bare hands while performing incredible acts of agility and acrobatics.   While Bruce Lee may leap to mind, the lack of mystical components make him more of an incredibly skilled Fighter. Probably the clearest example of a Monk in recent media would be Buffy, the Vampire Slayer.   Different Monk traditions (called Ways) allow different specialties, some more traditional expansions of martial arts practices, others focused on healing, or even on the gradual creation of an entire astral body to enhance your fighting. All of this is powered by your cultivating the power of Ki, the life-force that moves through all creatures.   Monks should focus on DEX, followed by WIS.  

Monastic Traditions

 
Way of Air
This tradition looks to the element of air for its powers (2 variants).
Way of Angels
This Tradition emulates the abilities of the angelic host.
Way of the Arcane Fist
This Tradition uses ki to access arcane powers.
Way of the Arcane Soul
This Tradition uses ki to access arcane powers.
Way of the Astral Self
Over time, this Tradition teaches the Monk how to construct an Astral body in addtion to the physical form.
Blood Knuckles
A backstreet brawling take on monastic Tradition.
Way of the Bloodied Fist
Combining ki with the power of their own blood, this tradition accesses remarkable martial powers.
Way of the Bonebreaker
Another brawling tradition, focused on delivering single massive strikes.
Way of the Brawler
This tradition focuses on the core skills of hand-to-hand combat.
Way of Cardinal Virtues
This tradition focuses on becoming an emodiment of the traditional positive virtues.
Way of the Chaotic Mind
This tradition opens your mind to all possibilities, all at once.
Way of the Chronicle
This tradition focuses on the dispersal of knowlege, fueled by the power of ki.
Way of the Cobalt Soul
This tradition focuses on reasearch and knowledge as true accessories to physical skill.
Way of the Destructive Flow
This tradition balances defensive teachings with dealing damage from distance.
Way of the Dual Soul
This Tradition focuses on the powers of the light and the dark components of the soul.
Way of the Dunken Master
An unorthodox practice, this tradition specializes in martial arts training with surprising elements.
Way of the Exalted Athlete
This tradition focuses on divine boons to augment their skills.
Way of the Fire Sage
This tradition focuses on all the uses of fire, both destructive and other.
Way of Flame
This tradition looks to the element of fire for its powers (2 variants).
Way of the Four Elements
This tradition grants access to spells related to the elements through the manipulation of Ki.
Way of Glima
This tradition masters close combat and wrestling techniques.
Way of the Green
This Tradition focuses on power through harmony with nature.
Way of the Infinite Worlds
This tradition focuses on travel between the planes.
Way of the Kensei
This tradition focuses on the bond between the Monk and a single simple weapon, allowing combat to become more of an art, with the Monk the artist.
Way of Mercy
This tradition specializes in healing or, when healing is impossible, swift and painless death.
Way of the Metalshaper
This tradition focuses on the manipulation of metal and the absorption of its properties.
Way of Nature
This Tradition channels the power of trees and plants in service of nature.
Way of the Nine Seals
This tradition channels the power of the fiendish, devilish, and demonic.
Ninja
Ninja!
Way of Oblivion
This tradition harnesses the energy of the cycle of annhialation and creation.
Way of the Ooze
This tradition focuses on the ability to evoke gelatinous abilities.
Way of the Open Hand
This tradition specializes in weaponless combat, enhanced by your Ki.
Way of Pain
This tradition transforms your pain into others.
Way of the Pilgrims
You wander the earth, in service to a specific sacred geas.
Way of the Prophet
This tradition learns to call others to their cause.
Way of Sated Hunger
Once ghouls, this tradition has now conquered its hunger, transforming itself into a weapon.
Way of Shadow
This tradition aligns well with the idea of Ninjas, using stealth and subterfuge to enhance their martial arts prowess.
Way of the Shifting Step
This tradition uses Ki to teleport objects--and themselves--through space.
Way of the Skin
This tradition imbues its followers with the power of creatures from other planes.
Way of Stone
This tradition looks to the element of earth for its powers (3 variants).
Stonefist
Another earth and stone focused tradition.
Way of Strength
This tradition uses brawn as much as brain.
Way of the Sun Children
This tradition uses Ki to unlock solar power.
Way of the Sun Soul
This tradition uses Ki to unlock solar power.
Way of the Tentacle
This tradition allows the transformation of an appendage into, yes, a tentacle.
Way of a Thousand Voices
This tradition uses Ki to enhance their voices into powerful tools and weapons.
Way of the Void
This tradition uses Ki to truly embody the powers of nothingness.
Way of the Warrior Monk
This tradition calls on the traditions of the ancestor to enhance their skills.
Way of Water
This tradition looks to the element of water for its powers (2 variants).
Way of the Winter Warrior
This traditions uses Ki to unlock the power of ice and snow, blizzards and wind.
Way of the Zhenobi
This tradition focuses on spycraft and assassination.

Remember

These are meant as a summary of the class. The official rules should be consulted, either directly or through the DM with any questions or clarifications.
Scroll down for full class details.

Monk

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
hit dice: 1d8
hit points at 1st level: 8 + CON modifier
hit points at higher levels: 1d8 (or 5) + CON modifier
armor proficiencies:
weapon proficiencies: Simple Weapons; Shortswords
tools: 1 type of artisan's tools or 1 musical instrument
saving throws: STR; DEX
skills: 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
starting equipment:
A shortsword or any single weapon; a duneoneer's pack or an explorer's pack; 10 darts.
spellcasting:
Monks do not cast spells. They do, however, specialize in a spiritual force referred to as Ki.   At 2nd Level, you begin to be able to access Ki through Ki points. You have a number of Ki points = your Monk Level. You restore Ki points through 30 minutes of meditation during either a short or long rest.   Your Ki save DC = 8 + your proficiency bonus + your WIS modifier   Your Ki points can be expended on features as follows.  
Flurry of Blows
At 2nd Level, immediately after you take an attack action, you can spend 1 Ki point to make 2 unarmed strikes as a bonus action.
Patient Defense
At 2nd Level, you can spend 1 Ki point to Dodge as a bonus action.
Step of the Wind
At 2nd level, you can spend 1 Ki point to Disengage or Dash as a bonus action, and your jump distance is doubled for the turn.
Ki-Fueled Attack
At 3rd Level, if you spend 1 Ki point as part of your action, you can make 1 attack with an unarmed strike or monk weapon as a bonus action that turn.
Quickened Healing
At 4th Level, you can spend 2 Ki points to regain HP = roll a Martial Arts Die + your proficiency bonus.
Stunning Strike
At 5th Level, you can spend 1 Ki point when you hit another creature. The target mus succeed on a CON saving throw or be stunned until the end of your next turn.
Focused Aim
At 5th Level, you can spend 1 to 3 Ki points to increase your attack roll by 2 for each Ki point spent.
Empty Body
At 18th Level, you can spend 4 Ki points to become invisible for 1 minute. During that time you are resistant to all damage but force damage. Additionally, you can spend 8 Ki points to cast Astral Projection on yourself without needing material components.
class features:
For all of the Monk features, you must be wearing no armor, not wielding a shield, and be wielding only Monk weapons.  
Unarmored Defense
Your AC = 10 + DEX modifier + WIS modifier.
Martial Arts
You can use DEX instead of STR on attack and damage rolls; you can roll a d4 in place of the normal damage of your unarmed strike (this die increases as you gain Monk Levels per the Monk Table and when you attack, you can make 1 unarmes strike as a bonus action.
Unarmored Movement
At 2nd Level, your speed increases by 10ft . At 6th, 10th, 14th, and 18th Level, you gain an additional 5ft of movement speed.
Deflect Missiles
At 3rd Level, you can use a reaction to deflect or catch incoming ranged attacks. Doing so reduces the damage you take by 1d10 + DEX modifier + your Monk Level. If you reduce the damage to 0, and you have a free hand, and the incoming missle is small enough, you can spend a Ki point and, as part of the same reaction, make a ranged attack with the missile. This attack is done with proficiency, and has a range of 20ft and a long range of 60ft.
--Ki-Fueled Attack::If you spend 1 Ki Point or more as part of your action, you can, before the end of your turn, make 1 attack with an unarmed strike or Monk weapon as a bonus action.
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th Level, you can increase 1 ability score +2 or 2 ability scores +1 (20 max).
Slow Fall
At 4th Level, you can use a reaction when you fall to reduce falling damage by 5 * your Monk Level.
--Quickened Healing::At 4th Level, as an action, you can spend 2 Ki Points and roll a Martial Arts Die, regaining HP = that roll + your proficiency bonus.
Extra Attack
At 5th Level, you can attack twice on your attack action.
Focused Aim
At 5th Level, if you miss with an attack, you can spend 1 to 3 Ki Points to increase your attack roll by 2 per point spent.
Ki-Empowered Strikes
At 6th Level, your unarmed strikes count as magical.
Evasion
At 7th Level, when you succeed on a DEX saving throw that would normall reduce damage by half, instead you take no damage if you succeed at the saving throw and half-damage if you fail.
Stillness of Mind
At 7th Level, you can use your action to end one effect that is causing you to be charmed or frightened.
Purity of Body
At 10th Level, you are immune to disease and poison.
Tongue of the Sun & Moon
At 13th Level, you understand all spoken languages, and can make yourself understood by any creature that speaks a language.
Diamond Soul
At 14th Level, you gain proficiency in all saving throws. Additionally, whenever you fail a saving throw, you can spend a Ki point to reroll.
Timelss Body
At 15th Level, you can't be aged magically and you no longer need food or water.
Perfect Self
At 20th Level, when you roll for initiative and have 0 Ki points remaining, you gain 4 Ki points.
subclass options:
Monks follow Monastic Traditions, each with their own benefit.  
LEVELPROFICIENCYMARTIAL DAMAGEUNARMORED MOVEMENTFEATURES
1+21d4-Unarmored Defense
Martial Arts
2+21d4+10ftKi
Unarmored Movement
3+21d4+10ftMonastic Tradition
Deflect Missiles
Ki-Fueled Attack
4+21d4+10ftAbility Score Improvement
Slow Fall
Quickened Healing
5+31d6+10ftExtra Attack
Stunning Strike
Focused Aim
6+31d6+15ftKi-Empowered Strikes
Monastic Tradition Feature
7+31d6+15ftEvasion
Stillness of Mind
8+31d6+15ftAbility Score Improvement
9+41d6+15ftUnarmored Movement Improvement
10+41d6+20ftPurity of Body
11+41d8+20ftMonastic Tradition Feature
12+41d8+20ftAbility Score Improvement
13+51d8+20ftTongue of the Sun & Moon
14+51d8+25ftDiamond Soul
15+51d8+25ftTimeless Body
16+51d8+25ftAbility Score Improvement
17+61d10+25ftMonastic Tradition Feature
18+61d10+30ftEmpty Body
19+61d10+30ftAbility Score Imrprovement
20+61d10+30ftPerfect Self

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