Monk

Description

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.  
  • Choose from any of 4 subclasses, each with their own unique flavor
  • Most monks were raised in a cloister, monastery, or other secluded place in the world, and have reserved, temperate personalities
  • Defend the way you were taught to live and show those who oppose you why the calmest of individuals can be the most fearful of fighters.
 

Subclasses

Way of the Astral Self

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.  

Perks

  Novice
Wisdom of the Spirit
Gain +2 to Insight and +3 to Intimidation (CHA).
Arms of the Astral Self
As a Bonus Action spend 1 Ki to summon the arms of your astral self for 10 turns, granting +1 DT, Force Resistance, and allowing the use of the Astral Assault ability while active. Arms of the Astral Self can be used a number of times equal to your Mastery per short rest.   Astral Assault
As an Action, select 1 target within 10 tiles and spend 1 Ki. Make an unarmed attack using your WIS modifier against their AC. If successful, they take 1d6+Mastery Radiant damage and 1d6+Mastery Necrotic damage.
  Adept
Astral Sight
Your Astral Assault now deals 2d6+Mastery Radiant and Necrotic damage. Your Arms of the Astral Self grants an additional +1 DT and Psychic Resistance. You also gain Darkvision if you do not have it already.
Astral Barrage
As a Bonus Action, select 1 target within 10 tiles and spend 1 Ki. Make a standard unarmed attack using your WIS modifier against their AC. If successful, they take 3d4+WIS Force damage. Half damage taken on a successful save.
  Expert
Ki Consumption
When a creature within 10 tiles of you is reduced to 0 hit points, you may use your reaction to regain Ki points equal to your WIS. This ability can be used once per long rest.
  Master
Armor of the Spirit
Passively gain +1 AC.
Empowered Astral Arms: Your Astral Assault now deals an additional 1d6+Mastery Force damage.
 


 

Way of the Drunken Master

A drunken Master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage.The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.  

Perks

  Novice
Drunken Endurance
Your hit dice is now 1d8 and you gain +2 to the Performance skill.
Drunken Technique
You may spend a Ki point to heal 1d6+mastery hit points as a bonus action; and take a 2 tile step that renders you immune to Attack of Opportunity. If you use this ability while prone, you may stand up at no cost.
  Adept
Liquid Courage
You have nerves of steel courtesy of strong drink. Gain +2 DT and +2 Initiative.
Tipsy Strength
You may spend 1 Ki as a bonus action to grant yourself +1 to hit (Palm stat) and +2 true damage on all attacks for 3 turns. You may also choose to push a target you hit with a melee attack 1 tile of your choosing while Tipsy Strength is active.
  Expert
Intoxicated Frenzy
You may spend 2 points of Ki to make a third attack as your reaction.
  Master
Drunken Master
Drunken Technique increases healing due to a 1d8+Mastery and if you use this ability while prone, you may stand up at no cost. Tipsy Strength adds +1 to hit (Palm stat) and +1 damage for the duration of the ability.


 

Way of the Open Hand

These monks are the ultimate masters of martial arts combat, whether armed or unarmed, and should never be taken lightly. They learn techniques to push and trip their opponents, manipulate ki to heal damage dealt to their bodies, and practice advanced meditation that can protect them from harm.  

Perks

  Novice
Enlightenment
Gain +2 Insight and +2 Willpower
Wholeness of Body
As a full action and for 2 Ki Points, heal for an amount equal to WIS modifierx4 and purge the poisoned and blighted conditions. Usable once per short rest.
  Adept
Cultivate Ki
Gain +2 Ki and +1 to Palm (attack).
Quivering Blow
As a bonus action after hitting a target, spend 1 ki points to deal 2d6+Mastery necrotic damage and 1d4 true damage; the target is ‘vibrating’ and suffers -1 AC for 2 rounds.
  Expert
Quivering Palm
For 2 Ki Points, as a bonus action after hitting a target consume ‘vibrations’ from them to deal 2d10+Mastery necrotic damage. That target must make a CON save equal to 14+Mastery or be paralyzed for one round.
  Master
Master of Self
Wholeness of Body can now be used twice per long rest.


 

Way of the Sunsoul

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.   Way of the Sun Soul Monks use Wisdom for their Spellcasting Modifier.  

Perks

  Novice
Cultivate Radiance
Gain resistance to Radiant Damage and deal +2 Fire Damage on all melee attacks.
Radiant Bolt
As an action and the use of 1 Ki Point, select a target within 12 tiles. Make a spell attack roll using WIS+4 against their AC. On a successful hit, the target takes 1d8 Radiant damage and 1d8+WIS modifier Fire damage.   As a bonus action, you can use another additional Radiant Bolt after using your main attack to use Radiant Bolt, Searing Arc, or Searing Sunburst.
  Adept
Soul of Flame
Gain resistance to Fire damage and +2 additional Ki
Searing Arc
As an action and the use of 2 Ki Points, select 3 Targets within 3 tiles. Those targets must each make a DEX saving throw vs a 14+Mastery DC. On a failed save, each target takes 1d10 Radiant damage and 1d10+WIS modifier Fire damage. Half damage is taken on successful save.
  Expert
Searing Sunburst
Select up to 3 targets within 8 tiles of you to make a CON saving throw versus a 14+Mastery DC.
  • On a failed save; the targets take 2d6 Radiant Damage, and 2d6+WIS modifier Fire damage and are dazed until the end of their next turn.
  • On a successful save the target takes half damage and is not dazed.
  • Undead take an additional 2d6 Radiant Damage.
  Master
Cultivation of Ki
Radiant Bolt: Reduce Ki cost from 1 to 0.
Searing Arc Flare: Reduce Ki cost from 2 to 1.
Searing Sunburst: Reduce Ki cost from 3 to 2.


In testing and subject to change

Combative Perks

  Novice
Unarmored Expertise
Gain +1 movement. AC is equal to 10+ WIS modifier.
Ki Points
A class resource you use to fuel your monk abilities.
  • You gain Ki equal to 2 per Mastery, plus your wisdom modifier.
  • Ki may be spent on ki abilities. Only two ki abilities can be used in a round, and never the same one twice.
  • Regain 6 Ki on a short rest and all Ki on a long rest.
Martial Combat I
Gain a +1 to Hit and +1 AC. You may also make Martial Arts Melee Attacks. Monks use a stat called Palm instead of Attack to calculate their hit chance, which is specific to their unarmed attacks.   These attacks are categorized as Finesse. Deal 1d10+Modifier (DEX or STR) attacks with Piercing and Bludgeoning damage.
Flurry of Blows
You may make an additional attack as a free action.
Ki Abilities
Adamantine Body: As a Free Action, spend 1 Ki Point and gain +1 AC and +3 DT.

Stillness of the Mind: As a Free Action, spend 1 Ki Point to remove the Charmed, Frightened and Dazed statuses from yourself. This ability may be used immediately outside of turn order when you become Charmed, Dominated, Frightened, or Dazed.

Stunning Strike: As a Free Action spend 1 Ki Point to force a target creature to make a Constitution Saving throw versus a DC of 10 + WIS modifier. On a failure, the target is Dazed. This can only be attempted once per turn.

Steps of the Wind - Dash You can spend 1 Ki to take the Dash action as a Bonus Action on your turn, using this also purges Slow and Entangled effects. If you use this ability, you may not spend your primary action to Dash.

Steps of the Wind - Disengage You can spend 1 Ki to take the Disengage action as a Bonus Action on your turn, using this also purges Slow and Entangled effects. If you use this ability, you may not spend your primary action to Disengage.
Hit Dice
Gain +6 HP per Mastery
  Adept
Martial Combat II
Gain +1 to hit (Palm stat) and +1 AC. Martial Arts Attacks count as Magical Weapon attacks.
Sacred Ways: Body
+1 on Physical saves, and gain resistance to Poison Damage
  Expert
Martial Combat III
Gain +2 to hit (Palm stat) and +1 AC.
Sacred Ways: Soul
+1 to Mental saves, and gain resistance to Psychic Damage.
  Master
Diamond Soul
Gain +1 on all saving throws.

Non-Combative Perks


Armor Proficiency
You are not proficient with any armor or shields.