Monk 5

Largely created using LaserLlama's Alternate Monk on GMBinder, updated for the Elaris placesetting with house rules such as Power Reservoir.
Level Proficiency Bonus Feature Martial Arts Unarmored Movement Techniques Known
1st +2 Feat, Martial Arts, Unarmored Defense 1d6
2nd +2 Feat, Ki, Flurry of Blows, Unarmored Movement 1d6 +10 ft. 3
3rd +2 Monastic Tradition 1d6 +10 ft. 3
4th +2 Feat 1d6 +10 ft. 3
5th +3 Extra Attack 1d8 +10 ft. 4
6th +3 Feat, Enlightened Fist, Monastic Tradition Feature 1d8 +15 ft. 4
7th +3 Evasion 1d8 +15 ft. 5
8th +3 Feat 1d8 +15 ft. 5
9th +4 Spirit of Tranquility 1d8 +15 ft. 6
10th +4 Feat, Monastic Tradition Feature 1d8 +20 ft. 6
11th +4 Ki Adept 1d10 +20 ft. 7
12th +4 Feat 1d10 +20 ft. 7
13th +5 Purity of Mind 1d10 +20 ft. 8
14th +5 Feat 1d10 +25 ft. 8
15th +5 Timeless Body 1d10 +25 ft. 9
16th +5 Feat 1d10 +25 ft. 9
17th +6 Monastic Tradition Feature 1d12 +25 ft. 9
18th +6 1d12 +30 ft. 10
19th +6 Feat 1d12 +30 ft. 10
20th +6 Feat, Purity of Spirit 1d12 +30 ft. 10

Class Features

All of the follower are features of the Monk class.

Feat

1st-Level Monk Feature
You gain one feat of your choice.

Martial Arts

1st-Level Monk Feature
You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Monk abilities, Martial Arts attacks are unarmed strikes, and any attacks with simple weapons or Monk weapons.   So long as you are not wearing armor, wielding a shield, or wielding a non-Monk weapon, your Martial Arts attacks gain the benefits listed below:
  • You can use your Dexterity, in place of Strength, for the attack and damage rolls of your Martial Arts attacks.
  • You can make a Dexterity (Athletics) check to grapple or shove in place of the normal Strength (Athletics) check.
  • You can roll your Martial Arts die in place of the normal damage of a Martial Arts attack. This die starts out as a d6 and changes as you gain Monk levels, as indicated in the Martial Arts column of the Monk table above.
  • When you take the Attack action on your turn and make a Martial Arts attack, you can use your bonus action on that same turn to make a single unarmed strike attack.

Unarmored Defense

1st-Level Monk Feature
You have trained to defend yourself from deadly strikes even when unarmored. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Ki

2nd-Level Monk Feature
You learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your Ki to perform supernatural physical feats known as Techniques.

Ki Points

Your inner reserve of Ki is represented by a pool of Ki Points. This pool has a total number of Ki Points equal to your Monk level + your Monk Power Reservoir. You regain expended Ki Points when you finish a short or long rest, so long as you spent at least 30 minutes of that rest in spiritual meditation.

Techniques Known

You learn three Techniques of your choice from below. You can only use one Technique on eacha ttack, ability check, or saving throw.   The monk table shows when you learn more Techniques of your choice. When you gain a Monk level, you can replace on Technique you know with another Technique of your choice.

Saving Throws

Techniques rely on your mastery of body and spirit, and grow in proportion to your self-control. When a Technique requires a saving throw, its saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Wisdom modifier

Monk Techniques
Listed below are the Techniques available to the Monk. If a Technique has a Monk level prerequisite you can learn that Technique at the same time you meet its prerequisite.   Each time you gain a Monk level, you can replace one Technique you know with a Technique of your choice.
Arresting Strike
When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to stunt its mobility and force it to make a Dexterity saving throw. On a failed save, the target's speed is reduced to zero until the beginning of your next turn.
Crippling Strike
When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to cripple its senses and force the target to make a Constitution saving throw. On a failure, the target is either blinded, deafened, or unable to speak (your choice) until the beginning of your next turn.
Empowered Strike
When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to strike with great power and force the target to make a Strength saving throw. On a failed save, it is knocked back from in a straight line a number of feet equal to five times your Monk Power Reservoir (minimum of 5 feet), where it falls prone. A creature that is at least one size larger than you has advantage on its saving throw to resist this effect.
Improvised Strikes
You are adept at fighting with whatever is at hand. You gain proficiency with improvised weapons, they count as Martial Arts attacks for you, and you can use your Dexterity, in place of Strength, for improvised weapon attack and damage rolls.
Mystic Healing
You can draw on your Ki to stimulate natural healing. As an action, you can spend 2 Ki Points to regain hit points equal to one roll of your Martial Arts die + your Monk Power Reservoir.
Patient Defense
You quiet your spirit, entering a defensive stance to better defend against incoming blows. You can spend 1 Ki Point to take the Dodge action as a bonus action on your turn.
Slow Fall
You move through the air as light as a feather. Any falling damage you would take is reduced by an amount equal to five times your level, so long as you are conscious.
Spiritual Armor
You can reinforce your body with spiritual power. As a bonus action, you can spend 1 Ki Point to grant yourself temporary hit points equal to your Monk Power Reservoir.   The first time a creature deals damage to these temporary hit points, you can use your reaction to cause it to take force damage equal to one roll of your Martial Arts die.
Step of the Wind
You move with the speed of the wind. You can take the Dash or Disengage action as a bonus action. When you do so, your jump distance is doubled until the end of your current turn.
Whirling Strike
As an action, you can spend 1 Ki Point to strike out and force every creature within your reach to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to your Martial Arts die + your Monk Power Reservoir.
Adept Fighting Style
Prerequisite: 5th level Monk
You have trained in a specialized style of fighting. You gain a Fighting Style of your choice from the list below. As a Monk, you can only gain one Fighting Style through this Technique.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Deadeye
You gain a +2 bonus to attack rolls with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Wrestler
When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Crushing Strike
Prerequisite: 5th level Monk
When you hit with an unarmed strike, you can spend Ki Points (up to your Monk Power Reservoir) to empower your strike with deadly force and deal additional bludgeoning damage equal to one roll of your Martial Arts die per Ki Point spent.
Deflect Missile
Prerequisite: 5th level Monk

When you are hit by a ranged weapon attack, you can use your reaction to attempt to catch the projectile. Reduce the damage by an amount equal to your Monk level + one roll of your Martial Arts die + your Dexterity modifier. If you reduce the damage to zero, you catch the projectile in a free hand.   If you catch the projectile, you can make a ranged (20/60) Martial Arts attack with that projectile as part of the same reaction. You are proficient with this ranged weapon attack.   Beginning at 11th level, you can spend 1 Ki Point to use this reaction whenever you are hit by a spell attack.
Divine Light
Prerequisite: 5th level Monk
You learn two cantrips of your choice from the Cleric spell list, and Wisdom is your spellcasting modifier for them. You can use a holy symbol as a spellcasting focus for these spells.
Gentling Touch
Prerequisite: 5th level Monk

In place of an attack, you can expend 1 Ki Point and touch a creature, and manipulate its Ki to put it to sleep. Roll your Martial Arts die five times. If the target's remaining hit points are less than or equal to the amount you rolled, it instantly falls unconscious for 10 minutes. The creature wakes up if it takes damage or another creature uses an action to wake it.   You can expend additional Ki Points (up to your Monk Power Reservoir) to empower this Technique, rolling an additional Martial Arts die for each additional Ki Point you spend.
Seeking Strike
Prerequisite: 5th level Monk

Your spirit will guide your strikes when your body fails. When you miss with a Martial Arts attack, you can spend 1 Ki Point to re-roll your attack. You must use the new result.
Slowing Strike
Prerequisite: 5th level Monk

When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to interrupt the flow of its Ki and force the target to make a Wisdom saving throw. On a failed save, the creature suffers the effects of the slow spell until the start of your next turn. You don't need to concentrate on this effect.
Stunning Strike
Prerequisite: 5th level Monk

When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to strike with relentless force, forcing it to make a Constitution saving throw. On a failed save, the creature is stunned until the beginning of your next turn.
Unyielding Perseverance
Prerequisite: 5th level Monk
You can draw upon your Ki to find success in times of great need. When you make an ability check or saving throw, you can spend Ki Points (up to your Wisdom modifier) adding a +1 bonus to your roll for each Ki Point spent. You can use this Technique after you roll, but before you know the result.
Aura Sight
Prerequisite: 9th level Monk

You can reach out with your Ki to sense your surroundings. You gain blindsight with a range of 20 feet. Within that range, you can see anything that isn't behind total cover, even if you are blinded or in darkness. You can see invisible creatures in that range unless the creature successfully hides from you.   As you gain levels in this class the range of this blindsight increases; at 13th level (30 feet) and 18th level (60 feet).
Commune with Self
Prerequisite: 9th level Monk
You have gained the ability to contact the Ki of your previous lives to gain information. As an action, you can spend 5 Ki Points to enter a meditative state, which lasts for 10 minutes, and consult your previous lives. At the end of the meditation, you gain information as if you had cast the Commune spell.
Friend of Beast & Leaf
Prerequisite: 9th level Monk
You can reach out and mingle your Ki with the latent Ki of the natural world around you. As an action, you can spend 5 Ki Points to enter a meditative state, which lasts for 10 minutes. At the end of your meditation, you gain the same information as if you had cast the Commune with Nature spell.
Heavenly Step
Prerequisite: 9th level Monk

You can move along vertical surfaces, across liquids, and upside down on ceilings without falling during the move.   If you end your movement on a vertical surface, liquid, or upside down on a ceiling, you can spend 1 Ki Point to remain in place without falling until the start of your next turn.
Indomitable Spirit
Prerequisite: 9th level Monk

You can augment your physical abilities with spiritual power. When you make a Strength (Athletics) or Dexterity (Athletics) check you can spend 1 Ki Point to add your Monk Power Reservoir (minimum of +1) to your roll. You can use this Technique after you roll, but before you know if your roll succeeds or fails.
Mantle of Courtesy
Prerequisite: 9th level Monk

You gain proficiency in Persuasion, and whenever you make a Charisma (Persuasion) check, you gain a bonus to your roll equal to your Monk Power Reservoir (minimum of +1).
Monastic Fortitude
Prerequisite: 9th level Monk
As a reaction when you take damage, you can expend 2 Ki Points to reduce the incoming damage by an amount equal to two rolls of your Martial Arts die + your Monk Power Reservoir.
Armor of the Ascetic
Prerequisite: 13th level Monk

You exude an aura of peace. At the end of a short or long rest, you gain the effects of sanctuary, which lasts until the start of your next short or long rest. This spell ends early as normal.
Banishing Strike
Prerequisites: 13th level Monk
When you hit a creature with a melee Martial Arts attack, you can expend 3 Ki Points to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Martial Arts die on a failure, and half as much on a success.   If this attack reduces the target to 50 hit points or fewer, it is shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.
Conjure Previous Life
Prerequisite: 13th level Monk
You summon a specter of your past life to come to your aid. As an action, you can spend 5 Ki Points and cast summon celestial (defender) at 5th-level, with the changes below:
  • It is a Medium creature that resembles a humanoid
  • Monk, though it may not be the same race as you are.
  • Its Radiant Mace attacks resemble unarmed strikes
  • When summoned you can infuse it with a number of Ki Points of your choice, and your Ki Point maximum is reduced by the same amount while it is summoned. It can use the infused Ki to use any Techniques you know, though it cannot use conjure previous life again.
Mystical Integrity
Prerequisite: 13th level Monk

Your sense of self and strength of your will are unshakable. You are immune to any spell or effect that would alter your form or force you to teleport, unless you wish to be affected.
Tongue of Sun and Moon
Prerequisite: 13th level Monk

You can touch the Ki of other minds and communicate with any creature that speaks a language. Creatures that speak no languages can communicate and understand simple ideas.
Awaken the Third Eye
Prerequisite: 18th level Monk
You can open your mind to the Ki that flows through all living things, allowing you to predict the actions of creatures before they happen. You can perform a 1-minute meditative ritual where you expend 8 Ki Points to cast Foresight, targeting only yourself. While this effect is active, your Ki Point maximum is reduced by 8. You can end this effect as an action.
Empty Body
Prerequisite: 18th level Monk

As a bonus action on your turn, you can spend 4 Ki Points to become invisible for 1 minute. While invisible in this way, you gain resistance to all damage except for force damage.   You can also spend 8 Ki Points to cast astral projection, without needing material components. When you do so, you target only yourself and can't take other creatures with you.
Quivering Palm
Prerequisite: 18th level Monk

When you hit a creature with a melee Martial Arts attack, you can spend 5 Ki Points to infuse its soul with vibrations, that last for a number of days equal to your Monk level. While you and the creature are on the same plane of existence, you can use an action to end the vibrations and force the creature to make a Constitution saving throw. It is reduced to 0 hit points on a failure and takes 10d10 necrotic damage on a success.   You can only have one creature under the mystical effects of this Technique at a time. Using this Technique on another creature harmlessly ends the effect on any previous creature.
Word of Creation
Prerequisite: 18th level Monk
You can draw on your intimate knowledge of the Ki that flows through all things and speak a divine word of creation. As an action, you can spend 7 Ki Points to cast divine word, using Wisdom as your spellcasting modifier.   Once you use your Ki to cast divine word, you must finish a short or long rest before you can cast it in this way again.
 

Flurry of Blows

2nd-Level Monk Feature
You can draw on your spiritual power to strike with blinding speed. When you take the Attack action and make a Martial Arts attack, you can spend 1 Ki Points to make two unarmed strikes as a bonus action on that turn.

Unarmored Movement

2nd-Level Monk Feature
Your pursuit of physical perfection has awakened the hidden potential of your body. Your speed increases by 10 feet so long as you are not wearing armor or a shield.   This speed bonus increases as you gain levels, as indicated in the Unarmored Movement column of the Monk table.

Monastic Traditions

3rd-Level Monk Feature
Choose one of the following Monastic Traditions that best represent your training and philosophy as a Monk.   The Monastic Tradition you choose rgants you features at 3rd level, and again when you reach 6th, 10th, and 17th level.

Signature Techniques

Each Monastic Tradition has a list of Signature Techniques that you learn at the Monk levels as noted in your Tradition's description. These Techniques don't count against your total number of Techniques Known and they cannot be replaced with other Techniques when you gain a level in this class.
Monastic Traditions

 

Extra Attack

5th-Level Monk Feature
You can attack twice, instead of once, when you take the Attack action on your turn.

Enlightened Fist

6th-Level Monk Feature
Your spirit empowers your strikes. Your unarmed strikes count as supernatural for the purposes of overcoming resistances and immunities to non-supernatural attacks and damage.

Evasion

7th-Level Monk Feature
Your instinctive agility lets you dodge out of the way of certain area effects, such as a black dragon's acid breath or a Lightning Bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.

Spirit of Tranquility

9th-Level Monk Feature
You can draw upon your spiritual vitality to bolster your physical and mental defenses. When you are forced to make a saving throw, you can spend 1 Ki Point to add your Wisdom modifier to the result of your roll.

Ki Adept

11th-Level Monk Feature
You have mastered favored Ki Techniques. Once on your turn, you can use a Technique you know that costs 1 Ki Point, or Flurry of Blows without spending Ki.

Purity of Body

13th-Level Monk Feature
Your mastery over your body protects you from ailments. You gain proficiency in Constitution saving throws, and immunity to all disease and to the Poisoned condition.

Purity of Mind

14th-Level Monk Feature
If you are Charmed or Frightened when you start your turn, you can spend 1 Ki Point to instantly end either the Charmed or Frightened condition for yourself.

Timeless Body

15th-Level Monk Feature
You have completely detached yourself from all desires of the flesh. You no longer require food or water and you suffer none of the frailty of old age. Also, for every 10 years that pass your physical body only ages 1 year.

Purity of Spirit

20th-Level Monk Feature
You have gained such mastery over your spirit that you can meditate even while performing other simple actions. If you spend 10 minutes meditating or performing only light activities, such as traveling, eating, talking, or exploring, you regain all of your expended Ki Points.
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Table of Contents

 

Hit Points

Hit Dice
1d8 per Monk level
Hit Points at 1st Level
1d8 + your Constitution modifier
Hit Points at Higher Levels
1d8 (or 5) + your Constitution modifier per Monk level after 1st

Proficiencies

Armor
None
Weapons
Simple weapons, monk weapons
Tools
One set of artisan's tools of your choice or one musical instrument of your choice
Saving Throws
Strength, Dexterity
Skills
Choose three of the following: Acrobatics, Athletics, History, Insight, Nature, Psionics, Religion, and Stealth

Equipment

As a monk, you can choose to start with 2d4x10gp to purchase starting gear or with the following equipment:
  • (a) shortsword or (b) any simple weapon.
  • (a) any monk weapon or (b) 20 darts.
  • (a) a dungeoneer's pack or (b) an explorer's pack.
  • (a) a holy symbol, (b) a set of artisan's tools, or (c) a musical instrument.

Monk Power Reservoir

At first level, choose either Constitution or Wisdom. This cannot be changed later. Your Monk Power Reservoir is equal to the chosen ability score's modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals the chosen ability score's modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Monk quickly by using these suggestions. First, make Dexterity or Strength your highest ability score, followed by your Constitution if you wish to focus on physical mightor Wisdom if you wish to focus on spiritual enlightenment. Second, choose either the Acolyte or Hermit background.

Multiclassing and the Monk

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Monk class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in both Strength or Dexterity and Constitution or Wisdom to take a Monk level or take a level in another class if you are already a Monk.
Proficiencies Gained
If Monk is not your initial class, you gain the following proficiencies when you take your first level as a Monk: Simple Weapons and Shortswords.
Exploits
If you have a feature from another class that allows you to learn and use Techniques, you can use your Ki Points to use the Techniques you gained through that feature, and you can use Ki Points from that feature to use Monk Techniques.

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