Level 3
You have 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
Optional Abilities
Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Improved Critical
Your weapon attacks score a critical hit on a roll of 19 or 20.
Deflect Missiles
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 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.
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.
Weapon Bond
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Explosion of Power
Your strikes release your raw power, crushing nearby foes. As an Action, you can make a single unarmed attack against a target. If it hits, every creature except you within 5 feet of the target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take the same amount of damage the target took, as force damage, or half damage on a success.
You may use this feature an amount of times equal to your Strength modifier (minimum once), regaining all uses after a long rest.
Martial Jumps
You can make attacks that require you to jump at opponents within 5 feet without disadvantage.
In addition, your standing jumps don't have their distance reduced and your jump distance doubles when you make attacks as part of it.
Level 5
You gain 2 class points.
Optional Abilities
Slow Fall
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.
Stunning Strike
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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Studied Strike
You can dedicate time to study a single opponent. Choose a creature within 30 feet of you to study. As a bonus action, make a Wisdom (Perception) check against the target's AC. On a success, you gain a bonus to your attacks and damage rolls with unarmed strikes equal to half your proficiency bonus (rounded down).
This bonus lasts for 1 minute, until you are no longer concentrating (as if you were concentrating on a spell), when you attack another creature or when you use this feature again.
Level 6
You gain 2 class points.
Optional Abilities
Ki Reflection
As a reaction after taking damage equal to half or greater than your remaining hit points, you can choose to rebuke this damage. You can use the ki absorbed from their blows to execute any ability that would usually cost a ki point.
You must choose this ability upon taking said damage and must use it at the earliest point possible. For example, Flurry of Blows requires you to take the Attack action. Therefore, if you have chosen to use Flurry of Blows, you gain the benefits of this ability the first time that you take the Attack action after taking your reaction.
Unstoppable Force
You spend 3 ki points to rush forward in a mighty charge. As an action, you can move 30 feet, without provoking opportunity attacks, and you can move through spaces occupied by hostile creatures (but not end your movement on them).
You can make one attack against each creature of your choice in your path.
Level 7
You gain 2 class points.
Optional Abilities
Evasion
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.
Deadly Leap
If you jump at least 15 feet as part of your movement, you can then spend 3 ki points to land on your feet in a space that contains one or more creatures. Each of those creatures must succeed on a Strength saving throw or be knocked prone and take 3d6 + 4 bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of your space into an unoccupied space of your choice. If no unoccupied space is within range, the creature instead falls prone in your space.
Level 9
You gain 2 class points.
Optional Abilities
Unarmoured Movement
You gain the ability to run along vertical surfaces and across liquids on your turn without falling during the move, while you are not wearing armour or wielding a shield.
Otherworldly Leap
You can cast jump on yourself at will, without expending a spell slot or material components.
Level 10
You gain 1 class point.
Optional Abilities
Purity of Body
Your mastery of ki flowing through you makes you immune to diseases and poison.
Unnatural Reactions
Your instincts are so honed that you have advantage on initiative rolls. Additionally, you can not be surprised.
Level 11
You gain 1 class point.
Optional Abilities
Momentum
You hurl yourself into combat. Every 15 feet you move you gain one additional damage die on your next attack. These dice last until the next attack you make and are wasted on both a hit or miss. These dice are not doubled on a critical hit.
Flying Staff
As an action, you release your quarterstaff to hover magically in an unoccupied space within 5 feet of you. If you can see the quarterstaff, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to your hands. If the hovering quarterstaff is targeted by any effect, you are considered to be holding it. This effect lasts for one minute or until you choose to end it.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses of this feature after a short or long rest.
Level 13
You gain 1 class point.
Optional Abilities
Defensive Stance
You can use your bonus action become an immovable stone in the face of combat. Until your next turn, you cannot be pushed any distance. You also have resistance to all nonmagical attacks.
Level 14
You gain 1 class point.
Optional Abilities
Diamond Soul
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.
Retaliation
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Level 15
You gain 1 class point.
Optional Abilities
Stand Against The Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Level 17
You gain 1 class point.
Optional Abilities
Quivering Palm
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.
Level 18
You gain 1 class point.
Optional Abilities
Ruination
As an action, you can slam your fist on the floor and create a wave of unbridled destruction in a 60-foot radius centred on yourself. Any creature, object, or structure within the radius other than yourself and creatures of your choice must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or suffer 10d10 force damage, halved on a successful save. Anything that is reduced to 0 hit points by this feature is removed from existence and cannot be resurrected by anything weaker than a wish or true resurrection spell.
You can use this feature once, regaining use upon finishing a long rest.
Level 20
You gain 1 class point.
Optional Abilities
Perfect Self
When you roll for initiative and have no ki points remaining, you regain 4 ki points.
Desert Monk Table
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