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Monk

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

THE POWER OF FOCUS

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy�specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus 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 focus gives them more power over their bodies and the bodies of their foes.  

TRAINING AND ASCETICISM

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.   The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.   For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.   As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.  

QUICK BUILD

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the agent background.   THE MONK
Level Proficiency Bonus Features Martial Arts Focus Points Monastic Vows Unarmored Movement
1 +2 Martial Arts, Unarmored Defense d4 - - -
2 +2 Focus, Monastic Vows d4 2 2 -
3 +2 Unarmored Movement, Deflect Missiles, Monastic Order d4 3 2 5 m
4 +2 Ability Score Improvement, Slow Fall d4 4 2 5 m
5 +3 Extra Attack, Stunning Strike d6 5 2 7.5 m
6 +3 Enhanced Strikes, Order feature d6 6 2 7.5 m
7 +3 Evasion, Stillness of Mind d6 7 3 7.5 m
8 +3 Ability Score Improvement d6 8 3 7.5 m
9 +4 Unarmored Movement Improvement d8 9 3 10 m
10 +4 Ability Score Improvement d8 10 3 10 m
11 +4 Order feature d8 11 3 10 m
12 +4 Ability Score Improvement d8 12 4 10 m
13 +4 Purity of Body d10 13 4 12 m
14 +5 Diamond Soul d10 14 4 12 m
15 +5 Timeless Vessel d10 15 4 12 m
16 +5 Ability Score Improvement d10 16 12 m
17 +5 Order feature d12 17 5 15 m
18 +6 Empty Body d12 18 5 15 m
19 +6 Ability Score Improvement d12 19 5 15 m
20 +6 Perfect Self d12 20 5 15 m
   

CLASS FEATURES

  As a Monk, you gain the following class features.  

HIT POINTS

  Hit Dice: 1d8 per Monk level   Hit Points at 1st Level: 8 + your Constitution modifier   Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st  

PROFICIENCIES

Armor: None   Weapons: Simple blasters, simple vibroweapons, martial vibroweapons that lack the dexterity, heavy, special, and two-handed properties   Tools: None   Saving Throws: Strength, Dexterity   Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth  

EQUIPMENT

  You start with the following equipment, in addition to the equipment granted by your background   (a) a vibroweapon with which you are proficient or (b) a simple blaster and a power cell   (a) a dungeoneer’s pack or (b) an explorer’s pack   10 vibrodarts   VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class Funds Monk   4d4 x 100 cr  

MARTIAL ARTS

Monk: 1st level Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are vibroweapons with which you are proficient that lack the dexterity, heavy, special, and two-handed properties.   You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:   Your unarmed strikes and monk weapons gain the finesse property. 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. You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature. 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. You can take the Dash or Disengage actions as a bonus action. Variant: Monks with Lightweapons If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the weapon lacks the dexterity, heavy, special, and two-handed properties.  

UNARMORED DEFENSE

Monk: 1st level While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).  

FOCUS

Monk: 2nd and 11th level Your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.   You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.   When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.   You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.   Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)   Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)  

FLURRY OF BLOWS

When you make your Martial Arts bonus action attack, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.  

PATIENT DEFENSE

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn.  

STEP OF THE WIND

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.  

MONASTIC VOWS

Monk: 2nd level You’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.  

UNARMORED MOVEMENT

Monk: 3rd and 9th 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 Unarmored Movement column of 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.  

DEFLECT MISSILES

Monk: 3rd level You can use your reaction to deflect a projectile when you are dealt damage 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, and the damage is kinetic, energy, or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack with a range of 20/60 as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.  

MONASTIC ORDER

Monk: 3rd, 6th, 11th, and 17th level You commit yourself to one monastic order, which is detailed at the end of the class description.  

ABILITY SCORE IMPROVEMENT

Monk: 4th, 8th, 10th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.  

SLOW FALL

Monk: 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.  

EXTRA ATTACK

Monk: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.  

STUNNING STRIKE

Monk: 5th level You can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus 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.  

ENHANCED STRIKES

Monk: 6th level Your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.  

EVASION

Monk: 7th level Your instinctive agility lets you dodge out of the way of certain area effects. 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 a saving throw, and only half damage if you fail.  

STILLNESS OF MIND

Monk: 7th level You can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.  

PURITY OF BODY

Monk: 13th level You are immune to disease and poison and resistant to poison damage.  

DIAMOND SOUL

Monk: 14th level Your mastery of focus grants you proficiency in all saving throws, and when you fail a saving throw, you can spend 1 focus point to reroll it, taking the new roll.  

TIMELESS VESSEL

Monk: 15th level Your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.  

EMPTY BODY

Monk: 18th level You can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.  

PERFECT SELF

Monk: 20th level You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.  

MONASTIC VOWS

The vows are presented in alphabetical order.  

VOW OF DEFLECTION

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.  

VOW OF THE DEVOTED

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.   Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.       Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.   Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.   Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.  

VOW OF FATE

Prerequisite: 7th level When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.  

VOW OF THE FIGHTER

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.  

VOW OF THE FOCUSED

You can substitute Strength, Constitution, or Intelligence (chosen when you take this vow) for Wisdom or Charisma for your monk class features, except for other vows and Monastic Tradition features.  

VOW OF FORTITUDE

Prerequisite: 7th level You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.  

VOW OF FREEDOM

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.  

VOW OF INTUITION

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.  

VOW OF THE LIMBER

Prerequisite: 7th level When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.  

VOW OF THE NEMESIS

Prerequisite: 13th level As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.   This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.  

VOW OF THE OPEN MIND

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check. You can only have one instance of this feature active at a time.  

VOW OF PRECISION

Prerequisite: 13th level Your critical hit range with unarmed strikes increases by 1.  

VOW OF REQUITAL

Prerequisite: 13th level When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.  

VOW OF RESTORATION

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).  

VOW OF THE SENTRY

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.  

VOW OF SERENITY

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, minimum of +1).  

VOW OF SPIRIT

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.  

VOW OF THE VERSATILE

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding, using your Martial Arts die in place of the weapon’s damage.

Career

Career Progression

Archetypes:

   

CRIMSON ORDER

Monks of the Crimson Order are unyielding in their resolve. They pledge themselves to a singular entity or belief, and uphold their service with solemnity and diligence.  

CRIMSON ARMAMENTS

Crimson Order: 3rd level You gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.   Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.  

CRIMSON SQUALL

Crimson Order: 6th, 11th, and 17th level You’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for hostile creatures for 1 minute. This area travels with you, and affected creatures within the area can not make opportunity attacks.   At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.  

VIGILANT SENTINEL

Crimson Order: 11th level When you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.  

SOVEREIGN PROTECTOR

Crimson Order: 17th level Your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.   Your speed is doubled. Your AC increases by 2. You have advantage on Dexterity saving throws. You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.    

ECHANI ORDER

Monks of the Echani Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.  

ECHANI WEAPONS

Echani Order: 3rd level Your special martial arts training leads you to master the use of certain weapons. You gain the following benefits. Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial   weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.  

AGILE PARRY

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.  

ECHANI’S SHOT

You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.  

ONE WITH THE BLADE

Echani Order: 6th level You extend your focus into your Echani weapons, granting you the following benefits.  

ENHANCED ECHANI WEAPONS

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.  

DEFT STRIKE

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.  

SHARPEN THE BLADE

Echani Order: 11th level You gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.  

UNERRING ACCURACY

Echani Order: 17th level Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.  

MATUKAI ORDER

Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.  

FORCE-ENHANCED STRIKES

Matukai Order: 3rd level You learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or melee weapon attack with a monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw against your focus save DC. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.  

INSTINCTIVE LEAP

Matukai Order: 6th level When a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.  

ABSORB DAMAGE

Matukai Order: 11th, 13th, and 17th level You learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.   You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you finish a long rest.  

CONTROL THE FIELD

Matukai Order: 17th level Whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.    

NIGHTSISTER ORDER

Monks of the Nightsister Order utilize an innate Force-sensitivity to commune with death. They learn to channel this power to drain the life of their foes to prolong their own existence. Males who join this order are called Nightbrothers.  

ICHOR LIGHTNING

Nightsister Order: 3rd level You gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 15 meter. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, it counts as an unarmed strike for the sake of your Martial Arts feature, and it uses your Martial Arts die for its damage die.   When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.   When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your focus ability modifier (your choice, minimum of one) + your monk level.  

DARK MAGICK

Nightsister Order: 6th level You can use your action to force each creature within 15 meters of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.  

MASTERY OF DEATH

Nightsister Order: 11th level When you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.  

SPIRIT BLADE ASSAULT

Nightsister Order: 17th level As an action, you conjure a blade of spirit energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw against your focus save DC. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

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