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Monk


Hit Points

Hit Dice: d8 per Monk level
Hit Points at first Level: 8 + Con
Hit Points at Higher Levels: D8 + Con or 5 + Con

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose one from Acrobatics, Athletics, History, Insight, Religion, and Stealth. Choose another after second session at school.

Overview & Creation

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.   Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.   Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.   Whatever their discipline, monks are united in their ability to magically 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 Magic of Ki

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.  

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.   Some 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 mortal or divine 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 tyrants.   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 a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.


Class Features

Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.   Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.   You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:   You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. 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. 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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.   Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.   You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.   Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier   Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.   Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.   Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.   Unarmored Movement Starting at 2nd 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 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.   Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.   Deflect Missiles Starting at 3rd level, 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, which has a normal range of 20 feet and a long range of 60 feet.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Slow Fall Beginning at 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Stunning Strike Starting at 5th level, 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.   Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Unarmored Movement At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.   Evasion At 7th level, 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.   Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.   Unarmored Movement Improvement At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.   Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.   Unarmored Movement At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.   Tongue of the Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.   Diamond Soul Beginning at 14th level, 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.   Unarmored Movement At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.   Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.   Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.   Unarmored Movement At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.   Perfect Self At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.


Starting Equipment

(a) a shortsword or (b) any simple weapon (a) a dungeoneer’s pack or (b) an explorer’s pack
 


Subclass Options

Way of the Astral self

Way of the Astral self

Way of the Astral self

Way of the Kensei

Way of the Long Death

Way of Mercy

Way of the Open Hand

Way of the Shadow

Way of the Sun Soul


LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st21d4Unarmored Defense, Martial Arts
2nd21d4210 ft.Ki, Unarmored Movement
3rd21d4310 ft.Monastic Tradition, Deflect Missiles
4th21d4410 ft.Ability Score Improvement, Slow Fall
5th31d6510 ft.Extra Attack, Stunning Strike
6th31d6615 ft.Ki-Empowered Strikes, Monastic Tradition Feature
7th31d6715 ft.Evasion, Stillness of Mind
8th31d6815 ft.Ability Score Improvement
9th41d6915 ft.Unarmored Movement Improvement
10th41d61020 ft.Purity of Body
11th41d81120 ft.Monastic Tradition Feature
12th41d81220 ft.Ability Score Improvement
13th51d81320 ft.Tongue of the Sun and Moon
14th51d81425 ft.Diamond Soul
15th51d81525 ft.Timeless Body
16th51d81625 ft.Ability Score Improvement
17th61d101725 ft.Monastic Tradition Feature
18th61d101830 ft.Empty Body
19th61d101930 ft.Ability Score Improvement
20th61d102030 ft.Perfect Self

Created by

Adonis.DM.Buzard.

Statblock Type

Class Features

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