Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Wisdom modifier per monk level after 1st
Proficiencies
Armor: Light, Medium
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
10 darts
Meditation
Beginning at 1st level, you can meditate, restoring mind, body, and spirit. You can get the same benefits from a short or long rest by meditating for 30 minutes or 4 hours, respectively.
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:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons and Strength checks.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die becomes a d6 at the 4th level, a d8 at the 8th level, and a d10 at the 12th level.
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.
Furthermore, as you perfect your technique, your body accompanies your mind, and they both walk on the path to becoming great warriors. As you gain levels in Monk, you can use your Wisdom modifier to add Hit Points instead of your constitution.
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. The number of ki points you have is determined by 1 + the number of ki abilities you have.
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 hit an attack, you can spend 1 ki to add an extra Martial Arts die to the damage roll.
Step of the Wind. You can spend 1 ki point to take the Dodge, Disengage or Dash action as a bonus action on your turn.
Counter-Strike. You can spend 1 ki point to attack a creature with an unarmed strike if it misses an attack against you.
Ki Slots
Martial Movement
Starting at 2nd level, your speed increases by 5 feet. This bonus increases by addtional 5 feet at the 6th, 14th, and 18th levels.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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.
Ki Development
The 4th level is a boundary for you as a monk as you continue to improve and gain knowledge of new abilities.
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 a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency,
Slow Fall: You can use your reaction and spend a ki point when you fall to reduce any falling damage to 0.
Healing Energy: as an action, you can spend 1 ki point and roll a Martial Arts die. Your hands cure a creature you touch by the number of hit points equal to the number rolled plus your proficiency bonus.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your 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.
Path of the Wise
At the 9th level, your Ki continues to improve, and your journey continues to reward you with new abilities. This time however, you have to be wise and choose your path. Choose three abilities:
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 2 ki points to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Focused Aim: When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Stillness of Mind: You can use 2 ki points to end one effect, condition, or curse on yourself.
Warrior Spirit: As a reaction, you can spend a ki point to have resistance to a certain type of damage of your choice until your next turn.
Timeless Body: Your ki sustains you so that you suffer none of the frailty of old age, you can't be aged magically, and you don’t need food or water as long as you meditate and spend 1 ki point once a day.
Martial Evasion: When you are subjected to an attack that imposes you to make a saving throw, you can spend a ki point and get no damage on a success and half damage on a fail.
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.
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.
Perfect Self
At 20th level, you have achieved mastery of all techniques. You gain 4 additional ki points, and learn all abilities you didn’t get on Path of the Wise.
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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 Wisdom modifier per monk level after 1st
Proficiencies
Armor: Light, Medium
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Meditation
Beginning at 1st level, you can meditate, restoring mind, body, and spirit. You can get the same benefits from a short or long rest by meditating for 30 minutes or 4 hours, respectively.
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:
Furthermore, as you perfect your technique, your body accompanies your mind, and they both walk on the path to becoming great warriors. As you gain levels in Monk, you can use your Wisdom modifier to add Hit Points instead of your constitution.
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. The number of ki points you have is determined by 1 + the number of ki abilities you have.
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
Ki Slots
Martial Movement
Starting at 2nd level, your speed increases by 5 feet. This bonus increases by addtional 5 feet at the 6th, 14th, and 18th levels.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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.
Ki Development
The 4th level is a boundary for you as a monk as you continue to improve and gain knowledge of new abilities.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your 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.
Path of the Wise
At the 9th level, your Ki continues to improve, and your journey continues to reward you with new abilities. This time however, you have to be wise and choose your path. Choose three abilities:
Timeless Body: Your ki sustains you so that you suffer none of the frailty of old age, you can't be aged magically, and you don’t need food or water as long as you meditate and spend 1 ki point once a day.
Martial Evasion: When you are subjected to an attack that imposes you to make a saving throw, you can spend a ki point and get no damage on a success and half damage on a fail.
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.
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.
Perfect Self
At 20th level, you have achieved mastery of all techniques. You gain 4 additional ki points, and learn all abilities you didn’t get on Path of the Wise.