Monk
Base Class: Monk

Skilled and versatile operatives, Shinobi often act as covert agents or mercenaries, engaging in espionage, sabotage, infiltration, assassination and guerrilla warfare. Bound by honour, they are composed, reticent, and command the ruthlessness necessary to complete their mission by any means. Shinobi train with a single weapon's style to the point of deadly mastery, strike with a likewise lethal precision, and the seldom few to have seen one struck by a blow directly have rarely lived to tell the tale.

Level 3: Esoteric Arts

To serve as efficient assassins, spies and mercenaries, Shinobi devote as much effort to mastering the use of a variety of skills as they do perfecting their combat abilities. 

You gain proficiency in the Stealth and Deception skills, and you gain proficiency with Thieves’ Tools. In addition, you gain a bonus to your Charisma (Deception, or Intimidation) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 3: Dedicated Weapon Mastery

Your special martial arts training leads you to master the use of a signature weapon. You gain proficiency with one kind of Simple or Martial weapon of your choice, and you learn to use the mastery property associated with it. It is considered a Monk weapon for you, and it lacks the Heavy property when you wield it. Whenever you gain a Monk level, you can replace the kind of weapon to another eligible kind.

Cleave

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Graze

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Nick

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Push

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow

If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Topple

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Vex

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Level 3: Deathblow

You have mastered techniques to exploit every drop in an enemy's guard. Once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend a number of Focus Points equal to or lower than your Proficiency Bonus to deal extra damage equal to one roll of your Martial Arts die per Focus Point spent.

Level 6: Unbreakable Stance

You’ve honed your reflexes and poise through relentless training, allowing you to deflect multiple strikes at once. When an Attack Roll hits you, you can expend 1 Focus Point to use your Deflect Attacks feature if you have already used your Reaction.

You can use a different feature if it uses a Reaction to increase your Armor Class or reduce the damage you take, such as the Protective Field of a Psi Warrior, the Stone's Endurance trait of a Stone Giant Goliath, the Defensive Duelist feat's Parry feature, or the Parry maneuver, at the DM's discretion.

Level 11: Shadows Die Twice²

Your familiarity with danger allows you to perform death-defying stunts. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a Long Rest.

Level 17: Unerring End

You can make a single strike unerringly lethal. When you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 4 Focus Points to use the highest number possible for each damage die (no action required). This damage can't be reduced or prevented in any way.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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