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The Monk: Level Proficiency Bonus Features Martial Arts Ki Points Ki Powers Unarmored Movement

This document details the class features and progression of the Monk class from levels 1-20. It provides information on key abilities like Martial Arts, Ki Points, Unarmored Movement, and Monastic Traditions that monks gain as they level up. The Monk is proficient in simple weapons, unarmored defense, and gains abilities that enhance speed, jumping, and allow attacks with Dexterity instead of Strength. Higher levels grant additional attacks, stunning strike, magical attacks, immunity to disease and poison, increased movement, and other defensive and offensive capabilities.
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0% found this document useful (0 votes)
151 views12 pages

The Monk: Level Proficiency Bonus Features Martial Arts Ki Points Ki Powers Unarmored Movement

This document details the class features and progression of the Monk class from levels 1-20. It provides information on key abilities like Martial Arts, Ki Points, Unarmored Movement, and Monastic Traditions that monks gain as they level up. The Monk is proficient in simple weapons, unarmored defense, and gains abilities that enhance speed, jumping, and allow attacks with Dexterity instead of Strength. Higher levels grant additional attacks, stunning strike, magical attacks, immunity to disease and poison, increased movement, and other defensive and offensive capabilities.
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The Monk

Level Proficiency Features Martial Ki Points Ki Powers Unarmored


Bonus Arts Movement

1st +2 Unarmored Agility, Martial 1d6 — — +10 ft.


Arts

2nd +2 Ki, Centered Breath 1d6 2 2 +10 ft.

3rd +2 Monastic Tradition, 1d8 3 2 +10 ft.


Diamond Mind

4th +2 Ability Score Improvement, 1d8 4 2 +10 ft.


Slow Fall

5th +3 Extra Attack, Stunning 1d8 5 3 +20 ft.


Strike

6th +3 Ki-Empowered Strikes, 1d8 6 3 +20 ft.


Monastic Tradition feature

7th +3 Evasion, Unarmored 1d10 7 4 +20 ft.


Movement improvement

8th +3 Ability Score Improvement 1d10 8 4 +20 ft.

9th +4 Diamond Body 1d10 9 5 +20 ft.

10th +4 Ability Score Improvement, 1d10 10 5 +20 ft.


Monastic Tradition feature

11th +4 Unarmored Movement 1d12 11 6 +40 ft.


improvement, Severing
Strike

12th +4 Disciplined Heart, Ability 1d12 12 6 +40 ft.


Score Improvement

13th +5 Diamond Soul 1d12 13 6 +40 ft.

14th +5 Monastic Tradition Feature 1d12 14 7 +40 ft.

15th +5 Tongue of the Sun and 2d6 15 7 +40 ft.


Moon

16th +5 Ability Score Improvement 2d6 16 7 +40 ft.

17th +6 Slaying Strike, Unerring 2d6 17 8 +80 ft.


Accuracy
18th +6 Timeless Body 2d6 18 8 +80 ft.

19th +6 Ability Score Improvement 2d8 19 9 +80 ft.

20th +6 Hundred Arms 2d8 20 10 +80 ft.

[sidebar somewhere here - class feature variants]


Not designed with CFV in mind but it won’t break anything yadda yadda

Class Features
Hit Points
Hit Dice: 1d10 per monk level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st

Proficiencies
Armor: none
Weapons: simple weapons
Tools: any one type of artisan's tools or any one musical instrument of your choice
Saving Throws: Strength, Dexterity
Skills: Choose 3 from Acrobatics, Athletics, History, Insight, Intimidation, Nature, Perception,
Religion, and Stealth.

Unarmored Agility
Beginning at 1st level, while you are wearing no armor, you gain the following benefits. You can
use a shield and still gain these benefits.
● Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
● Your speed increases by 10 feet while you are not wearing armor. This bonus increases
when you reach certain monk levels, as shown in the Monk table.
● You can take the Dash action as a bonus action on your turn. Additionally, when you
take the Dash action, your movement doesn’t provoke opportunity attacks until the end
of your turn, and your jump distance is doubled for the turn.
At 7th level, you gain the ability to move along vertical surfaces and across liquids on your turn
without falling during the move, and you ignore nonmagical difficult terrain.
At 11th level, you gain the ability to move along vertical surfaces and across liquids and ceilings
with ease, as if you were constantly under the effect of spider climb and water walk. You do not
fall even if you end your turn on such surfaces. You also ignore even magical difficult terrain.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and
your special monk weapons.
Choose three weapons that lack the Heavy or Special qualities. You are proficient in these
weapons, and they are monk weapons for you. You gain the following benefits while unarmed or
wielding only monk weapons.
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.
● You can roll a d6 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 that you have as a monk
weapon, you can also make an unarmed strike as a bonus action, assuming you haven't
already taken a bonus action this turn.
● You can make Dexterity (Athletics) checks to shove a creature, grapple a creature, or
contest an attempt to escape a grapple instead of making Strength (Athletics) checks.

Ki
Stuff and things
You can never have more ki points than your monk level.
Flurry of blows goes here, scales to 3 attacks at 11 probably

Centered Breath
Starting at 2nd level, you have learned to center your breath as an action, reinvigorating you
and replenishing your power. When you take this action, you gain temporary hit points equal to
5 + your monk level, and you can regain ki points equal to your Wisdom modifier. This cannot
raise your ki points above your monk level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Diamond Mind
By 3rd level, your mind has become a temple, unassailable by physical or mental attacks. You
gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain
proficiency in Intelligence or Charisma saving throws (your choice).

Monastic Tradition
Blah blah blah get cool stuff now and at 6th, 10th, 14th
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 and monk weapons count as magical for the purpose
of overcoming resistance and immunity to nonmagical attacks and damage.

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.

Diamond Body
At 9th level, you have honed your body to the point where not even the harshest attacks and
toxins can overwhelm it. You are immune to disease and poison. You gain proficiency in
Constitution saving throws. If you already have this proficiency, you instead gain proficiency in
another saving throw of your choice.

Severing Strike
Starting at 11th level, you can stop the flow of ki in an opponent’s body completely. When you
hit another creature with a weapon attack using an unarmed strike or monk weapon, you can
attempt a severing strike. The target must succeed on a Wisdom saving throw or be paralyzed
for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw.
On a success, the target is no longer paralyzed by this effect. You can use this ability a number
of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses
when you finish a long rest.
Disciplined Heart
At 12th level, your training has given you unsurpassed focus. You can give yourself advantage
on an ability check before rolling.
You can use this feature a number of times equal to your proficiency bonus. You regain all
expended uses when you finish a long rest

Diamond Soul
By 13th level, your mind, body, and soul are fully attuned, allowing you to protect yourself from
debilitating effects with ease. You have advantage on all saving throws.

Tongue of the Sun and Moon


At 15th level, you learn to touch the ki of other minds so that you understand all spoken
languages. Moreover, you know if a creature believes what it’s saying to be true when it speaks.
In addition, any creature that can understand a language can understand what you say. If you
believe what you are saying, you can choose to magically let any creatures you are speaking to
know that you are speaking the truth from your perspective.

Slaying Strike
Starting at 17th level, you can permanently break the flow of ki in an opponent’s body. When
you hit another creature with a weapon attack using an unarmed strike or monk weapon, you
can attempt a slaying strike. The target must succeed on a Constitution saving throw or drop to
0 hit points. Even if the target succeeds on its saving throw, it takes 10d10 necrotic damage and
is stunned until the end of your next turn.
Once you use this feature, you must finish a long rest before you can use it again.

Unerring Accuracy
At 17th level, your mastery of control grants you extraordinary accuracy. If you miss with a
weapon attack using an unarmed strike or monk weapon on your turn, you can reroll it. You can
use this feature only once on each of your turns.

Timeless Body
At 18th 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.

Hundred Arms
At 20th level, you can strike your foes at a dizzying speed. When you use your Flurry of Blows
class feature, you can make up to four unarmed strikes.
Monastic Traditions

Way of Shadow

Way of the Four Elements

Elemental Disciple
[Some more text here idk]
At each indicated monk level, you add the listed spells corresponding to the element you chose
to your spells known, and they are monk spells for you. You can cast these spells, requiring no
material components, for their ki cost. Once on each of your turns, when you take the Attack
action, you can replace one weapon attack to cast a spell from this list using ki by spending 1
additional ki point. In addition, you can spend 1 additional ki point when casting a monk spell to
increase the spell’s level by 1, as if you had cast it from a higher level spell slot. This cannot
bring the spell above the maximum ki you can spend on a spell.

Maximum ki per spell

Monk level Maximum ki per spell

3rd-4th 2 ki

5th-6th 3 ki

7th-8th 4 ki

9th-10th 5 ki

11th-20th 6 ki

Fire

Monk Level Spells Ki Cost

3rd fire bolt, produce flame 0 ki

3rd burning hands, grease 1 ki

3rd flaming sphere, scorching ray 2 ki

5th daylight, fireball 3 ki

7th fire shield (warm shield only), wall of fire 4 ki

9th immolation, wall of light 5 ki


Water

Monk Level Spells Cost

3rd frostbite, ray of frost 0 ki

3rd ice knife, silent image 1 ki

3rd misty step, moonbeam 2 ki

5th major image, tidal wave 3 ki

7th control water, stoneskin 4 ki

9th cone of cold, maelstrom 5 ki

Earth

Monk Level Spells Cost

3rd poison spray, resistance 0 ki

3rd catapult, earth tremor 1 ki

3rd Maximilian’s earthen grasp, spike growth 2 ki

5th erupting earth, slow 3 ki

7th stoneskin, vitriolic sphere 4 ki

9th insect plague, wall of stone 5 ki

Air

Monk Level Spells Cost

3rd gust, shocking grasp 0 ki

3rd fog cloud, thunderwave 1 ki

3rd levitate, warding wind 2 ki

5th lightning bolt, thunder step 3 ki

7th freedom of movement, storm sphere 4 ki

9th control winds, cloudkill 5 ki

Acolyte of the Elements


By 6th level, you have become adept at channeling the power of the elements, and have either
become proficient in a new element via Elemental Breadth or have embarked on the path to
true mastery of your chosen element via Elemental Focus.
If you choose Elemental Breadth, choose another element from the options given to
you in your Elemental Disciple feature. You gain the starting benefit of that element, and you
add its spell list to the set of spells you can cast using ki.
If you choose Elemental Focus, you instead have made the element a part of yourself,
granting you its defensive properties. You gain resistance to a damage type and immunity to a
condition based on the element you chose in your Elemental Disciple feature.
● Fire. You gain resistance to fire damage, and you are immune to the petrified
condition.
● Water. You gain resistance to cold damage, and you are immune to the
restrained condition.
● Earth. You gain resistance to poison damage, and you are immune to the
poisoned condition.
● Air. You gain resistance to lightning damage, and you are immune to the
paralyzed condition.

Elemental Prodigy
At 10th level, your prowess in the elemental arts expands further.
If you chose Elemental Breadth with your Acolyte of the Elements feature, choose
another element from the options given to you in your Elemental Disciple class feature. You
gain the starting benefit of that element, and you add its spell list to the set of spells you can
cast using ki. In addition, when you cast a spell that deals fire, cold, poison or bludgeoning, or
lightning damage, you can spend 1 ki point for it to instead deal damage corresponding to an
element you know: Fire for fire, cold for water, poison or bludgeoning for earth, or lightning for
air.
If you chose Elemental Focus, you instead are more skilled at using the original
element you chose in your Elemental Disciple feature. As a bonus action, you can cast a spell
from the list corresponding to the element you chose that costs no more than the maximum ki
points you can spend on a spell. When you do so, you do not expend ki. Once you cast a spell
in this way, you cannot do so again until you complete a long rest.

Master of the Elements


Way of the Kensei

Way of the Open Hand

Way of the Sacred Fist

Ki Powers
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 (range 30/60 feet) 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.

Hobbling Strike
Once per turn, when you hit a creature with a weapon attack using an unarmed strike or a monk
weapon, you can reduce the target’s speed by 10 feet until the end of your next turn. If you
spend 1 ki point when you use this ability, the creature also makes its next attack roll before the
end of your next turn with disadvantage.

Sprint of the Gazelle


When you take the Dash action, you gain twice as much extra movement. You can spend 1 ki
point to instead gain four times as much extra movement.

Precognitive Agility
As a reaction when you are hit by an attack and you are neither wearing armor nor using a
shield, you can spend 1 ki point. Until the start of your next turn, you have a bonus to your AC
equal to your Wisdom modifier, including against the triggering attack.

Staggering Fist
Once per turn, when you hit a creature with an unarmed strike, you can push the creature up to
10 feet away from you in a straight line. You can spend 1 ki point to instead push the creature
up to 20 feet away from you in a straight line.

Step of the Wind


When you take the Dash action, you can spend 1 ki point to also gain the benefits of the Dodge
action. In addition, when you take the Dash action, your jump distance triples for the turn
instead of doubling, and jumping does not reduce your movement.
Dance of the Mamba
Prerequisite: 5th level
You can spend 3 ki points to cast Haste on yourself as an action.

Eternal Tide
Prerequisite: 5th level
When you use your Flurry of Blows class feature, your reach for it is 10 feet greater than
normal. When you hit with an attack granted by Flurry of Blows, you can spend 1 ki point to pull
the creature up to 10 feet towards you in a straight line. If the target ends this pull within 5 feet
of you, it has disadvantage on any attack roll that isn’t against you until the end of your next
turn.

Flying Kick
Prerequisite: 5th level
When you take the Dash action, once before the end of your next turn, you can spend 1 ki point
to make an additional unarmed strike as part of an Attack action. If this unarmed strike hits, the
target falls prone.

Jotun’s Grip
Prerequisite: 5th level
You can grapple creatures of any size. When you attempt to grapple a creature, you can spend
1 ki point to gain advantage on the requisite ability check. If you succeed, while the target is
grappled by you, they are restrained.

Stillness of Mind
Prerequisite: 5th level
As a reaction when you would be subjected to an effect that would cause you to be charmed or
frightened, you can spend 2 ki points to negate that effect on yourself.

Form of the Beast


Prerequisite: 7th level
As an action, you can spend 4 ki points to cast Polymorph on yourself.
Once you use this ki power, you must finish a short or long rest before you can use it again.

Cloud Step
Prerequisite: 9th level
When you take the Dash action, you can spend 1 ki point to gain a fly speed equal to your land
speed for 1 minute.
In addition, you are always immune to falling damage and ignore difficult terrain.

Titan’s Throw
Prerequisite: 9th level
While an opponent is grappled by you, you can use an action to hurl them at a target within 20
feet of you. The creature you have grappled takes 6d10 damage and falls prone in a space
adjacent to the target (your choice), and the target takes an equal amount of damage and falls
prone. If the target you throw the grappled creature at is a creature, it receives a Dexterity
saving throw, taking no damage on a success.
If you spend 3 ki points, this ability targets all creatures in a 5-foot-wide, 40-foot-long line, and
the creature you grappled falls prone in the last unoccupied space in the line.

Spellbreaker
Prerequisite: 9th level
Once per turn, when you hit a creature with a weapon attack using an unarmed strike or a monk
weapon, you can spend 3 ki points to cast dispel magic against the creature you hit as part of
the same action.

Breath of Life
Prerequisite: 11th level
As an action, you can spend 3 ki points to cast revivify, requiring no material components, on a
creature that died within the last round.

Mystic Barrier
Prerequisite: 11th level
As an action, you can spend 3 ki points to cast wall of force. When cast this way, it lasts only
until the start of your next turn.

Sever Soul
Prerequisite: 11th level
When a creature fails its initial saving throw against Severing Strike, you can spend an
additional ki point to knock it unconscious instead of paralyzing it for the same duration.

Dimensional Stride
Prerequisite: 14th level
As a bonus action, you can spend 4 ki points to cast dimension door. In addition, you can spend
7 ki points to cast plane shift as an action, targeting only willing creatures. Once you cast plane
shift with this ability, you must finish a long rest before casting plane shift with it again.

Empty Body
Prerequisite: 14th level
As an action, you can spend 4 ki points to cast Greater Invisibility on yourself, requiring no
components. While affected by this spell, you have resistance to all damage except force
damage.

All-Seeing Eye
Prerequisite: 17th level
You have truesight out to a range of 10 feet. As an action, you can spend 3 ki points to extend
this range to 120 feet for the next hour.

Detachment
Prerequisite: 17th level
You can spend 9 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.

Disjunction
Prerequisite: 17th level
When you hit a creature with a weapon attack using an unarmed strike or a monk weapon, you
can cast dispel magic as a 9th level spell against the creature you hit as part of the same action.
When you do so, the creature must succeed on a Wisdom saving throw, or it cannot cast spells
or concentrate on any magical effect for the next minute. Even if it succeeds on this saving
throw, it loses concentration on any effect it was concentrating on.
Once you use this ki power, you must finish a long rest before you can use it again.

One with Everything


Prerequisite: 17th level
As an action, you can spend 9 ki points to cast Shapechange, without needing material
components.
Once you use this ki power, you must finish a long rest before you can use it again.

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