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Monk
Proficiency Martial Ki Unarmoured
Level Bonus Features Arts Points movement
1st +2 Martial Arts, Unarmored Defense 1d6 — —
Ki, Unarmored Movement, Uncanny
2nd +2 1d6 2 +10 ft
Metabolism
3rd +2 Deflect Attacks, Monk Subclass 1d6 3 +10 ft
4th +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft
5th +3 Extra Attack, Stunning Strike 1d8 5 +10 ft
6th +3 Empowered Strikes, Subclass Feature 1d8 6 +15 ft
7th +3 Evasion 1d8 7 +15 ft
8th +4 Ability Score Improvement 1d8 8 +15 ft
9th +4 Acrobatic Movement 1d8 9 +15 ft
10th +4 Heightened Ki, Self-Restoration 1d8 10 +20 ft
11th +4 Subclass Feature 1d10 11 +20 ft
12th +4 Ability Score Improvement 1d10 12 +20 ft
13th +5 Deflect Energy, Tongue of the Sun and Moon 1d10 13 +20 ft
14th +5 Diamond Soul 1d10 14 +25 ft
15th +5 Perfect Ki 1d10 15 +25 ft
16th +5 Ability Score Improvement 1d10 16 +25 ft
17th +6 Subclass Feature 1d12 17 +25 ft
18th +6 Empty Body 1d12 18 +30 ft
19th +6 Ability Score Improvement 1d12 19 +30 ft
20th +6 Body and Mind 1d12 20 +30 ft
Equipment
Class Features You start with the following equipment, in addition to the
As a monk, you gain the following class features equipment granted by your background:
1
Dexterous Attacks. You can use Dexterity instead of
Strength for the attack and damage rolls of your Deflect Missles
Unarmed Strikes and Monk Weapons. In addition, when
At level 3, You can use your Reaction to deflect melee and
you choose the Grapple or Shove option, you can use
ranged attacks against you that deal Bludgeoning, Piercing,
your Dexterity modifier instead of Strength to or Slashing damage. When you do so, the total damage
determine the saving throw DC. you take from the attack is reduced by 1d10 plus your
Martial Arts Die. You can roll a d6 in place of the Dexterity modifier plus your Monk level.
normal damage of your Unarmed Strike or Monk If you reduce the damage to 0, you can spend 1 Ki Point
Weapons. This die changes as you gain Monk levels, as to redirect some of the attack’s force. If you do so, choose
shown in the Martial Arts column of the Monk table a creature within 5 feet of you if the attack was a melee
attack or 60 feet of yourself that isn’t behind Total Cover if
Ki the attack was a ranged attack.
That creature must succeed on a Dexterity saving throw
At 2nd level, your self-focus and martial training allow you or take damage equal to two rolls of your Martial Arts die
to harness a well of extraordinary energy within yourself, plus your Dexterity modifier. The damage is the same type
known as Ki. Your access to this energy is represented by a dealt by the attack
number of Ki Points.
Your Monk level determines the number of points you Monastic Tradition
have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel certain Monk At level 3, You gain a Monk subclass of your choice: Way of
features. You start knowing three such features: Flurry of The Shadow, Way of the Four Elements, or Way of the
Blows, Patient Defense, and Step of the Wind, each of Hand. These choices are detailed at the end of the class
which is detailed below. A subclass is a specialization that grants you special
When you spend a Ki Point, it is unavailable until you abilities at certain Monk levels. For the rest of your career,
finish a Short Rest or Long Rest, at the end of which you you gain each of your subclass’s features that are of your
regain all your expended points. Monk level and lower.
Some features that use Ki Points require your target to
make a saving throw. The saving throw DC equals 8 plus Ability Score Improvement
your Proficiency Bonus plus your Wisdom modifier.
At level 4, You gain the Ability Score Improvement feat or
Flurry of Blows. You can spend 1 Ki Point to make two another feat of your choice for which you qualify. As
Unarmed Strikes as a Bonus Action. shown on the Monk table, you gain this feature again at
levels 8, 12, 16, and 19.
Patient Defense. You can take the Disengage action
as a Bonus Action. Alternatively, you can spend 1 Ki Slow Fall
Point to take both the Disengage and the Dodge actions
as a Bonus Action. At level 4, You can use your Reaction when you fall to
reduce any damage you take from the fall by an amount
Step of the Wind. You can take the Dash action as a equal to five times your Monk level.
Bonus Action. Alternatively, you can spend 1 Ki Point to
take both the Disengage and Dash actions as a Bonus Extra Attack
Action, and your jump distance is doubled for the turn.
At level 5, You can attack twice, instead of once, whenever
Uncanny Metabolism you take the Attack action on your turn
At level 2, When you roll Initiative, you can regain all Stunning strike
expended Ki Points. When you do so, roll your Martial Arts
die, and regain a number of Hit Points equal to your Monk Also at level 5, Once per turn when you hit a creature with
level plus the number rolled. a Monk Weapon or an Unarmed Strike, you can spend 1 Ki
Once you use this feature, you can’t use it again until Point to attempt a stunning strike. The target must make a
you finish a Long Rest. Constitution saving throw. On a failed save, the target has
the Stunned condition until the End of your next turn.
Unarmoured Movement On a successful save, the target takes Force damage
equal to a roll of your Martial Arts die plus your Wisdom
Also at 2nd level, Your speed increases by 10 feet while modifier.
you aren’t wearing armor or wielding a Shield. This bonus
increases when you reach certain Monk levels, as shown
on the Monk table
2
Empowered Strikes Tongue of the sun and moon
Starting at 6th level, your unarmed strikes count as Starting at 13th level, you learn to touch the ki of other
magical for the purpose of overcoming resistance and minds so that you understand all spoken languages.
immunity to nonmagical attacks and damage. Moreover, any creature that can understand a language
can understand what you say.
Evasion
Diamond Soul
At level 7, When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half Starting at level 14, your physical and mental Ki grant you
damage, you instead take no damage if you succeed on proficiency in all saving throws.
the saving throw, and only half damage if you fail. Additionally, whenever you make a saving throw and fail,
You don’t benefit from this feature if you have the you can spend 1 ki Point to reroll it and take the second
Incapacitated condition. result.
Self-Restoration
At level 10, Through sheer force of will, you can remove
one of the following conditions from yourself at the end of
each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you
levels of Exhaustion.
Deflect Energy
At level 13, you can now use your Deflect Attacks feature
against attacks that deal any damage type, not just
Bludgeoning, Piercing, or Slashing.
3
Warrior of the Hand Way of Shadow
Warriors of the Hand are masters of unarmed combat. Warriors of Shadow practice stealth and subterfuge,
They learn techniques to push and trip their opponents channeling their reservoirs of power to harness the power
and manipulate their own energy to protect themselves of the Shadowfell. They are at home in darkness, able to
from harm. draw gloom around themselves to hide, to leap from
shadow to shadow, and even to take on a wraithlike form
Open Hand Technique of living shadow
4
Way of the Four Elements Environmental Burst
The tradition of the Four Elements encompasses Monks At level 6, you can create explosive bursts of elements as
who tap into the power of the Elemental Planes through you buffet your foes. You can spend 1 ki as an action to
their practice of martial arts. Some of these Monks focus create one of the following effects:
on a single element, learning to wreathe their fists in fire
Fist of Unbroken Air: A creature within 30ft of you
and cause explosive bursts of flame, or to wield mighty
must make a strength saving throw or take
gusts of icy wind.
bludgeoning damage equal to 3 rolls of your martial
Others weave the elements together and learn a variety arts die and be knocked away from you up to 30 feet. If
of techniques to harness the appropriate elemental force
the creature impacts an object or creature, they stop
for each particular circumstance.
and take another martial arts die of bludgeoning
damage
Elemental Attunement
Flames of the Pheonix: Choose a point within 60ft of
You can use an action to create one of the following you. Creatures within a 20ft radius of that point must
effects: succeed on a dexterity saving throw or take fire
Beckon Air: You create a breeze strong enough to damage equal to 3 rolls of your martial arts die, taking
ripple cloth, stir dust, rustle leaves, and close open doors half on a success.
and shutters, all in a 5-foot cube. Doors and shutters being
held open by someone or something aren’t affected. Glacial Prison: Pillars of Ice erupt around a creature
Beckon Earth: You create a thin shroud of dust or sand you can see. They must make a dexterity saving throw
that covers surfaces in a 5-foot-square area, or you cause or take 2d10 cold damage as icicles pierce their flesh,
a single word to appear in your handwriting in a patch of and become restrained. A restrained creature must
dirt or sand. make an athletics check as an action to break free
Beckon Fire: You create a thin cloud of harmless
Wave of Rolling Stone: A wave of stone erupts in a
embers and colored, scented smoke in a 5-foot cube. You
20ft radius around you as you stomp your foot into the
choose the color and scent, and the embers can light
ground. Any creature within the radius must succeed
candles, torches, or lamps in that area. The smoke’s scent
on a strength saving throw or take bludgeoning
lingers for 1 minute.
damage equal to 2 rolls of your martial arts die and be
Beckon Water: You create a spray of cool mist that
knocked prone. Additionally, the area that the wave
lightly dampens creatures and objects in a 5-foot cube.
erupted in conuts as Difficult Terrain for enemies until
Alternatively, you create 1 cup of clean water either in an
the start of your next turn
open container or on a surface, and the water evaporates
in 1 minute.
Stride of the Elements
Elemental Body When you use your Step of the Wind, you gain a Fly Speed
and Swim Speed equal to your Speed for 10 minutes.
At the start of your turn, you can spend 1 Ki Point to imbue
yourself with elemental energy. The energy lasts for 10
minutes or until you have the Incapacitated condition. You
Elemental Epitome
gain the following benefits for the duration When you use the Elemental Attunement feature, you also
gain the following benefits for the duration:
Elemental Strikes. Whenever you hit with your
Unarmed Strike, you can cause it to deal your choice of Damage Resistance. You gain resistance to one of the
Acid, Cold, Fire, or Lightning damage rather than its following damage types of your choice: Acid, Cold, Fire,
normal damage type. Additionally, Whenever you or Lightning. At the start of each of your turns, you can
spend a ki point, your next unarmed attack deals change this choice.
additional damage equal to your martial arts die
Destructive Stride. When you use your Step of the
Grasp of the elements When you deal damage with Wind, your Speed increases by 20 feet until the end of
an Unarmed Strike, you can also force the target to the turn. For that duration, any creature of your choice
make a Strength saving throw. On a failed save, you can takes damage equal to two rolls of your Martial Arts die
move the target up to 10 feet toward or away from you, when you enter a space within 5 feet of it. The damage
as elemental energy swirls around it. is the same type you chose for this feature’s damage
resistance. A creature can take this damage only once
Reach. When you make an Unarmed Strike, your reach
per turn.
is 10 feet greater than normal, as elemental energy
extends from you.
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