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[in character description of action]
[out of universe description]
source
(details on source of monk powers. Connecting to Lucuhael as well as training required)
social
(the roles monks take up in society and the reactions to them and theirs toward other classes)
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| Level | Prof. Bonus | Special | Martial Arts Die | Ki Powers | FP |
| 1 | +2 | Ki Power, Meditation, Martial Arts | 1d6 | 2 | 3 |
| 2 | +2 | Wholeness of Body | 1d6 | 3 | 7 |
| 3 | +2 | Monk's Path | 1d6 | 3 | 10 |
| 4 | +2 | ASI, Imbued Strikes (common) | 1d6 | 4 | 14 |
| 5 | +3 | Extra Attack, Merciful Touch | 1d6 | 4 | 17 |
| 6 | +3 | Path Feature | 1d6 | 5 | 21 |
| 7 | +3 | ASI | 1d8 | 5 | 24 |
| 8 | +3 | Advanced Ki Powers | 1d8 | 6 | 28 |
| 9 | +4 | Path Feature | 1d8 | 6 | 31 |
| 10 | +4 | ASI, Imbued Strikes (unc.) | 1d8 | 7 | 35 |
| 11 | +4 | Extra Attack (2) | 1d8 | 7 | 38 |
| 12 | +4 | Improved Merciful Touch | 1d8 | 8 | 42 |
| 13 | +5 | ASI | 1d10 | 8 | 45 |
| 14 | +5 | Path Feature, Imbued Strikes (rare) | 1d10 | 8 | 49 |
| 15 | +5 | Master Ki Powers | 1d10 | 9 | 52 |
| 16 | +5 | ASI | 1d10 | 9 | 56 |
| 17 | +6 | Extra Attack (3) | 1d10 | 9 | 59 |
| 18 | +6 | Imbued Strikes (legendary) | 1d10 | 10 | 63 |
| 19 | +6 | ASI, Greater Merciful Touch | 1d12 | 10 | 66 |
| 20 | +6 | [Capstone] | 1d12 | 10 | 70 |
Health Die: d10
Spell Die: d6
Hit points at 1st level: 10 + Constitution score
Hit points each level beyond 1st: 6 + constitution modifier
Proficiencies:
Armor: Unarmored Defense (Wisdom)
Weapons: Six weapon groups of choice
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Insight, Medicine, Perception, Performance, Religion, or Stealth.
Tools: none
Starting Equipment:
- menu A
- menu B
- menu C
- general gear
Creating a Monk
Example Build:
Monk Dual-Classing
Sacrificed: Monk Path
Dual-Classing Into Monk
Requirements: 3rd level, STR13+, WIS13+
Ki Powers: Gain 2 ki powers at 3rd, +1 at 5th, 10th, 15th, and 20th; uses same level limit progression.
Martial Arts: Gain martial arts ability, using a d6, which increases to a d8 at 11th level.
6th Level: Gain Wholeness of Body and Imbued Strikes abilities.
9th Level:
14th Level:
20th Level:
Ki Powers: (spend FP to use; FP limit is equal to your proficiency bonus)
Martial Arts: Select a number of weapon groups you are proficient in equal to your proficiency bonus. With those weapons and unarmed strikes, you may use your martial arts die in place of the normal damage die for those weapons, if it is larger. Certain ki powers and monk features are based on your martial arts die, and may require you to use your martial arts weapons for them. You may also use unarmed strikes to qualify for dual wielding, so long as you are using your martial arts die for your primary weapon.
When you take the attack action, you may enter a stance until the end of combat or you change to another stance. Stances come with a benefit that you may spend your reaction on your turn to activate.
- Daybreak – On a successful attack with a martial arts weapon, you may spend your reaction to deal additional radiant damage equal to your martial arts die. At 10th level, this additional radiant damage is equal to two rolls of your martial arts die.
- Noon – You may spend your reaction to gain a bonus to your attack roll equal to a roll of your martial arts die, even after seeing the result, which may turn a failure into a success.
- Twilight – After taking the attack action, you may spend your reaction on your turn to take the dodge or withdraw action.
Wholeness of Body: Gain points equal to wisdom mod + level; spend points up to proficiency bonus to heal a touched creature for 1 roll of your martial arts die per point spent. Healing another creature is an action, but healing yourself is a bonus action.
Merciful Touch: When using wholeness of body, may remove conditions or effects by reducing the healing applied.
At 5th level, the conditions you may cleanse are:
At 10th level, the conditions you may cleanse are:
At 15th level, the conditions you may cleanse are:
Imbued Strikes: (can spend FP to enchant martial arts attacks to bypass damage resistance and immunity as certain materials)
Common (brass, bronze, copper, magic, stone, wood)
Uncommon (crystal, glass, silver, steel; +1)
Rare (adamantine, gold, mithril; +2)
Legendary (epic, orichalcum; +3)
Extra Attack: When you take the attack action, you may make a up to two attacks instead of only one. At 11th level, you may make up to three attacks when you take the attack action, and at 17th level, you may make up to four attacks when you take the attack action.
Ki Powers
Some of these will be exclusive to paths.
Basic Ki Powers
Battle Focus
You may spend an action to center yourself, gaining a battle focus that may be spent in the following ways. You may have a number of battle foci equal to half your proficiency bonus at one time.
- Inner Calm: When making an intelligence, wisdom, or charisma saving throw, you may spend your battle focus to gain a bonus to that saving throw equal to a roll of your martial arts die.
- Loud Cry: As part of your kiai martial arts ability, you may spend your battle focus to attempt to demoralize all foes within 10 feet of you that can hear you.
- Warrior's Prowess: As part of using a prowess ability, you may spend your battle focus instead of a prowess die, using your martial arts die in place of your prowess die.
Echoing Bell
When you strike a creature in melee with a martial arts weapon, you may set up an echo within it for up to 1 minute; any one creature may only have one echo set within it an one time. At any point within that minute, you may choose to detonate any number of echoes as an action, dealing damage to the affected creatures equal to a number of rolls of your martial arts die equal to your proficiency bonus. You may spend focus points when you detonate the echo, rolling one additional martial arts die for each focus point spent, and adding it to the damage dealt.
- Gentle Ring: You may place an echo in a creature within range of your touch as an attack; the creature must make a dexterity saving throw to avoid having the echo placed within it.
- Sound-Sight: You are able to detect creatures and obstacles within 15 feet of yourself through sound alone. You may "see" in this area even if you are otherwise blind, and you may also perceive invisible creatures within this area; they gain no benefits from their invisibility. This ability does not function in an area of magical silence. You may also locate a creature within which you have placed an echoing bell up to 90 feet away, even if it is otherwise hidden.
Fire Dance:
Any ki powers you use that deal damage not based off a weapon other than your martial arts die may deal fire damage instead.
- Flame Clone Strikes: As an action, you may spend 2 or more FP to target a number of creatures you can perceive within 30 feet of you equal to 1 + the focus points spent; you may make one attack roll against each selected creature, dealing fire damage equal to your cantrip dice + bludgeoning damage equal to a roll of your martial arts die on a successful attack. After the attacks are resolved, you appear in a square of your choice that is adjacent to one of your targets. For every 3 focus points spent, you add one additional roll of your martial arts die to the bludgeoning damage dealt.
Flurry of Blows
If you make an off-hand attack with a martial arts weapon, you apply your full ability modifier to its damage. If you do make an off-hand attack, you gain a shield bonus equal to your strength modifier until the start of your next turn.
- Asura's Strike: When you take the attack action with a martial arts weapon, you may spend 2 FP to make one additional attack as part of that attack action. Instead of the normal limit on focus points, you may spend +2 FP for each attack granted by your extra attack class feature (4 FP at 5th level, 6 FP at 11th level, etc), and for every +2 FP you spend when activating this ability, you may make an additional attack.
Ki projection
You may launch a small burst of ki which functions as an unarmed strike, but is a ranged weapon with a range of 30/90ft. In addition, as an action, you may gather up ki; roll your martial arts die and gain that many temporary focus points that may only be spent on ki projection, and last for a number of rounds equal to your constitution modifier (minimum 1).
- Ki Beam: As an action, you may produce a 5ft wide beam that extends from you up to 30 feet away. Creatures within this beam take radiant damage equal to your cantrip dice, or half as much damage with a successful dexterity saving throw. For each focus point spent on this ability, the damage increases by +1d8 and the beam extends up to 10 additional feet.
- Ki Disc: As an action, you may throw a disc of ki as a ranged weapon with a range of 50/150ft. This disc deals magical slashing damage equal to 1d8 + your cantrip dice, and you may make a sever attempt on a large or larger creature on a successful hit. For every 3 focus points spent on this ability, you may throw one additional disc.
- Ki Wave: As an action, you may fire many small bursts of ki, filling up a 15 foot cone in front of you. Creatures within this cone take radiant damage equal to your cantrip dice, or half as much damage with a successful dexterity saving throw. For each focus point spent on this ability, the damage increases by +1d8, and the cone increases by 5 feet in length.
Light Burst
As an action, you may target a 10 foot cube within 30 feet; any creatures within the cube must make a constitution saving throw, taking radiant damage equal to your cantrip dice and suffering 15ft nearsightedness for 1 round.
- Bright Flare: You may spend 3 or more focus points as an action to attempt to blind all creatures within a 30ft cone. A successful constitution saving throw reduces the blind to 1 round, and 15ft nearsightedness for 1 minute, while on a failure the affected creatures are blinded for 1 minute.
Spiritual Armor
You may center yourself as an action, gaining aegis points equal to a roll of your martial arts die plus your proficiency bonus.
- Repel Evil: As a reaction, if you have aegis points when a creature moves within 5 feet of you, you may expend any number of those aegis points to deal an equal amount of force damage to all creatures within 5 feet of you, and pushing them 5 feet directly away from you. A successful strength saving throw negates this movement.
- Shroud of Spirit: You may spend focus points as an action, allowing you to calculate your armor class as 11 + your dexterity bonus + the number of FP spent for the next 8 hours. At 10th level, this bonus increases by +1. While you have shroud of spirit active, you also treat the effects of miasma as if they were 2 levels lower.
4th level Ki Powers
Breaking Point Technique
Deal double damage to objects.
- Spend FP to reduce damage taken by 3 per point spent (proficiency bonus limit)
Five Element Stances
Earth
Fire
Metal
Water
Wood
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Advanced Ki Powers; 8th level
augment ki
(kaioken; haste on self only, break fp limit, lose concentration and gain exhaustion)
glittering mist hidden technique
(invisibility, fog cloud)
Moon Stances
Eclipse Stance: (mirror image)
Full Moon Stance: ()
New Moon Stance: ()
Waxing/Waning Stance: (Must be used between full moon and new moon;)
rising reverse pounce
(cold and hot stances; passive bonus vs emotion, goad, tornado finisher)
soaring dragon flight
(flight ability, low ceiling at first, improves later)
Master Ki Powers; 15th level
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Subclasses
Guts
Delayed Damage pool; can spend from this pool to use extra abilities.
- Bulk Up - (no action; take HP burn up to amount in delayed damage pool to gain temporary HP for 3 rounds, equal to 2 * burn gained)
- Hot Blooded - (no action; take HP burn up to amount in delayed damage pool to gain temporary FP until start of next turn, equal to 2 * burn gained)
- Payback - (as part of using brutal strike, deal damage equal to the amount spent from your delayed damage pool)
Iron
Tough to kill, tough to peel. Punishes enemies for attacking allies.
- Iron Wrist Style (When using two-weapon fighting while unarmed, gain a +2 shield bonus to armor class)
Martial Arts:
- Snapping Turtle Style (on a successful martial arts weapon attack, you may spend a bonus action to grapple the target of your attack with a bonus equal to your martial arts die)
Sage
Casting focused? Utility for allies; can grant meditation's effects to allies. Can create spirit orbs equal to proficiency bonus per short rest, additional by spending FP, which may be consumed for sage abilities)
Meditation
Performed over the course of a long rest, a monk may focus herself in ways for the coming day.
First Step of 1,000 Miles - (Increase overland travel speed for self and party; self-only, increase speed in first round of combat by 10 feet)
Ki Detection - (increase passive perception; use full bonus even when sleeping, self alarm effect during rest)
Spiritual Nourishment - reduce food requirement for the next day
Strength of the Earth - (increase carrying capacity)