Extended Monk Levels (5e Class)
Extended Monk Levels[edit]
These are additional levels for the Monk class. See Level 40 Expansion (5e Variant Rule) for more info.
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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monk level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) None or (b) {{{item1b}}}
Level | Proficiency Bonus |
Martial Arts | Ki Points | Unarmored Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d10 | 21 | +30 ft. | Demigod |
2nd | +2 | 1d10 | 22 | +35 ft. | Whirlwind of Blows |
3rd | +2 | 2d6 | 23 | +35 ft. | Improved Ability Score Improvement |
4th | +2 | 2d6 | 24 | +35 ft. | Ability Score Improvement, Deflect Spells |
5th | +3 | 2d6 | 25 | +35 ft. | Perfect Soul |
6th | +3 | 2d6 | 26 | +35 ft. | Monastic Tradition feature |
7th | +3 | 2d6 | 27 | +40 ft. | Hover |
8th | +3 | 2d6 | 28 | +40 ft. | Ability Score Improvement, Improved Ability Score Improvement |
9th | +4 | 2d6 | 29 | +40 ft. | Elemental Strikes |
10th | +4 | 2d8 | 30 | +40 ft. | Monastic Tradition feature |
11th | +4 | 2d8 | 31 | +40 ft. | Purity of Mind |
12th | +4 | 2d8 | 32 | +40 ft. | Ability Score Improvement, Extra Attack (3) |
13th | +5 | 2d8 | 33 | +45 ft. | Timeless Spirit |
14th | +5 | 2d8 | 34 | +45 ft. | Improved Ability Score Improvement |
15th | +5 | 2d8 | 35 | +45 ft. | Monastic Tradition feature |
16th | +5 | 2d8 | 36 | +45 ft. | Ability Score Improvement, Perfect Ki |
17th | +6 | 2d8 | 37 | +45 ft. | Meditative Power |
18th | +6 | 2d10 | 38 | +45 ft. | Air Dash |
19th | +6 | 2d10 | 39 | +45 ft. | Ability Score Improvement, Monastic Tradition feature |
20th | +6 | 2d10 | 40 | +50 ft. | Abbot of the Gods |
Demigod[edit]
At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a monk and transforming you into a minor deity in your own right. Your creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow green whenever you cast a spell, your skin might take on a permanent greenish tint to suit your environment better, or your hair might float around as though unaffected by gravity whenever you rest or meditate. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Additionally, you cannot gain levels in any other class.
Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.
- Whirlwind of Blows
At 22nd level, the speed at which you can attack your foes is inflated by your transition from mere mortal to divine power. Immediately after you use your Flurry of Blows feature, you can spend a number of ki points up to your Wisdom modifier to make that many more unarmed strikes as part of that Flurry of Blows. In addition, you can make one unarmed strike whenever you spend ki points using your bonus action.
Improved Ability Score Improvement[edit]
When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.
Deflect Spells[edit]
Starting at 24th level, your mastery of ki and your newfound divinity grant you the ability to stop and redirect certain spells, just as you would a missile. You can use your reaction to deflect or catch the spell when you are hit by a ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can spend 2 ki points to make a ranged spell attack with the spell as part of the same reaction, not catching the spell but rather redirecting it at another target. You make the attack using your Dexterity modifier, and the spell counts a monk weapon for the attack.
Alternatively, you can use your reaction to catch, contain, and redirect certain spells that do not use attack rolls. Whenever you become the target of such a spell that uses beams, rays, or some other such visible mode of transportation for the effect of the spell, you can use your reaction and spend 1 ki point to attempt to contain the spell. Make a check using your Wisdom ability modifier. The DC for this check equals 10 + the spell’s level. On a success, the damage against you from the spell is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you grab a portion of the spell and contain it in a white bead. The spell’s area of effect then treats you as a 5-foot wide and 10-foot tall surface that provides full cover, and any portions of the spell’s area of effect that are prevented by full cover are contained within that bead. You can then spend an additional 3 ki points to throw the bead up to the spell’s range, where the contained portion of the spell’s area of effect resumes, using the same saving throw DC. If you don’t throw the bead as part of the reaction, you can instead throw it up to the spell's range as an action during your next turn. If you don't throw the bead before the end of your next turn, it fizzles and disappears.
Perfect Soul[edit]
Starting at 25th level, when you roll for initiative and have less than half your ki points remaining, you regain 2 ki points.
Hover[edit]
At 27th level, you are able to fall so slowly that you instead float in midair. As a reaction to falling, you can spend 1 ki point to stop falling. At the beginning of each of your subsequent turns, you can spend 2 ki points to remain hovering. While hovering, you cannot move laterally unless you also move the same distance down vertically. For example, while hovering you can move 15 feet forward and 15 feet down. You can also simply move down without moving any distance horizontally. Once you use this feature, you cannot do so again until your feet touch a solid surface.
Elemental Strikes[edit]
Starting 29th level, before you make an unarmed strike, you can choose to deal cold, fire, or lightning damage instead of the attack's normal damage type with that attack.
Purity of Mind[edit]
Starting at 31st level, your mastery of ki makes you immune to being charmed or frightened. You also cannot be persuaded or intimidated unless you want to be, and you are immune to magic that would alter your ability to deceive or otherwise be untruthful, such as the spell zone of truth.
Timeless Spirit[edit]
At 33rd level, your ki has become powerful enough to prevent you from having to pass into the afterlife. You no longer age, and can change your apparent age by up to 50 years by meditating for 16 hours straight. Additionally, if your body dies, you can choose for your spirit to remain on the Material plane. You can then possess other creatures, as with the ghost’s possession action, but only if the creature is willing. The statistics of the body of a creature you possess are temporarily replaced by your statistics, including but not limited: to ability scores, class and race features, maximum hit points and hit dice, and background features. A possessed creature can use its action to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus, forcing you out on a successful save. On a failed save, it cannot attempt to do so again until 24 hours have passed. Alternatively, at any time it can choose to allow your spirit to take full possession of the body by having its soul leave the body and go into the afterlife. If that happens, you can choose to have your old physical characteristic replace those of the new body, such as hair color, physical size, hands to claws or vice versa, etc.
If the body of a creature you possess is reduced to 0 hit points, you are forced out of the body and it regains its previous statistics. You are then unable to possess another creature for 1 week.
Perfect Ki[edit]
Starting at 36th level, whenever you roll initiative, you regain 2 ki points.
Meditative Power[edit]
At 37th level, your connection to the base forces of energy strengthens, granting you extraordinary power over mind and body. Your Strength, Dexterity, and Wisdom each increase by 2, to a maximum of 26; your jump distances increase by 10 feet; and you add half your proficiency bonus, rounded down, to the damage of your unarmed strikes.
Air Dash[edit]
Starting at 38th level, while you are hovering you may spend 1 ki point to allow yourself to move laterally through the air without also losing height until the end of your turn.
Abbot of the Gods[edit]
At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, your unarmed strikes cause cones of energy when they make contact with another creature. Each time you hit a creature with an unarmed strike that deals cold, fire, or lighting damage, you can spend 1 ki point to force each creature within a 10-foot cone originating from your unarmed strike to make a saving throw, causing them to take half the amount of damage dealt to the target on a failed save. The creatures make Dexterity saves if it was fire or lightning damage, and Constitution if it was cold. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.
Monastic Tradition[edit]
Way of the Open Hand[edit]
- Open Hand Mastery
Starting at 26th level, your ability to manipulate your enemy’s ki improves. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can instead impose one of the following effects on the target:
- It must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
- It must make a Charisma saving throw with advantage or be charmed by you until the end of its next turn or until it takes any damage.
- It can only use its action and movement during its next turn.
- Replenishing Body
At 30th level, your ability to heal yourself improves. Your Wholeness of Body feature replenishes hit points equal to four times your Monk level instead of three. Additionally, you gain temporary hit points equal to your Wisdom modifier at the start of each of your turns.
- Serenity
Starting at 35th level, your special meditation takes less time to complete. You gain the effect of a sanctuary spell at the end of a short rest that lasts until the start of your next short or long rest, rather than at the end of a long rest.
- Tremor Punch
At 39th level, the vibrations you can set in someone’s body can be far deadlier, but require far more effort. You can spend an additional 17 ki points when you start these vibrations, and when you end them the target makes the save with disadvantage, it takes 30d10 force damage on a successful save, and you immediately gain 1 level of exhaustion.
Way of Shadow[edit]
- Dark Techniques
By 26th level, the variety of effects you can replicate using your ki increases, granting you a greater ability to take advantage of any situation. As an action, you can spend 3 ki points to cast the spells blink, gaseous form, major image, or vampiric touch, without providing material components. Additionally, you can cast the spell sleep without expending a spell slot or material components, and can’t do so again until you finish a short or long rest. You can cast the spell again before then by spending 1 ki point.
When you cast sleep using this feature, you can spend ki points to increase the level the spell is cast at: for every 1 ki point you spend, the spell is cast one level higher. You cannot spend more than 6 ki points in this way. This limit is increased to 7 ki points at 29th level, and to 8 ki points at 33rd level.
- Shrouded Jump
Starting at 30th level, your control over shadows allows you to be accompanied during your exploits. Whenever you use your Shadow Step feature, you can instead cast dimension door without expending a spell slot or using any components, but the restrictions on when you can use the feature and to where you can teleport still apply.
- Shawl of the Forgotten
At 35th level, you can choose to cast the spell greater invisibility without expending a spell slot or using any components whenever you use your Cloak of Shadows features, targeting yourself only. Stepping into an area of bright light ends the spell.
- Misdirector
Beginning at 39th level, your attacks seem to come from nowhere and everywhere all at once. After each melee attack you make while both you and the target are standing in an area of dim light or darkness, you can teleport up to 20 feet into another area of dim light or darkness. You gain advantage on the next melee attack roll you make against the same target this turn if you teleported at least 10 feet using this feature. Additionally, whenever you hit a creature with a melee attack, you can push it up to 5 feet away from you.
Way of the Four Elements[edit]
- Learner of the Primordial Traditions
At 26th level, the celestial nature of your being enhances the elemental energies you wield, allowing you to do greater things with them. You learn one new elemental discipline as well as your first elemental tradition, which is detailed in “Elemental Traditions” below. You learn one additional elemental tradition of your choice at 30th, 35th, and 39th level.
Whenever you learn a new elemental tradition, you can also replace one elemental discipline or one elemental tradition that you already know with a different tradition.
Casting Elemental Spells. Some elemental traditions allow you to cast spells. See Chapter 20 of the PHB for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Also at 26th level, you can spend additional ki points to increase the level of an elemental tradition spell that you cast, provided that the spell has an enhanced effect at a higher level, as chain lightning does. The spell’s level increases by 1 for each ki point you spend. For example, if you are a 29th-level monk and use Leaping Disruptive Ki to cast chain lightning, you can spend 8 ki points to cast it as a 7th-level spell. (the tradition’s base cost of 7 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. This table also applies to spells you cast using your Disciple of the Elements feature.
Spells and Ki Points | |
---|---|
Monk Levels | Maximum Ki Points for a Spell |
21st-24th | 7 |
25th-28th | 8 |
29th-32nd | 9 |
33rd-40th | 10 |
- Elemental Traditions
The elemental traditions are presented in alphabetical order. If a tradition requires a level, you must be that level in this class to learn the tradition. If the tradition has other requirements, you must have those requirements to learn the tradition.
Arctic Wall. You can spend 7 ki points to cast wall of ice.
Avatar’s Assault (35th Level Required). You can spend 8 ki points to cast prismatic spray.
Celestial Carriages of Air. You can spend 7 ki points to cast wind walk, except instead of the chosen creatures turning into gaseous forms, invisible platforms of solid air 1 foot thick and 5 feet on each side carries each of the chosen creatures. Each creature controls its own platform, but a platform disappears if it moves further than 600 feet from you. The spell is otherwise unchanged.
Cloud of Raging Fire (35th Level Required). You can spend 9 ki points to cast incendiary cloud.
Doom of the Dragon (39th Level Required). You can spend 10 ki points to cast meteor swarm, except instead of meteors you create massive pools of lava that disappear quickly and deal additional fire damage instead of bludgeoning.
Elemental Barrier (39th Level Required). You can spend 10 ki points to cast prismatic wall, except each layer is as follows (presented in the same order as in the spell): A layer of searing fire; a layer of swirling mist; a layer of crackling electricity; a layer of churning rocks and liquid mercury; a layer of freezing water; a layer of darkened ice; and a layer of winds swirling so violently they are opaque.
Fist of Crushing Mountains (30th Level Required). When you use the Attack action on your turn, you can spend 5 ki points to imbue your kicks and punches with the force of the ancient primordials. Creatures cannot benefit from armor, natural armor, or shields when determining their AC for your unarmed strikes this turn. A hit with such an attack deals force damage instead of bludgeoning, and if you spend 3 ki points when the attack hits, it becomes a critical hit.
Grasp of the Celestial Tundra (35th Level Required). You can spend 9 ki points to cast power word stun.
Improved Elemental Attunement (Elemental Attunement Discipline Required). When you use your action to briefly control elemental forces using your Elemental Attunement discipline, you can choose to create more powerful effects.
- Create a harmful, instantaneous physical effect related to air, earth, fire, or water, such as a shower of hot embers, a powerful blast of wind, a torrent of hail, or a small quake that causes jagged spikes of earth to rupture from the ground. The effect must target a creature within range, and if they fail a Dexterity saving throw they take 2d10 damage of the appropriate damage type (bludgeoning for air, fire for fire, slashing for earth, or cold for water).
- Instantaneously light or snuff any number of open sources of nonmagical fire within range.
- Cook or freeze up to 10 lbs of nonliving material. If frozen, it lasts for 6 hours.
- Cause earth, fire, water, or mist that can fit within a 10-foot cube to shape itself into a detailed form you designate for 10 minutes.
One With Stone. You can spend 7 ki points to cast flesh to stone.
Patient Phoenix’s Ploy (30th Level Required). You can spend 8 ki points to cast delayed blast fireball.
Sphere of Impenetrable Air. You can spend 7 ki points to cast globe of invulnerability.
Talons of the Thunderbird. You can spend 7 ki points to cast chain lightning.
Titan’s Stirring (35th Level Required). You can spend 9 ki points to cast earthquake, centered on yourself. You are immune to the effects of the spell when cast this way.
Wave of Unbroken Water (35th Level Required). You can spend 9 ki points to cast tsunami.
Wrath of the Phoenix (30th Level Required). You can spend 8 ki points to cast fire storm.
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