Monk, 4rd Variant (5e Class)
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Monk, 4rd Variant
As a Monk you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Shortsword, Scimitar and Whip
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Strength and Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) 10 Dart or (b) any Simple Weapons
- (a) an explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 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.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- You can make one unarmed strike as a bonus action.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start by choosing from the list 3 ki techniques. level.Additionally, If you have a spell(s) granted through racial abelites, lineages or other class features the spell(s) can be fueled by your ki. 1 ki is equivalent to a 1st level spell.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
- Flurry of Blows. Immediately after you make your bonus action on your turn, you can spend 1 ki power to make one unarmed strikes as part of your bonus action.
- Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- Secret Technique. You learn 1 of the following spells. burning hands, earth tremor, frost fingers, inflict wonds, magic missile, chromatic orb, thunderwave. As an action, you can cast this spell by using 1 ki power per spell level (max:1ki x 1/2 monk level), the spell is performed without providing material components.
- Turtle Breathing Art - 4th level You can hold your breath for a number of hours equal to half of your monk level, and you gain a swimming speed equal to your walking speed. Additionally, you can use your action to give this same power to up to 4 people within 60 feet of you by consuming 1 ki power.
- Ki Transfer - 4th level When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a 1st level spell.
- Flurry of Weapon Attacks - 4th level Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities.
- Eight Extraordinary Meridians - 1th level Your ki pool increases by a number equal to your wisdom modifier. Additionally, when you score a critical hit you regain 1 ki power.
- Divine Sense - 4th level As an action you can activate your divine sense on the region around you. For 1 minute per ki power you can sense the following types of presences within 1 mile of you: Lawful good, Neutral good, Chaotic good, Lawful neutral, Neutral, Chaotic neutral, Lawful evil, Neutral evil, Chaotic evil. This feature doesn’t reveal the creatures’ location or number.
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
- Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Blind Monk. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Brutal. You deal one additional martial arts dice damage once per turn.
- Defensive Stance. As an action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
- Ki Warrior. You learn two cantrips of your choice from the wizard spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
- Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the Battle Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it.
- Monkey Step. You can move up to half your movement speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
- Staff Control. When you use a quarterstaff, or a spear, they gain the reach property, and your jump distance is doubled.
- Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
- Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
At 2nd level, your speed increases by 10 feet while you are not wearing heavy armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You can use your reaction to not fall for a turn.
At 18th level, you gain the ability to move in the air on your turn without falling during the move.
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or one of your allies within your range are hit by a ranged weapon attack. When you do so, the damage 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 with a range of 20/60 using 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.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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. Additionally, you can use the same reaction to give this power to up to 4 people within range of your movement by consuming 1 ki point.
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Unarmed Attack
Beginning at 5th level, after attacking with your bonus action unarmed strikes or with your secondary weapon as part of the same bonus action you can make an unarmed strikes as part of the same bonus action.
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. At 17th level every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
Starting at 6th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, if your weapon is enhanced by a spell, your unarmed strikes are also enhanced as well.
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.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one willing creature that you touch to be charmed or frightened.
At 10th level, your ki is so powerful that it is now part of your body, this makes you immune to diseases and poisons and allows you to use your Wisdom modifier in place of your Strength modifier when making Athletics checks. Additionally the knowledge that you have about your body and the ki energy, allows you as an action to make a Medicine check to cure a disease or a poison from one willing creature that you touch.
Tongue of the Sun and Moon
Starting at 13th level, your way of speaking and your gestures are influenced by your powerful ki. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead of your your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say.
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throw. Additionally, whenever you make a saving throw or an ability check and fail, you can spend 1 ki point to reroll it and take the second result.
At 15th 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. The Ki power that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. You no longer need food or water, but you can still die of old age, however.
Dao of Slaughter
At 15th level, your mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. Perhaps for some creatures forgiveness still exists, but for others the only forgiveness is death. You gain a bonus damage rolls equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
Dao of Void
Starting at 18th level, you can use your bonus action to spend 4 ki points to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 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.
At 20th level, your martial arts training has allowed you to go beyond the human limit. Your body is so used to certain movements that they have become one with your being. You can take two reactions in each round of combat, instead of one. Additionally, every time you roll for initiative, you regain 4 + your Wisdom modifier ki points.