Monk, Regenerating Ki variant (5e Class)

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Monk, Regenerating Ki variant[edit]

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: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Strength and Dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Monk

Level Proficiency
Bonus
Features Martial Arts Unarmored Movement
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Ki, Dedicated Weapon, Unarmored Movement 1d4 +10 ft.
3rd +2 Monastic Tradition, Deflect Missiles, Ki-Fueled Attack 1d4 +10 ft.
4th +2 Ability Score Improvement, Ability Score Improvement, Slow Fall, Quickened Healing 1d4 +10 ft.
5th +3 Extra Attack, Stunning Strike, Focused Aim 1d6 +10 ft.
6th +3 Ki-Empowered Strikes, Monastic Resolve, Monastic Tradition feature 1d6 +15 ft.
7th +3 Evasion, Stillness of Mind, Nova Strike 1d6 +15 ft.
8th +3 Ability Score Improvement, Ability Score Improvement 1d6 +15 ft.
9th +4 Unarmored Movement Improvement 1d6 +15 ft.
10th +4 Purity of Body 1d6 +20 ft.
11th +4 Monastic Tradition feature 1d8 +20 ft.
12th +4 Ability Score Improvement, Ability Score Improvement 1d8 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 +20 ft.
14th +5 Diamond Soul 1d8 +25 ft.
15th +5 Timeless Body 1d8 +25 ft.
16th +5 Ability Score Improvement, Ability Score Improvement 1d8 +25 ft.
17th +6 Monastic Tradition feature 1d10 +25 ft.
18th +6 Diamond Body 1d10 +30 ft.
19th +6 Ability Score Improvement, Ability Score Improvement 1d10 +30 ft.
20th +6 Perfect Self 1d10 +30 ft.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts[edit]

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons 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.
  • 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, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

You can use your Dexterity instead of your Strength when you make Strength (Athletics) checks for grappling contests.

Ki[edit]

Starting at 2nd 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. You start every day with 2 ki points, gaining 1 point every hour up to a maximum of 6. On a short rest, you can meditate for at least 30 minutes, to fill up all 6 ki points.

When you roll initiative, your heightened sense of awareness accelerates your ki generation. All ki points you have at the beginning of combat are expended, and you generate 2 points per round until the end of the combat.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Dedicated Weapon[edit]

Starting at 3rd level, You can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing 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.

Monastic Tradition[edit]

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.

Deflect Missiles[edit]

Starting at 3rd level, 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 20/60 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.

Ability Score Improvement[edit]

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Slow Fall[edit]

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.

Quickened Healing[edit]

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Ki-Fueled Attack[edit]

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike[edit]

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 2 ki points to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Focused Aim[edit]

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monastic Resolve[edit]

Starting at 6th level, you can use a bonus action to gain 2 temporary Ki points at the start of your next turn, which are lost at the end of that turn.

Monastic Tradition Feature[edit]

At 6th level, you gain one feature granted by your Monastic Tradition.

Evasion[edit]

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[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Nova Strike[edit]

Starting at 7th level, when you begin your turn with 8 ki points (6 standard plus 2 temporary), you can expend them all to perform a Flurry of Blows, and make every eligible attack made that turn a Stunning Strike.

Ability Score Improvement[edit]

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Unarmored Movement Improvement[edit]

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Monastic Tradition Feature[edit]

At 11th level, you gain one feature granted by your Monastic Tradition.

Ability Score Improvement[edit]

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Tongue of the Sun and Moon[edit]

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul[edit]

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body[edit]

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. In addition, you no longer need food or water.

Ability Score Improvement[edit]

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Monastic Tradition Feature[edit]

At 17th level, you gain one feature granted by your Monastic Tradition.

Empty Body[edit]

Starting at 18th level, you can use your action to spend 4 ki points and become invisible for 1 minute. During that time, you have resistance to all damage but force damage.

Additionally, you can spend 6 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.

Perfect Self[edit]

At 20th level, Flurry of Blows, Step of the Wind, and Patient Defense no longer cost ki points.


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