Monk, Rework (5e Class)

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[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: none
Weapons: Simple Weapons, Martial Weapons that have the Light property
Tools: any one type of artisan's tools or any one musical instrument of your choice
Saving Throws: Strength, Dexterity
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

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

  • (a) any simple weapon or (b) any martial weapon that have the Light property
  • (a) a dungeoneer's pack or (b) a explorer's pack
  • (a) any artisan's tools or (b) any musical instrument
  • If you are using starting wealth, you have 5d4 gp in funds.

Table: The Monk

Level Proficiency
Bonus
Martial Arts Ki Points Unarmored Movement Features
1st +2 1d6 - - Martial Arts, Unarmored Defense
2nd +2 1d6 2 +10 ft. Ki, Uncanny Metabolism, Unarmored Movement
3rd +2 1d6 3 +10 ft. Deflect Attacks, Monastic Tradition
4th +2 1d6 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d8 5 +10 ft. Extra Attack, Empowered Strikes
6th +3 1d8 6 +15 ft. Stunning Strike, Monastic Tradition Feature
7th +3 1d8 7 +15 ft. Evasion
8th +3 1d8 8 +15 ft. Ability Score Improvement
9th +4 1d8 9 +15 ft. Unarmored Movement improvement
10th +4 1d8 10 +20 ft. Stillness of Mind
11th +4 1d10 11 +20 ft. Heightened Ki, Monastic Tradition Feature
12th +4 1d10 12 +20 ft. Ability Score Improvement
13th +5 1d10 13 +20 ft. Deflect Energy
14th +5 1d10 14 +25 ft. Diamond Soul
15th +5 1d10 15 +25 ft. Uncanny Metabolism (Two Uses)
16th +5 1d10 16 +25 ft. Ability Score Improvement
17th +6 1d12 17 +25 ft. Monastic Tradition Feature
18th +6 1d12 18 +30 ft. Empty Body
19th +6 1d12 19 +30 ft. Ability Score Improvement
20th +6 1d12 20 +30 ft. Body and Mind

Level 1: Martial Arts[edit]

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which include simple melee weapons martial weapons that have the light 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:

Bonus Unarmed Strike: You can make one Unarmed Strike as a Bonus Action.

Dextrous Attack: You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength when making the check.

Martial Arts Die: You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.

Level 1: Unarmored Defense[edit]

While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Level 2: Ki[edit]

Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. 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 certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you spend a Ki Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.

Some features that use Ki Points require your target to make a saving throw. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.

- Flurry of Blows: You can spend 1 Ki Point to make two Unarmed Strikes as a Bonus Action.

- Patient Defense: You can spend 1 Ki Point and take the Dodge Action as a Bonus Action.

- Step of the Wind: You can take the Dash or Disengage action as a Bonus Action.

Level 2: Uncanny Metabolism[edit]

When you roll Initiative, you can regain all expended Discipline Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 2: Unarmored Movement[edit]

Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table.

Level 3: Deflect Attacks[edit]

You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level.

If you reduce the damage to 0, you can spend 1 Discipline Point to redirect some of the attack’s force. If you do so, choose 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 the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Level 3: 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.

Level 4: Slow Fall[edit]

You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the monk class, you must meet these prerequisites: Dexterity 13, Wisdom 13

Proficiencies. When you multiclass into the monk class, you gain the following proficiencies: Simple Weapons, Martial Weapons that have the Light property

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