Monk, Switched Variant (5e Class)
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Monk, Switched Variant
Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Wizards study the powerful meta magic while sorcerers specialize in a school of magic. Fighters are dirty fighters and rogues are master of the blade. Druids are charming meanwhile Bards are protector of nature. Artificers uncover the mysteries of nature and rangers study technology to improve themselves. Paladins learn the art of blood letting. Blood hunters gain divine powers.
Monks from the Switched universe are very similar to barbarian with monk features. Monks are strong people that use their muscles and fist to solve problems. They are no normal meat heads. Monks use ki to bash enemies into the ground. These powerhouses are something to fear.
Creating a Monk, Switched Variant
When creating a monk character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where monks are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
- Quick build
You can make a Monk, Switched Variant quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the outlander background. Third, choose <!-elaborate on equipment choices->
As a monk, switched variant you gain the following class features.
- Hit Points
Hit Dice: 1d8 per monk, switched variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per monk, switched variant level after 1st
Weapons: Simple weapons, longsword
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 3 javelins
|Martial Arts||Ki Points||Unarmored Movement||Features|
|1st||+2||1d4||—||—||Unarmored Defense, Martial Arts|
|2nd||+2||1d4||2||+10 ft.||Ki, Unarmored Movement|
|3rd||+2||1d4||3||+10 ft.||Rage, Primal Path|
|4th||+2||1d4||4||+10 ft.||Ability Score Improvement, Slow Fall|
|5th||+3||1d6||5||+10 ft.||Extra Attack, Stunning Strike|
|6th||+3||1d6||6||+15 ft.||Ki-Empowered Strikes, Primal Path Feature|
|7th||+3||1d6||7||+15 ft.||Evasion, Stillness of Mind|
|8th||+3||1d6||8||+15 ft.||Ability Score Improvement|
|9th||+4||1d6||9||+15 ft.||Unarmored Movement improvement|
|10th||+4||1d6||10||+20 ft.||Primal Path Feature|
|11th||+4||1d8||11||+20 ft.||Purity of Body|
|12th||+4||1d8||12||+20 ft.||Ability Score Improvement|
|13th||+5||1d8||13||+20 ft.||Tongue of the Sun and Moon|
|14th||+5||1d8||14||+25 ft.||Primal Path Feature|
|15th||+5||1d8||15||+25 ft.||Diamond Soul|
|16th||+5||1d8||16||+25 ft.||Ability Score Improvement|
|17th||+6||1d10||17||+25 ft.||Timeless Body|
|18th||+6||1d10||18||+30 ft.||Empty Body|
|19th||+6||1d10||19||+30 ft.||Ability Score Improvement|
|20th||+6||1d10||20||+30 ft.||Perfect Self|
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are longswords 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 Strength instead of Dexterity 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.
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.
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. 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 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.
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.
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
- Patient Defense
- Step of the Wind
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.
Starting at 3rd level, In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged, you must finish a long rest before you can rage again.
After regaining all your Ki points after a short rest, you may spend 5 ki point to regain your ability to rage.
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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
Purity of Body
At 11th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon
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.
Beginning at 15th 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.
At 17th 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.
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also 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, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Rage burns in every monk’s heart, a furnace that drives him or her toward greatness. Different monks attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Monk, Switched Variant's subclasses are exactly the same as normal Barbarian subclasses.
You cannot multiclass into or out to a class with Primal Paths (like barbarian)
Proficiencies. When you multiclass into the Monk, Switched Variant class, you gain the following proficiencies: simple weapon and longsword.