Monk, 3rd Variant (5e Class)
Monk, Variant 3[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, Shortsword, Scimitar and Whip
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Strength and Dexterity
Skills: Choose tree from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, Religion, and Stealth.
- Equipment
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 weapon
- (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.
Level | Proficiency Bonus |
Features | Martial Arts | Ki Points | Swift Movement | Ki Techniques |
---|---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 1d4 | — | — | - |
2nd | +2 | Ki Techniques, Unarmored Movement | 1d4 | 2 | +10 ft. | 4 |
3rd | +2 | Monastic Tradition | 1d4 | 3 | +10 ft. | 4 |
4th | +2 | Ability Score Improvement | 1d4 | 4 | +10 ft. | 4 |
5th | +3 | Extra Attack, Extra Reaction (1) | 1d6 | 5 | +10 ft. | 5 |
6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 1d6 | 6 | +15 ft. | 5 |
7th | +3 | Evasion, Stillness of Mind | 1d6 | 7 | +15 ft. | 5 |
8th | +3 | Ability Score Improvement | 1d6 | 8 | +15 ft. | 6 |
9th | +4 | Unarmored Movement improvement | 1d8 | 9 | +15 ft. | 6 |
10th | +4 | Body Cultivation, Ability Score Improvement | 1d8 | 10 | +20 ft. | 6 |
11th | +4 | Monastic Tradition feature, Extra Reaction (2) | 1d8 | 11 | +20 ft. | 7 |
12th | +4 | Ability Score Improvement | 1d8 | 12 | +20 ft. | 7 |
13th | +5 | — | 1d10 | 13 | +20 ft. | 7 |
14th | +5 | Soul Cultivation | 1d10 | 14 | +25 ft. | 8 |
15th | +5 | Timeless Body | 1d10 | 15 | +25 ft. | 8 |
16th | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft. | 8 |
17th | +6 | Monastic Tradition feature, Extra Reaction (3) | 1d12 | 17 | +25 ft. | 9 |
18th | +6 | Dao of Void, Unarmored Movement improvement | 1d12 | 18 | +30 ft. | 9 |
19th | +6 | Ability Score Improvement | 1d12 | 19 | +30 ft. | 9 |
20th | +6 | Enlightenment | 1d12 | 20 | +30 ft. | 10 |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, you choose a defensive technique for calculating your AC. This choice is part of the school you have chosen and therefore cannot be changed.
- Mountain Defence: your AC equals 10 + your Strength modifier + your Wisdom modifier
- River Defense: your AC equals 10 + your Dexterity modifier + your Wisdom modifier
Martial Arts[edit]
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords, Scimitar, Whip and any simple 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 heavy 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.
- 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 roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die size increase as you gain monk levels, d6 at 5th, d8 at 9th, d10 at 13th and finally 1d12 at 17th
- When you use a quarterstaff, or a spear, they gain the reach property.
- When you engage in two-weapon fighting that have the light or finesse propriety, you can add your ability modifier to the damage of the second attack.
- 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 on the Weapons page.
Ki Techniques[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. 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 four such features of your choice in the list of ki techniques. When you gain certain monk levels, you gain additional Ki techniques of your choice, as shown in the Ki techniques column of the monk table. A level prerequisite refers to your level 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
Spell attack modifier = 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.
- Reactive Defense: You can spend 1 ki point to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- Step of the Wind: You can spend 1 ki point to take the Disengage or Dash or Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Eight Extraordinary Meridians: Your ki pool increases by a number equal to your wisdom modifier. Additionally, when you score a critical hit you regain 1 ki.
- Reactive Martial Arts 1 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone. At 11th level, as a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
- Reactive Martial Arts 2 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. At 11th leve, you can use your reaction to make a single unarmed strike against the creature that you pushed. If you hit, you push the target 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone too.
- Reactive Martial Arts 3 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. At 11th leve, as a reaction you can subtract to the same creature your Wisdom modifier from the next saving throw it makes before the end of your next turn.
- Reactive Martial Arts 4 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. At 11th leve, as a reaction you can control that frightened creature, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
- Reactive Martial Arts 5 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Constitution saving throw or be poisoned until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the poisoned creature. If you hit, until the end of your next turn you add your wisdom bonus to the damage you deal to this creature.
- Reactive Martial Arts 6 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the same creature. If you hit, the target will be restrained by your ki until the end of your next turn.
- Reactive Martial arts 7 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target. At 11th leve, until the start of your next turn you can use your reaction to make a single unarmed strike against a creature that misses you with a melee attack.
- Shadow Arts (Prerequisite: 3th level): You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
- Flurry of Black Stars (Prerequisite: 3th level): You can use flurry of blow with darts.
- Dedicated Weapon (Prerequisite: 3th level): You gain proficiency with one weapons of your choice. Whenever you finish a short or long rest, you can touch a maximum of two weapons, focus your ki on it, and then count this weapon as a monk weapon until you use this feature again.
- The weapons must be a simple or martial weapon.
- You must be proficient with it.
- It must lack the heavy and special properties.
- Ki Sight (Prerequisite: 3th level): You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Mask of Many Faces (Prerequisite: 3th level): You can cast Disguise Self at will, without expending ki point.
- Deflect Missile (Prerequisite: 3th 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 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.
- Divine Sense (Prerequisite: 3th level): You can use your action and 1 ki power to activate your divine sense on the region around you. For 1 minute per ki power you use, you can sense whether the following types of presences are present 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.
- Slow Fall (Prerequisite: 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 this reaction to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
- Ki-Fueled Attack (Prerequisite: 4th level): 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. Additionally, you can use your ki to duplicate the effects of certain spells. Choose only one of the following spells and as an action, you can spend 1 ki points to cast that spell without providing material components. The spells are: thunderwave, burning hands, frost fingers, Earth tremor, inflict wonds and magic missile.
- Quickened Healing (Prerequisite: 4th level): 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.
- Turtle Breathing Art (Prerequisite: 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 5 people within 60 feet of you by consuming 1 ki point.
- Stunning Strike (Prerequisite: 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 use your reaction 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.
- Monkey Step (Prerequisite: 5th level): You become difficult to pin down during a fight. 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.
- Bear Watches Over (Prerequisite: 5th level): You become a retaliatory force on the battlefield. Whenever a creature within your reach attacks an ally, you can use your reaction to make an unarmed or a mele monk weapon attack against the creature.
- Horde Breaker (Prerequisite: 5th level): Once on each of your turns when you make a monk weapon attack, you can make another unarmed attack against a different creature that is within 5 feet of the original target and within range of your weapon.
- Turncoat (Prerequisite: 5th level): When a creature in your mele weapon range of you casts a spell, you can use your reaction to make an unarmed or a monk weapon attack against that creature.
- Shadow Flurry of Blow (Prerequisite: 6th level): Even if you used your bonus action, you can still use your Flurry of Blow as part of the feature you used.
- Ki Movement (Prerequisite: 9th level): You can use your reaction to make your position stable until your next turn, when you use your movement and end your turn you no longer fall because you are along vertical surfaces or on liquids survace or in the aire.
- Deflect Energy (Prerequisite: 9th level): When you or take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can use a ki power to redirect the energy to anyone at the range of 20 - 60 feet, the damage is equal to your reduction.
- Mantra (Prerequisite: 9th level): You perform a mantra as an action, that allow you recover a number of ki points equal 1d4 + proficiency bonus. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest.
- Overseer (Prerequisite: 9th level): Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- Watchman (Prerequisite: 9th level): Creatures provoke an opportunity attack from you when they enter the reach you have with with your monk weapon.
- Reactive Flurry of Blow (Prerequisite: 9th level): When a creature provokes your opportunity attack, you can use the Flurry of Blow as reaction.
- Tongue of the Sun and Moon (Prerequisite: 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. In addition, you can use your Wisdom modifier, instead of your Charisma, when you make Charisma checks.
- Karmic Sight (Prerequisite: 13th level): You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
- Snake Strike (Prerequisite: 13th level): You learn to strike like a cobra at any openings your enemies present. Whenever a creature misses you with a melee attack roll, you can use your reaction to make an unarmed strike against them.
- Turn the Tide (Prerequisite: 13th level): This reaction lets you spend 1 ki point to divert the force of a melee weapon attack you are hit by. 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 divert the attack completely if you have at least one hand free. If you divert an attack in this way, you can make an unarmed strike against the attacking creature as part of the same reaction.
- Whirlwind Attack (Prerequisite: 13th level): You can use your action to make melee attacks against any number of creatures within your weapon range, with a separate attack roll for each target.
- Flash Focus Defense (Prerequisite: 17th level): Your focus hones to a razor's edge, helping you roll with punches before they are even thrown. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Stand Against the Tide (Prerequisite: 17th level): When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Ninja (Prerequisite: 17th level): When you are in an area of dim light or darkness, you can use your reaction to become invisible until you move in the light or take an action or a reaction.
Unarmored Movement[edit]
Starting 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. At 18th level, you gain the ability to move in the air 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.
Ability Score Increase[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Reaction[edit]
Beginning at 5th level, you can can use a reaction up to twice before the start of your next turn. You can only use one reaction to a given trigger. If a feature or effect would prevent you from taking reactions but does not incapacitate you, you instead lose one use of your reaction for the duration of the effect. The number of times you can use a reaction in between the start of your turns increases to three when you reach 11th level in this class and to four when you reach 17th level in this class. If you gain the ability to use extra reactions from another source, you choose which feature to benefit from.
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. The magic bonuses you receive from your primary weapon can also be used by your unarmed attacks. This feature cannot be added to other magic items with similar effects.
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 bonus action to end one effect that is causing you or one of your allies to be charmed or frightened. To save your ally from these effects you must touch him on the forehead
Body Cultivation[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. You can use your Wisdom modifier in place of your Strength or Dextery modifier when making Acrobatics or Athletics checks. As an action you can cure a disease or poison from one of your allies.
Soul Cultivation[edit]
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.
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. 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 Void[edit]
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.
Enlightenment[edit]
At 20th level, every time you roll for initiative, you regain 4 + your Wisdom modifier ki points.
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