> ##### Alternative Class: Monk > This class is designed to serve as an alternative class that substitutes the monk class in *Player's Handbook,* at the DM's discretion. Therefore, it is not recommended to have both this class and the monk class in the same campaign.
#### Quick Build You can create a bodhi quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the hermit background. ## Class Features As a bodhi, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per bodhi level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bodhi level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** None - **Tools:** One artisan's tool or one musical instrument ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from Athletics, History, Insight, Nature, Perception, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a dungeoneer's pack or *(b)* a priest's pack - An artisan's tool or a musical instrument that you are proficient in - A pouch containing 5 gp ### Unarmored Defense 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. ### Iron Fist Also at 1st level, you practice a style of martial arts that focuses on one, bold hit that shatters everything in your path. \pagebreakNum
Once on each of your turn when you hit a creature with an unarmed strike using Strength, you can choose to deal an extra 1d6 damage with the attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Iron Fist column of the Bodhi table. You must be unarmed and not wearing armor or wielding a shield to gain this benefit. ### Chakra Starting at 2nd level, you can channel the innate energy through strict trainings, which is harnessed through the mystic energy of chakra. Your access to this energy is represented by a number of chakra. Your bodhi level determines the number of points you have, as shown in the Chakra column of the Bodhi table. You can spend these points to fuel various chakra features. You start knowing three such features: One-inch Punch, Thousand-Yard Steps, and Vajra Body. You learn more chakra features as you gain levels in this class. When you spend chakra, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chakra back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chakra. Some of your chakra features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: