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# Monk - Variant Her fists a blur as she launches a hail of arrows, a half-elf then springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, slashing with her two shotswords and deflecting their attacks, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he quickly bursts into action, charging at each of the orcs, smashing them with nothing but his bare hands, hitting with intense force and knocking them back before him. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch, just as her partner emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth- wrapped scabbard and peers through the open window, motioning to her her companion as to when to strike. While many monks work in different ways for different reasons, most of them are able to draw upon and magically harness the energy that flows in their bodies to help them in their doings. However, not all monks are this way, and instead rely on heavy physical training and excersise to gain their abilities. ### Constant Improvement Monks that don't utilize ki often gain their abilities and powers from physical conditioning, much the same as a fighter, who works tirelessly to improve their physical skills so they can get the edge in battle.
### Training and Asceticism Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. \pagebreakNum
#### Monk | Level | Proficiency
Bonus | Martial
Arts| Unarmored
Movement | Features | Combat
Manuevers | Superiority
Dice | | :--: | :--:| :--:| :--:| :-- | :--:| :--:| | 1st | +2 | 1d4 | ― | Unarmored Defense, Martial Arts | ― | ― | | 2nd | +2 | 1d4 | +10 | Unarmored Movement, Combat Superiority | 2 | 2d8 | | 3rd | +2 | 1d4 | +10 | Monastic Tradition, Deflect Missiles | 3 | 3d8 | | 4th | +2 | 1d4 | +10 | Ability Score Improvement, Slow Fall | 3 | 3d8 | | 5th | +3 | 1d6 | +10 | Extra Attack | 4 | 3d8 | | 6th | +3 | 1d6 | +15 | Monastic Tradition Feature, Sure Strike | 4 | 3d8 | | 7th | +3 | 1d6 | +15 | Evasion, Stillness of Mind | 4 | 3d8 | | 8th | +3 | 1d6 | +15 | Ability Score Improvement | 5 | 4d8 | | 9th | +4 | 1d6 | +15 | Improved Unarmored Movement | 5 | 4d8 | | 10th | +4 | 1d6 | +20 | Extra Attack (2) | 6 | 4d10| | 11th | +4 | 1d8 | +20 | Monastic Tradition Feature | 6 | 4d10| | 12th | +4 | 1d8 | +20 | Ability Score Improvement | 6 | 4d10| | 13th | +5 | 1d8 | +20 | Sure Defense | 7 | 4d10| | 14th | +5 | 1d8 | +25 | Blindsense | 7 | 4d10| | 15th | +5 | 1d8 | +25 | Slippery Mind | 8 | 4d10| | 16th | +5 | 1d8 | +25 | Ability Score Improvement | 8 | 5d10| | 17th | +6 | 1d10| +25 | Monastic Tradition Feature | 8 | 5d10| | 18th | +6 | 1d10| +30 | Sure Defense (2) | 9 | 5d12| | 19th | +6 | 1d10| +30 | Ability Score Improvement | 9 | 5d12| | 20th | +6 | 1d10| +30 | Relentless | 10 | 5d12|
### Creating a Monk Variant This paragraph provides a summary of why someone should play this class, how it might relate to a character's background and personality, and what to expect from the class. #### Quick Build You can make a monk quickly by following these suggestions. First, make Dexterity or Strength your highest ability score, followed by Constitution. Second, choose the hermit background. ## Class Features Your Class gains the following features #### Hit Points ___ - **Hit Dice:** 1d8 per monk level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st.
#### Proficiencies ___ - **Armor:** None. - **Weapons:** Simple weapons, shortswords. - **Tools:** One type of artisan's tools or one musical instrument. ___ - **Saving Throws:** Strength, Dexterity. - **Skills:** Choose three from Acrobatics, Athletics, History, Insight, Perception, Stealth, and Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shortsword or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - 10 darts ### 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 Constitution modifier. \pagebreakNum ### Martial Arts At 1st level, 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 quarter-staff, 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 in chapter 5.
### Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing arm or 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. ### Combat Superiority Beginning at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. **Maneuvers.** You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn additional maneuvers of your choice at higher levels, shown in the Maneuvers column of the Monk table. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. **Superiority Dice.** You have two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain additional Superiority Dice, and more powerful Superiority Dice, at higher levels, as shown in the Superiority Sice column of the Monk table.
**Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
**Maneuver save DC** = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Path of the Kensei, the Path of the Shadow, or the Path of the Warrior, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. ### Deflect Missiles 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, as part of the same reaction, you can expend a Superiority Die to make a ranged a tack with the weapon or piece of ammunition you just caught, adding the die roll to the hit and damage. 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 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). ### Slow Fall 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. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to two when you reach 10th level in this class ### Sure Strike At 6th level, you have learned and gained enough knowledge of knowing how spot an opponent's weakness and exploiting it, giving you the upper hand in an attack. When you make an attack against a creature, you may choose to give yourself advantage on the attack roll. If you already had advantage on the attack roll, instead the attack automatically succeeds as a critical hit You may use this feature once, regaining your use of it whenever you finish a short or long rest. \pagebreakNum
### Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an *ice storm* 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 Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. ### Sure Defense At 13th level, you have had a great amount of experience dealing with omnipresent danger, and knowing just when danger is about to strike. When you are subjected to an effect that allows you to make a saving throw and you fail, you may re-roll your save with advantage. You may use this feature once, regaining your use of it whenever you finish a short or long rest. At 18th level, you gain two uses of this feature before needing to finish a short or long rest. ### Blindsense Starting at 14th level, your heightened senses allow to spot those trying to hide from you. If you are able to see or hear, you are aware of the location of any hidden or invisible creature within 20 feet of you. ### Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. ### Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. ## Monastic Traditions This paragraph explains the different archetypes available to the class, what those archetypes specialize in, and what choosing that archetype means for a character. ## Path of the Kensei Monks of the Path of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. ### Extended Maneuvers List At 3rd level, when you adopt this tradition, you gain access to a new set of maneuvers, detailed at the end of class description.
### Kensei Training When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. **Kensei Weapons.** Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above. **Agile Parry.** If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. **Kensei’s Shot.** You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. **Way of the Brush.** You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. ### Enhanced Superiority By 6th level, your experience has given you further training in battles utilizing weapons than most other monks have. You gain one additional superiority die than listing in the Superiority Dice column of the Monk table. Additionally, you know one more maneuver than listed in the Maneuvers column of the Monk table. This maneuver must be from the Kensei maneuvers list. \pagebreakNum
### Sharpen the Blade At 11th level, you gain the ability to specialize your attacks and cause them to deal more damage. As a bonus action, you can expend 1 Superiority Die to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number shown on the die rolled, re-rolling anything below a 4. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. ### Unerring Accuracy At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. ## Path of the Shadow Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks often work together in small groups to carry out deeds in secret, and they often serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. ### Extended Maneuvers List At 3rd level, when you adopt this tradition, you gain access to a new set of maneuvers, detailed at the end of class description.
### Bonus Proficiencies When you choose to adopt this tradition at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. ### Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. ### Shadow of the Night By 6th level, your experience with stealth and lurking in the shadows has given you an advantage when dealing in such circumstances. You gain darkvision out to a range of 30 feet (if you already have darkvision, it becomes extended by 10 feet). Additionally, you have advantage when trying to hide from a creature when you are in dim light or darkness. This advantage still applies when hiding from creatures with darkvision. Along with these benefits, you may take the hide action as a bonus action on your turn. ### Opportunist At 11th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. ### Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. ## Path of the Warrior Monks that follow the Path of the Warrior focus on the development of raw physical power honed to deadly perfection. whose who model themselves after this tradition combine rigorous training with physical excellence in order to excel in hand-to-hand combat, and deliver powerful attacks to their foes. ### Extended Maneuvers List At 3rd level, when you adopt this tradition, you gain access to a new set of maneuvers, detailed at the end of class description. ### Improved Critical Beginning when you choose this archetype at 3rd level, your unarmed strikes score a critical hit on a roll of 19 or 20. \pagebreakNum ### Remarkable Athlete Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
You also gain proficiency in either the Acrobatics or Athletics skill. Alternatively, if you are already profiecient in either of these, you may choose to gain expertise in that skill, doubling your proficiency bonus anytime you make an ability check with that skill. ### Warrior's Flurry At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with an unarmed strike, you can make another unarmed strike as part of the same action. ### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. ## Maneuvers The maneuvers are presented in alphabetical order. **Charging Attack** Choose an enemy at least 10 feet away from you that you can see. You can expend one superiority die and use an action on your turn to move up to your speed towards the chosen enemy and must end this move closer to the enemy than you started. You can then make a melee weapon attack against the enemy. If it hits, add the superiority die to the damage roll, and you can attempt to shove the creature you hit as a bonus action before the end of this turn. **Deflect.** When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. **Disarming Attack.** When you hit a creature with a melee attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. **Goading Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. **Lunging Attack.** When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
**Pinning Attack** When a creature within 5 feet of you moves at least 1 foot, you can expend one superiority die and use your reaction to attempt to entrap the enemy with your melee strikes. Make a melee attack against the triggering creature, and add the superiority die to the attack roll. If the melee attack hits and the creature you hit is no more than one size category larger than you, that creature's speed becomes 0 for the rest of the turn. **Precision Attack.** When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. **Pushing Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. **Riposte.** When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll. **Sweeping Attack.** When you hit a creature with a melee attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. **Trip Attack.** When you hit a creature with a melee attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. ### Path of the Kensei Maneuvers **Feinting Attack.** You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll. \pagebreakNum
0px;left:-74px;width:890px; mix-blend-mode:darken;'> **Great Cleave** *(Prerequisite: 6th level)* When you reduce a creature to 0 hit points with a melee weapon attack on your turn, you can expend one superiority die to allow you to move 10 additional feet this turn if your speed is not 0. You gain an extra action that you can use before the end of this turn, which you can use only to take the Attack action (one weapon attack only). If you use this action to make a weapon attack and hit, add the superiority die to the attack's damage roll. **Hail of Arrows** *(Prerequisite: 16th level)* As an action on your turn, you can expend a superiority die and make a ranged weapon attack against any number of creatures that you can see. Make separate attack rolls for each target, and a single damage roll to apply to each hit, adding the superiority die to the damage (apply critical hit damage to individual attacks as appropriate). **Volley Fire** *(Prerequisite: 6th level)* As an action on your turn, you can expend one superiority die and choose a point within range of a ranged weapon you wield. You unleash a rain of projectiles upon the area. Make a ranged weapon attack against each creature you choose that you can see within 10 feet of the chosen point. Make separate attack rolls for each target, and a single damage roll to apply to each creature you hit, adding the superiority die to the damage (apply critical hit damage to individual creatures as appropriate). ### Path of the Shadow Maneuvers **Attacks on the Run** *(Prerequisite: 11th level)* When you take the Attack action on your turn, you can expend one superiority die and take the Dash action as a bonus action. The first time you hit with a weapon attack this turn, add the superiority die to the attack's damage roll. Opportunity attacks against you are made at disadvantage this turn. **Distracting Strike.** When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. **Lethal Strike** *(Prerequisite: 17th level)* When you take the Attack action on your turn, you can expend one superiority die to strike with deadly precision. You gain the following benefits for the rest of this turn: Add the superiority die to each weapon attack roll you make this turn.
Weapon attacks you make this turn can score a critical hit on a roll of 19-20. Each time this turn you make a weapon attack against a creature you can see, you have advantage on the attack roll. **Spring Attack** *(Prerequisite: 6th level)* When a hostile creature you can see moves closer to you and ends the movement within 5 feet of you, you can expend a superiority die and use you reaction to immediately move up to half your speed and make a weapon attack against that creature. If that weapon attack hits, add the superiority die to the attack's damage roll. You can make the weapon attack before or after you move, and this movement doesn't provoke opportunity attacks from the triggering creature. ### Path of the Warrior Maneuvers **Grappling Attack** When you hit a creature with a melee weapon attack and you have a free hand, you can expend one superiority die and use a bonus action to attempt to grapple the creature you hit. The creature must be within your reach and no more than one size category larger than you. Add the superiority die to the Strength (Athletics) check made to grapple the creature you hit. **Powerful Strikes** *(Prerequisite: 6th level)* When you take the Attack action on your turn, you can expend one superiority die to add extra power to your weapon strikes. The first time you hit with a melee attack this turn, add the superiority die to the attack's damage roll. Each time you hit with a weapon attack this turn, add your proficiency bonus to the attack's damage roll. **Unstoppable** *(Prerequisite: 17th level)* When you take the Attack action on your turn, you can expend one superiority die to become a rampaging engine of carnage. You gain the following benefits for the rest of this turn: Each time you hit a creature with a melee attack, add the superiority die to the attack's damage. Each time you reduce a creature to 0 hit points with a melee weapon attack, you gain an additional weapon attack that can be made as part of the triggering Attack action. Each time you hit a creature with challenge rating 4 or less with a melee attack, it instantly drops to 0 hit points. You don't need to roll damage for those attacks. **Unbroken** *(Prerequisite: 11th level)* When you take damage, you can expend one superiority die and use your reaction to steel yourself against the blow. You halve the triggering instance of damage. After you take the damage, roll the superiority die and add your monk level. You gain that many temporary hit points, which last until you finish a short or long rest.