Monk Ki Features, Revised

by DrewtheDruid

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Homebrew Monk Mechanics

So you chose to play a monk, but your DM only plans one or two combat encounters per day. All of the sudden, it seems like those blast-y (and blasted) spellcasters are overpowered captains of the universe, and you're stuck with just a few measly ki points. This is a guide to fix that!

New Monk Weapon

Darts are now considered a monk weapon. Feel free to flavor them however you wish (they could be throwing stars, small daggers, etc.).

Dart
  • Damage: 1d4 piercing
  • Range: 20/60 ft.
  • Properties: Finesse, Ranged, Thrown

Re-Balanced Ki Points

The following criticism is borrowed largely from https://thinkdm.org/2018/09/01/agnostic-adventuring-day/.

In a normal "rules" adventuring day, with encounters interspersed between two short rests, monks should be using something like two-to-three times their maximum number of ki points each day.

But the "adventuring day" in my campaign won't have that many encounters per day -- the party just won't need to short rest two or three times. I've found that, as a result, it always seems like the full spellcasters seem overpowered in that one or two encounters, because they can use a high-level spell slot almost each round.

So, to make up for this -- in campains where a normal day has only one or maybe two encounters, monks get twice times the number of ki points than they would at their level, but they only regain these ki points on a long rest. This means that you get a number of ki points each day equal to twice your monk level.

New Ki Features

Even including your subclass, most monks can only expect to get something like six to eight different uses of ki points, some of which don't even unlock until higher levels. That's boring.

To make up for this, the following pages contain a list of additional Ki abilities are that are available to all monks. They are unlocked at 3rd, 5th, and 10th level.

These new abilities are sorted below by level and based on whether they involve your action, bonus action, reaction, or none of the above.

I tried my best to balance the ki costs using the following method. Because I've changed the amount of ki you have, at level 3 you'd have 6 ki points, at 5 you'd have 10 ki points, and at level 10 you'd have 20 ki points. So, I tried to make it so that, at level 3, your ki maneuvers cost ~1/6 of your total ki pool; at level 5, your ki maneuvers cost ~2/6 (or 1/3) of your total ki pool; and at level 10, your ki maneuvers cost ~3/6 (or 1/2) of your total ki pool.

In other words, these abilities should feel more powerful -- and therefore more draining -- each time you unlock them, but as you advance in levels, the easier maneuvers should become second-nature while you're mastering the more difficult ones.


Ki Points and Martial Arts Die by Level


Monk Level Ki Points Martial Arts Die
1 2 1d4
2 4 1d4
3 6 1d4
4 8 1d4
5 10 1d6
6 12 1d6
7 14 1d6
8 16 1d6
9 18 1d6
10 20 1d8
11 22 1d8
12 24 1d8
13 26 1d8
14 28 1d8
15 30 1d10
16 32 1d10
17 34 1d10
18 36 1d10
19 38 1d10
20 40 1d10
Ki save DC

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Level Three Ki Abilities

Actions

Quarterstaff Vault

As an action, you may spend one ki point to use your quarterstaff to vault over a large or smaller enemy and make a single unarmed attack in the same motion. Make a single unarmed attack against the enemy. Regardless of whether your attack hits, at the end of this action your character ends up on the other side of that enemy.

Jump-Kick Disengage

As an action, you may spend one ki point to forcefully disengage. Make a single unarmed attack against the enemy. Whether or not the attack hits, you disengage and immediately jump away from the target up to a distance equal to your Strength score.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. When you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

Bonus Actions

Flurry of Blows (standard)

Immediately after you take the Attack action on your turn, you can spend 1 ki point as a bonus action to make two unarmed strikes instead of the normal one granted by your Martial Arts feature. However, this cost increases to 3 ki points when you reach level 5.

Open Hand Technique (Way of the Open Hand)

You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.
Patient Defense (standard)

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind (standard)

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Ki-Fueled Strike (UA Class Variant)

Even if you don't attack with a monk weapon using your action on your turn, you can spend 1 ki point to immediately make one unarmed strike as a bonus action.

Reactions

Remember that all characters only get one reaction per round.

Tumbling Recovery

If knocked prone, you may spend one ki point as a reaction to quickly recover your footing and move up to five feet in any direction.

Spring Step

When an enemy moves within 5 ft. of you, you can spend 1 ki point as a reaction to move up to 10 ft. backwards in the direction opposite from where the enemy approached you. This movement does not generate opportunity attacks.

Redirected Momentum

When a large or smaller creature misses a melee attack against you, you can spend 1 ki point as a reaction to attempt to use the creature's momentum to throw the creature. Make a Dexterity (Acrobatics) or Strength (Athletics) check contested against the attacking creature's Dexterity (Acrobatics) or Strength (Athletics) check. On a success, you use the creature's momentum to throw the creature up to 5 ft. in a direction behind you.

Deflect Missiles (standard)

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, you can spend 1 ki point to make a ranged attack with 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, which has a normal range of 20 feet and a long range of 60 feet.

Other Uses of Ki Unlocked at Lv. 3

Lunging Attack

You can spend 1 ki to increase your reach by 5 feet when you make a melee weapon attack with a monk weapon (excluding unarmed strikes). This cannot increase your range for opportunity attacks.

Distant Eye (UA Class Variant)

When you make a ranged weapon attack that would be at disadvantage at your current distance from the target, you can spend 1 ki point to remove that disadvantage.

Mind over Matter

Whenever you make a Dexterity (Acrobatics) check or a Strength (Athletics) check, you can spend 1 ki point to add your Martial Arts die to the roll.

Level Five Ki Abilities

Actions

Precision Strike

When you make a melee attack with your quarterstaff, you can spend 3 ki points to add your Martial Arts die (e.g. 1d6 at level 5) to both your attack and damage rolls. You can use this before or after making the attack roll, but before the outcome of the attack is determined.

Disarming Strike

You may spend 3 ki points as an action to attempt to disarm a target. Make an melee weapon attack. If you hit, in addition to normal damage, the target's weapon is flung 10 feet in a direction the DM chooses.

Quickened Healing (UA Class Variant)

As an action, you can spend 3 ki points to quickly heal yourself. Roll your Martial Arts die twice. You regain a number of hit points equal to the amount rolled.

Bonus Actions

Crippling Blow

When you hit a large or smaller creature with visible anatomy with a melee weapon attack using your action, you can spend 3 ki points as a bonus action to attempt to follow-up your strike with a crippling blow. Make an unarmed attack against the same creature. On a hit, in addition to normal damage, the creature's speed is reduced to 0 until the end of its next turn.

Sweep Kick

Immediately after you take the Attack action against a large or smaller creature on your turn, you can spend 3 ki points to make a sweeping-kick unarmed strike against the same target as a bonus action. If you hit, in addition to normal damage, the target is automatically knocked prone.

Hidden Throwing Stars

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two ranged weapon attacks with darts (or your monk's flavor-equivalent). [This is supposed to be like Flurry of Blows but for ranged weapons.]

Reactions

Remember that all characters only get one reaction per round.

Unnatural Reaction Time

When an enemy provokes an opportunity attack from you, you may spend 3 ki points as a reaction to make a monk weapon attack against that enemy, add your martial arts die to the attack and damage rolls.

Deflect Melee Attack

When another creature hits you with a melee weapon attack, you can spend 3 ki points as a reaction to use the Deflect Missiles reaction (see above) to reduce the damage by 1d10 + your Dexterity Modifier + your monk level. If you reduce the damage to 0 in this way, you may make a single unarmed strike against that creature.

Defensive Grapple

When a large or smaller creature misses a melee attack against you, you can spend 3 ki points as a reaction to attempt to use the miss as an opening to grapple the creature. Make a Strength (Athletics) check contested against the attacking creature's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the target is grappled (described below).

Grappled A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the "incapacitated" condition). The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the Thunderwave spell.

Deft Counter

When a creature misses you with a melee attack, you can spend 2 ki points as a reaction to make a single unarmed attack against the creature.

Other Uses of Ki Unlocked at Lv. 5

Precognition

Before or after you roll initiative, but before you know the enemy's initiative order, you can choose to spend 3 ki points to add your Martial Arts die to your initative roll.

Stunning Strike (standard, changed ki cost)

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 3 ki points to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Stunned A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage.

Introspection

Whenever you make a Insight or an Investigation check, you can spend 2 ki points to add your Martial Arts die to the roll.

Level Ten Ki Abilities

Actions

Finishing Move

Before you make a melee attack with your quarterstaff, you can spend 10 ki points to take a penalty to the attack roll equal to your Martial Arts die (e.g. 1d6 for level 10). If the attack hits, you add ten times that die roll to the attack’s damage.

Strike of the Wind

Before you make any movement on your turn, you can spend 10 ki points as an action to strike at multiple enemies with unnatural speed. You may immediately move up your full movement, making a melee weapon attack with a monk weapon against each enemy you move within 5 ft. of. Your movement does not provoke opportunity attacks, but you must end this movement within 5 ft. of an enemy. This action takes up all of your movement speed for that turn.

Bonus Actions

Army of One

You can spend 10 ki points as a bonus action to ready your fighting stance. Until the start of your next turn you may make an attack with your quarterstaff against any creature that starts its turn within 5 ft of you or comes within 5 ft. of you for the first time. These attacks do not consume your reaction. If you move or are moved for any reason, this effect ends.

Reactions

Note that all characters only get one reaction per round.

Disrupted Spellcasting

When a creature within 5 ft. of you that you can see and hear begins casting a spell that requires somatic or material components, you can spend 10 ki points as a reaction to attempt to disrupt that spellcasting. Make an unarmed attack. On a miss, nothing happens. On a hit, in addition to damage, the creature must immediately make a concentration check, regardless of whether the spell being cast requires concentration. On a failure, the creature's spell fails and has no effect.

Frightening Finish

If you reduce a creature's hit points to 0, you may spend 10 ki points as a reaction to turn your stoic, emotionless monk gaze upon all enemies within 15 ft that can see you. Each enemy must make a Wisdom saving throw against your ki save DC (8 + proficiency bonus + Wisdom modifier) or else suffers the Frightened condition (described below) until the start of your next turn.

Frightened A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.

Evasive Footwork

If you moved on your previous turn and an enemy targets you with an attack (but before the attack roll is rolled), you can spend 10 ki points as a reaction to increase your AC by 10 until the start of your next turn.

Other Uses Unlocked at Lv. 10

Mastery

You can spend 10 ki points to add your Martial Arts die to any ability check, before or after the check is rolled but before the outcoe is determined.

Other Monk Abilities

Slow Fall (standard, changed ki cost)

Beginning at 4th level, you can spend 1 ki point as a reaction when you're falling to reduce any falling damage you take by an amount equal to five times your monk level.

Diamond Soul (standard, changed ki cost)

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 3 ki points to reroll it and take the second result.

Quivering Palm (standard, changed ki cost, Way of the Open Hand)

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 10 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Empty Body (Standard, Changed Ki Cost)

Beginning at 18th level, you can use your action to spend 8 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 12 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.

 

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