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Alternate Monk
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##### The Monk | Level | Proficiency
Bonus | Martial
Arts | Ki
Points | Unarmored
Movement | Features | |:---:|:---:|:---:|:---:|:---:|:---| | 1st | +2 | 1d4 | — | — | Unarmored Defense, Martial Arts | | 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Ki-Fueled Strike, Unarmored Movement | | 3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles | | 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, Monastic Tradition feature | | 7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind | | 8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement | | 9th | +4 | 1d8 | 9 | +15 ft. | Unarmored Movement Improvement | | 10th | +4 | 1d8 | 10 | +20 ft. | Purity of Body | | 11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition Feature | | 12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement | | 13th | +5 | 1d10 | 13 | +20 ft. | Tongue of the Sun and Moon | | 14th | +5 | 1d10 | 14 | +25 ft. | Improved Diamond Soul, Improved Step of the Wind | | 15th | +5 | 1d10 | 15 | +25 ft. | Timeless Body | | 16th | +5 | 1d10 | 16 | +25 ft. | Ability Score Improvement | | 17th | +6 | 1d12 | 17 | +25 ft. | Monastic Tradition Feature | | 18th | +6 | 1d12 | 18 | +30 ft. | Empty Body | | 19th | +6 | 1d12 | 19 | +30 ft. | Ability Score Improvement | | 20th | +6 | 1d12 | 20 | +30 ft. | Perfect Self |
### Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills, an spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment. #### Quick Build You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background. \columnbreak ## 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 + 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:** Choose one type of artisan's tools or one
musical instrument ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth #### 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 \pagebreak ### 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. ### Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons. Monk weapons are specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria: • The weapon must be a simple or martial weapon. • You must be proficient with the weapon. • The weapon must lack these properties: heavy, special, or two-handed.
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 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 in chapter 5, "Equipment" of the *Player's Handbook*.
\columnbreak ### Ki 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 six such features: Diamond Soul, Distant Eye, Flurry of Blows, Patient Defense, Quickened Healing, 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
#### Diamond Soul When you make a saving throw, you can spend 1 ki point and add your proficiency bonus to the roll. #### Distant Eye When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. #### 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. #### Patient Defense When you are the target of an attack, as a reaction you can spend 1 ki point and gain the benefits of the Dodge action until the start of your next turn. #### Quickened Healing 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. #### Step of the Wind As a part of your movement, you can spend 1 ki point and gain the effect of the Disengage action or the Dash action. You can spend 3 ki points to gain the effects of both. Additionally, your jump distance is doubled for the turn. ### Ki-Fueled Strike If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. \pagebreak ### Unarmored Movement 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. ### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition, 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, 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 20feet and a long range of 60 feet. ### 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. ### 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. ### Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you use *Flurry of Blows*, you can choose 1 attack to be a stunning strike. On a hit, the target must make a Constitution saving throw or be stunned until the end of your next turn. You can only make one stunning strike per round. ### Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Evasion 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 Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. ### Purity of Body At 10th 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. ### Improved Diamond Soul Beginning at 14th level, whenever you use *Diamond Soul* and fail the saving throw, you can spend 1 ki point to reroll it and take the second result. ### Improved Step of the Wind Beginning at 14th level, whenever you use *Step of the Wind* you gain a flying speed equal to your movement speed until the start of your next turn. You must use *Step of the Wind* on subsequent turns, or else you will fall. ### Timeless Body 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. In addition, you no longer need food or water. ### Empty Body 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. ### Perfect Self At 20th level, you have gained the ability to perform up to two bonus actions and up to two reactions each round. > ##### Credits and Inspirations ver 1 > Ideas borrowed from Stalker0's Alternative Monk > > WotC Class Variants UA > > Cover by nelediel.com > > Other art: https://www.gmbinder.com/images/XRRWpbC.png