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## Monk Class #
| Level | Proficiency Bonus | Features | Martial Arts | Ki Points | Unarmored Movement | |:---: |:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Unarmored Defense, Martial Arts | 1d4 | ─ | ─ | | 2nd | +2 | Ki , Ki Fueled Strike, Dedicated Weapon, Unarmored Movement | 1d4 | 2 | +10 | | 3rd | +2 | Deflect Missiles, Monastic Tradition | 1d4 | 3 | +10 | | 4th | +2 | Ability Score Increase, Quickend Healing | 1d4 | 4 | +10 | | 5th | +3 | Extra Attack, Stunning Strike | 1d6 | 5 | +10 | | 6th | +3 | Ki-Empowered Strikes , Monastic Tradition Feature | 1d6 | 6 | +15 | | 7th | +3 | Evasion, Stillness of Mind | 1d6 | 7 | +15 | | 8th | +3 | Ability Score Increase | 1d6 | 8 | +15 | | 9th | +4 | Purity of Body | 1d6 | 9 | +20 | | 10th | +4 | Monastic Tradition Feature, Ki-Empowered Stuns | 1d8 | 10 | +20 | | 11th | +4 | Unarmored Defense, Martial Arts | 1d8 | 11 | +20 | | 12th | +4 | Ability Score Increase | 1d8 | 12 | +20 | | 13th | +5 | Tongue of the Sun and Moon | 1d8 | 13 | +25 | | 14th | +5 | Diamond Soul | 1d8 | 14 | +25 | | 15th | +5 | Timeless Body | 1d10 | 15 | +25 | | 16th | +5 | Ability Score Increase | 1d10 | 16 | +30 | | 17th | +6 | Monastic Tradition Feature | 1d10 | 17 | +30 | | 18th | +6 | Empty Body | 1d10 | 18 | +30 | | 19th | +6 | Ability Score Increase | 1d10 | 19 | +30 | | 20th | +6 | Perfect Soul | 1d12 | 20 | +35 |
#### Ki *(2nd-level Monk feature)* **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** After you complete the Attack action on your turn, you can spend 1 ki point to make two Unarmed Strikes as a bonus action.
If you are wielding two monk weapons with the light property you may make an additional attack with one of the Monk weapons with this bonus action qualifying as an off-hand weapon attack.
**Patient Defense** You can spend 1 ki point to take the Dodge action as a bonus action on your turn,
when you do so increase your AC by 2 whilst you maintain the dodge.
**Step of the Wind** 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. \columnbreak ## 5e Improvements ### #### Monk Class #### Unarmored Movement *(2nd-level Monk feature)* 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,
and may remain standing on them until the end of your turn.
#### Stunning Strike *(5th-level Monk feature)* You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack on your turn, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
A creature that has been Stunned by this feature cannot become stunned again until the prior stun ends.
\pagebreak ##### **Key** Purple- Added or Changed text Black*-Completely Reworked feature ### ## 5e Improvements ### #### Monk Class #### Stillness of Mind *(7th-level Monk feature)* You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
You may use this action even if you're not in control of your character, or the charmed or frightened condition itself would prevent the use of your action. Other conditions or effects that take away your action such as being incapacitated still function as normal.
#### Purity of Body *(10th-level Monk feature)* Your mastery of the Ki flowing through you makes you immune to all diseases,
curses as well as poison damage and the poisoned condition.
#### Ki-Empowered Stuns *(11th-level Monk feature)* The impact of your stunning blows is able to cause a forceful jab from the extension of your spirit imbued strike. The first time you use *Stunning Strike* each round the creature takes damage equal to your proficiency bonus. The damage the creature takes can be equal to any of the weapon damage types you used in the attack. This damage is considered magical for overcoming resistances. #### Empty Body *(18th-level Monk feature)*
You can use your action and spend 2 Ki points if you do you add +1 your AC and saving throws for 1 minute. You may only gain this benefit once, but gain the later benefits of Empty Body
You may 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. \columnbreak #### Perfect Soul* *(20th-level Monk feature)* After you complete a short or long rest until you take damage from an enemy creature, features listed under the *Ki feature*: *Distant Eye*, *Flurry of Blows, Patient Defence* and *Step of the Wind* can be used in combat without the use of Ki. Additionally in the first round of combat, you can choose to freely activate this feature if you do you gain the following benefit: Until the start of your turn, you regain 1 Ki point for each attack you hit with using a *Monk Weapon* or *Unarmed Strike*. You can regain Ki using *Perfect Soul* once regaining it back after completing a long rest. ## 5e Improvements ### #### Monk Subclass ### #### Way of the Kensei: Monk *(3rd-level Way of the Kensi class feature)* **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 two more weapons—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, or take the Dash, Dodge actions or use *Flurry of Blows* on your turn and are holding one or more *Kensei Weapon(s)*, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while any of these weapon are being wielded and you aren't incapacitated.
. You gain a +2 bonus to AC until the start of your next turn. You can only benefit from a single Instance of Agile Parry at at time. **Kensei's Shot.** You can use a bonus action on your turn to make your ranged attacks with a *ranged kensei weapon* more deadly. When you do so, any target you hit with a ranged attack using a *Kensei Weapon* takes
extra damage equal to your *Martial Arts dice* + Dexterity Modifier (minimum of 1). Additionally after you hit and add extra damage using Kensei Shot, you may spend 1 Ki point to deal this extra damage with all ranged weapon attack made until the end of your next turn.
**Way of the Blade.**
You gain proficiency in all martial weapons.
**Way of the Brush.** This path also includes instruction in the deft strokes of calligraphy and painting. You gain the following benefits.
You gain proficiency with calligrapher's supplies and painter's supplies.
\pagebreak ## 5e Improvements ### #### Monk Subclass ### #### Fighting Style *(3rd-level Way of the Kensi class feature)* You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. **Archery** You gain a +2 bonus to attack rolls you make with ranged weapons. ### **Blind Fighting** Being unable to see a creature doesn’t impose disadvantage on your attack rolls and you effectively see everything with 10ft that isn’t behind total cover or an invisible creature which is actively hiding from you. ### **Dueling** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ### **Interception** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. ### **Two-Weapon Fighting** You can draw a weapon that has the light property as part of the attack you make with the weapon. In addition you may add your ability modifier to the damage of any attack made with an off-hand weapon made using two-weapon fighting. ### #### One with the Blade (6th-level Way of the Kensi class feature) You extend your ki into your kensei weapons, granting you the following benefits. **Magic Kensei Weapons.** Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. **Deft Strike.** When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.
When you do so you may re-roll any of the damage dice once. You can use this feature only once on each of your turns.
\columnbreak #### Sharpen the Blade *(11th-level Way of the Kensei class feature)* You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant a *Kensei Weapon*
as well as all *Unarmed Strikes* a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. If you use this feature on a magic weapon that already has a bonus to attack and damage rolls, you cannot exceed that bonus higher than a +3.
#### Unerring Accuracy* *(17th-level Way of the Kensei class feature)* Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a Kensei Weapon or Unarmed Strike on your turn, you may roll an additional dice, then spend between 1-4 ki points, for each ki point spent choose one following benefits for the attack roll. You may only choose each benefit once. * Choose a new target for the attack (they must be in range of the attack) * Gain advantage on the attack roll. * Roll your martial art dice and add it to the result of the attack roll. * You may use *Stunning Strike* on the target, even if the attack misses. You can use this feature only once each turn. ### #### Way of the Shadow: Monk #### Umbral Strikes* *(17th-level Way of the Shadow class feature)* You can channel your ki to create shadows with deathly striking. When you hit a creature with an attack, you may spend 1 ki point. Upon taking damage for that attack creature produces dim light in a radius of 5ft until the end of your next turn, or when you choose to end it earlier (no action required). This dim light overlaps with any bright light not produced by the *Daylight* or similar spells in the area. Whenever you hit a creature producing this dim light already the radius increases by 5ft. ###### (No Further Changes to the Way of the Shadow) ### \pagebreak #### Way of the Sun Soul: Monk #### Radiant Sun Bolt *(3rd-level Way of the Sun Soul class feature)* You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action.
This special attack is a magical ranged attack. The range is 30/60.
You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls.
The attack can pass harmlessly through non-magical transparent objects, ignoring cover if it directly hits the target.
Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
You can increase the long range of the attack by spending ki points. Each point you spend, increases the long range by 30ft.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. #### Searing Arc Strike *(6th-level Way of the Sun Soul class feature)* You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the *Burning Hands* spell as a bonus action. You can spend additional ki points to cast Burning Hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
When you increase the spell’s level, you may change the damage to radiant and if you do so the Burning Hands can pass through non-magical transparent objects, ignoring any cover bonuses that it would provide.
#### Searing Sunburst *(11th-level Way of the Sun Soul class feature)* You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each other creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take one Martial arts dice (currently 1d8) + 1d6 radiant damage or half as much on a successful one. The light spreads around corners and can penetrate magical and non-magical transparent objects, ignoring any cover bonuses that it would provide.
You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. \columnbreak #### Sun Shield *(17th-level Way of the Sun Soul class feature)* You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
You can extinguish or restore the light as a bonus action. Whenever you hit a creature on your turn or whenever a creature hits you with a weapon attack, while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier (minimum of 1). Immediately after you use this feature you may spend 1 ki points and regain your reaction. Each time you regain your reaction this way increase the amount of ki points you need to spend to restore the reaction increases by 2 until the start of your next turn.