Monk

by Tallis

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The Monk
Level Proficiency Bonus Features Martial Arts
1st +2 Martial Arts 1d6
2nd +2 Chakra 1d6
3rd +2 Monastic Sect 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack 1d6
6th +3 Empowered Strikes 1d6
7th +3 Forms of the Beast 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Sect Feature 1d8
10th +4 Purity of Body 1d8
11th +4 The Forbidden Chakra 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Sect Feature 1d10
14th +5 Brotherhood 1d10
15th +5 Mantra 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Sect Feature 1d10
18th +6 Hidden Sects 1d10
19th +6 Ability Score Improvement 1d12
20th +6 Perfect Balance 1d12

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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Stealth, and Survival

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A pair of caestus, handwraps, or similar covering
  • leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Martial Arts

Your practice of martial arts gives you mastery of combat styles that spurn weapons. You gain the following benefits while you are unarmed and you aren't wearing medium or heavy armor or wielding a shield.

  • You can use Dexterity or Strength for your AC calculations and the attack and damage rolls of your unarmed strikes.

  • You can roll a d6 in place of the normal damage of your unarmed strike. This damage increases at certain levels in this class, as shown in the Martial Arts column.

  • When you attack with an unarmed strike as part of the Attack action, you can make an additional unarmed strike as part of the same action.

Chakra

At 2nd level you learn the secrets of accessing the body's inner seats of power, a force known as chakra. As an action, you may open one chakra and you automatically open one each time you score a critical hit. You can sustain a number of opened chakra equal to your Wisdom modifier (minimum of 1) and you open all available chakra when you roll initiative.

You can unleash a chakra to fuel powerful effects, after which the expended chakra closes once more. 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:

Chakra save DC = 8 + your Proficiency Bonus + your Wisdom modifier

  • Featherfoot: You close 1 chakra to take the Dodge action as a bonus action.
  • Greased Lightning: When you take the additional unarmed attack granted by your Martial Arts feature, you can close 1 chakra to make two unarmed strikes instead.
  • Thunderclap: You close 1 chakra to take the Disengage action as a bonus action, and your movement speed and jump distance are doubled for the turn.

Monastic Sect

All monks learn a fighting style that invokes and emulates elemental aether. Different sects of monks train to observe one of these styles. Your monastic sect grants you a feature at 3rd level and again at 9th, 13th, and 17th levels.

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.

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowered Strikes

Also at 6th level, your chakra circulates freely at a low level though your body. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can join your chakra with the magic of a one-handed melee weapon that has a bonus to attack and damage rolls over a long rest. If you do so, you may apply the same bonus to your unarmed strikes until the next time you take a long rest but the weapon loses the bonus to attack and damage rolls for the duration. You may only do so if you are not receiving a bonus to unarmed attack and damage rolls from another source.

Forms of the Beast

At 7th level, you master a variety of striking techniques that evoke the mighty attacks of beasts, such as an opo-opo's fists, a couerls fangs or a raptor's claws. You can choose to inflict slashing or piercing damage instead of bludgeoning when you attack with an unarmed strike.

Purity of Body

At 10th level, your chakra sustains you so that you no longer need food or water. In addition, you are immune to disease.

The Forbidden Chakra

At 11th level you can fully unleash your chakra to fuel devastating effects, after which all your chakra close.

  • Celestial Revolution: As an action, you channel your chakra through your blows to strike with inhuman speed. Make a number of unarmed attacks equal to the number of chakra closed against a creature within 5 feet of you.
  • Elixir Field: As an action, you can jump in the air and release a wave of energy from your body, scorching creatures in a 15 foot sphere around you. All other creatures in that area of effect must make a Constitution saving throw. A creature takes 1d10 force damage for every chakra closed on a failed save, or half that on a success.
  • Flint Strike: As an action, your kick slices through the air to generate a blast of friction and pressure in a 20 foot cone originating from you. All creatures in that cone must make a Dexterity saving throw. A creature takes 1d10 force damage for every chakra closed on a failed save, or half that on a success.
  • Purification: As an action, you can use your chakra to restore your body. You can expand a number of hit dice up to the number of chakra closed and gain hit points equal to the maximum value of each die expended. Additionally, you can end one effect causing you to be blinded, charmed, deafened, frightened, paralyzed, or poisoned for each chakra unleashed.

Brotherhood

At 14th level you draw power from your companions. If an allied creature within 60 feet scores a critical hit against an creature hostile to you, you open a chakra.

Mantra

Beginning at 15th level, your mastery of chakra grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can close 1 chakra to reroll it and take the second result.

Hidden Sects

At 18th level you learn the secrets of the two most obscure sects- Light and Dark. Their techniques employ additional seats of power within the body called nadi, whose balance can be invoked through your techniques. When you close at least 3 chakra to perform Elixir Field, you open the Lunar Nadi. When you close at least 3 chakra to perform Flint Strike, you open the Solar Nadi. When you close at least 3 chakra to perform Celestial Revolution, you open your choice of either the Solar or Lunar Nadi. The nadi remain open for a number of rounds equal to your Wisdom modifier.

When both Lunar and Solar Nadi are open, you can close both to release their power as an action and perform a lethal flurry of blows known as Phantom Rush. Choose a creature you can see within 60 feet of you. You disappear into thin air and make up to 5 unarmed strikes against that creature at advantage. You may then choose to appear in an unoccupied space within 5 feet of the target.

Perfect Balance

At 20th level you can unleash your full power with just a thought. Once per long rest, you may open your lunar and solar nadi when you roll initiative.

Earth Sect

Fists of Earth

Students of the earth are taught to value unwavering determination in the face of danger. If you choose this sect at 3rd level, attack rolls from enemies you can see cannot have advantage against you and once per round, you open 1 chakra when a creature misses you with an attack roll.

Riddle of Earth

At 9th level you can open earth-aspected chakra as an action or when you take the Attack action. For 1 minute, you are resistant to bludgeoning, piercing, and slashing damage. Once you use this feature, you cannot do so again until you complete a long rest.

Snap Punch

At 13th level you are unflinching even in the thick of battle. If an enemy within 5 feet makes an attack against you, you can make an unarmed attack against them as a reaction.

Howling Fist

At 17th level, you can use Elixir Field as if you had closed 5 chakra without expending any chakra. Once you use this feature, you cannot do so again until you complete a long rest.

Fire Sect

Fists of Fire

Students of flame are taught to value ferocity and power in battle. If you choose this sect at 3rd level, your unarmed attacks score a critical hit on a roll of 19 or 20 and once per round, you open 1 chakra if you miss with an unarmed attack against an enemy you can see.

Riddle of Fire

At 9th level you can suffuse yourself with fire-aspected chakra as an action or when you take the Attack action. For 1 minute, your unarmed attacks inflict an additional 1d4 fire damage. Once you use this feature, you cannot do so again until you complete a long rest.

True Strike

At 13th level your accuracy is unerring. Once per turn, when you miss a creature with an unarmed attack, you can make them take half of the damage the attack would have inflicted.

Rising Phoenix

At 17th level, you can use Flint Strike as if you had closed 5 chakra without expending any Chakra. Once you use this feature, you cannot do so again until you complete a long rest.

Wind Sect

Fists of Wind

Students of the wind are taught to value rapidity and mobility. If you choose this sect at 3rd level, your movement speed increases by 10 if you aren't wearing heavy or medium armor and if you end your turn with 5 or more feet of movement remaining, you open 1 chakra.

Riddle of Wind

At 9th level you can suffuse yourself with wind-aspected chakra as an action or when you take the Attack action. For 1 minute, your movement doesn't provoke opportunity attacks, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move, and you do not take fall damage. Once you use this feature, you cannot do so again until you complete a long rest.

Shoulder Tackle

At 13th level you can propel yourself across the battlefield in an instant. As an action, choose a creature you can see within 30 feet. You move straight line toward it and, if you are within 5 feet of it at the end of this movement, make an unarmed strike against it. This movement does not trigger opportunity attacks.

Tornado Kick

At 17th level, you can use Celestial Revolution as if you had closed 5 chakra without expending any chakra. Once you use this feature, you cannot do so again until you complete a long rest.

 

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