Monk Buffs v2

by TheTranMan

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Monk Buffs:

Way of the Sun Soul

Radiant Sun Bolt

3rd-level Sun Soul Monk feature


You gain a new attack option that you can use with the Attack action, and as the Bonus Action Attack from Martial Arts. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attacks and damage rolls. Its damage is radiant, and its damage die is a d8. This die changes as you gain monk levels, as shown in the new Martial Arts column of the Monk table.

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 reach 11th level, you can instead spend 2 Ki Points to make the special attack thrice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any one of the attacks you make as part of the Attack action.

Searing Arc Strike

6th-level Sun Soul Monk feature


When you cast Burning Hands as a bonus action with this feature, it does radiant damage instead of fire damage.

Alternatively, you can cast Color Spray instead of Burning Hands with this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend ki points as the feature describes.

Monk Changes:

Wis or Cha Reliance

You can substitute Charisma for Wisdom for your monk's class features.

Martial Arts

In addition to everything else listed from Martial Arts, you've also gained the following:

  • You can use your Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • You can take the Dash and Disengage actions as a bonus action.

Your Martial Arts damage dice has been buffed.


  • At 1st-4th Level: 1d8
  • At 5th-10th: 1d10
  • At 11th-16th: 1d12
  • At 17th-20th: 2d8

Ki

The following features have been buffed or re-written:

  • Flurry of Blows. It works as written, however once you reach 11th level, you can instead spent 2 Ki Points to make three unarmed strikes as a Bonus Action.
  • Patient Defense. When you use your bonus action to Disengage, you can spend 1 Ki Point to also Dodge (no action required). At 11th level, you can instead spend 2 Ki Points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.
  • Step of the Wind. When you use your bonus action to Dash, you can spend 1 Ki Point to double your jump distance for the turn. At 11th level, you can instead spend 2 Ki Points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your turn in the air and nothing else is holding you aloft.

Dedicated Weapon

2nd-level Monk feature (TCoE)


You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Martial Art Techniques

At 2nd Level, you've trained in specific Martial Arts, so much so that you have specific abilities you've trained to use.

You gain two Techniques of your choice. If a Technique has prerequisites, you must have them to learn it. You can swap Techniques at the same time you meet its prerequisites (say you reach 3rd-Level and gain a Subclass, and meet the Subclass pre-requisite for said techniques). If you gained Proficiencies from a Technique, you lose them when you swap one it out.

You learn an additional Technique at 7th, 13th, and 17th level.

Ki-Fueled Attack

3rd-level Monk feature (TCoE)


If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an un-armed strike or a monk weapon as a bonus action before the end of the turn.

Quickened Healing

4th-level Monk feature (TCoE)


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 plus your proficiency bonus.

Focused Aim

5th-level Monk feature (TCoE)


When you miss with an attack roll you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki Point Restoration

10th-level Monk feature


Starting at 10th level, you have learned to channel Ki from the universe around you and call upon it. As an Action, you can restore a number of Ki Points equal to your Wisdom Modifier + your Proficiency Bonus. Once you have used this ability, you cannot do so again until you finish a long rest.

Perfect Self

20th-level Monk feature


At 20th level, you have achieved perfect harmony between your body, spirit, and the energy of Ki. You now have unlimited Ki Points.

Martial Arts Techniques -

The Martial Arts Techniques are presented in alphabetical order.

Armored Fighting Technique

You gain Proficiency in Light and Medium Armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long and as you are not wielding a shield.

Impenetrable Defense Technique

You can use your Reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier.

Intercepting Deflection Techinque

Prerequisite: 7th-level Monk


While you are within reach of an ally you can see, you can use your reaction to use Deflect Missiles on them when they are targeted by a ranged weapon attack.

Fighting Technique

You adopt a particular fighting style as your specialty. Pick a Fighting Style from the Fighting Style Options.

Flowing Ki Techinque

Your maximum Ki Points increases by an amount equal to your Proficiency modifier (minimum of +2).

Graceful Movement Technique

You ignore nonmagical difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use a bonus action to do so.

Long-Reach Technique

Your reach with unarmed strikes and monk weapons increases to 10 feet.

Nerve Attacks Technique

Prerequisite: 17th-level Monk


Whenever you use Stunning Strike, you can spend 2 extra Ki Points to cause the target to be Paralyzed as long as it is Stunned when it fails the save vs. Stunning Strike.

Precise Strikes Technique

Prerequisite: 13th-level Monk


Your critical hit range with your attacks increases by 1, causing you to land a critical hits on a roll of a 19 or 20 when making Unarmed Strikes or attacks with your Monk Weapons.

Vision of the Verse Technique

Prerequisite: 7th-level Monk


When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

Each Roll can be used only once. When you finish a short or long rest, you lose any unused Rolls.

Retributive Stance Technique

Prerequisite: 13th-level Monk


When you take the Dodge action and an attack made by a creature within 5 feet of you attacks you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

Sky Dancing Techinque

Prerequisite: 13th-level Monk


Your power to manipulate Ki has given you such a mastery over the energy in your body and in the universe, that you can grant yourself flight.

You can spend 4 Ki Points to gain a fly speed equal to your current speed. This flight lasts for 1 hour.

Spell Deflection Technique

Prerequisite: 7th-level Monk

You can use Deflect Missiles when you are targeted by a ranged spell attack.

If you reduce the damage to 0 however, you can only deflect the missile and redirect it by spending 1 Ki Point to make a ranged attack 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. It deals damage that the spell's damage would have originally done.

Spirit Strikes Technique

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

Thousand Fists Technique

Prerequisite: 13th-level Monk


Whenever you use Flurry of Blows, you can make one melee attack against any number of creatures within your reach, with a separate attack roll for each target.

Weapon Flurry Technique

When you make unarmed strikes as part of your Martial Arts bonus action or from your Flurry of Blows, you can instead make melee weapon attacks with a monk weapon you are wielding.

Subclass Specific Techniques

When you reach 3rd-Level, you gain access to Techinques you may swap out when meet their Subclass prerequisite.

Heavy-Handed Technique

Prerequisite: Way of the Open Hand


When you deal damage with your unarmed strikes, you can spend an extra 1 Ki Point to cause the unarmed strike to deal additional damage equal to your Martial Arts die.

Elemental Fist Technique

Prerequisite: 7th-level, Way of the Four Elements


When you make an attack with your unarmed strikes, you can spend 1 Ki Point to cause your unarmed strikes to deal your choice of cold, fire, or thunder instead of bludgeoning damage for 1 minute. You can switch between bludgeoning and the damage types you make after you spend the Ki Point.

Shadow Strikes Technique

Prerequisite: 13th-level, Way of Shadow


When you make attacks while you are hidden or invisible, you remain hidden or invisible, and making those attacks don't reveal your position.

Stuporing Fist Technique

Prerequisite: Way of the Drunken Master


When you choose this style, whenever you use Flurry of Blows and hit a creature, you can force them to make a Constitution saving throw or become poisoned until the end of your next turn.

Man-At-Arms Technique

Prerequisite: Way of the Kensei


When you choose this Style, you can choose up to two more types of weapons to be your kensei weapons. Each of these weapons can be any simple or martial weapon, without restrictions of properties. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you.

Sunfist Technique

Prerequisite: Way of the Sun Soul


You channel radiance through your strikes. You can spend 1 Ki Point to cast Divine Favor, which activates on your unarmed attacks.

Kamehameha Beams Technique

Prerequisite: 17th-level Monk, Way of the Sun Soul


You can spend 9 Ki Points to cast Sunbeam.

Death's Grace Technique

Prerequisite: 7th-level Monk, Way of the Long Death


When you choose this style, your Touch of Death feature gains additional features. It has a range of 60 feet, and you can grant it instead to a friendly creature within 30 feet of you.

Weightless Body Technique

Prerequisite: 13th-level Monk, Way of the Astral Self


Whenever you spend Ki-Points, this style allows you to immediately fly up to 20 feet without provoking opportunity attacks. While flying in this way, you hover in the air until end of your turn, of which you float gently to the ground if you are still aloft.

Hands of Pain Technique

Prerequisite: 7th-level Monk, Way of Mercy


Whenever you use your Hands of Harm feature, you are no longer restricted to using it only once per turn, and you can choose to deal necrotic or psychic damage.

 

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