The Monk - With Some Adjustments
The idea behind the following additions and adjustments is to give a small boost to the base features of the monk class that will subsequently help their sub classes shine a bit brighter. Most of what will be listed will look quite familiar, but the old or new features with changes will have an * next to their name while the changes themselves will be highlighted in bold. Numbers in parenthesis (#) display the original ki point cost. This document does not display the monk class table because no changes were made to it. The only subclass adjusted in this document was the Way of the Sun Soul, it needed some love.
Class Features
As a monk, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per monk level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at High Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Starting Proficiencies *
- Armor: light armor, medium armor
- Weapons: simple weapons, shortswords
- Tools: any one type of artisan's tools or any one musical instrument of your choice
- Saving throws: Strength, Dexterity
- Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Alternatively, you may start with 5d4 gp to buy your own equipment.
Multiclassing *
Ability Score Minimum: Dexterity 13, Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapons: simple weapons, shortswords
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, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing heavy 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).
Fighting Style *
At 2nd level, 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.
Blessed Warrior
You learn two cantrips of your choice from the cleric spell list. They count as monk spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Fighting Style cont. *
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as monk spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal bludgeoning damage equal to your martial arts die to one creature grappled by you.
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 three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it may be 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.
Alternatively, you may recover your mystic energy while performing deft combative artistry. After you roll for initiative, if you perform a critical hit with your monk weapon or unarmed strike during combat or a creature critically misses you while you are performing the Dodge action, you recover 2 ki points. You may only recover 2 ki points per turn. This effect cannot be triggered once combat has ended.
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
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
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind* (1)
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Dedicated Weapon
2nd-level monk optional feature
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.
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. If wearing light armor, this bonus decreases by 5 feet, and if wearing medium armor, this bonus decreases by 10 feet.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Attacks *
Starting at 3rd level, you can use your reaction to deflect an attack when you are hit by a weapon attack. When you do so, the damage you take from the attack is reduced by your martial arts die + your proficiency bonus + your monk level.
If the attack was a melee attack and you reduce the damage to 0, you completely deflect the attack and may spend 1 ki point to make an unarmed strike against the attacking creature as part of the same reaction.
If the attack was a ranged attack and 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 (range 20/60 feet) 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.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ki-Fueled Attack
3rd-level monk optional feature
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
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.
If your DM allows the use of feats, you may instead take a feat.
Leaf on the Wind *
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. In addition, when you make a Dexterity (Acrobatics) check, you can spend 1 ki point and add your martial arts die to the roll, minimum of 1.
Quickened Healing *
4th-level monk optional feature
As an Action, you can spend 1 (2) ki point and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
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 hit another creature with a melee weapon attack, 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.
Focused Aim
5th-level monk optional feature
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-Empowered Strikes *
Starting at 6th level, your unarmed strikes and dedicated monk weapon 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 forgo your Action to end one effect on yourself that is causing you to be charmed or frightened.
Lethal Strikes *
At 9th level, your attacks made with your unarmed strikes and monk weapon score a critical hit on a roll of 19 or 20.
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.
Diamond Soul
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 1 ki point to reroll it and take the second result.
Timeless Body *
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, you can't be aged magically, and you no longer need food or water. You can still die of old age, however.
During a short rest, you can forgo recovering your ki to instead decrease your exhaustion level by 1 and restore any effects reducing your hit point maximum.
Enhanced Martial Arts *
18th-level monk optional feature
Starting at 18th level, your continued practice and mastery of your martial arts has allowed you to truly turn your weapon into an extension of your body. Your dedicated monk weapon’s damage die is now enhanced by one level, which makes weapons with a d6 die become a d8, and a d8 become a d10, for example.
Monk weapons with the finesse feature also benefit from this enhancement by allowing a d10 to become a d12 when a finesse weapon is wielded with both hands, for example. If whenever you decide to focus your ki into a new dedicated monk weapon, your previous dedicated monk weapon will lose this damage enhancement immediately.
Empty Body *
Beginning at 18th level, you can use your action to spend 6 (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 represent the zenith of martial artistry. You now recover 3 ki points when you critically hit with a monk weapon or unarmed strike or a creature critically misses you while you are performing the Dodge action. You may now only recover 3 ki points per turn.
Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Radiant Sun Bolt *
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. The special attack is a ranged attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. 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.
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.
These attacks are considered monk weapon attacks.
Dazzling Radiance *
Starting at 6th level, the burning light within begins to empower your body granting you resistance to radiant damage. As an Action you can extinguish magical darkness created by a spell or creature of CR equal to half your monk level or lower. In addition, you can now attempt a Stunning Strike with your Radiant Sun Bolt attacks.
Searing Sunburst *
At 11th level, 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 make a ranged attack at a target up to 150 feet away where it erupts into a sphere of radiant light for a brief but deadly instant.
On a hit the target takes a d8 + your wisdom modifier in radiant damage. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. Hit or miss, the target and each creature within 20 feet of it must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's explosion damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
This attack is considered a monk weapon attack.
Sun Shield *
At 17th level, 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. If a creature hits you with a melee attack while this light shines, you may deal radiant damage to the creature. The radiant damage is equal to your Wisdom modifier.