Monk Buffs v3

by TheTranMan

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Drict's Monk

The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d8 Unarmored Defense, Martial Arts, Dedicated Weapon
2nd +2 1d8 2 +10 ft. Ki, Martial Art Techniques, Unarmored Movement
3rd +2 1d8 3 +10 ft. Monastic Tradition, Deflective Reflexes
4th +2 1d8 4 +10 ft. Ability Score Improvement, Slow Fall, Unarmored Movement improvement
5th +3 1d10 5 +15 ft. Extra Attack, Additional Ki Features
6th +3 1d10 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d10 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d10 8 +15 ft. Ability Score Improvement
9th +4 1d10 9 +15 ft. Unarmored Defense improvement
10th +4 1d10 10 +20 ft. Purity of Body
11th +4 1d12 11 +20 ft. Monastic Tradition feature, Improved Ki features
12th +4 1d12 12 +20 ft. Ability Score Improvement
13th +5 1d12 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d12 14 +25 ft. Diamond Soul
15th +5 1d12 15 +25 ft. Timeless Body
16th +5 1d12 16 +25 ft. Ability Score Improvement
17th +6 2d8 17 +25 ft. Monastic Tradition feature
18th +6 2d8 18 +30 ft. Attain Nirvana
19th +6 2d8 19 +30 ft. Ability Score Improvement
20th +6 2d8 20 +30 ft. Perfect Self

Class Features

As a monk, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per monk level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one type of artisan's tools or one musical instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth

Equipment

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

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.

At 9th level, you add your Proficiency Bonus to your Unarmored Defense.

Martial Arts

At 1st level, 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 armor or wielding a shield:

  • 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 use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d8 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.
  • You can take the Dash and Disengage actions as a bonus action.
  • 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.

Dedicated Weapon

1st-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.

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 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

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.


Improved Flurry of Blows. At 11th level, you can spend 1 ki point 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).


Improved Patient Defense. At 11th level, whenever you activate Patient Defense, you gain resistance to all damage until the start of your next turn.

Step of the Wind

When you use your bonus action to Dash, you can spend 1 Ki Point to triple your jump distance for the turn.


Improved Step of the Wind. At 11th level, when you use your bonus action to Dash, you can spend 1 Ki Point to teleport an amount of feet equal to your unarmored movement bonus. This teleport occurs any time between movement gained from your Dash action.

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 4th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

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.

Deflective Reflexes

At 3rd level, your supernatural reflexes are so great you passively avoid projectiles. You gain a bonus to AC equal to your Proficiency modifier against Ranged Attacks.

Additional Ki Features

Starting at 5th level, you gain the following Ki Features.

Focused Aim

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.

Meditate

As an action, you can expend 1 hit dice. You regain a number of hit points equal to the number rolled plus your Constitution bonus. You regain a number of ki points equal to your Wisdom modifier.

Stunning Strike

You can interfere the flow of ki in an opponents body. When you hit another creature with a melee weapon attack or unarmed strike, 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 start of your next turn.

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 are immune to the Charmed and Frightened conditions.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease, the poisoned condition, and poison damage.

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, and you can't be aged magically. You can still die of old age however. In addition, you no longer need food or water.

Attain Nirvana

Beginning at 18th level, 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

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 following Martial Arts Techniques are presented in alphabetical order:

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.

Impenetrable Defense Technique

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

Ki Skirmishing Technique

Prerequisite: 7th-level Monk


Whenever you expend a ki point as part of an action or bonus action, you can make one unarmed strike as part of that action or bonus action.

Long-Reach Technique

Your reach with unarmed strikes and monk weapons increases by 5 feet.

Lucky Cat Technique

Prerequisite: 7th-level Monk


You have mastered the ability to transmit the energy of the universe into a fortune for your body. Whenever you Critically Hit a Creature, or suffer a Critical Hit, you gain 1 Ki Point.

Master Challenger Technique

Prerequisite: 7th-level Monk


Whenever you use Flurry of Blows and hit a target with one of those attacks, that target is shaken by your assault, and has disadvantage on any attack roll that isn't against you until the start of your next turn.

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 against the Stunning Strike.

Precision Strikes Technique

Prerequisite: 7th-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 a creature within your reach attacks you, 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 3 Ki Points to gain a fly speed equal to your current speed. This flight lasts for 1 hour.

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.

Teachings of Nirvana Technique

Prerequisite: 7th-level Monk


Upon acquiring this technique, you gain a skill proficiency of your choice. Additionally, you can spend 1 ki point and 10 minutes on a skill to which you are proficient, gaining Expertise in the skill instead. You can only have one instance of this feature active at a time.

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.

Undying Spirit Technique

Prerequisite: 13th-level Monk


If you drop to 0 Hit Points, you can spend 4 Ki Points, roll four Martial Arts dice, and add the dice together. Your number of Hit Points instead changes to the total rolled. Each time you use this feature after the first, the Ki Point cost increases by 2. When you finish a Short or Long Rest, the Ki Point cost resets to 4.

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 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 can also activate on your unarmed attacks.

Kamehameha Beams Technique

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


You can spend 6 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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