The Revised 5.24e Monk
| Level | Proficiency Bonus | Features | Focus Points | Martial Arts | Unarmored Movement |
|---|---|---|---|---|---|
| 1st | +2 | Martial Arts, Unarmored Defense | - | 1d6 | - |
| 2nd | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 2 | 1d6 | +10 ft. |
| 3rd | +2 | Deflect Attacks, Monk Subclass | 3 | 1d6 | +10 ft. |
| 4th | +2 | Ability Score Improvement, Slow Fall | 4 | 1d6 | +10 ft. |
| 5th | +3 | Extra Attack, Stunning Strike | 5 | 1d8 | +10 ft. |
| 6th | +3 | Empowered Strikes, Subclass Feature | 6 | 1d8 | +15 ft. |
| 7th | +3 | Evasion | 7 | 1d8 | +15 ft. |
| 8th | +3 | Ability Score Improvement | 8 | 1d8 | +15 ft. |
| 9th | +4 | Acrobatic Movement | 9 | 1d8 | +15 ft. |
| 10th | +4 | Self Restoration, Subclass Feature | 10 | 1d8 | +20 ft. |
| 11th | +4 | Heightened Focus | 11 | 1d10 | +20 ft. |
| 12th | +4 | Ability Score Improvement | 12 | 1d10 | +20 ft. |
| 13th | +5 | Deflect Energy | 13 | 1d10 | +20 ft. |
| 14th | +5 | Disciplined Survivor, Subclass feature | 14 | 1d10 | +25 ft. |
| 15th | +5 | Perfect Focus | 15 | 1d10 | +25 ft. |
| 16th | +5 | Ability Score Improvement | 16 | 1d10 | +25 ft. |
| 17th | +6 | Superior Defense | 17 | 1d12 | +25 ft. |
| 18th | +6 | Planar Conduit, Subclass Feature | 18 | 1d12 | +30 ft. |
| 19th | +6 | Ability Score Improvement | 19 | 1d12 | +30 ft. |
| 20th | +6 | Body and Mind | 20 | 1d12 | +30 ft. |
Class Features
- As a Monk, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Monk level
- Hit Points at 1st Level: 16 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your
- Constitution modifier per Monk level after 1st.
Proficiencies
- Saving Throws: Strength, Dexterity
- Skills (Choose two): Acrobatics, Athletics, History,
- Insight, Perception, Religion, Stealth
- Weapons: Simple weapons, Martial Weapons that have
- the Light property
- Tools: Choose one type of Artisan’s Tools or Musical
- Instrument
Armor Training
- None
Starting Equipment
- As a 1st-level character, you either can spend 65 GP on
- equipment of your choice or you start with the following
- equipment:
-
Artisan Tools,
Dagger (4)
Explorer's Pack
Musical Instrument
Spear
9 GP
Multiclassing and the Monk
- If your group uses the multiclassing rules in the Player’s
- Handbook, here’s what you need to know if you choose
- Monk as one of your Classes.
- Ability Score Minimum. As a multiclass character, you
- must have a score of at least 13 in the Monk’s primary
- ability, Dexterity and Wisdom, to take a level in this Class
- or to take a level in another Class if you are already a
- Monk.
1st level: Martial Arts
- Your practice of martial arts gives you mastery of combat
- styles that use your Unarmed Strike and Monk Weapons,
- which are the following:
- Simple Melee Weapons
- Martial Weapons that have the Light 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:
- Bonus Unarmed Strike: You can make one Unarmed
- Strike as a Bonus Action.
- Dexterous Attacks: You can use Dexterity instead of
- Strength for the attack and damage rolls of your Unarmed
- Strikes and Monk Weapons. In addition, when you choose
- the Grapple or Shove option, you can use your Dexterity
- modifier instead of Strength to determine the saving
- throw DC.
- Martial Arts Die: You can roll a d6 in place of the normal
- damage of your Unarmed Strike or Monk Weapons. This
- die changes as you gain Monk levels, as shown in the
- Martial Arts column of the Monk table.
1st level: Unarmored Defense
- While you aren’t wearing any armor or wielding a Shield,
- your base Armor Class equals 10 plus your Dexterity and
- Wisdom modifiers.
2nd level: Monk's Focus
- Your self-Focus and martial training allow you to
- harness a well of extraordinary energy within yourself.
- Your access to this energy is represented by a number of
- Focus Points. Your Monk level determines the number
- of points you have, as shown in the Focus Points
- column of the Monk table.
- You can spend these points to fuel certain Monk features.
- You start knowing three such features: Flurry of Blows,
- Patient Defense, and Step of the Wind, each of which is
- detailed below.
- When you spend a Focus Point, it is unavailable until
- you finish a Short Rest or Long Rest, at the end of which
- you regain all your expended points.
- Some features that use Focus Points require your
- target to make a saving throw. The saving throw DC
- equals 8 plus your Proficiency Bonus plus your Wisdom
- modifier.
- Flurry of Blows: You can spend 1 Focus Point to
- make two Unarmed Strikes as a Bonus Action.
- Patient Defense: You can take the Disengage action as a
- Bonus Action. Alternatively, you can spend 1 Focus
- Point to take both the Disengage and the Dodge actions
- as a Bonus Action.
- Step of the Wind: You can take the Dash action as a
- Bonus Action. Alternatively, you can spend 1 Focus
- Point to take both the Disengage and Dash actions as a
- Bonus Action, and your jump distance is doubled for the
- turn.
2nd level: Uncanny Metabolism
- When you roll Initiative, you can regain all expended
- Focus Points. When you do so, roll your Martial Arts
- die, and regain a number of Hit Points equal to your Monk
- level plus the number rolled.
- Once you use this feature, you can’t use it again until you
- finish a Long Rest.
2nd level: Unarmored Movement
- Your speed increases by 10 feet while you aren’t wearing
- armor or wielding a Shield. This bonus increases when
- you reach certain Monk levels, as shown on the Monk
- table.
3rd level: Deflect Attacks
- You can use your Reaction to deflect melee and ranged
- attacks against you that deal Bludgeoning, Piercing, or
- Slashing damage. When you do so, the total damage you
- take from the attack is reduced by 1d10 plus your
- Dexterity modifier plus your Monk level.
- If you reduce the damage to 0, you can spend 1 Focus
- Point to redirect some of the attack’s force. If you do so,
- choose a creature within 5 feet of you if the attack was a
- melee attack or 60 feet of yourself that isn’t behind Total
- Cover if the attack was a ranged attack. That creature
- must succeed on a Dexterity saving throw or take damage
- equal to two rolls of your Martial Arts die plus your
- Dexterity modifier. The damage is the same type dealt by
- the attack.
3rd level: Monk Subclass
- You gain a Monk subclass of your choice: Warrior of
- Mercy, Warrior of Shadow, Warrior of the Four Elements,
- or Warrior of the Hand.
- A subclass is a specialization that grants you special
- abilities at certain Monk levels. For the rest of your career,
- you gain each of your subclass’s features that are of your
- Monk level and lower.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify.
- As shown on the Monk table, you gain this feature again
- at levels 8, 12, 16, and 19.
4th level: Slow Fall
- You can use your Reaction when you fall to reduce any
- damage you take from the fall by an amount equal to five
- times your Monk level.
5th level: Extra Attack
- You can attack twice, instead of once, whenever you take
- the Attack action on your turn.
5th level: Stunning Strike
- Once per turn when you hit a creature with a Monk
- Weapon or an Unarmed Strike, you can spend 1 Focus
- Point to attempt a stunning strike. The target must make
- a Constitution saving throw. On a failed save, the target
- has the Stunned condition until the start of your next
- turn. On a successful save, the target takes Force damage
- equal to a roll of your Martial Arts die plus your Wisdom
- modifier.
6th level: Empowered Strikes
- Whenever you deal damage with your Unarmed Strike, it
- can deal your choice of Force damage or its normal
- damage type.
7th level: Evasion
- 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.
- You don’t benefit from this feature if you have the
- Incapacitated condition.
9th level: Acrobatic Movement
- While you aren’t wearing armor or wielding a Shield, you
- gain the ability to move along vertical surfaces and across
- liquids on your turn without falling during the movement.
10th level: Self-Restoration
- Through sheer force of will, you can remove one of the
- following conditions from yourself at the end of each of
- your turns: Charmed, Frightened, or Poisoned.
- In addition, forgoing food and drink doesn’t give you
- levels of Exhaustion.
11th level: Heightened Focus
- Your training has pushed your body and mind to new
- levels. Your Flurry of Blows, Patient Defense, and Step of
- the Wind gain the following benefits:
- Flurry of Blows:L You can spend 1 Focus Point to use
- Flurry of Blows and make three Unarmed Strikes with it
- instead of two.
- Patient Defense: When you spend a Focus Point to
- use Patient Defense, you gain an additional Reaction until
- the start of your next turn. If you don't use this reaction,
- you gain a number of Temporary Hit Points equal to two
- rolls of your Martial Arts die.
- Step of the Wind: When you spend a Focus Point to
- use Step of the Wind, you can choose a willing creature
- within 5 feet of you that is Large or smaller. You move the
- creature with you until the end of your turn. The
- creature’s movement doesn’t provoke Opportunity
- Attacks.
13th level: Deflect Energy
- You can now use your Deflect Attacks feature against
- attacks that deal any damage type, not just Bludgeoning,
- Piercing, or Slashing.
14th level: Disciplined Survivor
- Your physical and mental discipline grant you proficiency
- in all saving throws.
- Additionally, whenever you make a saving throw and fail,
- you can spend 1 Focus Point to reroll it and take the
- second result.
15th level: Perfect Focus
- When you roll Initiative and don’t use Uncanny
- Metabolism and have 3 Focus Points or fewer, you
- regain expended Focus Points until you have 5.
17th level: Superior Defense
- At the start of your turn, you can spend 3 Focus Points
- to perfectly bolster yourself against harm for 1 minute or
- until you have the Incapacitated condition. During that
- time, you have resistance to all damage except Force
- damage.
18th level: Planar Conduit
- Your Discipline sustains you so that you suffer none of the
- frailty of old age, and you can't be aged magically.
- In addition, you learn to touch the Discipline of other
- minds so that you understand all spoken languages.
- Moreover, any creature that can understand a language
- can understand what you say.
20th level: Body and Mind
- You have honed your body and mind to new heights. Your
- Dexterity and Wisdom scores increase by 4. Your
- maximum for those scores is now 25.
Monk Subclasses
| Warrior of Mercy |
| Warrior of Shadow |
| Warrior of the Four Elements |
| Warrior of the Hand |
| Tattooed Warrior |
| inebriated Warrior |
Warrior of Mercy
- Monks of the Way of Mercy learn to manipulate the life
- force of others to bring aid to those in need. They are
- wandering physicians to the poor and hurt. However, to
- those beyond their help, they bring a swift end as an act
- of mercy.
- Those who follow the Way of Mercy might be members of
- a religious order, administering to the needy and making
- grim choices rooted in reality rather than idealism. Some
- might be gentle-voiced healers, beloved by their
- communities, while others might be masked bringers of
- macabre mercies.
3rd level: Hands of Healing
- Your mystical touch can mend wounds. As an action, you
- can spend 1 Focus point to touch a creature and
- restore a number of hit points equal to a roll of your
- Martial Arts die + your Wisdom modifier.
- When you use your Flurry of Blows, you can replace one
- of the unarmed strikes with a use of this feature without
- spending a Focus point for the healing.
- You also gain proficiency in the Insight and Medicine
- Skills, and gain proficiency with the herbalism kit.
3rd level: Hands of Harm
- You use your inner Focus to inflict wounds. When you
- hit a creature with an unarmed strike, you can spend 1
- Focus point to deal extra necrotic damage equal to
- one roll of your Martial Arts die + your Wisdom modifier.
- You can use this feature only once per turn.
- Also you gain a special mask, which you often wear when
- using the features of this subclass. You determine its
- appearance, or generate it randomly by rolling on the
- Merciful Mask table.
Merciful Mask Table
| d6 | Mask Appearance |
|---|---|
| 1 | Raven |
| 2 | Blank and White |
| 3 | Crying Visage |
| 4 | Laughing Visage |
| 5 | Skull |
| 6 | Butterfly |
6th level: Physician's Touch
- You can administer even greater cures with a touch, and if
- you feel it's necessary, you can use your knowledge to
- cause harm.
- When you use Hands of Healing on a creature, you can
- also end one disease or one of the following conditions
- affecting the creature: blinded, dazed, deafened,
- paralyzed, poisoned, or stunned.
- When you use Hands of Harm on a creature, you can
- subject that creature to the poisoned condition until the
- end of your next turn
10th level: Flurry of Healing and Harm
- You can now mete out a flurry of comfort and hurt. When
- you use Flurry of Blows, you can now replace each of the
- unarmed strikes with a use of your Hands of Healing,
- without spending Focus points for the healing.
- In addition, when you make an unarmed strike with Flurry
- of Blows, you can use Hand of Harm with that strike
- without spending the Focus point for Hands of Harm.
- You can still use Hands of Harm only once per turn
14th level: Adrenaline Rush
- When you use your Hand's of Healing on yourself, you
- gain one of the following benefits.
- You gain advantage on Strength, Dexterity and Constitution Saving throws for 1 minute
- You gain additional 15 feet of movement speed for 1 minute
- You gain Damage Mitigation to Bludgeoning, Piercing, or Slashing damage equal to your Monk level for 1 minute
- You can't benefit from your Hand's of Healing again until
- the effect wears off.
14th level: Hallucinatory Poison
- When a Creature is affected by your Poison from Hand's
- of Harm, they also cause them to Hallucinate causing one
- of the following effects:
- The creature is Frightened of you as long as it is Poisoned from your Hand's of Harm.
- The creature is Charmed by you and treats you as an ally as long as it is Poisoned by your Hand's of Harm. The creature automatically makes it save for your Hand's of Harm poison if you attack it while poisoned and with this option.
18th level: Hand of Ultimate Mercy
- Your mastery of life energy opens the door to the ultimate
- mercy. As an action, you can touch the corpse of a
- creature that died within the past 24 hours and expend 4
- Focus points. The creature then returns to life,
- regaining a number of hit points equal to 4d12 + your
- Wisdom modifier. If the creature died while subject to any
- of the following conditions, it revives with them removed:
- blinded, dazed, deafened, paralyzed, poisoned, and
- stunned.
- Once you use this feature, you can't use it again until you
- finish a long rest.
Warrior of Warrior of Shadow
3rd level: Shadow Arts
- Through rigorous training, you have learned to draw on
- the power of the Shadowfell, gaining the following
- benefits:
- Darkness: You can spend 1 Focus Point to cast the
- Darkness spell without any spell components. You can
- see within the spell’s area when you cast it with this
- feature. While the spell persists, you can move its area of
- darkness to a space within 60 feet of you at the start of
- each of your turns.
- Darkvision: You gain Darkvision with a range of 60 feet. If
- you already have Darkvision, its range increases by 60
- feet.
- Shadowy Figments: You know the Minor Illusion cantrip
- and use Wisdom as the spellcasting ability for it.
6th level: Shadow Step
- While entirely within Dim Light or Darkness, you can use a
- Bonus Action to teleport up to 60 feet to an unoccupied
- space you can see that is also in Dim Light or Darkness.
- You then have Advantage on the next melee attack you
- make before the end of the turn.
10th level: Shrouded Opportunity
- You can exploit a creature's momentary distraction when
- it is hit by an attack. Whenever a creature within your
- Unarmed Strike's reach is hit by an attack made by a
- creature other than you, you can use your Reaction to
- make an Unarmed Strike against that creature.
- If the target is within Dim light or Darkness, you may do
- one of the following as well:
- Shadow Strike: The reaction attack deals an additional
- Martial Art's Die in Force damage.
- Mind Games: Make the target make an Intelligence
- saving throw. If they fail, they consider you as an ally until
- the start of your next turn.
- Shadowy Dodge: You immediately are affected by a
- Mirror Image spell, except you only have 1 image. This
- image goes away if you every are not in Dim light or
- Darkness.
14th level: Improved Shadow Step
- You can draw on your connection to shadow to empower
- your teleportation. When you use your Shadow Step, you
- can spend 1 Focus Point to remove the requirement
- that you must start and end in Dim Light or Darkness for
- that use of the feature. As part of this Bonus Action, you
- can make an Unarmed Strike immediately after the
- teleportation.
18th level: Cloak of Shadows
- As a Bonus Action while entirely within Dim Light or
- Darkness, you can spend 3 Focus Points to shroud
- yourself with magical darkness for 1 minute, until you
- have the Incapacitated condition, or until you end your
- turn in Bright Light. While shrouded in darkness, you gain
- the following benefits:
- Invisibility: You have the Invisible condition.
- Partially Incorporeal: You can move through creatures
- and objects as if they were difficult terrain, but you take
- 1d10 Force damage if you end your turn inside a creature
- or an object.
- Shadow Flurry: You can use your Flurry of Blows without
- spending any Focus Points.
Warrior of the Four Elements
- The tradition of the Four Elements encompasses Monks
- who tap into the power of the Elemental Planes through
- their practice of martial arts. Some of these Monks focus
- on a single element, learning to wreathe their fists in fire
- and cause explosive bursts of flame, or to wield mighty
- gusts of icy wind. Others weave the elements together
- and learn a variety of techniques to harness the
- appropriate elemental force for each particular
- circumstance.
3rd level: Elemental Attunement
- You have attuned yourself with the elemental forces of
- the multiverse. You know the Elementalism cantrip.
- In addition, at the start of your turn, you can spend 1
- Focus Point to imbue yourself with elemental energy.
- The energy lasts for 10 minutes or until you have the
- Incapacitated condition. You gain the following benefits
- for the duration:
- Elemental Strikes: Whenever you hit with your Unarmed
- Strike, you can cause it to deal your choice of Acid, Cold,
- Fire, or Lightning damage rather than its normal damage
- type. When you deal one of these types with your
- Unarmed Strike, you can also force the target to make a
- Strength saving throw. On a failed save, you can move the
- target up to 10 feet toward or away from you, as
- elemental energy swirls around it.
- Reach: When you make an Unarmed Strike, your reach is
- 10 feet greater than normal, as elemental energy extends
- from you.
6th level: Elemental Burst
- You can replace one of your Unarmed Strikes, you can
- spend 2 Focus Points to cause environmental energy
- to burst in a 20-foot-radius sphere centered on a point
- within 120 feet of yourself. Choose a damage type: Acid,
- Cold, Fire, or Lightning.
- Each creature in the sphere must make a Dexterity saving
- throw. On a failed save, a creature takes damage of the
- chosen type equal to three rolls of your Martial Arts die +
- your Wisdom modifier. On a successful save, a creature
- takes half as much damage.
- This feature counts as a Magic action for purposes of
- features that interact with Magic actions.
10th level: Elemental Manipulation
- As a Reaction, you may spend 1 Disipline Point to cast
- Absorb Elements spell. With the same reaction, if you
- spend an additional 1 Disipline Point, you may do one of
- the following:
- Reactionary Burst: You may use your Environmental
- Burst feature, using the same damage type, except you
- add the damage you resisted with the Absorb Elements
- spell with the damage of your Environmental Burst.
- Manipulate the Elements You may affect allies as well
- with your Absorb Elements spell, creatures must be within
- 20 feet of you.
14th level: Stride of the Elements
- When you use your Step of the Wind, you gain a Fly Speed
- and Swim Speed equal to your Speed for 10 minutes.
18th level: Elemental Epitome
- When you use the Elemental Attunement feature, you
- also gain the following benefits for the duration:
- Damage Immunity: You gain Immunity to one of the
- following damage types of your choice: Acid, Cold, Fire, or
- Lightning. At the start of each of your turns, you can
- change this choice.
- Destructive Stride: When you use your Step of the Wind,
- our Speed increases by 20 feet until the end of the turn.
- For that duration, any creature of your choice takes
- damage equal to 2 rolls of your Martial Arts die plus your
- Wisdom modifier when you enter a space within 5 feet of
- it. The damage is the same type you chose for this
- feature’s damage immunity. A creature can take this
- damage only once per turn.
- Greater Elemental Strikes: Once on each of your turns,
- you can deal extra damage to a target equal to one roll of
- your Martial Arts die when you hit it with an Unarmed
- Strike. The damage is the same type you chose for this
- feature’s damage immunity.
Warrior of the Hand
- Warriors of the Hand are masters of unarmed combat.
- They learn techniques to push and trip their opponents
- and manipulate their own energy to protect themselves
- from harm.
3rd level: Open Hand Technique
- Whenever you hit a creature with an attack granted by
- your Flurry of Blows, you can impose one of the following
- effects on that target:
- Addle: The target can’t make Opportunity Attacks until
- the start of its next turn.
- Push: The target must succeed on a Strength saving
- throw, or you push it up to 15 feet away from yourself.
- Topple: The target must succeed on a Dexterity saving
- throw, or it has the Prone condition.
6th level: Wholeness of Body
- You gain the ability to heal yourself. As a Bonus Action,
- you can roll your Martial Arts die twice. You regain a
- number of Hit Points equal to the number rolled plus
- your Wisdom modifier (minimum of 1 Hit Point regained).
- You can use this feature a number of times equal to your
- Wisdom modifier (minimum of once), and you regain all
- expended uses when you finish a Long Rest.
10th level: Fleet Step
- You can easily stride out of harm’s way. When you take a
- Bonus Action other than Step of the Wind, you can also
- use Step of the Wind as part of that Bonus Action.
14th level: Improved Open Hand Technique
- Your Open Hand Technique can be with any Unarmed
- Strike, not just one with your Flurry of Blows.
- In addition, when you choose Push or Topple Open Hand
- Technique, you can also apply Addle at the same time.
18th level: Quivering Palm
- You gain the ability to set up lethal vibrations in
- someone’s body. When you hit a creature with an
- Unarmed Strike, you can spend 3 Focus Points to start
- these imperceptible vibrations, which last for a number of
- days equal to your Monk level. The vibrations are
- harmless unless you use your action to end them.
- Alternatively, when you take the Attack action on your
- turn, you can replace one of the attacks with this action.
- To use this action, you and the target must be on the
- same plane of existence. When you use this action, the
- target must make a Constitution saving throw, taking
- 10d12 Force damage on a failed save or half as much
- damage on a successful one.
- You can have only one creature under the effect of this
- feature at a time. You can end the vibrations harmlessly
- without using an action.
Tattooed Warrior
- Drawing from the Body-Marking traditions from across
- the multiverse, Tattooe Warriors can use magic
- empowered imbused in their tattoos. These Monks gain
- Tattoos as the grow in martial prowess and insight.
- Tattooed Warrios can reshape their Tattoos to access a
- suite of physical and magical effects. __
3rd level: Mark of the Beast
- You gain 2 Tattoos from the following list. Each time you
- take a Long Rest, you may reshape one of these tattoos
- into another choice on this list. Each choice gives you
- several additional effects, unlocked when you use your
- other monk features. You gain 1 additional Tattoo choice
- at 6th, 10th, 14th and 18th levels.
- Angler Fish: Gain proficiency in the Persuasion skill. If you already have this proficiency, gain Expertise instead. When you make a Deflect Attacks features, if you reduce the damage of an attack to 0, you can redirect it without spending a Focus POint. If they fail their Dexterity saving throw against Deflect attacks the redirected attack deals additional damage equal to your Wisdom Modifier and the creature is Charmed by you until the start of your next turn. You have a Swim Speed equal to your Speed and you may breath underwater.
- Chameleon: Gain proficiency in the Stealth Skill. If you already have this proficiency, gain Expertise instead. When you take the Patient Defense action, you may take the Hide action as part of the same action. If you spend 1 Focus point on Patient Defense, you gain Advantage on the Hide action's Stealth roll.
- Elephant: Gain proficiency in the Intimidation Skill. If you already have this proficiency, gain Expterise instead. When you use Step of the Wind, you can initiate a Charge, moving a minimum of 20 ft. As Long as you move at least 20 ft before attacking a creature, they take extra damage equal to your Wisdom Modifier. If you spend a Focus Point on Step of the Wind, creatures that you Charge must make a Strength or Dexterity save or be knocked prone. You may also increase your Size to Large and Double your carrying capacity as long as you have this tattoo.
- Giant Constrictor Snake: Gain proficiency in the Athletics skill. If you already have this proficiency, gain Expertise instead. When you make an Unarmed Strike, you may do so with an extra 5 ft reach. If you use an Unarmed Strike to initiate a Grapple, you may spend 1 Focus point, if you do you may initiate the Restrained condition instead, but your speed becomes 0 while holding the creature restrained. You may grapple or restrain targets up to 2 size categories higher than yourself. When a creature attempts to break free from the Restrained condition, unless they successfully make the save at disadvantage, they are not freed. They are instead only grappled, and your move Speed no longer is 0.
- Hare: Gain proficiency in the Acrobatics Skill. If you already have this proficiency, gain Expertise instead. When you take the Step of the Wind Action, as part of the same action, you can Jump as if you were affected by the Jump spell. This effect last until the start of your next turn. If you spend a Focus Point on Step of the Wind, you are also affected by a Featherfall spell until the start of your next turn.
- Monkey: Gain proficiency in the Sleight of Hand skill. If you already have this proficiency, gain Expertise instead. When you make a Martial Arts attack, you may make a Sleight of Hand check as part of the same action on a target. If you spend a Focus point on Flurry of Blows, your Sleight of Hand checks are done so with advantage. You grow a prehensile tail, this act as a 3rd hand that you can use. You gain a Climb Speed equal to your Speed as long as you have this Tattoo. Whenever you force a creature to make a Dexterity or Strengh Saving throw, they do so with Disadvantage.
- Oppossum: Gain proficiency in the Survival skill and Death Saving throws. If you already have this proficiency, gain Expertise instead. When you use your Deflect attacks features, you reduce the damage by an additional amount equal to your Wisdom Modifier. When you reduce the damage to 0 you may spend a Focus point, instead of redirecting the attack, you can regain your Reaction back.
- Owl: Gain proficiency in the Perception skill. If you already have this proficiency, gain Expertise instead. When you make a Martial Arts attack, you can make a Search action with the same action. IF you spend a Focus point to do a Flurry of Blows, you gain advantage on ability checks made when you take the Search action. You gain Blindsight out to 10 ft.
- Turtle: Gain proficiency in the Insight Skill. If you already have this proficiency, gain Expertise instead. When you use Patient Defense, you AC improves by +1 and have advantage on Strength and Dexterity saves until the start of your next turn. If you spend a Focus point on Patient Defense, your AC improves instead by +3 and have Advantage on all saving throws. You may hold your breath for up to an hour while you have this tattoo.
- Viper: Gain proficiency in the Deception skill. If you already have this proficiency, gain Expertise instead. When you make Unarmed Strikes against opponents, record how many hits you get on each creature on your turn. For each time you hit the target with an Unarmed strike, that creature reduces damage from attack rolls and cantrips by a number equal to the number of successful attacks until the end of your next turn. If you spent a Focus point on your turn, at the Start of the creatures next turn, they make a save vs your Magical Tattoo save DC or are poisoned. The creature has a penalty on this save equal to the number of times you successfully hit the target with Unarmed Strikes on your previous turn.
3rd level: Magical Tattoos
- You gain proficiency with Calligraphy tools. You also gain
- access to Magical Tattoos as you level up. If a magical
- Tattoo would have an effect that requires a save you
- calculate the Difficulty using the following formula: 8
- + proficiency bonus + Wisdom Modifier. You gain the
- Arcana skill. If you already have proficiency, you gain
- Expertise instead. You may use your Wisdom modifier for
- Arcana checks instead of Intelligence Modifier.
- If a Tattoo you gain would give you proficiency in a Skill,
- you may use your Wisdom modifier instead of the normal
- ability check modifier for that skill.
6th level: Greater Magical Tattoos
- Your Mark of the Beast Tattoos gain greater power that
- you can tap into. You choose one Mark of the Beast
- Tattoos before initiating a Stunning Strike.
- Angular Fish: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they are Incapacitated until the end of their next turn.
- Chameleon: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they gain the Blinded Condition until the end of their next turn.
- Elephant: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they gain the Frightened Condition until the end of their next turn.
- Giant Constrictor Snake: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they are Grappled by you instead.
- Hare: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they gain the effects of a Slow spell until the end of their next turn.
- Monkey: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, you may push them 20 ft away.
- Oppossum: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they cannot be healed until the end of their next turn. You may refund the Focus point spent on Stunning Strike if the creature succeeded on their saving throw.
- Owl: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they have disadvantage on all Intelligence, Wisdom and Charisma saving throws until the end of their next turn.
- Turtle: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they have disadvantage on all Strength, Dexterity and Constitution saving throws until the end of their next turn.
- Viper: When you attempt a Stunning Strike on a creature, if they succeed on their Saving throw, they have disadvantage on all attack rolls and Saving throws until the end of their next turn.
- Whenever you use your Greater Magical Tattoos feature,
- regardless if they make or fail the save, the creature takes
- additional damage equal 1 roll of your Martial Arts die
- plus your Wisdom modifier.
- You can't you this feature again until you Finish a Long
- Rest or spend 2 focus points (no action required.)
6th level: Wisdom of Magic
- You learn to share some of your magic with others.
- Once per a Long Rest, when you finish a Long Rest with a
- willing creature, choose one Magical Tattoo that you
- currently have from Mark of the Beast. You scribe the
- chosen Mark of the Beast Tattoo on the creature with
- your Calligraphy Tools, giving them access to the Tattoos
- features for 10 minutes (requires concentration for
- anyone that is not the Tattooed Warrior). If the Tattoo
- calls out a Monk feature, the creature can also use that
- feature while they have the tattoo. If they are not a Monk,
- they gain Focus Points equal to the Tattooed Warrior's
- Wisdom Modifier. These Focus Point are expended once
- the creature loses Concentration.
10th level: Mark of the Planes
- You gain one Tattoo from the following list. Each time you
- finish a Long Rest you may reshape your chosen tattoo
- into another on this list.
-
Inner Planes: At the Start of each of your turn when you are above 0 hit points, you can choose one of the following features are active.
- Elemental: Choose 3 damage types from the following: Acid, Cold, Fire, Lightning, or Thunder. you gain the chosen damage types as resistances. You are Immune to the Grappled and Restrained Condition.
- Positive Energy: At the Start of your turn, when you are Bloodied, you regain a number of hit points equal to your Monk level. You are Immune to the Incapacitated condition.
- Negative Energy:Whenever you hit with an Unarmed attack, if the target is not Bloodied, it takes extra damage equal to half your monk level. You are Immune to the Exhaustion Condition.
-
Outer Planes: At the Start of each of your turn when you are above 0 hit points, you can choose one of the following features.
- Upper: You gain resistance to Radiant and Poison damage. You are Immune to the Paralyzed condition.
- Lower: You gain resistance to Necrotic and Poison damage. You are Immune to the Petrified condition.
- Neutral: Your d20 tests cannot have disadvantage against your foes and your enemies d20 tests against you cannot have advantage. You gain resistance to Force damage.
-
Transititve Planes: At the Start of each of your turn when you are above 0 hit points, you can choose one of the following features.
- Ethereal: You gain Resistance to Necrotic, Piercing and Slashing damage. You are Immune to the Frightened Condition. You can see into the Ethereal Plane out to 60 feet. You ignore Difficult terrain and can move through solid objects. If you end your movement within a Solid Object you are shunted out to an unoccupied space nearest the object you were shunted out. You take 1d10 Force damage for each 5 ft shunted in this manner.
- Astral: You gain resistance to Psychic, Bludgeoning and Radiant damage. You are Immune to the Charmed Condition. You have Telepathy out to 60 ft. Creature that are alive within 60 feet of you cannot benefit from the Invisible condition against you. You gain no Penalty from creature within 60 ft who have the Invisible Condition.
14th level: Versatile Tattoos
- You may Swap out your 1 of your Mark of the Beast and
- your Mark of the Planes Tattooes on a Short or Long Rest
- or when you use Uncanny Metabolism.
18th level: Legendary Tattooes
- You gain one Tattoo from the following list. Each time you
- finish a Long Rest you may reshape your chosen tattoo
- into another on this list. You gain the following features
- if you choose to Transform.
- Beholder: At the Start of your turn, you can expend 1 Focus Point Transform, gaining a Fly Speed equal to your Speed for 10 minutes. While you have this Fly Speed, you can hover. You grow Eye Stalks out of your head, improving your Darkvision by 60 ft. Additionally, while Transformed you gain 2 Legendary Actions a Round and can do the following Legendary Actions at the end of another Creatures Turn.
- Eye Beam (1 Legendary Action): Fire an Eye Beam at the creature whose turn has ended within 120ft that you can see. Roll a Ranged Spell Attack using your Wisdom as your spellcasting ability. On a hit, you deal Force damage equal to 2 rolls of your Martial Art die plus your Wisdom Modifier. You may spend 2 Focus Points to attempt to stun a creature with Stunning Strike with this attack.
- Negate Magic (2 Legendary Actions): Choose a creature you can see within 120 feet whose turn has ended. You may attempt to Dispel Magic as the spell, Wisdom determines your Spellcasting Modifier for the purposes of this spell.
- Dragon: At the Start of your turn you can expend 1 Focus point to Transform, gaining a Fly speed equal to double your Speed for 10 minutes. While transformed you gain Wings and a scaly Visage, increasing your AC by +3. Additionally, while Transformed you gain 2 Legendary actions a Round and can do the Following Legendary Actions at the end of another Creature Turn.
- Breath Weapon (1 Legendary Action): Choose a Damage type from the Following List: Acid, Cold, Fire, Lightning, or Poison. You create a 60ft Cone dealing the damage type chosen type to creature in the area. Creatures in the area of effect make a Dexterity Saving throw. On a failure equal to 2 Rolls of your Martial Arts Die plus your Wisdom Modifier. Creatures take half damage on a successful save. Until the start of your next turn, you have Immunity to the Chosen Damage type.
- Aura of Fear (2 Legendary Action): Creeature of your choice within 60 ft of you make a Wisdom Saving throw or become Frightened of you for 1 minute. A Bloodied creature makes this save at Disadvantage. A creature can repeat the saving throw at the end of each of their turns. A creature Is immune to this fear effect once it makes it save, unless that creature is Stunned by the Tattooe Monk.
- Lich: At the Start of your turn you can expend 1 Focus point to Transform, gaining Truesight out to 120 feet and 3 Legendary Resistances for 10 minutes. Additionally, while Transformed you gain 2 Legendary actions a Round and can do the Following Legendary Actions at the end of another Creature Turn.
- Toll the Dead: (1 Legendary Action): Cast the Toll the Dead Cantrip against a target whose turn has ended within 60 ft of you. Wisdom is your Spellcasting Modifier.
- Aura of Unlife: (2 Legendary Actions:) Each Non-undead creature within 30 feet of you of your choice must make a Constitution Saving throw against your Tattooed Warrior DC or lose enough hit points to become Bloodied (Minimum of 0). For each creature that failed the save, gain a number of hit points equal to your Monk level. You become Immune to Necrotic damage until the start of your next turn.
- Solar: At the Start of your turn you can expend 1 Focus point to Transform, gaining a fly speed equal to your speed for 10 minutes. While Transformed Angelic Wings and a Holy Visage, radiating Bright light in a 5 ft radius and dim light in a 10ft radius. Your Telepathy increases by 60 ft. Additionally, while transformed you gain 2 Legendary actions a Round and can do the following Legendary actions at the end of another Creature turn.
- Blinding Light (1 Legendary action): You can cast the Greater Invisibility spell on yourself. While Invisible if a creature comes within 10 ft of you they must make a Constitution Saving throw or be Blinded for 1 Minute. The Condition ends if the creature ends their turn not within 10 ft of you or you are no longer Invisible.
- Searing Burst (2 Legendary actions): Each creature of your choice within 10 ft Radius makes a Dexterity Saving throw (at Disadvantage if Blinded) or take 4 rolls of your Martial Arts die Plus your Wisdom modifier in Fire damage, and the same amount of damage against as Radiant damage. Creatures take half as much damage on a Successful Save.
Warrior of Intoxication
- Warriors of Intoxication move with the jerky,
- unpredictable movements typical of someone who is
- intoxicated. These Monks sway on unsteady feet to
- appear incompetent and then prove themselves
- frustrating to engage. Their apparently erratic stumbles
- conceal a carefully executed dance of blocks, parries,
- advances, attacks, and retreats.
- Warriors of Intoxication often enjoy playing the fool to
- bring gladness to the downtrodden or to teach humility to
- the arrogant, but these Monks are maddening, masterful
- foes in battle.
3rd level: Mystic Brew
- You gain proficiency in Brewer Supplies, or
- another artisan tool if you are already proficient.
- When you finish a Long Rest or use Unncanny
- Metabolism, you may make a number of Mystic Brews
- equal to your Monk level. The container(s) is up to the
- Monk, and they can all be in one container or several.
- Your Mystic Brew is in a magical container that
- disappears after 24 hours, or if you use this feature again.
- You may choose to forgo any attack you make to
- Draw/Stow a Mystic Brew and drink it. Drinking a Mystic
- Brew prevents you from casting and concentrating on spells
- for its duration. In addition, you have
- disadvantage on Charisma and Intelligence Saving
- Throws. When you take your 1st drink, it last a minute.
- When you take your 2nd drink while under the effect of
- your Mystic Brew, it lasts 10 minutes. Finally if you take a
- 3rd drink while under the effect of your Mystic Brew, it
- lasts for an hour. Drinking any more past 3 still counts as
- 3 drinks and refreshes the duration. Drinking a Mystic
- Brew give you the following benefits:
- Unyielding Deflection: You no longer are required to use a Reaction to use Deflect Attacks, as long as you can see the attacker. You no longer need to spend a Focus point to attack the target back, but do need to spend a reaction to redirect the attack. When you redirect the attack, each creature within 10 of the attacker of your choice must make the saving throw or take damage too. If they succeed they still take half damage.
- Sobering Flames: Once per turn, instead of taking a drink, you may forgo the attack to exhale toxic flames in a 15-foot Cone. Each creature affected makes Dexterity Saving throw (DC 8 + your Wisdom Modifier and Proficiency bonus). On a Failed save a creature takes 1 Martial arts dice worth of Acid or Fire damage + additional Martial Arts die for each drink you had when you used this feature + your Wisdom modifier and have the Poisoned Condition for 1 minute. They may spend an action to remove the Poison condition on following turns. On a Successful Saving Throw, a creature only takes half as much damage and isn't poisoned. Using this feature reduces the number of Mystic Brew Drinks you have by 1, refreshing the duration as if you just gained that level of drinks being drunk.
- Drunkard Luck: When you fail a D20 test, after the failure, you may gain Heroic Inspiration. When a creature fails an attack against you or fails a Saving throw against one of your monk features, you may also gain Heroic Inspiration.
3rd level: Tipsy Sway
- You are unpredictable and your enemies actions lead to
- their own demise. You gain the following benefits:
- Ebb and Flow: When a creature misses you with an Attack of Opportunity or Reaction attack, you gain 10 additional movement Speed until the end of your current turn. If you are under the effect of a Mystic Brew, the attacker has Disadvantage on Opporuntity Attacks and Reaction Attacks against you.
- Vagrant Performer: You gain proficiency with Performance and Deception Skills. If you already have proficiency, gain Expertise instead. When you are under the effect of a Mystic Brew, you have advantage on affects and feature that force you to make either Saving throw and Ability Check to prevent or escape from the Grappled and Restrained conditions. You also you may add your Dexterity Modifier to your Deception and Performance checks while affected my a Mystic Brew.
- Clumsy Assailant When you have the Prone condition, you can stand up by spending only 5 ft of movement rather than half your Speed. If you are under the effect of a Mystic Brew, you ignore penalties to your movement, movement speed and attacks while Prone and you have an additional 5 ft reach with your unarmed strikes and weapon attacks.
6th level: Bar Room Blitz
- When you make attacks while under the effects of Mystic
- Brew, you may randomly apply either the Slow, Push, or
- Topple Weapon Mastery Property to the attack. If the
- attack is a critical hit, you choose instead.
- In addition, once per turn when a creature misses you or
- an ally within 5 ft of you with a melee attack, you may
- make Unarmed Strike or Weapon attack against the target
- or another creature within 5ft of you as part of their
- missed attack.
10th level: Late to the Party
- When you roll Initiative and have less than 3 Mystic Brews,
- you can choose to go last in initiative order to gain up to 3
- uses of Mystic Brew + 1 additional use for each Focus Point you
- choose to spend, up to your Wisdom Modifier.
14th level: Innured Senses
- Your Mystic Brew no longer gives you Disadvantage on
- Intelligence and Charisma Saving throws.
- In addition, the first time per turn when you use Discipline
- Survivor to reroll a failed saving throw, you don't have to
- pay the 1 focus point.
18th level: Master of Brewery
- You are may use 3 Mystic Brew uses to make a Master
- Brew to give you and a number of allies equal to your
- Wisdom Modifier the benefits of a Heroes Feast Spell for
- 24 hours. When a creature affect by your Heroes Feast
- finishes their next Long Rest, they make a Consitution
- Saving throw, if they fail, they gain 1 level of exhaustion
- for Partying too Hard. A creature does not benefit from
- this Master Brew if they have any levels of Exhaustion.
- In addition several Mystic Brews can be enhances with
- Focus Points to improve them further feature improve.
- Superier Unyielding Deflection: If you spend 5 points on Superior Defense, you may utilize Unyielding Deflections' Deflect Attack feature after the resistance reduces the damage by half, rather than before.
- Improved Sobering Flames If you spend 2 Focus Points, the cone comes out to 30 feat and does additional acid or fire damage (your choice) equal to your Monk level. Creatures are Poisoned regardless if they make their save or not.
- Intimidating Drunkards Luck: When a creature succeed on an attack on you or a Saving throw from one of your monk features, you can spend 2 focus point to give them Disadvantage on their next D20 test before the end of your next turn.