Guid To Everything - Monk

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d6 Monastery

Your monastery is carved out of a mounta inside,


where it looms over a treacherous pass.
2 Your monastery is high in the branch es of a n im-
m ense tree in the Feywild.
3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
reached only by fl ying.
4 Your monastery is bui lt beside a volcanic system
of hot springs, geysers, and s ulfur pools. You regu-
larly received visits from azer trade rs.
5 Your m onastery was founded by gnomes and is an
MONK underground labyrinth of tunnels and rooms.
6 Your m onastery was carved from an iceberg in the
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR
frozen reaches of the world .
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villainy. While you blustered and threatened, I've planned
four different ways to snap your neck with my bare hands. MONASTIC ICON e r
-Ember, grand master of flowers FA
u
a lis m a nd personal possessions,
PD
Even in the monastic lifestyle , which eschews materi-
symbolis m plays an
n
Monks walk a path of contradiction. They study their art important part in defining
e bethe identity of a n order. Some
as a wizard does, and like a wizard, they wear no armor monastic orders treat D certain creatures w ith s pecial
and typically eschew weapons. Yet they are dead ly com- regard, either n of the creature is tied to the order's
because
batants, their abilities on a par with those of a raging r io
histo ry or sbecause it serves as an example of a quality
ba rba rian or a superbly trained fighter. Monks embrace v
the monkse seek to emulate.
th is seeming contradiction , for it s peaks to the core of
e mIfoyour cha racter's monastery had a s pecial icon, you
all monastic study. By coming to know oneself com-
a d might wear a crude image of the creature somewhere
pletely, one learns much of the wider world.
s ing inconspicuous on your clothing to serve as an identify-

d u con-
A monk's focus on inner mas tery leads many such ing mark. Or perhaps your order's icon does not have a
individua ls to become detached from society,iemore physical fo rm but is expressed through a gesture or a
f
dni with hap-
cerned with their personal experience tha
m o
penings elsewhere. Adventuring monks are a rare breed
posture that you adopt, and which other monks might
know how to interpret.
n
ee taking their quest
of an a lready rare type of character,
b
for perfection beyond the a s of the monastery into the
walls MONASTIC ICONS
h
DF
world at large. d6 Icon
Playing a monkPcharacter offers many intriguing op-
h
portunities to i s
try something diffe rent. To distinguis h
Mon key. Quick reflexes and the ability to travel

your monkTcha racter even further, consider the o ptions


through the treetops a re two of the reasons why
your order admires the mon key.
in the sections that follow.
2 Dragon Turtle. The monks of your seaside mon-
MONASTERY astery venerate the dragon turtle, reciting ancient
prayers and offering garlands of flowers to honor
A monk studies in a monastery in pre paration for a life
of asceticism. Mos t of those w ho enter a m onastery this living spirit of the sea.
make it their home for the rest of their lives, wit h the 3 Ki-rin. Your monastery sees its main purpose as
exception of adventurers and others who have reason to watching over and protect ing the land in t he man -
leave. For those individuals, a monastery might serve as ner of the ki-rin.
a refuge between excursions to the world or as a source 4 Owlbear. The m on ks of your m o nastery revere a
of s upport in times of need. fami ly of owl bears and have coexisted with them
What sort of place was your monastery, a nd where is for generations.
it located? Did attending it contr ibute to your experience 5 Hydra. Your order singles out the hydra for its abil-
in an unus ual or distinctive way? ity to unleash several attacks simultaneously.
6 Dragon. A dragon once laired with in your mon as-
te ry. Its influence remains lo ng after its departure.

CHAPTER 1 I CHARACTER OPTIONS


st.
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D FA
P
nu
ebe
o
LEFT TO R 1G ... T: DRUNKEN MAS T ER, K ENSEI , A N O SUN Sou1. fD
on
rsi
MASTER MO o ve
mNASTIC T RA D ITIO NS
e level, a monk gains the Monastic Tradition fea-
During your studies, you were likely under the tutelage
aAtd3rd
ing
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for
u s addition to those offered in the Player's Handbook: the
shaping your understanding of the ma rtial arts and d your
f i e
i your
attitude toward the world. What sort of persondwas
Way of the Drunken Master, the Way of the Kensei, and
the Way of the Sun Soul.
o master
master, and how did your relationship withmyour
affect you? en
e WAY OF THE DRUNKEN MASTER
b
MASTERS h as The Way of the Drunken Master teaches its students
DF
to move with the jerky, unpredictable movements of
d6 Master
is P a drunka rd. A drunke n master sways, tottering on
Th
Your master was a t yrant whom you had to defeat
in single combat to complete your ins truction .
uns teady feet, to present what seems like an incompe-
te nt combata nt who proves frus tra ting to engage. The
2 Your master was kindly and taught you to purs ue drunken mas te r's erratic s tumbles conceal a carefully
the cause of peace. executed dance of blocks, parries, advances, attacks,
3 Your master was merciless in pushing you to your a nd retreats.
limits. You nearly Jost an eye during one especially
A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
brutal practice session.
humility to the a rrogant, but when battle is joined, the
4 Your master seemed goodhea rted whi le tutoring
drunken master can be a maddening, mas terful foe.
you , but betrayed yo ur m o nastery in the end.
S Your master was cold and distant. You suspect that WAY OF THE DRUN KEN MASTER FEAT URES
the two of you might be related.
Monk Level Feature
6 Your maste r was kind a nd generous, never critical
3rd Bonus Proficiencies, Drunken Technique
of your progress. Nevertheless , you feel you never
6th Tipsy Sway
fully lived up to the expectations placed on you .
11th Drunkard 's Luck
17th Intoxicated Frenzy

CHAPTER I I CHARACTER OPTlONS


WAY OF THE KENSEI
Monks of the Way of the Kensei tra in relentlessly with
the ir weapons, to the point wher e the weapon becomes
an extens ion of the body. Founded on a mas tery of
sword fighting, the tradition has expanded to include
m any differe nt weapons.
A kensei sees a weapon in much the same way a cal-
ligraphe r or painter rega rds a pen o r brush. Whatever
the weapon, the ke nsei views it as a tool used to express
the beauty a nd precis ion of the martia l arts. That s uch
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion , practice, a nd s tudy.

WAY OF THE KENSEI FEATURES


Monk Level Feature
3rd Path of the Kensei (2 weapons}
6th One with the Blade,
Path of the Kensei (3 weapons)
11th Sharpen the Blade,
BONUS PROFICIENCIES Path of the Kensei (4 weapons)
When you choose this tradition at 3 rd level, you gain
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17th Unerring Accuracy,
proficiency in the Pe rformance s kill if you don't a lready
have it. Your martia l arts technique mixes combat train- e r
Path of the Kensei (5 weapons}

ing with the precis ion of a dancer and the a ntics of a FA


jeste r. You a lso gain proficie ncy with brewe r's supplies if
PATH OF THE KENSEI
PD
you don't already have it. Whe n you choose this tradition nu at 3rd level, your s pe-
eleads
b
Depath also includes ins truction in
cia l martia l arts tra ining you to m aster the use of
DRUNKEN TECHNIQUE certain weapons. Thisf
o calligraphy or painting. You gain the
At 3 rd level, you learn how to twis t a nd turn quickly as the deft s trokes
i o n of
followingrs benefits.
part of your F lurry of Blows. Whe never you use Flurry
of Blows , you gain the benefit of the Disengage action, ve Weapons. Choose two types of weapons to
Kensei
o
myour ke nsei weapons: o ne melee weapon a nd one
dera nged weapon. Each of these
and your walking speed increases by 10 feet until the be
end of the curre nt turn.
g a weapons can be any s im-
sin ple or martia l weapon that lacks the heavy a nd s pecia l
TIPSY SWAY
du properties. The longbow is a lso a valid choice. You gain
S ta rting at 6th level, you can move in s udden,
d ifieswaying proficiency with these wea pons if you don't a lready have
ways. You gain the following benefits. o it. Weapons of the chosen types are monk weapons for
Leap to Your Feet. Whe n you're n m
prone , you can s ta nd you. Many of this traditio n's featu res work only with
e
e rather than half
sb
up by s pending 5 feet of movement, your kensei weapons. When you reach 6th, 11th, and
your s peed.
h a 17th level in this class, you can choose anothe r type of
R edirect Attack. WFhe n a creature misses you with weapon- e ither melee or ranged- to be a ke nsei weapon
a melee attack roll,
D
P you can s pend 1 ki point as a re- for you, following the crite ria above.
action to causeh isthat Agile Parry. If you make an unarmed s trike as part of
T attack to hi t one creature of your
choice, other than the attacker, that you can see within 5 the Attack actio n on your turn a nd a re holding a kensei
feet of you. weapon, you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonus to AC until the s ta rt of
DRU NKA RD'S L UCK your next turn, while the weapon is in your ha nd and
Starting at 11th level, you a lways seem to get a lucky you a ren't incapacitated.
bounce at the right moment. When you make an ability Kensei's Shot. You can use a bo nus action o n your
check, a n attack roll, or a saving throw and have dis ad- turn to ma ke your ra nged attacks with a kensei weapon
vantage on the roll, you can s pend 2 ki points to cancel more dead ly. Whe n you do s o, a ny target you hit with a
the disadva ntage for that roll. ranged a ttack us ing a ke nsei weapon takes an extra ld4
da mage of the weapon's type. You re tain this benefit un-
INTOXICATED FRENZY til the e nd of the current turn.
At 17th level, you gain the ability to m a ke a n overwhe lm- Way ofthe Brush. You gain proficiency with your
ing number of a ttacks against a group of enemies. Whe n choice of calligraphe r's s upplies or painter's s upplies.
you use your Flurry of Blows, you can ma ke up to three
additional attacks with it (up to a total of five F lurry of ONE WITH THE BLADE
Blows a ttacks), provided that each Flurry of Blows at- At 6 th level, you extend your ki into your kensei weap-
tack ta rgets a different creature this turn. ons, granting you the following benefits.

C H APTER I I C H ARACTER OPTfONS


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Magic Ken sei Weap on s. Your attacks with your ken·


sei weapo ns count as magical for the purpose of over·
coming resistance and immunity to nonmagical a ttacks
a nd dam age.
De ft Strik e. When you hit a target with a ke nsei
weapon, you can spend 1 ki point to cause the weapon
to deal extra damage to the ta rget equa l to your Martial
Arts die. You can use this feature only once on each of
When you gai n the Extra Attack feature, this specia l
your turns. attack can be used for any of the attacks you make as
SHARPEN THE BLADE part of the Attack action.
At 11th level, you gai n the ability to augment your weap- SEARING ARC STRIKE
o ns further with your ki. As a bonus action, you can
At 6th level, you gain the ability to channel your ki into
expend up to 3 ki points to grant one ke nsei weapon
searing waves of e nergy. Immediately after you take the
you touch a bonus to attack a nd da mage rolls w hen you
Attack action on your turn, you can spend 2 ki points to
attack with it. The bonus equa ls the number of ki points
cast the burning hands s pell as a bonus action.
l i s t.
you spent. T his bonus lasts for 1 minute or un til you a
erkii point
You can spend additio na l ki points to cast burning
use this featu re again. This feat ure has no effect on a
A
hands as a highe r-level s pell. Each additional
magic weapon that al ready has a bo nus to attack a nd
da mage rolls. DF1. The maximum
you s pend increases the s pell's level by
P
e nlsu half your
number of ki points (2 plus a ny additiona l points) that
b
you ca n s pend on the spell equa monk level.
De
UNERRING ACCURACY
At 17th level, your mastery of weapons grants you ex- f
traordinary accuracy. If you miss with an attack roll
SEARING SU NBU RST
no
ogain the ability to create an orb of light
rsia devastating explosion. As an action,
At 11th level, you
us ing a monk weapon on your turn, you can reroll it. You
that erupts einto
can use this feature only once on each of your turns. o v create an orb and hurl it at a point you
you magically
m
WAY OF THE SUN SOUL de w ithin 150 feet, where it erupts into a sphe re of
choose
aradiant
g Lig ht for a brief but deadly instant.
Monks of the Way of the Sun Soul learn to chan nel their
u sin Each creature in that 20-foot-radius sphere must s uc-
ied mi-
life e nergy into searing bolts of light. They teach that ceed on a Constitution saving throw or take 2d6 radiant
meditation can unlock the ability to unleash theifindo
od
damage. A creature doesn't need to m ake the save if the
table light shed by the soul of every livingm creature. creature is behind total cover that is opaque.
e en You can increase the s phere's damage by spending
WAY OF THE SUN SOUL FEATURES
sb ki points. Each point you spend, to a maximum of 3, in-
Monk Leve l Feature
F ha creases the damage by 2d6.
3rd RadiantP D Bolt
Sun
6th h
Sea i s
ring Arc Strike
SUN SHIELD

11th
TSearing Sunburst
At 17th level, you become wreathed in a luminous, mag-
ical aura. You shed bright light in a 30-foot rad ius a nd
17th Sun Shield dim light for an additional 3 0 feet. Yo u can extinguish or
restore the light as a bonus action.
R ADIANT SUN BOLT If a creature hits you with a melee attack while this
Starting when you choose this tradition at 3rd level, you light s hines, you can use your reaction to deal radiant
can hurl searing bolts of magical radiance. damage to the creature. The radiant damage equals 5 +
You gain a new attack option that you can use with your Wisdom modifier.
the Attack action. T his special attack is a ranged spell
attack with a ra nge of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack a nd S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
damage rolls. Its damage is radiant, and its damage die to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol• t~i"'~
is a d 4. This die cha nges as you gain monk levels, as
l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,•I to c; tc;'• io"' '<;"' t l<l.
s hown in the Ma rtial Arts column of the Monk table.
When you take the Attack action on your turn and use
this specia l attack as part of it, you can spend 1 ki point
(\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i· 0
to make the special attack twice as a bonus action.

CHAPTER I I CHARACTER OPTIONS

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