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MONK training.

Many entered the monastery as children, sent to


live there when their parents died, when food couldn’t be
Class Group: Warrior
found to support them, or in return for some kindness that
Primary Ability: Dexterity and Wisdom
the monks had performed for their families.
Some monks live entirely apart from the surrounding
Her fists a blur as they deflect an incoming hail of arrows,
population, secluded from anything that might impede
a half-elf springs over a barricade and throws herself into
their spiritual progress. Others are sworn to isolation,
the massed ranks of hobgoblins on the other side. She
emerging only to serve as spies or assassins at the
whirls among them, knocking their blows aside and
command of their leader, a noble patron, or some other
sending them reeling, until at last she stands alone.
mortal or divine power.
Taking a deep breath, a human covered in tattoos
The majority of monks don’t shun their neighbors,
settles into a battle stance. As the first charging orcs reach
making frequent visits to nearby towns or villages and
him, he exhales and a blast of fire roars from his mouth,
exchanging their service for food and other goods. As
engulfing his foes.
versatile warriors, monks often end up protecting their
Moving with the silence of the night, a black-clad halfling
neighbors from monsters or tyrants.
steps into a shadow beneath an arch and emerges from
For a monk, becoming an adventurer means leaving a
another inky shadow on a balcony a stone’s throw away.
structured, communal lifestyle to become a wanderer. This
She slides her blade free of its cloth-wrapped scabbard
can be a harsh transition, and monks don’t undertake it
and peers through the open window at the tyrant prince,
lightly. Those who leave their cloisters take their work
so vulnerable in the grip of sleep.
seriously, approaching their adventures as personal tests
Whatever their discipline, monks are united in their
of their physical and spiritual growth. As a rule, monks
ability to magically harness the energy that flows in their
care little for material wealth and are driven by a desire to
bodies. Whether channeled as a striking display of combat
accomplish a greater mission than merely slaying
prowess or a subtler focus of defensive ability and speed,
monsters and plundering their treasure.
this energy infuses all that a monk does.

CREATING A MONK
THE MAGIC OF KI
As you make your monk character, think about your
Monks make careful study of a magical energy that most
connection to the monastery where you learned your skills
monastic traditions call ki. This energy is an element of the
and spent your formative years. Were you an orphan or a
magic that suffuses the multiverse—specifically, the
child left on the monastery’s threshold? Did your parents
element that flows through living bodies. Monks harness
promise you to the monastery in gratitude for a service
this power within themselves to create magical effects and
performed by the monks? Did you enter this secluded life
exceed their bodies’ physical capabilities, and some of
to hide from a crime you committed? Or did you choose
their special attacks can hinder the flow of ki in their
the monastic life for yourself?
opponents. Using this energy, monks channel uncanny
Consider why you left. Did the head of your monastery
speed and strength into their unarmed strikes. As they
choose you for a particularly important mission beyond the
gain experience, their martial training and their mastery of
cloister? Perhaps you were cast out because of some
ki gives them more power over their bodies and the bodies
violation of the community’s rules. Did you dread leaving,
of their foes.
or were you happy to go? Is there something you hope to
accomplish outside the monastery? Are you eager to
TRAINING AND ASCETICISM return to your home?
Small walled cloisters dot the landscapes of the worlds of As a result of the structured life of a monastic
D&D, tiny refuges from the flow of ordinary life, where time community and the discipline required to harness ki,
seems to stand still. The monks who live there seek monks are almost always lawful in alignment.
personal perfection through contemplation and rigorous
HIT POINTS
Hit Dice: 1d10 per Monk level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points per Level after 1st: 1d10 + your Constitution
modifier.

PROFICIENCIES
Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History, Insight,
Religion, Stealth
Weapons: Simple Weapons
Tools: Choose one type of Artisan’s Tool or Musical
Instrument
Profession: Select one profession of your choice.
Armor Training: None
Armor Training: Light Armor, Medium Armor, Heavy
Armor, Shields

STARTING EQUIPMENT
As a 1st-level character, you start with the following
equipment, or you can forgo it and spend 150 GP on
equipment of your choice.

Artisan’s Tools Musical Instrument


Dagger (5) Explorer's Pack
Spear Staff
9gp
Monk

Level Prof. Class Feats Martial Discipline Unarmored


Bonus Features Arts Points Movement

Martial Arts, Unarmored Class, General,


1st +2 1d6 - -
Defense, Weapon Mastery Racial

Martial Discipline,
2nd +2 Class 1d6 4 +10 ft.
Unarmored Movement

Deflect Missiles, Monk


3rd +2 General 1d6 6 +10 ft.
Subclass

4th +2 Slow Fall Class 1d6 8 +10 ft.

5th +3 Extra Attack, Stunning Strike Racial 1d8 10 +10 ft.

Empowered Strikes, Subclass


6th +3 Class 1d8 12 +15 ft.
Feature

Evasion, Heightened
7th +3 General 1d8 14 +15 ft.
Metabolism

8th +3 Battle Readiness Class 1d8 16 +15 ft.

9th +4 Acrobatic Movement Racial 1d8 18 +15 ft.

10th +4 Self-Restoration Class 1d8 20 +20 ft.

11th +4 Subclass Feature General 1d10 22 +20 ft.

12th +4 ??? Class 1d10 24 +20 ft.

13th +5 Deflect Energy Racial 1d10 26 +20 ft.

14th +5 Disciplined Survivor Class 1d10 28 +25 ft.

15th +5 Perfect Discipline General 1d10 30 +25 ft.

16th +5 ??? Class 1d10 32 +25 ft.

17th +6 Subclass Feature Free 1d12 34 +25 ft.

18th +6 Superior Defense Class 1d12 36 +30 ft.

19th +6 ??? General 1d12 38 +30 ft.

20th +6 Defy Death Class 1d12 40 +30 ft.


Monk Features of points you have, as shown in the Discipline Points
As a Monk, you gain the following class features when you column of the Monk table.
reach the specified levels in this class. These features are You can spend these points to fuel various Martial
listed on the Monk table. Discipline features. You start knowing three such features:
Flurry of Blows, Patient Defense, and Step of the Wind.
1ST LEVEL: MARTIAL ARTS You learn more Martial Discipline features as you gain
levels in this class.
Your practice of martial arts gives you mastery of combat
You may a varying number of spent Discipline Points
styles that use your Unarmed Strike and Simple Weapons.
depending on the kind of Rest you take:
You gain the following benefits while you are unarmed
or wielding only Simple Weapons and you aren’t wearing
Short Rest. Regain a number of spent Focus Points equal
armor or wielding a shield:
to your Proficiency Bonus.
Long Rest. Regain all spent Focus Points.
Bonus Unarmed Strike. When you use the Attack action
with an Unarmed Strike or a Simple Weapon on your
Some of your Martial Discipline features require your
turn, you can make one Unarmed Strike as a Bonus
target to make a saving throw to resist the feature’s
Action on the same turn.
effects. The saving throw (DC = 8 + Proficiency Bonus +
Dexterous Attacks. You can use Dexterity instead of
WIS modifier.)
Strength for the attack and damage rolls of your
Unarmed Strikes and Simple Weapons, except those
Flurry of Blows. Immediately after you take the Attack
that have the Two-Handed property.
action on your turn, you can spend 1 Discipline Point to
Martial Arts Die. You can roll a d6 in place of the normal
make two Unarmed Strikes as a Bonus Action.
damage of your Unarmed Strike. This die changes as
Patient Defense. You can spend 1 Discipline Point to
you gain Monk levels, as shown in the Martial Arts
take the Dodge action as a Bonus Action. Step of the
column of the Monk table.
Wind. You can spend 1 Discipline Point to take both the
Disengage and Dash actions as a Bonus Action, and
1ST LEVEL: UNARMORED DEFENSE
your jump distance is doubled for the turn.
While you aren’t wearing any armor or wielding a Shield,
Step of the Wind. You can spend 1 Discipline Point to
our base Armor Class equals 10 + DEX + Proficiency
take both the Disengage and Dash actions as a Bonus
Bonus.
Action, and your jump distance is doubled for the turn.

1ST LEVEL: WEAPON MASTERY


2ND LEVEL: UNARMED MOVEMENT
Your training with weapons allows you to use the Mastery
Your speed increases by 10 feet while you aren’t wearing
property of two kinds of Simple weapons of your choice,
armor or wielding a Shield. This bonus increases when
such as Daggers and Spears.
you reach certain Monk levels, as shown in the Monk
Whenever you finish a Long Rest, you can change the
table.
kinds of Simple weapons you chose. For example, you
could switch to using the Mastery properties of Maces and
3RD LEVEL: DEFLECT MISSILES
Slings.
You can use your Reaction to deflect ranged attacks
against you that deal Bludgeoning, Piercing, or Slashing
2ND LEVEL: MARTIAL DISCIPLINE
damage. When you do so, the damage you take from the
Your self-discipline and martial training allow you to
attack is reduced by 1d10 plus your Dexterity modifier plus
harness a well of extraordinary energy within yourself.
your Monk level.
Your access to this energy is represented by a number of
Discipline Points. Your Monk level determines the number
If you reduce the damage to 0, you can spend 1 Discipline 7TH LEVEL: EVASION
Point to redirect the attack toward another creature. If you When you are subjected to an effect that allows you to
do so, choose a creature within 60 feet of yourself that make a DEX saving throw to take only half damage, you
isn’t behind Total Cover. That creature must succeed on a instead take no damage if you succeed on the saving
Dexterity saving throw or take damage equal to two rolls throw, and only half damage if you fail.
of your Martial Arts die. The damage is the same type You don’t benefit from this feature if you have the
dealt by the attack. Incapacitated condition.

3RD LEVEL: MONK SUBCLASS 7TH LEVEL: HEIGHTENED METABOLISM


You gain a Monk subclass of your choice: Warrior of If you spend at least 1 minute resting, you can give
Mercy, Warrior of Shadow, Warrior of the Four Elements, yourself all the benefits of a Short Rest. Once you use this
or Warrior of the Open Hand. feature, you can’t use it again until you finish a Long Rest.
A subclass is a specialization that grants you special
abilities at certain Monk levels. For the rest of your career, 8TH LEVEL: BATTLE READINESS
you gain each of your subclass’s features that are of your When you roll Initiative and are not Surprised, double DEX
Monk level and lower.
bonus of your roll.

4TH LEVEL: SLOW FALL 9TH LEVEL: ACROBATIC MOVEMENT


You can use your Reaction when you fall to reduce the While you aren’t wearing armor or wielding a Shield, you
number of falling dice you roll by a number equal to your
gain the ability to move along vertical surfaces and across
proficiency Bonus.
liquids on your turn without falling during the movement.

5TH LEVEL: EXTRA ATTACK 10TH LEVEL: SELF-RESTORATION


You can attack twice, instead of once, whenever you take
Through sheer force of will, you can use a Bonus Action to
the Attack action on your turn. remove one of the following conditions from yourself:
Charmed, Frightened, or Poisoned.
5TH LEVEL: STUNNING STRIKE In addition, forgoing food and drink doesn’t give you
Once per turn when you hit a creature with a Simple levels of Exhaustion.
Weapon or an Unarmed Strike, you can spend 1
Discipline Point to attempt a stunning strike. The target 11TH LEVEL: SUBCLASS FEATURE
must succeed on a CON saving throw or have the
You gain a feature from your Monk subclass.
Stunned condition until the start of your next turn.

12TH LEVEL: ???


6TH LEVEL: EMPOWERED STRIKES
Whenever you deal damage with your Unarmed Strike, it 13TH LEVEL: DEFLECT ENERGY
can deal your choice of Force damage or its normal
You can now use your Deflect Missiles feature against
damage type.
ranged attacks that deal any damage type, not just
Bludgeoning, Piercing, or Slashing.
6TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Monk subclass.
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 Discipline Point to
reroll it. You must take the new result.

15TH LEVEL: PERFECT DISCIPLINE


When you roll Initiative, you regain 4 expended Discipline
Points if you have none remaining.

16TH LEVEL: ???

17TH LEVEL: SUBCLASS FEATURE


You gain a feature from your Monk subclass.

18TH LEVEL: SUPERIOR DEFENSE


Once Per Rest as a Bonus Action, you can spend 6
Discipline Points to perfectly bolster yourself against harm
for 1 minute or until you are Incapacitated. During that
time, you have resistance to all damage except Force
damage.

19TH LEVEL: ???

20TH LEVEL: DEFY DEATH


If you drop to 0 Hit Points, you can spend 4 Discipline
Points, roll four Martial Arts dice, and add the dice
together. Your number of Hit Points instead changes to
the total rolled. This happens before you are rendered
Unconscious preventing you from becoming
Incapacitated, Prone, or gaining the Dying condition.
Each time you use this feature after the first, the
Discipline Point cost increases by 2. When you finish a
Short Rest or Long Rest, the Discipline Point cost resets
to 4.

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