```metadata title: D&D 5e Monk Rework description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` # D&D 5e Monk Rework Monk's are united in their use of Ki and Stances. Little else relates them, for they are as varied as Rogue's. Some use Strength to overpower their foes, emulating the immoviablitly of mountains. While others use the speed of the Cobra to debilatate their foes. {{classTable,frame,decoration ##### The Monk | Level | Proficiency Bonus | Features | Unarmored Movement |Martial Arts| |:-----:|:-----------------:|:--------------------------|:---------------------:|:---:| | 1st | +2 | Martial Arts, Unarmored Defense | - | 1d4| | 2nd | +2 | Ki, Unarmored Movement, Monastic Stance| 10ft | 1d4| | 3rd | +2 | Monastic Tradition, Robust Body, Deflect Attack| 10ft | 1d4| | 4th | +2 | ASI | 10ft | 1d4| | 5th | +3 | Extra Attack, Stunning Strike | 10ft | 1d6| | 6th | +3 | Ki-Empowered Strikes, Monastic Feature | 15ft | 1d6| | 7th | +3 | Evasion, Immaculate Body | 15ft | 1d6| | 8th | +3 | ASI | 15ft | 1d8| | 9th | +4 | Unarmored Movement Improvment | 15ft | 1d8| | 10th | +4 | Unwavering | 20ft | 1d8| | 11th | +4 | Monastic Feature | 20ft | 1d10| | 12th | +4 | ASI | 20ft | 1d10| | 13th | +5 | Tongue of the Sun and Moon, Chimeric Stance| 20ft | 1d10| | 14th | +5 | ASI | 25ft | 1d10| | 15th | +5 | Timeless Body | 25ft | 1d10| | 16th | +5 | ASI | 25ft | 1d10| | 17th | +6 | Monastic Feature | 25ft | 1d12| | 18th | +6 | Empty Body | 30ft | 1d12| | 19th | +6 | ASI | 30ft | 1d12| | 20th | +6 | Monk Mastery | 30ft | 1d12| }} ::::::::: ## Class Features As a Monk you gain the following class features: #### Hit points **Hit Dice:** :: 1d8 per Monk level **Hit Points at first level:** :: 1d8 + Constitution Modifier **Hit Points at highter levels:** :: 1d8 (or 5) per Monk level #### Proficiencies **Armor:** :: None **Weapons:** :: Simple Weapons, Shortswords **Tools:** :: Choose one type of artisan's tools or one musical instrument **Saving Throws:** :: Strength, Dexterity **Skills:** :: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth #### Equipment You start with the following equipment, in addition to equipment granted by your background: - (*a*) a Shortsword or (*b*) any simple weapon - (*a*) a dungeoneer's pack or (*b*) or a explorer's pack - (*a*) 10 darts ### 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, any simple melee weapons that have the two-handed or heavy property, or your dedicated weapon. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor, wielding a shield, or using the blade song feature. - Dex instead of Str for attack and damage rolls of your unarmed strikes and monk weapons - You can use your martial arts die in place of unarmed strikes as shown on the monk table - You can make one unarmed strike as a bonus action - Acrobatics can be used instead of Athletics for Grappling and Shove checks ### Unarmored Defense At 1st level, if you aren't wearing armor or wielding a shield, your AC equals 10 + Strength or Dexterity Modifer + Wisdom Modifer \page ### Ki At 2nd level, you have an amount of ki points equal to you Monk level + your Wisdom Modifier, these points fuel various features, including three you start with: Flurry of Blows, Patient Defense, and Step of the Wind. When you spend a Ki point its unavaliable until you complete a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your ki points. **Ki save DC** = 8 + Proficiency + Wisdom modifier - **Flurry of Blows.** You can spend 1 ki point to make two unarmed strikes as a bonus action, this becomes three unarmed strikes at level 10. :ei_monk_flurry_blows: - **Patient Defense.** You can spend 1 ki point to take the Dodge action as a bonus action. :ei_monk_patient_defense: - **Step of the Wind.** You can spend 1 ki point to take the Disengage and Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. :ei_monk_step_of_the_wind2: ### 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 can use a reaction to reduce falling damage by five times your monk level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ### Monastic Stances At 2nd level, you learn some Monastic Stances. These stances can be entered at the beginning of combat or as a bonus action. You know an amount of stances equal to a quarter of your Monk level + Your Wisdom Modifer and can learn new ones every level. Stances are detailed at the end of this section. ### Robust Body At 3rd level, your body has been strengthened, you're immune to disease, resistant to poison and have advantage on saving throws against poison. Whenever you spend Ki, gain an amount of HP equal to your Monk level. ### Deflect Attack At 3rd level, when a attack that deals Bludgeoning, Slashing, or Piercing damage hits you, you can spend a reaction to reduce the damage by 1d10 + you Dexterity Modifier + your Monk level. if you reduce the damage to 0, and it's a melee attack, you can make an unarmed attack as a reaction. If it's a ranged attack, you can catch the missile if it's small enough to hold in one hand. If you catch a missile in this way you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. If a weapon that deals Bludgeoning, Slashing, or Piercing damage and another type of damage that isn't the aforementioned types, such as a *Flametongue*, you take the secondary damage but can still reduce the Bludgeoning, Slashing, or Piercing damage. ### Extra Attack At 5th level, you can attack twice when taking the attack action. ### Stunning Strike At level 5, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunnning strike. The target musst succeed on a Constitution saving throw or be stunned until the end of the your next turn. You can only attempt this on the same creature once per turn.:ei_monk_stunning_strike2: ### 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 ability lets you dodage out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected at an effect that allows you to make a Dexteity 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. ### Immaculate Body At level 7, Immune to poison dmg and poisoned condition. Whenever you spend Ki, you instead gain 2 HP for every Monk level, and any HP that goes over your maximum is instead added as Temp HP up to your Monk level. ### Unwavering At 10th level, you gain proficiency in all saving throws. ### Togue of the Sun and Moon Starting at 13th level, you learn to touch the ki of other minds as that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. You also gain expertise in Insight and Persuasion. \page ### Chimeric Stance At 13th level, you can spend 5 ki points to activate two stances simultaniously, inheriting any Benefit's and Drawbacks. ### 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. You also become Immune to exhasion. ### Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material componenets. When you do so, you can't take any other creatures with you. ### Swift Body You're swiftness has reached that of legend. At 20th level, you can take a second Bonus Action but cannot take the same Bonus Action twice. \page # Stances Stances often have requirements that must be met before one can learn them, such as a level requirement or a subclass requirement. ::::: ### Crane Stance - Req. 5th level You enter the stance of the crane, imitating its light but strong step. You gain a +2 to AC while in this stance but you can only move 10ft per turn. - Kick of the Crane: While in this Stance you can make a special attack by spending yourPB in ki points, which does your proficiency bonus of your Martial Arts die + half your Monk level (Rounded up) + your Dexterity Modifier. When making this attack, you sacrifice your extra attack. - Flight of the Crane: By spending 1 ki point you can move normally until the end of your turn. ### Cobra Stance - Req. 3rd level You enter the coiled Cobra Stance, imitating its debilitating bite. You drop prone but have advantage on grapple checks. Whenever you grapple a creature in this stance, it has disadvantage on dexterity saving throws, a -2 to AC and can't take reactions. It can only take either a Action or Bonus Action, not both and if it takes the Attack action, it can make only 1 attack. - Coil of Constriction: You can spend 5 ki points to force a creature you are grappling to make a Con save vs your Ki save DC, on a failure it's knocked unconsious for the next 3 turns before the target awakens. - Fangs of the Cobra: You can spend 2 ki points to force a creature you are grappling to make a Con save vs your Ki save DC, on a failure it's Blinded or Deafened (Your choice). The target can reroll the saving throw at the end of each of their turns. ### Tiger Stance - Req. 7th level You enter the Crouching Tiger Stance, imitating its viscral attacks. While in this stance whenever you strike, you gain advantage on your next attack. - Tiger's Rend: You can use your bonus action to spend 2 ki points to to make an unarmed attack that, if hits, deal's an additional 3d12 + Monk Level slashing damage and force the target to make a Constitution Saving Throw against your Ki save DC. If the target fails, then they take 2d12 + Half your Monk level in damage every turn, rerolling the saving throw at the beginning of their turn. - Sense's of the Predator: You can spend 1 Ki points to reroll any 1 or 2 you roll for an attack roll. ### Phoneix Stance - Req. 3rd level You enter the Rising Phoneix Stance, imitating its fiery revival. While in this stance you gain resistance to fire. - Rise from the Ashes: Whenever you would drop to 0 hp, but not killed outright, you can spend 3 ki points to fall to 1 hp instead. - Fiery Deflection: When you're targeted by a spell, you can use your reaction to spend 1 + the spells level in ki points to redirect the spell to a different target. ### Leopard Stance You enter the Stalking Leopard Stance, imitating its slient stride. While in this stance you can score a critical hit on a 19-20 but you have disadvantage on grappling targets. - Leopard's Shadow: You can use your action to spend ki 1 to gain advantage on stealth for the next PB rounds and any attack on an opponent who hasn't taken their turn has advantage. - Shadowy Riposte: If you are conscious and unrestrained while in this stance and an enemy within five feet of you makes an attack on you, you can spend 1 ki point to make an attack. ### Dragon Stance Dragon Tail Kick + Dragon Claw Punch ### Horse Stance Charge \page ### Bear Strong stance, TMP HP? ### Monkey Acrobatic, Quarterstaff? ### Rooster Fear-inducing effect? ### Dance of the Cave-Dweller You enter the Dance of the Cave-Dweller, imitating both the Bat's senses and the spider's uncanny abilities. While in this stance, you gain Tremorsense out to 15ft. - Bat's Sense's: You can spend a Bonus Action to spend 1 ki point to gain Blindsight out to 30 ft, until the end of your next turn. - Spider's Lithe: You can spend your Bonus Action to spend 1 ki point to gain a Climbing speed equal to your walking speed for the next minute. ### Wolf 5ft speed boost after every attack + Flanking ability? ### Gorrilla Grappling large creatures + AOE? \page ## Changelog - Removed Half Monk level from Ki save DC - Limted Tiger's Rend to 1 attack per attack action and takes up bonus action - Removed Proficiency Bonus from Unarmored Defence - Gave Fiery Deflection an action cost - Upped the Cost of Fiery Deflection - Gave Leopard's shadow an action cost - Stopped Shadowy Riposte from letting you punch people from five miles away - Rephrased Deflect Attack to work against Magical Weapons - Took away Immaculate Bodies floating resistance - Changed HD back to d8 - Step of the Wind Combines Dash & Disengage - Deflect Attack takes a reaction - Changed Stunning Strike to once per creature - Reworked both Robust Body & Immaculate Body. - Leopard now only have disadvantage on grappling people and not escaping. - Switch Chimeric stance around to 13th from 15th - Changed Extra Attack to Extra Bonus Action. - Changed Fiery Deflection to a reaction (to use off-turn) - Changed EBA back to EA