```metadata title: 'Monk : Way of the Unarmed Master V3' description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{margin-top:225px}}
MONK
Way of the Unarmed Master
Unleash your ki and release it through your powerful Martial Arts
##### Ryu - Street Fighter [Jeremy chong](https://www.artstation.com/artwork/oOYWnq)
\page ### Way of the Unarmed Master *Monks of the Way of the Unarmed Masters are the ultimate masters of unarmed martial arts. They have a wide range of Unarmed Techniques, empowered by their powerful ki. Proud monks who prefer to fight with their bodies instead of weapons.* :: #### Improved Martial Arts At 3rd level, your studies in Martial Arts allow you to move more easily in enemy space. Once per turn, if you hit a creature with an unarmed strike, you can move it of 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away. :: #### Unarmed Master At 3rd level, you can manipulate your enemy’s ki when you harness your own via pressure points, or summon and control one’s own ki to perform supernatural techniques. You learn four Unarmed Techniques of your choice, three additional at 6th, at 11th, and at 17th level. Each time you learn new Techniques, you can also replace these with others of the same level. You can use only one technique per attack, the technique cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class. : Additionally, if during your action you perform an Unarmed Technique that uses at least 1 ki point, you can execute Flurry of Blows, or Patient Defense, or Step of the Wind without spending ki points. :: #### Improved Ki Technique At 6th level, your studies in martial arts and the use of ki allow you to customize and improve one of your ki techniques. Choose one of the following three ki techniques. * **Lightning Step.** When you use Step of the Wind, you teleport up to your speed to an unoccupied space that you can see, and you have advantage in the first melee attack you made before the end of the turn. * **Yin-Yang Stance.** When you use Patient Defense, you can make one additional reaction. * **Martial Dance.** When you use Flurry of Blows, you gain the benefit of the Disengage action. : #### Body Cultivation At the 11th level, your intense Martial Arts training allows you to empower your attacks made with the Unarmed Techniques. Every time you hit a creature with an Unarmed Technique, you can add one Martial Arts die to the damage. \column :: #### Harmony At 17th level, the harmony achieved between body and mind allows your Martial Arts to be performed more naturally and in balance with nature. Choose four Unarmed Techniques from the 3rd to 11th level that you already know, you can perform once per round two of these techniques without spending ki points. : By spending 8 hours in meditation, it is possible to exchange the chosen Unarmed techniques for other techniques.
##### Ryu - Street Fighter [DHK88](https://www.deviantart.com/dhk88/art/Ryu-Alternate-Street-Fighter-V-558575139)
1
MONK | Way of the Unarmed Master
\page ### Unarmed Techniques #### 3rd level: : * **Distraction Strike.** When you hit a creature with an unarmed strike, you can distract it and giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. : * **Evasive Footwork.** When you move, roll one martial arts die and add the number rolled to your AC until you stop and your walking speed increases by 10 feet until the end of the current turn. : * **Grappler.** When you try to grapple, roll one martial arts die and add the number rolled to your Athletics check. For this check, you can choose to use Acrobatics instead of Athletics check. : * **Kicking Stance.** You can take a Kicking Stance. Until the start of your next turn, your reach four unarmed attacks increase by 5 feet. : * **Powerful Strike.** When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll. : * **Push Strike.** When you hit a creature with an unarmed strike, you can attempt to push the target back. The creature must make a **Strength** saving throw. If it fails, you can push it up to 15 feet away from you. : * **Shadow.** When you make a Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom (Perception) check, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated. : * **Shocking Strike.** When you hit a creature with an unarmed strike, you can block its reaction. The creature can't take reactions until the end of your next turn. : * **Sweep.** When you hit a creature with an unarmed strike, you can attempt to knock it down. It must make a **Dexterity** saving throw or be knocked prone. : * **Throat Strike.** When you hit a creature with an unarmed strike, you can blow its throat. The creature must succeed on a **Constitution** saving throw or not being able to speak until the end of your next turn. : * **Unexpected Strike.** When attacked in a melee, as a reaction, you can unbalance yourself against another creature of your choice that is within five feet of you and make an unarmed attack against it. \column :: #### 6th level: : * **Blinding Strike.** When you hit a creature with an unarmed strike, you can target its eyes with your fingers. The creature must succeed on a **Dexterity** saving throw or be blind until the end of your next turn. : * **Blocking.** When another creature another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. : * **Horror Strike.** When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. The creature must make a **Wisdom** saving throw. On a failed save, it is frightened of you until the end of your next turn. : * **Disarming Strike.** When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. The creature must make a **Strength** saving throw. On a failed save, it drops the object you choose. The object lands at its feet. : * **Focused Stance.** As a bonus action on your turn, you can take a focused combat stance. Until the start of your next turn or until you are incapacitated, you ignore the disadvantage on all weapon or unarmed attack rolls. : * **Ki Blocking.** When you hit a creature with an unarmed strike, you can block its ki. The creature must succeed on a **Charisma** saving throw or be restrained until the end of your next turn. An airborne creature affected safely descends at 60 feet per round until it reaches the ground. : * **Goad Strike.** When you hit a creature with an unarmed strike, you can attempt to goad the target into attacking you. The target must make a **Wisdom** saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. : * **Precision Strike.** When you make an unarmed strike, you can roll one martial arts die and add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
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MONK | Way of the Unarmed Master
\page :: #### 11th level: : * **Dazing Strike.** When you hit another creature with an unarmed strike, you can blow to the enemy temple. The creature must make an **Intelligence** saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. : * **Drain Life Force.** When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. You recover a number of hit points equal to half your damage. If you do this, the damage becomes necrotic. : * **Ki Waves.** Instead of one of your attacks, you can create one glowing dart of radiant light. The dart hit a creature of your choice that you can see within range of 150 feet. A dart deals 3d4 + 3 radiant damage to its target (ref. Magic Missile spell) : * **Focus Breaker.** When you hit a creature with an unarmed strike, you can attempt to shatter their concentration. The creature must makes a Constitution save to maintain concentration, roll one martial arts die and subtract the number rolled from the creature's roll. : * **Psychic Wave.** As a bonus action, you can attempt to radiate a psychic wave to damage the mind of any creature within 10 feet. Creatures must make an **Intelligence** saving throw. On a failed save, the target takes psychic damage equal to three Martial Arts dice and cannot react until the end of its next turn. : * **Ripper Strike.** When you hit a creature with an unarmed strike, you can cause internal bleeding. At the start of each of its turns, it must succeed on a **Constitution** saving throw or take one Martial Arts dice of bleeding damage. After three saving throws, the internal bleeding ends. : * **Strike Back.** When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it. : * **Two in One Strike.** When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier. \column :: #### 17th level: : * **Buddha Hand.** As a bonus action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks. : * **Counter Strike.** When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it. : * **Devious Strike.** Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it. : * **Mental Strike.** When you hit a creature with an unarmed strike, you can attempt to damage its mind with your ki. The creature must succeed on a **Charisma** saving throw, or it must roll a d10 and subtract the number rolled from the next attack roll or saving throw it makes before the end of your next turn. : * **Nightmare Strike.** When a creature is frightened, you can use your reaction to make an unarmed attack on it. : * **No Mercy.** When you have an enemy prone beside you as a reaction, you instantly leap at it, and make a single unarmed strike. : * **Trail of Cinders.** As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a **Dexterity** saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn. : * **Wall of Ki.** As a bonus action, you can summon the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
##### Koi Tat [Dylan Helman](https://www.behance.net/gallery/54122585/Koi-Oi)
3
MONK | Way of the Unarmed Master
\page ## Monk Tank : Feature 6th level Yin-Yang Stance. : #### 3rd level: * **Evasive Footwork.** * **Grappler.** * **Sweep.** * **Unexpected Strike.** #### 6th level: * **Blocking.** * **Ki Blocking.** * **Goad Strike.** #### 11th level: * **Drain Life Force.** * **Strike Back.** * **Two in One Strike.** #### 17th level: * **Buddha Hand.** * **Counter Strike.** * **No Mercy.** ::: ## Monk Battlefield Controller : Feature 6th level Martial Dance. : #### 3rd level: * **Distraction Strike.** * **Kicking Stance.** * **Push Strike.** * **Sweep.** #### 6th level: * **Blinding Strike.** * **Daunting Strike.** * **Ki Blocking.** #### 11th level: * **Crippling Strike.** * **Energy Palm Wave.** * **Focus Breaker.** #### 17th level: * **Buddha Hand.** * **Mental Strike.** * **No Mercy.** :: \column ## Monk Striker : Feature 6th level Martial Dance. : #### 3rd level: * **Evasive Footwork.** * **Push Strike.** * **Sweep.** * **Unexpected Strike.** #### 6th level: * **Blinding Strike.** * **Daunting Strike.** * **Ki Blocking.** #### 11th level: * **Ripper Strike.** * **Energy Palm Wave.** * **Two in One Strike.** #### 17th level: * **Nightmare Strike.** * **No Mercy.** * **Trail of Cinders.** ::: ## Monk Balanced ::: Feature 6th level Lightning Step. : #### 3rd level: * **Evasive Footwork.** * **Powerful Strike.** * **Push Strike.** * **Sweep.** #### 6th level: * **Blocking.** * **Daunting Strike.** * **Ki Blocking.** #### 11th level: * **Crippling Strike.** * **Energy Palm Wave.** * **Two in One Strike.** #### 17th level: * **Mental Strike.** * **Nightmare Strike.** * **No Mercy.** :: \page ## Monk: Way of the Unarmed Master :: ### 3rd level #### Without ki: 2d4 + (3x2) / 1d8 + 1d4 + (3x2) = ~10 / ~12 #### 1 ki point: (FoB): ~10 / ~12 + (1d6+3) +1 = ~17 / ~19 : ### 6th level #### Without ki + magic weapon +1: 3d6 + (3x3) + (+3) / 2d8 + 1d6 + (3x3) + (+3) = ~21 / ~23 #### 1 ki point: (FoB): ~21 / ~23 + (1d6+3) +1 = ~28 / ~30 : ### 11th level #### Without ki + (MW+2): 3d8 + (4x3) + (2x3)= ~30 #### 1 ki point: (FoB): ~30 + (1d8+4) +2 = ~40 #### 4 ki points: (FoB) + (4 KMA): ~30 + (1d8+4) +2 + (4d8) = ~56 : ### 17/20th level #### Without ki + (2 KMA) + (MW+3): 3d10 + (5x3) + 2d10 + (3x3) = ~49 #### 1 ki point: (FoB): ~49 + (1d10+5) +3 = ~62 #### 2 ki points: (FoB) + (2 KMA): ~49 + (1d10+5) +3 + (3d10) = ~72 #### 3 ki points: (FoB) + (2 KMA+ 1Reaction): ~72 + 1d10 + 5 +3 = ~85 :: {{note ##### Comparison of Ki and Action Surge : AS + Maneuvers = 10 ki points (KMA + FoB) : 2 AS + Maneuvers + CE = 165 + 117 + 65 = 347 (3 turns) : 12 Ki (KMA + FoB) = 85 x4 = 340 (4 turns) : Although the damage is greater, the monk remains at a disadvantage because ki points are not only used for attack, but also for different features. For the fighter, I introduced 2 feats (Crossbow Expert and Martial Adept) and a fighting style (Superior Technique)-(max 8 Maneuveres). }} ## Fighter: Battle Master :::: ### 3rd level #### Regular // + Maneuveres (1 / 2): 1d12 + 3 = ~9 / ~18 (AS) // ~13 / ~26 (AS) #### Crossbow Expert 2d10 + (3x2) = ~16 / ~24 (Action Surge) #### CE + Maneuvers (2 / 3 dice): ~16 + 2d8 / ~24 + 3d8 = ~24 / ~36 (AS) : ### 7th level #### Regular (MW+1) // + M (2 / 4 dices): 2d12 + (3x2) +2 = ~20 / ~40 (AS) // ~28 / ~56 (AS) #### Crossbow Expert 3d10 + (3x3) +3 = ~27 / ~45 (AS) #### CE + Maneuvers (3 / 5 dicse): ~27 + 3d8 / ~45 + 5d8 = ~39 / ~65 (AS) : ### 10th level #### Regular (MW+2) // + M (2 / 4 dices): 2d12 + (4x2) +4 = ~24 / ~48 (AS) // ~34 / ~68 (AS) #### Crossbow Expert 3d10 + (4x3) +6 = ~33 / ~55 (AS) #### CE + Maneuvers (3 / 5 dices): ~33 + 3d10 / ~55 + 5d10 = ~48 / ~80 (AS) : ### 15th level #### Regular (MW+3) // + M (3 / 6 dices): 3d12 + (5x3) +9 = ~42 / ~84 (AS) // ~60 / ~120 (AS) #### Crossbow Expert 4d10 + (5x4) +12 = ~52 / ~91 (AS) #### CE + Maneuvers (4 / 7 dices): ~52 + 4d12 / ~91 + 7d12 = ~76 / ~133 (AS) : ### 20th level #### Regular (MW+3) // + M (4 / 8 dices): 4d12 + (5x4) +12 = ~56 / ~112 (AS)// ~80 / ~160 (AS) #### Crossbow Expert 5d10 + (5x5) +15 = ~65 / ~117 (AS) #### CE + Maneuvers (5 / 8 dices): ~65 + 5d12 / ~117 + 8d12 = ~95 / ~165 (AS)
4
MONK | Way of the Unarmed Master | TEST DAMAGE
\page ### Feats : #### Eight Extraordinary Meridians *You have a particularly good physique for ki energy.* * Increase your Wisdom by 1, to a maximum of 20. * Your ki points increase by a number equal to your wisdom modifier. * Every time you make a critical attack, until the start of your next turn you can perform a feature using one less ki point. : #### Improved Unarmed Strike *You read a martial arts manuscript that strongly marked you and improved your way of fighting unarmed.* * Increase your Strength or Dexterity by 1, to a maximum of 20. * The damage from your Martial Arts, Unarmed Strike or a Natural Weapons becomes of a higher dice. If your unarmed strike is equal to 1 this will become d4, from d4 it will become d6, and so on to a maximum of d12. Your unarmed strikes also becomes a higher damage die when the damage die is meant to increase (such as the monk’s martial arts feature) * When other creatures enter your reach, they provoke an opportunity attack from you, but you can use only your unarmed attack or a Natural Weapon. : #### Ruthless *You have learned to use your advantage to enhance your damage by hitting where it hurts the most.* * When you have advantage to a creature and you attack with a unarmed strike or a weapon that is not heavy or ranged, you can choose to ignore your advantage for more attack power. If the attack hits, you add +6 to the attack's damage. * When you score a critical hit to a creature, attack rolls against that creature are made with advantage until the start of your next turn. \column ### Wondrous Items: : #### Bracers of Defense *Wondrous item, Uncommon (+1), rare (+2), or very rare (+3) (requires attunement)* : This finely detailed bracers is made of dragonhide. While wearing it, you gain a bonus to your AC if you are wearing no armor and using no Shield. :
##### Medieval Gauntlet [ABIDE](https://www.walmart.com/ip/Medieval-Gauntlet-Wristband-Artificial-Leather-Gauntlet-Wide-Bracer-for-Men-Cosplay-Costume/1972788889)
::::::::::::::::::::::: #### Hand and Leg Wraps *Wondrous item, Uncommon (+1), rare (+2), or very rare (+3) (requires attunement)* : The cloth wraps are painted with elaborate depictions of Dragons. While wearing the Wraps on your forearms and lower legs, you gain a bonus to attack and damage rolls on unarmed attacks or natural weapons made with it, and you gain a bonus to spell attack rolls that use ki and the saving throw DCs of your Monk Ki techniques. Such attacks are considered to be magical. You can choose to deal piercing or slashing damage rather than bludgeoning damage with your unarmed attacks. :
##### Illustrate Fists [Rotzilla](https://www.freelancer.co.id/contest/illustrate-fists-boxing-fist-with-hand-wraps-1337434)
1
MONK | Feats / Potions / Items
\page ### Potions: : #### Ki Potion (Uncommon) This bright green-colored potion was designed by monk alchemists using plants that contain great life force. For those who control ki energy this potion makes one recover a number of ki points equal to one's wisdom modifier without having to meditate.
This potion may cause hair loss. Roll 1d10, from 2-10 nothing happens, if the result is 1 the hair of the individual who drank the potion begins to fall out. The loss is not permanent.
This potion is designed to be used a number of times equal to one's proficiency bonus per long rest. If used overmuch, the efect will still work, but this will also result in a level of exhaustion.
##### Leather Potion [shiva3d](https://www.turbosquid.com/3d-models/3d-model-potion-bottle-holder-with-liquid-1749588)