MisterMitten's Revised Monk
Created by u/MisterMittens64
Version 2.3.0
I've added several improvements to the bare bones monk that didn't make the cut into that document and created a single source that could be used as the definitive reference for players and DMs for my monk revisions. All changes and revisions are listed in the changelog on page 2.
Goals of this revision
- Increase the Monk's damage and survivability to better match other classes.
- Make the monk more than a squishy stunbot that deals little damage and runs out of resources too quickly.
- Make using ki for more than just stunning strike and flurry of blows more appealing to players.
- Allow for more unique builds of monks.
- Create more options for both in and out of combat.
- Fix various problems with the original monk's design.
Credits
pg. 1-7 Full Page Stains by flamableconcrete
pg. 1 Quiet Contemplation by Magali Villeneuve, Wizards of the Coast
pg. 4 Monk from Player’s Handbook, Wizards of the Coast
pg. 5 Monk from Tasha's Cauldron of Everything,
Wizards of the Coast
pg. 6: Leaping Kick Master by Anastasia Ovchinnikova
1
Changes made
Early Monk Features
- Profiency in improvised weapons
- Additional ASI at 10th level
Martial Arts die Scaling:
Your Martial Arts die starts as a d4 and then increases a die size at the following levels: 5, 9, 13, and 17 up to a d12.
Increased Ki
You recieve ki points equal to your monk level + your Wisdom modifier at level 2 (minimum of 1).
Increased efficiency of Patient Defense and Step of the Wind
Patient Defense allows you to make an unarmed strike as part of that same bonus action. Step of the Wind no longer costs ki to use.
Ki Disrupting Strike
Replaces Stunning Strike
Starting at 5th level, you can interfere with the flow of
ki in an opponent’s body. When you attack a creature with an unarmed strike, you may spend 1 ki point to force the creature to make a Wisdom saving throw and take damage equal to your proficiency bonus.
On a failed save the creature has disadvantage on attack rolls and saving throws and has a -2 to its AC until the end of its next turn.
Redirection
Starting at 5th level, you can use your reaction to parry a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki point to make an unarmed strike as part of the same reaction.
At level 10, you may spend 2 ki points to double the amount of damage reduced.
Improved Stillness of Mind
At 7th level grants immunity to fear and charm effects.
Improved Unarmored Movement
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You may spend 1 ki point to stay adhered to the vertical surface or liquid until the start of your next turn.
Improved Deflect Missiles
At level 10, you may spend 1 ki point to double the amount of damage reduced by deflect missiles.
Deflect missiles can now also be used against incoming ranged spell attacks that are lightning, fire, or force damage. If you reduce the damage to 0, you can spend 1 additional ki point to make a ranged spell attack on a target within 30 feet as part of the same reaction. The damage and damage type of this spell attack is equal to the damage reduced.
Purity of Mind and Body
Added the second half of timeless body to purity of mind and body at level 10.
Ki Enhanced Agility
Starting at 11th level, you may make an additional unarmed strike as part of your bonus action on each of your turns. This brings monks in line with other classes for damage at this level while adding flexibility to which bonus action options are choosen.
Ki Enhanced Strength
At 13th level you can use an action to spend 1 ki point to use your Wisdom modifier instead of your Strength modifier whenever a Strength ability check is called for, this effect lasts for 10 minutes.
Enlightenment
Replaces Perfect Self
At 20th level, when you roll for initiative, you regain 10 ki points.
In addition, you can spend 10 ki points when you die to cast the reincarnate spell on yourself without the need for components.
The DM may choose the race and location you reincarnate into.
Strength Based Monk
Optional Feature
You may change every feature in this class that uses Dexterity, except for saving throws, to instead be based off of Strength.
As a Strength based monk, while you are wearing no armor, your AC equals 10 + your Strength modifier + your Wisdom Modifier.
Revised Monk
Revised Monk
Level | Proficiency Bonus | Features | Martial Arts | Unarmored Movement |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 1d4 | ─ |
2nd | +2 | Ki, Unarmored Movement | 1d4 | +10ft. |
3rd | +2 | Monastic Tradition, Deflect Missiles | 1d4 | +10ft. |
4th | +2 | Ability Score Improvement, Slow Fall | 1d4 | +10ft. |
5th | +3 | Extra Attack, Slowing Strike, Redirection | 1d6 | +10ft. |
6th | +3 | Ki - Empowered Strikes, Monastic Tradition Feature | 1d6 | +15ft. |
7th | +3 | Evasion, Stillness of Mind | 1d6 | +15ft. |
8th | +3 | Ability Score Improvement | 1d6 | +15ft. |
9th | +4 | Unarmored Movement Improvement | 1d8 | +15ft. |
10th | +4 | Ability Score Improvement, Purity of Mind and Body, Deflect Missiles Improvement, Redirection Improvement | 1d8 | +20ft. |
11th | +4 | Ki Enhanced Agility, Monastic Tradition Feature | 1d8 | +20ft. |
12th | +4 | Ability Score Improvement | 1d8 | +20ft. |
13th | +5 | Ki Enhanced Strength | 1d10 | +20ft. |
14th | +5 | Diamond Soul | 1d10 | +25ft. |
15th | +5 | Timeless Body | 1d10 | +25ft. |
16th | +5 | Ability Score Improvement | 1d10 | +25ft. |
17th | +6 | Monastic Tradition Feature | 1d12 | +25ft. |
18th | +6 | Empty Body | 1d12 | +30ft. |
19th | +6 | Ability Score Improvement | 1d12 | +30ft. |
20th | +6 | Enlightenment | 1d12 | +30ft. |
Class Features
As a Monk, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Monk level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, shortswords, improvised weapons
- 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 the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
3
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
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 short swords, improvised weapons that bear no resemblance to a weapon, and any simple melee that doesn’t have the two-handed or heavy 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:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter-staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armoror wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk's table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You may spend 1 ki point to stay adhered to the vertical surface or liquid until the start of your next turn.
4
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You recieve ki points equal to your monk level + your Wisdom modifier (minimum of 1).
You can spend these points to fuel various ki features.
You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows
You can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki to take the Dodge action as a bonus action. You may make one unarmed strike as part of this bonus action.
Step of The Wind
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with 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.
At level 10, you may spend 1 ki to double the amount of damage reduced and deflect missiles can now also be used against incoming ranged spell attacks that are lightning, fire, or force damage. If you reduce the damage to 0, you can spend 1 additional ki point to make a ranged spell attack on a target within 30 feet as part of the same reaction. The damage and damage type of this spell attack is equal to the damage reduced.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki Disrupting Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you attack a creature with an unarmed strike, you may spend 1 ki point to force the creature to make a Wisdom saving throw and take damage equal to your proficiency bonus.
On a failed save the creature has disadvantage on attack rolls and saving throws and has a -2 to its AC until the end of its next turn.
Redirection
Starting at 5th level, you can use your reaction to parry a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki point to make an unarmed strike as part of the same reaction.
At level 10, you may spend 2 ki points to double the amount of damage reduced.
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 agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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.
Stillness of Mind
Starting at 7th level, you've learned to put your mind at ease through meditation, you are now immune to fear and charm effects.
Purity of Mind and Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Ki Enhanced Agility
Starting at 11th level, you may make an additional unarmed strike as part of your bonus action on each of your turns.
Ki Enhanced Strength
At 13th level you can use an action to spend 1 ki point to use your Wisdom modifier instead of your Strength modifier whenever a Strength ability check is called for, this effect lasts for 10 minutes.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
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.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 10 minutes. Additionally, 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 components. When you do so, you can’t take any other creatures with you.
Enlightenment
At 20th level, when you roll for initiative, you regain 10 ki points. You may make 3 reactions per round instead of 1.
In addition, you can spend 10 ki points when you die to cast the reincarnate spell on yourself without the need for components. The DM chooses the race and location you reincarnate into.