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The Munkr

Class Features

As a munkr, you gain the following class features.

Hit Points

Hit Dice: 1d8 per munkr level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per munkr level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, swords
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 sword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • 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 munkr weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.   You gain the following benefits while you are unarmed or wielding only munkr 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 munkr weapons.   You can roll a d4 in place of the normal damage of your unarmed strike or munkr weapon. This die changes as you gain munkr levels, as shown in the Martial Arts column of the Munkr table.   When you use the Attack action with an unarmed strike or a munkr 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 quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    Stamina

    Starting at 2nd level, your training allows you to harness the power of stamina. Your access to this energy is represented by a number of Stamina points. Your munkr level determines the number of points you have, as shown in the Stamina Points column of the Munkr table.   You can spend these points to fuel various Stamina features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Stamina features as you gain levels in this class.   When you spend a Stamina point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Stamina back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Stamina points.   Some of your Stamina features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:   Stamina save DC = 8 + your proficiency bonus + your Wisdom modifier  
  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Stamina point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 Stamina point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 Stamina point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • 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 munkr levels, as shown in the Munkr table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

    Dedicated Weapon

    Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your Stamina on it, and then count that weapon as a monk weapon until you use this feature again.   The chosen weapon must meet these criteria:  
  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.
  • Monastic Tradition

    When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
  • The Way of Mead
  • The Way of Mercy
  • The Way of Shadows
  • The Way of the Blade
  • The Way of the Elemental
  • The Way of the Open Hand
  • The Way of the Sun
  • 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 1d10 + your Dexterity modifier + your munkr 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 Stamina 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 munkr weapon for the attack.

    Stamina-Fueled Attack

    Also at 3rd level, if you spend 1 Stamina point or more as part of your action on your turn, you can make one attack with an unarmed strike or a munkr weapon as a bonus action before the end of the turn.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 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 munkr level.

    Quickened Healing

    Also at 4th level, as an action, you can spend 2 Stamina points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Stunning Strike

    Starting at 5th level, you can interfere with the flow of Stamina in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 Stamina point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

    Focused Aim

    Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 Stamina points to increase your attack roll by 2 for each of these Stamina points you spend, potentially turning the miss into a hit.

    Stamina-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 dragon's 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 can use your action to end one effect on yourself that is causing you to be charmed or frightened.

    Purity of Body

    At 10th level, your mastery of the Stamina flowing through you makes you immune to disease and poison.

    Tongue of the Sun and Moon

    Starting at 13th level, you learn to connect with other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

    Diamond Soul

    Beginning at 14th level, your mastery of Stamina grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 Stamina point to reroll it and take the second result.

    Timeless Body

    At 15th level, your stamina 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 Stamina 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 Stamina points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

    Perfect Self

    At 20th level, when you roll for initiative and have no Stamina points remaining, you regain 4 Stamina points.

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