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Monk Homebrewed Class

Monks are united in their ability to harness their body as a weapon, and the energy that flows through it. This energy takes the form of Ki, which monks learn to utilise and manipulate in various ways to enhance their combat potential. Monks strive to maintain their bodies through care and training and know the limits of their physical form.
Though aware of their strikes being not as powerful as a standard weapon, they surpass through their speed and defensive agility, infused by their ki; thus many monks strive to control the battlefield through calculated thought and action, rather than through brute force and damage dealing.  

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, or Wisdom if you wish to follow the Way of the Astral Self or Way of the Four Elements. Your next highest ability score should be Wisdom or Dexterity, depending on what you chose to be your highest. Second, choose an origin that increases your Dexterity or Wisdom.

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 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 monk weapons and you aren't wearing heavy armour:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • When you make an Athletics check to grapple or shove, you can use Dexterity instead of strength for the ability check.
  • You can roll a d6 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 while not wielding a shield, you can make one additional attack with an unarmed strike or monk weapon as a bonus action.

Unarmoured Defence

Starting at 1st level, while not wearing armour, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can still gain this benefit while wielding a shield.

Ki-Techniques

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 have a number of ki points equal to your Monk level + your Wisdom modifier. You can spend these points to fuel various ki features. You start knowing two such features: Flurry of Blows and Patient Defence. 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:

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action if you are not wielding a shield.

Patient Defence:

As a reaction you can spend a number of ki points equal to half your proficiency bonus (rounded down) to gain a bonus to a saving throw you make equal to your proficiency bonus, possibly turning a failure into a success. For example: a 6th-level monk uses 1 ki point to gain a +3 bonus to their saving throw. This reaction can be used after rolling the die but before it is revealed to succeed or fail the saving throw.

Step of the Wind

Starting at 2nd level, while you are not wearing medium or heavy armour, you gain the following benefits:
  • You can take the Dash or Disengage action as a bonus action. When you do, your jump distance is doubled for that turn.
  • You can take the Dodge action as a bonus action. You can do so 2 times per short rest. When you gain more monk levels, you gain more uses of this feature. You can use this feature 3 times at 5th level, 4 times at 9th level, 5 times at 13th level, and 6 times at 17th level.
  • Your speed increases by 5ft feet. This bonus increases when you reach certain monk levels, as shown in the Monk table.
  • At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your movement. You fall if you end your movement on a vertical surface or on a liquid.

Dedicated Weapon

Starting 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 ki on it, and then count that weapon as a monk weapon until you use this feature again.   The chosen weapon must meet these criteria:
  • You must be proficient with the weapon.
  • It must lack the heavy, reach, and special properties.

Monastic Tradition

Monastic Traditions represent the many different ways your monk can utilise and harness its Ki, influencing how the monk acts and fights. When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions below. Your tradition grants you features at 3rd level, 6th level, 10th level, and 17th level.

Deflect Attack

Starting at 3rd level, while you are not wearing medium armour, heavy armour or wielding a shield, you can use your reaction to deflect a blow when you are hit by a weapon attack. When you do so, the damage you take from the attack is reduced by one roll of your martial arts die + your Dexterity or Strength modifier + your Monk level.

Deflect Blow:

If you reduce the damage of a melee weapon attack to 0 and the target is Large or smaller, you can spend 1 Ki point to force the target to make a Strength saving throw against your Ki save DC. On a failed save, you can either push the target up to 5 feet away from you or knock it Prone.

Deflect Missile:

If you reduce the damage of a ranged weapon attack 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, which has a normal range of 20 feet and a long range of 60 feet.

Ki-Fueled Attack

At 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can use your bonus action to make one attack with an unarmed strike or a monk weapon before the end of the turn.

Slow Fall

Beginning at 4th level, as a reaction to taking fall damage, you can reduce the amount of damage equal to 3 times your monk level. At 11th level, you can safely fall a number of feet without taking fall damage equal to your bonus movement granted by Step of the Wind.

Extra Attack

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

Staggering Strike

At 5th level, you can interfere with the flow of ki in an opponent’s body to stagger an opposing creature. When you hit a creature with a monk weapon or an unarmed strike, you can choose to impose one of the following strikes onto the target. You can't target the same creature more than once a turn with these features, and you can’t target a creature that is already affected by the same type of Staggering Strike. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest. While you have no uses left, you can spend 1 ki point to use this feature again.

Stunning Strike

You overload the target's joints and muscles, making it harder to function. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Disorienting Strike

You overload the target's mind, disrupting its ability to avoid hazards. The target must succeed on an Intelligence saving throw or have its next saving throw be made with disadvantage. This effect lasts until it is forced to make a saving throw or until the end of your next turn.

Insensating Strike

You overload the target's senses and prevent them from properly working. The target must succeed on a Wisdom saving throw or become either Blinded, Deafened or Silenced until the end of your next turn.

Ki-Empowered Strike

Starting at 6th level, your unarmed strikes become magical for the purpose of overcoming resistances to non-magical attacks. Additionally, when you make an unarmed strike or monk weapon attack, you can spend 1 ki point to add additional damage equal to your proficiency bonus.

Evasion

At 7th level, your instinctive ability lets you dodge out of the way of certain area effects, such as 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, when you start your turn charmed or frightened, you can use your action to end the effect on yourself that’s causing you to be charmed or frightened.

Ki Rejuvenation

Starting at 8th level, you can use a bonus action to channel your Ki reserves, regaining spent ki points equal to half your monk level (rounded down). You can use this feature a number of times equal to your proficiency bonus, and regain all uses after finishing a long rest.

Purity of Body

Starting at 9th level, your mastery of the ki flowing through you cleanses the toxins in your body. You are immune to disease and the poisoned condition. Additionally, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age but your life expectancy is extended by 100 years. You also no longer require food or water.

Improved Ki-Techniques

At 11th level, your proficiency over ki allows you to further empower your techniques, pushing your body more to its limits.
  • When you spend ki points to use Flurry of blows as a bonus action, you can choose to make a total of three unarmed strikes instead of two. You can use this improved Flurry of Blows a number of times equal to your proficiency bonus. You regain all uses of this improved technique after completing a long rest. Once you have no more uses remaining, you can spend an additional 1 ki point to a total of 2 ki points when you use Flurry of Blows to use this improved version.
  • You roll 2 martial arts dice when using Deflect Blows or Deflect Missiles.

Tongue of Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you can understand all spoken languages and be understood by any creature that can understand a language. Additionally, you can use Wisdom, in place of Charisma, whenever you make a Deception, Persuasion or Intimidation check.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. The ki point is not expended if the second result is also a failure.

Aegis of Ki

Starting at 15th level, your mastery over ki shields your body, acting as a safeguard from harm. Whenever you spend one or more ki points, you gain temporary hit points equal to your Wisdom modifier + your Proficiency Bonus.

Empty Body

Beginning at 18th level, you can use your action to spend 6 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. You can use this feature a number of times per long rest equal to your proficiency bonus.

Perfect Self

At 20th level, Your complete mastery over your physical body and ki has granted you the perfect fighting form. When you spend ki points to use Improved Flurry of blows as a bonus action, you can choose to make a total of four unarmed strikes or monk weapon attacks. You can use this improved Flurry of Blows a number of times equal to your proficiency bonus. You regain all uses of this improved technique after completing a long rest. Once you have no more uses remaining, you can spend an additional 1 ki point to a total of 2 ki points when you use Flurry of Blows to use this improved version.   In addition, ki flows through you seamlessly like a current of water. Whenever you start a turn with no ki points remaining, you regain 4 ki points.

Monk 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: Light armor
Weapons: Simple Weapons, Shortswords
Tools: One Musical Instrument, Choose 1 from Calligrapher's Supplies, Glassblower's Tools, Weaver's Tools, or Woodcarver's Tools 
Saving Throws: Strength, Dexterity
Skills: Choose 3 from Acrobatics, Athletics, Endurance, History, Insight, Intimidation, Martial, Perception, Religion, and Stealth.

Starting Equipment

Each character begins their journey with equipment to aid in their adventuring. Some classes will give you a choice between certain equipment, your options are shown with the letters (a), (b) etc. When given this choice, you can only take one option from the choices. Your character starts with the following items on them:  
  • (a) a set of artisan tools or (b) a musical instrument
  • (a) diplomat’s pack, (b) explorer’s pack, (c) priest’s pack, or (d) scholar’s pack
  • A simple melee weapon

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