Skills. Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth.
Starting equipment. Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP
Monk's Focus (Flurry, Patient Defense, Step of the Wind), Unarmored Movement (+10 ft while you aren't wearing armor or wielding a Shield), Uncanny Metabolism (1/long rest)
3
+2
Deflect Attacks (Reaction: when an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, reduce the damage by 1d10 + DEX mod + Monk level; if you reduce it to 0 you can expend 1 Focus Point to redirect it). Subclass: Warrior of the Open Hand.
4
+2
Slow Fall. ASI: distribute +2 across abilities (or take a Feat).
5
+3
Extra Attack, Stunning Strike, Martial Arts die → d8. Extra Attack: attack twice when taking the Attack action.
6
+3
Empowered Strikes (Unarmed Strikes deal Force or normal damage type). Open Hand: Wholeness of Body (Bonus Action: roll your Martial Arts die and regain that many HP + WIS mod, minimum 1; uses = WIS mod, all regained on a Long Rest). Unarmored Movement → +15 ft.
7
+3
Evasion
8
+3
ASI: distribute +2 across abilities (or take a Feat).
9
+4
Acrobatic Movement — while you aren't wearing armor or wielding a Shield, you can move along vertical surfaces and across liquids on your turn without falling during the movement.
10
+4
Heightened Focus (Flurry of Blows makes three Unarmed Strikes instead of two; Patient Defense also grants Temporary HP equal to two rolls of your Martial Arts die; Step of the Wind can bring a willing Large or smaller creature within 5 feet along with you). Self-Restoration (at the end of each of your turns, remove Charmed, Frightened, or Poisoned from yourself; forgoing food and drink doesn't give you Exhaustion). Unarmored Movement → +20 ft.
11
+4
Martial Arts die → d10. Open Hand: Fleet Step (when you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action).
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
Deflect Energy — you can now use Deflect Attacks against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
14
+5
Disciplined Survivor (proficiency in all saving throws; when you fail a saving throw you can expend 1 Focus Point to reroll it, and you must use the new roll). Unarmored Movement → +25 ft.
15
+5
Perfect Focus (when you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer).
16
+5
ASI: distribute +2 across abilities (or take a Feat).
17
+6
Martial Arts die → d12. Open Hand: Quivering Palm (when you hit a creature with an Unarmed Strike, expend 4 Focus Points to start vibrations lasting a number of days equal to your Monk level; end them and the target makes a Constitution saving throw, taking 10d12 Force damage on a failure or half as much on a success; only one creature at a time).
18
+6
Superior Defense (at the start of your turn, expend 3 Focus Points to gain Resistance to all damage except Force damage for 1 minute or until you have the Incapacitated condition). Unarmored Movement → +30 ft.
19
+6
Epic Boon (gain an Epic Boon feat or another feat you qualify for).
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
Simple Melee weapons
Martial Melee weapons that have the Light 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.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense (Monk)Level 1
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Flurry of BlowsLevel 2
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Slow FallLevel 4
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Empowered StrikesLevel 6
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
EvasionLevel 7
On DEX save vs effect for half damage: no damage on success, half on failure.
Acrobatic MovementLevel 9
While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Self-RestorationLevel 10
Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
Deflect EnergyLevel 13
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Disciplined SurvivorLevel 14
Your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
Perfect FocusLevel 15
When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
Superior DefenseLevel 18
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Body and MindLevel 20
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Fleet StepLevel 11
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
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