Hit Dice: 1d8 per monk tied
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 ( or 5 ) + your Constitution modifier per monk floor after 1st
Reading: Monk – DND 5th Edition
Reading: Monk – DND 5th Edition
Weapons: Simple weapons, shortswords
Tools: Choose one type of craftsman ‘s tools or one musical instrumental role
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
You start with the follow 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
Beginning at 1st floor, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier .
At 1st level, your practice of martial arts gives you domination of fight styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that do n’t have the two-handed or heavy property .
You gain the follow benefits while you are unarmed or wielding only monk weapons and you are n’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 quarterstaff, 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 curtly chain ( called a nunchaku ) or a sickle with a brusque, straight blade ( called a kama ). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page .
Starting at 2nd degree, your train allows you to harness the mysterious energy of qi. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table .
You can spend these points to fuel diverse qi features. You start knowing three such features : Flurry of Blows, Patient Defense, and Step of the Wind. You learn more qi features as you gain levels in this class .
When you spend a ki point, it is unavailable until you finish a short or long lie, 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 chew over to regain your ki points .
Some of your ki features require your target to make a preservation 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.
- Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Starting at 2nd charge, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table .
At 9th degree, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move .
Dedicated Weapon ( Optional )
besides at 2nd level, you train yourself to use a variety show of weapons as monk weapons, not fair simple melee weapons and shortswords. Whenever you finish a short circuit or long rest, you can touch one weapon, focus your qi 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.
When you reach 3rd degree, you commit yourself to a cloistered tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
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Starting at 3rd floor, you can use your reaction to deflect or catch the projectile when you are hit by a range weapon attack. When you do then, the damage you take from the approach is reduced by 1d10 + your Dexterity modifier + your monk level .
If you reduce the damage to 0, you can catch the projectile if it is small adequate for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can spend 1 ki point to make a range attack with a range of 20/60 using the weapon or nibble of ammunition you precisely catch, as part of the lapp reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack .
Ki-Fueled Attack ( Optional )
besides at 3rd level, if you spend 1 qi steer or more as function of your action on your change by reversal, you can make one attack with an unarmed mint or a monk 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 grade of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you ca n’t increase an ability score above 20 using this feature .
Beginning at 4th tied, you can use your reaction when you fall to reduce any falling damage you take by an total equal to five times your monk level .
Quickened Healing ( Optional )
besides at 4th level, as an action, you can spend 2 qi points and roll a Martial Arts die. You regain a number of hit points equal to the count rolled plus your proficiency bonus .
Beginning at 5th level, you can attack twice, alternatively of once, whenever you take the Attack action on your act .
Starting at 5th flush, you can interfere with the menstruate of ki in an opponent ‘s body. When you hit another creature with a melee weapon attack, you can spend 1 qi decimal point to attempt a stun strike. The target must succeed on a Constitution saving hurl or be stunned until the end of your adjacent turn .
Focused Aim ( Optional )
besides at 5th horizontal surface, when you miss with an attack roll, you can spend 1 to 3 qi points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit .
Starting at 6th flat, your unarmed strikes count as charming for the aim of overcoming immunity and exemption to nonmagical attacks and damage .
At 7th level, your natural agility lets you dodge out of the manner of certain area effects, such as a bluing dragon ‘s lightning breath or a bolide spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take alone half damage, you alternatively take no price if you succeed on the save hurl, and merely half damage if you fail .
hush of mind
Starting at 7th level, you can use your action to end one impression on yourself that is causing you to be charmed or frightened .
honor of body
At 10th floor, your mastery of the qi flowing through you makes you immune to disease and poison .
tongue of the Sun and Moon
Starting at 13th level, you learn to touch the qi of other minds so that you understand all talk languages. furthermore, any animal that can understand a language can understand what you say .
Beginning at 14th level, your domination of qi grants you proficiency in all saving throws .
additionally, whenever you make a save give and fail, you can spend 1 qi distributor point to reroll it and take the second gear consequence .
At 15th level, your qi sustains you so that you suffer none of the infirmity of erstwhile long time, and you ca n’t be aged magically. You can however die of old age, however. In addition, you no longer need food or urine.
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Beginning at 18th level, you can use your legal action to spend 4 ki points to become invisible for 1 moment. During that time, you besides have resistance to all price but force damage .
additionally, you can spend 8 ki points to cast the stellar project spell, without needing material components. When you do so, you ca n’t take any other creatures with you .
At 20th level, when you roll for first step and have no ki points remaining, you regain 4 ki points .