Životy
Odbornosti
Monk (MultiClass)
| Úroveň | Bonus odbornosti | Vlastnosti | Martial Arts | Ki Points | Unarmored Movement | Spells Known | Spell Slot |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Unarmored Defense Martial Arts | 1d4 | 0 | +0 | 0 | 0 |
| 2 | + 2 | Unarmored Defense Martial Arts | 1d4 | 2 | +10 | 0 | 0 |
| 3 | + 2 | Unarmored Defense Martial Arts | 1d4 | 3 | +10 | 0 | 0 |
| 4 | + 2 | Unarmored Defense Martial Arts | 1d4 | 4 | +10 | 0 | 0 |
| 5 | + 3 | Unarmored Defense Martial Arts | 1d6 | 5 | +10 | 0 | 0 |
| 6 | + 3 | Unarmored Defense Martial Arts | 1d6 | 6 | +15 | 0 | 0 |
| 7 | + 3 | Unarmored Defense Martial Arts | 1d6 | 6 | +15 | 0 | 0 |
| 8 | + 3 | Unarmored Defense Martial Arts | 1d6 | 6 | +15 | 2 | 2 |
| 9 | + 4 | Unarmored Defense Martial Arts | 1d6 | 6 | +15 | 3 | 3 |
| 10 | + 4 | Unarmored Defense Martial Arts | 1d6 | 7 | +20 | 3 | 3 |
| 11 | + 4 | Unarmored Defense Martial Arts | 1d8 | 8 | +20 | 3 | 3 |
| 12 | + 4 | Unarmored Defense Martial Arts | 1d8 | 9 | +20 | 3 | 3 |
| 13 | + 5 | Unarmored Defense Martial Arts | 1d8 | 10 | +20 | 3 | 3 |
| 14 | + 5 | Unarmored Defense Martial Arts | 1d8 | 11 | +25 | 3 | 3 |
| 15 | + 5 | Unarmored Defense Martial Arts | 1d8 | 12 | +25 | 3 | 3 |
| 16 | + 5 | Unarmored Defense Martial Arts | 1d8 | 13 | +25 | 3 | 3 |
| 17 | + 6 | Unarmored Defense Martial Arts | 1d10 | 14 | +25 | 3 | 3 |
| 18 | + 6 | Unarmored Defense Martial Arts | 1d10 | 15 | +30 | 3 | 3 |
| 19 | + 6 | Unarmored Defense Martial Arts | 1d10 | 16 | +30 | 3 | 3 |
| 20 | + 6 | Unarmored Defense Martial Arts | 1d10 | 17 | +30 | 3 | 3 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Vývoj známých kouzel
| Úroveň | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Známá kouzla | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
Počáteční vybavení
Vlastnosti třídy
Unarmored Defense (Level 1)
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 (Level 1)
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 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 short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
Ki (Level 2)
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. 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 various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. 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
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.
Unarmored Movement (Level 2)
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 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 the move.
Deflect Missiles (Level 3)
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 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 (range 20/60 feet) 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.
Monastic Tradition (Level 3)
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Slow Fall (Level 4)
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 (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike (Level 5)
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki 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.
Ki-Empowered Strikes (Level 6)
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monastic Tradition feature (Level 6)
At 6th level, you gain one feature granted by your Monastic Tradition.
Favored Enemy (Level 7)
Beginning at 7th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Natural Explorer (Level 7)
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Spellcasting (Level 8)
By the time you reach 8th level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell
Spell
Fighting Style (Level 8)
At 8th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Primeval Awareness (Level 9)
Beginning at 9th level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Ranger Conclave (Level 9)
At 9th level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
Evasion (Level 10)
At 10th 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 (Level 10)
Starting at 10th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Ability Score Improvement (Level 11)
When you reach 11th 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.
If your DM allows the use of feats, you may instead take a feat.
Unarmored Movement improvement (Level 12)
At 12th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Purity of Body (Level 13)
At 13th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Monastic Tradition feature (Level 14)
At 14th level, you gain one feature granted by your Monastic Tradition.
Ability Score Improvement (Level 15)
When you reach 15th 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.
If your DM allows the use of feats, you may instead take a feat.
Tongue of the Sun and Moon (Level 16)
Starting at 16th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul (Level 17)
Beginning at 17th 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.
Timeless Body (Level 18)
At 18th 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.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Monastic Tradition feature (Level 20)
At 20th level, you gain one feature granted by your Monastic Tradition.
Multitřídy
Požadavky multitříd
{"dex":13,"wis":13}
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Way of the Astral Self (UA)
Way of the Astral Self (Level 3)
Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.
Forms of Your Astral Self
The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron.
When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
Arms of the Astral Self
At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character.
While your astral arms are summoned, you gain the following benefits:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at17th level.
Visage of the Astral Self (Level 6)
Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your body with a faint but perceivible aura of energy and your face like a helmet or mask. You determine its appearance based on the qualities of your character.
While your visage is summoned, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You can teleport on the same turn as you summoned only the visage.
Gloom Stalker (Level 9)
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
Starting at 9th level, you learn disguise self spell but it doesn't count against the number of ranger spells you know.
Dread Ambusher
At 9th level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 9th level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Awakening of the Astral Self (Level 14)
Starting at 14th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.
Deflect Energy
When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
Empowered Arms
Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.
Improved Arms of the Astral Self (Level 14)
At 14th level, you make two extra attacks instead of one when you attack with your astral arms as a bonus action.
Complete Astral Self (Level 20)
Starting at 20th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits.
Armor of the Spirit
You gain a +2 bonus to AC while you aren't incapacitated.
Astral Barrage
Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.
Ki Consumption
When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).
Improved Arms of the Astral Self (Level 20)
At 20th level, you make three extra attacks instead of one when you attack with your astral arms as a bonus action.