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Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

STR , DEX

Monk (Expanded)

Niveau Proficiency Bonus Eigenschappen Martial Arts Ki Points Unarmored Movement
1 + 2 Unarmored Defense Martial Arts Monk Weapons 1d4 0 +0
2 + 2 Unarmored Defense Martial Arts Monk Weapons 1d4 2 +10
3 + 2 Unarmored Defense Martial Arts Monk Weapons 1d4 3 +10
4 + 2 Unarmored Defense Martial Arts Monk Weapons 1d4 4 +10
5 + 3 Unarmored Defense Martial Arts Monk Weapons 1d6 5 +10
6 + 3 Unarmored Defense Martial Arts Monk Weapons 1d6 6 +15
7 + 3 Unarmored Defense Martial Arts Monk Weapons 1d6 7 +15
8 + 3 Unarmored Defense Martial Arts Monk Weapons 1d6 8 +15
9 + 4 Unarmored Defense Martial Arts Monk Weapons 1d6 9 +15
10 + 4 Unarmored Defense Martial Arts Monk Weapons 1d6 10 +20
11 + 4 Unarmored Defense Martial Arts Monk Weapons 1d8 11 +20
12 + 4 Unarmored Defense Martial Arts Monk Weapons 1d8 12 +20
13 + 5 Unarmored Defense Martial Arts Monk Weapons 1d8 13 +20
14 + 5 Unarmored Defense Martial Arts Monk Weapons 1d8 14 +25
15 + 5 Unarmored Defense Martial Arts Monk Weapons 1d8 15 +25
16 + 5 Unarmored Defense Martial Arts Monk Weapons 1d8 16 +25
17 + 6 Unarmored Defense Martial Arts Monk Weapons 1d10 17 +25
18 + 6 Unarmored Defense Martial Arts Monk Weapons 1d10 18 +30
19 + 6 Unarmored Defense Martial Arts Monk Weapons 1d10 19 +30
20 + 6 Unarmored Defense Martial Arts Monk Weapons 1d10 20 +30

Klasse-eigenschappen

Niveau 1

Unarmored Defense
Martial Arts
Monk Weapons

Niveau 10

Purity of Body

Niveau 11

Monastic Tradition feature

Niveau 12

Ability Score Improvement
Proficiency Versatility

Niveau 13

Tongue of the Sun and Moon

Niveau 14

Diamond Soul

Niveau 15

Timeless Body

Niveau 16

Ability Score Improvement
Proficiency Versatility

Niveau 17

Monastic Tradition feature

Niveau 18

Empty Body

Niveau 19

Ability Score Improvement
Proficiency Versatility

Niveau 2

Ki
Ki-Fueled Strike
Ki Features
Dedicated Weapon
Unarmored Movement

Niveau 20

Perfect Self

Niveau 3

Deflect Missiles
Monastic Tradition
Ki-Fueled Attack
Reactive Movement

Niveau 4

Ability Score Improvement
Proficiency Versatility
Slow Fall
Quickened Healing

Niveau 5

Extra Attack
Stunning Strike
Focused Aim

Niveau 6

Ki-Empowered Strikes
Monastic Tradition feature
Weakening Strikes

Niveau 7

Evasion
Stillness of Mind

Niveau 8

Ability Score Improvement
Proficiency Versatility

Niveau 9

Unarmored Movement improvement

Vaardigheden

Weapons

simple

shortswords

Skills

Startuitrusting

(a) a shortsword or (b) any simple weapon
Als alternatief kun je beginnen met: 5d4|5d4|Starting Gold

Klasse-eigenschappen

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).

Monk Weapons (Level 1)

1st-level monk feature (enhances Martial Arts)

You can use this feature to define your monk weapons, rather than using the definition in Martial Arts.

You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria:

  • The weapon must be a simple or martial weapon.

  • You must be proficient with the weapon.

  • The weapon must lack these properties: heavy, special, or two-handed.

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.

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.

Ki-Fueled Strike (Level 2)

2nd-level monk feature (enhances Ki)

If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.

Ki Features (Level 2)

2nd-level monk feature (enhances Ki)

When you gain the Ki feature at 2nd level, you get access to the following features.

Distant Eye

When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.

Quickened Healing

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.

Dedicated Weapon (Level 2)

2nd-level monk optional feature

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:

  • The weapon must be a simple or martial weapon.

  • You must be proficient with it.

  • It must lack the heavy and special properties.

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.

Ki-Fueled Attack (Level 3)

3rd-level monk optional feature

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Reactive Movement (Level 3)

3rd-level monk optional feature

If you do not use all of your available movement on your turn, you can use your reaction after another creature moves to use any of your remaining movement that was not used on your turn.

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.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

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.

Quickened Healing (Level 4)

4th-level monk optional feature

As an action, you can spend 2 ki 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 (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.

Focused Aim (Level 5)

5th-level monk optional feature

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

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.

Weakening Strikes (Level 6)

6th-level monk optional feature

When you critically hit an enemy with an unarmed strike, it suffers disadvantage on saving throws you cause it to make until the start of your next turn.

Evasion (Level 7)

At 7th 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 7)

Starting at 7th 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 8)

When you reach 8th 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.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Unarmored Movement improvement (Level 9)

At 9th 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 10)

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

Monastic Tradition feature (Level 11)

At 11th level, you gain one feature granted by your Monastic Tradition.

Ability Score Improvement (Level 12)

When you reach 12th 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.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Tongue of the Sun and Moon (Level 13)

Starting at 13th 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 14)

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.

Timeless Body (Level 15)

At 15th 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 16)

When you reach 16th 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.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Monastic Tradition feature (Level 17)

At 17th level, you gain one feature granted by your Monastic Tradition.

Empty Body (Level 18)

Beginning at 18th level, you can use your action to spend 4 ki 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 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

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.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Perfect Self (Level 20)

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

Multiklassen

Multiklasse-vereisten

{"dex":13,"wis":13}

Verworven Vaardigheden

Weapons simple , shortswords

Subklasses

JBoE