Hit Points
Vaardigheden
Monk (Revised)
| Niveau | Proficiency Bonus | Eigenschappen | Martial Arts | Ki Points | Techniques Known |
|---|---|---|---|---|---|
| 1 | + 2 | Unarmored Defense Martial Arts | 1d4 | 0 | 1 |
| 2 | + 2 | Unarmored Defense Martial Arts | 1d4 | 2 | 2 |
| 3 | + 2 | Unarmored Defense Martial Arts | 1d4 | 3 | 2 |
| 4 | + 2 | Unarmored Defense Martial Arts | 1d4 | 4 | 2 |
| 5 | + 3 | Unarmored Defense Martial Arts | 1d6 | 5 | 2 |
| 6 | + 3 | Unarmored Defense Martial Arts | 1d6 | 6 | 3 |
| 7 | + 3 | Unarmored Defense Martial Arts | 1d6 | 7 | 3 |
| 8 | + 3 | Unarmored Defense Martial Arts | 1d6 | 8 | 3 |
| 9 | + 4 | Unarmored Defense Martial Arts | 1d6 | 9 | 4 |
| 10 | + 4 | Unarmored Defense Martial Arts | 1d6 | 10 | 5 |
| 11 | + 4 | Unarmored Defense Martial Arts | 1d8 | 11 | 5 |
| 12 | + 4 | Unarmored Defense Martial Arts | 1d8 | 12 | 5 |
| 13 | + 5 | Unarmored Defense Martial Arts | 1d8 | 13 | 6 |
| 14 | + 5 | Unarmored Defense Martial Arts | 1d8 | 14 | 7 |
| 15 | + 5 | Unarmored Defense Martial Arts | 1d8 | 15 | 8 |
| 16 | + 5 | Unarmored Defense Martial Arts | 1d8 | 16 | 8 |
| 17 | + 6 | Unarmored Defense Martial Arts | 1d10 | 17 | 8 |
| 18 | + 6 | Unarmored Defense Martial Arts | 1d10 | 18 | 9 |
| 19 | + 6 | Unarmored Defense Martial Arts | 1d10 | 19 | 9 |
| 20 | + 6 | Unarmored Defense Martial Arts | 1d12 | 20 | 10 |
Klasse-eigenschappen
Niveau 1
Niveau 11
Niveau 12
Niveau 16
Niveau 17
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Startuitrusting
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).
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
Technique (Level 2)
Beginning at 2nd level, you expand your understanding and gain access to new techniques, means to improve and master your mind and body.
You gain a technique of your choice. Your techniques are detailed on this page Optional Features. When you gain certain monk levels, you learn additional techniques, as shown in the Tecnhniques Known column of the Monk table.
Additionally when you gain a level in this class you can choose one of the techniques you know and replace it with another technique you could learn at that level.
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.
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.
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.
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.
Ki-Empowered Strikes (Level 5)
Additionally at 5th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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.
Monastic Tradition feature (Level 6)
At 6th level, you gain one feature granted by your Monastic Tradition.
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.
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.
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.
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.
Monastic Tradition feature (Level 17)
At 17th level, you gain one feature granted by your Monastic Tradition.
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.
Perfect Self (Level 20)
At 20th level you have perfected the self within and without. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores also increases by 4.
Multiklassen
Multiklasse-vereisten
{"dex":13,"wis":13}
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Way of Hundred Hands
Way of Hundred Hands (Level 3)
An orc smirks, arms crossed across her chest as three marbled hands dispatch a group of ghouls. A figure in a grey uniform gestures at a fleeing criminal. Two hands emerge from the shadows of the alley and pin the hapless snatchpurse.
These heroes are adherents to an esoteric order. Practitioners of the Way of Hundred Hands seek to emulate the fighting style of ancient many-armed giants who fought in times of myth. Like those titans, these monks wish to bring down obstacles with demonstrations of overwhelming force.
Spectral Armament
The appearance of the spectral hands summoned by your monk can represent their own views on their discipline or connect them to the monastery or teacher that guided them to this style.
Consider deciding the tradition your character's heraldry represents - images or symbols that hold a special link to your character's background or convictions. Think about how this tradition might affect your character's actions.
| d4 | Armament |
|---|---|
Solid. Your arms adopt near tangible forms; marbled stone, shining metal or knotted wood.. | |
Diaphonous. Your arms adopt sheer forms, embracing their spectral nature; twisting water or shaped air.. | |
Wild. Your arms embrace the bestial nature of the forms you practice; tiger's claws, hawk's talons or scorpion mandibles. | |
Strange. Your arms embrace the esoteric; hissing cobra maws or fizzling hooks pulled from your own shadow. |
Spectral Hands
3rd-level Way of Hundred Hands feature
Beginning at 3rd level you can channel ki to conjure spectral hands. You can have a number of hands conjured equal to your proficiency bonus. You can conjure 1 hand as a bonus action or any number as an action, spending 1 ki point for each hand conjured. Your spectral hands last until the beginning of your next short or long rest. They can be dismissed as part of any other action. If you fall unconscious all spectral hands are immediately dismissed. Your spectral hands are treated as unarmed strikes that deal force damage equal to your Martial Arts damage die + your Wisdom modifier.
While conjured, each spectral hand provides the following benefits:
Increases your carrying capacity by a number of pounds equal to your monk level.
Increases your Athletics skill by 1.
Adds an additional point of force damage to your unarmed strikes.
Master's Flurry (Level 6)
6th-level Way of Hundred Hands feature
Beginning at 6th level, whenever you perform a Flurry of Blows you can make 1 additional attack with a spectral hand.
At 13th level, you can also expend any number of spectral hands after the first to make that many additional attacks with them.
Daili's Strike (Level 11)
11th-level Way of Hundred Hands feature
At 11th level, you can use your spectral hands to throw your opponents off-balance. You can expend a spectral hand to make a shove attack that can target a creature up to a number of feet away equal to your proficiency bonus × 5. You may expend a second hand as part of this attack to additionally restrain the target until the end of your next turn.
Endless Assault (Level 17)
17th-level Way of Hundred Hands feature
At 17th level as an action you can spend any number of ki points and spectral hands to make a number of spectral unarmed strikes equal to the amount of spent ki points and expended spectral hands. You can't use this ability again until after you finish a long rest.