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Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

STR , DEX

Monk

Niva Dyktighetsbonus Egenskaper Dragon's Claw Ki Points Mantras Mastered Unarmored Movement
1 + 2 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d4 3 3
2 + 2 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d4 6 3 +10 ft
3 + 2 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d4 9 4 +10 ft
4 + 2 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d4 12 4 +10 ft
5 + 3 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d6 15 4 +10 ft
6 + 3 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d6 18 5 +15 ft
7 + 3 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d6 21 5 +15 ft
8 + 3 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d6 24 5 +15 ft
9 + 4 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d8 27 5 +15 ft
10 + 4 Martial Arts Unarmored Defense Ki Flurry of Blows Mantras Monastic Tradition 1d8 30 6 +20 ft

Klasseegenskaper

Niva 1

Martial Arts
Unarmored Defense
Ki
Flurry of Blows
Mantras
Monastic Tradition

Niva 10

Lightning Flurry
Greater Inner Peace
Monastic Tradition Feature

Niva 2

Unarmored Movement

Niva 3

Deflect Missiles
Monastic Tradition Feature

Niva 4

Ability Score Improvement
Slow Fall

Niva 5

Extra Attack
Meditation
Greater Mantras

Niva 6

Ki-Empowered Strikes
Monastic Tradition Feature

Niva 7

Evasion
Inner Peace

Niva 8

Greater Ability Score Improvement

Niva 9

Sky Walk
Superior Mantras

Kyndigheter

Weapons

simple

shortswords

Skills

Startutstyr

(a) a shortsword or (b) any simple weapon.
10 darts.
Alternativt kan du starte med: 5d4|Starting Gold

Klasseegenskaper

Martial Arts (Level 1)

Your training in the martial arts gives you mastery of unarmed strikes and monk weapons. You gain the following benefits while you are (a) unarmed or wielding only monk weapons and (b) you aren't wearing armor or wielding a shield:

  • Scorpion Sting: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • Dragon's Claw: You can roll 1d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain levels, as shown in the Dragon's Claw column of the Class Features (Monk) table.

  • Tiger Swipe: When you (a) use the Attack action with an unarmed strike or a monk weapon or (b) spend any number of ki points as part of your action, you can make one unarmed strike as a bonus action.

Monk Weapons

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.

Unarmored Defense (Level 1)

While you are wearing no armor and not wielding a shield, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier.

Armor Class (AC)

Ki (Level 1)

You have a number of ki points as shown in the Ki Points column of the Class Features (Monk) table. You can spend ki to overcome danger with mantras—and you may learn other applications from your Monastic Tradition.

You recover all expended ki points when you finish a long rest.

Flurry of Blows (Level 1)

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.

Mantras (Level 1)

You master three mantras of your choice from your list of mantra options. To use a mastered mantra, you must spend one ki point.

Mastering New Mantras:

You master additional mantras as you gain monk levels, as show in the Mantras Mastered column of the Class Features (Monk) table.

Replacing a Mantra:

When you finish a long rest, you may choose one of your mastered mantras and replace it with a different option.

Saving Throws:

Some of your mantras require your target to make a saving throw. The saving throw DC is calculated as follows:

Mantra

Crashing Thunder

Once per turn, when you hit a Large or smaller creature with a melee weapon attack, you can attempt to push the creature away from you. The creature must make a Strength saving throw. On a failed save, you push the creature back up to 10 ft.

Greater Crashing Thunder:

(5th-level) You can use this mantra on Huge creatures.

Superior Crashing Thunder:

(9th-level) You can use this mantra on Gargantuan creatures.

Fell the Forest

Once per turn, when you hit a Large or smaller creature with a weapon attack, you can spend a bonus action to attempt to knock the creature down. The creature must make a Strength saving throw. On a failed save, you knock the creature prone.

Greater Fell the Forest:

(5th-level) You can use this mantra on Huge creatures.

Superior Fell the Forest:

(9th-level) You can use this mantra on Gargantuan creatures.

Hawk Slash

When you would miss with an attack roll against a creature, you can roll 1d6 and add it to your attack roll.

Greater Hawk Slash:

(5th-level) You can roll 1d8 and add it to your attack roll.

Superior Hawk Slash:

(9th-level) You can roll 1d10 and add it to your attack roll.

Leaping Dragon

When you hit a creature with a melee weapon attack, you can leap up to 10 ft in a direction of your choice. This movement doesn't provoke opportunity attacks from the creature you hit. You must have enough speed to leap this distance.

Greater Leaping Dragon:

(5th-level) The distance you can leap increases from 10 ft to 15 ft.

Superior Leaping Dragon:

(9th-level) The distance you can leap increases from 15 ft to 20 ft.

Move the Mountain

Once per turn, when you hit a Large or smaller creature with a melee weapon attack, you can attempt to move the creature. The creature must make a Strength saving throw. On a failed save, you can move the target up to 5 ft in a direction of your choice. In addition, you may move up to 5 ft in a direction of your choice. Neither movement triggers an attack of opportunity.

Greater Move the Mountain:

(5th-level) You can use this mantra on Huge creatures.

Superior Move the Mountain:

(9th-level) You can use this mantra on Gargantuan creatures.

Tempest Spear

During your turn, you can extend the reach of one unarmed attack you make before the end of your turn. The reach is increased by +5 ft.

Greater Tempest Spear:

(5th-level) You can extend the reach of two unarmed attacks you make before the end of your turn.

Superior Tempest Spear:

(9th-level) You can extend the reach of three unarmed attacks you make before the end of your turn.

Monastic Tradition (Level 1)

You are a monk, a master of martial combat and spiritual ki. You can channel the mystical energy that flows through your body—but how do you wield it?

Do you leap into the heart of battle, a blur of fists and fury? Do you bend the elements of nature to your will, striking at your enemies with fire, water, earth, and air? Or do you move silently through shadows, waiting for your enemies to make a lethal mistake?

Choose a Monastic Tradition to help harness your mystical ki as you master inner peace. You gain features from your Monastic Tradition at 1st, 3rd, 6th, and 10th-level.

Monastic Mantras

You gain access to four unique mantras from your Monastic Tradition. Add these to your list of mantra options.

Unarmored Movement (Level 2)

Your speed increases by 10 feet while you are both (a) not wearing armor and (b) not wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Class Features (Monk) table.

In addition, while you are not wearing armor and not wielding a shield, you can use the Patient Turtle and Step of the Wind abilities.

Patient Turtle

You can spend one ki point to take the Dodge action as a bonus action.

Step of the Wind

You can spend one ki point to take the Disengage or Dash action as a bonus action. In addition, your jump distance is doubled until the end of your turn.

Deflect Missiles (Level 3)

When you are hit by a ranged weapon attack, you can spend your reaction to deflect the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

Catching Butterflies:

If you reduce the damage to 0 when deflecting a missile, you can catch it. The missile must be small enough for you to hold in one hand and you must have at least one hand free.

Spitting Wasp:

When you catch a missile in this way, you can spend 1 ki point to (as part of the same reaction) make a ranged attack with the weapon or piece of ammunition you just caught.

You make this attack with proficiency, regardless of your weapon proficiencies. For the attack, the missile counts as a monk weapon with a normal range of 20 feet and a long range of 60 feet.

Monastic Tradition Feature (Level 3)

At 3rd level, you gain a feature from your Monastic Tradition.

Ability Score Improvement (Level 4)

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Slow Fall (Level 4)

When you fall, you can spend your reaction to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Meditation (Level 5)

When you finish a short rest, you can meditate to regain 1d6 expended ki points. You can use this feature once, and you regain expended uses when you finish a long rest.

Greater Mantras (Level 5)

Your mantras are now more effective.

Ki-Empowered Strikes (Level 6)

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 a feature from your Monastic Tradition.

Evasion (Level 7)

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.

Inner Peace (Level 7)

You can spend an action to end one effect on yourself that is causing you to be charmed or frightened.

Greater Ability Score Improvement (Level 8)

At 8th-level, you gain another ability score improvement.

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Sky Walk (Level 9)

While you are (a) not wearing armor and (b) not wielding a shield, you can move along vertical surfaces and across liquids on your turn without falling during the move.

Superior Mantras (Level 9)

Your mantras have reached their full potential.

Lightning Flurry (Level 10)

During your turn, you can flare your ki to activate a burst of focused power. For the next minute, you can use your Flurry of Blows feature without needing to spend a ki point. Your lightning flurry ends early if you are knocked unconscious or you choose to end it as a free action.

You can use this feature once, and you regain expended uses when you finish a long rest.

Greater Inner Peace (Level 10)

Starting at 10th-level, you are immune to disease and poison.

Monastic Tradition Feature (Level 10)

At 10th level, you gain a feature from your Monastic Tradition.

Multiklassing

Multiklassekrav

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

Oppnådde Kyndigheter

Weapons simple , shortswords

Underklasser

Way of the Elementalist
GCC
Way of the Open Hand
GCC
Way of the Shadow
AACC

Underklasse-egenskaper

Way of the Elementalist

Way of the Elementalist (Level 1)

You are the still center of the turning wheel. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will.

Monastic Mantras


Add the following four mantras to your list of mantra options:

Balance of All Things

When you make an ability check and use Acrobatics or Religion, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this mantra, but you must decide before the GM says whether your check succeeds or fails.

Greater Balance of All Things:

(5th-level) Your bonus increases from 1d6 to 1d8.

Superior Balance of All Things:

(9th-level) Your bonus increases from 1d8 to 1d10.

Fury of Elements

When you hit a creature with a weapon melee attack, you can change the type of damage you deal. Choose one of cold, fire, bludgeoning, lightning, or thunder—your attack deals this damage type. In addition, you deal 1d6 additional damage of the same type.

Greater Fury of Elements:

(5th-level) The additional damage you deal increases from 1d6 to 1d8..

Superior Fury of Elements:

(9th-level) The additional damage you deal increases from 1d8 to 1d10.

Clutch of the Wild

When you hit a Large or smaller creature with a weapon melee attack, you can attempt to trap it using elemental power. The creature must make a Strength saving throw. If it fails, the creature is grappled.

Greater Clutch of the Wild:

(5th-level) You can use this mantra on Huge creatures..

Superior Clutch of the Wild:

(9th-level) You can use this mantra on Gargantuan creatures.

Shield of Elements

When you are reduced to 0 hit points but not killed outright, you can shield yourself with elemental power to drop to 1 hit point instead. You can't use this mantra again until you finish a long rest.

Greater Shield of Elements:

(5th-level) You can use this mantra two times per long rest..

Superior Shield of Elements:

(9th-level) You can use this mantra three times per long rest.

Elemental Arts (Level 3)

You gain the ability to cast powerful elemental arts by channeling the ki that flows within you.

Learning Elemental Arts

At 3rd-level, you know three arts of your choice from the elementalist spell list. The spell level of your elemental arts must be lower than or equal to your maximum spell level.

You learn additional arts of your choice at higher levels, as shown in the Arts Known column of the Class Features (Elementalist) table.

Replacing Known Arts:

When you finish a long rest, you may replace one of your known elemental arts with another option from the elementalist spell list.

Casting Elemental Arts

To cast an elemental art of 1st-level or higher, you must spend a number of ki points as shown in the Elementalist Spellcasting table. You must use the spell's casting time and other rules—but you don't need to provide material components for it.

Upcasting Spells:

When casting an elemental art at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough ki points.

Elementalist Spellcasting
Spell LevelKi Points

1st

2

2nd

3

3rd

5

Spellcasting Ability

Wisdom is your spellcasting ability for your elemental art spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for spells that you cast.

Spellcasting Ability

Spell
Spell

Spear of Elements (Level 3)

When you spend an action to cast an elemental art, you can make one unarmed strike as a bonus action. The range of this unarmed attack is increased by +10 ft.

Elemental Flurry of Blows:

Immediately after you spend an action to cast an elemental art, you can spend 1 ki point to make two unarmed strikes as a bonus action. The range of these unarmed attacks is increased by +10 ft.

Variable Arts (Level 6)

When you learn a variable elemental art, you can choose what type of damage that elemental art deals—fire, cold, bludgeoning, lightning, or thunder. You may learn a variable elemental art multiple times, choosing a new damage type each time.

Elemental Avatar (Level 10)

At 10th-level, you have become deeply attuned to the elements of nature. When you finish a long rest, choose one of the following masteries:

You can spend an action to freely invoke your chosen avatar. You may use this feature once, and you regain expended uses when you finish a long rest.

Way of the Open Hand

Way of the Open Hand (Level 1)

You are a master of the martial arts, using special techniques to push, trip, and daze your opponents.

Monastic Mantras


Add the following four mantras to your list of mantra options:

Will of the Dragon

When you make an ability check and use Acrobatics or Athletics, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this mantra, but you must decide before the GM says whether your check succeeds or fails.

Greater Will of the Dragon:

(5th-level) Your bonus increases from 1d6 to 1d8.

Superior Will of the Dragon:

(9th-level) Your bonus increases from 1d8 to 1d10.

Pinch of Death

Once per turn, when you hit a Large or smaller creature with a melee weapon attack, you can attempt to hit a nerve cluster. The creature must make a Constitution saving throw. On a failed save, the creature's speed is reduce to 0 until the end of its next turn.

Greater Pinch of Death:

(5th-level) You can use this mantra on Huge creatures.

Superior Pinch of Death:

(9th-level) You can use this mantra on Gargantuan creatures.

Snake Fist

Once per turn, when you hit a Large or smaller creature with a weapon attack, you can attempt to make the creature drop an item. The creature must make a Wisdom saving throw. If it fails, the creature drops one item of your choice that it is holding. If you are adjacent to the creature, you can catch the dropped item if you are unrestrained and have at least one free hand.

Greater Snake Fist:

(5th-level) You can use this mantra on Huge creatures.

Superior Snake Fist:

(9th-level) You can use this mantra on Gargantuan creatures.

Circle of Steel

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you deal an extra 1d6 damage with your weapon.

Greater Circle of Steel:

(5th-level) The additional damage increases from 1d6 to 1d8.

Superior Circle of Steel:

(9th-level) The additional damage increases from 1d8 to 1d10.

Open Hand Technique (Level 3)

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that creature:

  • Axe Kick: The creature must succeed on a Dexterity saving throw. If it fails, it is knocked prone.

  • Fists of Fury: The creature must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

  • Palm Strike: The creature can't take reactions until the end of your next turn.

Wholeness of Body (Level 6)

As an action, you can regain hit points equal to three times your monk level. You can use this feature once, and you regain expended uses when you finish a long rest.

Quivering Palm (Level 10)

When you hit a creature with an unarmed attack, you can attempt to create deadly vibrations within their body. The creature must make a Constitution saving throw. If it fails, the creature is afflicted with imperceptible vibrations that last until you next finish a long rest.

You can spend an action to resonate these vibrations—at which point, the vibrations end and the creature suffers 5d10 necrotic damage. If the creature is reduced to 0 hit points by this damage, it dies immediately.

You can use this feature once, and you regain expended uses when you finish a long rest.

Way of the Shadow

Way of the Shadow (Level 1)

As a way of the Shadow Monk, you have gained a nightmarish power from a traumatic experience influenced by magical forces. Your skin is chilling to the touch, and your eyes hold lingering darkness within them. While sleeping, you don't appear to breathe, though the air still circulates through your lungs via more subtle means.

Monastic Mantras


Add the following four mantras to your list of mantra options:

Shadow Leap

You can use a bonus action to quickly summon spectral hands to allow you to leap 20 feet in a straight line in any direction including up. This leap does not count towards the amount of movement you can use on your turn.

Greater Shadow Leap

(5th level) The leap distance increases to 30 feet.

Superior Shadow Leap

(9th level) The leap distance increases to 40 feet.

Spectral Grasp

When you hit a Large or smaller creature with an unarmed attack roll, you can attempt to grapple them as part of the same action. The target must make a Strength saving throw or be grappled by you. If they are grappled by one of your spectral hands, you can move them to any space within the reach of your spectral hands.

Greater Spectral Grasp

(5th level) You can use this mantra against Huge creatures.

Superior Spectral Grasp

(9th level) You can use this mantra against Gargantuan creatures.

Dark Presence

When you make an Insight or Intimidation check, you may add 1d6 to the roll.

Greater Dark Presence

(5th level) You may add 1d8 to the roll instead of 1d6.

Superior Dark Presence

(9th level) You may add 1d10 to the roll instead of 1d8.

Fade

When a large or smaller creature hits you with a weapon attack, you can use your reaction to turn invisible until the start of your next turn.

Greater Fade

(5th level) You can use this mantra against huge creatures.

Superior Fade

(9th level) You can use this mantra against gargantuan creatures.

Dark Arts

You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, pass without trace, or silence, without providing material components.

Spectral Hands (Level 3)

Your power manifests in the form of invisible hands that you can summon to do your bidding. You can spend a ki point to summon a number of spectral hands equal to your proficiency bonus for 10 minutes. These hands cannot be seen directly, but cast a visible shadow and can be seen through reflections and therefore do not grant advantage on attack rolls.

While this ability is active, when you make an unarmed strike as an action, bonus action, or extra attack, you can attack with the spectral hand instead of your own hands. You can only make as many attacks per turn with your spectral hands as you have spectral hands active. The spectral hands have a reach of a number of feet equal to 5 times your proficiency bonus and use your wisdom modifier for the attack and damage rolls instead of strength or dexterity. Unarmed strikes with the spectral hands deal necrotic damage instead of bludgeoning. Lastly, while the spectral hands are active, you can use your Wisdom modifier for strength checks and saving throws.

If your traumatic experience takes the shape of another kind of appendage or shape, you may flavor the shadow and reflection of your hands to look like something else such as chains or tentacles for example.

Shadow Slink (Level 6)

You gain the ability to slink from one shadow into another. When you are in dim light or darkness, as a bonus action you can spend a ki point to 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.

Additionally, you can see through darkness both magical and non-magical as if it were bright light, though you can still see how dark it really is.

Shadow Double (Level 10)

Once per long rest, you can use an action to create a shadow clone of yourself in a place you can see within 30 feet of you. The shadow clone obeys your commands and has access to all of your features, proficiencies, and ability scores though you also share a pool of actions and ki. You can only have one clone of yourself active at a time. Your clone lasts for 1 hour, has 40 hitpoints that are separate from your own, and you can swap places with your clone as a reaction during one of another creature's actions.