Monk
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Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Hit Points: +53
Saving Throws: Strength, Dexterity +4
Class Resources (Ki): 11
Class Features
Extra Attack
All Monks receive an extra attack action per turn.
Bonus Unarmed Strike
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes.
Deflect Missile
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.
Slow Fall
Using your reaction, reduce fall damage by up to 50 Hit Points.
Flurry of Blows
At the cost of a Bonus Action and a Class Resource, attack twice, dealing 2d8 + STR/DEX (Bludgeoning) damage. Any Damage Riders will also apply twice.
Patient Defense
At the cost of a Bonus Action and a Class Resource, Attack Rolls against you will have Disadvantage, and you gain Advantage on Dexterity saving throws.
Step of the Wind
At the cost of a Bonus Action and a Class Resource, you can either double your movement OR disengage, avoiding opportunity attacks when you move.
Stillness of Mind
At the cost of an Action, remove Charmed or Frightened statuses.
Stunning Strike
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.