Monk
Hit Points
Hit Points at 1st Level: 10 + CON score
Hit Points per level: 1d10 (or 5) + CON mod per level
Hit Dice: 1d10 per level
Proficiencies
Armor: Light Armor
Weapons: All simple and martial weapons
Saving Throws: Dexterity and Strength
Skills: Choose two from Acrobatics, Athletics, Deception, History, Insight, Perception, Persuasion, Religion, Sleight of Hand, and Stealth
Tools: one of your choice.
Level | Features | Martial Arts Die | Psi Points | Movement Bonus |
1 | Martial Arts, Psionic Power, Unarmored Combatant, Weapon Mastery | 1d6 | 2 | --- |
2 | Deflect Missiles, Unarmored Movement | 1d6 | 4 | +10ft |
3 | Monk Subclass | 1d6 | 6 | +10ft |
4 | Feat, Slow Fall | 1d6 | 8 | +10ft |
5 | Extra Attack | 1d8 | 10 | +10ft |
6 | Psi Strike, Subclass Feature | 1d8 | 11 | +15ft |
7 | Evasion | 1d8 | 12 | +15ft |
8 | Feat | 1d8 | 13 | +15ft |
9 | Acrobatic Movement | 1d8 | 14 | +15ft |
10 | Psionic Restoration | 1d8 | 15 | +20ft |
11 | Subclass Feature | 1d10 | 15 | +20ft |
12 | Feat | 1d10 | 16 | +20ft |
13 | Soul Speech | 1d10 | 16 | +20ft |
14 | Diamond Soul | 1d10 | 17 | +25ft |
15 | Perfect Self | 1d10 | 17 | +25ft |
16 | Feat | 1d10 | 18 | +25ft |
17 | Subclass Feature | 1d12 | 18 | +25ft |
18 | Empty Body | 1d12 | 19 | +30ft |
19 | Feat | 1d12 | 19 | +30ft |
20 | Mind Beyond Death | 1d12 | 20 | +30ft |
Martial Arts
You have mastered a style of combat using unarmed strikes and simple weapons. Your study of martial arts grants you the following benefits:
- Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or weapon that lacks the two-handed or heavy property on your turn, you can make one Unarmed Strike as a bonus action on the same turn.
- Insightful Attacks. You can use Wisdom instead of Strength or Dexterity for the attack and damage rolls of Unarmed Strikes and attacks using weapons that lack the two-handed or heavy property.
- Martial Arts Dice. You can roll a d6 in place of the normal damage of your Unarmed Strikes and attacks with Simple Weapons. This die changes as you gain levels, as noted on the table.
Psionic Power
(As Martial Discipline, but with Discipline Points renamed to Psi Points, and with the following paragraph added)
Alternatively, you can take 1 minute to meditate and recover all of your Psi Points. You must then finish a long rest to do so again.
Unarmored Combatant
While you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier. You can still gain the benefit of using a shield.
Weapon Mastery
(Unchanged from UA)
Deflect Missiles
(As UA, but with Deflect Energy added in.)
Unarmored Movement
(Unchanged from UA)
Slow Fall
(Unchanged from UA)
Extra Attack
(Unchanged)
Psi Strike
(As the UA Stunning Strike and Empowered Strikes features, United into one)
Evasion
(Unchanged)
Acrobatic Movement
(Unchanged from UA)
Psionic Restoration
(As Self-Restoration, but with the following paragraph added)
In addition, when you meditate to recover Psi Points, you also gain all of the benefits of a Short Rest.
Soul Speech
You can now speak telepathically to any creature you can see that knows at least one language, and you can allow that creature to respond in kind.
Diamond Soul
(As Disciplined Survivor)
Perfect Self
(As Perfect Discipline)
Empty Body
As a Bonus Action, you can spend 3 Psi Points to transform into a being of pure mental energy for 1 minute, or until you gain the Incapacitated condition. You gain the following benefits:
- Incorporeal. You are invisible, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 damage if you end your turn inside a solid object.
- Insubstantial. You gain resistance to all damage except for force damage.
- Defy Gravity. You gain a flying speed equal to your walking speed, but you move at only half speed (round down) when you are flying upwards.
Mind Beyond Death
You do not fall unconscious when you drop to 0 hit points as long as you have at least 1 Psi Point left.
You can continue to act normally while at 0 hit points for a number of rounds equal to your Wisdom modifier, or until you run out of Psi Points, at which point you fall unconscious.
You still must make death saving throws at the end of each of your turns while at 0 hit points, and you can still die as normal.