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(+) Hopes for The Monk
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<blockquote data-quote="Minigiant" data-source="post: 8962478" data-attributes="member: 63508"><p>Here is how my current rebuild of the monk looks.</p><p></p><table style='width: 100%'><tr><th>Level</th><th>Prof bonus</th><th>Martial Arts</th><th>Ki</th><th>Unarmored Movement</th><th>Techniques Known</th><th>Features</th></tr><tr><td>1st</td><td>+2</td><td>1d4</td><td>-</td><td>-</td><td>-</td><td>Unarmored Defense, Martial Arts, Fighting Style</td></tr><tr><td>2nd</td><td>+2</td><td>1d4</td><td>2</td><td>+10ft</td><td>3</td><td>Ki, Unarmored Movement</td></tr><tr><td>3rd</td><td>+2</td><td>1d4</td><td>3</td><td>+10ft</td><td>4</td><td>Subclass</td></tr><tr><td>4th</td><td>+2</td><td>1d4</td><td>4</td><td>+10ft</td><td>5</td><td>Feat</td></tr><tr><td>5th</td><td>+3</td><td>1d6</td><td>5</td><td>+10ft</td><td>6</td><td>Extra Attack</td></tr></table><p></p><p>As a monk, you gain the following class features.</p><p></p><h4><span style="font-size: 15px">Hit Points</span></h4><h4><span style="font-size: 15px"><strong>Hit Dice:</strong> 1d8 per monk level</span></h4> <h4><span style="font-size: 15px"><strong>Hit Points at 1st Level:</strong> 8 + your Constitution modifier</span></h4> <h4><span style="font-size: 15px"><strong>Hit Points at Higher Levels:</strong> 1d8 (or 5) + your Constitution modifier per monk level after 1st</span></h4><p><span style="font-size: 15px"><strong>Proficiencies</strong></span></p><p><span style="font-size: 15px"><strong>Armor:</strong> None</span></p><p><span style="font-size: 15px"><strong>Weapons:</strong> Simple weapons</span></p><p><span style="font-size: 15px"><strong>Tools:</strong> Choose one type of artisan's tools or one musical instrument</span></p><p><span style="font-size: 15px"><strong>Saving Throws:</strong> Strength, Dexterity</span></p><p><span style="font-size: 15px"><strong>Skills:</strong> Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth</span></p><p><span style="font-size: 15px"></span></p><h3><span style="font-size: 15px">Unarmored Defense</span></h3><p><span style="font-size: 15px">same</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Martial Arts</strong></span></p><p>Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any simple melee weapons that don't have the two-handed or heavy property.</p><p>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Once on your turn when you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as an additional attack. </li> </ul><p><strong>Fighting Style</strong></p><p>You have honed your martial prowess. You gain one of the following Fighting Style Feats of your choice: Unarmored Striker, Wrestling</p><p></p><p>Unarmed Striker: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.</p><p>Wrestling: When you hit with an Unarmed Strike, you can choose to both deal damage and grapple.</p><p></p><p><strong>Ki</strong></p><p>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.</p><p></p><p>You can spend these points to fuel various ki techniques. You start knowing three such techniques of your choice. You many only choose a technique you meet the requirements for. You learn more ki techniques as you gain levels in this class.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p><strong>Ki save DC</strong> = 8 + your proficiency bonus + your Wisdom modifier</p><ul> <li data-xf-list-type="ul"><strong>Dazing Strike: </strong>Once per turn, when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a dazing strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.</li> <li data-xf-list-type="ul"><strong>Deflect Missile: </strong>If you reduce the damage of an attack <em>with Deflect Missile</em> 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 with a range of 20/60 using 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. </li> <li data-xf-list-type="ul"><strong>Diamond Soul (must be 12th level):</strong> Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 3 ki point to reroll it and use the second result if you choose.</li> <li data-xf-list-type="ul"><strong>Dragon God Strike <strong>(must be 5th level)</strong>: </strong>When you hit with an unarmed strike, you can spend 5 ki to deal additional damage and knock the creature prone.The bonus damage is equal to 5 rolls of your martial arts die and is fire damage.</li> <li data-xf-list-type="ul"><strong>Flurry of Blows.</strong> <em>You can take an action and spend 2 ki points to make 5 unarmed strikes.</em></li> <li data-xf-list-type="ul"><strong>Ki Focus (must be 5th level): </strong>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.</li> <li data-xf-list-type="ul"><strong>Ki Healing: </strong>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.</li> <li data-xf-list-type="ul"><strong>Patient Defense.</strong> You can spend 2 ki point gain a +5 bonus to AC until the start of your next turn. </li> <li data-xf-list-type="ul"><strong>Redirect Missile (must have Deflect Missile): </strong>If you reduce the damage of an attack with Deflect Missile 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 with a range of 20/60 using 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. <em>The attack gains bonus damage equal to your martial arts die.</em></li> <li data-xf-list-type="ul"><strong>Slow Fall: </strong>You can spend 1 ki and use your reaction when you fall to reduce any falling damage you take by an amount equal to ten times your monk level.</li> <li data-xf-list-type="ul"><strong>Step of the Wind.</strong> You can spend 2 ki point to take the Disengage or Dash action as a bonus action on your turn. If you know this technique, your jump distance is doubled.</li> <li data-xf-list-type="ul"><strong>Stunning Strike:</strong> <em>Once on your turn</em>, when you hit another creature with a melee weapon attack, you can spend 2 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.</li> <li data-xf-list-type="ul"><strong>Whirlwind of Blows (must be 11th level):</strong> <em>You can take an action and spend 4 ki points to make 8 unarmed strikes</em></li> </ul><p><strong>Feat</strong></p><p>same</p><p><strong></strong></p><p><strong>Extra Attack</strong></p><p>same</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8962478, member: 63508"] Here is how my current rebuild of the monk looks. [TABLE] [TR] [TH]Level[/TH] [TH]Prof bonus[/TH] [TH]Martial Arts[/TH] [TH]Ki[/TH] [TH]Unarmored Movement[/TH] [TH]Techniques Known[/TH] [TH]Features[/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]Unarmored Defense, Martial Arts, Fighting Style[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]2[/TD] [TD]+10ft[/TD] [TD]3[/TD] [TD]Ki, Unarmored Movement[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]3[/TD] [TD]+10ft[/TD] [TD]4[/TD] [TD]Subclass[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]4[/TD] [TD]+10ft[/TD] [TD]5[/TD] [TD]Feat[/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD]1d6[/TD] [TD]5[/TD] [TD]+10ft[/TD] [TD]6[/TD] [TD]Extra Attack[/TD] [/TR] [/TABLE] As a monk, you gain the following class features. [SIZE=4][/SIZE] [HEADING=3][SIZE=4]Hit Points[/SIZE][/HEADING] [HEADING=3][SIZE=4][B]Hit Dice:[/B] 1d8 per monk level [B]Hit Points at 1st Level:[/B] 8 + your Constitution modifier [B]Hit Points at Higher Levels:[/B] 1d8 (or 5) + your Constitution modifier per monk level after 1st[/SIZE][/HEADING] [SIZE=4][B]Proficiencies Armor:[/B] None [B]Weapons:[/B] Simple weapons [B]Tools:[/B] Choose one type of artisan's tools or one musical instrument [B]Saving Throws:[/B] Strength, Dexterity [B]Skills:[/B] Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth [/SIZE] [HEADING=2][SIZE=4]Unarmored Defense[/SIZE][/HEADING] [SIZE=4]same [B]Martial Arts[/B][/SIZE] Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are 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: [LIST] [*]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. [*]Once on your turn when you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as an additional attack. [/LIST] [B]Fighting Style[/B] You have honed your martial prowess. You gain one of the following Fighting Style Feats of your choice: Unarmored Striker, Wrestling Unarmed Striker: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Wrestling: When you hit with an Unarmed Strike, you can choose to both deal damage and grapple. [B]Ki[/B] 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 techniques. You start knowing three such techniques of your choice. You many only choose a technique you meet the requirements for. You learn more ki techniques 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: [B]Ki save DC[/B] = 8 + your proficiency bonus + your Wisdom modifier [LIST] [*][B]Dazing Strike: [/B]Once per turn, when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a dazing strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.[B][/B] [*][B]Deflect Missile: [/B]If you reduce the damage of an attack [I]with Deflect Missile[/I] 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 with a range of 20/60 using 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.[B] [/B] [*][B]Diamond Soul (must be 12th level):[/B] Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 3 ki point to reroll it and use the second result if you choose. [*][B]Dragon God Strike [B](must be 5th level)[/B]: [/B]When you hit with an unarmed strike, you can spend 5 ki to deal additional damage and knock the creature prone.The bonus damage is equal to 5 rolls of your martial arts die and is fire damage.[B][/B] [*][B]Flurry of Blows.[/B] [I]You can take an action and spend 2 ki points to make 5 unarmed strikes.[/I] [*][B]Ki Focus (must be 5th level): [/B]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. [*][B]Ki Healing: [/B]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.[B][/B] [*][B]Patient Defense.[/B] You can spend 2 ki point gain a +5 bonus to AC until the start of your next turn. [*][B]Redirect Missile (must have Deflect Missile): [/B]If you reduce the damage of an attack with Deflect Missile 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 with a range of 20/60 using 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.[B] [/B][I]The attack gains bonus damage equal to your martial arts die.[/I][B][/B] [*][B]Slow Fall: [/B]You can spend 1 ki and use your reaction when you fall to reduce any falling damage you take by an amount equal to ten times your monk level.[B][/B] [*][B]Step of the Wind.[/B] You can spend 2 ki point to take the Disengage or Dash action as a bonus action on your turn. If you know this technique, your jump distance is doubled. [*][B]Stunning Strike:[/B] [I]Once on your turn[/I], when you hit another creature with a melee weapon attack, you can spend 2 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. [*][B]Whirlwind of Blows (must be 11th level):[/B] [I]You can take an action and spend 4 ki points to make 8 unarmed strikes[/I] [/LIST] [B]Feat[/B] same [B] Extra Attack[/B] same[I][/I] [/QUOTE]
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