Level | Proficiency Bonus | Features | Martial Arts | Focus Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 1d4 | - | - |
2nd | +2 | Focus, Unarmored Movement | 1d4 | 2 | +10 ft. |
3rd | +2 | Monastic Tradition, Focused Dodge | 1d4 | 3 | +10 ft. |
4th | +2 | Ability Score Improvement, Slow Fall | 1d4 | 4 | +10 ft. |
5th | +3 | Extra Attack, Stunning Strike | 1d6 | 5 | +10 ft. |
6th | +3 | Energy-Empowered Strikes, Monastic Order Feature | 1d6 | 6 | +15 ft. |
7th | +3 | Evasion, Stillness of Mind | 1d6 | 7 | +15 ft. |
8th | +3 | Ability Score Improvement | 1d6 | 8 | +15 ft. |
9th | +4 | Unarmored Movement Improvement | 1d6 | 9 | +15 ft. |
10th | +4 | Extra Attack (2) | 1d6 | 10 | +20 ft. |
11th | +4 | Monastic Order Feature | 1d8 | 11 | +20 ft. |
12th | +4 | Ability Score Improvement | 1d8 | 12 | +20 ft. |
13th | +4 | Redirect Attack | 1d8 | 13 | +20 ft. |
14th | +4 | Focused Mind, Unarmored Movement Improvement | 1d8 | 14 | +25 ft. |
15th | +5 | Perfect Focus | 1d8 | 15 | +25 ft. |
16th | +5 | Ability Score Improvement | 1d8 | 16 | +25 ft. |
17th | +6 | Monastic Order Feature | 1d10 | 17 | +25 ft. |
18th | +6 | Sustain Self | 1d10 | 18 | +30 ft. |
19th | +6 | Ability Score Improvement | 1d10 | 19 | +30 ft. |
20th | +6 | Focused Accuracy | 1d10 | 20 | +30 ft. |
Class Features
As a Monk, you gain the following class features
Hit Points
Hit Dice: 1d8 per combat level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
Proficiencies
Armor: None
Weapons: Simple melee weapons, martial melee weapons, elegant ranged weapons
Tools: Tinkers tools and one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a vibrosword or (b) any simple melee weapon
- 4 vibrodaggers
The Power of Focus
Monks make careful study of a energy that flows inside them. Depending on the monastic order, this energy can take many names. Regardless, monks harness this power within themselves to create otherworldly effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of energy in their opponents. By focusing this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are vibroswords 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:
- 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 vibrostaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Focus
Starting at 2nd level, your training allows you to harness the energy inside of you using focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.
You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.
When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.
Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Focus save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 focus point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 focus point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 focus point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of B'omarr, the Way of the Whills, and the Way of Teräs Käsi, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Focused Dodge
Starting at 3rd level, you can use your reaction in an attempt to dodge any ranged or melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you are able to dodge the attack (reduce the damage to 0), you can spend 1 focus point to make a ranged attack with your lightbow, as part of the same reaction.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to two when you reach the 10th level as a Monk.
Stunning Strike
Starting at 5th level, you can interfere with the flow of energy in an opponent’s body. When you hit another unit with a melee weapon attack, you can spend 1 focus 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.
Energy-Empowered Strikes
Starting at 6th level, your unarmed strikes count as energy damage for the purpose of overcoming resistance and immunity to attacks and damage.
Unarmored Movement
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. 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.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Unarmored Movement Improvement
At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during your move.
Extra Attack
Beginning at 10th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Unarmored Movement
At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.
Redirect Attack
Starting at the 13th level, when a unit misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one unit of your choice, other than the attacker, that you can see within 5 feet of you.
Focused Mind
Beginning at 14th level, your mastery of over your own mind grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.
Unarmored Movement
At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor.
Perfect Self
At 15th level, when you roll for initiative and have no focus points remaining, you regain 4 focus points.
Sustain Body
Beginning at 18th level, you use the energy within you to escape the grasp of death. When you are reduced to 0 hit points, you can expend 1 focus point (no action required) to regain 20 instead.
Focused Accuracy
At the 20th level, if you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Way of Arakein
Implements of Arakein
Upon choosing this monastic tradition at 3rd level, You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
Hand of Healing
Also at 3rd level, you utilize pressure points you can mend wounds. As an action, you can spend 1 focus point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a focus point for the healing.
Hand of Harm
Lastly at 3rd level, you use utilize pressure points to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 focus point to deal extra force damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Physician's Touch
At 6th level, you can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
Flurry of Healing and Harm
Starting at the 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending focus points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the focus point for Hand of Harm. You can still use Hand of Harm only once per turn.
Hand of the Living Force
Your mastery of life force opens the door to the ultimate inner peace. As an action, you can touch the corpse of a creature (except droids or constructs) that died within the past 24 hours and expend 5 focus points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can’t use it again until you finish a long rest.
Way of the Drunk Master
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 focus points to cancel the disadvantage for that roll.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Way of B'omarr
Techno-logic
Upon choosing this monastic tradition at 3rd level, you can spend focus points to weave technology into your fighting style. As a choice, you may expend additional focus points in order to empower the charge of a technology power. The technology's charge increases by 1 for each additional focus point you spend. For example, if you are a 3rd-level monk and weave Acid Spray, you can spend 3 focus points to cast it as a +2 charge (the discipline’s base cost of 2 focus points plus 1).
Intelligence is the tech-weaving ability for your technologies. You use your Intelligence whenever a technology ability refers to your tech-weaving ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
Your technology carrying capacity, complexity level, and maximum number of focus points you can spend to weave technology in this way (including its base focus point cost and any additional focus points you spend to increase its level) is determined by your monk level, as shown in the below table.
MONK LEVELS | TECHNOLOGY CARRYING CAPACITY | MAX COMPLEXITY LEVEL | MAXIMUM FOCUS POINTS FOR TECHNOLOGY |
---|---|---|---|
3rd - 6th | 6 | 1 | 3 |
7th - 12th | 9 | 2 | 4 |
13th - 17th | 12 | 3 | 5 |
18th - 20th | 15 | 4 | 6 |
UPGRADE: Arms / Legs
Upon reaching 6th level, you replace your arms and legs with cybernetic ones. Your new cybernetic appendages give you the following benefits:
- You now have a reach of 10 feet. When you make an unarmed attack, you can use your Intelligence modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
- You can use your Intelligence modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- Your jump distance increases by an additional 10 feet.
UPGRADE: Eyes / Ears
At 11th level, you replace your eyes and ears with cybernetic ones. Your new cybernetic upgrades give you the following benefits:
- You can see normally in darkness, to a distance of 120 feet.
- You can hear individuals even when they are whispering, to a distance of 50 feet.
- You have advantage on Intelligence (Slicing) and Wisdom (Insight) checks.
UPGRADE: Body
Starting at 17th level, you have become more machine than man. Upgrading your body has granted you the following benefits:
- You gain a +2 bonus to defense rating.
- Damage you take from energy and kinetic damage is reduced by half your monk level.
- You gain additional health equal to your monk level.
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Way of the Nightbrother
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your focus to duplicate the effects of certain spells. As an action, you can spend 2 focus points to weave the Smoke Bomb technology as a bonus action.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can disengage (at no cost of your movement) 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.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.
Opportunist
At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Way of the Nightsister
Touch of Night
Starting when you choose this tradition at 3rd level, your study of magick allows you to extract vitality from another creature as it nears its demise. When a creature within 10 feet of you is reduced to 0 hit points , you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Reanimation
At 6th level, you gain the ability to unsettle or terrify those around you as an action, you restore a semblance of life to a deceased creature (your size or one higher), putting the reanimated subject in a state of half life. The reanimated creature has 1 hit point, shares your proficiency bonus, has 20 movement, and can only move and attack as an action. It can gain temporary hit points but cannot increase its 1 hit point by means of a Constitution increase or any other method. The creature can both be killed and reanimated again.
On each of your turns, as a free action you can point to a creature in sight and order the reanimated creature to attack. If the creature is within range it will make a single melee attack (1d20 + PB + your Dexterity modifier) dealing (1d6 + your Dexterity modifier) kinetic damage.
Undying
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.
Additionally, when you use this feature each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Touch of the Long Night
Starting at 17th level, your touch can channel unnatural magick into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 focus points. The target must make a Constitution saving throw, and it takes 2d10 force damage per focus point spent on a failed save, or half as much damage on a successful one.
Way of Teräs Käsi
 Teräs Käsi Techniques
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s energy when you harness your own. Whenever you hit a unit with one of the attacks granted by your Flurry of Blows, you can chose to make an additional unarmed strike or impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Counterattack
Beginning at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.
Grappling Expert
Starting at the 11th level, you may add your dexterity modifier in addition to your strength modifier on athletics checks when making a grapple attack.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a unit with an unarmed strike, you can spend 3 focus points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. When you use this action, the unit must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 energy damage.
You can have only one unit under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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Way of Whills
 One With the Force
Upon choosing this monastic tradition at 3rd level, you embrace your force sensitivity using your focus to cast force abilities. As a choice, you may expend additional focus points in order to empower force abilities. These force abilities increases in power for each additional focus point you spend. For example, if you are a 3rd-level monk and cast Tremor, you can spend 3 focus points to cast it at a 2nd level power (the discipline’s base cost of 2 focus points plus 1). You must know a minimum of 2 lesser force powers, with the remainder of known force powers being of your choice.
Wisdom is the forcecasting ability for your force powers. You use your Wisdom whenever a technology ability refers to your forcecasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a force ability you cast and when making an attack roll with one.
Force save DC = 8 + your proficiency bonus + your Wisdom modifier
Force attack modifier = your proficiency bonus + your Wisdom modifier
Your force powers, power level, and maximum number of focus points you can spend to cast force abilities in this way (including its base focus point cost and any additional focus points you spend to increase its level) is determined by your monk level, as shown in the below table.
MONK LEVELS | KNOWN FORCE POWERS | MAX POWER LEVEL | MAXIMUM FOCUS POINTS FOR FORCE POWER |
---|---|---|---|
3rd - 6th | 5 | 3 | 3 |
7th - 12th | 10 | 4 | 4 |
13th - 17th | 15 | 5 | 5 |
18th - 20th | 20 | 6 | 6 |
The Force is With Me
Also when you choose this tradition at 3rd level, you incorporate the force into your fighting style. This new fighting style grants the following benefits:
- Your unarmed strikes are now considered force damage.
- You gain proficiency with the Lightbow, which is now considered a monk weapon.
- You can alternate between monk weapons as a free action.
Force Senses
Beginning at 6th level, your connection to the force has empowered your senses. These heightened senses grant you the following benefits:
- You have 60 feet of truesight and are not effected by the blinded condition.
- You can sense life force at a distance, enabling you to use stunning strike with your lightbow. Choosing to do so expends 2 points of focus instead of 1. This feature cannot be used on droids or constructs.
Focused Cool-down
Starting at the 11th level, you can cool-down your lightbow as a bonus action. Additionally, whenever you reload your lightbow you benefit from dodge as a free action.
Flurry of Force
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.