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D&D 5E Monk Unarmed Strike using Cantrip Macro
D&D 5th Edition
Hit Points
Hit Dice: 1d8 per monk levelHit Points at 1st Level: 8 + your Constitutionmodifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitutionmodifier per monk level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any Proficienciesprovided by your race or Background.Armor: none
Weapons:simple Weapons, shortswords
Tools:any one type of artisan's tools or any one musical Instrumentof your choice
Saving Throws: Strength, Dexterity
Skills:Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Starting Equipment
You start with the following Equipment, in addition to the Equipmentgranted by your background:• (a) a Shortswordor (b) any simple weapon
• (a) a Dungeoneer's Packor (b) an Explorer's Pack
• 10 darts
Unarmored Defense
Beginningat 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexteritymodifier + your Wisdommodifier.Martial Arts
At 1st Level, your practice of Martial Artsgives you mastery of Combatstyles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weaponsthat don't have the Two-Handedor heavy property.You gain the following benefits while you are unarmed or wielding only monk Weaponsand you aren't wearing armor or wielding a Shield.
• You can use Dexterityinstead of Strengthfor the Attackand Damage Rollsof your unarmed strikes and monk Weapons.
• You can roll a d4 in place of the normal damage of your Unarmed Strikeor 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 Attackaction with an Unarmed Strikeor a monk weapon on Your Turn, you can make one Unarmed Strikeas a Bonus Action. For example, if you take the Attackaction and Attackwith a Quarterstaff, you can also make an Unarmed Strikeas a Bonus Action, assuming you haven't already taken a Bonus Actionthis turn.
Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sicklewith a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statisticsprovided for the weapon.
Ki
Starting at 2nd Level, your Trainingallows you to harness The Mysticenergy 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 Monktable.You can spend these points to fuel various ki features. You start knowing three such features: Flurryof Blows, Patient Defense, and Step of the Wind. You learn more ki features 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:
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attackaction on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.Patient Defense
You can spend 1 ki point to take the Dodgeaction as a Bonus Actionon Your Turn.Step of the Wind
You can spend 1 ki point to take the Disengageor Dashaction as a Bonus Actionon 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 or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monktable.At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turnwithout Fallingduring the move.
Monastic Tradition
When you reach 3rd Level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd Leveland again at 6th, 11th, and 17th level.Deflect Missiles
Starting at 3rd Level, you can use your Reactionto deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attackis reduced by 1d 10 + your Dexteritymodifier + your monk level.If you reduce the damage 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(range 20 feet/60 feet) with the weapon or piece of Ammunitionyou just caught, as part of the same Reaction. You make this Attackwith proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.
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 Scoresof your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Slow Fall
Beginningat 4th Level, you can use your Reactionwhen you fall to reduce any Fallingdamage you take by an amount equal to five times your monk level.ExtraAttack
Beginningat 5th Level, you can Attacktwice, instead of once, whenever you take the Attackaction on Your Turn.Stunning Strike
Starting at 5th Level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitutionsaving throw or be Stunneduntil the end of your next turn.Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the Purposeof overcoming Resistanceand immunity to nonmagical attacks and damage.Stillness of Mind
Starting at 7th level, you can use your action to end one Effecton yourself that is causing you to be Charmedor Frightened.Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireballspell. When you are subjected to an Effectthat allows you to make a Dexteritysaving 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.Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken Languages. Moreover, any creature that can understand a language can understand what you say.Diamond Soul
Beginningat 14th level, your mastery of ki grants you proficiency in all Saving Throws.Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the Frailtyof old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.Empty Body
Beginningat 18th level, you can use your action to spend 4 ki points to become Invisiblefor 1 minute. During that time, you also have Resistanceto all damage but force damage.Additionally, you can spend 8 ki points to cast the Astral Projectionspell, without needing material Components. When you do so, you can't take any other creatures with you.
Perfect Soul
At 20th level, when you roll for Initiativeand have no ki points remaining, you regain 4 ki points.Monastic Traditions
Three traditions of monastic pursuit are Commonin the monasteries scattered across the multiverse.Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic Techniques, diverging as the Studentgrows more adept. Thus, a monk need choose a tradition only upon reaching 3rd Level.
Way of the Open Hand
Monks of the Way of the Open Handare the ultimate masters of Martial ArtsCombat, whether armed or unarmed. They learn Techniquesto push and trip their opponents, manipulate kito heal damage to their bodies, and practice advanced meditation that can protect them from harm.Open Hand Technique
Starting when you choose this tradition at 3rd Level, you can manipulate your enemy’s kiwhen you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurryof Blows, you can impose one of the following Effectson 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.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain Hit Pointsequal to three times your monk level. You must finish a Long Restbefore you can use this feature again.Tranquility
Beginningat 11th level, you can enter a Specialmeditation that surrounds you with an aura of peace. At the end of a Long Rest, you gain the Effectof a Sanctuaryspell that lasts until the start of your next Long Rest(the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdommodifier + your Proficiency Bonus.Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 3 kipoints 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. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitutionsaving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.You can have only one creature under the Effectof this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Subclass Name
Suggested Abilities
Pathfinder
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding Weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become Weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in Combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.
Alignment: Any Lawful.
Hit Die: d8.
Class Skills
The monk's class Skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: MonkLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage |
1st | +0 | +2 | +2 | +2 | Bonus feat, flurry of blows, Stunning Fist, unarmed strike | -1/-1 | 1d6 |
2nd | +1 | +3 | +3 | +3 | Bonus feat, evasion | +0/+0 | 1d6 |
3rd | +2 | +3 | +3 | +3 | Fast Movement, maneuver training, still mind | +1/+1 | 1d6 |
4th | +3 | +4 | +4 | +4 | Ki pool (magic), slow fall 20 ft. | +2/+2 | 1d8 |
5th | +3 | +4 | +4 | +4 | High jump, purity of body | +3/+3 | 1d8 |
6th | +4 | +5 | +5 | +5 | Bonus feat, slow fall 30 ft. | +4/+4/-1 | 1d8 |
7th | +5 | +5 | +5 | +5 | Ki pool (cold iron/silver), wholeness of body | +5/+5/+0 | 1d8 |
8th | +6/+1 | +6 | +6 | +6 | Slow fall 40 ft. | +6/+6/+1/+1 | 1d10 |
9th | +6/+1 | +6 | +6 | +6 | Improved evasion | +7/+7/+2/+2 | 1d10 |
10th | +7/+2 | +7 | +7 | +7 | Bonus feat, ki pool (lawful), slow fall 50 ft. | +8/+8/+3/+3 | 1d10 |
11th | +8/+3 | +7 | +7 | +7 | Diamond body | +9/+9/+4/+4/-1 | 1d10 |
12th | +9/+4 | +8 | +8 | +8 | Abundant step, slow fall 60 ft. | +10/+10/+5/+5/+0 | 2d6 |
13th | +9/+4 | +8 | +8 | +8 | Diamond soul | +11/+11/+6/+6/+1 | 2d6 |
14th | +10/+5 | +9 | +9 | +9 | Bonus feat, slow fall 70 ft. | +12/+12/+7/+7/+2 | 2d6 |
15th | +11/+6/+1 | +9 | +9 | +9 | Quivering palm | +13/+13/+8/+8/+3/+3 | 2d6 |
16th | +12/+7/+2 | +10 | +10 | +10 | Ki pool (adamantine), slow fall 80 ft. | +14/+14/+9/+9/+4/+4/-1 | 2d8 |
17th | +12/+7/+2 | +10 | +10 | +10 | Timeless body, tongue of the sun and moon | +15/+15/+10/+10/+5/+5/+0 | 2d8 |
18th | +13/+8/+3 | +11 | +11 | +11 | Bonus feat, slow fall 90 ft. | +16/+16/+11/+11/+6/+6/+1 | 2d8 |
19th | +14/+9/+4 | +11 | +11 | +11 | Empty body | +17/+17/+12/+12/+7/+7/+2 | 2d8 |
20th | +15/+10/+5 | +12 | +12 | +12 | Perfect self, slow fall any distance | +18/+18/+13/+13/+8/+8/+3 | 2d10 |
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), Dagger, Handaxe, Javelin, kama, Nunchaku, Quarterstaff, sai, Shortspear, short sword, Shuriken, Siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a Shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast Movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is Flat-Footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a Shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack Action. When doing so, he may make on additional attack, taking a -2 Penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two Weapons to use this ability). For the purpose of these attacks, the monk's base Attack Bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base Attack Bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the Prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the Prerequisites for the feat).
A monk applies his full Strength bonus to his Damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute Disarm, Sunder, and trip Combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural Weapons cannot use such Weapons as part of a flurry of blows, nor can he make Natural Attacks in addition to his flurry of blows attacks.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on Damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal Damage, but he can choose to deal nonlethal Damage instead with no Penalty on his Attack Roll. He has the same choice to deal lethal or nonlethal Damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of Spells and effects that enhance or improve either manufactured Weapons or natural Weapons.
A monk also deals more Damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed Damage values listed on Table: Monk is for Medium monks. A Small monk deals less Damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.
Level | Damage (Small Monk) | Damage (Large Monk) |
---|---|---|
1st–3rd | 1d4 | 1d8 |
4th–7th | 1d6 | 2d6 |
8th–11th | 1d8 | 2d8 |
12th–15th | 1d10 | 3d6 |
16th–19th | 2d6 | 3d8 |
20th | 2d8 | 4d8 |
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, SnatchArrows, and Spring Attack. A monk need not have any of the Prerequisites normally required for these feats to select them.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the Prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful Saving Throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the Attack Roll is made. These effects do not stack with themselves (a Creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the Duration.
Evasion (Ex): At 2nd level or higher, a monk can avoid Damage from many area-effect attacks. If a monk makes a successful Reflex Saving Throw against an attack that normally deals half Damage on a successful save, he instead takes no Damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base Attack Bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other Classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on Saving Throws against EnchantmentSpells and effects.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic Weapons for the purpose of overcoming Damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming Damage reduction. At 10th level, his unarmed attacks are also treated as LawfulWeapons for the purpose of overcoming Damage reduction. At 16th level, his unarmed attacks are treated as adamantine Weapons for the purpose of overcoming Damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest Attack Bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift Action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes Damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift Action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains Immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard Action. He can heal a number of Hit Points of Damage equal to his monk level by using 2 points from his ki pool.
Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no Damage on a successful Reflex Saving Throw against attacks, but henceforth he takes only half Damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains Immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell Dimension Door. Using this ability is a move Action that consumes 2 points from his ki pool. His Caster Level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
Diamond Soul (Ex): At 13th level, a monk gains spell Resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a Caster Level check (1d20 + caster level) that equals or exceeds the monk's spell Resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another Creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his Attack Roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes Damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude Saving Throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the Saving Throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living Creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell Etherealness. Using this ability is a move Action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
Perfect Self: At 20th level, a monk becomes a magical Creature. He is forevermore treated as an Outsider rather than as a Humanoid (or whatever the monk's Creature type was) for the purpose of Spells and magical effects. Additionally, the monk gains Damage reduction 10/chaotic, which allows him to ignore the first 10 points of Damage from any attack made by a nonchaotic weapon or by any natural attack made by a Creature that doesn't have similar Damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous Creature type.
Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
5e roll20 monk
D&D 5th Edition
Open Hand Technique
Starting when you choose this tradition at 3rd Level, you can manipulate your enemy’s kiwhen you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurryof Blows, you can impose one of the following Effectson 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.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain Hit Pointsequal to three times your monk level. You must finish a Long Restbefore you can use this feature again.Tranquility
Beginningat 11th level, you can enter a Specialmeditation that surrounds you with an aura of peace. At the end of a Long Rest, you gain the Effectof a Sanctuaryspell that lasts until the start of your next Long Rest(the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdommodifier + your Proficiency Bonus.Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 3 kipoints 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. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitutionsaving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.You can have only one creature under the Effectof this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Sharing 5e Monk Macros with OGL sheet
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Implements of Mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
Merciful Mask | |
---|---|
d6 | Mask Appearance |
1 | Raven |
2 | Blank and white |
3 | Crying visage |
4 | Laughing visage |
5 | Skull |
6 | Butterfly |
Hands of Healing
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki 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 ki point for the healing.
Hands of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic 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
Starting 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 Hands 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 Hands 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 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 Hands of Healing, without spending ki 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 ki point for Hands of Harm. You can still use Hands of Harm only once per turn.
Hand of Ultimate Mercy
By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki 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.