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MONK
Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and Agility, and are skilled with a variety of ranged and close-combat weapons.
CLASS FEATURES
As a monk, you gain the following class features:
HIT POINTS
Hit Die: d8
Starting Hit points: 8+ your Endurance modifier
At higher levels: 1d8 (or 5) + your Endurance modifier
PROFICIENCIES
Armor: none
Weapon: hand-to-hand, marksman, staves
Saving Throws: Agility, Wisdom
Skills: Pick two from: Acrobatics, Athletics, Insight, Lore, Perception, Sneak
Schools of Magic: none
Tools: Choose one type of artisan's tools or one musical instrument.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10+ your Agility modifier + your Willpower modifer.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you're aren't wearing armor or wearing a shield:
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You can use Agility instead of strength for the attack and damage rolls of your unarmed strikes
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you can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gian monk levels, as shown in the martial arts column of the monk table.
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When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Stamina
Starting at 2nd level, your training allows you to harness the energy of stamina. Your access to this energy is represented by a number of stamina points. Your monk level determines the number of points you have, as shown in the Stamina Points column of the Monk table.
You can spend these points to fuel various stamina features. You start knowing three such features: Flurry of blows, Patient Defense, and Step of the Wind. You learn more stamina features as you gain levels in this class.
When you spend a stamina point, it is unavailable until you finish a short or long rest. You regain stamina equal to your Willpower modifier, minimum of 1, for each hour spent resting during a long rest, and half as much, minimum of 0, each hour spent resting during a short rest.
Some of your stamina features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Stamina Save DC = 8 + your proficiency bonus + your Willpower modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 stamina point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 stamina point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 stamina 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 or wielding a shield. 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 and across liquids on your turn without falling during the move.
Monastic Path
When you reach 3rd level, you commit yourself to a Monastic Path: the Way of the Exposed Palm, the Way of the Moth, or the Way of the Whispering Fang, all detailed at the end of the class description. Your path grants you features at 3rd level, and again at 6th, 11th , and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Agility modifier + 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 stamina point to make a ranged attack with 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 deals damage equal to your unarmed strike, which has a normal range of 20 feet and a long range of 60 feet.
Attribute Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Slowfall
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.
Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a fireball spell. When you are subjected to an effect that allows you to make an Agility 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.
Purity of Body
At 10th level, your stamina mastery makes you immune to disease and poison.
Tongues of the Soul
Starting at the 13th level, you learn how to touch the minds of others so that you can understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of stamina grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 stamina point to reroll it and take the second result.
Timeless Body
At 15th level, your stamina sustains you so that you suffer none of the frailty of old age, and can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 stamina points to become invisible for 1 minute. During that time, you also have resistance to all damage.
Additionally, you can spend 8 stamina points to step into the Ethereal Plane. While in the Ethereal Plane, your movement speed is doubled, and you gain Truesight.
Perfect Self
At 20th level, when you roll for initiative and have no stamina points remaining, you regain 4 stamina points.
MONASTIC PATH
WAY OF THE EXPOSED PALM
Monks of the Exposed Palm are highly trained martial artists that can focus deadly strikes with a single finger. The truly deadly fighter can even block out his own pain in this manner.
Exposed Palm Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's stamina when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
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It must succeed on an Agility saving throw or be knocked prone.
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It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
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It can't take reactions until the end of your next turn.
Counterbalance
A 6th level, you gain the ability to use stamina to absorb direct damage against you. As a reaction, you can reduce damage by ten times the amount of stamina spent. For this ability to be effective, the damage must be physical damage that was directed at you and you alone. Once you use this ability, you must finish a long rest to use it again.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice whenever you take the Attack action on your turn.
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 stamina points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless 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 an Endurance saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 bludgeoning damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
WAY OF THE MOTH
Disciple of the Voice
When you choose this path at 3rd level, you learn how to harness the power of the dragon tongue to form powerful shouts. A shout requires you to spend stamina points each time you use it.
You know the Unrelenting Force shout and one other shout of your choice, which are detailed in the “Dragon Shouts” section below. You learn one additional shout of your choice at 6th, 11th, and 17th level.
Whenever you learn a new shout, you can also replace one shout that you already know with a different shout.
Dragon Shouts
The dragon shouts are presented at the level you must be to learn them.
At 3rd level, you learn Unrelenting Force and one other shout of your choice listed below.
Clear Skies (Lok Vah Koor)
You can spend 2 stamina to use your voice to clear out thick clouds, overcast sky, poisonous fog, or impeding haze.
Throw Voice (Zul Mey Gut)
You use 2 stamina to throw your voice anywhere within 60 feet of you. You can use your voice to distract or confuse others. Each creature must make a Intelligence saving throw. On a failed save, the creature is fooled by this trick, and is not fooled on a successful save.
You can also use your voice to make an ally appear to insult a target, if the target is capable of understanding your language. On a failed save, the creature has disadvantage on any attacks against targets other than the suspected taunter. The effect lasts for 1 minute or until one of your companions attacks the target.
Unrelenting Force (Fus Ro Dah)
You use 2 stamina to cast the alteration spell Kinetic Push. On a failed save, you can spend an additional stamina point to knock a creature prone.
At Higher Levels. At 6th level, you can use 3 stamina to increase the damage by 2d8 (4d8). At 11th level, you can use 4 stamina to increase the damage by 4d8 (6d8). At 17th level, you can use 5 stamina to increase the damage by 6d8 (8d8).
Whirlwind Sprint (Wuld Nah Kest)
You can use a bonus action to spend 2 stamina to double your speed for one turn. While you are under these effects, any opportunity attacks against you are made with disadvantage.
Starting at 6th level, you can choose to learn one of the shouts listed below, or two shouts from the previous list.
Animal Allegiance (Raan Mir Tah)
You can spend 3 stamina to use your voice to convince a beast that you mean it no harm. Choose a beast that you can see within range. It must be able to see and hear you. The beast must make a Willpower saving throw. On a failed save, the beast is charmed by you. If you or one of your companions harms the beast, the effect ends.
If the animal is friendly, it may be willing to fight by your side while you are within it's territory.
The effect ends if you use another shout.
Aura Whisper (Laas Yah Nir)
You can spend 3 stamina to whisper a powerful detection spell that allows you to cast the mysticism spell Detect Life or Detect Undead.
Disarm (Zun Haal Viik)
You can use 3 stamina to use your voice to focus vibrations on a weapon currently being wielded by a creature within 30 feet. The creature must make a Strength saving throw. On a failed save, the creature drops their weapon. On a successful save, the creature has disadvantage on any attacks made with that weapon until the start of your next turn.
If a creature tries to pick up a dropped weapon, they must use half their speed and make a Strength saving throw. On a failed save, the creature is incapable of picking up the weapon. On a successful save, the creature is able to pick up the weapon and the effect is dispelled.
Kyne's Peace (Kaan Drem Ov)
You can spend 3 stamina to cast the illusion spell Calm on up to 3 creatures.
At Higher Levels. At 11th level, you can use 4 stamina to calm up to 5 creatures. At 17th level, you can use 5 stamina to calm up to 7 creatures.
Marked for Death (Krii Lun Aus)
You can spend 3 stamina to cast the conjuration spell Daedric Curse.
Spectral Clone (Fiik Loh Sah)
You can spend 3 stamina to cast the illusion spell Mirror Image.
(added May 23, 2016)
Starting at 11th level, you can choose to learn one of the shouts listed below, or two shouts from the previous lists.
Battle Fury (Mid Vur Shaan)
You can spend 4 stamina to cast the illusion spell Haste on yourself.
Become Ethereal (Feim Zii Gron)
You can spend 5 stamina to cast the mysticism spell Etherealness.
Call of Valor (Hun Kaal Zoor)
You can spend 4 stamina to cast the illusion spell Heroism on up to 5 willing creatures.
At Higher Levels. At 17th level, you can use 5 stamina to cast this spell on up to 7 willing creatures.
Cyclone (Ven Gar Nos)
You can spend 4 stamina to create a cyclone within 50 feet of you, in a location that you can see. The cyclone is 10 feet high, with a radius of 5 feet. If the cyclone moves into the same space of a creature, the creature must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
The cyclone requires concentration and can last up to 1 minute. As a bonus action, you can move the cyclone up to 30 feet, to a location you can see.
Ice Form (Iiz Slen Nus)
You can spend 4 stamina to attempt to freeze a target that you can see that is within 60 feet of you.
The target must make a Strength saving throw to resist the spell. On a failed save, the target takes 4d8 frost damage and they are encased in a shell of frost. The encased creature is immobilized and can't speak, hear, move, or make any actions. The creature takes this damage again on each subsequent turn while the spell persists.
The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, the frost hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
On a successful save, the creature takes half of much damage and isn't immobilized.
While the spell is active, the frost shell has an AC of 5 and 60 hit points. When the frost shell reaches 0 hit points the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects.
Starting at 17th level, you learn the dragon shout Return to Nirn, and you can choose to learn one of the shouts listed below, or two shouts from the previous lists.
Breath
You can spend 6 stamina to exhale an element of your choice. Choose either fire, frost, poison, or shock. Each creature in a 60-foot cone must make an Endurance saving throw. A creature takes 8d8 elemental damage on a failed save, and half as much on a successful one. Example shouts are: Fire Breath (Yol Toor Shul, Frost Breath (Fo Krah Diin).
Dismay (Faas Ru Maar)
You can spend 5 stamina to cast the illusion spell Hysteria.
Dragon Aspect (Mul Qah Diiv)
You can spend 6 stamina to take on the aspect of a dragon, casting the alteration spell Dragonflesh on yourself. Also, each of your melee strikes damage increases by +2.
Slow Time (Tiid Klo Ul)
You can spend 6 stamina to temporarily slow the time around you for everyone else but yourself. For the next 1d4+1 turns, you are able to take 2 turns each round. One turn at your regular initiative, and another at your initiative +10.
When the spell ends, you can't move or take any actions, and you suffer 1 level of exhaustion until after your next turn.
Storm Call (Strun Bah Qo)
You can spend 5 stamina to cast the destruction spell Storm Cloud. The lightning-bolts from this spell deal 5d10 shock damage.
Return to Nirn (Nahl Dal Vus)
You can spend 10 stamina points to travel instantly from any plane that you are currently on and return to Nirn. You can choose to return to a specific location that you have seen before. If you are currently on Nirn, this spell automatically fails.
You can return 1 additional willing creatures to Nirn for each additional stamina spent.
(added May 23, 2016)
WAY OF THE WHISPERING FANG
Monk Weaponry
Starting at 3rd level, you can use hand-to-hand weapons while benefiting from the Martial Arts ability. When using a hand-to-hand weapon, your damage increases by 1 size of dice. For example, at level 3 instead of 1d4, your strikes deal 1d6 damage. At 17th level, your strikes deal 1d12 damage.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
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 spell, or are in an area of bright light.
Opportunist
At 17th level, you can exploit a creatures 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.