This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarizes the class.
This paragraph provides an explanation on the Class’ power source and how they utilize it.
This paragraph provides an explanation on how the Class came to be, and their general purpose.
This paragraph provides a summary of why someone should play this class, how it might relate to a character’s background and personality, and what to expect from the class.
Quick Build
Briefly summarize a quick way to create a Monk. This includes which ability scores to prioritize, and any choices that need to be made at first level.
As a Monk, you gain the following class features:
Health
Health Pool: 1
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d8 per Monk level
Vitality at 1st Level: 8 + your Agility and Endurance
Vitality at Higher Levels: 1d8 (or 5) + your Endurance per Monk level after 1st
Combat Skills
Weapons: Monks start with simple weapon aptitude
Armor: Trained in the Unarmored skill
Defense: Trained in Body and Mobility skills
Skill Ranks at 1st Level: 2 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 2 Monk levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boosts per Monk level after 1st
Action Points: A Monk uses Dexterity when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) any simple melee weapon or (b) any two simple light melee weapons
10 (a) darts or (b) shurikens
A staff
Monks often
While you are wearing no armor and not wielding a shield, you are able to add your Acuity to your defense rolls.
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield.
You can use Dexterity instead of Strength for the damage rolls of your unarmed strikes and simple weapons without the Heavy property.
You can roll a d4 in place of the normal damage of your unarmed strike or a simple weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Your unarmed attacks cost 3 Action Points.
Starting at 2nd level, your training allows you to harness the mystic energy of ki, sometimes called qi or chi as well. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to your monk level plus your Acuity.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind all of which cost 1 ki. 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 regain your expended ki. 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 defense roll to resist the feature’s effects. The target number is calculated as follows:
Ki target number = your unarmed skill rank + your Acuity
Flurry of Blows. When you make and unarmed attack, that attack and the next unarmed attack cost 1 less Action Point.
Patient Defense. When you make a dodge roll, you add another d6 to the dodge roll.
Step of the Wind. Using this ability lets you double you movement and your jump distance and that movement is made as if you used the Disengage action.
Starting at 2nd level, your movement increases by 1 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.
Starting at 3rd level, when you attempt to Parry a ranged weapon attack, you can deflect or catch the missile. If you are unsuccessful on your parry attempt you can spend 1 ki point to reduce the damage by 1d10 + your Dexterity + your monk level.
If you succeed on the parry, 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 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the Parry. The missile counts as a monk weapon for the attack.
When you reach 3rd level, you commit yourself to a Monastic Tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, 17th, and 20th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
Beginning at 4th level, you can spend 1 Action Point when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Starting at 5th level, you can spend 3 Action Points and 1 ki to interfere with the flow of ki in an opponent’s body by making a stunning strike. Make an unarmed attack, if you succeed, the taget takes damage as normal and it must make a Body defense roll. On a failure, they move up the Stunned status track (see App. A: Status Conditions) by one step, and a critical failure moves them up the track by 2.
At the end of their turn, a creature can make another Body defense roll to move down the track. A critical success moves them down the track by 2.
Also at 5th level, you learn to set your body into a state of martial readiness, called a Stance. You learn two stances of your choice from those available to you. You can enter a stance for 2 Action Points, and you gain the benefits of the stance until you enter a different stance, or until combat ends. You can only have one stance active at a time. You learn an additional stance at level 12.
Starting at 6th level, your unarmed attacks or attacks with monk weapons bypass your opponent's armor. You can ignore a portion of the target's armor equal to half your monk level.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you make a Mobility defense, you automatically lower the effect by one step.
Starting at 7th level, you can spend 5 Action Points to lower the effect of the charmed or frightened status by 1 on yourself.
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
At 13th level, when you roll for Action Points and have no ki points remaining, you regain 4 ki points.
Beginning at 14th level, your mastery of ki grants you a skill boost in all defenses if you do not already have them. Additionally, whenever you make a defense roll and fail, you can spend 1 ki point to reroll it and take the second result.
At 15th level, you move untethered from the world. You are able to fly as long as you are able to start your movement on the ground. If you end your movement in the air, you fall as if you are under the effects of the feather fall spell uless you take damage from an attack before you would reach the ground.
Beginning at 18th level, you can spend 4 Action Points and 4 ki points to empty your mind of all thoughts until the end of the round. During that time, you body moves with perfect grace and all attacks against you have disadvantage. You also have resistance to all non-sourced damage.