Monks are adherents or followers of a lesser temple, teacher, or martial prophet. While no one specific description fits the various people who would be considered monks in the setting, those that have embarked as followers or servants of an order, temple, or master, or who serve a creed with great skill and are taught its lore and training are considered monks.
1 / +2 /flurry, Pursuant of the ways
2 / +2 / Ability score improvement, flow, meditation
3 / +2 / monk training, enlightenment
4 / +3 / 1st archetype
5 / +3 / Ability score improvement
6 / +3 / Ability score improvement
7 / +4 / 2nd archetype
8 / +4 / Ability score improvement
9 / +4 / 3rd archetype
10 / +5 / Ability score improvement
11 / +5 / 4th archetype
12 / +5 / Ability score improvement
Hit dice: 1d8
Armor: None
Weapons: 2 weapon groups of choice
Tools: One tool or instrument of choice
Saving throws: Dexterity, Constitution
Skills: Choose one from Acrobatics, Athletics, Deception, History, Insight, Nature, Religion, Perception, Performance, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon of choice, or (b) two simple weapons of choice.
(a) a dungeoneers pack.
40 silver coins.
At 1st monk level, you can spend 1 rest dice to gain an extra attack. If the extra attack does not miss, the rest dice is refunded. This can be done after you finish your attack action, or before you begin attacking. This can only be done once per turn.
At 1st monk level, your rest dice maximum is increased by 1
At 1st level, gain 2 upgrades from the list below
Blind oracle - Lose sight, gain aura vision at a range of 40ft and echosight at a range of 120ft. These ranges increase by 5ft and 20ft respectively.
Crossroads watcher - Gain a +3 bonus to checks made to find hidden paths, passages, or messages, or to perceive or detect ethereal or illusory entities. You gain a +2 bonus to saves from abilities and spells cast by undead, eldritch, or infernal entities.
Dark teachings - Gain an occult cantrip. Use wisdom as the casting modifier. Reduce incoming psychic and necrotic damage by 1.
Devotion - Gain a +2 bonus to constitution, you gain 1 reroll for any dice roll, which is refreshed every long rest.
Eternal pupil - Choose one of arcana, nature, history, medicine, religion, or handle animal. Either gain proficiency, or if already proficient, gain expertise in the chosen skill. Learn three extra languages.
Healers gift - You can spend a rest dice to heal yourself or a creature you touch as a bonus action for 1d10 + 1 health. all other healing you apply is increased by 1 HP per dice.
Hex discipline - Learn 2 minor hexes, or if you already know at least 2 minor hexes, learn 1 major hex. Upgrade 1 hex you know.
Moon worship - You can immediately impose disadvantage to the roll of a creature within 30 ft, twice per rest.
Mystic warrior - Gain proficiency with light shields. Gain an oath or mystic cantrip. Use wisdom as the casting modifier.
Sun worship - You can gain advantage on a check, save or attack roll twice per rest.
Thunder-father worship - Your medium arms, medium blades, polearms, and heavy blades have the stunning critical property while you wield them. Gain proficiency with one such weapon group of choice. +1 to saves vs fear effects.
Tonal arts - Sonic damage you deal is increased by 1. Sonic damage you take is decreased by 1. You can spend 2 rest dice to make a performance check, forcing a creature within 30ft to make a constitution save vs the check. On a failure, you may either: deal your unarmed damage as weapon damage to the target, force the target to become shaken distracted or sickened for 1 round, or force them to remake a save vs an ongoing enchantment, spell, condition, or save.
Trained fist - Your unarmed damage dice is increased by 1 size category, up to a maximum of 12. This can be taken multiple times.
Warding aura - Gain a +2 bonus to saves vs enchantment or deception magic. Gain the ability to use and manipulate magic items, and gain a +2 bonus to interacting with magical items, structures, and entities.
Way of combat - Gain proficiency with 2 weapon groups of choice and gain a +1d3 bonus to damage with weapons of the chosen group. When enchanting weapons of this type, and effects duration and/or number of attacks the effect lasts is doubled, if applicable.
Way of fire - Gain resistance to bleed and fire damage. Your weapons ignite property values are increased by 1 dice size category, and fire damage you deal is increased by 1.
Way of iron - treat weapons that are not two-handed as light. Treat all other light weapons as agile. Increase range of thrown weapons by 30/60.
Way of water- You can make an unarmed strike as a bonus action. Gain a +1 bonus to dexterity.
Way of wind - Your movement speed is increased by 10 feet. Gain proficiency with acrobatics. if already proficient, gain expertise. If already expert, gain resistance to fall damage.
Way of the mountain - Your rest dice maximum is increase by 1. You can spend 2 rest dice to cause all bludgeoning, force, or sonic damage dealing attacks until the start of your next turn to have a chance of stunning the target. After all attacks are made, all targets hit by the damage that did not block damage must make a constitution save (DC 8 + 1/2 monk level + unmber of valid unblocked attacks + the highest of your dex or str bonus) to not become stunned for 1 round.
At 2nd, 5th, 6th, 8th, 9th, 11th, and 12th level you can increase one ability score by 2, or two ability scores by 1. Alternatively, gain a feat.
This cannot raise an ability score above 20.
At 2nd level, you add your wisdom modifier to block checks. While not wearing light or heavier armor, you gain 2 block at the start of combat.
At 2nd level, when you spend only one rest dice or less during a short rest, you restore 1 extra rest dice.
At 3rd monk level, choose one ability:
Armor training - Flow now applies even while wearing light armor, gain proficiency with light armor. Flow grants 1 extra block at the start of combat.
Esoteric knowledge - Learn a cantrip and a lvl 1 spell, which can be cast by spending a number rest dice equal to the level at which you wish to cast it( max 1/2 total level, rounded up.) They must have a matching school of magic, and both be either oath, occult, or mystic.
Empty vessel method - Up to three times per long rest, when you take bludgeoning, force, lightning, radiant, sonic, or psychic damage, you may spend a reaction to make a melee unarmed attack against a target within range, dealing an extra 1d6 damage of the type taken. If the source of the damage is delivered via spell attack, then negate anything other than damage from the spell attack, and make the target of the unarmed attack also be targeted by an exact copy of the spell attack with all associated effects from its original caster (Subject to GM.)
Flaming fist art Choose a weapon group beyond unarmed from: daggers & knives, light blades, fist weapons, light arms. You may spend a rest dice as a bonus action to awaken the flaming fist art for 1 minute, granting you the following effects:
Your unarmed attacks and attacks with weapons of the chosen group deal an extra 1d4 fire damage and count as magical.
All fire damage you deal is increased by 1.
Martial training - Weapon maneuvers that would normally be made with disadvantage are instead made with balance: roll 3d20 and use the middle result. Additionally, you may perform one weapon maneuver per turn without spending a bonus action.
Shifting step discipline - While wearing no armor, you also gain a +1 bonus to ac and your movement speed and jump distance is increased by 10ft. You can perform a wall dash when moving, treating vertical walls as surfaces to stand on, so long as you do not end your movement on them.
Strength training - Gain proficiency with strength saves. +2 strength.
Tempered endurance - Your maximum rest dice count is increased by 2. Gain +4 max HP.
Twin fangs training - You suffer no penalties from dual-wielding. You can treat all weapons as light so long as they are not two-handed, versatile, or heavy. Once per combat, you can use flurry while wielding two weapons to gain 2 extra attacks.
At 3rd monk level, when making a wisdom save against an effect that would otherwise deal half damage or apply a diminished effect on a success, instead take no damage or no adverse effects on a success.
at 4th monk level, choose your 1st archetype. The following archetypes are available: