Monk

Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

name = 'Monk'
description = "***Class: Monk.*** Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does."

Class Features

As a monk, you gain the following class features.

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Hit Points

Hit Dice: 1d8 per monk level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

def everylevel(npc): npc.hits('d8')

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Tools: Choose one type of artisan's tools or 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 shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
def level1(npc):
    npc.savingthrows.append("STR")
    npc.savingthrows.append("DEX")

    for wpn in weapons['simple-melee'] | weapons['simple-ranged']:
        npc.proficiencies.append(wpn)
    npc.proficiencies.append("Shortsword")
    npc.proficiencies.append("One type of artisan's tools or musical instrument")

    skills = ['Acrobatics', 'Athletics', 'History', 'Insight', 'Religion', 'Stealth']
    chooseskill(npc, skills)
    chooseskill(npc, skills)

    npc.equipment.append("Shortsword OR simple weapon")
    npc.equipment.append("10 darts")
    npc.equipment.append("Dungeoneer's pack, or explorer's pack")

Unarmored Defense

1st-level monk feature

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

    def acadjust(npc):
        npc.armorclass['Unarmored Defense'] = (10 + npc.WISbonus())
    npc.defer(lambda npc: acadjust(npc))

Martial Arts

1st-level monk feature

Your practice of martial arts gives you master of combat styles that use unarmed strikes and monk weapons, which are shortswords 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 or wielding a shield:

  • 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 quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this 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 sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

    def madie(npc):
        npc.martialartsdie = '4' if npc.levels('Monk') < 5 else '6' if npc.levels('Monk') < 11 else '8' if npc.levels('Monk') < 17 else '10'
    npc.defer(lambda npc: madie(npc))

    npc.bonusactions.append("***Martial Arts.*** When you use the Attack action with an Unarmed Strike or a monk weapon on your turn, you can make an additional Unarmed Strike.")

    npc.defer(lambda npc: npc.actions.append(f"***Unarmed Strike.*** *Melee Weapon Attack:* +{npc.proficiencybonus() + npc.DEXbonus()} to hit, reach 5 ft., one target. Hit: 1d{npc.martialartsdie} + {npc.DEXbonus()} bludgeoning damage.{' This attack is considered magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage.' if npc.levels('Monk') > 5 else ''}"))

Dedicated Weapon

2nd-level optional monk feature

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.
def level2(npc):
    npc.traits.append("***Dedicated Weapon.*** Whenever you finish a short or long rest, you can touch one weapon (which must be a simple or martial weapon, one you are proficient in, and lacks the heavy and special properties), focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.")

Ki

2nd-level monk feature

Your training allows you to harness the mystic energy 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 Monk table.

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. 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 Attack action 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 Dodge action as a bonus action on your turn.

  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

    npc.defer(lambda npc: npc.traits.append(f"***Ki ({npc.levels('Monk')} points/Recharges on short or long rest).*** Ki save DC {8 + npc.proficiencybonus() + npc.WISbonus()}.") )

    npc.bonusactions.append("***Ki: Flurry of Blows.*** Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two Unarmed Strikes.")

    npc.bonusactions.append("***Ki: Patient Defense.*** You can spend 1 ki point to take the Dodge action.")

    npc.bonusactions.append("***Ki: Step of the Wind.*** You can spend 1 ki point to take the Disengage or Dash action. Your jump distance is doubled for the turn.")

Unarmored Movement

2nd-level monk feature

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.

    def speedadjustment(npc):
        npc.speed['walking'] += (10 if npc.levels('Monk') < 6 else 15 if npc.levels('Monk') < 10 else 20 if npc.levels('Monk') < 14 else 25 if npc.levels('Monk') < 18 else 30)

    npc.defer(lambda npc: speedadjustment(npc))

Ki-fueled Attack

3rd-level monk optional feature

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

def level3(npc):
    npc.bonusactions.append("***Ki-fueled Attack.*** If you spent 1 ki point or more as part of your action, you can make on Unarmed Strike or attack with a monk weapon.")

Monastic Tradition

3rd-level monk feature

You commit yourself to a monastic tradition:

Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

def level3(npc):
    # Choose subclass
    (_, subclass) = choose("Choose a Monastic Tradition:", subclasses)
    npc.subclasses[allclasses['Monk']] = subclass
    npc.description.append(subclass.description)

Deflect Missiles

3rd-level monk feature

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 Dexterity 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 ki point to make a ranged attack with a range of 20/60 using 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 counts as a monk weapon for the attack.

    npc.defer(lambda npc: npc.reactions.append(f"***Deflect Missiles.*** When you are hit by a ranged weapon attack, you deflect or catch the missile, reducing the damage you take from the attack by 1d10 + {npc.DEXbonus() + npc.levels('Monk')}. 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 using the weapon or piece of ammunition you just caught (*Ranged Weapon Attack* +{npc.proficiencybonus() + npc.DEXbonus()} to hit, range 20/60, one target. Hit: 1d{npc.martialartsdie} + {npc.DEXbonus()} damage of the ammunition's type), as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.") )

Slow Fall

4th-level monk feature

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.

def level4(npc): 
    abilityscoreimprovement(npc)
    npc.defer(lambda npc: npc.reactions.append(f"***Slow Fall.*** Reduce any falling damage you take by {5 * npc.levels('Monk')}."))

Quickened Healing

4th-level monk optional feature

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

    npc.defer(lambda npc: npc.actions.append(f"***Ki: Quickened Healing.*** You can spend 2 ki points and regain 1d{npc.martialartsdie} + {npc.proficiencybonus()} hit points.") )

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.

def level8(npc): abilityscoreimprovement(npc)
def level12(npc): abilityscoreimprovement(npc)
def level16(npc): abilityscoreimprovement(npc)
def level19(npc): abilityscoreimprovement(npc)

Focused Aim

5th-level monk optional feature

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

def level5(npc):
    npc.traits.append("***Ki: Focused Aim.*** When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.")

Extra Attack

5th-level monk feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

    npc.actions.append("***Multiattack.*** You can attack twice whenever you take the Attack action on your turn.")

Stunning Strike

5th-level monk feature

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 Constitution saving throw or be stunned until the end of your next turn.

    npc.traits.append("***Ki: Stunning Strike.*** 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 Constitution saving throw (against your Ki save DC) or be stunned until the end of your next turn.")

Ki-Empowered Strikes

6th-level monk feature

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

7th-level monk feature

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.

def level7(npc):
    npc.traits.append("***Evasion.*** 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

7th-level monk feature

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

    npc.actions.append("***Stillness of Mind.*** You can end one effect on yourself that is causing you to be charmed or frightened.")

Purity of Body

10th-level monk feature

Your mastery of the ki flowing through you makes you immune to disease and poison.

def level10(npc):
    npc.traits.append("***Purity of Body.*** You are immune to disease and poison.")
    npc.damageimmunities.append('poison')
    npc.conditionimmunities.append('diseased')

Tongue of the Sun and Moon

13th-level monk feature

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.

def level13(npc):
    npc.traits.append("***Tongue of the Sun and Moon.*** 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

14th-level monk feature

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.

def level14(npc):
    if 'CON' not in npc.savingthrows: npc.savingthrows.append('CON')
    if 'INT' not in npc.savingthrows: npc.savingthrows.append('INT')
    if 'WIS' not in npc.savingthrows: npc.savingthrows.append('WIS')
    if 'CHA' not in npc.savingthrows: npc.savingthrows.append('CHA')

    npc.traits.append("***Ki: Diamond Soul.*** Whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.")

Timeless Body

15th-level monk feature

Your ki sustains you so that you suffer none of the frailty of 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.

def level15(npc):
    npc.traits.append("***Timeless Body.*** You suffer none of the frailty of old age, and cannot be aged magically. In addition, you no longer need food or water.")

Empty Body

18th-level monk feature

You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

def level18(npc):
    npc.actions.append(f"***Ki: Empty Body.*** You can spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. You can spend 8 ki points to cast {spelllinkify('astral projection')} without needing material components; when you do so, you can't take any other creatures with you.")

Perfect Self

20th-level monk feature

When you roll for initiative and have no ki points remaining, you regain 4 ki points.

def level20(npc):
    npc.traits.append("***Perfect Self.*** When you roll for initiative and have no ki points remaining, you regain 4 ki points.")