![]() ![]() If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. Ki- Fueled Strike Īt 2nd level, you may enhance your Ki with this feature (subject to DM approval). You regain a number of hit points equal to the number rolled. Quickened Healing Īs an action, you can spend 2 ki points and roll a Martial Arts die. When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. You may choose from the following options alongside previous options for your Ki (subject to DM approval). 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. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. 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. Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows The saving throw DC is calculated as follows: Some of your ki features require your target to make a saving throw to resist the feature's effects. You must spend at least 30 minutes of the rest meditating to regain your ki points. 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 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, ![]() You can spend these points to fuel various ki features. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. Starting at 2nd level, your access to the mystic energy Ki is represented by a number of ki points. The weapon must lack these properties: heavy, special, or two-handed.You must be proficient with the weapon.The weapon must be a simple or martial weapon.The chosen weapons must each meet the following criteria: You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can use this feature to define your monk weapons, rather than using the definition in Martial Arts. 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.Īt 1st level, you may enhance your Martial Arts with this feature (subject to DM approval). When you use the Attack action with an unarmed strike or a monk weapon, you can make one unarmed strike as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes and monk weapons. Martial Arts Īt 1st level, you gain the following benefits while you are unarmed or wielding only monk weapons (shortswords and any simple melee weapons that don't have the two-handed or heavy property) and you aren't wearing armor or wielding a shield: Unarmored Defense Īt 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier. (a) Dungeoneer's Pack or (b) Explorer's PackĪlternatively, you can ignore the equipment given by your class and background, and start with 5d4 gp. Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Tools: One type of artisan's tool or one musical instrument Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st Hit Points at 1st Level: 8 + your Constitution modifier Ki-Empowered Strikes, Monastic Tradition feature Unarmored Defense, Martial Arts/Monk Weapons
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