Monks

Monks are disciplined practitioners of the martial arts who have learned to harness the energy flowing through their bodies and channel it either offensively or defensively.

Despite their name, not all monks live a contemplative, religious life. However, all have devoted themselves to training their minds and bodies to near perfection, enabling them to perform feats that leave others speechless with awe.

Monk class was introduced in the Inner Strength DLC.

## Class Starting Equipment

* Monk Outfit
* Shortsword OR Quarterstaff
* Dungeoneer's Pack OR Explorer’s Pack
* Dart x10

## Class Features

**Saving Throw Proficiencies** ➜ Strength, Dexterity.

**Weapon Proficiencies** ➜ Shortsword and Simple Weapons.

**Monk Skills** ➜ Choose 2 skills from Acrobatics, Athletics, History, Insight, Religion and Stealth.

**Monastic Tradition** ➜ At 3rd level, select a Monastic Tradition of your choice.

**Unarmored Defense** ➜ When you are not wearing armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

**Martial Arts** ➜ You gain the following benefits when you are not wearing armor, not using a shield, and either being unarmed or using only monk weapons:

* Use your Dexterity instead of Strength for your attack and damage rolls.
* Roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die increases to d6 at 5th level and d8 at 11th level.
* When you use the attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.

## Higher Level Features

**Level 2**

* **Ki** ➜ You gain a number of Ki points equal to your Monk level, which you can use for various Ki features. You regain all expended Ki points when you finish a short or long rest. Some Ki features require your target to make a saving throw (DC = 8 + proficiency bonus + Wisdom modifier).
	+ **Flurry of Blows** - After taking the attack action, you can use 1 Ki point to make two unarmed strikes as a bonus action.
	+ **Patient Defense** - You can spend 1 Ki point to dodge as a bonus action.
	+ **Step of the Wind** - You can spend 1 Ki point to disengage or dash as a bonus action and double your jump distance.

* **Unarmored Movement** ➜ You can move an additional 2 cells while not wearing armor or using a shield. This movement bonus increases to 3 cells at 6th level, to 4 cells at 10th level, and to 5 cells at 14th level.

**Level 3**

* **Deflect Missiles** ➜ When you are hit by a ranged weapon attack, you can use your reaction to deflect or catch the missile. The damage you take from the attack is reduced by 1d10 + Dexterity modifier + Monk level. If you reduce the damage to 0 and the missile is small enough, you can spend 1 Ki point to return the missile and make a ranged attack. The missile counts as a monk weapon and has a normal range of 4 cells and a long range of 12 cells.
* **Monastic Tradition** ➜ Select your Monastic Tradition to specialize your monk training.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.
* **Slow Fall** ➜ Use your reaction to reduce fall damage by 5 × Monk level and get back on your feet immediately after falling.

**Level 5**

* **Extra Attack** ➜ You can attack one more time per combat turn when you use the attack or shove actions.
* **Stunning Strike** ➜ When you hit another creature, you can spend 1 Ki point to stun the target until the end of your next turn if they fail a Constitution saving throw.

**Level 6**

* **Ki-Empowered Strikes** ➜ Unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.

**Level 7**

* **Stillness of Mind** ➜ Provides immunity to charm and fear effects.
* **Evasion** ➜ When you are subjected to an area of 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.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 9**

* **Unarmored Movement – Improved** ➜ Climbing doesn't cost you extra movement points.

**Level 10**

* **Purity of Body** ➜ Provides immunity to disease and poison.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Monastic Traditions

These Monk subclasses are granted at level 3.

### Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed.

**Level 3**

* **Open Hand Technique** ➜ Whenever you hit a creature with Flurry of Blows, you can add one of three effects:
	+ knock the target prone if they fail a Dexterity saving throw;
	+ shove the target 3 cells away if they fail a Strength saving throw;
	+ prevent the target from taking reactions until the end of your next turn.

**Level 6**

* **Wholeness of Body** ➜ As an action, heal yourself for the amount equal to 3 × Monk Level. You regain uses of this ability after a long rest.

**Level 11**

* **Tranquility** ➜ You can use your reaction to spend 1 Ki point to cast Shield.

### Way of Survival

For Survival Monks, the best offense is a strong defense.

**Level 3**

* **Defensive Stance** ➜ While not wearing armor, you gain +2 to AC. And while under the effect of Patient Defense, you have an advantage on attack rolls.

**Level 6**

* **Unbreakable Body** ➜ Your monk can now heal a number of hit points equal to your proficiency bonus at the start of your next turn, if you take damage, Additionally, Patient Defense is improved and using it now grants resistance to all damage until the beginning of your next turn.

**Level 11**

* **Unmoving Strength** ➜ Adds Constitution modifier to damage rolls of unarmed strikes.

### Way of Light

Light Monks learn to manifest their inner light externally. They specialize in fighting creatures like Soraks who dwell in the dark.

**Level 3**

* **Luminous Ki** ➜ You gain access to the Light and Shine cantrips and creatures hit by your Flurry of Blows emit bright light.

**Level 6**

* **Radiant Strikes** ➜ Adds 1d4 radiant damage to each of your attacks when hitting enemies under the effect of Luminous Ki or Shine.

**Level 11**

* **Blinding Flash** ➜ You can use 2 Ki Points and your bonus action to deal 3d6 radiant damage and blind enemies surrounding you that fail a Constitution saving throw. Enemies take half damage on a success.

### Way of Freedom (Lost Valley DLC)

Freedom Monks are a tempest of blows flying across the battlefield.

**Level 3**

* **Swift Steps** ➜ Using Flurry of Blows allows you to dash for free and grants an advantage on your next attack.

**Level 6**

* **Swirling Dance** ➜ Whenever an enemy misses with a melee attack, you can use your reaction to counterattack.

**Level 11**

* **Unending Strikes** ➜ Improves Flurry of Blows – it now allows you to make three attacks instead of two.