Revised Monk (5e)

The Revised Monk is a mix between the base monk, the unearthed arcana playtest monk, and the homebrew ideas of myself and others.

# Class Features

As a monk, you gain the following class features.

##### 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

##### 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

### Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

### Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords, any simple melee weapons that don't have the special or heavy property, or your dedicated weapon.

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 athletics checks, and attack and damage rolls of your unarmed strikes and monk weapons.
* You can use your Dexterity modifier in place of your strength modifier when setting the DC of your shove or grapple attempts.

* You can roll a d6 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.

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.

### Dedicated Weapon

At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. You can become proficient in any one weapon during a long rest, as long as it lacks the heavy or special property. This weapon is considered a monk weapon for you. You may only have 1 dedicated weapon at a time.

### Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points, as shown on the Revised Monk table. You gain a number of Ki points equal to your Monk level plus your proficiency bonus.

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.

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:a

Ki save DC = 8 + your proficiency bonus + your wisdom modifier

* ***Flurry of Blows.*** You can make one unarmed strike as a bonus action. You can spend 1 ki point to make two unarmed strikes as a bonus action.

* ***Patient Defense.*** You can take the disengage action as a bonus action on your turn. You can spend 1 ki point to take the Dodge and disengage actions as a bonus action on your turn.

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

### Unarmored Movement

Starting at 2nd level, 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.

### Fighting Style

Also at 2nd level, you gain a fighting style from the list below. Additionally, you do not need to be wielding a shield or wearing armor for fighting styles that require it, and can use your unarmed strikes in place of a melee weapon for any fighting style that requires them. You gain an additional fighting style at 9th, 14th, and 17th level.

* **Agile Fighting.** While you're wearing light or no armor and not wielding a shield, your movement speed increases by 5 feet and opportunity attacks made against you have disadvantage.
* **Brawler.** You can use a bonus action to grapple a creature or make an unarmed strike so long as you have a free hand.
* **Blind Fighting.** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
* **Defense.** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
* **Light Weapon Fighting.** You gain a +2 bonus to damage rolls when you hit a creature with a weapon that has the light property.
* **Parrying.** When you are holding a weapon in two hands and a creature you can see makes a melee attack roll against you, you can use your reaction to give yourself a +2 bonus to AC for that attack. If the attack still hits, the damage you take is reduced by an amount equal to your proficiency bonus. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Superior Technique.** You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
* **Supporter.** When you don't make an attack or cast a spell on your turn, you can use the Help or Search action as a bonus action.
* **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Monk Weapon Fighting.** When you make an attack with an unarmed strike or monk weapon, you may roll your martial arts die one additional time. At the start of each of your turns, you can deal bludgeoning damage to one creature grappled by you equal to 1 roll of your martial arts die.

### Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

### Robust Body

Starting at 3rd level, you have strong defenses on the outside as well as the inside. You are Immune to disease, and have advantage on saving throws against poison, and have resistance to poison damage. Additionally, once per long rest when you roll initiative, you can roll your martial arts Die. You regain a number of Ki points equal to the number rolled, up to your maximum, and regain an equal amount of HP.

### Deflect Attacks

At 3rd level, you can use your reaction to deflect or catch a strike when you are hit by an attack. When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction you can spend 1 ki point to make an unarmed attack against the creature if it's within range.

If the attack was a ranged attack, you can throw the attack at another creature if the missile 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 60 feet 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.

At level 8, you can use your reaction to deflect an attack and to put yourself in a defensive stance. In this stance, you can deflect an additional attack. This stance lasts until the beginning of your next turn. At levels 13 and 18, you increase the number of attacks you can deflect (for a total of 3 at 13th and 4 at 18th).

### 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.

### Ki Empowered Healing

Starting at 4th level the constant flow of ki throughout your body helps repair it when injured. When you regain hit points for any source, including using hit dice, you regain a number of additional hit points equal to your wisdom modifier. Additionally, you can spend 2 points of ki as an action to regain HP equal to two rolls of your martial arts dice.

### Slow Fall

Beginning at 4th level, 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.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. Once per turn when you hit another creature with an attack with an unarmed strike or monk weapon, 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. If they succeed, they take an additional amount of damage equal to your martial arts die+ your wisdom modifier.

### Focused Aim

Also at 5th level, 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.

### Ki-Empowered Strikes

Starting at 6th level, Whenever you deal damage with your unarmed strikes or monk weapons, you may choose to do its normal damage or force damage.

### Evasion

At 7th level, 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.

### Unwavering

Starting at 7th level, your mind and body has been focused through constant meditation. You are immune to being charmed and frightened.

### Heightened Metabolism

Starting at 7th level, if you spend at least one minute resting, you can give yourself the benefits of a long rest. Once you use this feature, you can't use it again until you finish a long rest.

### Immaculate Body

At 10th level, You are at the peak of physical health. You are immune to poison damage and the poisoned condition. Additionally, forgoing food and drink does not grant you levels of exhaustion.

### Heightened Discipline

At 10th level, your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind features gain the following benefits:

Flurry of Blows: when you spend a ki point to make a Flurry of Blows, you make 3 attacks instead of 2.

Patient Defense: when you spend a ki point to use patient defense, you also regain HP equal to two rolls of your martial arts die.

Step of the Wind: when you spend a ki point to use step of the wind, you can choose a willing creature that is within 5 ft of you and is large sized or smaller. The creature moves with you until the end of your turn. Their movement does not provoke opportunity attacks.

### Improved Dedicated Weapon

At 11th level, If your dedicated weapon is magical, your ki becomes infused with the weapon's magic. Your unarmed strikes deal any extra damage that your dedicated weapon has, as well as gain any of its magical properties. For example, if you had a +1 longsword that dealt an extra 1d6 fire and had a chance to knock creature prone on hit, your fists would act as a +1 weapon and would also deal an extra 1d6 fire damage and has a chance to knock creature prone.

If your dedicated weapon uses charges, you can use a charge from the weapon when you use an unarmed attack.

### Tongue of the Sun and Moon

Starting at 13th level, 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.

### Deflect Energy

Also at 13th level, you can now use your Deflect Attacks feature against attacks made that deal any type of damage, not just bludgeoning, piercing, or slashing.

### Tranquil Soul

Beginning at 14th level, you gain 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.

Finally, 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.

### Perfect Self

At 15th level, when you roll for initiative and have 3 or less ki points remaining, you regain ki points until you have 4.

### Empty Body

Beginning at 18th level, 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 except 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.

### Ki Mastery

At 20th level, you can use Flurry of Blows, Step of the Wind, and Patient Defense without expending a ki point. Additionally, you may expend 4 Ki points when you are reduced to 0 HP to roll your Martial Arts damage 4 times, and add all of the dice together. You regain Hit points equal to the number rolled. Each time you use this feature after the first, you increase the cost by 2 ki until you finish a long rest, which resets the cost to 4.