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About this mod

A rework of the Monk class. Includes reworks of the three vanilla subclasses, Kensei, Drunken Master, and three brand new custom subclasses (Way of the Bow, Way of the Peerless Fist, and Way of the Sōhei).

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Monk



Level Map Values past level 12 don't work, and I am stubbornly hoping Larian will just change that with the official mod tools update. If, however, we end up getting official modding tools and this still hasn't been addressed, I will look into overriding them.


Martial Arts
No longer requires that you not wear armor or use a shield.

Ki
Bonus action Dash, Dodge and Disengage no longer require ki. Flurry of Blows, Patient Defense, and Step of the Wind (Dash and Disengage for a ki point) requires that you not wear armor or use a shield. Gain additional ki points equal to your Wisdom bonus. When you use Flurry of Blows, you gain a third unarmed strike at level 11 and a fourth at level 20.

To use Flurry of Blows, you must first use your action to make an unarmed strike or monk weapon attack.


Ki-Honed Senses
While not wearing armor or using a shield, your AC is increased as long as you have at least 1 ki point in your pool and are able to react.

Deflect Blows
When an attack would hit you, you can use your reaction to roll a Martial Arts die and subtract the value from the attack roll possibly causing the attack to miss.

Ki-Fueled Attack
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.

Flowing Strikes
When you hit a creature with an unarmed strike or a monk weapon attack, your next attack against that creature has advantage if it is an unarmed strike.

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.

Inner Focus
You can spend a full turn meditating to regain all your ki. Meditating does not use your concentration, but it can disrupted like concentration and you have advantage on concentration saves while meditating. Once you regain ki in this way, you must complete a long rest before you can do so again.

Agile Athlete
You can use your Dexterity in place of your Strength for ability checks, Athletics checks, and jump distance. (Replaces Tongue of the Sun and Moon)

Diamond Soul
Beginning at 14th level, 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.


Timeless Body
You recover full health and ki after a long rest regardless of whether or not you got a full rest.

Full Body, Empty Mind
You ignore a target's resistances and automatically succeed on saving throws vs. illusion spells as long as you have at least 6 (reduced by Wisdom modifier) ki points remaining in your pool. (Replaces Empty Body)

Other Base Monk Changes
  • Monk Weapons changed to simple weapons without the heavy or two handed properties, shortsword and scimitar.
  • Dextrous Attacks can be toggled off to allow the monk to use Strength for attacks even while Dexterity is greater than or equal to Strength.
  • Stunning Strike made into a passive toggle and requires an unarmed strike or monk weapon attack.
  • Stillness of Mind moved to level 9.
  • Perfect Self restores 4 + Wisdom Modifier ki at the start of combat and 1 ki each round during combat if the monk's ki pool is empty.

Base Game Edits
  • Attack of Opportunity passive can be toggled to force unarmed opportunity attacks.




Way of the Four Elements

Elemental Attunement (Level 3)
You can attune to the elements, changing the damage of your attacks and providing additional effects depending on your element. You also gain access to the four minor elemental manipulation cantrips: control flames, gust, mold earth, and shape water.
  • Fire: Your unarmed and monk weapon attacks deal fire damage. When you hit with an attack or are hit by a melee attack, the target or attacker must succeed on a Dexterity saving throw or catch fire, gaining the burning condition. You aren't burned by burning surfaces.
  • Air: Your unarmed and monk weapon attacks deal lightning damage and have their range increased by 10 ft (3 m). When you hit with an attack, the target must succeed on a Wisdom saving throw or be afflicted with thunderous resonance causing them to take thunder damage on moving. You ignore many types of difficult terrain.
  • Water: Your unarmed and monk weapon attacks deal cold damage. When you hit with an attack, the target must succeed on a Constitution saving throw or gain a stack of permeating frost, slowing the target by 10 ft (3 m) per stack for 1 round per stack. If the target's movement speed is 0, it takes additional cold damage from the attack. Your movement doesn't provoke attacks of opportunity.
  • Earth: Your unarmed and monk weapon attacks deal additional bludgeoning damage. When you hit with an attack, the target must succeed on a Strength saving throw or gain earthen accretion, giving it disadvantage on attack rolls as well as Strength and Dexterity saving throws. You gain resistance to bludgeoning, piercing, and slashing damage equal to your proficiency bonus.

Improved Elemental Attunement (Level 6)
The DCs of your elemental monk spells are increased by 2 while attuned to the corresponding element.

Superior Elemental Attunement (Level 11)
Attuning to an element no longer costs ki. Gain resistances based on your attuned element.
  • Fire: Gain resistance to cold and fire damage.
  • Air: Gain resistance to lightning and thunder damage.
  • Water: Gain resistance to acid and cold damage.
  • Earth: Gain resistance to acid and lightning damage.

Perfect Elemental Attunement (Level 17)
Attuning to an element no longer uses a bonus action.

Elemental Perfection (Level 17)
Attune to all four elements at once for 10 minutes, allowing for an almost seamless blend of martial arts and elemental manipulation. Once you use this ability, you must complete a long rest before you can do so again.

Other Four Elements Changes
  • Significant changes to the spell lists and spell progression. Upcasting implemented. Requires 5e spells for full functionality.
  • All abilities disabled by armor or shield.


Way of the Open Hand

Open Hand Technique (Level 3)
Open Hand Techniques made into passive toggles and a Disarm technique has been added. Each flurry attack can benefit.

Be Water (Level 6)
Become like water and enter the Formless Flow stance. As long as you maintain your concentration, you have advantage on all unarmed attack rolls, your unarmed strikes cause Ki Resonance which you can detonate once on each of your turns to deal damage equal to your Martial Arts die, and you can make a free counter attack when a melee attack misses you once per round. You have disadvantage on saves to maintain your concentration on this stance.

Disruptive Fist (Level 11)
You can spend a ki point when you hit with an attack to impose disadvantage on saving throws the target makes against your abilities for a turn.

Eternal Spring (Level 11)
While you are under the effects of Formless Flow, you can regain a ki point on a successful flurry attack once on each of your turns.

Boundless Mind, Unfettered Technique (Level 17)
You can "become water" as soon as combat starts for no action cost. Additionally, there is no limit to the number of counter attacks you can make while in this stance, but you can only make a counter attack against any particular creature once each round.

Other Open Hand Changes
  • Manifestations removed.
  • All abilities disabled by armor or shield.


Way of Shadow

Shadow Arts (Level 3)
You gain the Blind Fighting Fighting Style, granting you blindsight out to 10 ft (3 m), you can use the Stealth action as a bonus action, and, as long as you have at least 1 ki point remaining in your pool, you can add your Martial Arts die to Acrobatics, Sleight of Hand, and Stealth checks. You also gain the minor illusion cantrip if you do not already have it.

Shadow Step (Level 6)
No changes.

Shadow Arts (Level 6)
As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, Phantasmal Killer, or Silence requiring only somatic components.

Blindsight (Level 11)
Spend a ki point to increase the range of your blindsight for 1 minute.

Cloak of Shadows (Level 11)
No changes.

Shadow Arts (Level 11)
As an action, you can spend 3 ki points to cast Antagonize, Feign Death (self only; 10 min.), or Nondetection requiring only somatic components.

Shadow Arts (Level 14)
As an action, you can spend 4 ki points to cast Confuse, or Shadow of Moil requiring only somatic components.

Quivering Palm (Level 17)
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it dies. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. If sneaking or invisible, you can attempt a Sleight of Hand check to apply the Quivering Palm effect unnoticed rather than as part of an attack.


Other Shadow Changes
  • All abilities disabled by armor or shield.




Way of the Drunken Master

Bonus Proficiency (Level 3)
Gain proficiency in the Performance skill. (I don't think you need proficiency for brewing, but if you do or a mod adds the proficiency, I'll add it.)

Drunken Technique (Level 3)
Standing from prone only costs you 5 ft (1.5 m) of movement, your movement doesn't provoke attacks of opportunity from enemies you've attacked on your turn, and you treat improvised weapons as monk weapons. When you take the Dodge action (rather than Patient Defense), you can use your Flurry of Blows as if you had taken the Attack action, and your speed increases by 10 ft (3 m).

Cup Holding Fist (Level 3)
Once on each of your turns, you can replace one of your unarmed attacks in a Flurry of Blows with a grapple attempt.

Tipsy Sway (Level 6)
When a creature misses you with an attack roll, you can spend 1 ki point and use your reaction to go prone (or stand if already prone), causing that attack to hit a random enemy, other than the attacker, that you can see within 5 ft (1.5 m) of you.

Drunken Barrage (Level 6)
When making a Flurry of Blows, you can make an additional ranged or melee attack with an improvised weapon as part of the flurry.

Drunkard's Luck (Level 11)
When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 ki point to cancel the disadvantage for that roll. Alternatively, if you don't have disadvantage on the roll, you can spend 1 ki point to give yourself advantage.

Drown the Dragon (Level 11)
When you consume an alcoholic beverage, regain a number of ki points equal to your Wisdom modifier.

Drunken Monkey Boxing (Level 17)
Tipsy Sway no longer costs your reaction and being prone no longer disadvantages you.

Intoxicated Frenzy (Level 17)
If each of your Flurry of Blows attacks (including your Drunken Barrage) targets a different target, you may make up to four additional unarmed strikes or improvised weapon attacks provided each is made against an enemy you have not yet attacked with Flurry of Blows or Intoxicated Frenzy.


Way of the Kensei

Kensei Weapons (Level 3)
Melee weapons only. Otherwise unchanged.

Agile Parry and Kensei's Shot (Level 3)
Removed.

Deft Strike (Level 3)
When you hit a target with a Kensei Weapon, you can spend a number of ki points up to your proficiency bonus to cause the weapon to deal extra damage to the target equal to your Martial Arts die for each point of ki you spent.

Ki-Honed Weaponry (Level 6)
Your Kensei Weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. In addition, melee weapon attacks made with Kensei Weapons benefit from Flowing Strikes as if they were unarmed strikes.

Master's Assault (Level 6)
When you take the attack action with a Kensei Weapon, you can make one additional Kensei Weapon attack as a bonus action. If you are dual wielding, you can instead make additional off-hand attacks with your bonus action.

Master's Flourish (Level 6)
Brandish your weapon in a way that leaves your opponent rattled instead of hurting them. If your attack roll is successful, the target suffers disadvantage on the next attack roll or saving throw it makes before the end of its next turn.

Sharpen the Blade (Level 11)
Removed.

Total Concentration Breathing (Level 11)
As an action, spend 2 ki points to enter a state of increased blood oxygenation for a number of rounds equal to your Wisdom bonus. While in this state, you gain an additional action on each of your turns that can be used to make a single unarmed strike or attack with a Kensei Weapon, or to take the Dodge or the Dash action. In addition, when you roll a 1 or 2 on a damage die for an attack with a Kensei Weapon, that die is rerolled once.

Unerring Accuracy (Level 17)
Removed.

Master's Deflection (Level 17)
While wielding a Kensei Weapon, you may Deflect Blows without using your reaction.

Unclouded Mirror (Level 17)
If you cause an attack to miss you with Deflect Blows, you can make an attack against that creature with a Kensei Weapon you are wielding. You have advantage on this attack.




Way of the Bow

Way of the Bow (Level 3)
You gain proficiency with the longbow. Longbows and shortbows become monk weapons for you.

When you attack with a longbow, you can use your Wisdom modifier instead of your Dexterity modifier, for the attack and damage rolls. Additionally, when you make an attack with a melee weapon while in melee range, the attack roll only suffers disadvantage if you are threatened by an enemy other than your target.


No Thoughts. No Illusions. (Level 3)
You gain proficiency in Insight and Perception. Additionally, you can use a bonus action to attempt to detect invisible creatures until the end of your turn.

Staggering Shot (Level 5)
When you get Stunning Attack, you also get Staggering Shot which can be used with ranged weapons and provides a weaker stun-like effect.

Ki-Infused Arrows (Level 6)
Your attacks with longbows count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Everything is Aiming (Level 6)
Spend a ki point and use a bonus action to increase your critical hit range by the number of flurry attacks you have, but reduce your movement speed by 50% for the turn.

Snatch Arrows (Level 6)
When an arrow or crossbow bolt misses you, you can spend a point of ki and use your reaction to catch it and fire it back at your attacker.

Remaining Spirit (Level 11)
If you don't do anything else before firing again after hitting with a ranged weapon attack, your next attack against the target that turn has advantage. If the first attack was a critical hit, the second attack is guaranteed to be a critical strike if it hits.

Deadly Precision (Level 11)
Deal 1 extra die of damage on critical hits with ranged weapons. At 17th level, this increases to 2 extra dice.

Truly Present (Level 17)
As long as you have at least 1 ki point and can see, hear, or feel (physically), you make a Perception check opposed by the Stealth check of any unseen enemy that tries to move within 60 ft (18 m) of you. If you win the contest, they are revealed.

Additionally, against targets within 60 ft (18 m), you can treat a ranged weapon attack roll of 9 or lower as a 10.



Way of the Peerless Fist

Spirit Follows Body (Level 3)
You train with the understanding that the nature of ki is both spiritual and physical. If your Constitution modifier is higher than your Wisdom modifier, your Ki save DCs and bonus ki points scale with it instead.

Iron Body (Level 3)
While you have at least half of your total ki pool remaining, any non-magical damage you take is reduced by an amount equal to your Proficiency Bonus.

Crashing Iron Mountain (Level 3)
When you hit with an unarmed attack, you can spend a ki point to make a shove attempt on the target in addition to dealing damage normally. You have advantage on the Athletics check. Once per turn, you may attempt to knock an opponent into the air instead of shoving them, setting them up for a combo. If you do this, the next unarmed strike you make against that creature this turn, if successful, deals double damage, pushes the target 10 ft., and leaves them prone.

Formless God Fist (Level 6)
Your killing intent allows you to focus your strength into a single decisive blow. When you are able to benefit from Flowing Strikes on a target, you can spend 4 ki points to make an unarmed strike as a bonus action against that target. Roll 3d20 for the attack, choosing which to use. At 11th level, roll 4d20. At 19th level, toll 5d20. This attack deals damage equal to a roll of your Martial Arts die for each Flurry of Blows attack you could make plus your Strength Modifier.

Adamant Body (Level 11)
Your Iron Body ability functions against magical as well as mundane damage. Once per turn when spending ki, gain temporary hit points equal to a roll of your Martial Arts die plus your Constitution modifier. When you are hit with an attack, you can spend a ki point and use your reaction to reduce the damage by your Martial Arts die plus your Constitution modifier plus half your monk level.

Surge of Killing Intent (Level 11)
When an attack made against you is reduced to 0 damage, you can regain up to 2 ki points, and enemies within 30 ft (9 m) of you that can see you must make a Wisdom saving throw. If they fail the save, they are demoralized for a number of turns equal to your Strength Modifier or until they deal damage to you. Once per round, when you demoralize an enemy, you can regain up to 2 ki points.

Raging Demon (Level 17)
Your killing intent is almost palpable. Those who survive encounters with you swear they've encountered a demon.
  • You can make 1 additional unarmed strike when you use Flurry of Blows.
  • When you hit a creature with an unarmed attack granted by Flurry of Blows or Formless God Fist, the creature must make a Constitution save or begin dying. If the creature has less than 50 HP, they automatically fail this save.
  • When you down or kill a creature with an unarmed strike, enemies within 30 ft (9 m) that can see you must make a Wisdom save. If they fail the save, they are demoralized. If they are already demoralized, they become frightened instead.


Way of the Sōhei

Sōhei Training (Level 3)
You gain proficiency with Medium Armor, and you retain half your monk movement speed bonus while wearing armor. Additionally, armor no longer disrupts the flow of your ki, allowing you to use Flurry of Blows and Step of the Wind while wearing armor. You gain proficiency with Glaives, Halberds, Longswords, Pikes, Tridents, and Longbows, and you can treat any weapon with which you are proficient as a monk weapon.

Depending on the qualities of the weapon(s) you are wielding, you gain access to special reactions.

  • Counter Crush: While wielding a greatclub or a maul, you can attempt an attack roll against a creature that attempts to attack or cast a spell near you. If successful, you counter the action, leaving the target hobbled, and you have advantage on the next weapon attack you make before the end of your next turn.
  • Impasse: While wielding a weapon with the reach property, you can make an attack of opportunity against an enemy that moves 5 ft (1.5 m) within your reach. If you hit, you have advantage on the next weapon attack you make before the end of your next turn.
  • Retaliatory Strike: When a melee attack hits you while wielding a weapon that does not qualify for another reaction, you can immediately strike back at your attacker. Whether your attack hits or not, you have advantage on the next weapon attack you make before the end of your next turn.
  • Retreating Shot: When a melee attack misses you while you are wielding a ranged weapon, you can make a ranged weapon attack against the attacker and leap back 10 ft (3 m). If the attack hits, you have advantage on the next weapon attack you make before the end of your next turn.
  • Sudden Strike Gambit: While wielding a weapon with the light property, you can choose to grant an attacker advantage against you for the opportunity to strike them first. This attack deals additional damage equal to a roll of your Martial Arts die. If the attack is a critical hit or reduces the target to 0 hit points, you have advantage on the next weapon attack you make before the end of your next turn.

Improved Sōhei Training (Level 6)
Accustomed to carrying an arsenal with you, you are able to equip a weapon for free once on your turn.

Sōhei Bombs (Level 6)
You gain a number of bomb charges equal to your proficiency bonus which you can use to create several different effects. You regain these charges on a long rest.
  • Fire Bombs (1 charge): Deal fire damage in an area equal to four rolls of your Martial Arts die.
  • Force Bombs (2 charges): Deal force damage in an area equal to two rolls of your Martial Arts die. Targets must succeed on a Strength saving throw or be knocked back 10 ft (3 m) and fall prone.

Rain of Blows (Level 11)
When you use your Flurry of Blows, you can give up two of your unarmed strikes to make a weapon attack instead.

Improved Sōhei Bombs (Level 11)
You regain bomb charges on a short rest instead of a long rest. Additionally, you gain a new bomb type and your old bombs improve.
  • Fire Bombs (1 charge): Leaves the ground ablaze and ignites targets who fail their saves.
  • Force Bombs (2 charges): Deals an additional die of damage.
  • Stun Bombs (3 charges): Deal force damage in an area equal to a roll of your Martial Arts die. Targets must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Storm of Blows (Level 17)
You can exchange one more unarmed strike for an additional weapon attack when you use your Flurry of Blows feature.

Slaying Shot (Level 17)
Spend 6 ki and make a ranged weapon attack against a foe. If the attack lands, the target must make a Constitution saving throw, taking 6d10 additional damage on a failed save or half as much on a successful one. Once you have used this ability twice, you must complete a long rest before you can do so again.

Vorpal Strike (Level 17)
When you score a critical hit with a weapon you are proficient with, you can spend 4 ki to deal maximum damage instead of rolling.








Special Thanks to Sumradagnoth for the class icons!
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