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 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:
Note: Implemented the Martial Arts die increase to 1d10 at 17th level.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.
Note: Implemented the 14th and 18th level increases as is.Dedicated Weapon (Optional)
Also at 2nd level, 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:
Note: Implemented as is through the script extender, which also covers the increasing Martial Arts die up to 1d10 and the Monk config where it can be enabled or disabled as desired. You'll gain a temporary spell on the right side of hotbar each long rest after using the action.Ki-Fueled Attack (Optional)
Also at 3rd level, 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.
Note: Implemented as is. Can be enabled or disabled through config.Quickened Healing (Optional)
Also at 4th level, 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.
Note: Implemented as is. Can be enabled or disabled through config.Focused Aim (Optional)
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.
Note: Implemented as is as an interrupt/reaction. Can be enabled or disabled through config.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.
Note: If the Comprehend Languages spell, that's unfinished in the game files, ever gets implemented, this is where that'll be covered as its already setup with the same Tag would be granted by the spell.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.
Note: Implemented as is, including partly as an interrupt/reaction.Timeless Body
At 15th level, 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.
Note: A homebrew ability that grants immunity to the negative effects of Haste.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 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.
Note: Currently, only the first portion has been implemented as is (not sure if the second would ever beneficial for anything).Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Note: Implemented as is.Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Note: Implemented the additional "spells" which include Breath of Winter, Eternal Mountain Defense, River of Hungry Flame and Wave of Rolling Earth.Quivering Palm
At 17th level, 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 is reduced to 0 hit points. 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.
Note: Implemented as is with the ability being delivered through a new action that functions as an unarmed attack. When it hits, you'll gain a temporary spell on the right side of the hotbar that'll allow you to release special ability.Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Note: Implemented as is (though I keep feeling like I need to account for something extra.)
Monk Features
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