{"name":"Eorzean Monk","overview":"[p]Her fists a blur as they deflect an incoming hail of arrows, a Elezen springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.[br]\r\nTaking a deep breath, a Hyur covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.[br]\r\nMoving with the silence of the night, a black-clad Lalafell steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone\u2019s throw away. She slides her blade free of its clothwrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.[br]\r\nWhatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.[\/p]\r\n\r\n[p][h2]The Magic of Ki[\/h2]\r\nMonks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse\u2014specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and theirmastery of ki gives them more power over their bodies and the bodies of their foes.[\/p]\r\n\r\n[p][h2]Training and Asceticism[\/h2]\r\nSmall walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn\u2019t be found to support them, or in return for some kindness that the monks had performed for their families.[br]\r\nSome monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.[br]\r\nThe majority of monks don\u2019t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.[br]\r\nFor a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don\u2019t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accom plish a greater mission than merely slaying monsters and plundering their treasure.[\/p]\r\n\r\n[p][h2]Creating a Monk[\/h2]\r\nAs you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the m onastery\u2019s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?[br]\r\nConsider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community\u2019s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?[br]\r\nAs a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.[\/p]\r\n\r\n[p][h2]Quick Build[\/h2]\r\nYou can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.[\/p]","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per Monk level after 1st","armorproficiencies":"None","weaponproficiences":"Simple weapons, shortswords","tools":"Choose one type of artisan\u2019s tools or one musical instrument","savingthrows":"Strength, Dexterity","skills":"Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth","equipment":"[p]You start with the follow ing equipment, in addition to the equipment granted by your background:\r\n[ul][li](a) a shortsword or (b) any simple weapon[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]10 darts[\/li][\/ul][\/p]","spellcasting":"","features":"[p][h1]Unarmored Defense[\/h1]\r\nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.[\/p]\r\n\r\n[p][h2]Martial Arts[\/h2]\r\nAt 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\u2019t have the two-handed or heavy property.[br]\r\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren\u2019t wearing armor or wielding a shield:\r\n[ul][li]You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.[\/li]\r\n[li]You can roll a d4 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.[\/li]\r\n[li]When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. 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.[\/li][\/ul]\r\nCertain 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 in chapter 5.[\/p]\r\n\r\n[p][h2]Ki[\/h2]\r\nStarting 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. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.[br]\r\nYou 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.[br]\r\nWhen 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. You must spend at least 30 minutes of the rest meditating to regain your ki points.[br]\r\nSome of your ki features require your target to make a saving throw to resist the feature\u2019s effects. The saving throw DC is calculated as follows:[br]\r\n[b]Ki save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier[br]\r\n[h3]Flurry of Blows[\/h3]\r\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.[br]\r\n[h3]Patient Defense[\/h3]\r\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.[br]\r\n[h3]Step of the Wind[\/h3]\r\nYou 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.[\/p]\r\n\r\n[p][h2]Unarmored Movement[\/h2]\r\nStarting 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.[br] \r\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.[\/p]\r\n\r\n[p][h2]Monastic Tradition[\/h2]\r\nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of Rhalgr, detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.[\/p]\r\n\r\n[p][h2]Deflect Missiles[\/h2]\r\nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your Monk level.[br]\r\nIf you reduce the damage to 0, you can catch the missile if it 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 the weapon or piece of ammunition you just caught, as part of the sam e reaction. You make this attack with proficiency, regardless of your weapon\r\nproficiencies, and the missile counts as a monk weapon for the attack.[\/p]\r\n\r\n[p][h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.[\/p]\r\n\r\n[p][h2]Slow Fall[\/h2]\r\nBeginning 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.[\/p]\r\n\r\n[p][h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[\/p]\r\n\r\n[p][h2]Stunning Strike[\/h2]\r\nStarting at 5th level, you can interfere with the flow of ki in an opponent\u2019s body. When you hit another creature with a melee weapon attack, 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.[\/p]\r\n\r\n[p][h2]Ki-impowered Strikes[\/h2]\r\nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.[\/p]\r\n\r\n[p][h2]Evasion[\/h2]\r\nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon\u2019s 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\r\ninstead take no damage if you succeed on the saving throw, and only half damage if you fail.[\/p]\r\n\r\n[p][h2]Stillness of Mind[\/h2]\r\nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.[\/p]\r\n\r\n[p][h2]Purity of Body[\/h2]\r\nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.[\/p]\r\n\r\n[p][h2]Tongue of the Sun and Moon[\/h2]\r\nStarting 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.[\/p]\r\n\r\n[p][h2]Diamond Soul[\/h2]\r\nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws.[br] \r\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. During that time, you also have resistance to all damage but force damage. [\/p]\r\n\r\n[p][h2]Timeless Body[\/h2]\r\nAt 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.[\/p]\r\n\r\n[p][h2]Empty Body[\/h2]\r\nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute.[br]\r\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can\u2019t take any other creatures with you.[\/p]\r\n\r\n[p][h2]Perfect Self[\/h2]\r\nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.[\/p]","subclasses":"[p][h1][u]Monastic Traditions[\/u][\/h1]\r\nMost monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.[\/p]\r\n\r\n\r\n[p][h1]Way of Rhalgr[\/h1]\r\nMonks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devestating blows.[br]\r\nThese monks spend their time travelling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras.[\/p]\r\n\r\n[p][h2]Greased Lightning[\/h2]\r\nBeginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus.[\/p]\r\n\r\n[p][h2]Embodied Element[\/h2]\r\nBeginning at the 6th level, you have learned to exihibit the elements of Fire, Eart and Wind with your chakras. After completing a short or long rest you may select an element which you have meditated on and gain the following benefits.[br]\r\n[b]Fists of Fire.[\/b] You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone infront of you. You make an unarmed strike against a number of creatures equal to the Ki points used.[br]\r\n[b]Body of Earth.[\/b] Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage.[br]\r\n[b]Legs of Wind.[\/b] You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the Jump, Longstrider or spend 4 ki points to cast the Levitate spell on yourself.[\/p]\r\n\r\n[p][h2]Forbidden Chakra[\/h2]\r\nBeginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While [i]Fists of Fire[\/i] is active you may use [i]Howling Fist[\/i], while [i]Body of Earth[\/i] is active you may use [i]Elixir Field[\/i], and while[i] Legs of Wind[\/i] is active you may use [i]Tornado Kick[\/i]. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.[br]\r\n[b]Howling Fist.[\/b] You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw agaisnt your Ki save DC, taking 3d8 force damage on a failure and half as much on a success.[br]\r\n[b]Elixir Field.[\/b] You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Constitution saving throw against your Ki save DC, taking 3d6 force damage on a failure and half as much on a success.[br]\r\n[b]Tornado Kick.[\/b] You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing 3d10 bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage.[\/p]\r\n\r\n[p][h2]Perfect Balance[\/h2]\r\nBeginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may expend a number of Ki points up to your Wisdom modifier, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must complete a long rest before you can use Perfect Balance again.[\/p]","tabledata":"Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features\r\n1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts\r\n2nd | +2|  1d4 | 2 | +10 ft. | Ki, Unarmored Movement\r\n3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles\r\n4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall\r\n5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike\r\n6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature\r\n7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind\r\n8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement\r\n9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement\r\n10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body\r\n11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature\r\n12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement\r\n13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon\r\n14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul\r\n15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body\r\n16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement\r\n17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature\r\n18th | +6 | 1d10 | 18 | +30 ft. | Empty Body\r\n19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement\r\n20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self","tags":"monk, way of rhalgr, class","isShared":"1","templateId":"25","blockId":"212014"}