Her clench hands a haze as they divert an approaching hail of bolts, a half-mythical being springs over a blockade and devotes herself completely to the massed positions of demons on the opposite side. She spins among them, thumping their blows aside and sending them reeling, until finally she remains solitary..
|1st||2||1d4||—||—||Unarmored Defense, Martial Arts|
|2nd||2||1d4||2||+10 ft.||Ki, Unarmored Movement|
|3rd||2||1d4||3||+10 ft.||Monastic Tradition, Deflect Missiles|
|4th||2||1d4||4||+10 ft.||Ability Score Improvement, Slow Fall|
|5th||3||1d6||5||+10 ft.||Extra Attack, Stunning Strike|
|6th||3||1d6||6||+15 ft.||Ki-Empowered Strikes, Monastic Tradition Feature|
|7th||3||1d6||7||+15 ft.||Evasion, Stillness of Mind|
|8th||3||1d6||8||+15 ft.||Ability Score Improvement|
|9th||4||1d6||9||+15 ft.||Unarmored Movement Improvement|
|10th||4||1d6||10||+20 ft.||Purity of Body|
|11th||4||1d8||11||+20 ft.||Monastic Tradition Feature|
|12th||4||1d8||12||+20 ft.||Ability Score Improvement|
|13th||5||1d8||13||+20 ft.||Tongue of the Sun and Moon|
|14th||5||1d8||14||+25 ft.||Diamond Soul|
|15th||5||1d8||15||+25 ft.||Timeless Body|
|16th||5||1d8||16||+25 ft.||Ability Score Improvement|
|17th||6||1d10||17||+25 ft.||Monastic Tradition Feature|
|18th||6||1d10||18||+30 ft.||Empty Body|
|19th||6||1d10||19||+30 ft.||Ability Score Improvement|
|20th||6||1d10||20||+30 ft.||Perfect Self|
Taking a full breath, a human canvassed in tattoos sinks into a fight position. As the first charging orcs contact him, he breathes out and an impact of fire thunders from his mouth, inundating his adversaries.
Moving with the quietness of the night, a dark clad halfling ventures into a shadow underneath a curve and rises up out of another inky shadow on an overhang a short distance away. She slides her sharp edge free of its fabric wrapped casing and companions through the open window at the despot ruler, so powerless in the hold of rest.
Whatever their order, priests are joined in their capacity to mysteriously bridle the vitality that streams in their bodies. Regardless of whether directed as a striking showcase of battle ability or a subtler focal point of guarded capacity and speed, this vitality imbues all that a priest does.
MONK’S FAMOUS FEATS
you are well known for being “that guy”…
- punched a dragon to death.
- won a war without violence .
- can “pushup” without hands.
- Hearing The words “that you”.
- drank a city dry of beer.
- hasn’t showered in 27 years.
MONK’S HIDDEN TALENT
not to brag or anything but i can actually…
- cut firewood with hands.
- hold breath for 12-mins.
- tell really great jokes.
- walk on rusty nails.
- go a week without food.
- make babier cry.
The magic of ki
Monks make cautious investigation of a mystical vitality that most religious customs call ki. This vitality is a component of the enchantment that suffuses the multiverse—explicitly, the component that moves through living bodies. Priests outfit this power inside themselves to make mysterious impacts and surpass their bodies’ physical abilities, and a portion of their exceptional assaults can ruin the progression of ki in their rivals. Utilizing this vitality, priests channel uncanny speed and quality into their unarmed strikes. As they gain understanding, their military preparing and their dominance of ki gives them more control over their bodies and the groups of their adversaries.
Training and Asceticism
Little walled houses speck the scenes of the universes of Dungeons And Dragons, small shelters from the progression of customary life, where time appears to stop. The priests who live there look for individual flawlessness through thought and thorough preparing. Many entered the cloister as kids, sent to live there when their folks kicked the bucket, when nourishment couldn’t be found to help them, or as an end-result of some benevolence that the priests had performed for their families.
A few priests live altogether separated from the encompassing populace, disconnected from whatever may block their otherworldly progress. Others are pledged to separation, rising just to fill in as spies or professional killers at the order of their pioneer, an honorable supporter, or some other human or celestial power.
Most of priests don’t avoid their neighbors, making continuous visits to close by towns or towns and trading their administration for nourishment and different merchandise. As flexible warriors, priests regularly wind up shielding their neighbors from beasts or dictators.
List of Character Races for DnD | 5e Playable Races
For a priest, turning into a traveler implies leaving an organized, collective way of life to turn into a vagabond. This can be an unforgiving progress, and priests don’t attempt it delicately. The individuals who leave their groups pay attention to their work, moving toward their undertakings as close to home trial of their physical and profound development. When in doubt, priests care little for material riches and are driven by a longing to achieve a more prominent strategic just killing beasts and pillaging their fortune.
Creating A Monk
As you make your monk character, consider your association with the religious community where you took in your abilities and spent your developmental years. Is it true that you were a vagrant or a kid left on the cloister’s edge? Did your folks guarantee you to the cloister in appreciation for a help performed by the priests? Did you enter this confined life to avoid a wrongdoing you submitted? Or on the other hand did you pick the religious life for yourself?
Think about why you left. Did the leader of your religious community pick you for an especially significant strategic the house?
Maybe you were thrown out in view of some infringement of the network’s guidelines. Did you fear leaving, or would you say you were glad to go? Is there something you want to achieve outside the cloister? It is safe to say that you are anxious to come back to your home?
Because of the organized existence of a religious network and the order required to tackle ki, priests are quite often legal in arrangement.
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
Weapons: Simple weapons, shorts-words
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
You start with the following equipment, in addition to the equipment granted by your background:
- A shorts-word or (b) any simple weapon
- A Dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
At first level, your act of combative techniques gives you dominance of battle styles that utilization unarmed strikes and priest weapons, which are shorts-words and any straightforward skirmish weapons that don’t have the two-gave or overwhelming property.
You gain the accompanying advantages while you are unarmed or employing just priest weapons and you aren’t wearing protective layer or using a shield:
You can utilize Adroitness rather than Quality for the assault and harm moves of your unarmed strikes and priest weapons.
You can roll a d4 instead of the ordinary harm of your unarmed strike or priest weapon. This pass on changes as you gain priest levels, as appeared in the Hand to hand fighting segment of the Priest table.
At the point when you utilize the Assault activity with an unarmed strike or a priest weapon on your turn, you can make one unarmed strike as a little something extra activity. For instance, in the event that you make the Assault move and assault with a quarterstaff, you can likewise make an unarmed strike as a little something extra activity, accepting you haven’t just made a reward move this turn.
Certain religious communities utilize particular types of the priest weapons. For instance, you may utilize a club that is two lengths of wood associated by a short chain (called a nunchaku) or a sickle with a shorter, straighter cutting edge (called a kama). Whatever name you use for a priest weapon, you can utilize the game insights accommodated the weapon in the Weapons area.
The Magic of Ki
Beginning at second level, your preparation enables you to tackle the spiritualist vitality of ki. Your entrance to this vitality is spoken to by various ki focuses. Your priest level decides the quantity of focuses you have, as appeared in the Ki Focuses section of the Priest table.
You can spend these focuses to fuel different ki highlights. You start knowing three such highlights: Whirlwind of Blows, Persistent Barrier, and Venture of the Breeze. You adapt more ki includes as you gain levels in this class.
At the point when you spend a ki point, it is inaccessible until you finish a short or long rest, toward the finish of which you draw the entirety of your used ki once again into yourself. You should go through at any rate 30 minutes of the rest reflecting to recapture your ki focuses.
A portion of your ki highlights require your objective to make a sparing toss to oppose the element’s belongings. The sparing toss DC is determined as pursues:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows
Flurry of Blows:
Following you make the Assault move on your turn, you can burn through 1 ki point to make two unarmed strikes as a little something extra activity.
Patient defense :
You can burn through 1 ki point to make the Avoid move as a little something extra activity on your turn.
Step of the wind:
You can burn through 1 ki point to make the Separate or Run move as a little something extra activity on your turn, and your bounce separation is multiplied for the turn.
Beginning at second level, your speed increments by 10 feet while you are not wearing protection or using a shield. This extra increments when you arrive at certain priest levels, as appeared in the Priest table.
At ninth level, you gain the capacity to move along vertical surfaces and crosswise over fluids on your turn without falling during the move.
Ability Score Improvement-
At the point when you arrive at fourth level, and again at eighth, twelfth, sixteenth, and nineteenth level, you can build one capacity score of your decision by 2, or you can expand two capacity scores of your decision by 1. As ordinary, you can’t expand a capacity score over 20 utilizing this element.
Utilizing the discretionary accomplishments rule, you can do without taking this element to take an accomplishment of your decision.
Starting at fourth level, you can utilize your response when you tumble to lessen any falling harm you take by a sum equivalent to multiple times your priest level.
Starting at fifth level, you can assault twice, rather than once, at whatever point you make the Assault move on your turn.
Beginning at fifth level, you can meddle with the progression of ki in a rival’s body. At the point when you hit another animal with a skirmish weapon assault, you can burn through 1 ki point to endeavor a staggering strike. The objective must prevail on a Constitution sparing toss or be paralyzed until the finish of your next turn.
Beginning at sixth level, your unarmed strikes consider supernatural to beat obstruction and resistance to nonmagical assaults and harm.
At sixth level, your Unarmored speed extra increments to 15 feet while you are not wearing reinforcement or employing a shield.
At seventh level, your natural dexterity lets you avoid off the beaten path of certain region impacts, for example, a blue mythical beast’s lightning breath or a fireball spell. At the point when you are exposed with an impact that enables you to make a Smoothness sparing toss to take just half harm, you rather take no harm on the off chance that you prevail on the sparing toss, and just half harm in the event that you come up short.
Stillness of mind:
Beginning at seventh level, you can utilize your activity to end one impact on yourself that is making you be enchanted or scared.
Unarmored Movement Development:
At ninth level, you gain the capacity to move along vertical surfaces and crosswise over fluids on your turn without falling during your turn.
Purity of Body:
At tenth level, your authority of the ki coursing through you makes you insusceptible to sickness and toxic substance.
At tenth level, your Unarmored speed extra increments to 20 feet while you are not wearing protection or employing a shield.
Tongue of the Sun and Moon:
Beginning at thirteenth level, you figure out how to contact the ki of different personalities with the goal that you see every single communicated in language. Additionally, any animal that can comprehend a language can comprehend what you state.
Starting at fourteenth level, your dominance of ki awards you capability in every single sparing toss.
Moreover, at whatever point you make a sparing toss and fall flat, you can burn through 1 ki point to reroll it and take the subsequent outcome.
At fourteenth level, your Unarmored speed extra increments to 25 feet while you are not wearing defensive layer or employing a shield.
At fifteenth level, your ki supports you with the goal that you endure none of the feebleness of mature age, and you can’t be matured mystically. You can in any beyond words mature age, notwithstanding. Moreover, you never again need nourishment or water.
Starting at eighteenth level, you can utilize your activity to burn through 4 ki focuses to get undetectable for 1 moment. During that time, you likewise have protection from all harm however power harm.
Furthermore, you can burn through 8 ki focuses to cast the astral projection Spells, without requiring material segments. At the point when you do as such, you can’t take some other animals with you.
At eighteenth level, your Unarmored speed extra increments to 30 feet while you are not wearing reinforcement or using a shield.
At twentieth level, when you move for activity and have no ki focuses remaining, you recover 4 ki focuses.