MONK Quick Reference - Joseph Keen

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MONKquick reference— D &D 5 E —

t1st 21d4——2nd 21d42 10ftKi, Unarmored Movement3rd 21d43 10ftMonastic Tradition, Deflect Missiles4th 21d44 10ftAbility Score Improvement, Slow Fall5th 31d65 10ftExtra Attack, Stunning StrikeFeaturesUnarmored Defense, Martial Arts6th 31d66 15ftKi-Empowered Strikes, Monastic Tradition feature7th 31d67 15ftEvasion, Stillness of Mind8th 31d68 15ftAbility Score Improvement9th 41d69 15ftUnarmored Movement Improvement10th 41d610 20ftPurity of Body11th 41d811 20ftMonastic Tradition feature12th 41d812 20ftAbility Score Improvement13th 51d813 20ftTongue of the Sun and Moon14th 51d814 25ftDiamond Soul15th 51d815 25ftTimeless Body16th 51d816 25ftAbility Score Improvement17th 61d1017 25ftMonastic Tradition feature18th 61d1018 30ftEmpty Body19th 61d1019 30ftAbility Score Improvement20th 61d1020 30ftPerfect SelfMonksHit pointsHit Dice. 1d8 per monk levelHit points at 1st Level. 8 your Constitution modifierHit Points at Higher Level. 1d8 (or 5) yourConstitution modifier per monk level after 1stProficienciesArmor. NoneWeapons. Simple weapons, shortswordsTools. Choose one type of artisan’s tools or onemusical instrumentSaving Throws. Strength, DexteritySkills. Choose two from Acrobatics, Athletics, History,Insight, Religion, and StealthEquipmentYou start with the following equipment: (a) a shortsword or (b) any simple weapon (a) a dungeoneer’s pack or (b) an explorer’s pack 10 dartsUnarmored DefenseAt 1st level, while wearing no armor and not wieldinga shield, your AC equals 10 your Dexterity modifier your Wisdom modifierMartial ArtsAt 1st level, you gain the following benefits while youare unarmed or wielding only monk weapons and youaren’t wearing armor or wielding a shield, when makingan attack with unarmed strike or monk weapons:You can use Dexterity instead of Strength for theattack and damaged rolls.You can roll a d4 in place of the normal damage. Thisincreases as you gain monk levels.When you use the attack action on your turn, you canmake one unarmed strike as a bonus action.KiAt 2nd level, you gain access to Ki Points. You canspend these to use various features. When you use a Kitpoint, it is unavailable until you finish a short or longrest. You must spend at least 30 minutes of the restmeditating to regain your ki points.Ki save DC 8 your proficiency bonus your Wisdom modifierFlurry of BlowsImmediately after taking the attack action on your turn,you can spend 1 ki point to make two unarmed strikesas a bonus action.Patient DefenseYou can spend 1 ki point to take the Dodge action as abonus action on your turn.Step of the WindYou can spend 1 ki point to take the Disengage or Dashaction as a bonus action on your turn, and your jumpdistance is doubled for the turn.Unarmored MovementAt 2nd level, your speed increases by 10ft while notwearing armor or wielding a shield. This increases asyou gain monk levels.At 9th level, you gain the ability to move along verticalsurfaces and across liquids on your turn without fallingduring the move.Deflect MissilesAt 3rd level, you can use your reaction to deflect orcatch a missile when you are hit by a ranged weaponattack. When you do, the damage is reduced by 1d10 your Dexterity modifier your monk level.PAGE 1

Empty BodyIf you reduce the damage to 0, you can catch it if it issmall enough for you to hold in one hand, and you havea hand free. If you catch a missile in this way, you canspend 1 ki point to make a ranged weapon attack withthe weapon or ammunition you caught, as part of thesame reaction. You make this attack with proficiency,and the missile counts as a monk weapon for the attack.The range of this attack is 20/60ft.At 18th level, you can use your action to spend 4 kipoints to become invisible for 1 minute. During thattime, you also have resistance to all but force damage.Additionally, you can spend 8 ki points to cast theAstral Projection spell, without needing materialcomponents, targeting only yourself.Ability Score IncreasePerfect SelfYou can increase one ability score by 2, or two scoresby 1, at 4th, 8th, 12th, 16th, and 19th level. You can’tincrease an ability score above 20 using this feature.Slow FallAt 4th level, you can use your reaction to reduce anyfalling damage you take by an amount equal to fivetimes your monk level.Extra AttackAt 5th level, you can attack twice, instead of once,whenever you take the Attack action on your turn.Stunning StrikeAt 5th level, when you hit another creature with amelee weapon attack, you can spend 1 ki point toattempt a stunning strike. The target must succeed on aConstitution saving throw or be stunned until the end ofyour next turn.Ki-Empowered StrikesAt 6th level, your unarmed strikes count as magical.EvasionAt 7th level, when you are subjected to an effect thatallows you to make a Dexterity save to take only halfdamage, you instead take no damage if you succeed,and half if you fail.Stillness of MindAt 7th leveI, you can use your action to end one effecton yourself.Purity of BodyAt 10th level, you are immune to disease and poison.Tongue of the Sun and MoonAt 13th level, you understand all spoken languages.Additionally, any creature who can understand alanguage can understand you.Diamond SoulAt 14th level, you gain proficiency in all saving throws.Additionally, if you make a saving throw and fail, youcan spend 1 ki point to reroll it and use the result.Timeless BodyAt 15th level, you suffer none of the frailty of old age,and you can’t be aged magically. You can still die of oldage. Additionally, you no longer need food or water.At 20th level, when you roll initiative, and have no kipoints remaining, you regain 4 ki points.Monastic TraditionAt 3rd level, you choose a monastic tradition. It grantsbonuses at 3rd, 6th, 11th, and 17th level.Way of the Open HandOpen Hand TechniqueAt 3rd level, whenever you hit a creature with one ofthe attacks granted by your Flurry of Blows, you canimpose one of the following effects on that target: It must succeed on a Dexterity saving throw or beknocked prone. It must succeed on a Strength saving throw, or bepushed up to 15ft away from you. It can’t take reactions until the end of your next turn.Wholeness of BodyAt 6th level, you can use an action to regain hit pointsequal to three times your monk level. You must finish along rest before you can use this feature again.TranquilityAt 11th level, at the end of a long rest, you gain theeffect of a Sanctuary spell that lasts until the start ofyour next long rest (the spell can end early as normal).The saving throw DC is equal to 8 your Wisdommodifier your proficiency bonus.Quivering PalmAt 17th level, when you hit a creature with an unarmedstrike, you can spend 3 ki points to start imperceptiblevibrations, which last for a number of days equal toyour monk level. They are harmless unless you useyour action to end them. To do so, you must be on thesame plane of existence. When you use this action, thecreature must make a Constitution saving throw. If itfails, it is reduced to 0 hit points. If it succeeds, it takes10d10 necrotic damage.You can only have one creature under the effectof this feature at a time. You can choose to end thevibrations harmlessly without using an action.Way of ShadowShadow ArtsAt 3rd level, you can spend 2 ki points to cast Darkness,Darkvision, Pass Without Trace, or Silence, withoutproviding material components. Additionally, you knowthe Minor Illusion cantrip.Shadow StepAt 6th level, when in dim light or darkness, as a bonusaction you can teleport up to 60ft to an unoccupiedspace you can see that is also in dim light or darkness.You then have advantage on the first melee attack youmake before the end of the turn.PAGE 2

Cloak of ShadowsAt 11th level, when you are in dim light or darkness,you can use your action to become invisible. You remaininvisible until you make an attack, cast a spell, or are inan area of bright light.OpportunistAt 17th level, whenever a creature within 5ft of you ishit by an attack made by a creature other than you, youcan use your reaction to make a melee attack againstthat creature.Way of the Four ElementsDiscipline of the ElementsAt 3rd level, you know the Elemental Attunementdiscipline and one other elemental discipline of yourchoice. You learn on additional elemental discipline ofyour choice at 6th, 11th, and 17th level.Whenever you learn a new elemental discipline, youcan also replace one that you already know.Casting Elemental Spells. Some elementaldisciplines allow you to cast spells. You don’t need toprovide material components for these spells.At 5th level, you can spend additional ki points toincrease the level of an elemental spell you cast. Thespell’s level is increase by 1 for each additional ki pointyou spend.The maximum number of ki points you can spendto cast a spell in this way (including the base ki pointcost and any additional ki points spent to increase itslevel) is determined by your monk level, as per the tablebelow.Monk levelMaximum Ki Points for a Spell5th - 8th39th - 12th413th - 16th517th - 20th6Elemental DisciplinesBreath of Winter (17th Level Required). You canspend 6 ki points to cast Cone of Cold.Clench of the North Wind (6th Level Required). Youcan spend 3 ki points to cast Hold Person.Elemental Attunement. You can use your action tocause one of the following effects of your choice: Create a harmless, instantaneous sensory effectrelated to air, earth, fire, or water. Instantaneously light or snuff out a candle, a torch,or a small campfire. Chill or warm up to 1 pound of nonliving materialfor up to 1 hour. Cause earth, fire, water, or mist that can fit insidea 1-foot cube to shape itself into a crude form youdesignate for 1 minute.Eternal Mountain Defense (17th Level Required).You can spend 5 ki points to cast Stoneskin, targetingyourself.Fangs of the Fire Snake. When you use the attackaction on your turn, you can spend 1 ki point to causetendrils of flame to stretch out from your fists andfeet. Your reach with unarmed strikes increases by10ft for that action, as well as the rest of the turn. Ahit with such an attack deals fire damage instead ofbludgeoning damage, and if you spend 1 ki point whenthe attack hits, it deals an extra 1d10 fire damage.Fist of Four Thunders. You can spend 2 ki points tocast Thunderwave.Fist of Unbroken Air. As an action, you can spend2 ki points and choose a creature within 30ft of you.That creature must make a Strength saving throw. Ona failed save, the creature takes 3d10 bludgeoningdamage, plus an extra 1d10 bludgeoning damage foreach additional ki point you spend, and you can pushthe creature up to 20ft away from you and knock itprone. On a successful save, the creature takes half asmuch damage, and it isn’t knocked away or prone.Flames of the Phoenix (11th Level Required). Youcan spend 4 ki points to cast Fireball.Gong of the Summit (6th Level Required). You canspend 3 ki points to cast Shatter.Mist Stance (11th Level Required). You can spend 4ki points to cast Gaseous Form, targeting yourself.Ride the Wind (11th Level Required). You can spend4 ki points to cast Fly, targeting yourself.River of Hungry Flame (17th Level Required). Youcan spend 5 ki points to cast Wall of Fire.Rush of the Gale Spirits. You can spend 2 ki pointsto cast Gust of Wind.Shape the Flowing River. As an action, you canspend 1 ki point to choose an area of ice or water nolarger than 30ft on a side within 120ft of you. You canchange the water to ice and vise versa, and you canreshape ice in the area in any manner to you choose.The extent of such changes can’t exceed half the area’slargest dimension. You can’t shape the ice to trap orinjure a creature in the area.Sweeping Cinder Strike. You can spend 2 ki points tocast Burning Hands.Water Whip. You can spend 2 ki points as an actionto create a whip of water. A creature that you cansee within 30ft of you must make a Dexterity savingthrow. On a failed save, it takes 3d10 bludgeoningdamage, plus an extra 1d10 bludgeoning damage foreach additional ki point you spend, and you can eitherknock it prone or pull it up to 25ft closer to you. On asuccessful save, it takes half as much damage, and isn’tpulled or knocked prone.Wave of Rolling Earth (17th Level Required). Youcan spend 6 ki points to cast Wall of Stone.Way of the Long DeathTouch of DeathAt 3rd level, when you reduce a creature within 5ft ofyou to 0 hit points, you gain temporary hit points equalto your Wisdom modifier your monk level (minimumof 1 temporary hit point).Hour of ReapingAt 6th level, you gain the ability to unsettle or terrifythose around you. When you take this action, eachcreature within 30ft of you that can see you mustsucceed on a Wisdom saving throw or be frightened ofyou until the end of your next turn.Mastery of DeathAt 11th level, when reduced to 0 hit points, you canexpend 1 ki point (no action required) to have 1 hitpoint instead.PAGE 3

Touch of the Long DeathAt 17th level, as an action, you touch one creaturewithin 5ft of you, and expend 1 to 10 ki points. Thetarget must make a Constitution saving throw. On afailed save, it takes 2d10 necrotic damage, or half asmuch on a success.Way of the Sun SoulRadiant Sun BoltAt 3rd level, you gain a ranged spell attack that you canuse with the Attack action. The attack has a range of30ft. You can proficient with it, and add your Dexteritymodifier to its attack and damage rolls. Its damage isradiant, and its damage die is a d4. This changes as yougain monk levels, as per the Martial Arts column of themonk table.Searing Arc StrikeAt 6th level, immediately after you take the Attackaction on your turn, you can spend 2 ki points to castBurning Hands as a bonus action.You can spend additional ki points to cast it ata higher level. Each additional ki point you spendincreases the spell’s level by 1. The maximum numberof ki points (2 plus any additional points) that you canspend equals half your monk level (round down)Searing SunburstAt 11th level, as an action, you create an orb and hurlit at a point you choose within 150ft. Each creature ina 20ft-radius sphere must succeed on a Constitutionsaving throw or take 2d6 radiant damage.A creature doesn’t need to make the save if thecreature is behind total cover that is opaque. You canincrease the sphere’s damage by spending ki points.Each point you spend, up to a maximum of 3, increasesthe damage by 2d6.Sun ShieldAt 17th Level, shed bright light in a 30ft radius anddim light for an additional 30ft. You can extinguish orrestore the light as a bonus action.If a creature hits you with melee while this lightshines, you can use your reaction to deal radiantdamage to the creature. The damage equals 5 yourWisdom modifier.PAGE 4

— D&D 5E — PA Level Prof. Bonus . to cast a spell in this way (including the base ki point cost and any additional ki points spent to increase its level) is determined by your monk level, as per the table below. Monk level Maximum Ki Poi

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