Newt

Short Rest    Long Rest
Tiefling Monk
  • add_circle_outline bookmark_add Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • add_circle_outline bookmark_add Martial Arts: At 1st level, your practice of martial arts gives you master 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:

    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • 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.
    • 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.
  • add_circle_outline bookmark_add Ki: Starting 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. You have a number of Ki points equal to your monk level.

    When 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.

    Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
    • bookmark_addFlurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
    • bookmark_addPatient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
    • bookmark_addStep of the Wind: You 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.
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add Deflect Missiles: Starting 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 1d10 + your Dexterity modifier + your monk level.

    If 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 a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
  • add_circle_outline bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, 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't increase an ability score above 20 using this feature.
  • add_circle_outline bookmark_add Slow Fall: Beginning 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
  • add_circle_outline bookmark_add Dedicated Weapon (optional): 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:
    * The weapon must be a simple or martial weapon.
    * You must be proficient with it.
    * It must lack the heavy and special properties.
  • add_circle_outline bookmark_add Ki-Fueled Attack (optional): 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.
  • add_circle_outline bookmark_add Quickened Healing (optional): 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.
Way Of The Four Elements
  • add_circle_outline bookmark_add 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.
    • bookmark_addCasting Elemental Spells: To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

      Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend.

      The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level.
  • add_circle_outline bookmark_add Elements Disciplines:
    • bookmark_addElemental Attunement: You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

      • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
      • Instantaneously light or snuff out a candle, a torch, or a small campfire.
      • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
      • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
    • bookmark_addFangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
    • bookmark_addFist of Four Thunders: You can spend 2 ki points to cast Thunderwave.
    • bookmark_addFist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
    • bookmark_addRush of the Gale Spirits: You can spend 2 ki points to cast Gust of Wind.
    • bookmark_addShape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
    • bookmark_addSweeping Cinder Strike: You can spend 2 ki points to cast Burning Hands.
    • bookmark_addWater Whip: You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
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