Back to Mentalism Magic Users

A monk is a magic-user that uses spells to heighten hir natural abilities.

Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Power Points
Power Point Dice: 1d4 per level
Power Points at 1st Level:  your Charisma modifier (or 1, whichever is higher)
Power Points at 2nd Level: 4 + your Charisma modifier
Power Points at Higher Levels: 1d4 (or 3) + your Charisma modifier per level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception, Sleight of Hand, and Stealth

Monks choose 1 base list and 2 open or closed Mentalism spell lists at Level 2. They learn 1 extra spell list every level until Level 10, then every odd level thereafter. They also gain 1 cantrip from the Bard Spell List and 1 additional cantrip at every 5 levels thereafter.
Monks cannot become proficient in more Closed Spell Lists than Open Spell Lists; they must know at least as many Open Spell Lists as Closed.

Once they reach Level 2, Monks can cast any spell up to their level in their own base and open lists, but are only proficient in the chosen lists.

Table: Class Level Progression
  Lv    Prof  Martial Arts Movement   Cantrips    Feature  Notes 
1 +2 d4 - -   Unarmored Bastion, Martial Arts 
2 +2 d4 +10' 1   Unarmored Movement, 1 base list, 2 open / closed lists
3 +2 d4 +10' 1   +1 spell list 
4 +2 d4 +10' 1   Ability Score Improvement, +1 spell list 
5 +3 d6 +10' 1   Extra Attack, Stunning Strike, +1 spell list
6 +3 d6 +15' 1   +1 spell list 
7 +3 d6 +15' 2   Evasion, Stillness of Mind, +1 spell list
8 +3 d6 +15' 2   Ability Score Improvement, +1 spell list 
9 +4 d6 +15' 2   Unarmored Movement, +1 spell list
10 +4 d8 +20' 2   Purity of Body, +1 spell list 


Unarmored Bastion
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

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:
Certain 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 the Weapons section.

Unarmored Movement
Starting at 2nd level, your speed increases by 10' while you are not wearing armor or wielding a shield. The amount increases as your level increases, as shown in the level chart.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 Power Point to attempt a stunning strike. The target must succeed on a Constitution saving throw against your Spell Save DC or be stunned until the end of your next turn.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Ember Level 2 Human Monk