This strong but slender staff is tapered at the ends and well balanced. It's designed to be an offensive and defensive weapon.
Trip
You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Parry
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Attack: dex+pro = _ Damage: dex = 1d __ + __
This throwing star is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist.
Attack: dex+pro = _ Damage: dex = 1d _ + _
You gain the following benefits while you aren't wearing armor or wielding a shield:
- You can roll your Martial Arts die as the damage for your unarmed attacks.
- You can use Strength or Dexterity for the attack and damage rolls of your unarmed strikes.
Attack: dex+pro = _ Damage: dex = 1d _ + _
Martial Arts Die:
Monk Level 1-4 = d4
Monk Level 5-8 = d6
Monk Level 9-12 = d8
Monk Level 13-16 = d10
Monk Level 17-19 = d12
Monk Level 20 = d20
Ki is a vital life force flowing through you. You harness this energy to exercise your power and grace.
This energy is represented by a number of ki points. You have a pool of ki points equal to your proficiency bonus + your Wisdom modifier. This is the maximum amount of ki you can have. You use these points to power your monk techniques, actions, bonus actions, and reactions. The ki cost of a feature is listed in parentheses after its name. You cannot use features with a ki cost greater than your monk level.
At the end of your turn, you regenerate ki equal to your proficiency bonus.
Some of your ki features require your target to make a saving throw to resist the features effects.
The saving throw DC is calculated as follows:
Ki save DC: 8+pro+wis =
Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
1 ki or during Flurry of Blows Heal 1d__ + __
You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Attack: on hit Damage: wis = 1d _ + _
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature:
blinded, deafened, paralyzed, poisoned, or stunned
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
When you make an unarmed attack on your turn, you can make additional unarmed attacks. You can add an additional number of attacks equal to your proficiency bonus. Each additional attack you add costs 1 more ki.
1st attack: Attack action
2 attacks: 1 ki
3 attacks: 1+2 = 3 ki
4 attacks: 1+2+3 = 6 ki
5 attacks: 1+2+3+4 = 10 ki
When you miss an attack, you can increase your attack roll by your proficiency bonus, potentially turning the miss into a hit.
Attack: hit + prof
On your turn, you can take the following bonus action:
Patient Defense = 1 ki to dodge
On your turn, you can take the following bonus action:
Step of the Wind = 1 ki to dash
On your turn, you can take the following bonus action:
Elusive Maneuvers = 1 ki to disengage
On your turn, you can take the following bonus action:
Empty Body = 4 ki to become invisible and gain resistance to all damage but force damage
until the start of your next turn
You can take the following reactions when circumstances arise:
Deflect Missile = 0 ki to negate the damage of one ranged weapon attack against you. You may spend 1 ki to catch the missile. If you do so, you can make a ranged attack with the weapon or ammunition you just caught, as part of the same reaction. You make this attack with proficiency.
The missile has a normal range of 20 feet and a long range of 60 feet.
Attack: dex+pro = _ Damage: dex = 1d _ + _
You can take the following reactions when circumstances arise:
Bodyguard = 2 ki to negate the damage of one ranged weapon attack against an adjacent ally. You may declare that you are going prone. If you do so, the ally may choose to go prone.
You can take the following reactions when circumstances arise:
Deflect Ray = 2 ki to deflect a ranged spell attack against you. Make an attack roll contesting the ranged spell attack. If your attack roll is equal or greater than the result of the ranged spell attack, you deflect the attack and take no damage. If you roll a 20, you can reflect the spell effect back at the caster.
You can take the following reactions when circumstances arise:
Tranquility = 3 ki to reroll a failed saving throw.
You can take the following reactions when circumstances arise:
Combat Roll = 2 ki when an enemy moves at least 20 feet towards you and makes a melee attack roll, you can roll 5 feet out of the way. This movement does not provoke opportunity attacks.
You can take the following reactions when circumstances arise:
Combat Roll = 1 ki to reduce falling damage by 5 x your monk level.
You can take this action in addition to normal actions you can take.
Balance = Roll a Martial Arts die. You regenerate ki equal to the result.
You can take this action in addition to normal actions you can take.
Quiet Mind = 2 ki to end one effect on yourself that is causing you to be charmed or frightened.
You can take this action in addition to normal actions you can take.
Quickened Healing = 3 ki to invigorate yourself by harnessing your adrenaline in combat. Roll a Martial Arts die. You regain hit points equal to the number rolled + your proficiency bonus.
You can take this action in addition to normal actions you can take.
Stunning Strike = 4 ki to make an unarmed attack. If you hit, the target cannot take reactions until the end of their next turn. They also must make a Constitution saving throw or become stunned until the end of their next turn.
You can take this action in addition to normal actions you can take.
5-Finger Death Strike = 5 ki to make 5 unarmed attack rolls against a target. You cannot apply advantage or reroll these rolls. If they all hit, the target is incapacitated, then dies the next time they move. If any attack misses, this has no effect.
You can take this action in addition to normal actions you can take.
Paralytic Punch = 6 ki to make an unarmed attack. If you hit, the target must make a Constitution saving throw or become paralyzed. The target can repeat this saving throw at the end of their turn, or when they take damage.
You can take this action in addition to normal actions you can take.
Dissipate = 9 ki to cast etherealness. The duration is 1 minute, instead of 8 hours. Once you use this feature, you can't use it again until you complete a long rest.
You can take this action in addition to normal actions you can take.
Mystic Journey = 10 ki to cast astral projection. Once you use this feature, you can't use it again until you complete a long rest.
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation