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
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 _ + _