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UA 2023 Player's Handbook Playtest 6
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 Noncanon  

Monk class [1]
Class Group: Warrior
Primary Abiliy: Dexterity and Wisdom


Design Notes: Monk Updates

 + Here are the main updates in this class, most of which were insprired by the Player's Handbook (5e) survrey in 2021:

  • Martial Arts starts with a d6 rather than a d4 for its Martial Arts die, and that die applies only to Unarmed Strikes, not weapons. Weapons are now enhanced by Weapon Mastery. To keep up with other classes, the Monk’s Unarmed Strikes needed this damage boost, which goes up to a d12 rather than a d10.
  • Weapon Mastery is a new 1st-level feature, giving you new ways to use weapons.
  • Martial Discipline (formerly Ki) gives an improved version of Step of the Wind, which now lets you take both the Disengage and the Dash action.
  • Deflect Missiles has been redesigned, making it easier to use in more situations and to deal more damage on average.
  • Heightened Metabolism is a new 7th-level feature, making it easier for the Monk to regain Discipline Points and gain other benefits of a Short Rest.
  • Stunning Strike can now be used only once per turn, and the stun lasts until the start of your next turn.
  • Empowered Strikes (formerly Ki-Empowered Strikes) now lets you deal Force damage.
  • Acrobatic Movement is the new name of Unarmored Movement improvement.
  • Self-Restoration replaces Stillness of Mind, Purity of Body, and Timeless Body, and it allows you to remove the conditions as a Bonus Action, not an action.
  • Deflect Energy is a new 13th-level feature, allowing you to use Deflect Missiles to deflect any type of ranged attack, including spell attacks. It replaces Tongue of the Sun and Moon, one of the lowest-rated Monk features.
  • Disciplined Survivor was formerly called Diamond Soul.
  • Superior Defense (formerly Empty Body) has been redesigned to not rely on spells.
  • Perfect Discipline (formerly Perfect Self) has moved from 20th level to 15th level.
  • Defy Death is a new 20th-level feature.

Unofficial Description: This class utilizes discipline and training to become a living weapon.

The Monk [1]
Level Proficiency
Bonus
Class Features Martial
Arts
Discipline
Points
Unarmored
Movement
1st +2 Martial Arts, Unarmored Defense, Weapon Mastery 1d6
2nd +2 Martial Discipline, Unarmored Movement 1d6 2 +10 ft.
3rd +2 Deflect Missiles, Monk Subclass 1d6 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d8 5 +10 ft.
6th +3 Empowered Strikes, Subclass Feature 1d8 6 +15 ft.
7th +3 Evasion, Heightened Metabolism 1d8 7 +15 ft.
8th +3 Ability Score Improvement 1d8 8 +15 ft.
9th +4 Acrobatic Movement 1d8 9 +15 ft.
10th +4 Self-Restoration 1d8 10 +20 ft.
11th +4 Subclass Feature 1d10 11 +20 ft.
12th +4 Ability Score Improvement 1d10 12 +20 ft.
13th +5 Deflect Energy 1d10 13 +20 ft.
14th +5 Disciplined Survivor 1d10 14 +25 ft.
15th +5 Perfect Discipline 1d10 15 +25 ft.
16th +5 Ability Score Improvement 1d10 16 +25 ft.
17th +6 Subclass Feature 1d12 17 +25 ft.
18th +6 Superior Defense 1d12 18 +30 ft.
19th +6 Ability Score Improvement 1d12 19 +30 ft.
20th +6 Defy Death 1d12 20 +30 ft.


Creating a Monk

[1] Class Group: Warriors
Primary Ability: Dexterity, Wisdom
To create a Monk, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Monk” section.

Then look at the Monk table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Monk Class Features” section.

Hit Points

Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity.
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth).
Weapons: Simple Weapons
Tools: Choose one type of Artisan's Tools or Musical Instrument

Armor Training

None

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 65 GP on equipment of your choice. Artisan's Tools, Dagger (5), Explorer's Pack, Musical Instrument, Spear, 9 GP

Multiclassing and the Monk

If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Monk as one of your Classes.
  Ability Score Minimum. 13+ Dexterity and Wisdom
  Proficiencies.
  Armor Training.



Monk Class Features

Martial Arts

1st level
Summary: Your training provides the following benefits to Unarmed Strike and Simple Weapon attacks while you aren’t wearing any Armor or wielding a Shield:

  • Bonus Unarmed Strike. Can make an Unarmed Strike as a Bonus Action when you take the Attack action.
  • Dexterous Attacks. Your attacks with Unarmed Strikes and Simple Weapons can use Dexterity for attack and damage rolls. Excludes weapon with the Two-Handed property.
  • Martial Arts Die. Your Unarmed Strikes do more damage (see Monk overview table).

Unarmored Defense

1st level
Summary: Your unarmored AC is buffed by your Wisdom modifier.

Weapon Mastery

1st level
Summary: You gain weapon Mastery with 2 Simple Weapons. You can choose different weapons after a Long Rest.

Martial Discipline

2nd Level
Summary: You gain Discipline Points to fuel Martial Disciplines (which replenish after a Rest). You start with the following disciplines:

  • Flurry of Blows. (1 Discipline Point). After an Attack action, use a Bonus Action to make two Unarmed Strikes.
  • Patient Defense. (1 Discipline Point). Dodge as a Bonus Action.
  • Step of the Wind. (1 Discipline Point). Use Bonus action to both Disengage and Dash. Your jump distance is buffed for the turn. [1]

Unarmored Movement

2nd Level
Summary: While unarmored your speed is buffed while you are unarmored (including shields).

Deflect Missiles

3rd Level
Summary: When hit by a ranged attack that does Bludgeoning, Piercing, or Slashing damage, you may use your Reaction to reduce the damage.

If reduced to 0 damage, you can spend 1 Discipline Point to deflect it to another creature. That creature must make Dexterity save or take damage.

Monk Subclass

3rd Level (features at 3rd, 6th, 11th, 17th)
Summary: You choose a Monk subclass.

List of Monk Subclasses

6 official and unofficial subclasses.

Subclass Summary Features Flags Source
Warrior of Shadow This monk subclass focuses on shadow, stealth, and draws power from the Shadowfell. Shadow Arts, Shadow Step, Improved Shadow Step, Cloak of Shadows Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Elements This monk subclass draws power from the Elemental Planes. Elemental Attunement, Environmental Burst, Stride of the Elements, Elemental Epitome Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 8
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Warrior of the Hand This monk subclass shows mastery of unarmed combat. Open Hand Technique, Wholeness of Body, Fleet Step, Quivering Palm Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 8

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th Level
You gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.[1]

Slow Fall

4th Level
Summary: Use a Reaction to reduce fall damage.

Extra Attack

5th Level
Summary: Attack twice when you take the Attack action.

Stunning Strike

5th Level
Summary: (1 Discipline Point). After hitting with a Simple Weapon or Unarmed Strike, may use this discipline to Stun the target (Constitution save to avoid).

Empowered Strikes

6th Level
Summary: Your Unarmed Strikes may deal Force damage.

Evasion

7th Level
Summary: When making a Dexterity save to take half damage, you take no damage if you succeed, and half damage if you fail.

Heightened Metabolism

7th Level
Summary: Once per Long Rest, may complete a Short Rest in 1 minute.

Acrobatic Movement

9th Level
Summary: While unarmored (including shields), may move across vertical surfaces and liquids without falling.

Deflect Energy

9th Level
Summary: Deflect Missiles works against ranged attacks that do any type of damage.

Disciplined Survivor

9th Level
Summary: Gain proficiency in all saving throws. If you fail a save, you may spend 1 Discipline Point to reroll it.

Perfect Discipline

15th Level
Summary: If out of Discipline Points when you roll Initiative, regain a number of Discipline Points.

Superior Defense

18th Level
Summary: (3 Discipline Points) Use Bonus Action to gain resistance to all {{onelc|Damage Type}]s but Force damage for 1 minute.

Archdruid

20th Level
Summary: (4 Discipline Points). When you drop to 0 Hit Points, drop to a calculated number of hit points instead. Discipline Point cost goes up with each use (cost resets at a Rest).

Sources and Notes

  1. Jeremy Crawford, et. al.. UA 2023 Player's Handbook Playtest 6 (Dungeons and Dragons One D&D) (2023-06-29). Wizards of the Coast. Licensed: © Wizards of the Coast. 1.0 1.1 1.2 1.3 1.4

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