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Raita Kazama
MESTRE
MESTRE DE
DE ARTES
ARTES MARCIAIS
MARCIAIS
Conteúdo Por que revisar o Monge
O monge, em DnD 5e, está bem representado com os
aspectos básicos de um mestre de artes marciais em mente.
No entanto, na minha opinião, apresenta vários problemas
MONGE 2-8 fundamentais:
Detalhes da classe ................................................. 2 O monge carece de um papel próprio no grupo. Sua
......................................... 3 posição sempre permaneceu ambígua e obscura.
A Mesa do Monge .............................................. ............................. 4 A nova "Defesa Sem Armadura" permite a criação de um
Características da classe.................................................. monge com base na força ou destreza, embora a defesa
................................. 9 - 22 possa ser um pouco menor nos primeiros 4 níveis, isso é
retribuído por um aumento de pontos de vida (d10).
Tradições Monásticas 10
Carece de um sistema de desengate prático e barato que
Caminho da Sombra ....................................... ............................ 11 lhe permita aproveitar ao máximo sua velocidade.
Caminho da Mão Aberta ....................................... ....................... 12 Falta flexibilidade na escolha do estilo de artes marciais.
Um mestre de artes marciais deveria ter mais manobras
Caminho dos Elementos ....................................... .........................14 de combate.
Caminho do Kensei.............................................. .............................15 O monge é uma classe MAD e, portanto, precisa de
Caminho do Imortal.............................................. .......................... 16 muitos pontos ASI para permanecer performático.
Caminho da Alma do Sol............................................. 17 O dano do monge não escala como deveria, e alguns
.......................... 18 recursos, mesmo que usem pontos de ki, podem falhar
sem produzir resultados. O problema se torna mais óbvio
Caminho do Mestre Bêbado.............................................. .............19 por volta do 11º nível e piora à medida que sobe de nível.
Caminho do Eu Astral............................................. ....................... 20 O monge depende muito dos pontos de ki, e é por isso que
Caminho da Misericórdia ....................................... adicionei o recurso Harmonia no 14º nível.
21
......................................... O recurso monge no 20º nível é um pouco decepcionante,
Caminho do Dragão Ascendente.............................................. especialmente porque é especificado que deve estar em 0
......... ki para ser ativado.
Artes Marciais do Ki Monástico .......................................
.................
Prefácio
O Monge é uma aula muito interessante para quem gosta de
artes marciais e filmes em que as manobras acrobáticas de
combate são o centro das atenções, acompanhadas por uma
sequência quase artística de punhos, dedos, cotoveladas,
cabeçadas, joelhadas, chutes, etc.
Kung Fu Panda
Henrik Tamm
Monge
Detalhes da aula A maioria dos monges não evita seus vizinhos, fazendo
Seus punhos se tornam um borrão quando eles desviam uma visitas frequentes a cidades ou vilas próximas e trocando
saraivada de flechas, um meio-elfo pula sobre uma barricada seus serviços por comida e outros bens. Como guerreiros
e se joga nas fileiras de duendes do outro lado. Ela gira entre versáteis, os monges muitas vezes acabam protegendo seus
eles, desviando seus golpes e fazendo-os cambalear, até que vizinhos de monstros ou tiranos.
finalmente ela fica sozinha. Para um monge, tornar-se um aventureiro significa deixar
Respirando fundo, um humano coberto de tatuagens se um estilo de vida estruturado e comunitário para se tornar
posiciona em uma posição de batalha. Quando os primeiros um andarilho. Essa pode ser uma transição difícil, e os
orcs atacando o alcançam, ele exala e uma rajada de fogo monges não a aceitam levianamente. Aqueles que saem de
ruge de sua boca, engolfando seus inimigos. seus claustros levam o trabalho a sério, encarando suas
Movendo-se com o silêncio da noite, um halfling vestido de aventuras como testes pessoais de crescimento físico e
preto entra em uma sombra sob um arco e emerge de outra espiritual. Como regra, os monges se importam pouco com a
sombra escura em uma varanda a poucos passos de riqueza material e são movidos pelo desejo de cumprir uma
distância. Ela desliza sua lâmina para fora de sua bainha missão maior do que simplesmente matar monstros e
envolta em pano e espia pela janela aberta o príncipe tirano, saquear seus tesouros.
tão vulnerável nas garras do sono.
Qualquer que seja sua disciplina, os monges estão unidos
em sua capacidade de controlar magicamente a energia que
flui em seus corpos. Quer seja canalizada como uma
demonstração impressionante de proeza de combate ou um
foco mais sutil de habilidade defensiva e velocidade, esta
energia infunde tudo o que um monge faz.
A Magia do Ki
Os monges fazem um estudo cuidadoso de uma energia
mágica que a maioria das tradições monásticas chama de ki.
Essa energia é um elemento da magia que permeia o
multiverso — especificamente, o elemento que flui através
dos corpos vivos. Os monges aproveitam esse poder dentro
de si para criar efeitos mágicos e exceder as capacidades
físicas de seus corpos, e alguns de seus ataques especiais
podem impedir o fluxo de ki em seus oponentes. Usando essa
energia, os monges canalizam velocidade e força
sobrenaturais em seus ataques desarmados. À medida que
ganham experiência, seu treinamento marcial e seu domínio
do ki lhes dão mais poder sobre seus corpos e os corpos de
seus inimigos.
Treinamento e ascetismo
Pequenos claustros murados pontilham as paisagens dos
mundos de D&D, pequenos refúgios do fluxo da vida comum,
onde o tempo parece ter parado. Os monges que aí vivem
procuram a perfeição pessoal através da contemplação e de
um treino rigoroso. Muitos entraram no mosteiro quando
crianças, enviados para lá viver quando seus pais morreram,
quando não havia comida para sustentá-los ou em troca de
alguma gentileza que os monges haviam feito para suas
famílias.
Alguns monges vivem totalmente separados da população
circundante, isolados de qualquer coisa que possa impedir
seu progresso espiritual. Outros juram isolamento, surgindo
apenas para servir como espiões ou assassinos sob o
comando de seu líder, um nobre patrono ou algum outro Desbravador
poder mortal ou divino. YamaOrce
As you make your monk character, think about your As a result of the structured life of a monastic community
connection to the monastery where you learned your skills and the discipline required to harness ki, monks are almost
and spent your formative years. Were you an orphan or a always lawful in alignment.
A partir do 2º nível, seu treinamento permite que você seu nível de monge e ganha um deslocamento de natação
controle a energia mística do ki. Seu acesso a essa energia é igual ao seu deslocamento de caminhada. Além disso, Lí
representado por vários pontos de ki. Seu nível de monge + você pode usar sua ação para dar esse mesmo poder a até ou
seu modificador de Sabedoria determinam o número de 5 pessoas a até 18 metros de você consumindo 1 ponto de qu
pontos que você possui, conforme mostrado na coluna ki. en
Pontos de Ki da tabela Monge.
Se
Você pode gastar esses pontos para alimentar vários 1
recursos de ki. Você começa conhecendo três dessas vo
características: Rajada de Golpes, Postura Defensiva e Passo pr
ao Vento. Além disso, você aprende um poder de ki adicional bo
no 4º, 7º, 13º e 18º nível nesta classe. Um pré-requisito de Le
nível refere-se ao seu nível nesta classe. nã
M
Quando você gasta um ponto de ki, ele fica indisponível até ki
que você termine um descanso curto ou longo, no final do Di
qual você atrai todo o seu ki gasto de volta para você. Você
deve passar pelo menos 30 minutos do descanso meditando
para recuperar seus poderes de ki. 13º
Siddhartha
Gianluca Rolli
T
en traditions of monastic pursuit are common Each monastic order has its own secret KMA techniques,
in the monasteries scattered across the techniques accessible only if you are a member. Even if these
multiverse. Most monasteries practice one 10 monasteries respect each other, this does not mean that
tradition exclusively, but a few honor the ten there is no confrontation and rivalry, because only from these
traditions and instruct each monk according to are their movement and thus evolution.
his or her aptitude and interest. All ten
traditions rely on the same basic techniques, Along with their choice of the Monastic Traditions, the
diverging as the student grows more adept. Thus, a monk monk will gain access to Monastic KMA techniques specific
need choose a tradition only upon reaching 3rd level. to its subclass (Monastic Ki Martial Arts, p. 21).
Ramakien
เอกชัย มิลินทะภาส
9 Monastic Traditions
Way of the Shadow Shadow Step
At 6th level, you gain the ability to step from one shadow into
Monks of the Way of Shadow follow a tradition that values another. When you are in dim light or darkness, as a bonus
stealth and subterfuge. These monks might be called ninjas action you can teleport up to 60 feet to an unoccupied space
or shadowdancers, and they serve as spies and assassins. you can see that is also in dim light or darkness. You then
Sometimes the members of a ninja monastery are family have advantage on the first melee attack you make before the
members, forming a clan sworn to secrecy about their arts end of the turn.
and missions. Other monasteries are more like thieves'
guilds, hiring out their services to nobles, rich merchants, or Cloak of Shadows
anyone else who can pay their fees. Regardless of their By 11th level, you have learned to become one with the
methods, the heads of these monasteries expect the shadows. When you are in an area of dim light or darkness,
unquestioning obedience of their students. you can use your action to become invisible. You remain
invisible until you make an attack, cast a spell, or are in an
Shadow Arts
area of bright light.
Starting when you choose this tradition at 3rd level, you can Opportunist
use your ki to duplicate the effects of certain spells. As an At 17th level, you can exploit a creature's momentary
action, you can spend 2 ki points to cast Darkness, distraction when it is hit by an attack. Whenever a creature
Darkvision, Mirror Image, Pass without Trace, or Silence, within 5 feet of you is hit by an attack made by a creature
without providing material components. Additionally, the other than you, you can use your reaction to make a melee
Darkvision spell you can perform allows one to see into your attack against that creature.
magical darkness.
ki Shadow Arts
2 Darkness
2 Darkvision
2 Mirror Image
2 Pass without Trace
2 Silence
Shadow Attack
Beginning at 3rd level, you know how to strike subtly and
exploit a foe's distraction. Once per turn, you can deal an
extra Martial Arts die damage to one creature you hit with an
attack if you have advantage on the attack roll. The attack
must use a monk weapon or be a unarmed attack.
Additionally, you can take a bonus action on each of your
turns to make the Dash, Disengage, or Hide action.
Batman
Marie Bergeron
Ensō ( 円相), Wu
Takeda-art
Kung Fu-Semiotics
Martial Arts Studies
Master of Elements
Disciple of the Elements At 6th level, you learn to modify elements to your liking. All
When you choose this tradition at 3rd level, you learn spells-ki that contain the elements in the table below can be
elemental spell-Ki that harness the power of the elements. A exchanged for another element. If the spell requires a saving
elemental spell-Ki requires you to spend ki points each time throw this is based on the chosen element and not on the
you use it. The number of spells you know is based on your original spell information.
level in this class.
Elements Save
Spells-Ki know
Acid / Fire / Lightening Dexterity
level 0 1 2 3 4
Cold / Poison / Thunder Constitution
3rd 2 2 - - -
Force Strength
6th 3 3 2 - -
11th 4 4 3 2 - Elemental Martial Arts
17th 4 4 4 3 2 At 11th level, when you perform a melee attack action, you
can cast one of your cantrips in place of one of your attacks.
Whenever you learn a new elemental spell-Ki, you can also Wonder of the Elements
replace one elemental spell-Ki that you already know with a
different. At 17th level, you can choose one spell per level that is found
in your list, these spells now cost one ki less as if they were of
Casting Elemental Spell-Ki. To cast one of these spells, a lower level.
you use its casting time and other rules, but you don't need to
provide material components for it. Each spell has a base
price that is equal to its level in ki points. Once you reach 5th
level in this class, you can spend additional ki points to
increase the level of an elemental spell-Ki that you cast,
provided that the spell has an enhanced effect at a higher
level, as Burning Hands does. The Spell-Ki's level increases
by 1 for each additional ki point you spend. For example, if
you are a 5th-level monk and you cast Burning Hands, you
can spend 2 ki points to cast it as a 2nd-level spell.
The maximum number of ki points you can spend to cast a
Spell-Ki 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, as shown in the Spells-Ki
table.
Monk level Ki
5th-8th 2
9th-12th 3
13th-16th 4
17th-20th 5
Avatar Aang
MyCks Sato
Earth Tremor
Faerie Fire
Feather Fall
Fog Cloud
Frost Fingers
Guiding Bolt
Hellish Rebuke
Ice Knife
Longstrider
Magnify Gravity
Searing Smite
Thunderous Smite
Thunderwave
Witch Bolt
Zephyr Strike
Tatoo #145
lisabradford
Knowing Death
Starting when you choose this tradition at 3rd level, you gain
proficiency in the Nature and Medicine skills, and you gain
proficiency with the herbalism kit.
Approaching Death
At 3rd level, your study of death allows you to extract energy
from the feeling of death. You gain the following benefits:
Dying. When you are hit by an enemy attack, the next turn
you can use a feature that requires ki by wasting 1 ki point
less.
Give Death. When you reduce a creature within 5 feet of
you to 0 hit points, you gain temporary hit points equal to
your Wisdom modifier + your monk level (minimum of 1).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those
around you as an action, for your soul has been touched by
the shadow of death. When you take this action, each
creature within 30 feet of you that can see you must succeed
on a Wisdom saving throw or be frightened of you until the
end of your next turn.
Mastery of Life and Death
Beginning at 11th level, you use your familiarity with death to
escape its grasp. When you are reduced to 0 hit points, you
can expend 1 ki point (no action required) to have 1 hit point
instead.
Touch of Death
Starting at 17nd level, you can channel the energy of death to
destroy another creature's life force by touch. When you hit a
creature with a melee attack, you can choose to expend 1 ki
points. The target must make a Constitution saving throw,
and it takes 2d12 necrotic damage on a failed save, or half as
much damage on a successful one.
Monastic Traditions | Way of the Drunken King of Fighters XII - Chin Gentsai
17 Master Creative Uncut
Way of the Astral Self Body of the Astral Self
Starting at 11th level, when you have both your astral arms
A monk who follows the Way of the Astral Self believes their and visage summoned, you can cause the body of your astral
body is an illusion. They see their ki as a representation of self to appear (no action required). This spectral body covers
their true form, an astral self. This astral self has the capacity your physical form like a suit of armor, connecting with the
to be a force of order or disorder, with some monasteries arms and visage. You determine its appearance.
training students to use their power to protect the weak and While the spectral body is present, you gain the following
other instructing aspirants in how to manifest their true benefits.
selves in service to the mighty.
Deflect Energy. When you take acid, cold, fire, force,
lightning, or thunder damage, you can use your reaction to
Arms of the Astral Self deflect it. When you do so, the damage you take is reduced
At 3rd level, your mastery of your ki allows you to summon a by 1d10 + your Wisdom modifier (minimum reduction of
portion of your astral self. As a bonus action, you can spend 1 1). Additionally, the first time you hit with a melee attack in
ki point to summon the arms of your astral self. When you do your next turn, the target suffers an additional Martial Art
so, each creature of your choice that you can see within 10 die of the deflected element.
feet of you must succeed on a Dexterity saving throw or take
force damage equal to two rolls of your Martial Arts die. Empowered Arms. Once on each of your turns when you
For 10 minutes, these spectral arms hover near your hit a target with the Arms of the Astral Self, you can deal
shoulders or surround your arms (your choice). You extra damage to the target equal to your Martial Arts die.
determine the arms' appearance, and they vanish early if you
are incapacitated or die. Awakened Astral Self
While the spectral arms are present, you gain the following Starting at 17th level, your connection to your astral self is
benefits: complete, allowing you to unleash its full potential. As a
You can use your Wisdom modifier in place of your bonus action, you can spend 3 ki points to summon the arms,
Strength modifier when making Strength checks and visage, and body of your astral self and awaken it for 10
Strength saving throws. minutes. This awakening ends early if you are incapacitated
You can use the spectral arms to make unarmed strikes. or die.
When you make an unarmed strike with the arms on your While your astral self is awakened, you gain the following
turn, your reach for it is 5 feet greater than normal. benefits.
The unarmed strikes you make with the arms can use Armor of the Spirit. You gain a +2 bonus to Armor Class.
your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and Astral Barrage. Whenever you use the Extra Attack
their damage type is force. feature to attack twice, you can instead attack three times
if all the attacks are made with your astral arms.
Visage of the Astral Self
When you reach 6th level, you can summon the visage of your
astral self. As a bonus action, or as part of the bonus action
you take to activate Arms of the Astral Self, you can spend 1
ki point to summon this visage for 10 minutes. It vanishes
early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask.
You determine its appearance.
While the spectral visage is present, you gain the following
benefits.
Astral Sight. You can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom
(Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your
words to a creature of your choice that you can see within
60 feet of you, making it so only that creature can hear
you. Alternatively, you can amplify your voice so that all
creatures within 600 feet can hear you.
Ancient Civilizations
Silviu Sadoschi
Hands of Healing
When you attack, you can replace one of the unarmed strikes
with a Hands of Healing. You can spend 1 ki point to touch a
creature and restore a number of hit points equal to two rolls
of your Martial Arts die + your Wisdom modifier.
Hands of Harm
At 3rd level, 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.
Physician's Touch
Starting at 6th level, you can administer even greater cures
with a touch, and if you feel it's necessary, you can use your
knowledge to cause dreadful harm.
When you use Hands 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 cure someone of a negative condition you can
retain it and when you use the Hand of Harm you can
transmit one of the retained condition at a time to one of your
opponents. This condition persists until the end of your next
turn. You can retain a maximum of conditions equals to your
proficiency bonus. These conditions are cancelled each long Executioner
rest. If you do not have negative conditions, poison can Creative Uncut
always be used.
are new playtest options for that feature. Many of these new Venom Strike (Prerequisite: Shadow) When you hit a
Martial Arts are based on your direction in the martial arts creature with a unarmed strike, you can poison him. The
world. Each subclass has the ability to have specific creature must succeed on a Constitution saving throw or
techniques based on their characteristics and understanding be poisoned for three turns. At the end of each of its turns,
in martial arts. the target can make another Constitution saving throw.
On a success, the effect ends.
3rd level:
Crippling Strike (Prerequisite: Open Hand) When you
hit a creature with a unarmed strike, you can attempt to
Shadow (Prerequisite: Shadow) When you make a Crippling their minds. The creature must make an
Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom Intelligence saving throw. On a failed save, the target is
(Perception) check, you can roll one Martial Arts die and incapacitated until the start of your next turn.
add it to the ability check, provided you aren't
incapacitated. Elemental Strike (Prerequisite: Elements) When you
make a unarmed strike on your turn, you can increase
Freeze Strike (Prerequisite:e Open Hand) When you hit your reach for that attack by 10 feet. If you hit, you can
a creature with a unarmed strike, you can block his change the type of damage with one of your elements.
reaction by hitting its pressure points. The creature can't
take reactions until the end of your next turn. Drain Life Force (Prerequisite: Immortal) When you hit
a creature with a unarmed strike, you can attempt to drain
Elements (Prerequisite: Elements) When you make an life force from it to heal your wounds. Roll one Martial
Intelligence (Arcana), an Intelligence (Nature) or a Arts die and you regain hit points equal to your martial
Wisdom (Insight) check or an initiative roll, you can roll arts dice rolled. When you use this ability, the damage
one Martial Arts die and add it to the ability check. turns into necrotic damage.
Yin-Yang (Prerequisite: Immortal) As a bonus action, Draconic Strike (Prerequisite: Ascendant Dragon)
you can roll one Martial Arts die and you or one willing When you take damage from a creature within your reach,
creature that you touch regain a number of hit points you can use your reaction to make an unarmed strike
equal to the number rolled plus your proficiency bonus. against that creature.
Additionally, you can do the reverse operation to recover 1
ki point. Ki Weapon Strike (Prerequisite: Kensei) When you
make aa attack with your kense weapon on your turn, you
Sharp (Prerequisite: Kensei) When you make a Strength can damage all the enemies that surround you. All
(Athletics), a Dexterity (Acrobatics) or a Wisdom enemies 5 feet away from you must succeed on a
(Perception) check, you can roll one Martial Arts die and Dexterity saving throw or take a damage equal to your
add it to the ability check. Martial Arts die + your wisdom modifier.
Strike of Light (Prerequisite: Sun Soul) When you hit a Radiant Missile (Prerequisite: Sun Soul) As a bonus
creature with a unarmed strike, you can cast light on an action, you create three glowing darts of radiant light.
object held or worn by the creature you hit. The creature Each dart hits a creature of your choice that you can see
must succeed on a Dexterity saving throw, or one of its within range of 120 feet. A dart deals 1d4 + 1 radiant
objects is lighted. damage to its target. The darts all strike simultaneously,
Alcoholic (Prerequisite: Drunken Master) When you and you can direct them to hit one creature or several.
take damage from a creature, you can use your reaction to Lucky Strike (Prerequisite: Drunken Master) When you
drink a sip of your brewer's supplies. take damage from a creature in range, as a reaction you
Vigilant (Prerequisite: Astral Self) When you make an can unbalance yourself against one creature of your
choice, other than the attacker, that you can see within 5
Intelligence (Investigation), a Wisdom (Perception) or a feet of you to make an unarmed attack on it.
Wisdom (Insight) check or an initiative roll, you can roll
one Martial Arts die and add it to the ability check.
Praying Mantis
Herbalist (Prerequisite: Mercy) When you make an Ropear
Intelligence (Nature), a Wisdom (Medicine) or a Wisdom
(Survival) check, you can roll one Martial Arts die and add
it to the ability check.
Draconian Charisma (Prerequisite: Ascendant
Dragon) Whenever you make a Charisma check when
interacting with dragons and Lesser Dragons, you can roll
one Martial Arts die and add it to the ability check.
Context: Dungeons and Dragons 5th Edition by Wizards of Texts taken and edited from the books "Player's
the Coast, LLC. Handbook," "Tasha's Cauldron of Everything," "Xanathar's
Guide to Everything,
"Xanathar's Guide to Everything,"
Monk - Master of Martial Arts is unofficial Fan Content "Adventurer's Guide to the Sword Coast," "Treasure of Fizban
permitted under the Fan Content Policy. Not Dragons."
approved/endorsed by Wizards. Portion of the materials used
are property of Wizards of the Coast. Wizard of Coast LLC.
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