Remove these ads. Join the Worldbuilders Guild

Sidekick Monk


Hit Points

Hit Dice: d8 per Sidekick Monk level
Hit Points at first Level: From the stat block
Hit Points at Higher Levels: The hit dice is determined by the original stat block

Proficiences

Armor: -
Weapons: If the sidekick is a humanoid, it also gains proficiency with simple weapons and shortswords
Tools: -
Saving Throws: At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.
Skills: In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

Sometimes, very silly people have very interesting ideas, like training a bear in kung fu. Sometimes, someone has to figure out how that works, luckily that person isn't you, and won't ever have to be you as long a you follow this. Unfortunately the person who does have to is me. You're welcome.


Class Features

Unarmored Defense   Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom 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. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. • When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.   Ki   Starting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier   Flurry of Blows   Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.   Patient Defense   You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.   Step of the Wind   You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.   Improved Critical   Starting at 3rd level, the sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.   Ability Score Improvement   At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature.   Extra Attack   Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 20th level.   Battle Readiness   After the sidekick reaches 7th level, it has advantage on initiative rolls.   Indomitable   Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.   Improved Defense   At 10th level, the sidekick’s Armor Classincreases by 1.   Ki-Empowered Strikes   Starting at 11th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.   Timeless Body   At 15th level, your ki sustains you so that you suffer none of the Frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.


Starting Equipment

-


LevelAbilities
1Unarmoured Defence, Martial Arts
2Ki
3Improved Critical
4Ability Score Improvement
5Extra Attack
6Ability Score Improvement
7Battle Readiness
8Ability Score Improvement
9Indomitable
10Improved Defence
11Ki Empowered Strikes
12Ability Score Improvement
13Indomitable
14Ability Score Improvement
15Timeless Body
16Ability Score Improvement
17Indomitable
18
19Ability Score Improvement
20Extra Attack (2)

Created by

DesperatQ.

Statblock Type

Class Features

Link/Embed