Concept talk:Grand Master Monk
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Hit Points: Hit Dice: 1d10 per Lord level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lord level after 1st.
Proficiencies: Armor: None Weapons: Fist(Unarmed) Tools: any one type of artisan's tools or any one musical instrument of your choice. Saving Throws: Wisdom, Dexterity Skills: Choose three from Acrobatics, Athletics, History, Insight, Religion, Stealth, and Perception. Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Unarmed Damage:LVL's 1-4=1d8, 5-10=1d12, 11-16=1d16, 17-20=1d20. Unarmored Movement:LVL's 2-5=10ft, 6-9=15ft, 10-13=20ft, 14-17=25ft, 18-20=30ft.
Table: Grand Master Monk. Level Proficiency-Bonus Features.
1st +2 Unarmored Defense, Martial Arts
2nd +2 Ki, Unarmored Movement
3rd +2 Monastic Tradition, Deflect Missiles
4th +2 Ability Score Improvement, Slow Fall
5th +3 Extra Attack,Thunder Palm
6th +3 Ki-Empowered Strikes, Monastic Tradition feature
7th +3 Evasion, Burning Palm
8th +3 Ability Score Improvement, Freezing Palm
9th +4 Unarmored Movement improvement, Lightning Palm
10th +4 Psychic Breaker-Psychic Palm
11th +4 Monastic Tradition feature, Piercing Palm
12th +4 Ability Score Improvement, Decaying Palm
13th +5 Misty Step, Holy Palm
14th +5 Diamond Soul, Force Palm
15th +5 Timeless Body, Slashing Palm
16th +5 Ability Score Improvement, Corrosive Palm
17th +6 Monastic Tradition feature, Draining Palm
18th +6 Grand Arts
19th +6 Ability Score Improvement
20th +6 Grand Master Arts
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Moves: Psychic Breaker-On hit enemies must make a WIS/INT save or roll at disadvantage for 2 turns
Palms Attacks-Adds 1d10 extra damage depending on type.(Burning Palm 1d10 fire)
Drainging Palm-Gain HP equal to the damage dealt.
Grand Arts-Gain +1 Ki at the end of your turn.
Grand Master Arts-Gain +2 Ki at the end of your turn.