Primordial Flow Monk (5e Class)
Primordial Flow Monk[edit]
Monks who follow the path of the Primordial Flow do not merely channel Ki — they understand it in its purest, most fundamental form. These spiritual warriors can manipulate the flow of life energy in unique ways, shaping it into weapons, shields, or extensions of their very soul. Masters of their essence, they transform the battlefield through sheer will and inner discipline.
Creating a Primordial Flow Monk[edit]
- Quick Build
You can make a Primordial Flow Monk quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom. Second, choose the acolyte or hermit background. Third, choose whichever equipment options sound appealing to you. As a Monk, you do not make use of weapons or armor in the same manner that other classes do.
Class Features
As a Monk you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Monk level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monk level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: One of your choice.
Saving Throws: dexterity and wisdom
Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One martial weapon of your choice or (b) Two simple weapons of your choice
- (a) an explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Martial Arts | Ki | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts, Ki | 1d6 | 1+Wis | — |
2nd | +2 | Unarmored Movement | 1d6 | 2+Wis | +5 ft. |
3rd | +2 | Monastic Tradition, Deflect Projectiles | 1d6 | 3+Wis | +5 ft. |
4th | +2 | Ability Score Improvement, Slow Fall, Ki Techniques | 1d6 | 4+Wis | +5 ft. |
5th | +3 | Extra Attack, Stunning Strike | 1d8 | 5+Wis | +10 ft. |
6th | +3 | Ki-Fuelled Strikes, Ability Score Improvement | 1d8 | 6+Wis | +10 ft. |
7th | +3 | Evasion, Stillness of Mind | 1d8 | 7+Wis | +10 ft. |
8th | +3 | Ability Score Improvement, Ki-Enhanced Critical | 1d8 | 8+Wis | +10 ft. |
9th | +4 | — | 1d10 | 9+Wis | +15 ft. |
10th | +4 | Purity of Body | 1d10 | 10+Wis | +15 ft. |
11th | +4 | Improved Quickened Healing, Extra Attack (2) | 1d10 | 11+Wis | +15 ft. |
12th | +4 | Ability Score Improvement, Ki Recharge | 1d10 | 12+Wis | +15 ft. |
13th | +5 | Tongue of the Sun and Moon | 1d12 | 13+Wis | +20 ft. |
14th | +5 | Diamond Soul | 1d12 | 14+Wis | +20 ft. |
15th | +5 | Timeless Body | 2d6 | 15+Wis | +20 ft. |
16th | +5 | Ability Score Improvement | 2d6 | 16+Wis | +20 ft. |
17th | +6 | — | 2d8 | 17+Wis | +25 ft. |
18th | +6 | Empty Body | 2d8 | 18+Wis | +25 ft. |
19th | +6 | Ability Score Improvement | 2d8 | 19+Wis | +25 ft. |
20th | +6 | Perfect Self | 2d8 | 20+Wis | +25 ft. |
Unarmored Defense[edit]
Beginning at 1st level, while not wearing armor or wielding a shield, your AC is equal to 10 + your dexterity modifier + your wisdom modifier.
Martial Arts[edit]
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any simple and martial 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 and on any strength (Athletics) checks for grappling contests.
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- 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[edit]
Starting at 1nd 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 + your Wisdom modifier 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 Wisdom modifier + proficiency bonus
Ki Attack Roll = your Wisdom modifier + proficiency bonus.
- 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 Dash action as a bonus action on your turn, of which you don't provoke opportunity attacks and your jump distance is doubled for the rest of the turn.
Ki-Fuelled Movement[edit]
Beginning at 2nd level, your speed increases by 5 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain a flying speed equal to your movement speed of which you fall at the end of your turn if you are still in flight, unless you have at least 1 ki point. Additionally, you no longer fall over liquid surfaces if you have at least 1 ki point.
Body Improvements[edit]
At 2nd level, due to the unleashed mystical energy of ki flowing through your body, you gain the following benefits:
- Enhanced Senses. Your superior instincts warn you of imminent danger. You gain proficiency in Perception checks. If you are already proficient in this skill, you add twice your proficiency bonus to checks made with this skill.
- Special Senses. You gain sensorial capabilities beyond normal. You gain proficiency in Insight checks. If you are already proficient in this skill, you add twice your proficiency bonus to checks made with this skill.
Ki Blast[edit]
At 2nd level you can manifest a Ki blast from either hand. When you take the attack action, you can spend an amount of ki points up to half your Wisdom modifier (rounded up, minimum 1) to replace one of those attacks with a ranged Ki Attack Roll against a creature within 30 feet + 10 feet per point spent on this feature of you. On a hit, the target takes 1d8 radiant damage per ki point spent + your Wisdom modifier.
You can replace multiple attacks with Ki Blast, but you must spend appropriate ki points for each attack. This cannot replace attacks from features such as Flurry of Blows.
At 5th level, you can spend up to your Wisdom modifier when using Ki Blast. At 11th level, you can spend up to your Wisdom modifier + half of your Wisdom modifier (rounded down). At 17th level, you can spend up to your Wisdom modifier added twice. At 20th level, you can spend up to your Wisdom modifier added thrice.
Monastic Tradition[edit]
Information about Monk subclasses can be found in the official Player's Handbook and supplemental books. No changes have been made to existing subclasses, so you may freely choose any option of your choice.
Deflect Projectiles[edit]
Starting at 3rd level, you can use your reaction to deflect or catch the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 16th, 18th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Slow Fall[edit]
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Monk level.
Ki Techniques[edit]
Starting at 4th Level, your prolonged use of your Ki has granted expanded knowledge in the use of Ki. You gain the following Ki features: Quickened Healing, Abundant Step, Focused Aim and Reactive Defense.
- Quickened Healing. As a bonus action, you can spend 1 ki point up to half your Wisdom modifier (rounded up) and roll 1d6 per point spent. You regain a number of hit points equal to the result + your proficiency bonus.
- Abundant Step. You can use your ki to quickly move between spaces. As a bonus action, you can spend 1 ki point to teleport to a place you can see within 10 feet. You can spend additional ki point, increasing the range of your teleport in additional 10 feet for each point spent. Starting at 11th level, you can teleport with allies, spending 1 additional ki point to do so. You can take with you a number of allies equal to your wisdom modifier + your proficiency bonus.
- Focused Aim. When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. If you turn a miss into a hit in this way, you learn the target's exact AC.
- Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
At 8th level, you know four more ki features, which are the followings: Iron Fist, Karmic Strike, Weakening Touch and Ki Surge.
- Iron Fist. When you hit a creature with an unarmed strike, you can spend 1 ki point to roll your martial arts die twice and choose the highest one. You deal damage equal to twice the result on that damage die.
- Karmic Strike. When a creature hit you with an attack, you can spend 1 ki point to make an unarmed strike against your attacker.
- Weakening Touch. You can spend 1 ki point to try to weaken your opponent with a unarmed strike. On a hit, instead of causing damage, your target has disadvantage on Strength checks and saving throws, and deal half damage with weapon attacks using strength until the end of its next turn. You can spend 1 additional ki point to make the effect last for 1 minute, or 2 additional ki points to also add your unarmed strike damage.
- Ki Surge. You may spends 4 Ki points to activate Ki Surge, letting you have another action on your turn.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times.
Stunning Strike[edit]
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a constitution saving throw or be stunned until the end of your next turn.
Also, your combat aptitude allows you to be more versatile at your strikes. Your learn the followings ki features:
- Pain Touch. If you successfully stun a creature with a stunning strike, you can spend 1 additional ki point to cause it to be paralyzed instead, for the same duration.
- Falling Star Strike. When you hit an humanoid with an stunning strike, you can spend 1 ki point to cause the creature to be blinded until the end of your next turn.
Ki-Fuelled Strikes[edit]
Starting at 6th level, your unarmed strikes or Monk weapons (choice one) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also add an extra damage dice to the total damage of your choice depending on your Wisdom modifier.
Ki-Fuelled Attack | Damage Dice |
---|---|
If you have a +1 in Wisdom | d4 |
If you have a +2 in Wisdom | d6 |
If you have a +3 in Wisdom | d8 |
If you have a +4 in Wisdom | d10 |
If you have a +5 in Wisdom | d12 |
Depending on your Monastic Tradition, your extra damage die changes to a specific damage type. At 11th level, the attacks with the option you haven't chosen at 6th level are now considered magical.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind[edit]
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Ki-Enhanced Critical[edit]
At 8th level, while you have at least 1 ki point, your unarmed strikes and weapon attacks with monk weapons score a critical hit on a roll of 19-20. At 16th level, you may score a critical hit on a roll of 18-20.
Purity of Body[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Improved Quickened Healing[edit]
At 11th level, your can use the energy of ki to heal yourself and allies. When using your Quickened Healing, the healing dice become 1d8 and you now can spend ki points up to your Wisdom modifier and regrow any severed body part. You also may use the Quickened Healing as a reaction to receive damage. You can instead choose to one creature within 5 feet of you to gain the benefits of this technique.
At 15th level, you may spend ki points on this feature up to twice your Wisdom modifier and may use as a free action once per turn.
Ki Recharge[edit]
Starting at 12th level, You learn how to absorb the mystical energy of ki from the nature around you. As a bonus action, you can regain a number of ki points equal to your Wisdom modifier. You can use this feature a number of times equal to half your proficiency bonus (rounded down), regaining all uses at the end of a short or long rest.
At 17th level, You can meditate and fight at the same time, gaining 1 ki point per turn, while fighting. Additionally, the number of times you can use the Ki Recharge feature is now equal to your proficiency bonus.
Tongue of the Sun and Moon[edit]
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead of your your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul[edit]
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body[edit]
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.
You also can use your ki on your breathing organs, for each point of ki spend, you can hold your breath for +2 minutes.
Empty Body[edit]
Starting at 18th level, you can use your action to spend 4 ki points and become invisible for 1 minute. During that time, you have resistance to all damage.
Additionally, you can spend 6 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Perfect Self[edit]
At 20th level, you gain a +4 bonus to all ability scores and your maximum to all scores is now 24. Once on each of your turns you can use a ki feature that costs 1 ki point without spending any ki. You can take two reactions in each round of combat, instead of one.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Primordial Flow Monk class, you must meet these prerequisites: you must have both a Dexterity and Wisdom score of 13 or higher.
Proficiencies. When you multiclass into the Primordial Flow Monk class, you gain the following proficiencies: One martial melee weapon of your choice.
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