Monk 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.
Dedicated Weapon
At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. You can become proficient in any one weapon during a long rest, as long as it lacks the heavy or special property. This weapon is considered a monk weapon for you. You may only have 1 dedicated weapon at a time.
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 any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency, 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.
When you want to grab or shove a creature, you gain a bonus to your Athletics check equal to your Dexterity modifier (minimum of +1).
You can roll a d4 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.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space.
You can make one unarmed strike as a bonus action.
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. Additionally, when you score a critical hit, you regain 2 ki points. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Defensive Stance and Lightning Step. 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 powers. 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:
Spell Save DC = 8 + your proficiency bonus +
your wisdom modifier
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn.
Defensive Stance You can spend 1 ki point to take the Dodge action as a bonus action on your turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Lightning Step You can spend 1 ki point and as a bonus action you can teleport up to your movement into an unoccupied space that you can see. In such a case, you have advantage in the first melee attack made before the end of the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Dedicated Weapon
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
Ki Martial Arts
Starting at 2nd level, you learn the KMA techniques that are fueled by your Ki. You learn two KMA techniques of your choice. You can use only one KMA technique per attack. You learn one additional technique of your choice at 5th, 8th, 12th, 16th, and 19th level. Each time you learn new techniques, you can also replace one technique you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki. A level prerequisite refers to your level in this class.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action. Roll one Martial Arts die and add it to your Athletics check, and for each unarmed attack you make in your bonus action, you can add your wisdom modifier to the damage (minimum of +1).
Ninja
When you make a Dexterity (Stealth) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated.
Distracting Strike
When you hit a creature with a melee attack, you can distract the creature, giving your allies an opening. Roll one Martial Arts die and add it to the damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or an ally at 5 feet of you are hit by a ranged weapon attack. When you do so, the damage 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 you have at least one hand free and it is small enough to hold. If you catch a missile, you can make a ranged attack with 20/60 of range using the weapon or 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.
Slow Fall
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. As part of the same reaction, you can expend 1 ki point to allow 4 creatures within a range equal to your movement speed to reduce the damage taken from falling by 5 times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Body
Starting at 5th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, if your weapon is enhanced by a spell, your unarmed strike are also enhanced as well.
Monk subclass features "Way of Mercy"
Hands of Healing
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
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.
Druid features
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Druid subclass features "Circle of Spores"
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
Feats
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Racial feats
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Earth Walk
You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Merge with Stone
You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Starting at 5th level, you can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Features & Traits