You can turn aside a blow with your weapon, using your opponent’s momentum to your advantage. Benefit: When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to gain advantage on your next attack against that creature before the end of your next turn.
Your skill with weapons has been honed over the course of many battles, allowing you to further refine your talents. Benefit: When you attack with a weapon and roll its damage dice, roll an extra die of the same type, drop the lowest roll, and then add up the damage.
You make sudden, rapid movements to catch your enemy off guard. Benefit: As an action, you move up to 10 feet and make an attack at any point during the movement. This movement does not provoke opportunity attacks.
Make a Dexterity check to balance when you try to keep your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck
When you attempt to determine the true intentions of another person, such as when searching out a lie or predicting someone’s next move, you can make a Wisdom check to sense the person’s motive. Doing so involves gleaning clues frombody language, speech habits, and changes in mannerisms.
You make a Wisdom check to spot things that are obscured or easy to miss, whether they are orcs lying in ambush ahead of you on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Your extensive training makes you deadly on the battlefield. You are also more accurate and more deadly than many other combatants. Benefit: You gain a +1 bonus to your attack roll when you’re using a weapon with which you have proficiency. This bonus increases as you gain levels, as noted on the Monk table.
You use intuition and your sense of your surroundings to protect yourself from harm. You move a moment before an enemy attacks or steel yourself before a spell affects you. Benefit: While you are wearing no armor and are not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
You have trained in the art of unarmed combat and excel at fighting without weapons. Benefit: You gain the Martial Arts feat as a bonus feat.
Ki is an energy that flows through all living things. Your intense training and unmatched mental focus allow you to draw forth this energy and channel it into extraordinary effects. Benefit: Once per day, you can use your ki to activate a ki ability granted by the Monastic Tradition feature. You gain an additional daily use of ki at 3rd, 6th, and 9th level. If a ki ability calls for a saving throw, the DC equals 10 + your Wisdom modifier + the weapon attack bonus for your level, as noted on the Monk table.
Your command of your ki has allowed you to attune your strikes so that they overcome your enemies’ resistances. Benefit: Your unarmed strike counts as being magical, adamantine, cold iron, and silver for the purposes of overcoming resistance.
In place of your movement and before taking your action on your turn, you can expend a use of your ki to magically fly up to 40 feet. If your flight ends in midair, you do not fall until the end of your turn.
This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack, a healer’s kit, a mess kit, 50 feet of silken rope, a tinderbox, ten torches, ten days of rations, and a waterskin.
Potion of Healing (x4)
This small vial of magical fluid restores life and energy to the individual consuming it. A character who drinks the contents regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.