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Monk

Hit Dice: 8

Proficiency Choices:

Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
  • Acrobatics
    - Your Dexterity (Acrobatics) check covers your attempt to stay on 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. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
  • Athletics
    - Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
  • History
    - Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
  • Insight
    - Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
  • Religion
    - Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
  • Stealth
    - Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Proficiencies

  • - Simple Weapons
  • - Shortswords
  • - Saving Throw: DEX
  • - Saving Throw: STR

Saving Throws

  • - STR
  • - DEX

Starting Equipment

  • - Dart

Starting Equipment Options

  • - (a) a shortsword or (b) any simple weapon
  • - (a) a dungeoneer’s pack or (b) an explorer’s pack

Multiclass Prerequsites

  • - Minimum DEX score: 13
  • - Minimum WIS score: 13

Multiclass Proficiencies

  • - Simple Weapons
  • - Shortswords

Subclasses

  • - Open Hand