TEXT: 1
  Monastic
  Defender
  
  2
  Monastic
  Defender
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  Compatible for
  Monastic Defender- Pg 5
  New Weapons - Pg 10
  
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  5
  Monastic Defender
  Monasteries are typically centers of peace and understanding, where violence is neither
  encouraged nor tolerated. However, at times, a monastery can become the target of unscrupulous
  people who might attempt to take advantage of their seeming defenselessness. As such, many
  monasteries require a dedicated defense against intrusion. In addition to the standard guards they
  might employ, some are further protected by monks specializing in both offensive and defensive
  tactics.
  Role: Divine power courses through a monastic defender’s veins, helping them to secure the
  well-being of their charges and sacred homes. A monastic defender is best suited in roles that allow
  them to defend lightly armored comrades while remaining able to leap into the heart of the fray at a
  moment’s notice.
  Quick Build
  You can make a monastic defender quickly by following these suggestions. First, Dexterity
  should be your highest ability score, followed by Wisdom. Second, choose the acolyte or hermit
  background.
  Class Features
  Hit Points
  Hit Dice: 1d8 per monastic defender level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monastic defender level after
  1st
  Proficiencies
  Armor: None
  Weapons: Simple weapons, shortswords, crescent staff, iron-shod staff, chain whip, hook sword,
  three-section staff
  Tools: Choose one type of artisan's tools or one musical instrument
  Saving Throws: Dexterity, Wisdom
  Skills: Choose two skills from Arcana, Acrobatics, Athletics, History, Insight, Medicine, Religion, and
  Stealth
  Equipment
  You start with the following equipment, in addition to the equipment granted by your background:
   
  • (a) a shortsword or (b) any simple weapon or (c) iron-shod staff
   
  • (a) a priest's pack or (b) an explorer's pack
      10 shuriken, holy symbol
  Spellcasting
  As a conduit for divine power, you can cast cleric spells from the cleric spells list.
  
  6
  Level
  Proficiency
  Bonus
  Feature
  Ki
  Points
  Unarmed
  Movement
  Cantrips
  Known
  1
  + 2
  Cantrips, Spellcasting, Unarmed Defense,
  Martial Arts
  –
  –
  2
  2
  + 2
  Ki, Unarmed Movement, Counter Strike (one
  use)
  2
  +10 ft.
  2
  3
  + 2
  Side Step Blow (one use)
  3
  +10 ft.
  2
  4
  + 2
  Ability Score Improvement
  4
  +10 ft.
  3
  5
  + 3
  Aura of Defense
  5
  +10 ft.
  3
  6
  + 3
  Healing Hands (one use)
  6
  +15 ft.
  3
  7
  + 3
  Counter Strike (two uses), Side Step Blow
  (two uses)
  7
  +15 ft.
  3
  8
  + 3
  Ability Score Improvement
  8
  +15 ft.
  3
  9
  + 4
  Aura of Spell Deflection
  9
  +15 ft.
  3
  10
  + 4
  Awakened Senses
  10
  +20 ft.
  4
  11
  + 4
  Side Step Blow (three uses)
  11
  +20 ft.
  4
  12
  + 4
  Ability Score Improvement, Counter Strike
  (three uses), Healing Hands (two uses)
  12
  +20 ft.
  4
  13
  + 5
  Aura of Damage Immunity
  13
  +20 ft.
  4
  14
  + 5
  Ability Score Improvement
  14
  +25 ft.
  4
  15
  + 5
  Side Step Blow (four uses)
  15
  +25 ft.
  4
  16
  + 5
  Ability Score Improvement
  16
  +25 ft.
  4
  17
  + 6
  Counter Strike (four uses)
  17
  +25 ft.
  4
  18
  + 6
  Healing Hands (three uses)
  18
  +30 ft.
  4
  19
  + 6
  Ability Score Improvement
  19
  +30 ft.
  4
  20
  + 6
  Perfect Self
  20
  +30 ft.
  4
  Cantrips
  At 1st level, you know two cantrips of your choice from the cleric spell list. You learn additional
  cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Monastic
  Defender table.
  Preparing and Casting Spells
  The Monastic Defender Spell Slot Table shows how many spell slots you have to cast your spells at 1st
  level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare your list of spells from those that are available for you to cast, choosing from the cleric
  spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your
  monastic defender level (minimum of one spell). The spells must be of a level for which you have
  spell slots.
  You can change your list of prepared spells when you finish a long rest. Preparing a new spell list
  requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your
  list.
  
  7
  Spellcasting Ability
  Wisdom is the ability used in spellcasting for the Monastic
  Defender. Use your Wisdom whenever a spell refers to your
  spellcasting ability. In addition, you use your Wisdom
  modifier when setting the saving throw DC for a spell you
  cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Wisdom
  modifier
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier
  Unarmed 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.
  Martial Arts
  At 1st level, your practice of martial arts gives you mastery
  of combat styles that utilize both unarmed strikes and monk
  weapons. Recognized monk weapons are shortswords,
  crescent staves, iron-shod staves, chain whips, hook swords,
  three-section staves and any simple melee weapon that
  does not 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:
  Level
  1st
  2nd
  3rd
  4th
  5th
  1
  1
  –
  –
  –
  –
  2
  2
  –
  –
  –
  –
  3
  2
  1
  –
  –
  –
  4
  2
  2
  1
  –
  –
  5
  3
  2
  2
  –
  –
  6
  3
  2
  2
  –
  –
  7
  3
  2
  2
  1
  –
  8
  3
  2
  2
  2
  –
  9
  3
  2
  2
  2
  –
  10
  3
  2
  2
  2
  1
  11
  3
  2
  2
  2
  2
  12
  3
  2
  2
  2
  2
  13
  3
  2
  2
  2
  2
  14
  3
  3
  3
  2
  2
  15
  3
  3
  3
  2
  2
  16
  3
  3
  3
  3
  2
  17
  3
  3
  3
  3
  3
  18
  4
  3
  3
  3
  3
  19
  4
  4
  3
  3
  3
  20
  4
  4
  4
  3
  3
  – Spell Slots per Spell Level –
   
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed
  strikes and monk weapons.
   
  • You can roll a d4 in place of the normal damage of your unarmed strikes or monk weapons.
  This die changes as you gain monastic defender levels. It increases to d6 at level 5, d8 at level 11,
  and d10 at level 17.
   
  • When you use the Attack action with an unarmed strike or with 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 taken a bonus action already this turn.
  Ki
  Starting at 2nd level, your training allows you to harness the mystical energy of ki. Your access to this
  energy is represented as ki points, and your monastic defender level determines the number of
  points you have, as shown in the Ki Points column of the Monastic Defender 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 can use 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.
  
  8
  Some of your ki features require your target to
  make a saving throw to resist the feature's
  effects. The saving throw is calculated as
  follows:
  Ki save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Unarmored Movement
  Starting at 2nd level, your speed increases by 10
  feet when you are not wearing armor or
  wielding a shield. The bonus increases when you
  reach certain monastic defender levels, as
  shown in the Monastic Defender table. At 9th
  level, you gain the ability to move along vertical
  surfaces and across liquids on your turn without
  falling during the move.
  Counter Strike
  At 2nd level, when you or a friendly creature
  adjacent to you, is hit with a melee attack, you
  can use your reaction to make one unarmed
  attack against the aggressor. At level 12, you can
  make two unarmed attacks by using this
  feature. You can do this once before a short or
  long rest. You gain another use at levels 7, 12,
  and 17.
  Side Step Blow
  Upon reaching 3rd level, you are able to use your
  reaction to skillfully move your body out of the
  way of incoming melee and ranged attacks that
  would have otherwise succeeded in hitting you,
  evading the damage entirely. You must declare
  the use of this ability after being hit with a
  successful attack, but before the damage is
  dealt. You do not provoke an opportunity attack
  by doing this. You can use this ability once
  before a short or long rest. You gain additional
  uses at levels 7, 11, and 15.
  Ability Score Improvement
  When you reach 4th  level, and again at 6th , 8th ,
  12th , 14th , 16th , 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.
  Ki Abilities:
  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 Disengage
  or Dash action as a bonus action on your turn,
  and your jump distance is doubled for the turn.
  Trip
  When you hit a creature with a unarmed blow
  or using a monk weapon, you can expend 2 ki
  points to attempt to knock the target down. The
  target must succeed in a Dexterity saving throw.
  On a failed save, they are knocked prone. You
  must be at least level 5 to use this ability.
  Lunging Attack
  When you make an unarmed attack or an attack
  with a monk weapon, you can expend 2 ki points
  to increase your reach for that attack by 5 feet.
  You must be at least level 5 to use this ability.
  Pushing Attack
  When you make an unarmed attack or an attack
  with a monk weapon, you can expend 2 ki points
  to attempt to push your target back. The target
  must succeed in a Dexterity saving throw. On a
  failed save, they are pushed back up to 5 feet.
  You must be at least level 5 to use this ability.
  Automatic Response
  When you are hit with an opportunity attack,
  you may spend 2 ki points to immediately attack
  the target with one unarmed attack. You must
  be at least level 8 to use this ability.
  
  9
  Aura of Defense
  Beginning at 5th level, you can use your action to
  activate a 15-foot aura around yourself that protects
  you and any friendly creature within the aura from
  attacks. Any friendly creature within the radius of the
  aura gains +2 to their AC, as well as +2 to Constitution,
  Strength, and Dexterity saving throws. The bonus
  increases to +4 at level 14. The aura lasts for 2 rounds + 1
  round per Wisdom modifier, but you may increase the
  duration of the aura by 2 rounds by spending 3 ki points.
  You may only have one Aura active at a time. You can
  summon this aura once before a long rest.
  Healing Hands
  At 6th level, you can use your action to heal a creature through
  touch. The healing is equal to 2d6 + your Wisdom modifier. At
  level 12, the healing increases to 4d6 + your Wisdom modifier,
  and your touch can also cure the recipient of one poison or one
  disease. You can add any number of ki points to the healing to
  increase the hit points gained at a cost of 1 ki point to 1 hit point
  healed. You can use this ability once before a short or long rest and
  gain additional uses at levels 12 and 18.
  Aura of Spell Deflection
  Beginning at level 9, you are able to use your action to summon a 15-foot aura
  around yourself that protects you and any friendly creature within the
  aura against harmful magic. Any friendly creature within the aura is
  immune to any harmful spell of level 2 or lower. A harmful spell is
  considered to be any spell that causes hit point damage or adverse
  effects on a failed saving throw. All those protected by the aura
  gain +2 to any saving throw against harmful spells of level 3 or higher. At level 14, the immunity
  extends to level 3 spells and the bonus increases to +4. The aura lasts for 2 rounds + 1 round per
  Wisdom modifier. You may increase the duration of the aura by 2 rounds by spending 3 ki points.
  You may only have one Aura active at a time. You can summon this aura once before a long rest.
  Awakened Senses
  Upon reaching level 10, you gain supernatural awareness of things going on around you and you can
  no longer be surprised. In addition, you gain +2 to your initiative rolls and +4 to Wisdom (Perception)
  skill checks to notice hidden objects, illusions, or invisible creatures.
  Aura of Damage Immunity
  At level 13, you are able to use your action to summon a 15-foot aura around yourself that makes
  you and any friendly creature within the aura immune to one weapon damage type. You must
  choose a damage type (bludgeoning, piercing, or slashing) before the aura is activated. The damage
  type cannot be changed while the aura is active. The aura lasts for 2 rounds + 1 round per Wisdom
  modifier. You may increase the duration of the aura by 2 rounds by spending 3 ki points. You may
  only have one Aura active at a time. You can summon this aura once before a long rest.
  Perfect Self
  At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
  
  10
  New Weapons
  Simple Melee Weapons
  Name
  Cost
  Damage
  Weight
  Property
  Kama
  2 gp
  1d4 S
  2 lbs.
  Light, finesse
  Nunchaku
  2 gp
  1d4 B
  2 lbs.
  Light, finesse
  Sai
  2 gp
  1d4 P
  2 lbs.
  Light, finesse
  Simple Ranged Weapons
  Name
  Cost
  Damage
  Weight
  Property
  Shuriken
  1 gp
  1d4 S
  ¼ lb
  Finesse, thrown (range 30/70)
  Name
  Cost
  Damage
  Weight
  Property
  Chain Whip
  10 gp
  1d6 S
  5 lbs
  Finesse, reach
  Crescent Staff
  20 gp
  1d8 S
  6 lbs.
  Reach, versatile
  (1d10)
  Hook Sword
  10 gp
  1d6 S
  3 lbs.
  Finesse, *special
  Iron-Shod Staff
  6 gp
  1d8 B
  8 lbs.
  Versatile (1d10)
  Three-Section Staff
  20 gp
  1d8 B
  4 lbs.
  Finesse, reach,
  *special
  Martial Melee Weapons
  Special
  Hook Sword - You can hook 2 hook swords together in melee as a bonus action. Doing this gives
  you the Reach property when you take the Attack action for as long as the swords are joined this
  way. If you take any action except Attack, the swords are considered unhooked and must be
  hooked by using another bonus action to regain the property.
  Three-Section Staff - While you are wielding a three-section staff in combat, you may use your
  reaction to separate the staff into its segmented sections. Doing so grants you the ability to use
  your bonus action to attempt to trap your opponent's weapon and disarm them on a failed
  Dexterity saving throw against 8 + your proficiency bonus + your Dexterity modifier. You may use
  another bonus action to put the staff together again. While the staff is separated into its sections,
  its damage is reduced to 1d6 B.
  
  1111
  Chain Whip. Easily folded and hidden, the chain whip is an excellent concealed weapon. It can be
  used as a whip, to hook and bind, and to deflect weapon blows. The forms are extremely elaborate
  and complex and mistakes in coordination can result in the weapon striking the wielder.
  Crescent Staff.  This weapon consists of a three-to-five foot shaft with a crescent blade fitted at
  one end. Some are known to have barbs sticking out from the edges.
  Hook Sword. Most often, the hook swords are used in pairs, and users often link the swords to
  extend reach when flung. The sword can sometimes include a spiked guard.
  Iron-Shod Staff. An iron-shod staff is a sturdy quarterstaff reinforced with metal (typically iron or
  steel) at each end. It is somewhat more cumbersome than a standard quarterstaff, and hence is
  classed as a martial weapon.
  Kama. Also known as a kai, the kama started out as a simple farming instrument. The weapon
  consists of a simple wooden or metal shaft and a blade curved like the bill of a tropical bird.
  Nunchaku. This weapon is thought to originate as a farming instrument, used for threshing wheat
  and soy bean plants. The weapon is often made of two equal lengths of hard wood, linked together
  by a short metal chain.
  Sai. The basic form of this weapon is that of a pointed, prong shaped metal baton, with two curved
  prongs projecting from the handle.
  Shuriken. These light weight metal throwing weapons come in a variety of shapes. The most
  common are that of a star (throwing star) and a flat, short, double bladed knife.
  Three-Section Staff. The weapon is made up of three wooden sections connected by metal rings
  or rope. The staves can be used to strike around a shield or defensive block or spun to gather
  momentum for a powerful strike.
  
  2018!
  Coming Soon!
  
  Also available from Terran Empire
  Publishing at drivethrurpg.com!
  Terran Empire Publishing is proud
  to present: The Blood Mage. This
  new, 5th edition compatible class,
  is a fresh and unique take on a
  genre classic. Some of the new
  abilities include Blood Component,
  Sanguine Reserve, Scarification,
  Coagulate, and Blood Puppet.
  Three new spells (Blood Biography,
  Bloody Rend, and Suffocate) and
  one new monster (Summoned
  Blood Ooze) are also included.
  Terran Empire Publishing is proud
  to present: The Blademage. This
  new, 5th edition compatible class,
  blends martial and arcane
  concepts like never before! Some
  of the new abilities include Arcane
  Training, Blade Attunement,
  Arcane Recovery, and more! The
  16 page PDF also includes 3 new
  arcane spells: Evolve, Haunted
  Steps, and Scream.
  Terran Empire Publishing is proud
  to present: The Hospitaller. This
  new, 5th edition compatible class,
  combines divine and martial
  abilities like never before. Some of
  the new abilities include Trauma
  Sense, Restoring Touch, Radiant
  Shield, and Second Chance. Four
  new spells (Fluid Movement,
  Heroic Surge, Life Shield, and
  Radiant Burst) are also included!
  Terran Empire Publishing is proud to present: Magical Items, Volumes 1 - 3. Each volume has 10 + new and unique
  magical items for GMs to add to their adventures and random treasure tables! Items such as the Darkstar Mace
  (legendary!), War Pick of Armor Piercing, Armor of Daylight’s Embrace, Shield of Radiant Glory, Boots of Deception,
  Evergreen Cloak, and many more!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Terran Empire Publishing/Monastic Defender - For 5th Edition.pdf