GodofThunder
2018-01-07, 01:55 AM
I just recently jumped back into D&D. Other than a brief stint with 4th Edition, I haven't played in about 10 years.
We started up a group and I rolled a Githzerai monk because why not, right? Between that group and another group which is definitely going to see a few people roll monk that I'll be DM'ing for, I'm running into the same problem that a ton of others have run into. There just ain't any magical loot for the monk. I've been poking around the amazing Interwebs finding ideas and I'd like to have a place to just do a dump of them so I have them all in one place. I also want suggestions.
My first thought was to back the Monk's Belt. The 3rd Edition item was described as follows: "Monk's Belt: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus."
Bringing that up to 5e would look something like this:
The Monk's Belt looks like a simple cloth belt, but when tied around your character's waste it grants the following abilities. If your character is not a Monk, then you gain the ability to perform unarmed strikes as though you were a level 5 monk, and your unarmored AC is 10 + your Dex modifier + your Wis modifier. If you are a Monk, then your unarmed striking damage dice type, movement, proficiency, pool of daily ki points all increase to that of a Monk 5 levels higher than you. While wearing the Monk's Belt a monk also gains a +2 to AC, +2 to all saving throws. If the monk is level 10 or below, all of their unarmed strikes are treated as +1 magical weapons. At levels 11-15, they are treated as +2 magical weapons. At level 16-20, the monk's unarmed strikes are treated as +3 magical weapons. Stunning Strike may be used one more time per day.
Legendary item.
Requires Atunment
Here's an idea I found that I like exactly as it is.
Ink of the Heavens
Very Rare
Requires Ki class feature
These special inks are created by secret methods in well hidden sacred places. Each ink is used to create one specific type of tattoo, one type for each creature in the zodiac. Every tattoo has different benefits as follows:
Rat - Those with the Rat tattoo gain the creatures' surprising flexibility. By spending 1 point of Ki, the wearer may squeeze themselves through a space as small as their head automatically, escape any bonds or chains or escape any grappling creature (or otherwise contort their body in strange ways). They may also spend 1 point of Ki to ignore one source of bludgeoning damage as a reaction.
Ox - The Ox brings supernatural fortitude and discipline. 1 Ki point allows the wearer to ignore conditions of any kind for 1 minute, heal 1 point of exhaustion or repel one intrusion into their mind.
Tiger - The Tiger gives both speed and strength. 1 Ki point gives the wearer advantage on an Initiative check or an additional 5 points of damage on all unarmed strikes made that turn.
Rabbit - The Rabbit gives wisdom. 1 Ki point gives the wearer proficiency (advantage to those who have proficiency) in Insight and Perception for 1 minute.
Dragon - The Dragon grants great power. The wearer must gain Ki points when they kill living creatures using their Monk abilities or Attacks. 1 Ki is gained per creature slain. However, the Dragon is dangerous in its' own right. Should the wearer gain more Ki than they can hold, their body turns on itself, and they begin taking 10d10 force damage each round until they spend their excess Ki.
Snake - The Snake gives stealth and a lying tongue. 1 Ki point gives the wearer proficiency (advantage to those who have proficiency) in Stealth and Deception for 1 minute.
Horse - The Horse gives unequaled speed. The wearer may spend 1 Ki point to gain the benefits of Step of The Wind for the next 10 minutes. The wearer may also spend 5 Ki points to cast Phantom Steed.
Goat - The Goat gives the power of prodigious digestion! The wearer may eat 30 pounds of food and gain 50 temporary hit points for doing so. Once they have done this, they must take a long rest before this power works again.
Monkey - The Monkey gives its' own astounding mobility. The wearer may spend 1 Ki point to automatically balance on any horizontal surface, even water or clouds, and the ability to cling to walls and ceilings for 1 minute.
Rooster - The Rooster grants consistency in all things. The wearer may spend 3 Ki points on any die their player has rolled to take the average result (rounded down) instead of what they actually rolled.
Dog - The Dog gives loyalty. The wearer may spend 1 Ki point per ally to prevent the wearers' action from causing harm to their allies, regardless of what the wearer does.
Pig - The Pig gives amiability. The wearer may spend 1 Ki to gain proficiency (advantage to those who have proficiency) in Persuasion for 1 minute, and in addition, the wearer may cast Calm Emotions when spending the Ki point.
My take on a Dex version of Belt of Giant Strength. If it can be done for Strength, then why not Dex?
Headband of the Winds - Wearer's Dexterity increases while wearing this headband.
Dex 21 - Headband of the Squall (Rare)
Dex 23 - Headband of the Gale (Very Rare)
Dex 25 - Headband of the Cyclone (Very Rare)
Dex 27 - Headband of the Hurricane (Legendary)
Dex 29 - Headband of the Tornado (Legendary)
Another idea just off the top of my head. Probably could be expanded to add some extra neat tricks.
Pendant of Ki - Monk or other ki based class may use this pendant to store ki points.
Store up to 5 Ki Points (Uncommon)
store up to 10 Ki Points (Rare)
Store up to 15 Ki Points (Very Rare)
Store up to 30 Ki Points (Legendary)
Props to Carlos Barreto on this forum for this idea. I think they're fine except the DC boost might be a bit too much, especially for the +3 variant.
Ki Straps
Wondrous item, rarity varies (requires attunement by a monk)
When wrapped around both hands, these straps grants a bonus to attack and damage rolls of your unarmed attacks and to the saving throw DCs of your Monk special abilities (like Stunning Strike, Martial Arts Techniques, Shadow and Elemental Spells and so on). The bonus is determined by the item's rarity.
Ki Straps (Uncommon): +1 bonus
Ki Straps of the Master (Very Rare): +2 bonus
Ki Straps of the Grandmaster (Legendary): +3 bonusIn addition, you can regain ki points equals to twice the item's bonus as an action while wearing these straps. You can't use this property again until you finish a long rest.
Props to Eunostus from this forum. I rewrote the idea a bit.
The Thunderlord's Handwraps +3
Requires attunement
Legendary
Origins: These hand wraps were once used by a renowned ancient elemental monk master, whose thunderous fists turned the tides of several long forgotten wars. He is remembered only as Thunderlord. His actual name and story have long since been lost to history, but his handwraps have been passed down survived. They are striking blue with lightning bolts enscribed all over them, with scorch marks all along their length. Legend has it that the Thunderlord's spirit still continues to empower them.
When worn by a monk that has attuned them, the Thunderlord's Handwraps empower all unarmed strikes, making them +3 magical weapons. The handwraps are infused with electrical power that manifests when the wearer uses their ki. Whenever you expend one or more Ki points on your turn, the residual energy of your Ki manifests as potent sparks on your fists. Until the end of your turn, you deal an additional 1d4 lightning damage on each successful hit with an unarmed strike in that round. The wearer of the handwraps gains resistance to all electrical attacks.
The existence of these legendary and unique handwraps has led to a number of attempts to copy them -- resulting in a lesser but more attainable item called Handwraps of the Thundering Fist.
Handwraps of the Thundering Fists +1
Requires Attunment
Very Rare
The Handwraps of the Thundering Fists universally try to copy the Thunderlord's Handwraps in appearance, minus the scorchmarks out of respect for the original. So they are striking blue in color with lightning inscriptions all over them. All of the wearer's unarmed attacks become +1 magical weapons. If the wearer uses ki in the round then the residual energy of their ki manifests as potent electrical sparks. The monk's next successful unarmed strike will deal and additional 1d4 electrial damage. This electrical damage will only affect one successful attack per round. If the monk does not land a strike that round, the electrical charge dissipates. The wearer also gains resistance to electricity.
Add Gi as a possibilities for magical armor. The Gi alone offers no bonus to AC, but a Gi+1, +2 or 3 grants that bonus to AC. A Gi of Resistance grants resistance, etc. Definitely open to other suggestions for this if anyone has any.
We started up a group and I rolled a Githzerai monk because why not, right? Between that group and another group which is definitely going to see a few people roll monk that I'll be DM'ing for, I'm running into the same problem that a ton of others have run into. There just ain't any magical loot for the monk. I've been poking around the amazing Interwebs finding ideas and I'd like to have a place to just do a dump of them so I have them all in one place. I also want suggestions.
My first thought was to back the Monk's Belt. The 3rd Edition item was described as follows: "Monk's Belt: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus."
Bringing that up to 5e would look something like this:
The Monk's Belt looks like a simple cloth belt, but when tied around your character's waste it grants the following abilities. If your character is not a Monk, then you gain the ability to perform unarmed strikes as though you were a level 5 monk, and your unarmored AC is 10 + your Dex modifier + your Wis modifier. If you are a Monk, then your unarmed striking damage dice type, movement, proficiency, pool of daily ki points all increase to that of a Monk 5 levels higher than you. While wearing the Monk's Belt a monk also gains a +2 to AC, +2 to all saving throws. If the monk is level 10 or below, all of their unarmed strikes are treated as +1 magical weapons. At levels 11-15, they are treated as +2 magical weapons. At level 16-20, the monk's unarmed strikes are treated as +3 magical weapons. Stunning Strike may be used one more time per day.
Legendary item.
Requires Atunment
Here's an idea I found that I like exactly as it is.
Ink of the Heavens
Very Rare
Requires Ki class feature
These special inks are created by secret methods in well hidden sacred places. Each ink is used to create one specific type of tattoo, one type for each creature in the zodiac. Every tattoo has different benefits as follows:
Rat - Those with the Rat tattoo gain the creatures' surprising flexibility. By spending 1 point of Ki, the wearer may squeeze themselves through a space as small as their head automatically, escape any bonds or chains or escape any grappling creature (or otherwise contort their body in strange ways). They may also spend 1 point of Ki to ignore one source of bludgeoning damage as a reaction.
Ox - The Ox brings supernatural fortitude and discipline. 1 Ki point allows the wearer to ignore conditions of any kind for 1 minute, heal 1 point of exhaustion or repel one intrusion into their mind.
Tiger - The Tiger gives both speed and strength. 1 Ki point gives the wearer advantage on an Initiative check or an additional 5 points of damage on all unarmed strikes made that turn.
Rabbit - The Rabbit gives wisdom. 1 Ki point gives the wearer proficiency (advantage to those who have proficiency) in Insight and Perception for 1 minute.
Dragon - The Dragon grants great power. The wearer must gain Ki points when they kill living creatures using their Monk abilities or Attacks. 1 Ki is gained per creature slain. However, the Dragon is dangerous in its' own right. Should the wearer gain more Ki than they can hold, their body turns on itself, and they begin taking 10d10 force damage each round until they spend their excess Ki.
Snake - The Snake gives stealth and a lying tongue. 1 Ki point gives the wearer proficiency (advantage to those who have proficiency) in Stealth and Deception for 1 minute.
Horse - The Horse gives unequaled speed. The wearer may spend 1 Ki point to gain the benefits of Step of The Wind for the next 10 minutes. The wearer may also spend 5 Ki points to cast Phantom Steed.
Goat - The Goat gives the power of prodigious digestion! The wearer may eat 30 pounds of food and gain 50 temporary hit points for doing so. Once they have done this, they must take a long rest before this power works again.
Monkey - The Monkey gives its' own astounding mobility. The wearer may spend 1 Ki point to automatically balance on any horizontal surface, even water or clouds, and the ability to cling to walls and ceilings for 1 minute.
Rooster - The Rooster grants consistency in all things. The wearer may spend 3 Ki points on any die their player has rolled to take the average result (rounded down) instead of what they actually rolled.
Dog - The Dog gives loyalty. The wearer may spend 1 Ki point per ally to prevent the wearers' action from causing harm to their allies, regardless of what the wearer does.
Pig - The Pig gives amiability. The wearer may spend 1 Ki to gain proficiency (advantage to those who have proficiency) in Persuasion for 1 minute, and in addition, the wearer may cast Calm Emotions when spending the Ki point.
My take on a Dex version of Belt of Giant Strength. If it can be done for Strength, then why not Dex?
Headband of the Winds - Wearer's Dexterity increases while wearing this headband.
Dex 21 - Headband of the Squall (Rare)
Dex 23 - Headband of the Gale (Very Rare)
Dex 25 - Headband of the Cyclone (Very Rare)
Dex 27 - Headband of the Hurricane (Legendary)
Dex 29 - Headband of the Tornado (Legendary)
Another idea just off the top of my head. Probably could be expanded to add some extra neat tricks.
Pendant of Ki - Monk or other ki based class may use this pendant to store ki points.
Store up to 5 Ki Points (Uncommon)
store up to 10 Ki Points (Rare)
Store up to 15 Ki Points (Very Rare)
Store up to 30 Ki Points (Legendary)
Props to Carlos Barreto on this forum for this idea. I think they're fine except the DC boost might be a bit too much, especially for the +3 variant.
Ki Straps
Wondrous item, rarity varies (requires attunement by a monk)
When wrapped around both hands, these straps grants a bonus to attack and damage rolls of your unarmed attacks and to the saving throw DCs of your Monk special abilities (like Stunning Strike, Martial Arts Techniques, Shadow and Elemental Spells and so on). The bonus is determined by the item's rarity.
Ki Straps (Uncommon): +1 bonus
Ki Straps of the Master (Very Rare): +2 bonus
Ki Straps of the Grandmaster (Legendary): +3 bonusIn addition, you can regain ki points equals to twice the item's bonus as an action while wearing these straps. You can't use this property again until you finish a long rest.
Props to Eunostus from this forum. I rewrote the idea a bit.
The Thunderlord's Handwraps +3
Requires attunement
Legendary
Origins: These hand wraps were once used by a renowned ancient elemental monk master, whose thunderous fists turned the tides of several long forgotten wars. He is remembered only as Thunderlord. His actual name and story have long since been lost to history, but his handwraps have been passed down survived. They are striking blue with lightning bolts enscribed all over them, with scorch marks all along their length. Legend has it that the Thunderlord's spirit still continues to empower them.
When worn by a monk that has attuned them, the Thunderlord's Handwraps empower all unarmed strikes, making them +3 magical weapons. The handwraps are infused with electrical power that manifests when the wearer uses their ki. Whenever you expend one or more Ki points on your turn, the residual energy of your Ki manifests as potent sparks on your fists. Until the end of your turn, you deal an additional 1d4 lightning damage on each successful hit with an unarmed strike in that round. The wearer of the handwraps gains resistance to all electrical attacks.
The existence of these legendary and unique handwraps has led to a number of attempts to copy them -- resulting in a lesser but more attainable item called Handwraps of the Thundering Fist.
Handwraps of the Thundering Fists +1
Requires Attunment
Very Rare
The Handwraps of the Thundering Fists universally try to copy the Thunderlord's Handwraps in appearance, minus the scorchmarks out of respect for the original. So they are striking blue in color with lightning inscriptions all over them. All of the wearer's unarmed attacks become +1 magical weapons. If the wearer uses ki in the round then the residual energy of their ki manifests as potent electrical sparks. The monk's next successful unarmed strike will deal and additional 1d4 electrial damage. This electrical damage will only affect one successful attack per round. If the monk does not land a strike that round, the electrical charge dissipates. The wearer also gains resistance to electricity.
Add Gi as a possibilities for magical armor. The Gi alone offers no bonus to AC, but a Gi+1, +2 or 3 grants that bonus to AC. A Gi of Resistance grants resistance, etc. Definitely open to other suggestions for this if anyone has any.