Class: Monk

The Monk

Strength and aesthetic power flows through the honed, unscathed form of the human. Surrounded by the bruised and beaten, their magical tattoos begin to glow, their fists ignite with a radiant fire, and much to the horror of the the enemies, they unarmed one, what otherwise looked like easy prey, looks ready to enter the fray once more.   Elsewhere, others had never seen anything like it. What appeared to be a gnoll performer was actually an artisan of combat. Their body, trained to perfection, contorts with ease as they hopscotch from one street lamp to another, chasing down a the thief guild's leader while diving, weaving, and surpassing any arrows, knives, and bolts hurled their way.   This power of combat mysticism lies in the hands of the Monk. Every form of martial combat and more open to them, and despite mastering one or more forms of martial art, no two monks are quite the same.
 

Monk Mindset

 

Playing a Monk

The strength of your fist flows from your mind and spirit. You seek perfection—honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You’re a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.  

Roleplay

During Social Encounters; you perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.

While Exploring; you climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you’re well suited to looking for danger or moving stealthily.

In Downtime; you diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.

 
You Might...
  • Maintain a regimen of physical training and meditation.
  • Face adversity with a calm and measured approach, never panicking or succumbing to despair.
  • Look to the future for ways you can improve, while remaining at peace with your present self.
Others Probably...
  • Marvel at your feats of physical prowess.
  • Think you’re more than a bit uptight, given your vows and tenets.
  • Come to you for philosophical advice.
 

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

note: 5/10 - Reformat this.
A Monk's Key Attributes are Strength, Dexterity, Wisdom, and Constitution When starting with this class, you gain two Attribute Boosts of your choice, picking one of each attribute.
 

The monk relies on Strength and/or Dexterity for their attacks and the use of their maneuvers. To a lesser degree, they rely on Wisdom for their more mystical abilities and resources, while using Constitution, along with Dexterity and Wisdom, to help them survive.

 

While exploring, their class skills and features cater to Dexterity and Wisdom to solve most puzzles and problems. They do so by avoiding danger or bypassing problems with agility or philosphical understanding. If they cannot punch through it, mind you.

 

Key Terms

BONUS/PENALTY DICE): Bonus and Penalty dice are important to all characters.   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Monk, this bonus helps attacks, Ability DC...   FIGHTING STYLES: Fighting Styles are the Monk's bread and butter, each one giving them a passive and/or a litany of abilities. Monks are one of the few classes that can start with any one of their choice.   FOCUS POINTS: Many of the Monk's special abilities rely on Focus Points, a resource that replenishes after every 10 minutes in-game, or a Swift Rest.  

Monk Class Table

 
Class Level Class Features
1
  • Initial Character Additions
    • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
  • Multiclass Additions
    • Class Hit Dice
    • Added Proficiencies
  • Class Features
  Class Features Here
2 X (Subclass),
3 Class Feature, Subclass Feature
4 +Y: Y, 1st Class Mastery Choices
5 Token Class Feature (PS, AA, etc), Class Features
6 Subclass Feature
7 +Y: Y, 2nd Class Mastery Choices
8 Class Feature
9 Subclass Feature
10 +Y:Y, 3rd Class Mastery Choices
11 Class Feature/td]
12 Subclass Feature
13 +Y: Y, 4th Class Mastery Choices
14 Build on Class Feature
15 Subclass Feature
16 +Y: Y, 5th ClassMastery Choices
17 Named Class Feature
18 Subclass Feature
19 +Y: Y, Last Class Mastery Choices
20 Class Capstone
 

ClassName Basics

 

Initial Character Additions

  If the CLASSNAME is your starting Class, you gain the following features and proficiencies:  

Ancestry, Background, etc

You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.  

Health

  Starting / Leveled Health: 10 / (6 or 1d10)  

Proficiencies and Gear

 
Gear Profs
  Armor: No Armor Proficiencies   Weapons: All Simple Weapons, Shortswords   Saving Throws: Reflex (Str/Dex) and Will (Int/Wis)  
Skill Profs
  Choice of 3 primary skills from the following list:     Choice of 2 secondary skill from the following list:     Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.  
Starting Gear
You gain either 2d6x10 sp (or 70 sp / 7 gp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Monk Class, Initiator Group, Warrior Group, Explorer's Pack, Parson's Pack  

Multiclass Additions

  Minimum Requirements: STR/DEX and WIS +3 or more   If you are multiclassing into the Monk, you gain the following proficiencies:
  • Proficiencies
  • None
  •  

    Other Monk Info

      Class Hit Die: D10   Class Group(s): Initiator, Warrior   Favorite Class Bonus: You can learn an additional number of maneuvers equal to half your level in this class. Your Focus Point pool increases by 1 + Half-Proficiency.  

    Core Class Features

      As a Monk, you gain Class Features associated with your class at certain class levels.   At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).   You gain the following class features:  

    (1st) Unburdened Teachings

    The ways of the Monk are filled with learning one's surrounding and learning of oneself.   You gain the Determined Defense common feature, and the Animal Handling skill talent.
     

    (1st) Fighting Styles, Monk

    Monks are unrivaled in their ability to fighting into an art form. Martials arts, to you, are second nature, and expanding out of such is incredibly easy for you.   You gain the Unarmed Scrapper fighting style and an additional Fighting Style of your choice, from the Full List of Fighting Styles. Monks will learn more styles later on, but they focus on what they consider basics first.   Your Maneuvers are governed by the Attribute you attack with (traditionally Strength or Dexterity), and you may add your proficiency bonus to these attacks or their Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
      Additionally, you gain the Focus Point Pool, Full common feature to use with all your fighting styles.   Finally, All Simple Weapons, weapons in the Unarmed Weapon Group, Weapons and Weapon Groups granted by your Ancestry or Ancestry Talents, and weapons with the Zen⚙️ trait are considered 'Monk' Weapons to you; and can be used with all features that require a Monk Weapon. All your Monk weapons have the Finesse ⚙️ and Zen Traits if they don't already, and they all gain any benefits that you gain for the Unarmed Weapon Group (such as Unarmed Scrapper's Damage dice).
       

    (2nd) Ways of the Monk (Subclass Choice)

    At class lvl 2, all Monks' teachings lead them to the Ways of their disciplines, or their subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
     

    (2nd) Incredible Movement

    When unburdened, you move like the wind.

    You gain +5 movement speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 2nd.
     

    (2nd) Monastic Focus

    Starting at 2nd level, your training in the martial arts pushes you beyond what others can achieve. You gain the following features.
    • Flurry of Blows. One of the attacks you land with your Monk weapon strikes twice, as long as the triggering attack was done One Handed. The attack triggers damage and modifiers on both attacks despite having only one successful roll. You can only do this once a turn, and neither attack deals critical damage.
    • Ki Weapon. As part of your daily preparations, you may infuse one melee and one ranged weapon you are proficient in with your natural energy. Those weapons become Monk weapon to you if they aren't already.
    • Step of the Wind. Once per round, you may use the Parry Action, Stride Action or the Disengage Action action as a free action. You cannot do this on the round after.

    (3rd) Redirect Attack

    You learn the Negate Missile maneuver (or another if you already know it), and you can use it against melee attacks (in addition to ranged ones).

    If you reduce a weapon projectile's damage to zero, you can redirect it as a free action, using your own attack proficiency and modifiers. You must be able to hold the projectile in your hand to redirect it.
     

    (3rd) Robust Body

    At this class level you gain the Robust Health and the Slow Fall common features. Your knowledge of anatomy expands as well, granting you advantage on Knowledge and Lore skill checks checks that with Humanoid Anatomy (including Healing, the history of, etc)

    Additionally, you focus your will into imbuing your attacks with mystical energy. Your unarmed and monk weapon attacks are considered Magical, allowing you to harm creatures who would otherwise be immune to your normal attacks.

     

    (3rd) Subclass Features

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Monastic Focus, Focus Mastery

    Your Monastic Maneuvers feature improves with your mastery. You gain the following features.  
    • Fast Healing. For the cost of 2 actions / ◈◈ and/or 2 Focus Points (your choice), you may regain hit points equal to your weapon's dice + half proficiency. You may only use this ability once per Swift Rest
    • Monastic Strikes. Once a turn, when you spend at least a focus point as part of an action or maneuver, you may make an attack as a free action, as long as it is with a Monk Weapon. This attack can trigger Flurry of Blows.
    • Strong Healing. Whenever you regain hit points from any source, you regain more hp equal to your CON or WIS (your choice). This counts as healing done by you.
      You also gain your choice of the following below.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Monk Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Additional Attack

    As a character capable of fighting well, you're trained in pressing the attack.

    You gain an instance of the Additional Attack common feature, if you don't already have it.

     

    (5th) Focused Attack

    On any attack roll, you can spend 1 to 3 focus points to increase your attack roll by a bonus dice (base d4, up to d8) for each point of focus you spend, potentially turning the miss into a hit, or a hit into a critical hit.
     

    (5th) System Shock

    You can interfere with the flow of ki in an opponent’s body.

    When you hit another creature with a melee weapon attack or unarmed strike, you can spend 1 focus point to attempt a System Shock. The target must succeed on a Fortitude saving throw vs your maneuver DC, or be afflicted with one of the following conditions for a number of rounds equal to Half-Proficiency, or they gain a number of stacks equal to your Half-Proficiency.

     
    • Each condition is unlocked at certain levels.
      You can only attempt to System Shock an enemy once per round. This counts as a maneuver, but does not count against your number of maneuvers used per turn.
       

    (7th) MF: Unburdened Teachings, Evasive Balance

    Your Unburdened Teachings feature improves with your mastery. You gain the Evasion common feature. Additionally, you have advantage on all Acrobatic or Athletics checks to not be knocked Prone.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) Stillness of Mind

    Starting at 8th level, you can, as a free action once a turn, to end one effect on yourself that is causing you to be Compelled, Enthralled, or Frightened, and you gain proficiency in Fortitude, Reflex, and Will saves.

    Additonally, you you inspire others with your tranquality and humility, gaining advantage on skill checks made to calm or persuade people.

     

    (8th) Initiator's Flexibility

    When you make your daily preparations or have a Short Rest, you may switch any number of your maneuvers for ones on your Fighting Style(s) list(s), up to an amount equal to Half-Proficiency. You must meet all of the new maneuvers other prerequisites.
     

    (10th) MF: Stillness of the Mind, Strength of the Body

     

    Your Stillness of the Mind feature improves with your mastery. You've come far enough in your joruney as a Monk to become rather superhuman. You gain the following features.

    • Swift as Winds. You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You still touch them.
    • Tranquil as Forests. You learn secondary skills and languages twice as fast. Additionally, when you roll for combat initiative and have 2 or less focus points remaining, you can regain a number of focus points equal to half-proficiency.
    • Fierce as Fires. Your Flurry of Blows can be used twice a turn, as long as they are not on the same attack, and they can now critically strike.
    • Unshakable as Mountains Add your Half-Proficiency to your AC and Saving Throws.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (11th) One with the Blade

    Your Ki Weapons from your Monastic Focus feature imbue their magic onto you directly.

    Any effects your Ki Weapons have are added onto your unarmed weapons and zeroth abilities you use, as if they were the weapon. (e.g. If a sword is enchanted with Weapon Potency I and Flametongue II, your fists would gain the +1 and +1d8 fire to their attack and damage rolls, and would gain the Fire trait).

    Likewise, your Ki Weapons gain any benefits your Unarmed Weapons would from Talents and/or enchants, though both weapons gain the stronger benefit of the two (Potency II on handwraps vs Potency I on the Sword).

     

    (13th) MF: Stillness of the Mind, Diamond Mind

    Your Stillness of the Mind feature improves with your mastery.

    Again. Starting at this class level, you become immune to be Compelled, Enthralled, or Frightened; and you can touch the ki of other minds, making you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say as long as they can perceive you.

     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Sword Saint's Accuracy

    Your mastery of weapons grants you accuracy beyond measure.

    When you make an any attack roll, you may reroll the attack once.

     

    (16th) MF: System Shock, Quaking Palm

    Your System Shock feature improves with your mastery. At 15th level, you learn some of the most lethal fighting moves known by only a select few individuals.  

    The most common of these is the ability to set up lethal vibrations in another's body. When you hit a creature with an unarmed strike, you can spend 3 focus points to instill imperceptible vibrations, which last for a number of days equal to your class level. The vibrations are harmless unless you use an action to end them while, you and the target must be on the same plane of existence.

    When you use this action, the creature must make a Fortitude saving throw. If it fails, it takes Shadow Damage equal to 10d10 + your proficiency bonus + your character level, If it critically fails, it is reduced to 0 hit points and cannot be resurrected by abilities that revive creatures before 10 days.

    You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

    Your subclass will give you another version, coming from the teachings of those Ways' Grandmasters.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Legend of the Lone Wolf

    Your deeds are legendary, and you walk through the world looking to test your might further. Others have heard of you and either revere or fear you, thinking you are but a myth of a legendary warrior. As a result, you gain the following features.

     
    • Empty Body. Using ◈ and spending 2 focus points, you become Invisible for 1 minute. During that time, you also have resistance to all damage.
    • Projected Self. You learn the Astral Projection spell, and can use it by spending focus points instead of spell slots or spell points.
    • Timeless Body. Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. In addition, you no longer need food or water.
     

    (19th) MF: Y, Last Class Enhancements

      Something Big, and usually something that does something cool or pinnacle-like.   You also gain your choice of the following below. These choices are also listed in the X Enhancement Array.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Capstones

    When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
      Monk Capstone:   Workin' on it.  

    (!th) Warrior's Pinnacle

    You've found the limit that many have faced, and have broken past it.

    Pick two Attribute Scores of your choice. They increase by +5, and their natural and enhanced maximums are increased by +5 as well (base, +15 and +25 for each).

     

    Monk Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

     

    Subclass, manually color

    Short Description Good At Mechanically Grants
    X (Classic Subclass)
    Variant Subclass 1
    Variant Subclass 2
    Weird Subclass (if applicable)
     

    Archetypes

    Short Description Good At Mechanically Grants/Replaces
    TBD TBD
    • +Benefits
    • -The Cost
     

    Sample Builds

      To come.

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