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Class: Monk (EE)
Monk. Monks are warriors who pursue perfection through contemplation as well as action. They are versatile Fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy called ki, which allows them to perform amazing feats. The best known of these is the ability to stun an opponent with an unarmed blow.

Hit Dice: d8

Alignment: Any Lawful

Features:
  • Weapons and Armor. The Monk may not wear armor of any kind (including shields and helmets). The Monk may use any of the following weapons: Long Sword, Short Sword, Katana, Scimitar, Dagger, Club, Dart, and Sling.

  • Proficiency. The Monk may achieve but not exceed Proficiency in any weapon they can use, as well as Single Weapon Style.

  • Fast Movement. The Monk moves faster than normal, and becomes even faster at 5th level and every five levels thereafter. Saving Throws. The Monk gains a permanent +2 bonus to Saving Throws vs. Spell. Starting at 9th level, the Monk also gains an additional +1 bonus to all Saving Throws.

  • Armor Class. The Monk's Armor Class is permanently improved by one point at first level and at every odd level thereafter.

  • Stunning Blow. Once per day for every four levels in this class, the Monk may activate this ability to force all targets of successful Fist attacks in the next round to make a Saving Throw vs. Spell or be stunned for one round.

  • Enchanted Fists. Starting at 9th level the Monk's fists are treated as +1 magical weapons for the purposes of determining what they can hit and gain a +1 bonus to attack and damage rolls. This effective enchantment, and the bonuses to attack and damage, improve to +2 at 12th level, +3 at 15th level, and +4 at 25th level.
    Improved Fist Damage
    Level Damage
    1-21d6
    3-51d8
    6-81d10
    9-141d12
    15+1d20

  • Improved Fist Damage. The Monk's fists deal more damage than normal based on their current level in this class, as described on the table to the right. Starting at 3rd level, the Monk gains an additional half attack each round for every three levels in this class.

  • Immunities. Starting at 5th level, the Monk becomes immune to all diseases, as well as the effects of both Haste and Slow. At 9th level, the Monk becomes immune to charm effects. At 11th level, the Monk becomes immune to all poison effects. At 20th level, the Monk becomes immune to all non-magical weapons.

  • Lay On Hands (self only). Starting at 7th level, the Monk may use this ability once per day to heal themselves of 2 points of damage per level in this class.

  • Speed Factor. Starting at 8th level, the Monk receives a +1 bonus to the Speed Factor of any weapon they wield is improved by 1. At 12th level, this bonus increases to +2.

  • Magic Resistance. Starting at 14th level, the Monk gains 42% magic resistance, which improves by 3% every level thereafter.

  • Quivering Palm. Starting at 13th level, the Monk may activate this ability to force a single target to make a Saving Throw vs. Spell or be killed instantly.


Kits

Dark Moon Monk. The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision.

Features:
  • Alignment. The Dark Moon Monk must have an alignment of Lawful Evil.

  • No Lay On Hands. The Dark Moon Monk may not use the Lay On Hands ability.

  • No Stunning Blow. The Dark Moon Monk may not use the Stunning Blow ability.

  • Saving Throws. In addition to the Monk's allotment of Saving Throw bonuses, the Dark Moon Monk gains a permanent +2 bonus on all Saving Throws against spells of the Illusion school.

  • Frozen Fist. Once per day, plus an additional time for every four levels in this class, the Dark Moon Monk may wreath their fists in cold energy, adding 2 cold damage to all attacks for one round per level in this class.

  • Blindness. The Dark Moon Monk may cast Blindness, as the spell, once per day as an innate ability. Blur. Starting at 3rd level, the Dark Moon Monk may cast Blur, as the spell, once per day as an innate ability.

  • Vampiric Touch. Starting at 7th level, the Dark Moon Monk may cast Vampiric Touch, as the spell, once per day as an innate ability.

  • Mirror Image. Starting at 11th level, the Dark Moon Monk may cast Mirror Image, as the spell, once per day as an innate ability.

Sun SOul Monk. Sun Soul Monks were once worshippers of Amaunator in the time of Netheril, but today their worship is divided between Lathander, Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it.

Features:
Flaming Fists
Level Duration
5-81 round
9-112 rounds
12-143 rounds
15-244 rounds
25+5 rounds
  • Alignment. The Sun Soul Monk must have an alignment of Lawful Good.

  • No Stunning Blow. The Sun Soul Monk may not use the Stunning Blow ability.

  • No Quivering Palm. The Sun Soul Monk may not use the Quivering Palm ability.

  • Sun Soulray. Starting at 2nd level, once per day, the Sun Soul Monk may launch a blast of solar fire at a single target, dealing 1d8 fire damage for every two levels in this class, plus an additional 6 damage if the target is undead. The Sun Soul Monk gains an additional use of this ability at 6th, 10th, and 15th level.

  • Greater Sun. Starting at 8th level, once per day, the Sun Soul Monk can draw up a shield of burning flames around themselves, gaining 50% resistance to fire damage and dealing 1d8+2 fire damage to any creature within 5 feet that hits the Sun Soul Monk with a spell or attack.

  • Sun Soulbeam. Starting at 13th level, once per day, the Sun Soul Monk can emit a dazzling burst of light that strikes at all other creatures within 30 feet. The Sun Soul Monk makes a melee attack at each creature (with a +3 bonus if the creature is undead), and on a successful hit the creature takes 9d6 fire damage (+3 damage if the creature is undead), with a Saving Throw vs. Spell for half damage. Creatures that fail their Saving Throw are also blinded for two hours.

  • Flaming Fists. Starting at 5th level, once per day, the Sun Soul Monk may ignite their fists with burning energy, adding 2d6 fire damage to their attacks for as long as the effect lasts. The duration increases with the Sun Soul Monk’s level, as shown in the table to the right.