Monk

Categories:

Martial artist, unarmed and dangerous

You are a monk, a pilgrim adventurer and martial artist, travelling the world in search of enlightenment. You might be a peacekeeping vagabond, a reclusive mystic, or a vigilante drifter. Raised by your order, you lack family attachment and eschew material things, focusing instead on the perfect alignment of mind, body, and spirit.

Unarmed and unarmoured, only a fool mistakes you for easy prey. A lifetime of training has forged you into a fearsome weapon; strong as the mountain and supple as the wind, you perform deeds others hold impossible. Your discipline and spirit burn brighter than the sun.

Class at a glance
WeaponsSpear, Shortsword, Dagger, Staff, Shortbow, Sling
ArmourLight Armour
Starting gearStaff (1d6), Leather Armour (+1 AC), Healer's Kit
Class skills

Starting skills: Acrobatics, Apothecary, Athletics

Class progression

Martial Arts

You are a master of unarmed combat, causing 1d6 damage (Nat 19 Blunt Trauma 1d12) with your hands, feet, and other body parts. You may apply your Dex mod to your melee attack and damage rolls (armed or unarmed) rather than Strength. You make an Extra attack each turn with a punch, kick, headbutt, etc, as if Two Weapon Fighting, but this Extra attack does not suffer disadvantage (p.80).

Monk Techniques

You employ secret and highly effective fighting techniques, passed down from master to pupil over the centuries. At 1st level, you know a number of techniques equal to your Will modifier; roll 1d12 on the below list to determine which. With each new level, learn one additional technique of your choosing.

You begin an adventure with one use of this ability per level. Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one technique to apply. If a technique requires a Will check, you may use a Reroll. You may regain expended uses by taking Short or Long Rests.

Formless Water

Until the start of your next turn, gain a bonus equal to your Will mod to AC, Luck (Dex) saves, and defensive Dex checks. You may trigger this ability after being hit or otherwise targeted by an opponent (potentially turning a hit into a miss, etc).

Spirit Strike

For 2d6 rounds, your melee attacks count as magical, cause critical hits on natural 19-20 attack rolls, and suppress target regeneration.

Moon Shields Sun

You may trigger this ability when hit by a non magical ranged attack (thrown dagger, arrow, etc). On a successful Will check, you deflect the attack, turning it into a miss. Critical hits cannot be deflected. This ability may not be used more than once per round.

Heaven's Leap

You jump up to Close range in any direction. GM discretion applies, and a staff, creature, or other terrain might be required to launch from. You gain the Rogue Skirmisher ability until the end of your turn.

Strength of One

Gain Str 19 for one action.

Mind Over Matter

You delay the effect of a persistent physical injury (eg a Trauma or Injuries & Setbacks result) until the next Long Rest. Only one injury may be delayed at a time.

Purity of Self

When subject to a disease or poison (including magical), you may trigger this ability to make a Will check to negate it.

Moment of Clarity

Until the end of your next turn, you ignore penalties due to poor visibility, and may make a Will check to pinpoint invisible or hidden foes within Far range.

Perfection of Will

When required to make a Luck (Will) save, you may trigger this ability to make a Will check instead.

Fork the River

When damaged by a melee attack, you may trigger this ability to make a Will check to transfer the damage to another enemy instead (within Melee range of yourself or the original attacker). This ability may not be used more than once per round.

Dream Sight

You may attempt a Will check to sense magic, treat as Pierce the Veil, but this ability is not magical.

Iron Fist

On a failed Luck (Will) save, one living target within Melee range is Stunned. Large creatures may gain a bonus on the save, and very large creatures may be immune (GM’s call).

New Skill

Gain a new skill. See Class skills.

Open Hand Versatility

By 2nd level, you are an expert at controlling and subduing your opponents. On a Nat 19 unarmed attack roll, you may grab, trip, disarm, or push the target a short distance.

Unique Feature

Unique Feature. No further rule text is supplied in this export.

+1 AC

+1 AC.

New Skill

Gain a new skill. See Class skills.

Spirit Warrior

At 5th level, you unlock glimmers of spiritual enlightenment, invigorating your physical and mental being. Gain the following benefits:

  • You unarmed attacks cause 1d10 damage instead of 1d6.
  • Open Hand Versatility applies on a Natural 19-20.
  • Once per adventure, after a period of meditation and contemplation, you may spend a Reroll to gain a useful insight. Bearing in mind your party goals, the GM will remind you of an important piece of information, spotlight an overlooked clue or connection, or provide some other kind of inspiration.
  • Once per adventure, during your turn you may spend a Reroll to make a Will check. If successful, one magical effect you are subject to ends. If others are subject to the same effect, it does not end for them.

Unique Feature

Unique Feature. No further rule text is supplied in this export.

Counterattack

At 7th level, after being damaged by an enemy, you may spend a Reroll to make a single unarmed attack against that foe. This ability may not be used more than once per round.

+1 AC

+1 AC.

New Skill

Gain a new skill. See Class skills.

Unique Feature

Unique Feature. No further rule text is supplied in this export.