Classes > Warriors > Monk

Lawful only. A hermit who dedicates their life to perfecting their own body into the ultimate weapon.

Monkhood is defined from other classes by the use of the own body as a martial tool by training it past mundane breaking point. The world of Dunia is one where a being of enough will and dedication can train themselves past physical limits, being kept alive by the magic manifested by their own zeal, to gain superhuman strength. +4 to Concentration and Acrobacy. +50% movement speed speed.

Monks are proficient with their own fists and with staves, meaning they may roll twice for accuracy and choose the best outcome. Monks attacking unarmed deal 1d4 magical damage with each of their bare hands, upgraded every five levels to 1d6, 1d8 then 1d10. They are also immune to damage from falling.

Level 2: Monks do not suffer a -4 AGI penalty from being surprised.

Level 4: Monks gain the ability to grapple when using their fists, mimicking the Fighter's Target ability for as long as they hold onto the chosen appendage. They cannot perform a bonus attack or reaction while grappling.

Level 6: Enemies have disadvantage when attacking a Monk who can see them, but are reduced to rolling only once if they already had advantage. Additionally, a Monk maintains their AGI against targets they do not see, and can attack any invisible target as long as it has performed one action within the same or last round.

Level 8: Monks can spend a bonus action to deflect any arrow-sized projectile. Monks grappling a target with lower STR than theirs may also throw the victim like a projectile. They become resistant to all magic.

Level 12: Monks can run up vertical surfaces at normal speed, across water without falling and Combat Instinct early.


Level

Bonus/atk.

Bonuses

Level

Bonus/atk.

Bonuses

1

+1

Kick, Speed, Martial Art, Safe Fall

11

+11/+6/+1

+2 acc., Crit@17, Triplestrike

2

+2

Uncanny Dodge

12

+12/+7/+2

Feat, Ninja Run, Ultra Instinct

3

+3

Bash

13

+13/+8/+3

Disarm

4

+4

Feat, Grapple

14

+14/+9/+4

-

5

+5

Cleave, Doublestrike

15

+15/+10/+5

Riposte, Second Wind II

6

+6/+1

Afterimages, Blindsight

16

+16/+11/+6/+1

Feat

7

+7/+2

Fighting Style

17

+17/+12/+7/+2

Battle Trance, Quadstrike

8

+8/+3

Feat, Deflect, Endurance

18

+18/+13/+8/+3

-

9

+9/+4

Second Wind

19

+19/+14/+9/+4

Feat

10

+10/+5

-

20

+20/+15/+10/+5

Second Wind III