Monks are dedicated to mastering their bodies, minds, and spirits through a strict oath of self-improvement, seclusion, and austerity. They live in remote monasteries, seeking spiritual growth and knowledge through their adventures. Their path is one of discipline, enlightenment, and inner strength.

Ability Requirements: Strength +2, Dexterity +2
Ability Focus: Strength
Hit Dice: d6
Races Allowed: Human Only

Natural Armor: Monks gain +1 to their AC for each level of advancement, reflecting their honed reflexes and bodily control. Wearing armor negates this bonus.

Active Defense: Instead of making one of their attacks, a Monk can roll d20 + their DEX modifier to actively dodge an incoming attack. If their roll exceeds the attack roll, the attack is avoided.

Martial Artist: Unarmed attacks by a Monk deal 1d4 damage, increasing by 1d4 every 3 levels (1d4 at 1st, 2d4 at 3rd, etc.).

Multiple Attacks: At every 3rd level, Monks gain an additional unarmed attack during their turn.

Class Restrictions

  • Armor Restrictions: Monks cannot wear any armor or use magical protective devices (e.g., rings, cloaks). Wearing armor negates their natural armor and multi-attack bonuses.
  • Weapon Restrictions: Monks can use weapons, but doing so forfeits their unarmed combat bonuses (to attack, damage, and multiple attacks).

The Monk’s Oath

Self-Improvement: Monks pursue mental and spiritual growth through meditation, study, and physical training. They cultivate virtues like patience, compassion, and discipline, aiming for enlightenment.

Seclusion: Monks live in isolated monasteries, focusing on their inner development away from worldly distractions.

Austerity: Monks embrace simplicity, renouncing material wealth and indulgence to concentrate on spiritual pursuits.

Monk Abilities

Awareness

Starting at 2nd Level, the Monk develops a heightened awareness of their surroundings, add the Monk’s focus to add to their passive Notice score.

Nonlethal Strike

Starting at 3rd Level, the Monk can reduce the force of their strikes to knock a target unconscious rather than dealing fatal damage. When the Monk’s attack reduces a target’s hit points to 0 or below, they can choose to render the target unconscious instead of killing them.

Healing Surge

Starting at 4th Level, the Monk can heal themselves through advanced self-discipline. Once per day, the Monk can heal for 1d6 point of damage per experience level.

Resistant

Starting at 4th Level, the Monk’s training grants them resistance to various harmful effects. The Monk takes half damage from spells, gas, or breath weapons (rounding down), representing their ability to resist magical and elemental attacks.

Fortitude

Starting at 6th Level, the Monk’s mental fortitude becomes impervious to certain magical effects. The Monk gains immunity to charm, command, sleep, and hold spells, reflecting their mastery over their own mind.

Efficient Sustenance

Starting at 6th Level, the Monk can masterfully control their bodily functions to minimize their needs for sustenance. They are able to consume only half the usual amount of food and water required to sustain themselves. This ability reflects their advanced self-discipline and control over their physical needs.

Disappear

Starting at 8th Level, the Monk can become completely undetectable for a short duration. Once per day, the Monk can become invisible or otherwise undetectable for 1 round per experience level, allowing them to escape or avoid detection.

Enduring Vitality

Starting at 8th Level, the Monk’s training in controlling their body’s functions allows them to survive longer under extreme conditions. They can endure for twice the normal duration without essential needs (such as air, food or water).

Touch of Death

Starting at 10th Level, the Monk achieves the pinnacle of martial and spiritual mastery. Once per day, the Monk can instantly kill a creature with fewer hit dice than themselves upon a successful unarmed attack, showcasing their advanced mastery and focus.

Contributions to the Monastery

Monks are required to contribute 90% of any treasure they acquire to their monastery. This strict rule reflects their commitment to the values of austerity and communal support. Contributions include:

  • Monetary Treasure: Gold, gems, and other valuable items are turned over to the monastery.
  • Magical Items: Any magical items or artifacts discovered are donated, though they may be loaned back for specific missions or uses with permission.

These contributions ensure the monastery remains well-funded and can support its members and their missions. In return, Monks may receive:

  • Gifts: Rare items or bonuses from the monastery, such as potions or scrolls.
  • Recognition: Increased status or influence within the monastery, leading to new opportunities or privileges.

Starting Equipment

Backpack, Bedroll, Belt pouch, Flint and steel, Iron pot, Mess kit, Rope, Torches (10), Trail rations (5 days), Water skin

Starting Money

None.

Level Advancement

Level 2 (2,000 XP):

  • Gain hit points by rolling 1d6 + Constitution and adding it to your total hit points
  • Increase unarmored AC by +1 (total +2).
  • Gain “Awareness” ability.

Level 3 (4,000 XP):

  • Gain hit points by rolling 1d6 + Constitution and adding it to your total hit points
  • Increase unarmored AC by +1 (total +3).
  • Gain “Controlled Strike” ability.
  • Increase Ability Focus to 2
  • Increase Notice bonus to +2

Level 4 (8,000 XP):

  • Gain hit points by rolling 1d6 + Constitution and adding it to your total hit points
  • Increase unarmored AC by +1 (total +4).
  • Gain “Self Healing” and “Resistant” abilities.
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