Sunday, June 26, 2022

[CLASS] Dungeon! - The Monk

The Monk

HP: +1d8 each Level, minimum of +4

AC: +1 each Level

AB: +1 each Level

Save: -1 each Level

Skills: +1 Skill Pip each Level


At 1st Level, you have started down a path of martial arts mastery. If you are not wearing Armor or wielding a Shield, you gain +2 AC and your Unarmed Attacks deal 1d6 Damage instead of only 1d4 Damage. Finally, you may replace the Damage die of any Weapon you use with your Unarmed Attack's Damage die.


At 2nd Level, your training has allowed you to become more practiced with a certain Weapon, making it your Monk Weapon. Choose 1 type of Weapon, such as a Longbow, Staff, or even your Unarmed Attacks. You deal +1 Damage with your Monk Weapon.


At 3rd Level, your path has come to a crossroads. Choose one of the Monk Ways below.

  • Way of the Body: If you are not wearing Armor or wielding a Shield, you gain an additional +1 AC.
  • Way of the Mind: Your path has led you to meditation. During Short and Long Rests, you may meditate to gain additional benefits. Meditating will double the Healing you receive from a Short or Long Rest, and it will grant you 1 Fate Point. You may only have 1 Fate Point at a time. After a d20 roll, you may use 1 Fate Point to reroll it. You must use the new roll.
  • Way of the Spirit: Your spirit becomes intertwined with the Ki of the world around you. You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 4th Level, you become more experienced with your Monk Weapon. You deal an additional +1 Damage with your Monk Weapon. Finally, your Unarmed Attacks now deal 1d8 Damage instead of only 1d6 Damage, if you are not wearing Armor or wielding a Shield.


At 5th Level, you advance your martial arts. Once per Round and on your Turn, you may attempt a single Unarmed Attack as a Free Action. Finally, your path augments your martial arts skill. You gain the option below that matches the Way you chose at 3rd Level.

  • Way of the Body: If you are not wearing Armor or wielding a Shield, you gain an additional +1 AC.
  • Way of the Mind: When you land a Critical Hit, you regain 1 Fate Point, if you do not already have one.
  • Way of the Spirit: You may replace your Unarmed Attacks with blasts of Ki. These blasts have the Weapon attribute Ranged, and they deal Radiant Damage or Necrotic Damage (your choice when you gain this Ability) instead of physical Damage. They count as Unarmed Attacks for you, meaning they can benefit from your Unarmed Attack's increased Damage die and they can be used in place of your "Once per Round" free Unarmed Attack.


At 6th Level, you become more diverse with your Monk Weapons. You may choose a 2nd Monk Weapon. Also, you deal an additional +1 Damage with your Monk Weapons.


At 7th Level, your path concludes. You gain the option below that matches the Way you chose at 3rd Level.

  • Way of the Body: If you are not wearing Armor or wielding a Shield, you gain an additional +1 AC.
  • Way of the Mind: When you use a Fate Point to reroll, the reroll has Advantage.
  • Way of the Spirit: You gain 2 additional Spell Points and learn 2 additional Spells.


At 8th Level, you have mastered your Monk Weapons. While you are conscious, you cannot be disarmed of your Monk Weapons. Also, you deal an additional +1 Damage with your Monk Weapons. Finally, your Unarmed Attacks now deal 1d10 Damage instead of only 1d8 Damage, if you are not wearing Armor or wielding a Shield.


At 9th Level, you have mastered your martial art of choice. Twice per Round and on your Turn, you may attempt a single Unarmed Attack as a Free Action. Finally, you deal an additional +1 Damage with your Monk Weapons.


At 10th Level, you have become a mysterious figure in martial arts history. Many young Monks begin to seek you out in the hope that you will train them. This leads you to a choice; you may either create a Monastery or a Secret Technique. Details for both options are below.

  • Monastery: 1d10 + 20 1st Level Monks offer to help you create a Monastery where you could teach martial arts. They will build your Monastery in a valid location over the course of 50 days. Once completed, you will lead the Monastery and these Monks will do their best to learn from you. Once up and running, your Monastery will not generate income, but local settlements may seek protection from you. For each settlement you protect, the Monastery will receive 1d6 Gold per day in donations. Finally, you and your allies may successfully rest within your Monastery in half the normal time due to its accommodations.
  • Secret Technique: Work with your GM to create a complex or dangerous technique that you have mastered. A simple guideline for this technique is that it should be a standard Attack that allows you to either automatically benefit from a Maneuver (such as Flanking or a Grapple) or allows you to Cast a Spell, all as part of a single Attack. A couple of examples can be seen below. Once you have attempted your Secret Technique, you must finish a Long Rest before you may attempt it again.
    • Quaking-Earth Palm: On a hit, the target also suffers the effects of a Trip, falling Prone automatically.
    • Lightning Blows: On a hit, the user Casts the Spell Haste on themselves.

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