Monk

Monk
Class Group: 	Priest 	
Source: 	Player's Option: Spells & Magic: Monk (POSM)	
Ability ScoreRequirements:	Wisdom 15Intelligence 14Constitution 13 	
Prime Requisite: 	Wisdom, Intelligence 	
Races Allowed: 	Human 	
Alignment Allowed: 	Lawful Alignments 	
Monk 	Monk 	Monk 	Monk 	Monk 	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level
Level	XP needed	HitDice(d8)	THAC0	BaseAC	1 	2 	3 	4 	5 	6* 	7**
1 	0 	1 	20 	10 	1 	— 	— 	— 	— 	— 	—
2 	1,500 	2 	20 	9 	2 	— 	— 	— 	— 	— 	—
3 	3,000 	3 	20 	9 	2 	1 	— 	— 	— 	— 	—
4 	6,000 	4 	18 	8 	3 	2 	— 	— 	— 	— 	—
5 	13,000 	5 	18 	8 	3 	3 	1 	— 	— 	— 	—
6 	27,500 	6 	18 	7 	3 	3 	2 	— 	— 	— 	—
7 	55,000 	7 	16 	7 	3 	3 	2 	1 	— 	— 	—
8 	110,000 	8 	16 	6 	3 	3 	3 	2 	— 	— 	—
9 	225,000 	9 	16 	6 	4 	4 	3 	2 	1 	— 	—
10 	450,000 	9+2 	14 	5 	4 	4 	3 	3 	2 	— 	—
11 	675,000 	9+4 	14 	5 	5 	4 	4 	3 	2 	1 	—
12 	900,000 	9+6 	14 	4 	6 	5 	5 	3 	2 	2 	—
13 	1,125,000	9+8 	12 	4 	6 	6 	6 	4 	2 	2 	—
14 	1,350,000	9+10 	12 	3 	6 	6 	6 	5 	3 	2 	1
15 	1,575,000	9+12 	12 	3 	6 	6 	6 	6 	4 	2 	1
16 	1,800,000	9+14 	10 	2 	7 	7 	7 	6 	4 	3 	1
17 	2,025,000	9+16 	10 	2 	7 	7 	7 	7 	5 	3 	2
18 	2,250,000	9+18 	10 	2 	8 	8 	8 	8 	6 	4 	2
19 	2,475,000	9+20 	8 	2 	9 	9 	8 	8 	6 	4 	2
20 	2,700,000	9+22 	8 	2 	9 	9 	9 	8 	7 	5 	2
: * Usable only by monks with 17 or greater Wisdom.
: ** Usable only by monks with 18 or greater Wisdom.
__TOC__
==Class Features==
===Hit Points===
* Hit Dice (levels 1-10): 1d8 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 10+): +2 HP per level
* Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
===Starting Equipment===
* 3d6 × 10 gp (to be used to buy equipment)
** Can use their initial funds only to purchase equipment and goods.
** Only keep at most 2 or 3 gold of starting money, rest is given back to superiors
** Clerics cannot lend any of their initial funds to other characters.
===Equipment===
* Armor: None
** Monks gain 1 AC every even-number level, until level 16, where it caps at Armor Class 2.
** The Monk needs see the attack coming in order for this AC to apply.
** They will have their natural AC if they are backstabbed, ambushed, or missile attacked from behind unaware.
* Weapons: Monks may employ any Type B weapon.
** Monks adept at unarmed combat. See below.
Monks may not use magical items that simulate armor, such as bracers of defense, but they are allowed to wear cloaks or rings. Otherwise, they may use any magical item normally usable by priests.
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts with 4 Non-Weapon Proficiencies
* Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
* Can chose a Nonweapon Proficiency at normal cost from all categories. Does not have to pay the penalty for any category.
===Weapon Proficiencies===
* Starts with 2 Weapon Proficiency
* Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
* -3 Penalty to Attack Roll if using Non-Proficient Weapon
Player's Option: Combat & Tactics
* Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
* Monks gain bonus Weapon Proficiency slots that can be spent on Unarmed Combat only. See Unarmed Combat section below.
* Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons
===Fighting Style Specialization (Player's Option: Combat & Tactics)===
Priests know the "Single Weapon", "Two-handed Weapon", "Weapon and Shield", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.
A priest may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.
List of Fighting Style Specializations:
* Weapon and Shield Style
* One-handed Weapon Style
* Two-handed Weapon Style
* Two-Weapon Style
* Missile or Thrown Weapon Style
** Horse Archers
* Local Fighting Styles
==Spellcasting==
Monk have access to a number of spheres of spells to cast.
* Major Spheres: All, Divination, Guardian, Numbers, and Thought
* Minor Spheres: Combat, Healing, Necromantic, and Time
A monk cannot turn undead.
Beginning at 5th level, monks are entitled to a saving throw vs. spell to block detection, scrying, or mind-reading through magical or psionic means— see the 3rd-level wizard spell nondetection.
At 7th level, monks gain the special granted power of free action, which duplicates the effects of the 4th-level priest spell.
==Unarmed Combat==
When Monks attack unarmed, they are not subject to the "Weapons in Defense". (Normally, this rule allows the armed character to attack first with a +4 on attack and damage rolls when another character makes an unarmed attack against them.)
Monks receive a free weapon proficiency they can use to specialize in unarmed combat. There are two rulesets that can be used for Unarmed Combat.
====Unarmed Combat Proficiencies====
When a monk makes an unarmed attack against an armed opponent, they disregards the "Weapons in Defense" rule, since they is trained in dealing with armed enemies. (Normally, this rule allows the armed character to attack first with a +4 on attack and damage rolls when another character makes an unarmed attack against them.)
Starts play with an extra Weapon Proficiency that can be spent to Specialize in Unarmed Combat. Martial arts and other forms of unarmed combat are described in detail in Player's Option: Combat & Tactics; if you don't have access to this book, another system appears in The Complete Fighter's Handbook.
===Unarmed Combat with The Complete Fighter's Handbook or The Complete Priest's Handbook:===
In this system of unarmed combat, the monk begins play as a punching specialist, a wrestling specialist, or a martial arts specialist. If the monk chooses martial arts as their preferred unarmed combat form, they must spend one of their initial weapon proficiencies to do so, since this is more difficult than specializing in punching or wrestling.
Specializing in these combat forms gives the monk a +1 bonus to attack rolls, a +2 bonus to damage rolls, and a +1 chart bonus with their unarmed attacks. A monk specialized in punching or martial arts gains one extra attack per round, while a monk specialized in wrestling gains a +2 bonus to their effective Strength score for purposes of maintaining or breaking holds.
Every fourth level after 1st level (5th, 9th, 13th, 17th) the monk gains an additional free weapon proficiency which can be used to continue specialization in their chosen mode of combat. Each additional specialization grants the character an additional +1 to attack rolls, damage rolls, and a +1 chart bonus, to a maximum addition of +4 at 17th level.
===Unarmed Combat with Player's Option: Combat & Tactics:===
In this system, the monk begins play as described above. If they chooses martial arts as their combat form, they must spend one of their initial weapon proficiencies to do so. At 1st level, the character is considered a specialist; at 5th level, a master; at 9th level, a high master; and at 13th level, a grand master. The exact benefits are described in more detail in Chapter Five of Player's Option: Combat & Tactics.
===Unarmed Combat with only Player's Handbook===
If you don't have either of these books, the monk must choose to be a punching or wrestling specialist, since martial arts per se aren't described in the Player's Handbook. The paragraph about The Complete Fighter's Handbook details the effects of specialization and continuing specialization for these forms of unarmed combat.
==Strongholds & Followers==
Monks never gain followers, but at 9th level a monk may receive permission to establish a monastery as an outpost of their order; if they do so, 10 to 40 monks of lower level will come to their monastery and take up their studies there, recognizing the PC monk as the head of their abbey.
==Saving Throws==
 Monk Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
1-3 	10 	14 	13 	16 	15
4-6 	9 	13 	12 	15 	14
7-9 	7 	11 	10 	13 	12
10-12 	6 	10 	9 	12 	11
13-15 	5 	9 	8 	11 	10
16-18 	4 	8 	7 	10 	9
19+ 	2 	6 	5 	8 	7
: At 5th level, monks are entitled to a saving throw vs. spell to block detection, scrying, or mind-reading through magical or psionic means— see the 3rd-level wizard spell nondetection.
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
==Level 1 Character==
* Starting HP: 1d8 HP
* Starting funds: 3d6 × 10 gp (have to spent or give up all except 2-3 gp)
* 4 Nonweapon Proficiencies Slots
* 2 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
==Leveling up==
At level up:
* Roll 1d8 HP (unless level 10 or higher, then add 2 HP instead)
* Check "Monk Saving Throws" above to see if your saving throws change.
* 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
* 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
* Check top table to see what current spell slots are available & if THAC0 updates.
* If new Spell Level is achieved, add spells from available spheres.
Category:PHB Class
Category:Class