Author Topic: Base Class - Monk  (Read 1709 times)

Garryl

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Base Class - Monk
« on: June 22, 2017, 08:13:59 PM »
Monk base class
So, it's a Monk remake. Hopefully totally cool, too. Be totally zen while you punch people to death. Or punch them to life. I'm not judging.
The new AC bonus ability Lets you wear no armor or light armor without stressing about it. Either way is good, and you wind up with about the same AC.
Inspired by the Serene Guardian PrC from the Shattered Gates of Slaughtergarde module and the Diablo 3 Monk class.
Original post: http://www.minmaxboards.com/index.php?topic=243.160;msg=96897

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Pressure
Strikes
Known

Mantras
Known

Releases
Known
1+1+2+2+2AC Bonus, Mantras (Novice), Pressure Strikes (Novice), Unarmed Strike21--
2+2+3+3+3Evasion31--
3+3+3+3+3Still Mind42--
4+4+4+4+4--52--
5+5+4+4+4Purity of Body72--
6+6/+1+5+5+5Mantras (Student), Pressure Strikes (Student), Releases (Student), Resonance832
7+7/+2+5+5+5--933
8+8/+3+6+6+6--1043
9+9/+4+6+6+6Diamond Body1144
10+10/+5+7+7+7Double Mantra1344
11+11/+6/+1+7+7+7Greater Resonance, Mantras (Master), Pressure Strikes (Master), Releases (Master)1455
12+12/+7/+2+8+8+8--1556
13+13/+8/+3+8+8+8--1666
14+14/+9/+4+9+9+9--1767
15+15/+10/+5+9+9+9--1967
16+16/+11/+6/+1+10+10+10Mantras (Secret), True Resonance, Pressure Strikes (Secret), Releases (Secret)2078
17+17/+12/+7/+2+10+10+10Timeless Body2179
18+18/+13/+8/+3+11+11+11--2289
19+19/+14/+9/+4+11+11+11--23810
20+20/+15/+10/+5+12+12+12Triple Mantra, Undying Style25810

Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, and Tumble.

Weapon and Armor Proficiency: As a Monk, you are proficient with all simple weapons, and with the handaxe, kama, nunchaku, sai, shuriken, and siangham. You do not gain proficiency with any sort of armor or shield.

AC Bonus (Ex): You gain a +3 armor bonus to your Armor Class. This bonus increases by 1 per 3 class levels. As an armor bonus, this bonus does not stack with the benefits of traditional armor.

Additionally, while wearing light or no armor, your movements are free and your ability to dodge attacks is limited only by how well you can predict them. You gain an insight bonus to your Armor Class equal to your Wisdom modifier.

Pressure Strikes: You learn a number of pressure strikes based on your level. These come in 4 grades: Novice, Student, Master, and Secret. You can apply a single pressure strike to any unarmed strike attack you make, but you can only use any given pressure strike once per round. Some pressure strikes impede your enemies. Others rejuvenate and enhance your allies. Most pressure strikes are extraordinary abilities.

Much like touch spells, you can automatically hit yourself and willing allies with pressure strikes. This still counts as an attack and can generate resonance as normal, but you need not make an attack roll.

Initially, you can only learn and use novice pressure strikes. Starting at 6th level, you can learn and use student pressure strikes. At 11th level, this improves to master pressure strikes, and at 16th level you gain access to secret pressure strikes.

The save DC of your pressure strikes is equal to 10 + 1/2 your Monk level + your Wisdom modifier.

Mantras: You learn a number of mantras based on your level. Mantras are continuous effects, usually either emanations or personal effects. Starting a mantra is a swift action, and ending one is a free action. Normally, you can maintain only one mantra at once, which takes only a free action each round. At 10th level you learn to maintain two mantras at once. Starting at 20th level, you can instead maintain three at once.

Using a mantra requires focusing on a group of sounds, syllables, or words with mystic meanings relating to the universe. Only creatures that can hear these sounds can be affected by one of your mantras. Normally, this requires chanting them out loud, but telepathy can communicate them just as well. If you do not wish for any creatures other than yourself to be affected, you can silently think of the sounds in your mind.

Initially, you can only learn and use novice mantras. Starting at 6th level, you can learn and use student mantras. At 11th level, this improves to master mantras, and at 16th level you gain access to secret mantras.

The save DC of your mantras is equal to 10 + 1/2 your Monk level + your Wisdom modifier.

Unarmed Strike (Ex): You gain Improved Unarmed Strike and Superior Unarmed Strike feats as bonus feats at 1st level, even if you do not qualify for them. Your unarmed strikes deal damage as if you were a character of your Monk level plus 4, or of your character level, whichever is better. Your unarmed attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex): Beginning at 2nd level, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of Evasion while helpless.

Still Mind (Ex): Starting at 3rd level, you gain a +2 bonus on saving throws against all charm and compulsion effects.

Purity of Body (Ex): Beginning at 5th level, you become immune to all diseases.

Resonance (Su): Starting at 6th level, whenever you hit a creature with at least two attacks in a single round, you create one point of resonance in that creature. If you do not add to or use this resonance within 24 hours, it dissipates harmlessly. Starting at 11th level, you can create an additional point of resonance if you hit a creature three times in a single round. At 16th level, you can create a third point of resonance if you hit a creature four times in a single round. You normally need to make a full attack to create resonance, but a single attack followed by an attack of opportunity later in the round is just as effective.

While you can generate any amount of resonance in any amount of subjects, the amount you can effectively maintain in a single subject is limited. You cannot generate more resonance in a single subject than your Monk level at any given time. If you already have more resonance in a subject than your level, you do not remove the excess, you simply cannot generate more with this ability.

If multiple creatures create resonance in the same subject, track each pool separately. They don't interact with each other. Resonance can only be used by the creature that created it.

Releases: Starting at 6th level, you learn to release the resonance that you can build in your foes and your allies. You learn a number of releases based on your level. Releases are supernatural abilities that can be used as a swift action. Regardless of their effects, using a release removes all of your resonance from the target, and you can only use a release on a creature that has at least one point of resonance.

Initially, you can only learn and use novice and student releases. Starting at 11th level, you can learn and use master releases. At 16th level you gain access to secret releases.

The save DC of your releases is equal to 10 + 1/2 your Monk level + your Wisdom modifier.

Diamond Body (Ex): Beginning at 9th level, you become immune to all poisons.

Timeless Body (Ex): Upon attaining 17th level, you no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken are removed. Bonuses still accrue, and you still die of old age when your time is up.

Undying Style (Ex): At 20th level, the Heavens themselves acknowledge you as a successor to your martial arts style, and will not let its knowledge die. If you would die of anything but natural causes, and you are not resurrected within a year and a day (or if resurrection is prevented somehow, such as by destroying your soul itself), the undying spirit of your legacy passes on to one of your descendants or relatives, however distant, so the style will live on. Treat this as a reincarnate spell, except it requires no body, there is no level loss, and the species of the target is limited to your own, or as close to original as possible (templates may be lost, at the DM's discretion). This effect cannot take place more than once a generation. The reincarnated creature retains all memories of the "original", but has lived a different life up until then for all effects and purposes.



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Garryl

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Re: Base Class - Monk
« Reply #1 on: June 22, 2017, 08:14:11 PM »
Pressure Strikes
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Mantras
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Releases
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Pressure Strike Descriptions
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Mantra Descriptions
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Release Descriptions
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Garryl

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Re: Base Class - Monk
« Reply #2 on: June 22, 2017, 08:14:19 PM »
New Feats

General FeatsPrerequisitesBenefit
Distant ReleaseMaster releasesUse single-target releases regardless of target's location.
Frightening ResonanceIntimidate 9 ranks, ResonanceGenerating resonance frightens enemies.
Increased Resonance CapacityResonance+2 maximum Resonance.
Martial StrikesWeapon Focus, pressure strikesUse pressure strikes with focused weapons.
Pressure Strike MasteryStudent pressure strikesUse lower grade pressure strikes 2/round.
Pressure Strike NovitiateImproved Unarmed StrikeLearn to use a novice pressure strike.
Recycled ResonanceResonance, master releasesReleasing resonance in others generates it in you.



Distant Release [General]
Prerequisites: Ability to use master releases
Benefits: You can use releases that target a single creature at any range and without line of sight or line of effect. You cannot use this feat with releases that affect an area or that have ranges of touch, melee attack, or less than 5 feet.



Frightening Resonance [General]
Prerequisites: Intimidate 9 ranks, Resonance
Benefits: When you generate the first point of resonance in a creature, you must choose whether or not to make use of this feat. You cannot change your decision until all of your resonance is removed from that creature (such as if you release it or it fades due to time) and you once again begin generating resonance in them. Once you have generated at least 1 point of resonance per 4 HD of the creature it is shaken. Once you have generated at least 1 point of resonance per 2 HD of the creature it is instead frightened. These conditions last as long as you maintain sufficient resonance in the creature, to a maximum of 24 hours. The first time the creature would be shaken or frightened as a result of this feat, it must make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier). On a success, this feat's effects are negated. The results of this saving throw stand for as long as the creature has resonance. This is a supernatural, mind-affecting, fear effect.



Increased Resonance Capacity [General]
Prerequisites: Resonance
Benefits: The maximum amount of resonance you can generate in a single creature increases by 2.
Normal: You cannot generate more resonance in a single subject than your Monk level at any given time.
Special: You can select this feat multiple times. Its effects stack.



Martial Strikes [General]
Prerequisites: Weapon Focus, ability to use pressure strikes
Benefits: You can use pressure strikes with any weapon for which you have the Weapon Focus feat.
Normal: You only use pressure strikes with unarmed strikes.



Pressure Strike Mastery [General]
Prerequisites: Ability to use student pressure strikes
Benefits: You can use each pressure strike you know of any grade below the maximum you can use one additional time per round.
Normal: You can only use any given pressure strike once per round.



Pressure Strike Novitiate [General]
Prerequisites: Improved Unarmed Strike
Benefits: Choose a single novice pressure strike of your choice. You learn that pressure strike and can use it as a Monk of one half your character level.
Special: You can select this feat multiple times. Each time, choose a different novice pressure strike.



Recycled Resonance [General]
Prerequisites: Resonance, ability to use master releases
Benefits: Whenever you release resonance in a creature other than yourself, you can choose to generate resonance in yourself, up to one third the amount of resonance you released. You cannot use this ability to increase the resonance you have generated in yourself to more than one half your character level.



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