Class:Monk
From DDO Compendium

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Class: Monk
The monk pursues personal perfection through action as well as contemplation. They excel at unarmed and unarmored combat, and channel a subtle energy, called ki, which allows her to perform amazing feats. - Has an extremely active combat style and builds up ki to power her abilities in combat.
- Proficient with club, crossbows, dagger, handaxe, kama, quarterstaff, and shuriken, but prefers kama, quarterstaff, shuriken, and unarmed combat to maximize the ues of her special monk abilities
- Can wear no armor or shields without losing class abilities, but gains Wisdom bonuses to Armor Class when unarmored.
- Cannot inherently cast spells or use wands
Recommended Attributes: Strength, Dexterity, Constitution, WisdomThe monk functions best as an opportunistic combatant, using her speed to get into and out of combat quickly rather than engaging in prolonged melees. She makes an excellent scout, and through her choices of enhancements, can help fill a variety of party roles.
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| 1 |  | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. |
| 1 |  | Burning Hands | A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d4 damage per caster level (max 5d4). A successful Reflex save (DC 10 + Monk Level + Wisdom Modifier) reduces the damage by half. |
| 1 |  | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. |
| 1 |  | Exotic Weapon Proficiency | You do not suffer an attack penalty for exotic weapons. |
| 1 |  | Finishing Moves | Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This button changes into various finishing moves as they become available. |
| 1 |  | Flurry of Blows | While centered (unarmored, unencumbered, and wielding monk weapons), you get an increase to your attack bonus, and more of your attacks will successfully strike your opponent as a result. This attack bonus increase starts at 1 (at level 1) and increases by 1 for every four additional monk levels. |
| 1 |  | Heroic Durability | Increases your maximum hit points by 20. |
| 1 |  | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. |
| 1 |  | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. |
| 1 |  | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
| 1 |  | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
| 1 |  | The Gathering Storm | Winds gather about your enemy, decreasing your opponent's chance to land attacks. A successful Fortitude save ends this effect. (DC 10 + Monk Level + Wisdom mod) |
| 1 |  | The Raging Sea | Like a swimmer fighting against the raging sea, your enemy finds it difficult to act with speed. This attack slows your enemies attacks. A successful Fortitude save ends this effect. (DC 10 + Monk Level + Wisdom mod) |
| 1 |  | The Trembling Earth | The force of the earth is behind your attacks, increasing your critical threat multiplier for this attack by 2 and partially bewildering your foe, preventing them from casting spells. A successful Fortitude save ends this effect. (DC 10 + Monk Level + Wisdom mod) |
| 1 |  | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) |
| 1 |  | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
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| 2 |  | Evasion | When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage. |
| 2 |  | Meditation | Your enlightenment allows you to regenerate ki at a faster rate. |
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| 3 |  | Aligning the Heavens | Activate this finisher to cleanse the local area of anything that might make spellcasting difficult, reducing the spell point costs of all nearby allies by a small amount for a short period of time. |
| 3 |  | Dance of Clouds | Activate this finisher to wrap all nearby allies in the stuff of clouds for a short period of time, granting them 20% concealment. |
| 3 |  | Falling Star Strike | You have studied esoteric nerve strikes. You can make an attack that has a chance of blinding your opponent. A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect. |
| 3 |  | Freezing the Lifeblood | Your attacks can paralyze humanoid opponents. You strike at pressure points, paralyzing them and rendering them helpless for a short period of time. A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect. |
| 3 |  | Grasp the Earth Dragon | Activate this finisher to fill all nearby allies with the strength of the earth, granting them immunity to daze, stun, and sleep for a short period of time. |
| 3 |  | Healing Ki I | Activate this finisher to heal all nearby allies for 2d4 points of positive energy. |
| 3 |  | Karmic Strike | You have learned to strike at the moment your opponent is most vulnerable - the same moment your opponent strikes you. This attack is guaranteed to produce critical threat, but you are left helpless for a few moments - the next strike on you for three seconds will also be a critical. |
| 3 |  | Pain Touch | Your attacks can twist the ki in a living creature. Your strike disrupts the harmony within your opponent, rending them nauseated. A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect. |
| 3 |  | Still Mind | Your training and meditation improve your resistance to mind-affecting attacks, granting you a +2 bonus on saving throws against enchantments. |
| 3 |  | Touch of Despair | You strike your opponent down with a terrible curse, halving all positive energy healing done to the target. A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect. |
| 3 |  | Walk of the Sun | Activate this finisher to heighten the fire burning within the hearts of your allies, granting them bonuses to hit, skill checks, and saves for a short period of time. |
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| 4 |  | Ki Strike: Magic | All of your unarmed melee attacks are empowered with ki and are considered magical for damage reduction purposes. |
| 4 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 4 |  | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
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| 5 |  | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) |
| 5 |  | Purity Of Body | You have gained control over your body's immune system and are now unaffected by all diseases. |
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| 6 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
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| 8 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 8 |  | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
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| 9 |  | Improved Evasion | When you fail a Reflex save to avoid damage, you suffer only half damage. |
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| 10 |  | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) |
| 10 |  | Ki Strike: Lawful | All of your unarmed melee attacks are empowered with ki and are considered lawful for damage reduction purposes. |
| 10 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
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| 11 |  | Diamond Body | You have firm control over your metabolism and are now immune to poison. |
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| 12 |  | Abundant Step | You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. |
| 12 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 12 |  | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
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| 13 |  | Diamond Soul | You gain spell resistance equal to your monk level + 10, protecting you from non-damaging spells. |
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| 14 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
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| 15 |  | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) |
| 15 |  | Quivering Palm | The monk delivers a fatal attack by sending waves of vibrations through the target. |
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| 16 |  | Ki Strike: Adamantine | All of your unarmed melee attacks are empowered with ki and are considered adamantine for damage reduction purposes. |
| 16 |  | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 16 |  | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |

| Monks may select one additional feat at levels 1, 2, 3, and 6 from the list below. |
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 | Combat Expertise | While using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Casting a spell ends this mode. (not available at level 3) |
 | Deflect Arrows | Once every few seconds, you are able to block some projectiles that would otherwise hit you. (not available at level 3) |
 | Diehard | You automatically stabilize when incapacitated. (not available at level 3) |
 | Discipline | You are difficult to distract with spell or blow. You receive a +1 to Will saves and a +2 bonus on Concentration checks. (not available at level 3) |
 | Dodge | Grants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC. This will appear as a feat bonus on your character sheet. (not available at level 3) |
 | Great Fortitude | Grants you a +2 bonus on your Fortitude saves. (not available at level 3) |
 | Improved Sunder | Using this attack, you may reduce the target's Armor Class by 5 for a longer time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 14 + Str mod) (not available at level 3) |
 | Improved Trip | Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + Str mod) (not available at level 3) |
 | Iron Will | Grants you a +2 bonus on your Will saves. (not available at level 3) |
 | Lightning Reflexes | Grants you a +2 bonus on your Reflex saves. (not available at level 3) |
 | Mobility | Adds a +4 bonus to Armor Class while tumbling. (not available at level 3) |
 | Philosophy: Path of Harmonious Balance | You have chosen to follow the path of light. You seek to be at harmony with the world, and your training will reflect your philosophy. (not available at levels 1, and 2) |
 | Philosophy: Path of Inevitable Dominion | You have chosen to follow the path of darkness. You seek to dominate the world, and your training will reflect your philosophy. (not available at levels 1, and 2) |
 | Power Attack | While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage. (not available at level 3) |
 | Precision | While using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls. (not available at level 3) |
 | Resilience | While using Resilience mode, you trade attack bonus and half of your damage for a bonus to saves. Casting a spell ends this mode. (not available at level 3) |
 | Stunning Fist | A swift unarmed attack to vulnerable areas that cause your target to be stunned for a short period of time. (not available at level 3) |
 | Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. (not available at level 3) |
 | Weapon Finesse | You use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons. (not available at level 3) |
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| 1 |  | Disciple of Breezes |
| The wind is untouchable, and you have taken your first steps on the path to understanding what it is to be a leaf on the wind. Requires Dexterity 12. |
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| 1 |  | Disciple of Candles |
| The sun burns with an eternal fire, and you have taken your first steps on the path to understanding that power and intensity. Requires Strength 12. |
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| 1 |  | Disciple of Pebbles |
| The mountain is eternal, and you have taken your first steps on the path to understanding the unyielding resilience of stone. Requires Constitution 12. |
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| 1 |  | Disciple of Puddles |
| The sea is teeming with life in motion, and you have taken your first steps on the path to understanding the way of the sea. Requires Wisdom 12. |
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| 1 |  | Monk Balance I |
| Grants a +1 bonus to your Balance skill. |
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| 1 |  | Monk Concentration I |
| Grants a +1 bonus to your Concentration skill. |
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| 1 |  | Monk Jump I |
| Grants a +1 bonus to your Jump skill. |
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| 1 |  | Monk Spot I |
| Grants a +1 bonus to your Spot skill. |
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| 1 |  | Monk Tumble I |
| Grants a +1 bonus to your Tumble skill. |
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| 2 |  | Monk Wisdom I |
| Grants a +1 increase to your Wisdom score. |
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| 2 |  | Void Strike |
| Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 1d4 additional force damage. |
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| 2 |  | Way of the Clever Monkey I |
| Like a monkey, no trap in the world can catch you. You gain +1 to your haggle skill and all saves against traps, as well as energy resistance 2. You may only study one animal path. |
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| 2 |  | Way of the Elegant Crane I |
| Like a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -1 penalty to Fortitude saves. You may only study one animal path. |
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| 2 |  | Way of the Faithful Hound I |
| Like a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. You may only study one animal path. |
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| 2 |  | Way of the Patient Tortoise I |
| Like a tortoise, you are calm at heart and worries wash over you. You gain +1 to your Concentration skill and 5 additional hit points. You may only study one animal path. |
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| 2 |  | Way of the Tenacious Badger I |
| Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 15% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating. You may only study one animal path. |
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| 3 |  | Fists of Darkness |
| You channel negative energy into your attack, dealing 2d6 additional damage against living creatures, and the rendering the target shaken. (A successful DC 10 + Monk Level + Wisdom Mod Will save negate the shaken effect.) |
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| 3 |  | Fists of Light |
| You channel positive energy into your attack, dealing 2d6 additional damage against undead, and applies a healing shield to your target which heals your allies that strike your target. |
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| 3 |  | Lifting the Veil |
| Your meditations allow you to clear the vision of an ally. This mirrors the effects of a Remove Blindness spell. |
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| 3 |  | Monk Improved Recovery I |
| The benefit you receive from healing spells is increased by 10%. |
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| 4 |  | Monk Balance II |
| Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2. |
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| 4 |  | Monk Concentration II |
| Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2. |
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| 4 |  | Monk Jump II |
| Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2. |
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| 4 |  | Monk Spot II |
| Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2. |
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| 4 |  | Monk Tumble II |
| Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 2. |
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| 4 |  | The Receptive Earth |
| Your meditations allow you to purify an ally of infection. This mirrors the effects of a Remove Disease spell. |
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| 5 |  | Restoring the Balance |
| Your meditations allow you to restore the harmony of an ally, dispelling hostile energies twisting your target's ki. This mirrors the effects of a Remove Curse spell. |
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| 5 |  | Way of the Clever Monkey II |
| Like a monkey, no trap in the world can catch you. You gain +2 to your haggle skill and all saves against traps, as well as energy resistance 4. |
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| 5 |  | Way of the Elegant Crane II |
| Like a crane, you strike with precision and elegance. You gain +2 to your Diplomacy skill, and generate 2 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -2 penalty to Fortitude saves. |
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| 5 |  | Way of the Faithful Hound II |
| Like a hound, you are ever vigilant and at home amidst the pack. You gain +2 to your Listen skill and a +3 bonus to hit flanked opponents. |
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| 5 |  | Way of the Patient Tortoise II |
| Like a tortoise, you are calm at heart and worries wash over you. You gain +2 to your Concentration skill and 10 additional hit points. |
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| 5 |  | Way of the Tenacious Badger II |
| Like a badger, you are most dangerous when grievously injured. You gain +2 to your Intimidate skill, and whenever you are below 20% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating. |
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| 6 |  | Adept of Flame |
| The sun burns with an eternal fire, and you continue on the path to understanding that intensity. Requires Strength 14. |
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| 6 |  | Adept of Rain |
| The sea is always in motion, and you continue on the path to understanding the way of the sea. Requires Wisdom 14. |
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| 6 |  | Adept of Rock |
| The mountain is eternal, and you continue on the path to understanding the way of stone. Requires Constitution 14. |
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| 6 |  | Adept of Wind |
| The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. Requires Dexterity 14. |
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| 6 |  | Difficulty at the Beginning |
| Your meditations allow you to fill an ally with cleansing energy. This mirrors the effects of a Lesser Restoration spell. |
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| 6 |  | Eagle Claw Attack |
| Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, reducing their armor class by 4 for a short period of time. A successful Fortitude save negates this effect. (DC 10 + Half Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect. |
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| 6 |  | Fists of Iron |
| You have imbued your attacks with extra force. Performs a melee attack with +1 critical multiplier. |
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