Class:Monk

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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, Wisdom

The 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.
1 +0 2 2 2
2 +1 3 3 3
3 +2 3 3 3
4 +3 4 4 4
5 +3 4 4 4
6 +4 5 5 5
7 +5 5 5 5
8 +6 / +1 6 6 6
9 +6 / +1 6 6 6
10 +7 / +2 7 7 7
11 +8 / +3 7 7 7
12 +9 / +4 8 8 8
13 +9 / +4 8 8 8
14 +10 / +5 9 9 9
15 +11 / +6 / +1 9 9 9
16 +12 / +7 / +2 10 10 10

BalanceAllows you to recover your balance when knocked down.
ConcentrationAllows you a chance to continue casting a spell when you would normally be interrupted.
DiplomacyAllows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself.
HideAllows you to sneak past monsters, avoiding their sight.
JumpAllows you to jump higher.
ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.
Move SilentlyAllows you to sneak past monsters, avoiding their hearing.
SpotAllows you to notice hidden doors, traps, and objects nearby, and to spot enemies that are trying to hide. A passive skill.
SwimAllows you to swim faster and for a longer period of time underwater.
TumbleAllows you to tumble and roll away from attacking enemies.

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1AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
1Burning HandsA 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.
1Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1Exotic Weapon ProficiencyYou do not suffer an attack penalty for exotic weapons.
1Finishing MovesThrough 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.
1Flurry of BlowsWhile 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.
1Heroic DurabilityIncreases your maximum hit points by 20.
1Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.
1Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
1SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1SunderUsing 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)
1The Gathering StormWinds 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)
1The Raging SeaLike 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)
1The Trembling EarthThe 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)
1TripUsing 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)
1Unarmed StrikeWhile 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.
Combat ExpertiseWhile 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 ArrowsOnce every few seconds, you are able to block some projectiles that would otherwise hit you. (not available at level 3)
DiehardYou automatically stabilize when incapacitated. (not available at level 3)
DisciplineYou 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)
DodgeGrants 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 FortitudeGrants you a +2 bonus on your Fortitude saves. (not available at level 3)
Improved SunderUsing 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 TripUsing 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 WillGrants you a +2 bonus on your Will saves. (not available at level 3)
Lightning ReflexesGrants you a +2 bonus on your Reflex saves. (not available at level 3)

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1Disciple 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.
AP Cost: 1
1Disciple 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.
AP Cost: 1
1Disciple 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.
AP Cost: 1
1Disciple 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.
AP Cost: 1
1Monk Balance I
Grants a +1 bonus to your Balance skill.
AP Cost: 1
1Monk Concentration I
Grants a +1 bonus to your Concentration skill.
AP Cost: 1
1Monk Jump I
Grants a +1 bonus to your Jump skill.
AP Cost: 1
1Monk Spot I
Grants a +1 bonus to your Spot skill.
AP Cost: 1
1Monk Tumble I
Grants a +1 bonus to your Tumble skill.
AP Cost: 1