The
Monk
Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus on defensive ability and speed, this energy infuses all that a monk does.
Who is the Monk?
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble Patron, or some other mortal or divine power. The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their services for food and other goods.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, but they don’t undertake it lightly. As versatile warriors, monks often end up protecting their neighbors from Monsters or tyrants.
((Last updated: 8.15.2024))
Class Abilities
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The Monk in Numbers
Casting Attribute: Wisdom, Dexterity
Saving Throws: Strength, Dexterity
Armour Proficiency: None
Weapon Proficiencies: Simple Weapons
Skill Proficiency: +2 Acrobatics, +2 Insight
Base Hit Points: 104
Base Ki: 13
Monk Mastery Bonuses
Attribute Increase: +1 to 2 attributes of your choice
HP: +32
Ki: +4
Subclasses
On Mastery & Subclasses
Spells, Abilities, and Cantrips under the base class above spread to the subclasses listed on their respective pages. Any additional abilities under the subclass sections are their special twist.
Subclasses on the Old Guard server work like specializations of your class and enable players to customize their general class into something more fitting their RP and general play style. They create additional nuance in your class, providing unique skills or bonuses.
Changing the subclass (or the class on that account) is also possible, as the only thing required is another player who trains you ICly. All on-class, subclass, and mastery training can be found here.
Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Class Abilities
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Additional Proficiencies:
Gain a +2 to the Performance Skill.
Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A Kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the Kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a Kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Class Abilities
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Additional Proficiencies:
Martial Weapons
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies and practice advanced meditation that can protect them from harm.
Class Abilities
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Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.