Divine Monk (3.5e Class)

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Divine Monk[edit]

<img link>
By ThymeKitt

<-general description->.

Making a Divine Monk[edit]

No weapons, must touch the object or creature to cast a spell on them. Melee healer type. Divine energy flows through their skin.


Abilities: Wisdom and Dexterity. Strength

Races: Any.

Alignment: Any Neutral

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age:Complex

Table: The Divine Monk

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike –2/–2 1d6 +0 +0 ft. 5 3
2nd +1 +3 +3 +3 Bonus Feat –1/–1 1d6 +0 +0 ft. 6 4
3rd +2 +3 +3 +3 Evasion +0/+0 1d6 +0 +5 ft. 6 5
4th +3 +4 +4 +4 Divine Strike (Magic), Slow Fall 10 ft. +1/+1 1d8 +0 +5 ft. 6 6 3
5th +3 +4 +4 +4 Purity of Body +2/+2 1d8 +1 +10 ft. 6 6 4
6th +4 +5 +5 +5 Bonus Feat +3/+3 1d8 +1 +10 ft. 6 6 5 3
7th +5 +5 +5 +5 Wholeness of Body +4/+4 1d8 +1 +15 ft. 6 6 6 4
8th +6/+1 +6 +6 +6 +5/+5/+0 1d10 +1 +15 ft. 6 6 6 5 3
9th +6/+1 +6 +6 +6 Improved Evasion +6/+6/+1 1d10 +1 +20 ft. 6 6 6 6 4
10th +7/+2 +7 +7 +7 Divine Strike (good/evil) +7/+7/+2 1d10 +2 +20 ft. 6 6 6 6 5 3
11th +8/+3 +7 +7 +7 Diamond Body, Greater Flurry +8/+8/+8/+3 1d10 +2 +25 ft. 6 6 6 6 6 4
12th +9/+4 +8 +8 +8 +9/+9/+9/+4 2d6 +2 +25 ft. 6 6 6 6 6 5 3
13th +9/+4 +8 +8 +8 Diamond Soul +9/+9/+9/+4 2d6 +2 +30 ft. 6 6 6 6 6 6 4
14th +10/+5 +9 +9 +9 Divine Leap +10/+10/+10/+5 2d6 +2 +30 ft. 6 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +9 +9 +11/+11/+11/+6/+1 2d6 +3 +35 ft. 6 6 6 6 6 6 6 4
16th +12/+7/+2 +10 +10 +10 Divine Strike (Adamantine) +12/+12/+12/+7/+2 2d8 +3 +35 ft. 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +10 +10 Tongue of the Sun and Moon +12/+12/+12/+7/+2 2d8 +3 +40 ft. 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +11 +11 +11 Timeless Body +13/+13/+13/+8/+3 2d8 +3 +40 ft. 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +11 +11 +14/+14/+14/+9/+4 2d8 +3 +45 ft. 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +12 +12 +15/+15/+15/+10/+5 2d10 +4 +45 ft. 6 6 6 6 6 6 6 6 6 6
  1. The value shown is for Medium divine monks. See Table: Divine Monk Unarmed Damage by Size for divine monks of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the divine monk.

Weapon and Armor Proficiency: Divine Monks are not allowed to use any weapons.

Divine Monks are not proficient with any armor or shields.

AC Bonus (Ex): When unarmored and unencumbered, the divine monk adds their Wisdom bonus (if any) to their AC. In addition, a divine monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five divine monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the divine monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a divine monk may strike with a flurry of blows at the expense of accuracy. When doing so, they may make one extra attack in a round at their highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the divine monk might make before their next action. When a divine monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A divine monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a divine monk may attack only with unarmed strikes.

When a divine monk reaches 11th level, their flurry of blows ability improves. In addition to the standard single extra attack they get from flurry of blows, they get a second extra attack at their full base attack bonus.

Unarmed Strike: At 1st level, a divine monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a divine monk may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a divine monk striking unarmed. A divine monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a divine monk’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.

A Divine monk’s 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.

A Divine monk also deals more damage with their unarmed strikes than a normal person would, as shown on Table: The Divine Monk. The unarmed damage on Table: The Divine Monk is for Medium divine monks. A Small divine monk deals less damage than the amount given there with her unarmed attacks, while a Large divine monk deals more damage; see Table: Divine Monk Unarmed Damage by Size.

Table: Divine Monk Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Bonus Feat: At 1st level, a divine monk may select either Run or Improved Initiative as a bonus feat. At 2nd level, they may select either Combat Reflexes or Augment Healing as a bonus feat. At 6th level, they may select either Improved Natural Attack or Imbued Healing as a bonus feat. A divine monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): At 3rd level or higher if a divine monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless divine monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a divine monk gains an enhancement bonus to her speed, as shown on Table: The Divine Monk. A divine monk in armor or carrying a medium or heavy load loses this extra speed.

Divine Strike (Su): At 4th level, a divine monk’s unarmed attacks are empowered with the divine. Their unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, their unarmed attacks are also treated as good/evil weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, their unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a divine monk within arm’s reach of a wall can use it to slow their descent. When first using this ability, they take damage as if the fall were 10 feet shorter than it actually is. The divine monk’s ability to slow their fall (that is, to reduce the effective distance of the fall when next to a wall) improves with their divine monk level by 5 feet every even level until at 20th level when they can use a nearby wall to slow their descent and fall up to 50 feet without harm.

Purity of Body (Ex): At 5th level, a divine monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a divine monk can heal their own wounds. They can heal a number of hit points of damage equal to twice their current divine monk level each day, and they can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a divine monk’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks, but henceforth they take only half damage on a failed save. A helpless divine monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a divine monk gains immunity to poisons of all kinds.

Divine Leap (Su): At 14th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day.

Diamond Soul (Ex): At 13th level, a divine monk gains spell resistance equal to their current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the divine monk’s spell resistance.

Timeless Body (Ex): Upon attaining 18th level, a divine monk no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Bonuses still accrue, and the divine monk still dies of old age when their time is up.

Tongue of the Sun and Moon (Ex): A divine monk of 17th level or higher can speak with any living creature.


Spells: A Divine Monk casts divine spells, which are drawn from the cleric spell list. However, their alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. They can cast any spell they know without preparing it ahead of time, as a sorcerer would. Every spell cast by a Divine Monk contains a physical contact requirement.

To prepare or cast a spell, a divine monk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine monk's spell is 10 + the spell level + the divine monk’s Wisdom modifier.

Like other spellcasters, a divine monk can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Divine Monk. In addition, they receive bonus spells per day if they have a high Wisdom score.

A divine monk’s selection of spells is extremely limited. A divine monk begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new divine monk level, they gain one or more new spells, as indicated on Table: Divine Monk Spells Known. (Unlike spells per day, the number of spells a divine monk knows is not affected by his Wisdom score; the numbers on Table: Divine Monk Spells Known are fixed.) These new spells can be spells chosen from the cleric spell list.

Upon reaching 4th level, and at every even-numbered divine monk level after that (6th, 8th, and so on), a divine monk can choose to learn a new spell in place of one they already know. In effect, the divine monk “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level divine monk spell the divine monk can cast. A divine monk may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.


Table: Divine Monk Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3


Ex-Divine Monks[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.


Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Divine Monk[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Divine Monks in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Divine Monk Lore[edit]

Characters with ranks in <-the appropriate skills-> can research Divine Monks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Divine Monks in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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