Holy Monk (3.5e Class)
Holy Monk[edit]
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As devoted as any high clerical office and as skilled as the most dedicated martial artists. Holy Monks are dedicated to cultivating body, soul, and mind but they dedicate every second of their lives to a single deity throughout their entire lives. This must be a deity who pursues peace and justice and who rebukes evil at any cost.
Making a Holy Monk[edit]
This class is good alone but brings out its true potential in a team. They are healers and damage dealers in the frontline and midlanes but they are not built to take damage.
Abilities: Charisma and Dexterity.
Races: This is usually a common choice for good and legal alignment breeds, but is not limited to any..
Alignment: Lawful, Good.
Starting Gold: A Holy Monk only starts with the clothes on their backs.
Starting Age: Complex.
Level | Base Attack Bonus |
Saving Throws | Special | Flurry of Blows | Unarmed Damage | AC Bonus | Spells per Day | Divine reach | |||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||||||||||||||||||||||||||
1st | +0 | +2 | +2 | +2 | Detect Evil, Flurry of Blows, Lay on Hands, Smite Evil 1/Day, Unarmed Strike | -2/-2 | 1d4+1 | 0 | 2 | — | — | — | — | — | — | — | |||||||||||||||||||||||||
2nd | +1 | +3 | +3 | +3 | Evasion, Healing Hands, Weapon Finesse | -1/-1 | 1d4+1 | 0 | 3 | 0 | — | — | — | — | — | — | |||||||||||||||||||||||||
3rd | +1 | +3 | +3 | +3 | Purity of Body, Still mind | -1/-1 | 1d4+1 | 0 | 3 | 1 | — | — | — | — | — | +10' | |||||||||||||||||||||||||
4th | +2 | +4 | +4 | +4 | Skill Focus (Heal), Remove Disease 1/Week. | 0/0 | 1d6+1 | 0 | 3 | 2 | 0 | — | — | — | — | +10' | |||||||||||||||||||||||||
5th | +2 | +4 | +4 | +4 | Augment Healing, Smite Evil 2/Day | +1/+1 | 1d6+1 | 0 | 3 | 3 | 1 | — | — | — | — | +10' | |||||||||||||||||||||||||
6th | +3 | +5 | +5 | +5 | Divine Fist (Magic), Field Healer, Perfect Body. | +2/+2 | 1d6+1 | +1 | 3 | 3 | 2 | — | — | — | — | +15' | |||||||||||||||||||||||||
7th | +3 | +5 | +5 | +5 | Remove Disease 2/Week | +2/+2 | 1d6+1 | +1 | 3 | 3 | 2 | 0 | — | — | — | +15' | |||||||||||||||||||||||||
8th | +4 | +6 | +6 | +6 | Potent Healing | +3/+3 | 1d6+2 | +1 | 3 | 3 | 3 | 1 | — | — | — | +15' | |||||||||||||||||||||||||
9th | +4 | +6 | +6 | +6 | Improved Evasion, More Perfect Body | +3/+3 | 1d6+2 | +1 | 3 | 3 | 3 | 2 | — | — | — | +20' | |||||||||||||||||||||||||
10th | +5 | +7 | +7 | +7 | Remove Disease 3/Week, Smite Evil 3/Day | +5/+5 | 1d6+2 | +1 | 3 | 3 | 3 | 2 | 0 | — | — | +20' | |||||||||||||||||||||||||
11th | +5 | +7 | +7 | +7 | Divine Fist (Lawful good) | +5/+5/+5 | 1d6+2 | +2 | 3 | 3 | 3 | 3 | 1 | — | — | +20' | |||||||||||||||||||||||||
12th | +6/+1 | +8 | +8 | +8 | Perfect soul | +6/+6/+6/+1 | 1d8+2 | +2 | 3 | 3 | 3 | 3 | 2 | — | — | +25' | |||||||||||||||||||||||||
13th | +6/+1 | +8 | +8 | +8 | Remove Disease 4/Week | +6/+6/+6/+1 | 1d8+2 | +2 | 3 | 3 | 3 | 3 | 2 | 0 | — | +25' | |||||||||||||||||||||||||
14th | +7/+2 | +9 | +9 | +9 | Divine Insight | +7/+7/+7/+2 | 1d8+2 | +2 | 4 | 3 | 3 | 3 | 3 | 1 | — | +25' | |||||||||||||||||||||||||
15th | +7/+2 | +9 | +9 | +9 | More Perfect Soul, Smite Evil 4/Day | +8/+8/+8/+2 | 1d8+2 | +2 | 4 | 4 | 3 | 3 | 3 | 2 | — | +30' | |||||||||||||||||||||||||
16th | +8/+3 | +10 | +10 | +10 | Divine Fist (Adamantine), Remove Disease 5/Week | +9/+9/+9/+9/+3 | 1d8+3 | +3 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | +30' | |||||||||||||||||||||||||
17th | +8/+3 | +10 | +10 | +10 | Divine tongue | +9/+9/+9/+9/+3 | 1d8+3 | +3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | +30' | |||||||||||||||||||||||||
18th | +9/+4 | +11 | +11 | +11 | +10/+10/+10/+10/+4 | 1d8+3 | +3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | +35' | ||||||||||||||||||||||||||
19th | +9/+4 | +11 | +11 | +11 | Remove Disease 6/Week | +10/+10/+10/+10/+4 | 1d8+3 | +3 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | +35' | |||||||||||||||||||||||||
20th | +10/+5 | +12 | +12 | +12 | Divine Self, Revive 1/Month, Smite Evil 5/Day | +12/+12/+12/+12/+5 | 1d10+3 | +3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | +35' | |||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Monk and Paladin.
Weapon and Armor Proficiency: Holy Monks are proficent with all Monk's and Simple weapons.
Holy Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a holy monk loses her AC bonus, as well as her flurry of blows abilities.
Spells: A Holy Monk casts any kind of divine spells but however, his alignment restrict him from casting certain spells opposed to his moral or ethical beliefs, so those spells can't included chaotic or malignum on their description. A Holy Monk must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Holy Monk must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Holy Monk’s spell is 10 + the spell level + the Holy Monk’s Charisma modifier.
Like other spellcasters, a Holy Monk can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Holy Monk. In addition, he receives bonus spells per day if he has a high Charisma score.
Holy Monks meditate for their spells. Each Holy Monk must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Holy Monk can prepare spells. A Holy Monk may prepare and cast any divine spell that is lawful good, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting: The Holy Monk can channel stored spell energy into healing spells that she did not prepare ahead of time. The Holy Monk can “lose” any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
AC Bonus Armor (Ex): When unarmored and unencumbered, the Holy monk adds her Charisma bonus (if any) to her AC. In addition, a Holy monk gains a +1 bonus to AC at 6th level. This bonus increases by 1 for every five Holy monk levels thereafter (+2 at 11th, and +3 at 16th level).
These bonuses to AC apply even against touch attacks or when the Holy monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Detect Evil (Sp): At will, a Holy monk can use detect evil, as the spell.
Flurry of Blows (Ex): When unarmored, a Holy monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her 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 Holy Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a Holy monk reaches 5th level and every 5 levels thereafter, you will gain a +1 bonus when using your flurry of blows,turning the penalty into -1 at 5th level, disappearing at 10th level, giving you a +1 bonus at 15th level and a +2 bonus at 20th level. At 15th A Holy monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Holy monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Holy monk applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The Holy monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Holy monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a Holy monk reaches 11th level and 5 leves thereafter, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus at 11th level and gets a third extra attack at her full base attack bonus at 16th level.
Smite Evil (Su): Once per day, a Holy may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Holy monk level. If the Holy monk accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Holy monk may smite evil one additional time per day, as indicated on Table: The Holy Monk, to a maximum of five times per day at 20th level.
Unarmed Strike: At 1st level, a Holy monk gains Improved Unarmed Strike as a bonus feat. A Holy monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Holy monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Holy monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Holy monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A Holy 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 Holy monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Holy Monk is for Medium Holy monks. A Small Holy monk deals less damage than the amount given there with her unarmed attacks, while a Large Holy monk deals more damage; see Table: Holy Monk Unarmed Damage by Size.
Level | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
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1st-3rd | 1 | 1+1 | 1d2+1 | 1d3+1 | 1d4+1 | 1d6+1 | 1d8+1 | 1d10+1 | 2d6+1 |
4th-7th | 1+1 | 1d2+1 | 1d3+1 | 1d4+1 | 1d6+1 | 1d8+1 | 1d10+1 | 2d6+1 | 3d6+1 |
8th-11th | 1+2 | 1d2+2 | 1d3+2 | 1d4+2 | 1d6+2 | 1d8+2 | 1d10+2 | 2d6+2 | 3d6+2 |
12th-15th | 1d2+2 | 1d3+2 | 1d4+2 | 1d6+2 | 1d8+2 | 1d10+2 | 2d6+2 | 3d6+2 | 4d6+2 |
16th-19th | 1d2+3 | 1d3+3 | 1d4+3 | 1d6+3 | 1d8+3 | 1d10+3 | 2d6+3 | 3d6+3 | 4d6+3 |
20th | 1d3+3 | 1d4+3 | 1d6+3 | 1d8+3 | 1d10+3 | 2d6+3 | 3d6+3 | 4d6+3 | 5d6+3 |
Lay on Hands (Su): A Holy monk with a Charisma score of 11 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Holy monk level × her Charisma bonus + 1. A Holy monk may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a Holy monk can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Holy monk decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Evasion (Ex): At 2nd level or higher if a Holy monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Holy monk is wearing light armor or no armor. A helpless Holy monk does not gain the benefit of evasion.
Healing Hands (Ex): Whenever a Holy monk casts a spell that is beneficial (that is, is considered harmless), she heals an amount of damage equal to her Charisma modifier. For instance, if a 5th level Holy Monk with 18 Charisma casts Cure Light Wounds, she cures 1d8+5 points of damage as normal, plus an additional 4 points of damage due to her Charisma bonus. If that same Holy monk casts Protection from Evil, the spell has its normal effect and 4 points of damage are healed due to her Charisma bonus. This bonus applies only to spells that she casts as a Holy monk, not to those that she may have by virtue of levels in another class.
Weapon Finesse: With a light ir natural weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You gain the benefit of this fest even if you do not meet the prerequisites.
Divine Reach (Su): At 3rd level, a Holy monk gains the ability to use touch spells on targets up to 10 feet away. If the spell requires a melee touch attack, the holy monk must make a ranged touch attack instead. Every 3 levels after the 3rd, increase the distance at which you can select targets by 5', as shown on Tablet: The Holy Monk. This ability also applies to Lay on Hands. A Holy monk in armor or carrying a medium or heavy load loses this ability.
Purity of Body (Ex): At 3rd level, a Holy monk gains immunity to all diseases except for supernatural and magical diseases.
Still Mind (Ex): Also she will be able to cast spells even if she find herself in really dangerous situations. A Holy monk gain an ability bonus equal to half her class level on Concentration checks she must make to cast defensive spells.
Skill Focus (Heal): A Holy monks’s focused training grants her this bonus feat at 4th level. If she already has that feat, she many choose a different one.
Augment Healing: At 5th level, a Holy monk gains Augment Healing (from the Complete Divine) as a bonus feat, even if she does not have the normal prerequisites for that feat. If she already has the feat, she can choose a metamagic feat.
Remove Disease (Sp): A Holy monk can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 4th (twice per week at 7th, three times at 10th, and so forth...).
Divine Fist (Su): At 6th level, a Holy monk’s unarmed attacks are empowered with divine energy. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Divine fist improves with the character’s Holy monk level. At 11th level, her unarmed attacks are also treated as lawful good weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Field Healer (Ex): A Holy monk become a quick first aid administrator even in the most extreme circumstances. she can make a heal check to provide first aid as one of your movement actions (instead of as a standard action), and she can take 10 on these types of checks even when stress and distractions would prevent her from doing so.
Perfect Body (Su): A Holy monk gains immunity to all poisons, of any kind.
Potent Healing (Su): At 8th level, double any max rolled dice on a healing spell. In other words, if a battle healer rolls 3d8 on a healing spell and gets a 2, a 7, and an 8, then the healer doubles the 8 to a 16.
Improved Evasion (Su): At 9th level, a Holy monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Holy monk does not gain the benefit of improved evasion.
More Perfect Body (Su): A Holy monk gains immunity to supernatural and magical diseases.
Perfect Soul (Su): At 12th level, a Holy monk gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Insight (Su): At 14th level, the Holy monk can use her Charisma to increase the Armor Class of her targets. When she casts any healing spell, her target gains an Insight AC bonus equal to that of her Charisma modifier. This effect lasts for 1min/caster level.
More Perfect Soul (Ex): At 15th level, a Holy monk gains spell resistance equal to her current half Holy 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 Holy monk’s spell resistance.
Divine Tongue (Ex): A Holy monk of 17th level or higher can speak with any living creature.
Divine Self: At 20th level, a Holy monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the Holy monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Holy monk can still be brought back from the dead as if she were a member of her previous creature type.
Revive (Sp): A Holy monk can produce a revive effect, as the spell, once per week.
Code of Conduct: A Holy monk must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a Holy monk’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a Holy monk will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Holy monk may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Holy Monk[edit]
A Holy monk who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all Holy monk spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Holy monk. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a Holy monk may be a multiclass character, but multiclass Holy monk face a special restriction. A Holy monk who gains a level in any class other than Holy monk may never again raise her Holy monk level, though she retains all her Holy monk abilities.
Epic Holy Monk[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | Bonus Feat, Divine Reach 40' | ||||||||||||||||||||||||||||||||||||||||
22nd | Remove Disease 7/Week | ||||||||||||||||||||||||||||||||||||||||
23rd | |||||||||||||||||||||||||||||||||||||||||
24th | Divine Reach 45', Unarmed Damage 1d10+4 | ||||||||||||||||||||||||||||||||||||||||
25th | Smite Evil 6/Day, Remove Disease 8/Week | ||||||||||||||||||||||||||||||||||||||||
26th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
27th | Divine Reach 50' | ||||||||||||||||||||||||||||||||||||||||
28th | Remove Disease 9/Week, Unarmed Damage 2d6+4 | ||||||||||||||||||||||||||||||||||||||||
29th | |||||||||||||||||||||||||||||||||||||||||
30th | Bonus Feat, Smite Evil 7/Day Revive 2/Month | ||||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
AC Bonus: The Holy Monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Bonus Feats: The epic Holy Monk gains a bonus feat (selected from the list of epic Holy Monk bonus feats) at levels 21th, 26th and 30th.
Epic Holy Monk Bonus Feat List: Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Energy Resistance, Epic Leadership, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Holy Strike, Improved Combat Casting, Improved Combat Reflexes, Improved Spell Resistance, Improved Spell Capacity, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Perfect Health, Planar Turning, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Spectral Strike, Spontaneous Spell, Vorpal Strike.
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