🎲 D&D Companion

Monk

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Secondary class โ€” requires 5 Cleric levels and 5 Rogue levels.

Requires 5 Cleric levels and 5 Rogue levels. Monks draw their power from something divine, and use their own bodies as the instrument they channel this energy through. Monks use their 6 Chakra to channel divinity into powerful abilities, seemingly infused with divine might. To tap into Chakra, Monks must be Unarmed and wearing 5 or less Armor. Spending their Chakra is risky as well, for only a long sleep rejuvenates them. For this reason, they focus on Spirituality and Light Attack above all. Combative monks keep their Defense skills high, while supportive monks may tend to focus on Medicine and Insight.

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Ki Masterygenerated name

cols A-B ยท levels 12-20 ยท 14 abilities
LvlCellAbilityCostRules
12A12Chakra BlockXX actions. Spends 1 Chakra. You attack an adjacent enemy for 1W damage. For the next 3 turns, they can only use their Basic attack. You may use this as often as you like in battle. Weapon vs Fortitude.
12B12Divine GuidancePassivePassive. For every unspent Chakra, you gain +1 Light Attack and +1 Fortitude. You must still be Unarmed and wearing 5 or less Armor to gain this bonus.
Upgrades:
  1. Divine Guidance + (L13) โ€” You also gain +1 Reflex.
13A13Divine Gift5 act5 actions. Spends 1 Chakra. Bless an ally with 20 Temporary Hit Points and immunity to negative effects for 3 turns. Spirituality vs Will.
13B13Divine Dash6 act6 actions. Spends 4 Chakra. You can move to any space within the vicinity. Acrobatics vs Reflex.
14A14Divine Provocation5 act5 actions. Spends 2 Chakra. You gain +2 Armor and +3 to all Defenses. You also make an Aggression roll against all targets within 2 spaces, costing no actions. Lasts 3 turns. Aggression vs Will.
Upgrades:
  1. Divine Provocation + (L15) โ€” You may use Spirituality for your Aggression rolls. Spirituality vs Will.
14B14Focused Strike1 act1 action. Spends 3 Chakra. If you fail a basic attack, you may choose to succeed instead.
15A15Flurry Of BlowsPassivePassive. For each Chakra you spend alongside a Basic attack, you can add another Basic attack costing no actions.
15B15Crack SkullsXX actions. Spends 4 Chakra. Requires 2 adjacent targets. Deal 1W damage to both targets. They both are stunned, losing 6 actions on their next turn. Light Attack vs Fortitude.
16A16Vivify4 act4 actions. Spends 1 Chakra. Cures an adjacent ally of all poisons, curses, diseases, and negative magical effects. Spirituality vs Fortitude.
16B16Quadruple HitXX actions. Spends 5 Chakra. Strike out at an adjacent target with everything, dealing 4W damage. Light Attack vs Fortitude.
17A17Transcend6 act6 actions. Spends 3 Chakra. Your spirit leaves your body. Your spirit can travel at 10 spaces per action and cannot be seen or felt by anyone else. You may call back your spirit at any time. Your body has 0 Fortitude and Reflex during this time. Spirituality vs Will.
17B17Crown ChakraPassivePassive. You now have a maximum of 7 Chakra.
20A20Dimensional Punch6 act6 actions. Spends 6 Chakra. You punch a target next to you. Your attack roll must surpass their Fortitude, Reflex, and Will. If you succeed, they are erased from this plane of existence. Light Attack vs Fortitude/Reflex/Will.
20B20Realign600 act600 actions. Spends 6 Chakra. You perform a ritual on a willing ally. This ally forgets up to 3 Abilities that they have learned, and lose 9 of their spent Skill points. The ally cannot unlearn a lower-level Ability that would prevent a higher-level Ability from being used. As the ritual completes, this ally may accumulate new Skills and Abilities according to their level. After the ritual, the ally will suffer a -5 exhaustion penalty to all d20 rolls for roughly 20 minutes. Spirituality.
Upgrades:
  1. Realign + (L21) โ€” This ally forgets up to 9 Abilities that they have learned, and lose 27 of their spent Skill points.
  2. Realign ++ (L22) โ€” This ally forgets all Abilities that they have learned, and their Skills are once again equal to their base Stats.

Disciplinegenerated name

cols D-D ยท levels 11-15 ยท 5 abilities
LvlCellAbilityCostRules
11D11Pressure PointsXX actions. You attack an adjacent target's pressure points, dealing 1W damage. That target's Fortitude and Reflex are halved (rounded down). Lasts 3 turns. Light Attack vs Fortitude.
12D12Flying KickXX actions. Leap up to 3 spaces away and attack an adjacent enemy for 1W damage. Light Attack vs Reflex.
13D13Elemental DisciplineReactiveReaction. If you are affected by an elemental attack (with fire, earth, water, or air), you retain the attack within yourself (damage still applies). You may duplicate that exact attack once during that same battle. Spirituality vs (Defense).
14D14Meditate6 act6 actions. You focus inward and gain +2 Fortitude and Armor, also healing 1d8 HP each turn. You may keep using this for up to 10 turns. Spirituality vs Will.
15D15Slow FallPassivePassive. You may now subtract your Level from the impact damage you take from falling.

Martial Artsgenerated name

cols F-H ยท levels 12-20 ยท 7 abilities
LvlCellAbilityCostRules
12F12Martial Arts FerocityPassivePassive. Your Unarmed attacks deal +2d damage. Light Attack vs Fortitude.
Upgrades:
  1. Martial Arts Ferocity + (L13) โ€” +2d damage.
12G12Martial Arts CunningPassivePassive. While Unarmed, you have a critical success on a Light Attack roll of 19-20.
Upgrades:
  1. Martial Arts Cunning + (L13) โ€” Critical success on a Light Attack roll of 18-20.
  2. Martial Arts Cunning ++ (L14) โ€” You may take the higher of 2d20 rolls for Unarmed attacks.
12H12Martial Arts AlacrityPassivePassive. You may choose for your Unarmed attacks to go against your target's Fortitude or their Reflex.
13F13Martial Arts SuperiorityPassivePassive. While Unarmed, your Basic attacks are considered impact damage, and thus bypass Armor. Light Attack vs Fortitude.
13G13Martial Arts PotencyPassivePassive. You may use your Light Attack to grapple or disarm opponents instead of Athletics.
13H13Martial Arts VersatilityPassivePassive. Choose 3 of the following weapons. To you, these weapons are now considered Unarmed, and can be used for Light Attack: Sickle Throwing Axe Bo Staff Dagger Shock Baton Darts Kama Nunchaku Whip Balanced Knife Warfan Shuriken Bolas
20G20Martial Arts MasteryPassivePassive. While Unarmed, your Light Attack costs -1 action, down to a minimum of 1. Light Attack vs Fortitude.

Spirit Tattoosgenerated name

cols J-O ยท levels 12-12 ยท 6 abilities
LvlCellAbilityCostRules
12J12Bear TattooPassivePassive. When you are successfully hit, you gain +1 Armor and Will. This effect stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied.
12K12Dragon TattooPassivePassive. When you are successfully hit, you gain +1 Light Attack and damage. This effect stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied.
12L12Eagle TattooPassivePassive. When you are successfully hit, you may heal yourself or an ally within sight for 1d4 HP. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied.
12M12Lion TattooPassivePassive. When you are successfully hit, you gain +2 Intimidate and Persuasion. This effect stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied.
12N12Monkey TattooPassivePassive. When you are successfully hit, you gain +1 Reflex and can move 1 space. The Reflex bonus stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied.
12O12Snake TattooPassivePassive. When you are successfully hit by an adjacent target, you may make a basic attack against them, costing no actions. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied.