Martial Monk
About this class
Martial monks are a class of ascetic who have been tasked with the protection of monasteries from outside threats. While some remain in their monasteries to protect their walls, others are sent out upon important missions, are banished for transgressions against their order or seek employment within the Imperial government. Monks are a common feature of the Rivers and Lakes as many of the factions within this fractious collection of bandits, heroes and rebels are situated within monasteries, but monks, excepting the corrupt ones, tend to be among those members of the Rivers and Lakes most likely to fit into mainstream Imperial society. Many monks find employment as teachers for aristocrats and the Imperial family as their combination of prowess in martial arts and broad academic learning make them well suited for such positions.
Domains
Bone
Starting stats
Hope feature
Class features
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Monastic discipline
Once per rest, when you fail with fear you may re-roll your Hope die. You must take the new result.
-
Unarmed expert
Martial monks unarmed attacks use d6 instead of d4
Class items
- A wooden rosary
- A cracked alms bowl
Character questions
Background prompts
- You felt a need to leave your monastery. Why was that and how do you feel about it?
- You failed to protect an important artifact of your temple. What would you do to get it back?
- Your faith preaches non-violence and yet you took up the path of the warrior. How do you square the violence of your role in your monastic community with the tenets of your faith?
Connection prompts
- What have I shown you about my faith? How did it impact you?
- When you visited my temple what set me apart from the other monks?
- How did you feel when I took monastic orders?
Subclass cards
Printable via header menu
Warrior of the Walled City
Foundation
SPELLCAST TRAIT: Finesse
Imperial Scholar: At the end of a long rest put a number of tokens equal to your Presence modifier (minimum 1) onto this card. You may spend a token to add 1d6 to any roll involving navigating Imperial bureaucracy, handling the courts or gaining the ear of aristocrats. Clear all tokens when you initiate a long rest.
Monk Hunter: When you do major or severe damage to an adversary you may reduce the damage dealt by 1 HP to make them Vulnerable until the GM uses a spotlight to clear that condition.
Warrior of the Walled City
Specialization
Lethal Flurry: Once per rest, when you hit an adversary with an unarmed strike, you may mark a stress to double the damage dice rolled. You may refresh this feature early by expending 2 hope.
Warrior of the Walled City
Mastery
Qi Lock: When you hit an adversary with an unarmed strike, you may spend two hope to give them the Locked condition. An adversary with this condition has disadvantage on all actions until the GM uses their spotlight and the adversary marks a stress to clear the condition.
Warrior of the Hermitage
Foundation
SPELLCAST TRAIT: Finesse
Door Guardian: If an adversary attacks somebody within Very Close range of yourself you may mark 1 stress to impose disadvantage on that attack. If the adversary misses you may move them to a new location within close range.
Monastic Sentry: You have advantage on any action or reaction roll related to endurance or resisting fatigue. You permanently gain one stress slot.
Warrior of the Hermitage
Specialization
Monastic Arms Master: When making an attack with your primary weapon you may mark a stress to add your unarmed damage to it.
Warrior of the Hermitage
Mastery
Stalwart Defender: You add your proficiency to your evasion.
Aspect of the Gate God: Once per rest, when an adversary attacks you and misses you may spend a hope to move them to any point within far range and give them the Vulnerable condition which the GM must use a Spotlight to clear.
Martial Monk
Martial monks are a class of ascetic who have been tasked with the protection of monasteries from outside threats. While some remain in their monasteries to protect their walls, others are sent out upon important missions, are banished for transgressions against their order or seek employment within the Imperial government. Monks are a common feature of the Rivers and Lakes as many of the factions within this fractious collection of bandits, heroes and rebels are situated within monasteries, but monks, excepting the corrupt ones, tend to be among those members of the Rivers and Lakes most likely to fit into mainstream Imperial society. Many monks find employment as teachers for aristocrats and the Imperial family as their combination of prowess in martial arts and broad academic learning make them well suited for such positions.
Domains
Bone + Breath
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A wooden rosary
- • A cracked alms bowl
Martial Monk’s Hope Feature
Master of breath : Spend 3 hope to increase your evasion by your proficiency until the next rest.
Class Features
Monastic discipline
Once per rest, when you fail with fear you may re-roll your Hope die. You must take the new result.
Unarmed expert
Martial monks unarmed attacks use d6 instead of d4
Martial Monk Subclasses
Choose either the Warrior of the Walled City or Warrior of the Hermitage subclass.
Warrior of the Walled City
A monk in service of the Imperial court as a tutor or a guard.
Spellcast Trait
Finesse
Foundation Features
Imperial Scholar: At the end of a long rest put a number of tokens equal to your Presence modifier (minimum 1) onto this card. You may spend a token to add 1d6 to any roll involving navigating Imperial bureaucracy, handling the courts or gaining the ear of aristocrats. Clear all tokens when you initiate a long rest.
Monk Hunter: When you do major or severe damage to an adversary you may reduce the damage dealt by 1 HP to make them Vulnerable until the GM uses a spotlight to clear that condition.
Specialization Feature
Lethal Flurry: Once per rest, when you hit an adversary with an unarmed strike, you may mark a stress to double the damage dice rolled. You may refresh this feature early by expending 2 hope.
Mastery Feature
Qi Lock: When you hit an adversary with an unarmed strike, you may spend two hope to give them the Locked condition. An adversary with this condition has disadvantage on all actions until the GM uses their spotlight and the adversary marks a stress to clear the condition.
Warrior of the Hermitage
A monk who lives to protect their monastery from all threats
Spellcast Trait
Finesse
Foundation Features
Door Guardian: If an adversary attacks somebody within Very Close range of yourself you may mark 1 stress to impose disadvantage on that attack. If the adversary misses you may move them to a new location within close range.
Monastic Sentry: You have advantage on any action or reaction roll related to endurance or resisting fatigue. You permanently gain one stress slot.
Specialization Feature
Monastic Arms Master: When making an attack with your primary weapon you may mark a stress to add your unarmed damage to it.
Mastery Feature
Stalwart Defender: You add your proficiency to your evasion.
Aspect of the Gate God: Once per rest, when an adversary attacks you and misses you may spend a hope to move them to any point within far range and give them the Vulnerable condition which the GM must use a Spotlight to clear.
Background Questions
Answer any of the following, or create your own.
- • You felt a need to leave your monastery. Why was that and how do you feel about it?
- • You failed to protect an important artifact of your temple. What would you do to get it back?
- • Your faith preaches non-violence and yet you took up the path of the warrior. How do you square the violence of your role in your monastic community with the tenets of your faith?
Connections
Ask one of the following, or improvise.
- • What have I shown you about my faith? How did it impact you?
- • When you visited my temple what set me apart from the other monks?
- • How did you feel when I took monastic orders?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.