Monk
About this class
Monks are disciplined, spiritual people who study, and worship a higher power of some kind. They follow a code of conduct that they uphold strictly, and train themselves mentally, and physically. For their piety and training, they are gifted physical abilities that most only dream of. Through their steadfast belief, they seek to help those who would be targeted by the negative forces of the world. They are determined to gain victory over those who would oppose them, by word, or by weapon. As a companion, they are orderly, focused, and ready for anything. They may come off as high-strung, but they are easy to get along with once you gain an understanding for what they are doing, and despite appearances, they do have an easygoing side to them.
Domains
Bone
Splendor
Starting stats
Hope feature
Class features
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Holy Stance
At the beginning of a session, and after each rest, you may choose a Stance to enter. You may Mark a Stress to change your Stance. The Stances are as follows:
Holy Weaver-Add your Tier to your Evasion. Starting at Level 5, you may also Spend a Hope to increase your Evasion by 1d6 for one attack.
Holy Hitter-On a successful attack, roll an additional damage die, and discard the lowest result. Starting at Level 5, you may spend a Hope to increase your Proficiency by 1 for one attack.
Holy Defender-Double your level when calculating Damage Thresholds. Starting at Level 5, you may Spend a Hope to reduce damage by one Threshold.
Holy Caster-Add your Spellcast Trait to rolls of a different trait Starting at Level 5, you may Spend a Hope to double your Spellcast Trait for one roll.
Holy Helper-Whenever you Help someone, they may use a d8 as their Advantage die. Starting at level 5, they may reroll any 1s on their Advantage dice.
Holy Believer-You may reroll your Hope die on a 1 or a 2. Starting at Level 5, you may reroll your Hope Die on a 3 as well.
Class items
- A talisman from your monastery
- A keepsake from your childhood home
Character questions
Background prompts
- What led you to joining your monastic order?
- When did you first show promise from your training?
- Is there an activity your order does that you think doesn’t need to be done as frequently, or at all?
Connection prompts
- What is the most striking thing about my spiritualism to you?
- What practice do I do that you think is a bit much?
- What interest do we share that allows me to let my guard down with you?
Subclass cards
Printable via header menu
Light Spiritualism
Foundation
SPELLCAST TRAIT: Instinct
Holy Light: You gain an attack with the following attributes:
Trait-Instinct
Range-Far
Damage-d8 + your Tier Magic Damage
Burden-None
Feature-Searing Strike: When you make a successful attack, the target takes an additional 1d8 Magic damage the next time they take damage a number of times equal to your Proficiency.
Holy Radius: Whenever you roll with Hope, you may Mark a Stress to give all creatures of your choosing in Close range a Hope as well.
Light Spiritualism
Specialization
Exploding Light: Whenever you make a successful attack with your Holy Light ability, you may Spend a Hope to force all adversaries within Very Close range to make a reaction roll (15). On a failure, they also get hit with the attack.
Healing Light: Once per session, make a Spellcast roll (18). On a success, you may roll a number of d6s equal to your Spellcast Trait, and clear a number of Hit Points equal to the highest result on all creatures of your choice within Very Far range.
Light Spiritualism
Mastery
Shining Weapon: Whenever you make a successful weapon attack, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, they also take the damage from your Holy Light ability.
Expanded Radius: Your Holy Radius ability now extends to Far range, and whenever you use it, all other creatures gain advantage on their next roll as well.
Physical Spiritualism
Foundation
SPELLCAST TRAIT: Strength
Crushing Holiness: Mark a Stress. Until the end of the scene, you may add 1d4 to attack, and damage rolls.
Divine Preparation: You may Spend a Hope to change your Stance a number of times per session equal to your Strength Trait.
Physical Spiritualism
Specialization
Holy Training: Your Stances improve further.
Holy Weaver-When you spend a Hope to increase your Evasion, if this causes the attack to miss, you may add 1d6 to your next damage roll.
Holy Hitter-When you spend a Hope to add a level of Proficiency, you may also make the target temporarily vulnerable.
Holy Defender-When you spend a Hope to reduce the Damage Threshold, you may also deal 1d20 Magic damage to the attacking creature.
Holy Caster-You may spend a Hope to double your Strength Trait on Strength rolls.
Holy Helper-When you help someone, you may grant them an additional advantage die.
Holy Believer-When you reroll your Hope die, you may add the initial result to the roll.
Physical Spiritualism
Mastery
Devastating Holiness: Your Crushing Holiness ability improves. You now add 1d6 to attack rolls, and add 3d4 to damage rolls.
Godly Strike: When you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, you may double the amount of damage dice you roll.
Cosmic Spiritualism
Foundation
SPELLCAST TRAIT: Presence
Astral Fist: Your Unarmed Strikes now do d6 damage using your Proficiency. Whenever you make a successful attack within Close range, you may Mark a Stress to deal Magic damage equal to your Unarmed Strikes.
Cosmic Realignment: Make a Spellcast roll (12). On a success, you may Spend any number of Hope to Clear an equal amount of Stress.
Cosmic Spiritualism
Specialization
Cosmic Shield: Spend 3 Hope. Until your next rest, or you use this ability again, you may choose to resist either physical damage, or magic damage.
Universal Connection: Mark a Stress, and make a Spellcast roll (15). On a success, whenever someone within Close range gains a Hope, you also gain a Hope until your next rest, or you mark your last Hit Point.
Cosmic Spiritualism
Mastery
Astral Flurry: Your Astral Fist improves. Your Unarmed Strikes now do d8 damage using your Proficiency, and the range for your Astral Fist ability extends to Far range.
One with the Universe: Mark a Stress, and make a Spellcast roll (18). On a success, you gain an additional Hope on successful rolls until your next rest.
Shadow Spiritualism
Foundation
SPELLCAST TRAIT: Instinct
Death Walker: You are trained in facing down dark, and powerful forces beyond the machinations of most mortals. Gain an additional Hit Point.
Fear Deflector: Whenever someone within Close range rolls with Fear, you may Mark a Stress to deny the GM that Fear. When you do so, place a token on this card. You may have a number of tokens equal to your Instinct Trait. While you have at least one Token you may change your Stance without Marking a Stress. On a successful attack, you may expend one token to deal an additional 1d12 magic damage. At the end of the session, clear all unspent tokens, and mark a Hit Point for each unspent Token.
Shadow Spiritualism
Specialization
Fly By Night: When you make a successful attack outside of Melee range, you may Mark a Stress to teleport into Melee range of the target, and make an additional attack,
Dark Favor: When you make a successful attack while you have at least one Fear Deflector token, you may spend a Hope to make a Spellcast roll against the target. On a success, you may clear one Hit Point on yourself, or another creature within Very Close range. If you spend a token on this attack, the interaction occurs before your token is spent.
Shadow Spiritualism
Mastery
Fearful Rot: Whenever you spend a token from your Fear Deflector ability, you now deal 2d12 additional magic damage. Additionally, when you spend a token, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, their Difficulty is lowered by 1. From then, every time they get hit with an attack, their Difficulty goes down by 1, until an attack misses.
Monk
Monks are disciplined, spiritual people who study, and worship a higher power of some kind. They follow a code of conduct that they uphold strictly, and train themselves mentally, and physically. For their piety and training, they are gifted physical abilities that most only dream of. Through their steadfast belief, they seek to help those who would be targeted by the negative forces of the world. They are determined to gain victory over those who would oppose them, by word, or by weapon. As a companion, they are orderly, focused, and ready for anything. They may come off as high-strung, but they are easy to get along with once you gain an understanding for what they are doing, and despite appearances, they do have an easygoing side to them.
Domains
Bone + Splendor
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A talisman from your monastery
- • A keepsake from your childhood home
Monk’s Hope Feature
Divine Awakening : Spend 3 Hope to enter another Stance while maintaining your current Stance until the end of the scene.
Class Features
Holy Stance
At the beginning of a session, and after each rest, you may choose a Stance to enter. You may Mark a Stress to change your Stance. The Stances are as follows: Holy Weaver-Add your Tier to your Evasion. Starting at Level 5, you may also Spend a Hope to increase your Evasion by 1d6 for one attack. Holy Hitter-On a successful attack, roll an additional damage die, and discard the lowest result. Starting at Level 5, you may spend a Hope to increase your Proficiency by 1 for one attack. Holy Defender-Double your level when calculating Damage Thresholds. Starting at Level 5, you may Spend a Hope to reduce damage by one Threshold. Holy Caster-Add your Spellcast Trait to rolls of a different trait Starting at Level 5, you may Spend a Hope to double your Spellcast Trait for one roll. Holy Helper-Whenever you Help someone, they may use a d8 as their Advantage die. Starting at level 5, they may reroll any 1s on their Advantage dice. Holy Believer-You may reroll your Hope die on a 1 or a 2. Starting at Level 5, you may reroll your Hope Die on a 3 as well.
Monk Subclasses
Choose either the Light Spiritualism or Physical Spiritualism subclass.
Light Spiritualism
Use your light to ignite enemies, grant Hope easier, and heal.
Spellcast Trait
Instinct
Foundation Features
Holy Light: You gain an attack with the following attributes:
Trait-Instinct
Range-Far
Damage-d8 + your Tier Magic Damage
Burden-None
Feature-Searing Strike: When you make a successful attack, the target takes an additional 1d8 Magic damage the next time they take damage a number of times equal to your Proficiency.
Holy Radius: Whenever you roll with Hope, you may Mark a Stress to give all creatures of your choosing in Close range a Hope as well.
Specialization Feature
Exploding Light: Whenever you make a successful attack with your Holy Light ability, you may Spend a Hope to force all adversaries within Very Close range to make a reaction roll (15). On a failure, they also get hit with the attack.
Healing Light: Once per session, make a Spellcast roll (18). On a success, you may roll a number of d6s equal to your Spellcast Trait, and clear a number of Hit Points equal to the highest result on all creatures of your choice within Very Far range.
Mastery Feature
Shining Weapon: Whenever you make a successful weapon attack, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, they also take the damage from your Holy Light ability.
Expanded Radius: Your Holy Radius ability now extends to Far range, and whenever you use it, all other creatures gain advantage on their next roll as well.
Physical Spiritualism
Use your Spiritualism to improve your combat prowess even further, reliably landing hits, and doing more damage.
Spellcast Trait
Strength
Foundation Features
Crushing Holiness: Mark a Stress. Until the end of the scene, you may add 1d4 to attack, and damage rolls.
Divine Preparation: You may Spend a Hope to change your Stance a number of times per session equal to your Strength Trait.
Specialization Feature
Holy Training: Your Stances improve further.
Holy Weaver-When you spend a Hope to increase your Evasion, if this causes the attack to miss, you may add 1d6 to your next damage roll.
Holy Hitter-When you spend a Hope to add a level of Proficiency, you may also make the target temporarily vulnerable.
Holy Defender-When you spend a Hope to reduce the Damage Threshold, you may also deal 1d20 Magic damage to the attacking creature.
Holy Caster-You may spend a Hope to double your Strength Trait on Strength rolls.
Holy Helper-When you help someone, you may grant them an additional advantage die.
Holy Believer-When you reroll your Hope die, you may add the initial result to the roll.
Mastery Feature
Devastating Holiness: Your Crushing Holiness ability improves. You now add 1d6 to attack rolls, and add 3d4 to damage rolls.
Godly Strike: When you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, you may double the amount of damage dice you roll.
Background Questions
Answer any of the following, or create your own.
- • What led you to joining your monastic order?
- • When did you first show promise from your training?
- • Is there an activity your order does that you think doesn’t need to be done as frequently, or at all?
Connections
Ask one of the following, or improvise.
- • What is the most striking thing about my spiritualism to you?
- • What practice do I do that you think is a bit much?
- • What interest do we share that allows me to let my guard down with you?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.