Thunder Monk (3.5e Class)

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Thunder Monk
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Status: recently adopted being re-worked.
Editing: Constructive edits welcome

Thunder Monk[edit]

Through years of rigorous training the thunder monk has learned superior unarmed combat as well as the ability to channel the powers of electricity through his body.

The way of the thunder fist is one few brave to tread. Their secret training techniques are intense and few can make it through. It involves a trip to the plane of electricity, where they are empowered by the planar energies. Some don't have the pain tolerance and quit, some are driven mad, and others just can't handle it and die. Those who make it through are feared by those who know about them.

Making a Thunder Monk[edit]

Abilities: Strength is very important to the thunder monk because it increases the effectiveness of Thunder Punch. Dexterity and Wisdom is also important to a Thunder Monk to increase his AC and Stunning Shock ability DC (Wis only). Charisma is important to the monk because of its multitude of uses in skills.

Races: A Thunder Monk can be any race.

Alignment: A Thunder Monk’s training requires strict discipline. Mainly only those who are lawful at heart are capable of undertaking it. However due to the chaotic nature of the electricity they control, there are some who are consumed by this chaotic nature and are thus chaotic neutral in alignment. A easily corrupted race, such as a human, is more likely to be chaotic. While a calmer race, such as a Elf, is more likely to stay lawful.

Starting Gold: 3d4x3

Starting Age: simple

Table: The Thunder Monk

Hit Die: D10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Thunder Punch 1d8. Immunity to Thunder, Charge
2nd +2 +3 +3 +0 Fell Thunder, bonus feat
3rd +3 +3 +3 +1 Call Thunder 1/day
4th +4 +4 +4 +1 Thunder Punch 2d8
5th +5 +4 +4 +1 Thunder Armor (+1 AC)
6th +6/+1 +5 +5 +2 Double Punch, bonus feat
7th +7/+2 +5 +5 +2 Thunder Punch 3d8
8th +8/+3 +6 +6 +2 Stunning Shock 1 round
9th +9/+4 +6 +6 +3 Thunder Shield
10th +10/+5 +7 +7 +3 Fist of the Thunder God, Thunder Armor (+2 AC), bonus feat
11th +11/+6/+1 +7 +7 +3 Thunder Punch 4d8 , Triple punch
12th +12/+7/+2 +8 +8 +4 Stunning Shock 1d4 rounds
13th +13/+8/+3 +8 +8 +4 Thunder Punch 5d8
14th +14/+9/+4 +9 +9 +4 Shock Therapy, bonus feat
15th +15/+10/+5 +9 +9 +5 Thunder Armor (+3 AC)
16th +16/+11/+6/+1 +10 +10 +5 Stunning Shock 1d6 rounds
17th +17/+12/+7/+2 +10 +10 +5 Thunder Punch 6d8
18th +18/+13/+8/+3 +11 +11 +6 bonus feat
19th +19/+14/+9/+4 +11 +11 +6 Thunder Punch 7d8
20th +20/+15/+10/+5 +12 +12 +6 Spirit of the Thunder God, Thunder punch 8d8, Thunder Armor (+4 AC)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
class skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex)

Class Features[edit]

All of the following are class features of the Thunder Monk.

The Thunder Monk's unarmed strike functions the same way as the Monk core class would for determining unarmed strike damage. Starting at fist level, the Thunder Monk's unarmed strikes deal 1d6. This damage increases to 1d8 at 4th level, 1d10 at 9th level, 2d6 at 12th level, 2d8 at 16th level, and finally 2d10 at 20th level.

Weapon and Armor Proficiency: A Thunder Monk is proficient with no weapons or armor. A thunder monk loses all thunder monk abilities if he wears armor or uses any weapon.

Thunder Armor (Ex): A Thunder Monk adds his wisdom bonus to his AC, and gets an additional +1 at levels 5, 10, 15 and 20. She/He loses all of his AC bonuses from Thunder Armor if he wears armor.

Thunder Punch (Su): By using and increasing their bodies natural electrical current the Thunder Monk makes a powerful strike to his enemy, filled with this electrical power dealing 1d8 damage increasing by 1d8 at levels 4,7,11,13,17,19, and 20 to a maximum of 8d8 at 20th level. Critical- 18-20x4. Using this attack does not provoke an attack of opportunity..

Immunity to Thunder (Ex): A thunder monk is completely immune to any and all Electrical effects negating all damage and status ailments from these effects.

Charge (Ex): When a Thunder Monk initiates a charge, he moves at the speed of 100ft for the purposes of that charge.

Fell Thunder (Ex): at second level the Thunder Monk gains the ability to nullify any Electricity within a range of 50feet 2/day that works as a Antimagic Field. but only effects electrical effects instead of all spells in the 50feet of the thunder monk.

Bonus Feat: at levels 2, 6, 10, 13, 16, and 19 the Thunder Monk gains a bonus feat of his choice limited only by his inability to wear medium or heavy armor or use weapons.

Call Thunder (Su): at 3rd level a Thunder Monk can fill himself with Electric power and can throw a thunder bolt with a range of 100ft that deals 1d8/level (max 10d8 at level 10) damage. It can be used 1/2 thunder monk's Level/Day rounded up. Attacking in this fashion is a full round action.

Double Punch (Su): The monk can hit 2 times with his thunder punch instead of 1 with the second having the same Base Attack Bonus of the first. It can be used 1/2 thunder monk's Level/Day rounded up. Attacking in this fashion is standard action.

Stunning Shock (Ex): With Stunning Shock, the Thunder Monk can stun the target for 1 round, then 1d4 rounds at 12th level, and finally 1d6 rounds at 16th level. The DC against the stun is Fortitude partial (DC 10 + 1/2 Thunder Monk level + character's Wisdom (Wis) modifier). If the target succeeds his Fortitude save, then the target is dazed for half (rounded up) the turns it would have been stunned. The target can take damage during this time and still be stunned through different ways. This ability does not affect creatures immune to stunning.

Thunder Shield (Su): At level 9 the Thunder Monk can boost his Thunder Armor and empowers it with energy. A dc 15 (dc20 in bright areas, not needed in darkness) spot check to see the static electricity jumping across his skin. In darkness it creates shadowy illumination to 5 feet. Anything who strikes the Thunder Monk takes 1d6 damage with an additional +1 damage for every 3 levels in Thunder Monk. Every use of this ability costs a Call Thunder use, and lasts for 1 turn for every 2 levels in Thunder Monk.

Fist of the Thunder God (Su): at 10th level the Thunder Monk is able to use Fist of the Thunder God. Fist of the Thunder God makes his Thunder Punch d12s instead of d8s. Fist of the Thunder God is a Full round action, that can be used 1/day at level 10, 2/day at level 15, and 3/day at level 20, and lasts for 1d6 rounds.

Triple Punch (Su): The monk can hit 3 times with his Thunder Punch instead of 1 with the same Base Attack Bonus of the first. It can be used 1/4 thunder monk's Level/Day rounded up. Attacking in this fashion is a standard round action.

Shock Therapy (Su): With Therapy, a Thunder Monk can use a Thunder Punch to bring a dead player back from the state of death (-10 hp) to life and back to 1 hit point.

Spirit of The Thunder God (Ex): When the monk dies, he becomes an Electric Spirit that deals 12d20 +1/lvl Electric damage to any living being he touches for turns equal his will save at the time of death. This spirit can fly at 50ft /round (perfect). After this time the spirit emits a 50 ft shock wave dealing 2d20 electric damage to all living creatures still in the area and the spirit disperses.

Multiclass Thunder Monks: A lawful Thunder Monk can cross class with a Monk freely without the normal Monk restrictions.

Epic Thunder Monk[edit]

Table: The Epic Thunder Monk

Hit Die: d8

Level Special
21st
22nd Thunder Punch 9d8,
23rd
24th
25th Thunder Punch 10d8, Thunder Armor (+5 AC)
26th
27th
28th Thunder Punch 11d8
29th
30th Thunder Armor (+6 AC)

4 + Int modifier skill points per level.

Thunder Punch: The Thunder Monk's Thunder Punch increases with power each level.

Thunder Armor: The thunder monk gains a bonus to ac every 5 levels.

Bonus Feats: The epic Thunder Monk gains a bonus feat any monk can every 3 levels after 20th.

Epic Thunder Monk Bonus Feat List: Same list as Epic Monk.

Human Thunder Monk Starting Package[edit]

Weapons: none.

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

Skill Ranks Ability Armor Check Penalty
Balance 4 Dex 0
Hide 4 Dex 0
Gather Information 4 Cha
Jump 4 Str 0
Move Silently 4 Dex 0
Tumble 4 Dex 0

Feat: Weapon Focus (Thunder Punch).

Bonus Feats: Toughness.

Gear: Standard Adventurer's Kit.

Gold: 3d4.

Campaign Information[edit]

Playing a Thunder Monk[edit]

Religion: Thunder monk's don't usually worship any particular religion, but they tend to be fairly spiritual. If they follow a deity then it will be one related to electricity.

Other Classes: A thunder monk gets along particularly well with other unarmed fighters, but there are no classes he particularly dislikes.

Combat: A Thunder Monk is typically used as a melee damaging class. They can be used to assist the dead, when high enough level, and for scouting.

Advancement: It would be a good idea to multiclass with the Monk class in order to boost unarmed damage.

Thunder Monk's in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
Some might say that electricity has driven me mad. I just like to think it has enlightened me.
—<-NPC name->, <-race-> <-class->
There is no finer weapon to defend my home with than my bare hands.
—<-NPC name->, <-race-> <-class->

Thunder Monk's can fill a variety of rolls, and can be found in many places. They like to adventure, and if the electricity drives them mad they dislike staying in one area for too long. Others live a calm life like any other monk, and seclude themselves to temples and meditation.

Daily Life: A Thunder Monk typically starts his day with meditation before going about his duties.

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

Organizations: Thunder Monk's like to train in the elemental plane of electricity. They also meet in secret temples that shock people who enter, so only those who can handle the power can enter. There are a few secret organizations. Some of them try to disguise themselves as regular monks, while others try to remain unseen.

NPC Reactions: Most NPC's would mistake a Thunder Monk for a normal monk, and even if they were told what she/he is they wouldn't have heard enough about Thunder Monks to know the difference. If the NPC knows about Thunder Monk's she/he might be more careful around him until he knows the Thunder Monk's true nature.

Thunder Monk Lore[edit]

Characters with ranks in Knowledge (the planes), Knowledge (arcana), and Knowledge (history) can research Thunder Monk to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (the Planes), Knowledge (arcana)
DC Result
5 A thunder monk's strike has the sting of electricity.
10 A thunder monk can manipulate electricity for more than just physical attacks.
15 A thunder monk doesn't usually train in the material plane.
20 If a powerful enough Thunder Monk dies any enemies near him will surely die with him.
Knowledge (history)
DC Result
5 nothing.
10 There was once a city dedicated to training thunder monks.
15 Once an unarmed monk brought a king back to life with unknown magic.
20 A lone, powerful Thunder Monk once saved a city from an army of Balors.

Thunder Monk's in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

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

Adaptation: This class can be adapted to other elements. Only the type of damage, and the Shock Therapy would need to be changed.

Sample Encounter: A Thunder Monk could most commonly be seen in a temple related to electricity, or storms.

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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