Sage Monk (3.5e Class)

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Sage Monk[edit]

<-general description->.

Making a Sage Monk[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Non-Chaotic.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Sage Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Ki Points
Fort Ref Will
1st +1 +2 +2 +0 Iron Hands 0
2nd +2 +3 +3 +0 Mantra Apprentice 2
3rd +3 +3 +3 +1 Emergency Ki 4
4th +4 +4 +4 +1 6
5th +5 +4 +4 +1 Mantra Novice 9
6th +6/1 +5 +5 +2 Empowering Chant 12
7th +7/2 +5 +5 +2 Resilient 15
8th +8/3 +6 +6 +2 Mantra Adept 18
9th +9/4 +6 +6 +3 Quick Step 21
10th +10/5 +7 +7 +3 Focused Mind 24
11th +11/6/1 +7 +7 +3 Mantra Expert 28
12th +12/7/2 +8 +8 +4 Steel Hands 32
13th +13/8/3 +9 +9 +4 36
14th +14/9/4 +9 +9 +4 Mantra Master 41
15th +15/10/5 +10 +10 +5 Iron Body 46
16th +16/11/6/1 +10 +10 +5 51
17th +17/12/7/2 +11 +11 +5 Mantra Grandmaster 57
18th +18/13/8/3 +11 +11 +6 Ki Overload 63
19th +19/14/9/4 +12 +12 +6 69
20th +20/15/10/5 +12 +12 +6 Elemental Mantra Master 80

Class Skills (6 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.


Iron Hands: The SM has trained their limbs to the point of lethality. the Sage Monk's unarmed attacks now do a base damage of 2d6 and no longer provoke attacks of opportunity. they may also freely choose between doing lethal and non-lethal damage with no penalty

Mantra Apprentice: The Sm unlocks their first mantra. mantras come in 6 types (Fire, Ice, Lightning, Earth, Light, Dark) each with 3 different effects: an enhancement, a shield, and a projectile (which may be fired as a movement or standard action). Each one goes as follows:

Fire: enhancement:+2 Strength +2 Dexterity, shield: a shield of flames (raises touch ac by 3) which create smoke in the area causing any projectiles shot at the monk to have a 25% chance to miss even when they otherwise would not (caps at 60%) also any time the Sage Monk is damaged by physical means the attacker takes 1d3 fire damage, projectile: and a fire ball with a 5 foot aoe that does 1d6 damage it is considered a touch attack with a range of 20ft (costs 1 ki) (reflex for half damage)

Ice: enhancement:+2 Strength +1 Wisdom, shield: a breastplate of ice forms around the sage monk raising their ac by 4 and allowing them to ignore 1 melee attack of damage after taking the damage the armor is broken and when the armor is damaged it immediately explodes into razor-sharp shards dealing 2d4 ice damage in a 5ft radius around them (maintaining the armor takes 1 ki per turn and rebuilding the armor after it has been destroyed for the first time that day takes an additional 1+ number of times it has been broken that day ki), projectile: and an ice shot which does 1d3 damage and has a 50% of reducing the target's movement speed by half for 1d3 turns (1 ki to use) (reflex for half damage and fortitude to negate slow)

Lightning: enhancement:+2 Wisdom +20ft movement speed, shield: a cloak of lightning appears around the Sage Monk increasing the range of their melee attacks by 5ft and adding an additional 1d2 damage to any successful melee strike, projectile: and a lightning blast which does 1d4 damage and ignores up to 10 points of damage resistance (reflex for half) (costs 1 ki)

Earth: enhancement:+3 Strength +1 ac, shield: the Sage Monk's movement speed is halved but they gain dr5/- and cannot be moved or knocked over without passing a DC15 strength check, projectile: They gain the ability to fire an earth spike from under the ground doing 1d8 damage that also pushes the opponent back by 1d4 squares the range of this attack is 15ft (reflex for half strength to not be moved) (requires 1 ki)

Light: enhancement:+2 Wisdom +5 temporary health on activation, shield: The Sage Monk gains a healing cloak that heals them for 1d3 health each turn and heals any nearby (within 20ft) allies by 1d3 as well or it can harm nearby undead (only active during battle), projectile: They gain the ability to fire a holy shot doing 1d3 positive energy damage (which can be used for healing) in a 10ft aoe (will for half) (costs 1 ki)

Dark: enhancement:+2 Wisdom +1 Strength, shield: The Sage Monk emits a ring of negative energy dealing 1d4 negative energy to anything in the 10ft area (Sage Monk excluded), projectile: they gain the ability to fire a blast of pure negative energy dealing 1d12 negative energy in a 40ft straight line in front of them however the Sage Monk takes 1/4th of this damage as well (reflex for half) (costs 1 ki)

All checks made to mitigate effects are opposed against the Sage Monk.

The Sage Monk gets to choose which one they want first and must unlock the others later.


Mantra Novice: The SM can now select a second mantra switching between mantras takes a free action. also their projectiles gain 50% more damage

Mantra Adept: The SM can now select a third mantra. their shielding effects are now 50% stronger and now they have a permanent dr10 against whatever damage type matches their active mantra

Focused Mind: The SM now may double the effects of their mantra (additive) at the cost of 6 ki for activation (standard or movement action) and 2 ki per turn until deactivated (free action)

Mantra Expert: The SM may select a fourth mantra. the effects of their shielding and projectiles are increased by an additional 50% (for a total of 100%)

Mantra Master: The SM may select a fifth mantra. the eddects of their enhancements are doubled

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->


Ex-Sage Monks[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Sage Monk[edit]

Table: The Epic Sage Monk

Hit Die: d10

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Sage Monk[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

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

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

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

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

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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