A fun coincidence: I have been thinking a lot about medieval monks, and so has Father Dave over on his blog.
Based on discourse he has begun on his blog, Blood of Prokopius, (which I recommend,) I connected the dots he laid out to create a different kind of Monk class. This Monk is informed largely by content from Holmes D&D and B/X D&D rather than that in 0e and in later editions. As such, it relies on a re-imagining of the Turn Undead table in place of spellcasting.
This class is strictly inferior to the Cleric class in many ways, but it also has a favorable XP progression. The concept is part Friar Tuck and part Cadfael. It could be re-skinned as an Eastern-style monk as well.
If you intend to play in a low-magic campaign or if you otherwise don't like the idea of a traditional Cleric, this might be a good choice for you to try out.
Here is the text of the class:
The Monk
A
Monk is a holy warrior who uses his faith in God to explore the realm and to
make it safe and sound for Men and their allies. He cannot use any weapon with
a point or edge, for he has taken an oath against causing excess bloodshed.
Furthermore, since he owes his strength to a higher power of some kind, he must act within the Lawful alignment,
or be sanctioned in some way by that higher power. This means he must work on
behalf of Mankind and its allies whenever appropriate. On the other hand, his
faith in God protects him from attacks, lowering his Armor Class while
unarmored and he performs special, powerful miracles called Wonders.
These
are not always priests, but rather special individuals from inside and outside
the Church who receive— and answer, a special calling from God. A monk is
infused with God’s power in order to undertake great and necessary tasks here
in the mortal realm such bringing succor to remote communities, solving
mysteries, questing for holy relics, and assisting pilgrims.
The
Prime Requisite of the Monk is Wisdom. He uses the Cleric’s Attack and Saving
Throw charts.
Arms & Armor:
The Monk may use Leather armor and carry a shield, but doing so negates his
natural Armor Class bonus. He may wear a helm without penalty. He may use the
following weapons: Quarterstaff, Footman’s Flail, Club and Sling.
Magic Items:
The Monk may use any magic items available to the Cleric, so long as they are
not kinds of magical weapons or armor they are forbidden to use. He may read
Cleric scrolls, but not write them.
The Monk’s Class Abilities:
Wonder Working:
Monks have the powerful ability to perform special actions called Wonders. As the Monk gains experience
levels, he will be able to perform more kinds of Wonders.
Wonders
have effects that are identical to spells cast by Clerics, or Magic-Users and
Elves, but they are not spells. Rather,
they are extraordinary abilities. Anti-magic and Dispel Magic do not work against these Wonders, and they cannot be
disrupted by hit point damage like a spell can when it is being cast. Use the
spell descriptions to adjudicate these Wonders.
In
order to work a Wonder, the Monk rolls 2d6. The Wonder works if this number
meets or exceeds the target number for the Wonder in question (see Table 2.)
More powerful Wonders are available at higher experience levels, and the ones
granted become easier to use.
The
Monk may attempt to work a Wonder once per Turn (10 minutes.) He may use each
Wonder once per day. If the Monk attempts to work a Wonder and is unsuccessful,
he may attempt to work the same Wonder later in the same day until it is
successful.
Monks
require some object of religious significance like a mirror, a cross or other
holy symbol to use their Wonder ability; but the power to it is invested in he
himself and not the object.
The Guided Hand:
A Monk may substitute his Wisdom score for his Dexterity score at any time.
Smite: Starting at Level four
the Monk may attempt to Smite. Three times per day, the Monk
may make a special attack. This attack must be declared prior to rolling the
attack roll. This attack gains a +4 to hit that stacks with any other bonuses,
and deals double damage if it hits.
Armor of God:
A Monk is a special creature, watched over by God. He has a naturally better
Armor Class than other characters and that Armor Class gets better as he gains
experience levels. However, if he wears armor or uses a shield, that bonus goes
away.
Monster Hunting:
Upon encountering a kind of monster for the first time, the Monk may make an
Intelligence check on 1d20 to see if he has learned something about it in his
catechism or travels.
Read Languages:
The Monk has a 10% chance per experience level to read any non-magical writing.
At level 8, he gains the ability to use Magic-User and Elf scrolls.
Hello,
ReplyDeleteThe files you have linked in your excellent post here show that they are in your trash and unavailable. Would you mind making them available again? The Monk class is great.
Thanks