DB RPG Monk
DB RPG Monk
M
         onks are comparatively rare in Valerna,           PROFICIENCIES
         and their traditions are very specific            Armor: None
         schools, limited to certain regions,
although monks belonging to these traditions are           Weapons: Simple weapons and shortswords
known to travel all over the continent.                    Tools: Choose one type of artisan’s tools or musical
   Valernian monks refer to their inner power as           instrument
Vaala, as the energy they channel for their special        Saving Throws: Strength, Dexterity
abilities is the same magic that fuels life, change
and the powers of all other classes in Dragonbond.         Choose 2 skills from this list:
                                                       2
The Monk
                                         SPELL SLOTS PER LEVEL
    LEVEL       PROFICIENCY      MARTIAL      VAALA POINTS       Unarmored     FEATURES
                BONUS            ARTS                            Speed
    1st         +2               d4           -                  -             Martial arts, Unarmored defense
                                                                               Focus Vaala, Unarmored move-
    2nd         +2               d4           2                  +10 ft.
                                                                               ment
                                                       3
FOCUS VAALA                                                  MONASTIC TRADITION
Starting at 2nd level, you can directly harness              At 3rd level, you commit yourself to a monastic
magic power, represented by a pool of vaala points.          tradition, a school of philosophy and combat that
Your monk level indicates how many vaala points              preaches a specific way of life as a path towards
you have, as indicated in the Monk table.                    physical and mental perfection.
   You can spend these vaala points to activate                 Choose one from the way of bloodletting, to
certain powers. You start knowing the Flurry of              learn to channel vaala through physical damage; the
Blows, Patient Defense and Step of the Wind                  way of the eight directions, to understand your
abilities, and your chosen Tradition (see Monastic           nature spirit; the way of the marked, to empower
Tradition, below) allows you to use your vaala               yourself through magical tattoos, and the way of
points in other ways.                                        the skydancer, to use joy and dance as a combat
   Each of your vaala abilities cost points to use. If       style. These traditions are described starting on
you don’t have enough vaala points to activate that          page 92.
ability, you can’t use it. You regain all spent vaala           Your chosen monastic tradition grants you an
points when you finish a long or short rest.                 Alignment Aspect (see the Alignment section)
   When one of your vaala abilities requires your            and specialized vaala abilities at 3rd level. You gain
target to make a saving throw, the save DC is                further abilities at 6th, 11th and 17th level.
calculated as follows:
                                                             DEFLECT MISSILES
Vaala save DC = 8 + your proficiency bonus + your
Wisdom modifier                                              Starting at 3rd level, you gain the ability to deflect
                                                             missiles directed at you. When you are hit with a
Flurry of Blows                                              ranged weapon attack, you can use your reaction
When you make an unarmed strike as a bonus                   and spend 1 vaala point to deflect the missile and
action, you can spend 1 vaala point to make two              reduce the damage to 0.
unarmed strikes instead of one.                                 If you have at least one hand free, you can spend
                                                             1 additional vaala point to make a ranged attack
Patient Defense                                              using the missile or weapon you blocked as part of
You can spend 1 vaala point to Dodge action as a             the same reaction. You’re assumed to be proficient
bonus action on your turn.                                   with this ranged attack and to benefit from your
                                                             Martial Arts feature, The attack has a normal range
Step of the Wind                                             of 20 feet, and a long range of 60 feet.
You can spend 1 vaala point to Disengage or Dash
as a bonus action on your turn. If you do so, your           ABILITY SCORE INCREASE
jump distance is doubled for this turn.
                                                             When you reach 4th level, and again at 8th, 12th,
Unarmored Movement                                           16th, and 19th level, you can increase one ability
                                                             score of your choice by 2, or you can increase two
Starting at 2nd level, your base speed increases by          ability scores of your choice by 1. You can’t increase
10 feet when wearing no armor or using a shield.             an ability score above 20 using this feature.
Your unarmored speed increases by a further 5 feet
every four levels after the 1st, as indicated in the
                                                             SLOW FALL
Monk table.
                                                             Starting at 4th level, you gain Resistance to all falling
   Starting at 9th level, you can run across vertical
                                                             damage. You may also attempt a DC 20 Dexterity
or liquid surfaces while not wearing any armor or
                                                             saving throw to take no damage from a fall.
carrying a shield.
                                                               You cannot benefit from this feature if you are
                                                             Unconscious, Restrained or Incapacitated.
                                                         4
Extra Attack                                               DIAMOND ESSENCE
Starting at 5th level, you may attack twice, instead       Upon reaching 14th level, your vaala has achieved
of once, when you take the Attack action during            near perfection. You gain proficiency on all saving
your turn.                                                 throws.
                                                              Also, when you fail a saving throw, you can spend 1
STUNNING STRIKE                                            vaala point to reroll the save, taking the second result.
Also starting at 5th level, your touch can
momentarily cut the flow of vaala through an               TIMELESS BODY
opponent’s body.                                           Starting at 15th level, vaala itself sustains you. You
    When you hit an opponent with an unarmed               no longer suffer the effects of old age (although you
strike or a light, one-handed or versatile melee           can still die of old age), and you no longer need to
weapon you’re proficient with, you can spend 1             eat or drink.
vaala point to stun the opponent. If you do so, the
target must succeed on a Constitution saving throw         EMPTY BODY
or become Stunned until the end of your next turn.
                                                           Beginning at 18th level, you have learned to
                                                           become vaala yourself. As an action, you can spend
EMPOWERED STRIKES                                          4 vaala points to become incorporeal, gaining the
Starting at 6th level, your unarmed strikes count          following effects:
as magical for the purposes of overcoming damage           •   You become Invisible.
resistance or immunity.
                                                           •   You may move through occupied spaces as if
EVASION                                                        they were difficult terrain.
Upon reaching 7th level, your reflexes have become         •   You gain resistance to all damage except psychic
supernaturally quick. When you make a Dexterity                and force damage.
saving throw to take half damage from a source or          •   Your unarmed attacks deal psychic or force
effect, you instead take no damage on a success,               damage (your choice), and you can only use
and half damage if the save fails.                             weapon attacks if the weapons are magical.
                                                       5
Aspect                                                       WAY OF THE EIGHT DIRECTIONS
When you pick this Tradition at 3rd level, you               In Valernian spiritualism, the Eight Directions
gain the Will Aspect of your alignment (see the              represent the natural cycles of the world, from the
Alignment section). You refer to your vaala points           natural seasons to the cardinal points. Followers of
as Id points, or Blood points.                               the Eightfold Path practice a form of martial arts
                                                             that is based on animal traits and natural cycles.
Bloodletting
                                                                The Way of the Eight Directions began with the
Also starting at 3rd level, when you deal damage to          Fándred Order of Nahuac, but versions of it have
a living creature with an unarmed strike, you may            spread across Valerna.
spend 1 vaala to cause a bleeding cut on the target.
At the start of each of its turns, the target takes          Aspect
slashing damage equal to the number of bleeding              When you pick this Tradition at 3rd level, you
cuts inflicted. Immediately after taking damage,             gain the Source aspect of your alignment (see the
the target may make a Constitution saving throw              Alignment section). You refer to your vaala points
(DC equal to 8 + your Wisdom modifier + your                 as Source points, or Kaab points.
proficiency bonus) to end all bleeding cuts on itself.
Constructs, Elementals, Plants and Undead cannot             Eight Symbols
be given bleeding cuts.
                                                             When you take this Tradition, you choose one of
Direct the Flow                                              the Eight Ways, also known as the Eight Symbols,
                                                             to follow for the rest of your career. You are given
Starting at 6th level, you gain the ability to control       a visual representation of your chosen Symbol as a
your own blood through vaala. As a bonus action,             trinket, a tattoo or a related item.
you may spend vaala up to your Strength modifier
(minimum of 1 vaala) to regain 1d6 hit points per            The Symbol you choose determines the abilities
vaala point spent.                                           and class features you will gain from this tradition.
                                                             The Leaf. You’ve chosen the way of perception,
Drain the Flow
                                                             attention and understanding. You gain advantage
Starting at 11th level, immediately after causing a          on Perception checks, and on saving throws against
bleeding cut through your bloodletting feature, you          becoming Blinded or Deafened.
regain hit points equal to the amount of bleeding
                                                             The Claw. You walk the way of bravery, honesty
cuts on the target.
                                                             and determination. You gain advantage on Athletics
Burst of Blood                                               checks, and on saving throws against becoming
                                                             Frightened.
Starting at 17th level, you can cause the bleeding
cuts on all your targets to burst out. As an action,         The Wind. You walk the way of motion,
you may spend any number of vaala points up                  unattachment and spiritual freedom. You
to your Strength modifier (minimum of 1 vaala                gain advantage on Acrobatics checks, and on
point). Every living creature of your choice within          saving throws against becoming Restrained or
30 feet of you, that you can see and is not at               Incapacitated.
maximum hit points, takes 1d10 slashing damage               The Moon. You have chosen the way of the hidden
per vaala point spent.                                       truth, of knowledge and mystery entwined. You
   This ability does not affect Constructs,                  gain advantage on Insight checks, and on saving
Elementals, Plants, Undead, or creatures at                  throws against illusion effects.
maximum hit points.
                                                         6
The Lightning. You walk the way of focused                  The Stone. As an action, you can spend 3 vaala to
strength and direct action, of unfaltering                  remove one condition affecting you.
decisiveness. You gain advantage on Initiative
checks, and attacks that Grapple you or cause you           Advanced Step
to fall Prone suffer a disadvantage.                        Starting at 11th level, your unarmed strikes have
The Feather. You have chosen the way of teaching,           additional effects depending on your chosen
example and inspiration. You gain advantage on              Symbol.
Persuasion checks, and on saving throws against             The Leaf. Your unarmed attacks don’t suffer
becoming Charmed.                                           disadvantage against hidden, concealed, obscured
The Branch. Yours is the way of protection                  or blurred targets.
and healing, of aid and cooperation. You gain               The Claw. Your unarmed strikes deal additional
advantage on Medicine checks, and on saving                 slashing damage equal to your Charisma modifier
throws against effects that deal bludgeoning,               (minimum of 1 additional damage).
piercing or slashing damage.
                                                            The Wind. You can move 5 feet as part of an
The Stone. You have chosen the way of endurance,            unarmed attack. This movement does not count
stoicism, durability and fortitude. You gain                towards your total movement and it does not
advantage on Survival checks, and on saving throws          provoke opportunity attacks.
against becoming Poisoned or gaining Exhaustion.
                                                            The Moon. If your unarmed strike deals damage,
First Step                                                  you dispel one illusion or transmutation effect on
                                                            the target.
Starting at 6th level, your chosen Symbol grants
you additional options to use your ki.                      The Lightning. Your unarmed strikes have a 15 ft.
                                                            reach.
   The Leaf. As an action, you can spend 2 vaala
points to become aware of any hidden, concealed or          The Feather. If your unarmed strike deals damage,
invisible creatures or objects within 60 feet of you.       all weapon and spell attacks against the target gain
                                                            advantage until the end of your next turn.
The Claw. As a bonus action, you can spend 2 vaala
points to ignore any disadvantage on your die rolls         The Branch. As an action, you may make a single
until the end of your next turn.                            unarmed strike against a living creature. The
                                                            target must succeed on a Wisdom saving throw
The Wind. As a bonus action, you can spend 3 vaala          (DC equal to 8 + your proficiency bonus + your
points to teleport 30 feet to a place you can see.          Wisdom modifier) or fall unconscious.
The Moon. As an action, you can spend 3 vaala points        The Stone. If your unarmed strike deals damage,
to dispel an illusion effect within 20 feet of you.         you gain a bonus to AC equal to your Constitution
The Lightning. As a bonus action, you can spend             modifier (minimum of +1 AC) until the end of
3 vaala points to gain advantage on all your attacks        your next turn.
until the end of your turn.
                                                            Master of the Way
The Feather. As an action, you can spend 3 vaala
points to grant advantage to the next attack roll or        Starting at 17th level, you have reached ultimate
saving throw of every target of your choice within          understanding of the way you chose and its
30 feet that can see and hear you until the end of          associated symbol. You gain an ability score increase
your next turn.                                             and immunity to one condition or damage type
                                                            according to your chosen symbol.
The Branch. As an action, you can spend 3 vaala to
heal 2d8 hit points to a single living creature you         The Leaf. Your Wisdom increases by 1 point and
can touch. You may remove one Exhaustion level              you can no longer become Blinded or Deafened.
from the touched creature.
                                                        7
The Claw. Your Charisma increases by 1 point and               The damage die of this attack increases when
you can no longer become Frightened.                        your martial arts unarmed damage die increases,
The Wind. Your Dexterity increases by 1 point and you       and the number of damage dice increases when
can no longer become Restrained or Incapacitated.           your proficiency bonus increases, as shown on the
                                                            table below.
The Moon. Your Intelligence increases by 1 point
and you gain truesight.                                     Scar sorcery Damage
                                                              MONK        FORCE DAMAGE
The Lightning. Your Strength increases by 1 point             LEVEL
and you become immune to force damage.
                                                              1st-4th     2d4 + Wisdom modifier
The Feather. Your Charisma increases by 1 point               5th-8th     3d6 + Wisdom modifier
and you can no longer become Charmed.                         9th-10th    4d6 + Wisdom modifier
The Branch. Your Wisdom increases by 1 point
and you become immune to necrotic damage.                     11th-12th   4d8 + Wisdom modifier
                                                              13th-16     5d8 + Wisdom modifier
The Stone. Your Constitution increases by 1 point
and you become immune to poison damage.                       17th+       6d10 + Wisdom modifier
                                                        8
Aspect                                                       Dazzling Skill
When you pick this Tradition at 3rd level, you               Starting at 11th level, your combat moves impress
gain the Dream Aspect of your alignment (see the             and distract your enemies. If you move at least 30
Alignment section). You refer to your vaala points           feet during your turn, all weapon and spell attacks
as yahum points or Fai points.                               against you suffer a disadvantage.
Poetry in Motion                                             Dance of Death
Starting at 3rd level, you have learned to use dancing       Starting at 17th level, you are a devastating blur of
moves in combat. You may add your Charisma                   movement in the battlefield. When you take the
modifier to your unarmored defense bonus.                    Disengage action, you may spend 1 vaala for every
                                                             creature that your move would have provoked
Combat Performer                                             an opportunity attack from. You may make one
Also at 3rd level, you gain proficiency in the               flurry of blows as a free action against each of
Performance skill if you didn’t have it, plus                these creatures.
proficiency in a musical instrument of your choice.
Higher and Highe.
Starting at 6th level, you may use the Step of the
Wind vaala power at will, without spending any vaala.
                                                         9
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