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DB RPG Monk

Monks are rare in Valerna and follow specific traditions that channel magical energy called Vaala. As a monk, you gain unarmored defense, martial arts abilities, and can spend Vaala points to activate special abilities from your monastic tradition. Your abilities grow in power as you gain levels, becoming resistant to damage and able to move with enhanced speed while unarmored.

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0% found this document useful (0 votes)
14 views11 pages

DB RPG Monk

Monks are rare in Valerna and follow specific traditions that channel magical energy called Vaala. As a monk, you gain unarmored defense, martial arts abilities, and can spend Vaala points to activate special abilities from your monastic tradition. Your abilities grow in power as you gain levels, becoming resistant to damage and able to move with enhanced speed while unarmored.

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k6zb9t9h9z
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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:

As a monk, you gain the following class features: Acrobatics


Athletics
HIT POINTS History
Hit Dice: 1d8 per monk level Insight
Hit Points at 1st Level: 8 + your Constitution Religion
modifier
Stealth
Hit Points at Higher Levels: 4 (1d8) + your
Constitution modifier per monk level after 1st

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

3rd +2 d4 3 +10 ft. Deflect missiles, Monastic tradition

4th +2 d4 4 +10 ft. Ability Score Increase, Slow fall

5th +3 d6 5 +10 ft. Extra attack, Stunning strike


Empowered strikes, Tradition
6th +3 d6 6 +15 ft.
feature

7th +3 d6 7 +15 ft. Evasion, Stillness of mind

8th +3 d6 8 +15 ft. Ability Score Increase

9th +4 d6 9 +15 ft. Improved Unarmored movement

10th +4 d6 10 +20 ft. Purity of body

11th +4 d8 11 +20 ft. Tradition feature

12th +4 d8 12 +20 ft. Ability Score Increase

13th +5 d8 13 +20 ft. Tongue of the Three Moons

14th +5 d8 14 +25 ft. Diamond Essence

15th +5 d8 15 +25 ft. Timeless Body


16th +5 d8 16 +25 ft. Ability Score Increase

17th +6 d10 17 +25 ft. Tradition Feature

18th +6 d10 18 +30 ft. Empty body

19th +6 d10 19 +30 ft. Ability Score Increase

20th +6 d10 20 +30 ft. Perfect Self

MARTIAL ARTS • You may make an unarmed attack as a


As a monk, the first thing you did was learn to turn bonus action.
unarmed combat into a form of art. When fighting
unarmed or wielding a one-handed or versatile UNARMORED DEFENSE
melee weapon you’re proficient in, you gain the You prefer to fight light and unimpeded, using your
following benefits: senses as well as your muscles to move. When you
• You may add your Dexterity modifier instead of wear no armor or shields, your AC equals 10 + your
Strength to attack and damage rolls. Dexterity modifier + your Wisdom modifier.
• Your unarmed strikes deal 1d4 damage. This
damage increases as you advance in levels, as
indicated by the Monk table.

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.

STILLNESS OF MIND PERFECT SELF


Also starting at 7th level, as an action you can end Upon reaching 20th level, your very body has
the Charmed or Frightened condition on yourself. become a source of vaala. When you roll Initiative,
you regain vaala points equal to your Wisdom
PURITY OF BODY modifier (minimum of 1 vaala point).
Upon reaching 10th level, the flow of vaala cleanses
your body constantly. You have become immune to WAY OF BLOODLETTING
poison and diseases. Martial arts are both a physical discipline and a
doctrine of focus and willpower. Blood sorcery,
TONGUE OF THE THREE MOONS which accesses a living being’s drive through their
blood flow, is a match on both sides, and monks of
Upon reaching 13th level, you have learned to
the Way of Bloodletting know it.
understand beyond words. You can understand all
spoken languages, and any creature with a language A martial art based on maghyr blood sorcery,
can understand your words. the way of bloodletting controls the blood flow of
both the user and its opponents for uncanny, and
often deadly, results.

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

Ability Score Increase


WAY OF THE MARKED
When you reach 6th level, you may enhance one
While all monks train to improve their mind
ability score of your choice by 2 points, or increase
and body, the Way of the Marked centers on
two ability scores of your choice by 1 point each.
improvement itself as a doctrine; as a Marjed
monk, you are a superb athlete and focused thinker, Focused Training
competing against yourself everyday, with the only
Starting at 11th level, you can use your vaala to
goal of learning more and achieving more with
increase your abilities. As a bonus action, you may
every step.
spend 2 vaala to cast enhance ability on yourself.
Marked monks originated in the Primalian
mountains, in the doctrine that evolved into the Paragon Self
Altanesi Path of ascendancy and the Huma Amazon Starting at 17th level, you have attained
martial arts. superhuman endurance through training and
dedication. You can no longer gain Exhaustion
Aspect
except by magical means, and you gain advantage
When you pick this Tradition at 3rd level, you gain on any saving throw against gaining Exhaustion.
one Aspect of your choice from Dream, Source or
Will (see the Alignment section). WAY OF THE SKYDANCER
Scar Sorcery Where most monastic traditions espouse stoicism
Starting at 3rd level, you can project your attacks and emotional restraint, the way of the skydancer
at a distance. As an action, you may spend 2 vaala is a celebration of life and motion. As a skydancer
to project a bolt of force from your hands. Make a monk, your body is not a temple but a work of art,
ranged attack against a target within 30 feet of you, which you use and move with a virtuoso’s mastery.
adding your Wisdom modifier to the die roll. On Skydancers originated among the Free Nwoda
a hit, the attack deals force damage equal to 2d4 + Clans of the Jeweled Desert, but many traveling acts
your Wisdom modifier. have adapted its combat style into a performing art.

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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