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DC20 Beta 0 9 Pa 19

The document outlines the Monk and Rogue classes in a tabletop RPG, detailing their features, abilities, and progression. Monks possess various stances that enhance their combat capabilities, while Rogues focus on exploiting enemy weaknesses and imposing conditions. Both classes have unique skills and mechanics that contribute to their roles in gameplay, including Stamina Points and Talents.

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0% found this document useful (0 votes)
245 views5 pages

DC20 Beta 0 9 Pa 19

The document outlines the Monk and Rogue classes in a tabletop RPG, detailing their features, abilities, and progression. Monks possess various stances that enhance their combat capabilities, while Rogues focus on exploiting enemy weaknesses and imposing conditions. Both classes have unique skills and mechanics that contribute to their roles in gameplay, including Stamina Points and Talents.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Monk Class Bull Stance (Knockback)

• You deal +1 Bludgeoning damage whenever you Succeed

Features on a Physical Check to push a target or knock them back.


• When you shove or push a target, it’s knocked back 1
additional space. Additionally, you can choose to move
Level 1 Class Features in a straight line with the target an amount of spaces
equal to how far they’re knocked back. This movement
requires no AP and doesn’t provoke Opportunity Attacks.
Monk Stamina
You regain 1 SP when you hit a target with a Melee Martial Cobra Stance (Counter)
Attack. You don’t regain SP in this way if you spend SP • +1 damage with Melee Martial Attack against creatures
on the Attack. that have damaged you since the start of your last turn.
• When a creature within your Melee Range misses you
Monk Training with a Melee Attack, you can spend 1 AP as a Reaction
Your martial arts training grants you greater offense, defense, to make a Melee Martial Attack against it.
and movement.
Gazelle Stance (Nimble)
Iron Palm: Your Unarmed Strikes deal 1 damage and are While not wearing Heavy Armor you gain the
considered Melee Weapons with the Impact Property. following benefits:
Patient Mystical Defense: You gain access to the following • +1 Movement Speed and Jump Distance.
MD formula: 8 + Combat Mastery + Charisma + • Ignore Difficult Terrain.
Intelligence + 2. • ADV on Agility Saves and Acrobatics Checks.
Patient Physical Defense: While you aren’t wearing Armor,
you gain access to the following PD formula: 8 + Combat Mantis Stance (Grapple)
Mastery + Agility + 2. • ADV on all Martial Checks to initiate, maintain, or escape
Grapples.
Step of the Wind: While you aren’t wearing Armor, you • If you have a creature Grappled at the start of your turn,
gain the following benefits: you get +1 AP to use on a Grapple Maneuver against the
Grappled creature.
• You gain +1 Speed and Jump Distance.
• You can move a number of Spaces up to your Speed along
Mongoose Stance (Multi)
vertical surfaces and across liquids without falling during
• Your Melee Martial Attacks deal +1 damage while
your move.
you’re Flanked.
• You can use your Prime Modifier instead of Agility to
• When you make a Melee Martial Attack against a
determine your Jump Distance and the damage you take
target, you can make another Melee Martial Attack for
from Falling.
free against a different target within your Melee Range.
You can only make this bonus Melee Martial Attack
Monk Stance once on each of your turns. Make a single Attack Check
You learn 2 Monk Stances from the list below. and apply the number rolled to each target’s Physical
Defense. Attack Hit: You deal your Melee Martial
Entering & Exiting: In Combat, at the start of each of your
Attack damage.
turns you can freely enter or swap into one of your Monk
Stances. You can also spend 1 SP on your turn to swap to a
different stance. You can end your Stance at any moment Scorpion Stance (Quick Strike)
for free. You can only be in 1 Monk Stance at a time. • When a creature enters your Melee Range, you can
make an Opportunity Attack against them with a Melee
Martial Attack.
Bear Stance (Big Hits) • When you make a Melee Martial Attack, you can spend
• +1 damage when you score a Heavy, Brutal, or Critical 1 AP to deal +1 damage and force the target to make a
Hit with a Melee Martial Attack. Physical Save against your Save DC. Failure: The target
• Once on each of your turns, when you Miss an Attack is Impaired (DisADV on Physical Checks) on the next
with a Melee Martial Attack, you gain ADV on the next Physical Check it makes before the end of your next turn.
Melee Martial Attack you make before the end of your
turn.

136 DC20 RPG BETA 0.9


Turtle Stance (Sturdy) Level 2 Class Features
• Your Speed becomes 1 (unless it’s already lower).
• You gain 1 Physical Damage Reduction and 1 Mental
Damage Reduction. Spiritual Balance
• You have ADV on Might Saves and Saves against being You gain the power to harness your inner spirit as a
moved or knocked Prone. counterbalance against your physical energy.

Wolf Stance (Hit & Run) Ki Points


• After you make an Attack with a Melee Martial Attack, You have a maximum number of Ki Points equal to your
you can immediately move up to 1 Space for free. Stamina Points. When your Stamina Point maximum
• You have ADV on Opportunity Attacks, and creatures increases, your Ki Point maximum increases equally.
have DisADV on Opportunity Attacks made against you. Regaining Ki: When you spend a Stamina Point on your
turn, you regain a Ki Point. You regain all spent Ki Points
Meditation (Flavor Feature) when Combat ends. While out of Combat, any Ki Points
You can enter a state of meditation during a Short Rest you spend replenish immediately.
(1 hour) or longer. Choose 1 Charisma or Intelligence
Skill. When you complete the Rest, your Skill Mastery Ki Actions
level increases by 1 (up to your Skill Mastery Cap) for the You can spend 1 Ki Point at any time to perform 1 of the
chosen Skill until you complete another Short or longer activities listed below:
Rest. While meditating, you remain alert to danger.
Deflect Attack: When a creature misses you with a Ranged
Attack using a physical projectile that targets your PD,
you can catch the projectile with a free hand. You can
immediately redirect the Attack as part of the same action
at a different creature you can see within 5 Spaces. Make
an Attack Check against the new target. Hit: The target
takes the projectile’s normal damage.

DC Tip: Remember that the original target is who makes the


Save against any effects from the attack, so Deflect Attack
doesn’t save them from that.

Slow Fall: Reduce damage you take from falling by an


amount equal to your level.
Uncanny Dodge: When a creature makes an Attack against
you, you can impose DisADV on the attack.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

THE DUNGEON COACH 137


Subclasses Paragon Monk

Astral Self Steel Fist


Requirements: Monk Training, Level 3
Your Unarmed Strikes deal 2 damage but no longer have
Astral Awakening the Impact Property.
Astral Damage: When you gain this feature, choose a
Mystical damage type. This damage type is your Astral Once on each of your turns when you make a Melee
Damage. Martial Attack, you can spend 1 SP to immediately make
an Unarmed Strike against a creature within range. This
During Combat, you can spend 1 AP and 1 SP to manifest Unarmed Strike isn’t subjected to the Multiple Check
a portion of your astral self for 1 minute. For the duration, Penalty and doesn’t advance that penalty.
you gain the following benefits:
• Astral Arms: You manifest 2 astral arms that can only be Internal Damage
used to make Unarmed Strikes. They can’t otherwise Requirements: 1 or more Monk Features, Level 3
interact with creatures or objects. Attacks made using
these astral arms have the Reach property, target MD When you make an Unarmed Strike, you can spend any
instead of PD, and deal 1 Astral Damage. amount of SP to cause the target to make a Repeated
• Mystical Deflection: You can use your Deflect Attack Physical Save. Failure: They become Impaired for 1
against any Ranged Attack that targets your PD or MD. minute. While Impaired this way they take Sonic damage
at the start of each of their turns equal to the SP spent.
Ending Early: The effect ends early if you fall Unconscious,
die, or choose to end it for free.

Astral Watch (Flavor


Feature)
While Unconscious, your astral self remains aware of your
surroundings. You can hold conversations with nearby
creatures as if you were awake. While sleeping normally,
you can choose to wake yourself up at any time.

Shifting Tide
Ebb and Flow
You gain the following benefits:
Ebb: When you enter a new Monk Stance, you gain 2
Spaces of movement.
Flow: When you use your Uncanny Dodge against a
Melee Attack, you can spend 1 AP to make an Opportunity
Attack against the Attacker.
Changing Tides: You can use your Deflect Attack on Melee
Martial Attacks from Large or smaller creatures. When you
do, you can redirect the Attack to another target within 1
Space of you.

Fluid Movement (Flavor


Feature)
You can move through Spaces as if you were one size Smaller.

138 DC20 RPG BETA 0.9


Rogue
Rogues are skilled, evasive, and cunning. They impose
conditions onto enemies, then exploit those weaknesses to
inflict even more harm.
Source of Power: Rogues can pinpoint and take advantage
of the weaknesses of their enemies and use their nimbleness
and cunning to get what they want, in combat and out.
They could learn this from being a petty thief, a former
noble, or an assassin in training.

Starting Equipment
• 2 Weapons or Light Shields
• 1 Ranged Weapon with 20 Ammo OR 3 Weapons with the
Toss or Thrown Property
• 1 set of Novice Light Armor
• X or Y “Packs” (Adventuring Packs Coming Soon)

Rogue Martial Mastery


Combat Training: Light Armor, Light Shields
Maneuvers: You learn all Attack Maneuvers. You learn
additional Maneuvers as shown in the Maneuvers Known
column of the Rogue Class Table.
Techniques: The number of Techniques you know increases as
shown in the Techniques Known column of the Rogue Class
Table.
Stamina Points: Your maximum number of Stamina Points
increases as shown in the Stamina Points column of the Rogue
Class Table.

Rogue Class Table


Char Bonus Attribute Skill Stamina Maneuvers Techniques Features
Level HP Points Points Points Known Known
1 +1 +1 +4 Class Features
2 +1 Class Feature, Talent
3 +1 +1 +1 +1 Subclass Feature
4 +1 Talent, 2 Ancestry Points
5 +1 +2 +1 +1 Class Feature
6 +1 +1 +1 Subclass Feature
7 +1 Talent, 2 Ancestry Points
8 +1 +1 +1 Class Capstone Feature
9 +1 +1 +1 Subclass Capstone Feature
10 +1 +2 Epic Boon, Talent

THE DUNGEON COACH 139


Rogue Class Level 2 Class Features
Features Cheap Shot
You deal +1 damage on Martial Attacks against creatures
that are Flanked or subjected to at least 1 Condition.
Level 1 Class Features
DC Tip: While Unseen, creatures are Exposed to you (your
Attacks against them have ADV) and Hindered against you
Rogue Stamina (they have DisADV on Attacks).
You regain 1 SP when you:
• Hit a Flanked target.
• Hit a target affected by a Condition. Talent
• Once per turn, when you gain the benefits of Cunning You gain 1 Talent of your choice. If the Talent has any
Action. prerequisites, you must meet those prerequisites to choose
that Talent.
Debilitating Strike
When you make an Attack with a Weapon, you can spend
1 SP to force the target to make a Physical Save against
your Save DC. Save Failure: Until the start of your next
turn, the target suffers 1 of the following effects of your
choice: Deafened, Exposed, Hindered, or Slowed 2.
A target can’t be affected by the same option more than
once at a time.

Roguish Finesse
Cunning Action: You gain movement equal to half your
Speed when you take the Disengage, Feint, or Hide Actions.
You can use this movement immediately before or after you
take the Action.
Skill Expertise: Your Skill Mastery Limit increases by 1, up
to Grandmaster (+10). A Skill can only benefit from one
increase to its Mastery limit.
Multi-Skilled: You gain 1 Skill Point.

Cypher Speech (Flavor


Feature)
You become Fluent in a Mortal Language of your choice.
Additionally, you understand how to speak in code with
a specific demographic of your choice (such as upper
society, lower society, a faction, etc.). Your coded messages
can be concealed in normal conversation and written
communications. This allows you to leave simple messages
such as “Safety” , “Threat” , or “Wealth” , or mark the
location of a cache, a secret passageway, a safehouse, or an
area of danger.

DC Tip: This could be anything from the slang of the slums,


to the fancy language of the upper classes. It could even be
more specific as some kind of bizarre double speak between
twin siblings or between the political elite. If the Player
doesn’t know what to choose for this, they can always defer
to a generic thieves guild option.

140 DC20 RPG BETA 0.9

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