The Monk (A Class for LotFP)
Parent Class: Priest (Cleric)
Hit Dice: d6 (+2/level after 9)
Attack Bonus: 1/2 level, rounded down (see below)
Saving Throws: as Priest
XP to Level 2: 2,750 (2,250 if paying a tithe (1,750 if paying all money beyond bare necessities)
Monks have the following class features:
- When making unarmed attacks, their attack bonus is equal to their level (rather than 1/2 it). Certain melee weapons allow for this as well (whichever are favored by the sect the monk is from). If their sect doesn't focus on unarmed fighting, then it can be switched out for certain weapon types.
- The damage dealt by unarmed attacks begins as 1d4 (if using favored weapons, simply add the die type to the weapon's damage). This damage increases every odd level (d4 to d6 at level 3, d8 at level 5, d10 at level 7, d12 at level 9, d14 at level 11, etc.).
- They can use their WIS score instead of their AC for defense purposes. Alternatively, they can add their WIS modifier to their AC in addition to DEX.
- They save as a priest of 1 level higher than their actual level.
- Monks have certain powers tied to their sect. This can be the healing of injuries for a college of doctor monks, or the summoning of elemental powers for monks of arcane science. For all powers, follow the following guidelines:
- Every level, the monk can either increase the power of the ability or the probability of success. For example, with the healing example, say it begins healing d4 hit points, with a chance of it instead hurting the individual more than they already are. When the monk levels up, they can either increase the HP healed to a d6, while keeping the chance of injury the same, or they can decrease the chance of injury but keep the HP regained at a d4.
Example Monk Sects
The Healing Church
Can heal individuals of their injuries with their elixirs, pills, and equipment that they carry with them everywhere. This begins healing d4 HP (only Flesh, rather than Grit (though many monks of this sect carry with them supplies for that as well)), with a 3 in 6 chance of taking the HP from the individual, rather than giving it. Every level, they either increase the HP healed (d4 to d6, etc.) or decrease the chance of failure (becomes 3 in 8, etc.)
Monks of the Healing Church are more like traveling doctors, who specialize in the healing of more magical and monstrous illnesses. Instead of healing HP, the monk can increase the chance of failure to 6 in 6 (or 6 in 8, 6 in 10, etc.) (using LotFP rules for skill checks) to attempt to reverse such effects.
Monks of the Healing Church are trained in the use of edged weapons and clubs (both of which are extremely useful in surgery), rather than the unarmed fighting of the monk detailed above.
The Cult of the Frog God
These cultists are trained in strange magics that allow them to transform themselves into powerful frog monsters at-will. This lasts for 1 turn (at first), with a 4 in 6 chance of instead turning into a simple powerless frog for the time wished. The abilities of the frog beast improve as the monk wishes, but what powers these are is determined by you.
Monks of the Cult of the Frog God are trained in only the most simple of weapons when in human form (daggers), but when in frog form all of their attacks count as if they were proficient in them.
Monks of the Cult of the Frog God must do strange arcane rituals to retain their shapeshifting abilities. These are usually determined by whichever branch of the cult is nearest to them, but sometimes the cultist will see visions ordering them what to do. These rituals include eating frog eggs from a pond, dissecting a frog alive and eating its organs, keeping an amphibian as a pet for a set number of days without it being hurt, or sacrificing much of your wealth to a well or lake.