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Monk - SoulCore (V. 23-08-05)
Monk - SoulCore (V. 23-08-05)
CREATING A MONK
THE MAGIC OF KI
As you make your monk character, think about your
Monks make careful study of a magical energy that most
connection to the monastery where you learned your skills
monastic traditions call ki. This energy is an element of the
and spent your formative years. Were you an orphan or a
magic that suffuses the multiverse—specifically, the
child left on the monastery’s threshold? Did your parents
element that flows through living bodies. Monks harness
promise you to the monastery in gratitude for a service
this power within themselves to create magical effects and
performed by the monks? Did you enter this secluded life
exceed their bodies’ physical capabilities, and some of
to hide from a crime you committed? Or did you choose
their special attacks can hinder the flow of ki in their
the monastic life for yourself?
opponents. Using this energy, monks channel uncanny
Consider why you left. Did the head of your monastery
speed and strength into their unarmed strikes. As they
choose you for a particularly important mission beyond the
gain experience, their martial training and their mastery of
cloister? Perhaps you were cast out because of some
ki gives them more power over their bodies and the bodies
violation of the community’s rules. Did you dread leaving,
of their foes.
or were you happy to go? Is there something you hope to
accomplish outside the monastery? Are you eager to
TRAINING AND ASCETICISM return to your home?
Small walled cloisters dot the landscapes of the worlds of As a result of the structured life of a monastic
D&D, tiny refuges from the flow of ordinary life, where time community and the discipline required to harness ki,
seems to stand still. The monks who live there seek monks are almost always lawful in alignment.
personal perfection through contemplation and rigorous
HIT POINTS
Hit Dice: 1d10 per Monk level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points per Level after 1st: 1d10 + your Constitution
modifier.
PROFICIENCIES
Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History, Insight,
Religion, Stealth
Weapons: Simple Weapons
Tools: Choose one type of Artisan’s Tool or Musical
Instrument
Profession: Select one profession of your choice.
Armor Training: None
Armor Training: Light Armor, Medium Armor, Heavy
Armor, Shields
STARTING EQUIPMENT
As a 1st-level character, you start with the following
equipment, or you can forgo it and spend 150 GP on
equipment of your choice.
Martial Discipline,
2nd +2 Class 1d6 4 +10 ft.
Unarmored Movement
Evasion, Heightened
7th +3 General 1d8 14 +15 ft.
Metabolism