Monk

monk class solasta crown of the magister wiki

Class Features

Saving Throw Proficiencies

Strength, Dexterity

Monk Weapon Proficiencies

Simple Weapons, Shortsword

Monk Skills

Choose 2 of these skills: Acrobatics, Athletics, History, Insight, Religion, Stealth

Monk Tools

Smith's tools

Unarmored Defense

When you are not wearing armor, your armor class equals 10+ your dexterity modifier + your wisdom modifier. You cannot use a shield to gain this benefit.

Martial Arts

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels (d6 at the 5th level, d8 at the 11th level). You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons.

Martial Arts - Bonus Unarmed Strike

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Monk is a Class from the Inner Strength DLC in Solasta: Crown of the Magister. A character's class is their profession and grants specific features as listed. A variety of classes were made available to give players an authentic Dungeons and Dragons experience. More classes have since been added since the initial release, so that players can further customize their characters, and create their ideal builds. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of starting equipment pieces that you can customize.

 

Despite their name, not all monks live a contemplative, religious life. However, all have devoted themselves to training their minds and bodies to near perfection, enabling them to perfrom feats that leave others speechless with awe.

Monk Features

  • Saving Throw Proficiencies: Strength, Dexterity
  • Monk Weapon Proficiencies: Simple Weapons, Shortsword
  • Monk Skills: Choose 2 of these skills: Acrobatics, Athletics, History, Insight, Religion, Stealth
  • Monk Tools: Smith's tools
  • Unarmored Defense: When you are not wearing armor, your armor class equals 10+ your dexterity modifier + your wisdom modifier. You cannot use a shield to gain this benefit.
  • Martial Arts: You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels (d6 at the 5th level, d8 at the 11th level). You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • Martial Arts - Bonus Unarmed Strike: When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

 

Higher Level Features

Level 2

  • Ki Points : Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have (2 at level 2, 3 at level 3, etc.)
  • Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Unarmored Movement: Starting at 2nd level, your speed increases by 2 cells while you are not wearing armor or wielding a shield. This bonus becomes 3 cells at level 6, 4 cells at level 10, and 5 cells at level 14.

Level 3

  • Monastic Traditions: Determines the tradition you have chosen.
  • Deflect Missiles: Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack which has a normal range of 4 cells and a long range of 12 cells.

Level 4

  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
  • Slow Fall: Starting at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Additionally, you don't become prone when landing.

Level 5

  • Extra Attack: You can attack one more time, per combat turn, when you use the attack or shove actions.
  • Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Level 6

  • Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 7

  • Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Level 8

  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.

Level 9

  • Unarmored Movement - Improved: Starting at the 9th level, climbing becomes second nature to you. Climbing no longer costs you extra movement.

Level 10

  • Purity of Body: At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Level 12

  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.

 

Monk Subclasses

 

Monk Starting Equipment

  • Monk Outfit
  • Dungeoneer's Pack or Explorer's Pack
  • Shortsword or Quarterstaff
  • Dart x10

 

Monk Tips & Builds

  • Solasta: Crown of the Magister Monk notes, tips and tricks
    Notes and tips go here

 

 

Solasta Classes and Subclasses
Barbarian  ♦  Bard  ♦  Cleric  ♦  Druid  ♦  Fighter  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Warlock  ♦  Wizard

 




Tired of anon posting? Register!
Load more
⇈ ⇈