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Monk

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Monk
Starting a...

Enhancements
Tactics
Equipment

Turbine point icon.png The Monk class is free for VIP accounts but Free-To-Play and Premium accounts must purchase the class in the DDO Store for 995 Turbine Points.

[edit] Class Summary

Alignment: Lawful good, Lawful neutral

Hit die: d8

[edit] Class Skills

Skill points at 1st level: (4 + Intelligence modifier) x4
Skill points at each additional level: 4 + Intelligence modifier
Skill balance.png Balance (Dex)
Skill concentration.png Concentration (Con)
Skill diplomacy.png Diplomacy (Cha)
Skill hide.png Hide (Dex)
Skill jump.png Jump (Str)
Skill listen.png Listen (Wis)
Skill movesilently.png Move Silently (Dex)
Skill spot.png Spot (Wis)
Skill swim.png Swim (Str)
Skill tumble.png Tumble (Dex)


[edit] Weapon and Armor Proficiencies:

Feat simpleweaponproficiency.png Simple weapons (Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff, Unarmed)
Feat martialweaponproficiency.png Martial weapons (Handaxe)
Feat exoticweaponproficiency.png Exotic weapons (Kama, Shuriken)

Note: Monks become uncentered if they use any armor other than cloth (or any plating other than Composite, if Warforged) or if they equip any weapons other than kamas, a quarterstaff, or shurikens. With the right feats or enhancements, monks can remain centered using longswords (Whirling Steel Strike), shortswords (Ninja Spy enhancements), or longbows and shortbows (Zen Archery).


[edit] Past Lives

Icon Feat Past Life Monk.png Past Life: Monk You were a Monk in a past life. You occasionally find yourself contemplating the mysteries of life. Each time you acquire this feat you gain +1 to damage rolls. This feat can be stacked up to three times.
Icon Feat Past Life Monk.png Past Life: Disciple of the Fist You recall more about your past life as a monk. You have +2 to your Concentration skill, deal increased unarmed damage (one step higher than normal on the unarmed combat chart), and can enter an evasive trance once per rest, granting the evasion feat for a short period of time(20sec). (When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.) Note: You must meet normal evasion requirements for this one. No medium or heavy armor, no heavy encumbrance.


[edit] Paths

  • Shintao Monk
  • Ninja Spy
  • Henshin Mystic

[edit] Prestige Enhancements

[edit] Advancement table

Monk Advancement
Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed damage AC bonus Dodge bonus Unarmored speed bonus
1st +0/+0 +2 +2 +2 Flurry of Blows, Unarmed Strike, Martial Arts Feat, Finishing moves 1d6 +0 2% +0%
2nd +1/+1/+6 +3 +3 +3 Armor Class Bonus, Evasion, Meditation, Martial Arts Feat 1d6 +3 4% +0%
3rd +2/+2/+7 +3 +3 +3 Still Mind, Fast Movement, Philosophy 1d6 +3 4% +5%
4th +3/+3/+8/+13 +4 +4 +4 Ki Strike: Magic, Slow Fall, Unarmed Strike 1.5[1d6] +3 6% +5%
5th +3/+3/+8/+13 +4 +4 +4 Armor Class Bonus, Purity of Body 1.5[1d6] +6 6% +5%
6th +4/+4/+9/+14 +5 +5 +5 Adept of Forms, Martial Arts Feat, Fast Movement, Slow Fall 1.5[1d6] +6 6% +10%
7th +5/+5/+10/+15 +5 +5 +5 Wholeness of Body 1.5[1d6] +6 6% +10%
8th +6/+6/+11/+16 +6 +6 +6 Slow Fall, Unarmed Strike 2[1d6] +6 6% +10%
9th +6/+6/+11/+16 +6 +6 +6 Improved Evasion, Fast Movement 2[1d6] +6 6% +15%
10th +7/+7/+12/+17 +7 +7 +7 Armor Class Bonus, Ki Strike: Lawful, Slow Fall 2[1d6] +9 6% +15%
11th +8/+8/+13/+18 +7 +7 +7 Diamond Body 2[1d6] +9 6% +15%
12th +9/+9/+14/+19 +8 +8 +8 Abundant Step, Fast Movement, Master of Forms, Slow Fall, Unarmed Strike 2.5[1d6] +9 6% +20%
13th +9/+9/+14/+19 +8 +8 +8 Diamond Soul 2.5[1d6] +9 6% +20%
14th +10/+10/+15/+20 +9 +9 +9 Slow Fall 2.5[1d6] +9 6% +20%
15th +11/+11/+16/+21 +9 +9 +9 Armor Class Bonus, Fast Movement, Quivering Palm 2.5[1d6] +12 6% +25%
16th +12/+12/+17/+22 +10 +10 +10 Ki Strike: Adamantine, Slow Fall, Unarmed Strike 3[1d6] +12 6% +25%
17th +12/+12/+17/+22 +10 +10 +10 Timeless Body 3[1d6] +12 6% +25%
18th +13/+13/+18/+23 +11 +11 +11 Fast Movement, Grandmaster of Forms, Slow Fall 3[1d6] +12 6% +30%
19th +14/+14/+19/+24 +11 +11 +11 Empty Body 3[1d6] +12 6% +30%
20th +15/+15/+20/+25 +12 +12 +12 Armor Class Bonus, Perfect Self, Perfect Slow Fall, Shining Star, Unarmed Strike 3.5[1d6] +15 6% +30%

[edit] Ki

Ki is the mystical energy that powers a Monk's attacks or abilities.

Ki (pronounced "kee") works similarly to spell points but with notable exceptions.

  • Ki is a renewable but temporary resource, generated as a monk attacks enemies (or, in some cases, if the monk is struck).
  • Accumulated ki drains away from the monk. The more ki, the more rapid the drain.
  • Unlike spell points, where Elixirs can be found to recharge spell points, ki can be generated only through fighting or meditation.
  • Available ki is influenced by WIS but, unlike mages that use INT or CHA, ki is based on a skill, Concentration.

For more information, see the Ki article.

[edit] Being Centered

A Centered state of being is a critical component of the Monk class. The most obvious sign of being uncentered appears when a Monk fights awkwardly and slowly when unarmed. Uncentered monks lose their ability to use many of their special abilities, such as ki attacks, and cannot generate ki.

To be Centered, a Monk must:

For Centered weapons, there are exceptions. With the right enhancements or feats, longswords (with the Whirling Steel Strike feat), shortswords (from Ninja Spy enhancements), or longbows/shortbows (with the Zen Archery feat) can be used. With at least 8 levels of Fighter, Monks can take the enhancement One with the Blade and use any melee weapon in their Kensei Focus group as a Ki weapon.

For more, see the Centered article.

[edit] Philosophy

At level 3, a Monk must choose a martial arts philosophy path (not to be confused with character build Paths) that determines specific attacks or abilities: The Path of Inevitable Dominion or the Path of Harmonious Balance. Each philosophy gives you an optional set of enhancements that augment philosophies.

[edit] Monk Martial Arts Feats

At levels 1, 2, and 6 a monk gets to select a bonus martial arts feat. All prerequisites of the selected feat must be met.


[edit] Class feats

[edit] Level 1

  • Armor Class Bonus (passive): While unarmored and not equipping a shield, monks gain a passive bonus to Armor Class equal to their Wisdom modifier, if their Wisdom modifier is positive.
  • Flurry of Blows (passive): When a monk is either unarmed or is wielding only monk weapons (Kama, Shuriken, Quarterstaff), the monk is treated as if they had a full Base Attack Bonus for all monk levels they possess rather than a 3/4 Base Attack Bonus.
  • Unarmed Strike (passive): Monks are tremendously skilled at unarmed combat and inflict more damage with their bare hands. As they increase in levels, so will the damage they will inflict with their unarmed attacks at level 4, 8, 12, 16 and 20.
  • Choice of a Martial arts feat: A monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.
  • Finishing moves (active): As your martial arts training continues, you will be able perform special finishing moves of great versatility and power. These finishing moves are unlocked by performing certain sequences of attack forms, and the finishing move icon will change (and a visible glow of Ki will appear about you) when you are ready to perform one.

[edit] Level 2

  • Armor Class Bonus (passive): +3 bonus to Armor, and as you increase in power, you will receive +3 additional bonus to Armor Class at levels 5, 10, 15 and 20.
  • Evasion (passive): When a monk makes a successful Reflex save to avoid damage, he or she suffers no damage instead of half damage. Evasion requires light or no armor.
  • Meditation (active): A two times per rest, a monk can meditate to slowly regain Ki. It stabilizes when it reaches over three times his Concentration score.
  • Choice of a Martial arts feat: At second level, a monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.

[edit] Level 3

[edit] Level 4

  • Ki Strike: Magic (passive): All of a monk's unarmed melee attacks are empowered with Ki and are considered magical for damage reduction purposes.
  • Slow Fall (active): A monk's focus allows him to bend nature around him to reduce gravity's effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. The Monk must be centered to use this ability, and its effectiveness increases as you continue to gain power, at every two level.
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

[edit] Level 5

  • Armor Class Bonus (passive): Your training improves your armor class, You gain +3 additional bonus to Armor Class.
  • Purity of Body (passive): At this level, a monk has gained control over his body’s immune system and is now unaffected by all natural diseases.

[edit] Level 6

  • Adept of Forms: You continue on the path to enlightenment, improving your elemental stances and learning new elemental strikes.
  • Choice of a Martial arts feat: At sixth level, a monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.
  • Fast Movement (passive): While centered (unarmored, unencumbered, and wielding monk weapons), a monk runs faster for every three monk levels he possesses.
  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.

[edit] Level 7

  • Wholeness of Body (active): This feat allows monks expend 10 Ki to heal half their hit points over time. The formula for how many hit points is regained is (Monk level)/2 + Wisdom modifier every 2 seconds for 30 seconds. This feat cannot be used in combat, the monk must stand still and perform no action while he regenarates some of his hit points. There is a cool-down of 180 seconds. (Healing Amplification items and Improved Recovery enhancements may result in a full regeneration of HP.)

[edit] Level 8

  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

[edit] Level 9

[edit] Level 10

  • Armor Class Bonus (passive): Your training improves your armor class, You gain +3 additional bonus to Armor Class.
  • Ki Strike: Lawful (passive): Unarmed attacks from the monk are now considered Lawful and Magic weapons for damage reduction purposes.
  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.

[edit] Level 11

[edit] Level 12

  • Abundant Step (active): At the cost of 10 Ki, a monk can use this ability to make horizontal leaps, closing to targets, traversing chasms, or zipping past enemies with less chance of being detected. There is a cooldown of three seconds on this feat and can only be used on yourself.
  • Fast Movement (passive): While centered (unarmored, unencumbered, and wielding monk weapons), a monk runs faster for every three monk levels he possesses.
  • Master of Forms: You continue on the path to enlightenment, further improving your elemental stances and learning new elemental strikes. These stance improvements replace those granted by Adept of Forms.
  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

[edit] Level 13

[edit] Level 14

  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.

[edit] Level 15:

[edit] Level 16:

  • Ki Strike: Adamantine (passive): Unarmed attacks from the monk are now considered Adamantine, Lawful, and Magic weapons for damage reduction purposes.
  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

[edit] Level 17:

  • Timeless Body (passive): Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.

[edit] Level 18:

  • Fast Movement (passive): While centered (unarmored, unencumbered, and wielding monk weapons), a monk runs faster for every three monk levels he possesses.
  • Grandmaster of Forms: You continue on the path to enlightenment, further improving your elemental stances and learning new elemental strikes. These stance improvements replace those granted by Master of Forms.
  • Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.

[edit] Level 19:

  • Empty Body (active): You are able to focus your ki and walk the edge of the Plane of Shadow, mimicing the effects of a Shadow Walk spell. While this effect is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.

[edit] Level 20:

  • Armor Class Bonus (passive): Your training improves your armor class, You gain +3 additional bonus to Armor Class.
  • Perfect Self (passive): You have transcended your former race, and are now considered a Lawful Outsider. You have gained damage reduction 10 / epic. Warforged retain most living construct traits.
  • Perfect Slow Fall (active): You have perfected the ability to recover from a fall unharmed. You never take damage from falling no matter how far you fall.
  • Shining Star (active): You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance. A successful Will save negates this effect. (DC 10 + Monk Level + Charisma mod)
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.


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