Monk

Class Summary

 * The Monk class is free for VIP accounts but FTP and premium accounts must purchase the class in the DDO store for 995 Turbine Points.

Alignment: Any Lawful

Hit die: d8

Class Skills

 * Skill points at 1st level: (4 + Intelligence modifier) x4


 * Skill points at each additional level: 4 + Intelligence modifier




 * [[Image:Skill_balance.png‎|25px]]
 * Balance (Dex)
 * [[Image:Skill_concentration.png‎|25px]]
 * Concentration (Con)
 * [[Image:Skill_diplomacy.png‎|25px]]
 * Diplomacy (Cha)
 * [[Image:Skill_hide.png‎|25px]]
 * Hide (Dex)
 * [[Image:Skill_jump.png‎|25px]]
 * Jump (Str)
 * [[Image:Skill_listen.png‎|25px]]
 * Listen (Wis)
 * [[Image:Skill_movesilently.png‎|25px]]
 * Move Silently (Dex)
 * [[Image:Skill_spot.png‎|25px]]
 * Spot (Wis)
 * [[Image:Skill_tumble.png‎|25px]]
 * Tumble (Dex)
 * }
 * Move Silently (Dex)
 * [[Image:Skill_spot.png‎|25px]]
 * Spot (Wis)
 * [[Image:Skill_tumble.png‎|25px]]
 * Tumble (Dex)
 * }
 * Tumble (Dex)
 * }
 * }

Weapon and Armor Proficiencies:



 * [[Image:Feat_simpleweaponproficiency.png‎|25px]]
 * Simple weapons (Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff, Unarmed)
 * [[Image:Feat_martialweaponproficiency.png‎|25px]]
 * Martial weapons (Handaxe)
 * [[Image:Feat_exoticweaponproficiency.png‎|25px]]
 * Exotic weapons (Kama, Shuriken)
 * }
 * Exotic weapons (Kama, Shuriken)
 * }
 * }

Note: Monks will become uncentered if they use any armor other than robes 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).

Advancement Table

 * For a monk who was reborn from a past monk (and takes the active feat), the unarmed damage is one rank higher than the current( i.e. level 1-3 does 1d8 instead ). For level 20, the damage is 2d12.

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.

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:
 * wear only a robe, outfit, docent (Warforged only), or nothing in his armor slot
 * Warforged Monks must also have a body type no heavier than Composite Plating
 * not wear a shield
 * wield only kamas, shurikens, a quarterstaff or handwraps
 * With the right Prestige Enhancements or feats, longswords (with the Whirling Steel Strike feat), shortswords (with Ninja Spy enhancements required), or longbows/shortbows (with the Zen Archery feat) can be used
 * not be encumbered (The Ray of Enfeeblement spell can weaken STR, leaving a monk uncentered)

For more, see the Centered article.

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.

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.

Level 2

 * Armor Class Bonus (passive): +1 bonus to Armor, and as you increase in power, you will receive +1 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.

Level 3

 * Still Mind (passive): Training and meditation have improved the monk's resistance to mind-affecting attacks, granting you a +2 bonus on saving throws against enchantments.
 * Fast Movement (passive): While centered, a monk runs faster for every three monk levels he possesses.
 * Choice of Philosophy: You have advanced far enough that you must make a choice – whether to follow the Path of Harmonious Balance and seek to be at peace with the world, or to follow the Path of Inevitable Dominion and seek to dominate the world. This choice will affect enhancement choices open to you and will affect what finishing moves you receive.

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.

Level 5

 * Armor Class Bonus (passive): Your training improves your armor class, You gain +1 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 diseases.

Level 6

 * 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.
 * 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.

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 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.)

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.

Level 9

 * Improved Evasion (passive): When a monk fails to make a successful Reflex save to avoid damage, he or she suffers only half damage.

Level 10

 * Armor Class Bonus (passive): Your training improves your armor class, You gain +1 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.

Level 11

 * Diamond Body (passive): This feat grants the Monk immunity to poison.

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.
 * 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.

Level 13

 * Diamond Soul (passive): The Monk gains Spell Resistance equal to Monk Level +10

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.

Level 15:

 * Armor Class Bonus (passive): Your training improves your armor class, You gain +1 additional bonus to Armor Class.
 * Quivering Palm (active): Starting at 15th level, a monk can set up fatal vibrations within the body of a living creature. Constructs, oozes, plants, undeads, incorporeal creatures such as wraiths, and creatures immune to critical hits cannot be affected, but other creatures must make a Fortitude Save after being struck by the Quivering Palm or die instantly. The saving throw is equal to DC of 10 + (monk level)/2 + wisdom modifier.

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.

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.

Level 18:

 * 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.

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.

Level 20:

 * Armor Class Bonus (passive): Your training improves your armor class, You gain +1 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.