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To cast a spell the Monk must have a Wisdom score Weapon and Armor Proficiency: Monks are
of 10, plus the spells level. A Monk gets bonus spells proficient with simple weapons and light armour. A
based on Wisdom. The Difficulty Class of a Saving Monk who chooses the War domain receives the
Throw against a Monks spell is 10 + the spells level + Weapon Focus feat related to his deitys weapon as a
the Monks Wisdom modifier. bonus feat. He also receives the appropriate Martial
Weapon Proficiency feat as a bonus feat, if the
Hit Die: d4 weapon falls into that category.
Table: The Monk
Level BAB Fort Ref Will Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
In addition to the stated number of spells per day for 1st- through 9th-level spells, a Monk gets a domain spell for
each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in
addition to any bonus spells the Monk may receive for having a high Wisdom score.
1st +0 +0 +0 +2 Turn or rebuke undead 3 1+1
2nd +1 +0 +0 +3 Lay on Hands 4 2+1
3rd +1 +1 +1 +3 4 2+1 1+1
4th +2 +1 +1 +4 5 3+1 2+1
5th +2 +1 +1 +4 Vow/Devotion 5 3+1 2+1 1+1
6th +3 +2 +2 +5 5 3+1 3+1 2+1
7th +3 +2 +2 +5 6 4+1 3+1 2+1 1+1
8th +4 +2 +2 +6 6 4+1 3+1 3+1 2+1
9th +4 +3 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10th +5 +3 +3 +7 Vow/Devotion 6 4+1 4+1 3+1 3+1 2+1
11th +5 +3 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +6/+1 +4 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +6/+1 +4 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +7/+2 +5 +5 +9 Vow/Devotion 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 Vow/Devotion 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
Lay on Hands (Su): Beginning at 2nd level, a Spells: A Monk casts divine spells, which are drawn
Monk with a Charisma score of 12 or higher can from the Cleric spell list. However, his alignment may
heal wounds (his own or those of others) by touch. restrict him from casting certain spells opposed to
Each day he can heal a total number of hit points of his moral or ethical beliefs; see Chaotic, Evil, Good,
damage equal to his Monk level x his Charisma bonus. and Lawful Spells, below. A Monk must choose and
A Monk may choose to divide his healing among prepare his spells in advance (see below).
multiple recipients, and he doesnt have to use it all at
once. Using lay on hands is a standard action. To prepare or cast a spell, a Monk must have a
Wisdom score equal to at least 10 + the spell level.
Alternatively, a Monk can use any or all of this healing The Difficulty Class for a saving throw against a
power to deal damage to undead creatures. Using lay clerics spell is 10 + the spell level + the clerics
on hands in this way requires a successful melee touch Wisdom modifier.
attack and doesnt provoke an attack of opportunity.
The Monk decides how many of his daily allotment of Like other spellcasters, a Monk can cast only a certain
points to use as damage after successfully touching an number of spells of each spell level per day. In
undead creature. addition, he receives bonus spells per day if he has a
high Wisdom score. A Monk also gets one domain
Aura (Ex): A Monk of a chaotic, evil, good, or lawful spell of each spell level he can cast, starting at 1st
deity has a particularly powerful aura corresponding level. When a Monk prepares a spell in a domain spell
to the deitys alignment (see the Detect Evil spell for slot, it must come from one of his two domains.
details). Monks who dont worship a specific deity but
choose the Chaotic, Evil, Good, or Lawful domain Monks meditate or pray for their spells. Each Monk
have a similarly powerful aura of the corresponding must choose a time at which he must spend 1 hour
alignment. each day in quiet contemplation or supplication to
regain his daily allotment of spells. Time spent resting
has no effect on whether a Monk can prepare spells.
A Monk may prepare and cast any spell on the cleric
spell list, provided that he can cast spells of that level,
but he must choose which spells to prepare during his
daily meditation.
Deity, Domains, and Domain Spells: A Monks Turn or Rebuke Undead (Su): Any Monk,
deity influences his alignment, what magic he can regardless of alignment, has the power to affect
perform, his values, and how others see him. A Monk undead creatures by channelling the power of his faith
chooses two domains from among those belonging through his holy (or unholy) symbol.
to his deity. A Monk can select an alignment domain
(Chaos, Evil, Good, or Law) only if his alignment A good Monk (or a neutral cleric who worships a
matches that domain. good deity) can turn or destroy undead creatures. An
evil Monk (or a neutral Monk who worships an evil
Unlike Clerics, Monks must be devoted to a particular deity) instead rebukes or commands such creatures. A
deity. neutral Monk of a neutral deity must choose whether
his turning ability functions as that of a good Monk
Each domain gives the Monk access to a domain or an evil Monk. Once this choice is made, it cannot
spell at each spell level he can cast, from 1st on up, as be reversed. This decision also determines whether the
well as a granted power. The Monk gets the granted Monk can cast spontaneous cure or inflict spells.
powers of both the domains selected.
A Monk may attempt to turn undead a number of
With access to two domain spells at a given spell level, times per day equal to 3 + his Charisma modifier. A
a Monk prepares one or the other each day in his Monk with 5 or more ranks in Knowledge (religion)
domain spell slot. If a domain spell is not on the cleric gets a +2 bonus on turning checks against undead.
spell list, a Monk can prepare it only in his domain
spell slot. Bonus Languages: A Monks bonus language
options include Celestial, Abyssal, and Infernal
Spontaneous Casting: A good Monk (or a neutral (the languages of good, chaotic evil, and lawful evil
Monk of a good deity) can channel stored spell energy outsiders, respectively). These choices are in addition
into healing spells that the Monk did not prepare to the bonus languages available to the character
ahead of time. The Monk can lose any prepared spell because of his race.
that is not a domain spell in order to cast any cure
spell of the same spell level or lower (a cure spell is Ex-Monks: A Monk who grossly violates the code
any spell with cure in its name). of conduct required by his god loses all spells and
class features, except for armour proficiencies and
An evil Monk (or a neutral cleric of an evil deity), cant proficiency with simple weapons. He cannot thereafter
convert prepared spells to cure spells but can convert gain levels as a Monk of that god until he atones (see
them to inflict spells (an inflict spell is one with inflict the atonement spell description).
in its name).
Vows & Devotions (Ex): Monks make vows and
A Monk who is neither good nor evil and whose deity engage in devotions in order to draw closer to their
is neither good nor evil can convert spells to either god, but these Vows & Devotions have an impact
cure spells or inflict spells (players choice). Once the beyond the spiritual world. At 5th, 10th, 15th and 20th
player makes this choice, it cannot be reversed. This level the Monk gets to choose a Vow or a Devotion.
choice also determines whether the Monk turns or Vows may only be taken once, Devotions may be
commands undead. taken multiple times and their effects stack. Breaking
a Vow causes the Monk to lose all their powers as
Chaotic, Evil, Good, and Lawful Spells: A Monk listed under Ex-Monk below, requiring an atonement
cant cast spells of an alignment opposed to his own to overcome. Evil Monks may choose to take a Feat
or his deitys (if he has one). Spells associated with instead of a Vow, but may still take Devotions.
particular alignments are indicated by the chaos, evil,
good, and law descriptors in their spell descriptions.
Vow of Poverty: The Monk has vowed
never to take wealth for themselves beyond what they
simply need to get by. The monk is limited to having
a begging bowl, simple rags for clothes and nothing
more fancy than a quarterstaff that is used mostly as
a walking stick. Such a vow leads to a tough life and
confers a +3 Fortitude Bonus upon the Monk.