Rules Sketch: Monk Class

I’m chipping away at the AFD ruleset now, and I can’t help but feel like I want to add in those missing classes: Barbarian, Monk and Psionicist. Monk is the last one!

Our template for classes is looking like this, on Version 0.15 of Advanced Fantasy Dungeons, this is the Fighter class:

Gain proficiency in a weapon of your choice and proficiency in an armour of your choice at first level. Take two advancements from the following list at first level and an additional two at each level. You have advantage on saving throws against steel.
• Add a new proficiency slot
• Increase Strength by 1 to a maximum of 20
• Increase a saving throw by 1
• Increase the size of your hit dice before 9th level
• Increase your number of hit dice before 9th level
• Add a second attack per round once from 7th level
• Add 3 HP to your HP total from 9th level
• Can take elite followers from 9th level
• Add a third attack per round once from 13th level
At first level, gain the armour and weapon you have proficiency in, and two other items, randomly.

There are a bunch of Second Edition monks, and the one most typical of the martial arts monk that we know now can do these things:

  • Unarmed attack
  • Speed
  • Multiple attacks
  • Some thief skills, particularly climb walls
  • Extra damage against living creatures
  • Deflect missile
  • Successful saving throws always result in no damage
  • Early abilities:
    • Save vs. domination advantage
    • Instant kill
    • Soft falling if in contact with a wall
    • Immune to diseases
    • Immune to haste and slow spells
  • Mid level abilities
    • Faster healing
    • Immune to charms
    • Magical weapon hands
    • Immune to poison
    • Initiative bonus
  • High level abilities
    • Precognition
    • Astral projection

The Monk then actually needs simplifying, because it’s basically a 5e power level in 2e. It’s a bit silly, and typifies the late additions to 2e:

  • Gain proficiency in unarmed fighting at first level. Take two advancements from the following list at first level and an additional two at each level. You have advantage on saving throws against steel.
  • Add a new proficiency slot
  • Increase Strength by 2 to a maximum of 18
  • Once per day, you can stun an opponent when you successfully hit them with an unarmed attack
  • Once per day, you can deflect a missile without making a saving throw
  • Do not take any damage from falling a distance equal to 10 times your level in feet
  • Your unarmed attacks are considered magical weapons
  • Gain resistance to poison, disease, or charm
  • You gain advantage on domination saving throws
  • Once per day, you can instantly heal yourself 1d6 HP of damage
  • Increase the size of your hit dice before 9th level
  • Increase your number of hit dice before 9th level
  • After 9th level, when you stun an opponent, you can instead choose for them to make a Transformation saving throw or die instantly
  • Add a second attack per round once from 7th level
  • Add 3 HP to your HP total from 9th level
  • Add a third attack per round once from 13th level
  • At first level, gain two other items, randomly.

I’ll need to go back and state that anything you get once per day, you can choose to take again to do it twice per day. Also, all these fighting classes are difficult to differentiate between.

Anyway that’s it for now with AFD additions!

The Advanced Fantasy Dungeon Index is here!

Idle Cartulary


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4 responses to “Rules Sketch: Monk Class”

  1. Heck yeah! Let’s monk it up! I’m only familiar with the 5e monk, but it is very interesting seeing them translated down to the simplified mechanics of AFD. I think it works nicely though!

    One question. The monk’s “after ninth level, have stunned opponent make transformation saving throw or die” advancement throws me for a loop. I thought that NPCs didn’t have saving throws anymore. I guess the rules have been updated, so it’s all good

    Liked by 1 person

    1. NPCs have saving throws (“Save as warrior”, but only specifically for these kinds of reasons. I’m not sure it that’s necessary at all, but it feels they need something mechanically specially for areas of effect and for spells. If it doesn’t work in practice, it’s easy to remove!

      Like

      1. That’s very true, and not hard to implement. If NPCs have “save as warrior,” does that mean the player classes are going to start with their own saving throws, instead of just rolling for them?

        Like

      2. They already do, just in the form of they get advantage on certain classes of saves! But I had an idea for revising out “save as Warrior” anyway. See the update!

        Like

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