D&D 4E Another shot at a 4e monk

Vordimir

First Post
The goal: Design a monk class as a "mobile striker" that preserved the flavor of the 3.x edition monk, while giving it appropriate relevance in 4th edition mechanics, in the terms of filling it's role appropriately without being ridiculously overpowered, but able to match up with its striker counterparts.

[sblock=Some tools] I remembered reading somewhere that the Book of nine swords was a big step towards 4e from 3rd (reflected most in the creation of the Warlord class from the White Raven school of swordplay). Some of the powers and abilities from there affected my decisions.

Daily abilities are the only ones that tend to have "save ends" effects, sustainable effects, or effects that last to the end of the encounter; and always have some effect (half damage) or possibility of effect (e.g. sustain).

Encounter abilities that have lasting effects tend to run until the end of your next turn, if they don't end sooner.

When a class has disting build options like the rogue's artful dodger or brutal scoundrel class abilities, or the fighter's weapon enhanced powers, these options only appear in encounter abilities. This keeps the dailies, the most powerful attacks of a class, on a relatively equal scale for both build options without giving favor to either of them. The abilities can be reflected in the daily abilities in the the form of using more that the primary attribute of the class, but neither build specifically gains advantages with the power.

I did borrow from both the ranger and rogue classes while putting together my power list, for the sake of knowing they are already balanced for game play. This is also because I figure basic abilities like the ranger's stance that grants +2 move are things that will probably get used more than once as more base classes are released in books.[/sblock]




Monk

Class Traits
Role: Striker. Using your control of your body, you maneuver among your enemies causing damage and confusion.
Power Source: Ki. From your mastery of the forms and exercises of meditation you have gained control of the flow of energy through your own body. Your powers are known as Forms.

Armor Proficiencies: Cloth
Weapon Proficiencies: Monk weapons
Bonus to Defense: +1 to Fortitude, +1 to Reflex, +1 to Will

Hit Points at 1st level: 12 + Constitution score
Hit Points per level gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Insight; from the class skills listed below, choose 4 more trained skills at first level.
Class Skills: Arcana, Athletics, Acrobatics, Diplomacy, Endurance, Heal, History, Insight, Perception, Religion

Build Options: Punishing Monk, Acrobatic Monk
Class Features: Flurry of Blows, Improved Unarmed Strike, Monk Defense,

Creating a Monk:
The Punishing Monk and the Acrobatic Monk are the two monk builds. One of them relies on physical strength to improve his techniques, while the other uses agility to improve his mobility around the battlefield. Wisdom, Strength, and Dexterity are a monk’s most important ability scores.

Monk Class Features:

Monk Training Focus

Depending on the particular monastery or training regimen a monk is a part of there are different aspects of hand to hand combat that can be focused on. Some train their bodies to be strong and reliable in order to overwhelm their enemies with their strength, while others train to be flexible and supple to better move around the battlefield.
Choose one of the following options.
Strong Monk: You gain a bonus to your Flurry of Blows attack rolls equal to your Strength modifier.
Fast Monk: At the beginning of each encounter, you may shift up to your Dexterity modifier in squares as a free action.

Monk Defense
Monks add their wisdom modifier to their armor class if they are wearing no armor or cloth armor. If they would be denied their dexterity modifier to their armor class, their wisdom modifier is also denied.

Flurry of Blows
Once per round, when fighting unarmed, with a monk weapon, or with a weapon with the off-hand characteristic, when a monk hits with a melee attack, they can make a Flurry of Blows attack immediately against the opponent.

Flurry of Blows
At-will*Ki, Weapon
Special: You can only use Flurry of Blows once per round.
Immediate Reaction Melee weapon
Trigger: You hit with a melee attack.
Effect: Make an attack.
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.

If using a one-handed non-monk weapon without the off-hand characteristic and no shield, a character with flurry of blows can still make the extra attack using an unarmed attack

Improved Unarmed Strike
A monk’s unarmed damage increases to 1d6 during heroic tier, 2d6 during paragon tier, and 3d6 during epic tier.

When using an unarmed attack a monk has a +3 proficiency bonus. A monk also gains a +1 bonus to attack at 4th level, 9th level, 14th level, 19th level, 24th level, and 29th level, for a total of a +6 bonus to attack at 29th level. A monk’s unarmed attack is considered a weapon for anything that matters.

If using a weapon that uses the monk’s unarmed damage or bonus to unarmed attacks, the benefit from this ability is that the monk has a +3 proficiency bonus, unarmed damage is raised to 1d6 during heroic tier, 1d8 during paragon tier, and 1d10 during epic tier.

Great Speed
When wearing no armor or cloth armor, a monk gains a +1 to their move score.

[sblock=Level 1 At-will Forms]

Focus Strike
With a moment of calm, you put your body into your strike.
At-will*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. AC
Hit: 1 [W] + Wisdom modifier + Strength modifier damage
Increase damage to 2[W] + Wisdom modifier + Strength modifier at 21st level.

Mobile Strike
With a quick step forward, you bring your enemy within range.
At-will*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Special: You may move up to your Dexterity modifier before the attack.
Attack: Wisdom vs. AC
Hit: 1 [W] + Wisdom modifier damage
Increase damage to 2[W] + Wisdom modifier

Pushing Strike
Attacking from a strange angle puts your enemy in an awkward position and forces them to give ground.
At-will*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. AC
Hit: 1 [W] + Wisdom modifier damage, push the target 1 square.
Increase damage to 2[W] + Wisdom modifier

Stepping Assault
Directing your attacks at your enemy’s feet causes them to step more cautiously around you.
At-will*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. Will
Hit: 1 [W] + Wisdom modifier damage, the target has -2 speed on its next turn.
Increase damage to 2[W] + Wisdom modifier[/sblock]

[sblock=Level 1 Encounter Forms]

Spinning Kick
A quick spin allows you to strike multiple enemies near to you.
Encounter*Ki, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Wisdom vs. AC
Hit: 1 [W] + Wisdom modifier damage

Deflating Strike
Striking at the heart or stomach of your enemy, you take the oomph out of their attacks.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is weakened until the end of your next turn.


Basic Throw
A basic hip throw deposits your enemy at your feet
Encounter*Ki, Weapon
Standard Action Melee 1
Target: One Creature your size or smaller
Attack: Wisdom vs. AC
Fast Monk: You gain a bonus to your attack roll equal to your Dexterity modifier.
Hit: 1d8 + Wisdom modifier, place the target prone in an unoccupied square adjacent to you.

Setup Strike
You draw the enemy’s attention with one attack to prepare for your real one.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and if you use your Flurry of Blows with this attack add your Flurry of Blows gains a +2 bonus to the attack roll.
Strong Monk: If you use your Flurry of Blows with this attack add your Strength modifier to your damage roll with Flurry of Blows.[/sblock]

[sblock=Level 1 Daily Forms]

Ki Shot
Focusing power in your hands, you send a disruptive blast through your enemies.
Daily*Ki, Weapon, Force
Standard Action Line 3
Target: Each creature in area.
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier force damage.
Miss: half damage

Simple Throw
Stepping close to your opponent, you disrupt their balance and throw them.
Encounter*Ki, Weapon
Standard Action Melee 1
Target: One Creature your size or smaller
Attack: Wisdom vs. AC
Hit: 3d8 + Wisdom modifier damage, slide the target 3 squares and the target is prone.
Miss: half damage

Jumping Attack
You run leap at your opponent, using your momentum to give your strike more power.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Special: Must be used as part of a charge
Target: One Creature
Attack: Wisdom vs. AC
Special: Make an athletics check to make a long jump. Gain a +1 bonus to the attack for every 5 feet the jump check would allow you to jump.
Hit: 2[W] + Wisdom modifier damage + 1d6 damage for every 5 feet the jump check would allow you to jump
Miss: half damage

Stunning Blow
A blow to your enemy’s center disrupts their ki and leaves them disoriented.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage, and the target is stunned (save ends).
Miss: half damage, and the target is dazed until the end of your next turn[/sblock]

[sblock=Level 2 Utility Forms]

Deflect Arrows
Reading an arrow’s flight, you are able to snatch it from the air, or shift slightly to let it pass by you.
Encounter*Ki
Immediate Interrupt Personal
Trigger: You are hit with a martial ranged attack
Effect: The triggering attack misses

Kip up
Bending your body like a bow you spring to your feet.
At-will*Ki
Minor Action Personal
Effect: Recover from prone.

Tumble
You move among your enemies, calmly avoiding any chance of a lucky hit.
Encounter*Ki
Move Action Personal
Effect: Shift up to half your move.

Hold your stance
You bend, twist, and resist in attempt to hold your ground against oppressive force.
Encounter*Ki
Immediate Reaction Personal
Trigger: You are forced to move by a push, pull, or slide.
Effect: Move up to 2 less when forced to move.[/sblock]

[sblock=Level 3 Encounter Forms]

Far Punch
Using your body’s energy to manipulate the space around you, you land a punch from a distance.
Encounter*Ki, Weapon, Force
Standard Action Ranged 3
Target: One Creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier force damage

One-Two Punch
Two attacks in rapid succession to try to get through your enemies defense.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. AC, two attacks
Hit: 1[W] damage with first hit, 1[W] + Wisdom modifier with second hit.
Special: If the first attack hits, the second attack gets +2 to the attack roll
Strong Monk: If the first attack hits, the second attack instead gets + Strength modifier to the attack roll

Low Kick
You dash forward to strike at your opponents legs, hindering them.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One or two creatures
Special: You may move 2 squares before this attack.
Fast Monk: You may instead move your Dexterity Modifier before this attack.
Attack: Wisdom vs. AC, one attack per target
Hit: 1[W] + Wisdom modifier damage

Shifting Strike
You slide in to attack unnoticed, and use the momentum from your strike to escape retribution.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Special: You may shift 1 square before the attack.
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. You may shift 1 square.[/sblock]

[sblock=Level 5 Daily Forms]

One Strong Punch
Sometimes, all you need is one strong punch.
Daily*Ki, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage. Push the target 3 squares, and the target is knocked prone. The target is dazed (save ends).
Miss: Half damage. Push the target 1 square.

Aimed Throw
“Point him thataway.”
Daily*Ki, Weapon
Standard Action Melee 1
Target: One Creature your size or smaller
Attack: Wisdom vs. AC
Hit: 3d8 + Wisdom modifier damage. Slide the target 3 squares, the target is prone. You may make an additional attack against a creature adjacent to the target.
Attack: Wisdom vs. Reflex
Hit: 1d8 damage, target is knocked prone.

Ki Blast
With a fierce shout you expel ki from your hands, creating a concussive blast.
Daily*Ki, Weapon, Force
Standard Action Close blast 3
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage.
Miss: half damage

Spinning Leg Sweep
A series of vicious leg sweeps drops enemies surrounding you to the ground.
Daily*Ki, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. The target is knocked prone and slowed (save ends)
Miss: half damage and the target is slowed until the end of your next turn.[/sblock]

[sblock=Level 6 Utility Forms]

Weight Vest Training
By training with a heavy vest on, you increase your jumping ability.
At-will*Ki
Immediate Interrupt Personal
Trigger: You make an athletics check to jump.
Effect: You get a +10 to the jump check.

Cheetah’s Speed
Shifting to the balls of your feet, you are ready to spring at a moment’s notice.
Daily*Ki, Stance
Minor Action Personal
Effect: You gain +2 move.

Purity of Body
A moment of meditation puts you in tune with your body.
Daily*Ki
Move Action Personal
Effect: You make a save against an ongoing effect a save can end

Shadowing Step
As an opponent attempts to withdraw, you follow in the blink of an eye.
Encounter*Ki
Immediate Reaction Personal
Effect: When an opponent adjacent to you shifts, you may move into the square, or one of the squares they just occupied.[/sblock]

[sblock=Level 7 Encounter Forms]

Vicious Throw
You move quickly up to your opponent and use your momentum to throw them.
Encounter*Ki, Weapon
Standard Action Melee 1
Target: One creature your size or smaller
Special: You may move 3 squares before your attack.
Attack: Wisdom vs. AC
Hit: 2d8 + Wisdom modifier damage, knock the target prone, and slide the target 3 squares.

Improved Trip
After knocking your opponent prone, you follow up with a finishing blow.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage and the opponent is knocked prone. Make a secondary attack.
Attack: Wisdom +2 vs. AC
Hit: 2[W] + Wisdom Modifier damage.
Fast Monk: You may shift up to your Dexterity modifier after you are done attacking.

Three-hit Combo
Three hits, each harder to block than the last.
Encounter*Ki, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. AC, three attacks
Special: Each attack that hits gives a +2 bonus to attack to each attack in the combo after it.
Strong Monk: Instead, for each attack that hits you gain your Strength modifier as a bonus to each attack in the combo after it.
Hit: 1[W] damage
Hit: 1[W] damage
Hit: 1[W] + Wisdom modifier damage.
[/sblock]
[sblock=Level 9 Daily Forms]

Flying Axe Kick
Leaping into the air, you deliver a resounding blow on your enemy, causing the earth around him to tremble.
Daily*Ki, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage and the opponent is immobilized (save ends).
Miss: half damage and the opponent is slowed until the end of your next turn.
Effect: Enemies adjacent to the target are slowed until the end of your next turn.

Dazzling Form
You calmly slide from enemy to enemy striking where you will.
Daily*Ki, Weapon
Standard Action Melee Weapon
Target: One, two, or three creatures
Attack: Wisdom vs. AC, one attack per target
Special: You may shift 1 before each attack
Hit: 2[W] + Wisdom modifier damage and the opponent is dazed (save ends).
Miss: half damage and opponent is not dazed

Tenacious Assault
You rain blows on your opponent, striking through his defenses with the sheer fury of your assault
Daily*Ki, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom -2 vs. AC, five attacks
Hit: 1[W] + Wisdom modifier damage.
Miss: half damage[/sblock]

[sblock=Level 10 Utility Forms]

Iron Shirt
Breathing techniques allow you to shrug off some damage.
Daily*Ki
Immediate Interrupt
Trigger: You are hit by an attack.
Effect: gain resist 10/all against the attack

Zen Quick Step
Almost in a trance, you dash forward to where you need to be.
Encounter*Ki
Minor Action Personal
Effect: Move half your speed

Flowing Stance
As you dodge your enemies’ blows, you step your way through the battlefield.
Daily*Ki, Stance
Minor Action Personal
Effect: Whenever an enemy misses you with an attack, you can shift 1 square.[/sblock]

[sblock=Level 13 Encounter Forms]

Flame Blast
Exciting the energy in the air, you cause flame to erupt.
Encounter*Ki, Weapon, Fire
Standard Action Close blast 4
Targets: Each creature in blast.
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier fire damage

Stunning Fist
A quick jab to the nose sends your enemy reeling for a moment
Encounter*Ki, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1 [W] + Wisdom modifier damage and the target is stunned until the end of your next turn.

Reactive Pummel
Dodging a blow, you counter with one of your own.
Encounter*Ki, Weapon
Immediate Reaction Melee weapon
Trigger: You are missed by a melee attack
Effect: Make an attack
Attack: Wisdom vs. AC
Strong Monk: You gain a bonus to the attack roll equal to your Strength modifier.
Hit: 2[W] + Wisdom modifier damage
Fast Monk: You may shift up to your Dexterity modifier.[/sblock]
 
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I have most of the rest of the power list worked out, it just needs balancing with the other classes and seems to take a lot more time typing out and finalizing than I initially thought. I'll update as I can. I also have some thoughts as to some possible paragon paths as well as potential stats for monk weapons. The multiclass feat should be pretty simple and in line with the other striker classes. Training in the insight skill and 1/encounter use of flurry of blows, the question is whether it should include some limited form of the Improved Unarmed Strike feature as well.

The damage die on unarmed attack might want to be d8's instead of d6's as well. Having it structured this way makes fists not as good as weapons on critical hits, but better on powers that have x[W] damages of more than one. Also losing the added benefits of magic weapons (flaming, thundering, whatever) is a rather morphous value, so it is hard to determine where the die value should go.

If anyone has thoughts or suggestions on what I have so far or where I should go with what I have left to do I would love to hear them.
 

For the non-magic fists problem - make "glove" weapons that can be enchanted as normal weapons, and confer their bonus to you unarmed attacks. I'd call them wrappings or handwrappings, 'cause that's a cool image, methinks.

You might want to make some feats, a multiclass feat, and some paragon paths, too, though you may just be waiting to post the rest of the class.

Also, if you could format the stuff you've got, it's be easier to read. If you don't know how to, [b*]text[/b*] (sans *) would bold "text", like this: text. Replace the b with u to underline or i to italicize. If you can make a nice PDF, too, people like those. Look for malcolm_n's druid to see a good example.

Otherwise, looks nice so far. I haven't made a solid look-over, but I intend to.

EDIT - several of your powers should have bonuses for using unarmed attacks or certain weapons - a resurrection of the Monk Weapons classification, I guess. Then you could make feats letting you treat other weapons as monk weapons for your powers.
 
Last edited:

I thought hard about using handwrappings or the like but kind of liked the idea of a high level monk not really needing a magic weapon, but still having the option of using one, an enchanted nunchuk, for example, or fists, but have both be viable but not have one obviously better than the other.

Still working on typing out the rest of the class, thanks for the tag info, I'll go back and clean it up some.

I'd also like to hide some of it behind cuts if anyone knows how to do those
 

[sblock=Hmmm...]You mean one of these?[/sblock]

[sblock*]text[/sblock*]. You can also change the text by the button by having it say [sblock=textbybutton*]text[/sblock*].
 


I would look into the OA Ki Monk

He had a lot of abilities centered around enhancing his unarmed strikes with things like flaming fists and the like.

Also there was an earlier post about fighting styles which would fit in nicely here for some monk feats.

Just my two cents, I like the class though, seems well balanced. I'd love to see more
 


You can't take immediate actions on your own turn, so the flurry of blows wouldn't work as written. (PHB page 268) But, I see no other issues with it so I would just attach a "Immediate Action(Special)
thetextofthepowergoeshere
thetextofthepowergoeshere
Special: You can use Flurry of Blows on your own turn."

Hope that helps, if only ever so slightly.
 


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