Mage Monk, Cleric Variant (3.5e Prestige Class)

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Combining the skills of both the Cleric and Monk, without the weaknesses inherent in multi-classing. 10 8 Good Poor Good Good Prepared Divine Spellcasting Martial Maneuvers Other


Mage Monk, Cleric Variant

O Lord, give my fist strength and make my soul pure, that I may bring salvation to the innocent and damnation to thine foes.
—Father Oenos, Aasimar Mage Monk

In order to become proficient in the martial arts, a person must have the greatest dedication and the most serious mind. The same could be said for those who seek to become adept in the divine arts. Unfortunately, those who try to do both often find their skills stagnating in one way or another and they are never able to fully realize their true potential. For this purpose, the school of the mage monk was created. Indeed, this is not the easiest path to follow. The learning curve may seem stiff and slow to advance, but a great many rewards lie ahead on this difficult path.

Becoming a Mage Monk

Typically, a monk who wishes to learn divine magic would choose this class. On the other hand, a cleric, paladin, druid, or ranger who would like to become more proficient in unarmed and unarmored combat may also choose to become a mage monk.
Any monk who takes this prestige class would also have to have at least one level of a divine caster such as a cleric, paladin, druid, or ranger. The dedication to the divine shown by such a character must mean that neutrality is not an option. Upon taking this prestige class, a side must be chosen - either good or evil.
See also: Mage Monk (Sorcerer Variant)

Entry Requirements
Alignment: Any good or evil.
Base Attack Bonus: +5.
Skills: Knowledge (religion) 6 ranks.
Feats: Any one of: Unarmed Strike (from Monk), Improved Unarmed Strike, or Pugilist.
Spellcasting: Able to cast divine spells.

Table: The Mage Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting Unarmed
Damage
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +1 +0 +2 +2 Ability Boost +1 Spellcaster Level 1d8 +0 +0ft
2nd +2 +0 +3 +3 Ki Focus, Ki Strike (divine) +1d8/+1d4 - 1d8 +1 +0ft
3rd +3 +1 +3 +3 Bonus Feat +1 Spellcaster Level 1d10 +1 +10ft
4th +4 +1 +4 +4 +1 Spellcaster Level 1d10 +1 +10ft
5th +5 +1 +4 +4 Ki Strike (divine) +1d10/+1d6 - 1d10 +1 +10ft
6th +6 +2 +5 +5 +1 Spellcaster Level 1d10 +2 +20ft
7th +7 +2 +5 +5 Bonus Feat +1 Spellcaster Level 2d6 +2 +20ft
8th +8 +2 +6 +6 Ki Strike (divine) +1d12/+1d8 - 2d6 +2 +20ft
9th +9 +3 +6 +6 +1 Spellcaster Level 2d6 +2 +30ft
10th +10 +3 +7 +7 Ki Focus x2 +1 Spellcaster Level 2d6 +2 +30ft

Class Skills (4 + Int modifier per level).
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Mage Monk.

Spellcasting: At levels 1, 3, 4, 6, 7, 9, and 10, you gain new spells per day and an increase in caster level as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Mage Monk, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Unarmed Damage (Ex): If you already have the improved unarmed damage of a monk, then stack your levels in mage monk with your original monk levels to determine your unarmed damage according to your previous monk class progression. If you're learning this improved unarmed damage for the first time, then use the chart provided above.

AC Bonus (Ex): While unarmored, mage monks gain dodge bonuses to AC. Add the bonuses charted above to whatever dodge bonus you already have.

Fast Movement (Ex): While unarmored, mage monks gain extra movement speed. Add the speed bonuses charted above to whatever movement speed you already have.

Ability Boost (Ex): Your dedication in taking on this prestige class speaks volumes. You may choose to gain 2 Ability points in either Strength or Wisdom.

Ki Focus (Ex): As a standard action, you may focus your Ki to enhance your spell casting as well as your unarmed strike damage by passing a Concentration check of DC 20.
- While your Ki is focused, you may cast spells that you already have prepared, augmented as if your caster level were one higher.
- You may spend your focused Ki during an attack by using the Ki Strike (divine) as described below. Once your Ki has been spent, you must use another standard action when you want to refocus it.

Ki Strike (divine) (Ex): At level 2, you may charge your Ki Strike with divine damage (either aligned to good or evil). The additional damage done in this way is added to every successful strike during one full attack. When your attack is done, your Ki focus is eliminated until you refocus it. The damage is described below.

Good: Your Ki strike deals good aligned damage. At level 2, this adds +1d8 damage against evil, but +1d4 damage to non-evil beings.
Evil: Your Ki strike deals evil aligned damage. At level 2, this adds +1d8 damage against non-evil, but +1d4 damage to evil beings.

At level 5, the damage of your Ki Strike (divine) increases to +1d10/+1d6.
At level 8, the damage of your Ki Strike (divine) increases to +1d12/+1d8. At this level, your strike also gains a special effect as described below:

Good: After a successful attack, the target must make a Will save of DC 15 + WIS or it becomes shaken by you.
Evil: Your attack gains a vampiric effect. You add 1/4 the total damage that you do during one full attack to your own HP.

Ki Focus x2 (Ex): At level 10, you may finally charge your Ki twice (using two standard actions). With a double focus, you cast spells that you have prepared as if your caster level were 2 higher than it is. Furthermore, your Ki Strike becomes stronger, increasing to +2d10/+1d12.
- The effect of a double good charge results in the target becoming frightened, rather than merely shaken.
- The effect of a double evil charge gives you hit points equal to 1/2 the damage dealt to the target, rather than only 1/4.

Ex-Mage Monks

Any fighting character who no longer takes levels as a mage monk gets to keep advancing their unarmed striking damage as if levels in this class stack with the levels of any compatible martial arts class.
Any spellcaster who no longer takes levels as a mage monk gets to keep advancing their spellcasting abilities as if levels in this class stack with the levels of any compatible spellcasting class.

Playing a Mage Monk

Mage Monks are built for versatility. They may be at the forefront of every combat situation, or they may keep to the back, casting spells to help their cohorts.

Combat: Typically, mage monks are known to cast both offense- and defense-augmenting spells on themselves and their teammates before charging headlong into the thickest parts of battle.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceHigh +
AuthorNolanf +
Base Attack Bonus ProgressionGood +
Class AbilityPrepared Divine Spellcasting + and Martial Maneuvers +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level8 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Diplomacy +, Heal +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Sense Motive +, Spellcraft +, Spot +, Tumble + and Use Magic Device +
Skill Points4 +
SummaryCombining the skills of both the Cleric and Monk, without the weaknesses inherent in multi-classing. +
TitleMage Monk, Cleric Variant +
Will Save ProgressionGood +