Monk - Disciplined Martial Artist
PREMIUM

Monk

Martial Artist / Melee DPS

The Monk (Premium) is Lourdin RPG's unarmed martial artist with the highest movement speed in the game. Starting with 8 HP and Unarmored Defense (AC = 10 + DEX + WIS), Monks use Ki Points to fuel Flurry of Blows and Stunning Strike — which skips an enemy's entire next turn. Fist damage scales from 1d6 to 2d6+ as you level up, and at level 5 the basic Attack passively swings twice. Martial Arts Strike adds a free bonus-action follow-up jab.

Primary Stats
DEX & WIS
Starting HP
8
Armor Type
Light/Unarmored
Difficulty
Hard

Overview

The Monk is a disciplined martial artist who channels inner power through lightning-fast unarmed strikes. Unlike other classes that depend on weapons, Monks' fists scale with level, eventually dealing more damage than most weapons. Their supernatural mobility and Ki powers make them deadly combatants who strike before enemies can react.

This Premium class is perfect for players who want high mobility melee combat with a unique progression system. Monks require skill and positioning awareness but reward mastery with devastating damage and unmatched battlefield control.

Base Statistics
Base HP8
Starting ManaNone
Primary StatsDexterity, Wisdom
Armor TypeUnarmored Defense (Light allowed)
Starting AC10 + DEX + WIS
Resource SystemKi Points + Cooldowns
AvailabilityPremium
WHY THE MONK

Core Strengths

Unarmed Scaling
Fist damage increases with level from 1d6 to 2d6 at level 17+
Flurry of Blows
Multiple rapid strikes in a single turn
Highest Mobility
Superior movement speed and positioning
Ki Powers
Supernatural abilities fueled by inner energy
No Weapon Dependency
Always armed and dangerous
Stunning Strike
Stun enemies with precise blows
Extra Attack (Passive)
Basic Attack swings twice automatically from level 5
Martial Arts Strike
Free bonus-action unarmed jab on any turn you Attack

Starting Equipment

1d6
Quarterstaff
1d6 damage - Alternative weapon option
+1 AC
Initiate's Gi
Light chest armor, +1 AC - Minimal protection (upgrade at the merchant)
50c
50 Copper
Starting currency

Note: Monks primarily fight unarmed. Your fists are your best weapons!

Unarmored Defense

AC = 10 + DEX Modifier + WIS Modifier + Level / 4

Special AC Calculation: Monks add both DEX and WIS modifiers to AC, plus 1 for every 4 levels. This is a floor, not a mode — you always get the better of it and your chest armor, so equipping a weak chest piece can never cost you AC. It usually beats light armor outright!

Example: DEX 16 (+3) + WIS 14 (+2) = 15 AC (10 + 3 + 2)

Choice: Wear light armor for +1-3 AC (loses WIS bonus), or go unarmored and add both DEX + WIS. Calculate which is better for your build!

FISTS THAT SCALE

Martial Arts Progression

Your unarmed strike damage scales automatically with level:

LVL 1-4
1d6 (3.5 avg)
LVL 5-10
1d8 (4.5 avg)
LVL 11-16
1d10 (5.5 avg)
LVL 17-20
2d6 (7.0 avg)

At level 17+, your unarmed strikes deal more damage than most weapons in the game!

POWERED BY KI

Key Abilities

Martial Arts Strike

Bonus Action Cost: Free Press-to-fire jab
A single free unarmed strike at your full martial-arts damage die, available as a bonus action on any turn you took the Attack action. Press the button to fire — not automatic. No Ki cost, no cooldown beyond the once-per-turn bonus-action limit. This is the steady chip damage that powers your low-level career; layer Flurry of Blows on top when you have Ki to spend.

Extra Attack (Passive)

Level 5+
Passive
From level 5, your standard Attack action automatically rolls two independent unarmed strikes. No button, no Ki, no cooldown — just hit Attack and you swing twice. Stacks with Martial Arts Strike (bonus action) and Flurry of Blows (Ki) for the highest hit count of any Monk turn: two main-action strikes + one bonus-action jab + Flurry's extra hits.

Flurry of Blows

Multiple Attacks Cost: Ki Point
Unleash a rapid succession of unarmed strikes. Make two additional attacks as a bonus action. Devastating when combined with high attack rolls.

Stunning Strike

Cost: Ki Point
Stun on Hit
Strike a precise blow to stun your opponent. Stunned enemies cannot act, allowing for massive follow-up damage. Game-changing against bosses.

Step of the Wind

Cost: Ki Point
Enhanced Movement
Double your movement speed and disengage freely. Perfect for hit-and-run tactics or escaping danger.

Patient Defense

Bonus Action Cost: 1 Ki Point Duration: 1 Turn
Enter a focused defensive stance, gaining +4 AC until the start of your next turn. Use when surrounded or when facing a particularly dangerous attack — the bonus is substantial enough to make even heavily-armored enemies miss you.

Swift Step

Level 4+
Bonus Action Cost: 2 Ki Points CD 3 Turns
Move up to 2 combat zones in a single action, ignoring adjacency restrictions on the second hop. Your premier zone mobility tool — reach any part of the battlefield in one burst of speed. Allows post-action movement so you can strike first, then reposition to safety.

Diamond Soul

Level 14+
Passive (Future)
Gain proficiency in all saving throws. Makes you incredibly resistant to spells and effects at high levels.
BATTLE DOCTRINE

How Should You Play the Monk in Combat?

Speed is Your Weapon

Monks excel at striking first and repositioning constantly. Use your high Dexterity for superior initiative, open with Flurry of Blows to deal massive damage, then use Step of the Wind to escape retaliation. Your mobility makes you nearly impossible to pin down.

Ki Point Management

  • Flurry of Blows: Use liberally on dangerous enemies or bosses
  • Patient Defense: Use when anticipating a heavy incoming hit — +4 AC can mean the difference
  • Stunning Strike: Save for crucial moments or boss fights (Level 5+)
  • Step of the Wind: Use when outnumbered or need to escape
  • Swift Step: Spend 2 ki to cross two zones instantly (Level 4+, 3-turn cooldown)
  • Short Rest: Ki points recharge on short rests - don't hoard them

Stat Priority

1
Dexterity: Primary stat - increases attack, damage, AC, and initiative
2
Wisdom: Boosts AC (unarmored defense) and Ki save DC
3
Constitution: Improves HP for survivability
THE ROAD TO LEVEL 20

Character Progression

Level Milestones

  • Level 1-4: Learn Ki management and positioning. 1d6 unarmed damage is modest but functional. Martial Arts Strike provides a free bonus-action jab on every Attack turn. All basic ki powers available at level 2.
  • Level 4: Swift Step unlocks — cross 2 zones per bonus action for unmatched battlefield mobility.
  • Level 5-10: 1d8 damage, passive Extra Attack (basic Attack swings twice), Stunning Strike unlocked. The 5-strike turn (2 main + 1 bonus + 2 Flurry) becomes possible.
  • Level 11-16: 1d10 damage rivals most weapons. Multiple attacks per turn demolish enemies.
  • Level 17-20: 2d6 damage + Diamond Soul makes you an unstoppable martial arts master.
FIELD WISDOM

Playstyle Tips

  • Unarmored Defense: 10 + DEX + WIS + level/4 is a floor you keep no matter what you equip - chest armor only helps when it beats it
  • Initiative Advantage: High DEX means you usually strike first - capitalize on it
  • Hit and Run: Strike with Flurry of Blows, then disengage with Step of the Wind or leap two zones with Swift Step
  • Stun Priority Targets: Use Stunning Strike on spellcasters or dangerous enemies
  • Positioning: Always maintain escape routes and favorable terrain
  • Ki Management: Don't hoard Ki points - they recharge frequently
  • Stat Balance: Both DEX and WIS improve your AC - don't neglect either!
KNOW THYSELF

Strengths & Weaknesses

Strengths

  • Highest mobility in the game
  • Unique scaling system that grows stronger at higher levels
  • Multiple attacks per turn with Flurry of Blows
  • Passive Extra Attack at level 5 swings basic Attack twice with zero input
  • Martial Arts Strike adds a free bonus-action jab on every Attack turn
  • Stunning Strike provides excellent crowd control
  • Never disarmed - always combat-ready
  • Diamond Soul makes you nearly immune to magic at high levels

Weaknesses

  • Fragile early game - low HP and AC
  • Dependent on two stats (DEX and WIS)
  • Ki point management adds complexity
  • Premium class - requires subscription
  • Weak at low levels - power curve favors late game
  • No ranged options or AoE damage

Ready to Master Martial Arts?

The Monk is a Premium class. See everything Premium unlocks — and how Alpha testers get it free.

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