
Monk PREMIUM
Martial Artist / Melee DPS
Overview
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.
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 HP | 8 |
|---|---|
| Starting Mana | None |
| Primary Stats | Dexterity, Wisdom |
| Armor Type | Unarmored Defense (Light allowed) |
| Starting AC | 10 + DEX + WIS |
| Resource System | Ki Points + Cooldowns |
| Availability | Premium |
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
Starting Equipment
- Quarterstaff: 1d6 damage - Alternative weapon option
- Initiate's Gi: Light chest armor, +1 AC - Minimal protection (upgrade at the merchant)
- 50 Copper: Starting currency
Note: Monks primarily fight unarmed. Your fists are your best weapons!
Unarmored Defense
AC = 10 + DEX Modifier + WIS ModifierSpecial AC Calculation: When not wearing chest armor, Monks add both DEX and WIS modifiers to AC. This often provides better defense than light armor!
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!
Martial Arts Progression
Your unarmed strike damage scales automatically with level:
Level 1-4
1d6 (3.5 avg)
Level 5-10
1d8 (4.5 avg)
Level 11-16
1d10 (5.5 avg)
Level 17-20
2d6 (7.0 avg)
At level 17+, your unarmed strikes deal more damage than most weapons in the game!
Key Abilities
Flurry of Blows
Unleash a rapid succession of unarmed strikes. Make two additional attacks as a bonus action. Devastating when combined with high attack rolls.
Stunning Strike
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
Double your movement speed and disengage freely. Perfect for hit-and-run tactics or escaping danger.
Patient Defense
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
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+)
Gain proficiency in all saving throws. Makes you incredibly resistant to spells and effects at high levels.
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
- Dexterity: Primary stat - increases attack, damage, AC, and initiative
- Wisdom: Boosts AC (unarmored defense) and Ki save DC
- Constitution: Improves HP for survivability
Character Progression
Level Milestones
- Level 1-4: Learn Ki management and positioning. 1d6 unarmed damage is modest but functional. 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 + Flurry of Blows makes you a serious threat. Stunning Strike unlocked at level 5.
- 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.
Playstyle Tips
- Unarmored Defense: 10 + DEX + WIS often beats light armor - calculate before equipping!
- 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!
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
- 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
Related Classes
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Ready to Master Martial Arts?
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