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Adam Masher

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AdamMasher

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About this mod

I don't like monasteries. And vanilla.

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Changelogs
Changed the class name, ability descriptions and some dialogue lines to tone down the mandatory "monastic" flavour of the class. The NPCs will still refer to you as a monk/monastic sometimes, but let's say being assumptious is on them.

The mechanics changes are homebrew inspired by or directly taken from different sources: LaserLlama's Alternate Monk, OneDnD UAs, Pillars of Eternity, and Pathfinder, both 1e and 2e. These are meant to be compatible with modded subclasses or feature alterations (such as 5e Monk), if you load the Adept mod after those and use Compatibility Framework (probably).

Credits:
Big thank you to DiZ91891 for letting me use their Steel Wind Strike 5e Spell as a base for Whispers of the Wind.
Special thanks to OhhLoz, their Alternate Monk implementation is what gave me the idea for this mod in the first place.

Installation:
LaughingLeader's BG3 Mod Manager

Compatibility:

Will override/get overriden by mods changing the base class progression, unless the other mod adds it's stuff with Script Extender

Class info:

  • Class name: Monk -> Adept
  • Hit points at level 1: 8 + Constitution modifier
  • Hit points on level up: 5 + Constitution modifier
  • Weapon proficiencies: Simple Weapons, Scimitars, and Shortswords
  • Skills with proficiency (Choose 3): Acrobatics, Athletics, History, Insight, Medicine, Perception, Religion, Stealth, Survival

Class progression:

Level 1:
  • Ki Pool: Adept level + Wisdom modifier
  • Martial Arts: Bonus Unarmed Strike - changed to a permanent bonus action attack that can be used at will while not wearing armour or shields.
  • Unarmed Strike - just a regular one that can be used while holding a weapon, uses the Bonus one's animation.
  • Attack of Opportunity (Unarmed) - can be used while wielding a melee weapon.
  • Unarmoured Defence, Flurry of Blows, Dextrous Attacks, Deft Strikes - unchanged
Level 2:
  • Step of the Wind - now only gives one free Jump, merged the dash and disengage into one ability.
  • Unarmoured Movement, Patient Defence - unchanged
Level 3:
  • Ki Power x2 (feature selection, list below)
  • Subclass choice
Level 4:
  • Spirit of Tranquility (Charmed): Toggleable passive, removes the triggering conditions on toggle and on turn, if toggled on. 1 Ki per trigger.
  • Slow Fall - vanilla, check out 5e Monk for the better version.
  • Feat choice
Level 5:
  • Skill Expertise selection
  • Ki Power
  • Extra Attack - unchanged
Level 6:
  • Spirit of Tranquility (Charmed, Diseased)
  • Unarmoured Movement II, Ki-Empowered Strikes - unchanged
Level 7:
  • Ki Power
  • Evasion - unchanged
Level 8:
  • Spirit of Tranquility (Charmed, Diseased, Frightened)
  • Feat choice
Level 9:
  • Ki Power x2
Level 10:
  • Spirit of Tranquility (Charmed, Diseased, Frightened, Poisoned)
  • Unarmoured Movement III - unchanged
Level 11:
  • Ki Power
Level 12:
  • Skill Expertise selection
  • Feat choice

Ki Powers:

Level 3+:

Deflect Attacks
When a weapon or an unarmed attack hits you, you can take a reaction to reduce the attack’s total damage against you by your MA die + your Dexterity Modifier + your Adept level.
If the damage is reduced to 0, you can use 1 Ki Point to redirect some of the attack's force back as an unarmed strike, dealing 2 rolls of your MA die + your Wisdom Modifier Force damage on hit.

Enhance Ability (Action, 2 Ki Points, Until Long Rest, Concentration)
Bestow a magical enhancement upon yourself to gain Advantage on Ability Checks with a chosen Ability.
  • Bull's Strength: Gain Advantage on Strength checks, and your carrying capacity is doubled.
  • Cat's Grace: Gain Advantage on Dexterity checks, and only take half damage from falling. Once per combat, using Step of the Wind refunds the spent bonus action and Ki.
  • Bear's Endurance: Gain Advantage on Constitution checks and Saving Throws.
  • Fox's Cunning: Gain Advantage on Intelligence checks. Once per combat, using Patient Defence refunds the spent bonus action and Ki.
  • Owl's Wisdom: Gain Advantage on Wisdom checks and a +1 bonus to Initiative. If you are Surprised, you automatically use Patient Defence without spending your bonus action or Ki.
  • Eagle's Splendour: Gain Advantage on Charisma checks. The first enemy you deal damage to in combat must succeed a Wisdom Saving Throw or become Frightened until the end of your next turn.
Feather Step
You can Jump an additional distance equal to your Unarmoured Movement bonus to movement speed.
Whenever you use Step of the Wind, you gain the effects of Feather Fall until the end of your next turn.
At Adept level 7, Difficult Terrain no longer slows you down.
You must be unarmoured and not using a shield to gain the benefits of this feature.

Measured Offence
Patient Defence grants you an additional reaction for that turn, and allows you to spend it to make an unarmed strike against any creature within 2m that misses you with an attack.
At Adept level 10, you can use that reaction counterattack even without Patient Defence.

Mystic Fortitude
While you have temporary hit points from any source, all incoming damage is reduced by 1, and you gain a +1 bonus to Saving Throws.
Additionally, whenever you use Patient Defence, you regain a roll of your MA die hit points, and gain temporary hit points equal to your Adept level.

Spit Venom (Bonus Action, 1 Ki Point, Melee Spell Attack)
Spit a stream of venom at a creature, dealing a roll of your MA die + your Wisdom Modifier Poison damage, Blinding it for 1 turn, and possibly Intoxicating it for 3 turns. A successful Constitution Saving Throw prevents intoxication, but not blindness.
An intoxicated creature takes a roll of your MA die Poison damage at the end of its turn.

Level 5+:

Ki Shout (Action, 2 Ki Points, Wisdom save)
Unleash a mind-piercing shout, dealing a roll of your MA die + your Wisdom Modifier Psychic damage to the creatures in a cone, and possibly Frightening them until the end of your next turn. Your weapon and unarmed attacks deal an extra roll of your MA die Psychic damage to those frightened by this ability.

Martial Arts: Careful Study
You add your Intelligence modifier to Insight and Perception checks, and half your Intelligence Modifier to Initiative and Armour Class.
The number you need to roll a critical hit with weapon attacks is reduced by 1.
You must have at least 13 Intelligence to gain the benefits of this feature.

One-Inch Punch (Action, 1 Ki Point per hit, Melee Unarmed Attack)
Once per turn, channel your Ki into a powerful unarmed attack, converting the damage done into Force damage.
  • One-Inch Punch: Explode: Deal an extra roll of your MA die Force damage. If you hit an object or a creature with less than five times your Adept level hit points, the hit is always critical and deals an additional roll of your MA die Force damage. Executing a creature with this ability may Frighten nearby enemies until the end of your next turn.
  • One-Inch Punch: Push: Push the target 6m away from you.
Stunning Strike (toggleable passive)
Once per turn, Stagger or possibly Stun the creature you hit with a melee weapon or an unarmed attack. A successful Constitution Saving Throw prevents stun, but not stagger.
A Staggered creature can't take reactions, and its movement speed is halved.
Costs 1 Ki Point per trigger.

Zen Archery
You gain a bonus to attack and damage rolls with bows equal to half your Wisdom Modifier. Your bow attacks do not receive penalties from high ground rules and do not have Disadvantage within melee range.
Some of your melee-only features can be used with bow attacks. Includes Stunning Strike, Enervating Blows, Seeking Strike, and the Open Hand Manifestations.
While wielding a bow and being missed by a weapon or an unarmed attack, you can use your reaction and 1 Ki Point to shoot the attacker.
Additionally, gain Twin Arrows (Bonus Action, 1 Ki Point, Ranged Weapon Attack):
Shoot two arrows at once, dealing halved weapon damage with each. Can only be used with a bow.

Level 7+:


Enervating Blows
While you have Ki left in your pool, dealing a critical hit with a melee weapon or an unarmed attack makes the target Enervated until the end of your next turn.
Enervated creatures deal only half damage with weapon attacks that use Strength or Dexterity, and their Armour Class is reduced by 2.

Seeking Strike
When you miss with a melee attack, you can spend 1 Ki Point to reroll it and use the new result.

Transcendent Suffering
While you are in combat and your hit points are reduced to half of your maximum or lower, you gain bonus Ki Points equal to half your Wisdom Modifier for 10 turns. You can gain this effect only once per Short Rest.
While you are missing one-third of your maximum hit points, Spirit of Tranquility can be used without spending Ki.
While you are missing two-thirds of your maximum hit points, Spirit of Tranquility also removes Confusion, Madness, Paralysis, and Stun.
In addition, all incoming damage is reduced by 1, plus an additional 1 for every one-third of your maximum hit points missing.

Unburdened Martial Arts
Your training allows you to partially benefit from abilities that require being unarmoured, even while wearing Light or Medium armour.
It doesn't prevent you from making the bonus action unarmed strike.
Unarmoured Defense grants half its usual bonus (rounded up).
Unarmoured Movement increases speed by 3m less than usual.
Feather Step grants immunity to Difficult Terrain and increases jump distance by 3m less than usual.

Level 9+:

Ki Sight
While you have Ki left in your pool, you are immune to blindness, and gain a bonus to Spell Save DC equal to half your Proficiency Bonus.

Ki Spellbane
You can use 2 Ki Points to counter a spell as a reaction.
If the spell is of Level 2 or higher, you must first identify it with an Arcana check (DC = 8 + double the spell’s Level).

Mystic Celerity
You can use Ki to move with extraordinary speed and strike with deadly precision.
Whenever you use Step of the Wind or Mystic Celerity, the number you need to roll a critical hit for your next attack is reduced by 1.
Additionally, gain Mystic Celerity (Action, 1 Ki Point):
Spend 2 Ki Points to gain Haste for 3 turns. If already Hastened, spend 1 Ki Point to extend the duration to 3 turns, if it is less.

Level 11+:

Diamond Soul
You gain Proficiency in all Saving Throws.
Whenever you fail a Saving Throw, you can spend a reaction and 1 Ki Point to reroll it and use the new result.

Surge of Speed
While you are in combat and have Ki left in your pool, landing a critical hit or dealing a killing blow to an enemy grants you an additional bonus action until the end of your turn.
Once you gain a bonus action in this way, you cannot do so again until the end of your next turn.
Does not stack with other sources of additional bonus actions.

Whispers of the Wind (Action, 3 Ki Points, Melee Weapon/Unarmed Attack)
Vanish and flash from enemy to enemy, striking up to five different targets. You can teleport to any of these targets immediately afterwards.