Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks. These monks pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. Monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks are able to travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. By contrast, monasteries headed by evil masters rule the surrounding lands through fear, virtually as an evil warlord's castle might. Evil monks make ideal spies, infiltrators, and assassins.
The individual monk, however, is unlikely to care passionately about championing commoners or amassing wealth. She cares for the perfection of her art and, thereby, her personal perfection. Her goal is to achieve a state that is, frankly, beyond the mortal realm.
Adventures: Monks approach adventures as if they were personal tests. While not prone to showing off, monks are willing to try their skills against whatever obstacles confront them. Monks are not greedy for material wealth, but they eagerly seek that which can help them perfect their art.
Characteristics: The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword.
Though monks don't cast spells, they have a magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness of attacks. She can dodge an attack even if she is not consciously aware of it.
As the monk gains experience and power, her mundane and ki-oriented abilities grow, giving her mote and more power over herself and, sometimes, over others.
Alignment: A monk's training requires strict discipline. Only those who are lawful at heart are capable of undertaking it.
Religion: A monk's training is her spiritual path. She is inner-directed, capable of a private, mystic connection to the spiritual world. She needs neither clerics nor gods. Certain lawful gods, however, may appeal to monks, and monks may meditate on the gods' likenesses and attempt to emulate their deeds. The three most likely candidates for a monk's devotion are Heironeous, god of valor; St. Cuthbert, god of retribution; and Hextor, god of tyranny.
Background: A monk typically trains in a monastery. Most monks were children when they joined the monastery, sent to live with the monks when their parents died, when there wasn't enough food in the family to keep them, or in return for some kindness that the monastery had performed for the family. Life in the monastery is so focused that by the time a monk sets off on her own, she feels little connection to her former family or village.
In larger cities, master monks have setup monk schools to reach their arts to those who are interested and worthy. The monks of these academies often see their rural cousins from the monasteries as backward.
A monk may feel a deep connection to her monastery or school, to the monk who taught her, to the lineage into which she was trained, or to all of these. Some monks, however, have no sense of connection other than to their own paths of personal development.
Monks recognize each other as a select group set apart from the rest of the populace. They may feel kinship, but they also love to compete with each other to see whose ki is strongest.
Races: Monasteries are mostly found among humans, who have incorporated them into their ever-evolving culture. Thus, many monks are humans (or half-orcs and half-elves who live among humans). Elves are capable of single-minded, long-term devotion to an interest, art, or discipline, and some of them leave the forests to become monks. The monk tradition is alien to dwarven and gnome culture, and halflings are typically too mobile to commit themselves to a monastery so dwarves, gnomes, and halflings are very rarely monks.
The savage humanoids do not have the stable social structure that allows monk training, but the occasional orphaned or abandoned child from some humanoid tribe winds up in civilized monasteries or adopted by a wandering master. The drow have a small but successful monk tradition.
Other Classes: Monks are sometimes distant from others because they have little in common with the motivations and skills of members of other classes. Monks recognize, however, that they work well with the support of others, and they prove themselves reliable companions.
Role: The monk functions best as an opportunistic combatant, using her speed to get into and out of combat quickly rather than engaging in prolonged melee. She also makes an excellent scout, particularly if she focuses she skill selection on stealth.
Game Rule Information
Monks have the following game statistics.
Abilities: Wisdom powers the monk's special offensive and defensive capabilities. Dexterity provides the unarmored monk with a better defense and with bonuses to some class skills. Strength helps a monk's unarmed combat ability
Alignment: Any lawful.
The monk's class skills are Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. (See for descriptions of these weapons.)
Monks are not proficient with any armor or shields - in fact, many of the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. in addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base, attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column, on the table below. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. For example, an 8th-level monk could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells).
A monk also deals more damage with her unarmed strikes than normal person would, as shown on Table below. The unarmed damage on the table is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage.
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
|Small or Large Monk Unarmed Damage|
|Level||Damage (Small Monk)||Damage (Large Monk)|
Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unmagical attacks with great agility, if she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralyzed), does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on below. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.
Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction). Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness (see Smashing an Object).
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on the table below for details.
Purity of Body (Ex): At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fire ball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance) that equals or exceeds the monk's spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully ,and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up,
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does nor exceed her monk level.
Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore (instantly regenerate) the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction (see Damage Reduction). Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
|Monk||Hit Die: d8|
|Lvl||BAB||Fort||Ref||Will||Special||Unarmed Attack Bonus||Unarmed Damage¹||AC Bonus||Unarmored Speed Bonus|
|1st||0||+2||+2||+2||Bonus feat, flurry of blows, unarmed strike||+0||1d6||+0||+0 ft.|
|2nd||+1||+3||+3||+3||Bonus feat, evasion||+1||1d6||+0||+0 ft.|
|3rd||+2||+3||+3||+3||Still mind||+2||1d6||+0||+10 ft.|
|4th||+3||+4||+4||+4||Ki strike (magic), Slow fall (20 ft.)||+3||1d8||+0||+10 ft.|
|5th||+3||+4||+4||+4||Purity of body||+3||1d8||+1||+10 ft.|
|6th||+4||+5||+5||+5||Bonus feat, Slow fall (30 ft.)||+4/+1||1d8||+1||+20 ft.|
|7th||+5||+5||+5||+5||Wholeness of body||+5/+2||1d8||+1||+20 ft.|
|8th||+6/+1||+6||+6||+6||Slow fall (40 ft.)||+6/+3||1d10||+1||+20 ft.|
|9th||+6/+1||+6||+6||+6||Improved evasion||+6/+3||1d10||+1||+30 ft.|
|10th||+7/+2||+7||+7||+7||Ki strike (lawful), slow fall (50 ft.)||+7/+4/+1||1d10||+2||+30 ft.|
|11th||+8/+3||+7||+7||+7||Diamond body, grater flurry||+8/+5/+2||1d10||+2||+30 ft.|
|12th||+9/+4||+8||+8||+8||Abundant step, slow fall (60 ft.)||+9/+6/+3||2d6||+2||+40 ft.|
|13th||+9/+4||+8||+8||+8||Diamond soul||+9/+6/+3||2d6||+2||+40 ft.|
|14th||+10/+5||+9||+9||+9||Slow fall (70 ft.)||+10/+7/+4/+1||2d6||+2||+40 ft.|
|15th||+11/+6/+1||+9||+9||+9||Quivering palm||+11/+8/+S/+2||2d6||+3||+50 ft.|
|16th||+12/+7/+2||+10||+10||+10||Ki strike (adamantine), slow fall (80 ft.)||+12/+9/+6/+3||2d8||+3||+50 ft.|
|17th||+12/+7/+2||+10||+10||+10||Timeless body, tongue of the sun and moon||+12/+9/+6/+3||2d8||+3||+50 ft.|
|18th||+13/+8/+3||+11||+11||+11||Slow fall (90 ft.)||+13/+10/+7/+4/+1||2d8||+3||+60 ft.|
|19th||+14/+9/+4||+11||+11||+11||Empty body||+14/+11/+8/+5/+2||2d8||+3||+60 ft.|
|20th||+15/+10/+5||+12||+12||+12||Perfect self, slow fall any distance||+15/+12/+9/+6/+3||2d10||+4||+60 ft.|
|¹ The value is for Medium monks . See Small or Large Monk Damage for Small or Large Monks.|
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
In the Realms
Monastic orders usually originate in civilized human lands. Among humans, the earliest monastic orders native to Faerûn seem to have arisen in Amn and Calimshan simultaneously with some orders immigrating from other worlds and the eastern land of Kara-Tur. Unlike clerics and druids, monks do not necessarily have to choose a patron deity (although most do), nor do monks have to associate themselves with one of the schools listed in the Monastic Orderssidebar. If your monk character belongs to a different monastic group, you and your DM should at least name it and place it in relation to the groups mentioned below.
Most Faerûnian monks are capable of gaining levels in another class before returning to the way of the monk and gaining new levels as monks. This is an exception to the rule in the Ex-Monks section above. The descriptions in the Monastic Orders sidebar specify into which classes an order's members can multiclass freely. The character may add levels of monk and any specified class without penalty. Violating these expanded limits (by multiclassing into a class not on the order's approved list) ends the monk's development as a monk, as described in the normal rules. Some orders place additional restrictions on multiclassing, as brought out in their descriptions. If a monk violates any such restriction, she can no longer advance as a monk.
Preferred Character Regions: Monks are most common in Amn, Calimshan, Damara, Mulhorand, the Lake of Steam, and Silverymoon. Strongheart halflings are also culturally inclined toward becoming monks.
The epic monk has achieved an inner tranquility that lesser characters can't even dream of. Her speed, power, grace, and force of will are unmatched by mortal beings.
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
AC Bonus (Ex): The monk's bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th (+5 at 25th, +6 at 30th, and so on),
Unarmed Strike: The damage for a monk's unarmed strike does not increase after 16th level.
Stunning Attack: Use the monk's class level when determining the DC to resist this attack, as normal.
Unarmored Speed Bonus: The epic monk's speed when wearing no armor increases by 10 feet every three levels higher than 18th (+70 ft. at 21st, +80 ft. at 24th, and so on).
Ki Strike (Su): The monk's ki strike ability does nor automatically increase with class level after 16th level.
Wholeness of Body (Su): The epic monk can cure up her class level in hit points each day, as normal.
Abundant Step (Su): Use the monk's class level when determining the effective caster level of this ability, as normal.
Diamond Soul (Ex): The epic monk's spell resistance is to her class level +10, as normal.
Quivering Palm (Su): Use the monk's class level when determining the DC to resist this attack, as normal.
Empty Body (Su): Use the monk's class level when determining the duration of this effect, as normal.
Bonus Feats: The epic monk gains a bonus feat every levels higher than 20th (25th, 30th, and so on).
Planar Substitution Levels
Monks who travel the planes do so for a wide variety of reasons, ranging from seeking to restore an ancient artifact to their temple to a much more general quest for enlightenment. The magnificent diversity of the planes lead many monks to adventure, and few return to quiet monasteries to study without having spent at least some time exploring. Living out a classic paradox, most find both more and less than they anticipate.
To take a monk planar substitution level, a character must be about to take her 5th, 13th, or 16th level of monk.
Monk planar substitution levels have the class skills of the standard monk class plus Knowledge (the planes) (Int). Skill Points at Each level: 4 + Int modifier.
All of the following are features of the monk's planar substitution levels.
Resistant Body (Ex): At 5th level, a planar monk successfully hardens her body against one type of energy (acid, cold, electricity, fire, or sonic), gaining resistance 5. This benefit replaces the purity of body class feature gained by a standard monk at 5th level.
Axiomatic Soul (Ex): At 13th level, a planar monk gains spell resistance equal to her class level +15. This spell resistance applies only to effects generated by chaotic outsiders.
This benefit replaces the diamond soul class feature gained by a standard monk at 13th level.
Ki Strike (Su): At 16th level, a planar monk's unarmed attacks are treated as cold iron weapons for the purpose of overcoming damage reduction. This benefit replaces the ki strike (adamantine) class feature gained by a standard monk at 16th level.
|Monk Planar Substitution Levels|
|Lvl||BAB||Fort||Ref||Will||Special||UnAB||Un Dam||AC Bon||Spd|
|5th||+3||+4||+4||+4||Resistant body||+2/+2||1d8||+1||+10 ft.|
|13th||+9/+4||+8||+8||+8||Axiomatic soul||+9/+9/+9/+4||2d6||+2||+40 ft.|
|16th||+12/+7/+2||+10||+10||+10||Ki strike (cold iron), slow fall (80 ft.)||+12/+12/+12/+7/+2||2d8||+3||+50 ft.|
The unarmed combat traditions of monks are especially useful in an environment that impedes most weapon use. Claws, teeth, and tails are equally deadly underwater as on land, making sahuagin monks especially dangerous. Even those without a native swimming ability can grapple as effectively as aquatic creatures. Monks whose unarmed strikes normally deal bludgeoning damage either arm themselves with appropriate piercing weapons such as the dagger and siangham or take feats such as Toothed Blow to make their underwater attacks more effective. Faster movement allows even an air-breathing monk to move more quickly in the water, while his adroitness at Balance, Climb, Jump, and Tumble let him move like a squirrel through ships' riggings or keep his feet on the most violently storm-tossed ship.
Fast Movement (Ex): Monks who possess a racial swim speed can choose to apply their fast movement bonus to their swim speed instead of their land speed. The choice must be made when the character gains the class feature and cannot be changed later. This benefit still applies only when the monk is wearing no armor and not carrying a medium or heavy load.
Alternate Class Feature (Water Step): A monk can choose to forgo his slow fall class feature and instead choose the following class feature.
Water Step (Ex): At 4th level, a monk can move with a step so quick and light that he can walk across short distances of water. The maximum distance across which the monk can move is equal to the slow fall distance he otherwise would have (20 feet at 4th level, 30 feet at 6th level, 40 feet at 8th level, and so on up to a maximum of 90 feet at 18th level). He can divide his water-step movement between two consecutive turns, as long as he begins or ends every turn on solid ground. If the monk exceeds his water step distance without setting foot on land (or some other solid footing), or stops moving while still on water, he immediately falls in. He can use water step as part of a move action, including charging or running, and can even make Tumble checks while using water step.
Dozens of monastic orders exist in Faerûn. Most are small circles of no more than a dozen or so members, living in isolated monasteries in the wilderness. A few orders include hundreds of members and influence events across entire nations. Some of the prominent orders include:
Broken Ones (Good): Of all the popular deities of Faerûn, Imater is the deity most associated with an order of monks who act purely in his name. The Broken Ones can freely multiclass as clerics, divine champions, arcane devotees, divine disciples, hierophants and divine seekers of Ilmater. The Dalelands house no monasteries of great fame, but monks of Ilmater frequently travel through the Dales, sheltering in Ilmater's temples if they cannot find other lodging.
Dark Moon (Evil): Shar is worshiped by a powerful sect of monks who maintain open temples in lands ruled by evil overlords or hide among hills, back alleys, or the Underdark. Most of the Dark Moon monks are human, but occasionally they are joined by half-orc, shade, or drow. The monks of the Dark Moon can freely multiclass as sorcerers so long as their monk level and sorcerer levels stay within two levels of each other.
Hin Fist (Neutral or Good): The halflings of Luiren turn their confidence into belief in the power of a single halfling to master herself and the world. Enterprising Luiren monks sometimes establish monasteries in the north. Although only halflings can study Hin Fist in Luiren, some Hin Fist monasteries outside Luiren accept exceptional gnomes and dwarves. Monks of the Hin Fist order can multiclass as fighters, rogues, or paladins (usually of Yondalla).
Long Death (Evil): The Long Death order worships the principle of death without caring much which deity currently owns the portfolio. They are more than willing to share death and its antecedent, pain, with others. Clerics of the previous god of death, Myrkul chose to view them as part of their god's long-range plans. Kelemvor (the current god of the dead) views them as enemies, but is at least pleased that they do not actively promote undeath. Velsharoon (the god of necromancy and undeath) wants to woo them, but has not figured out how. Monks of the Long Death may multiclass freely as fighters, assassins, and blackguards. This order is quite strong in Thay, though not with the sanction or cooperation of the Red Wizards. See also Rand's Travelogues: Monks of the Long Death.
Old Order (Neutral, Sometimes Good, Rarely Evil): Monks of the Old Order do not worship any deity, but are devoted to the philosophy espoused by a deity who is either now dead or has never existed on the Material Plane of Toril. The monks contradict themselves on this point, but the deity's' identity isn't important to them, it's the message they care about. The Old Order never has huge monasteries, but has spread widely throughout Faerûn. Monks of the Old Order can multiclass freely as rogues, sorcerers, and shadowdancers, but must maintain more monk levels than their combined levels of other classes.
Shining Hand (Neutral): The Shining Hand is one of the oldest monk orders of Amn, mixing faith in Azuth and the practice of wizardry with monastic devotions. Amn's crackdown on the practice of wizardry has sent some Shining Hand groups underground and sent others out into the wider world. Monks of the Shining Hand can multiclass freely as wizards so long as their monk level equals or exceeds their wizard level.
Sun Soul (Good or Neutral): The allegiance of this widespread, but disorganized sect varies between groups, some following Lathander others Selûne, and a few devoted to Sune. The Sun Soul order, along with the Old Order, is the most likely to have monasteries hidden in far flung wilderness areas. Members of the Sun Soul order can gain levels in one other class and still progress as a monk as long as their monk level is their highest class level.
Yellow Rose (Good, Neutral): Also known as the Disciples of Saint Sollars, this solitary monastery of Ilmater worshipers in the Earthspur Mountains of Damara is known for loyalty to its allies and destruction to its enemies. Greatly respected on matters of truth and diplomacy, the monks work hard to survive in their harsh remote sanctuary. The monks often travel with Ilmataran paladins, particularly from the Order of the Golden Cup. They may multiclass freely as rangers and shadowdancers.
Source: Player's Handbook
Alternative Class Feature: Standing Jump (Dungeonscape)
While most monks gain a fluid grace that allows them to move with astounding speed, you have learned how to focus your energy and expel it in one quick burst.
Replaces: If you select this alternative class feature, your fast movement ability is reduced. You gain a +10-foot enhancement bonus to speed at 12th level and another +10-foot bonus at 18th level.
Benefit: At 3rd level, you can make a standing long jump with ease. The check DCs for your long jumps do not require a 20-foot running start and do not double when you leap from a standing position. At 6th level, you apply this skill to high jumps. The check DCs for your high jumps do not double when you leap from a standing position. You lose these benefits when wearing armor (even light armor) or when carrying a medium or heavy load.
Alternative Class Feature: Wall Walker (Dungeonscape)
You have the uncanny ability to travel along vertical surfaces for a short time.
Replaces: If you select this alternative class feature, you do not gain the slow fall ability.
Benefit: Beginning at 4th level, as a move action, you can run up or down a vertical surface a total distance of 20 feet without making a Climb check. You add 10 feet to this distance at 6th level and every two levels thereafter, up to your maximum speed. You can use this ability only once per round (so you can't make a double move up or down a wall).
If you do not reach the top of the vertical surface or find a suitable hand- or foothold, you must make a Climb check appropriate to the surface. If you succeed on the check, you can use this ability again in the next round. Otherwise, you fall or make no progress, as determined by the check result.
You can't use this ability to traverse a ceiling or overhang.