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The Monk

Ability Requirements Prime Requisites Races Allowed


Strength 15 None Human *
Dexterity 15 * Special exceptions may be made on a
situational basis and dependant on the
Constitution 11 monastic order.
Intelligence 12
Wisdom 15

Monks are ascetics who learn their skills at one of many monastic enclaves found throughout the world.
Their spiritual training emphasizes the simultaneous development of mind and body as a path to understanding
and enlightenment. Perfection, for them, lies in perfect control of their own spirit - achieving harmony between
mind and body. To this end they become masters of combat forms, both armed and unarmed, not to become
great fighters but to learn their physical powers and limitations. At the same time, they undergo a rigorous
mental discipline, honing their minds to perceive and understand the mysteries of the cosmos. Although they
can perform incredible physical and mental feats, they cannot perform ceremonies or cast spells. Monks are
attached to a monastery but do not receive the same type of religious training that makes a shukenja or sohei,
and are not considered clergy.

Because of the discipline required in their training, monks must always be lawful, although they can
combine good, evil, or neutral with law. Most monks are lawful good, and very few are lawful evil. For more
specific numbers, roughly 50% of all monks are lawful good, 35% are lawful neutral, and 15% are lawful evil.

Each monastery teaches their monks a specific style of martial arts, typically related to their monastic
order's style of philosophy and teachings. As a result, monks begin with their order's martial arts style as a
given weapon proficiency along with two special maneuvers taught by that style. In an original style that the
monk knows, they may attain specialty at level five, mastery at level nine, high mastery at level thirteen, and
grand mastery at level eighteen. If the monk knows two styles that may be considered 'original', the monk must
choose only one to become a specialist/master in.
Learning martial arts maneuvers that are within the monk's original style do not count against the monk's
weapon proficiencies used, but the monk must still train under a master in the order that knows the maneuvers.
A monk may learn a maneuver from a master with three successful Intelligence [Reasoning] checks. Failures
prolong the training, and a monk may only have six checks in a day's time. If a monk succeeds the first three
times in a row, the monk has a natural skill in the maneuver and can move on to try to learn a second maneuver
that day with his/her remaining three checks. Failure to learn a maneuver in a single day resets the check count.
If the monk fails to learn a specific maneuver from a specific master for three days in a row, that master is
unable to teach the monk that maneuver and the monk will need to seek out another master to learn from.
Learning martial arts maneuvers that are not within a monk's original style must be learned from a
master willing to teach the monk. If the master is unwilling, the monk may appeal to the master as per the
Oriental Adventures rulebook. Upon being accepted, the monk must train with the master for at least two
weeks before being able to learn any maneuvers the master may teach. The same rules apply to learning the
maneuver in addition to the monk needing to spend a weapon proficiency on the maneuver.

A monk's non-weapon proficiencies come from the General, Priest, and Rogue groups in the Player's
Handbook and Player's Option: Skills & Powers as well as any groups in the Oriental Adventures rulebook.
Out of all of them, a monk must spend two non-weapon proficiency slots on two specific skills out of the
Oriental Adventures rulebook due to how monastic orders are: calligraphy and religion. Due to a monk's
studies, calligraphy only costs one slot.

All monks are taught to dodge and deflect projectile weaponry (thrown stones, arrows, etc), same as the
maneuver Missile Deflection. This does not count against their special maneuvers.
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Monks do not receive to-hit, damage, or defensive adjustments from exceptional Strength and Dexterity
scores. However, they do receive bonuses to their movement rates (To-Hit Adjustment via Strength [Muscle]
and Reaction Adjustment via Dexterity [Balance]) and saving throws (Defensive Adjustment via Dexterity
[Balance]) for appropriately exceptional scores.

Monks gain a natural AC bonus due to their training. Initially, their martial arts style will likely reduce
their AC below their natural AC given by their training. Once their natural AC becomes better than their style's
AC, their natural AC is used instead. As such, monks do not use armor (except clothes, gi, robes, etc that do not
normally provide AC bonuses), shields, or helms.

Some monastic orders do allow and some martial arts styles teach the usage of weapons. When
wielding a weapon that their order allows and their style utilizes, a monk deals one additional point of damage
per two experience levels. If attacking while fully unarmed, the monk does not suffer off-hand or odd attack
penalties. Monks may learn any fighting style that their original martial art style allows. Monks may also
become Grand Masters in their original martial art style. Depending on the style, typical weapons possibly
allowed to monks are:
• any martial arts weapon (lajatang, kau sin ke, three-piece rod, nunchaku, sang kauw, jitte, sai, fang,
siangkam, tui-fa)
• hand axe, kama, kusari-gama
• sap, club, quarterstaff, bo stick, jo stick, bokutoh
• daikyu (great bow), any crossbow (hand crossbow, pellet bow, light crossbow, heavy crossbow,
cho-ku-no)
• lasso
• any polearm
• dagger, knife, parang, tulwar
• javelin, spear, trident, ankus, chijiriki

Monks gain bonuses to damage, attacks per round, and knockdown die when using martial arts styles.
These bonuses grow as the monk's experience level increases. While the damage and attacks per round are
static in their increases, the knockdown die bonus varies upon both level and the monk's style's base damage
die. The initial knockdown die is the base damage die used. The knockdown die then increases at levels 7, 13,
19, and 25. The order in which knockdown die is increased is as follows:
d3 (minimum) > d4 > d6 > d8 > d10 > d12 > 2d6 (maximum)

Monks have a special resource, known as chi. The maximum value of this resource is equal to one per
experience level and is refreshed every day after the monk awakens each morning, so long as the monk has
followed their strict regime the previous day.

At level 1, monks may focus their chi in a defensive nature against magical attacks. On a successful
saving throw, no damage and/or ill effects are taken even if the ability normally is semi-effective even on a
successful save. This ability costs 1 chi per use and may be used at any time, even after a saving throw is made.
This ability is further enhanced at level 14. The chi power becomes potent enough to decrease damage
and ill effects by half, even if a saving throw is a failure. If the save is successful as before, no damage or ill
effect is done to the monk and the ability still only costs 1 chi. The chi consumed on a failed roll, however,
increases by 1 chi per 3 points failed on the roll, rounded up, therefore having a minimum cost of 2 chi on a
failure. If a monk does not have enough chi to use on a failed roll, the monk takes full effect of the spell.

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At level 3, monks gain the ability to speak with animals. The use of this ability must be declared and
costs 1 chi. The creature will not attack the monk for the duration (two rounds per experience level) of the
ability once it begins. Favors asked of the animal may be given if the monk is able to properly and decently
appease the creature in some manner, such as with gifts or food. The animal must be normal and non-fantastic
(i.e. raccoon, dog, wolf, etc; creatures such as unicorns, dragons, hippogryphs, etc are fantastical) and must have
an Intelligence of at least 1.

At level 4, monks are able to learn how to slow their fall from dangerous heights and therefore prevent
damage from the fall as long as they are within four feet of a wall or surface. As the monk progresses in their
training, the height from which they can prevent damage increases gradually.

Also at level 4, monks begin to further train their mind to defend against external penetration. This
gives the monk a base 30% chance to be affected by ESP (magical or psionic), even if contact is established.
This defense increases as the monk progresses in training and level, eventually causing the monk to be
extremely difficult to probe and query within their mind should they not will it.

At level 5, a monk's body has become resilient enough to be immune to all diseases (normal, magical, or
cursed). In addition, a monk is no longer affected by Haste and Slow spells and effects due to their attunement
with their mind and body.

At level 6, a monk is able to enter a cataleptic state willingly. This state virtually mimics death perfectly
in every way even though the monk is still alive. No form of divination or examination will show that the monk
is faking death, aside from possibly a deity him/herself or a Limited Wish/Wish spell being used. Any spell
requiring a living subject would have no effect on the monk during this state. Before entering the cataleptic
state, the monk must state how long they will be in it as they will be oblivious to their surroundings and are still
vulnerable to any attacks that might come their way if someone decides to attack their cataleptic body. The
maximum duration is equal to two turns (20 minutes) per experience level.
This ability is enhanced further at level 16. If a monk decides to enter this state for a minimum of 30
turns (5 hours), the monk may decide to convert any unused chi into a regenerative energy that repairs damage
and injuries to their body - conversion must be stated before using the ability. Critical injuries (internal
bleeding, etc) are repaired first, followed by severe (deep open wounds, etc), moderate (sizable open wounds,
etc), then minor (scrapes, bruises, etc). Severed limbs or digits and maimed ears/eyes, etc are not regenerated,
but the wound will be one of the first closed as it would be considered critical. During the cataleptic state, 1 chi
is converted every hour and the conversion stops once all unused chi has been converted. At the end of this
ability, health is restored at a rate of 2 points per 1 chi converted (rounded down). If the ability ends somehow
before the predetermined time set by the monk, the converted chi is wasted and no health is restored and
regeneration fails (knitting wounds unseal, etc). The chi converted only counts from the day when the monk
began the cataleptic state, as the monk has not properly rested or likely finished their regime from the previous
day. As such, it may occur that a monk could have no chi what-so-ever on a following day in lieu of having no
injuries. The monk must finish their day, follow their regime, and rest the required amount that night to restore
their chi for the day after. The cataleptic regeneration lasts up to four turns (40 minutes) per experience level.

At level 7, a monk has become so attuned to their body that they may focus their chi inwardly to heal
their wounds. This ability heals damage equal to 1d4+(Level - 6). Therefore, a level 7 monk can heal for
1d4+1 while a level 22 monk can heal for 1d4+16. This healing power may only be used once per day and
consumes chi equal to one-fourth their level, rounded up (i.e. level 7 monk costs 2 chi, level 26 monk costs 7
chi).

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At level 8, monks gain the ability to speak with plants. The use of this ability must be declared and
costs 1 chi. Plants do not necessarily speak back, but slight movements such as brush parting, grass swaying in
a specific direction, or vines shifting to entangle are possible. The ability lasts one round per experience level.

Also at level 8, monks' meditation (not the special maneuver) has developed to a point where a monk
may astrally project their spirit to travel elsewhere but only on the same plane. This ability works in almost the
same fashion as a psionicist's Astral Projection devotion with some adjustments. It costs the monk 1 chi per
four hours, traveling at a rate of 18 yards per minute per Intelligence point at base speed. A monk is also
attuned enough to their own being as a whole to be allowed a Save vs Death if their astral cord is severed.
This ability is enhanced at level 21. At this point, the monk has attained enough spiritual attunement
that he/she is able to move at a faster rate or even take along up to two 'passengers'. A monk may use astral
projection at normal cost and traveling at a rate of 24 yards per minute per Intelligence point at base speed if
alone. Taking a 'passenger' along increases the chi cost by 1 per passenger (up to 3 chi per four hours) and
reduces the movement rate by 6 per passenger (down to 12 yards per minute per Intelligence point at base
speed).

At level 9, monks have trained their minds to be focused enough on tasks to resist charm, hypnosis, and
suggestion spells and effects. This defense gives such abilities a base 50% chance to be successful (in addition
to the monk's saving throw). The monk's defense gradually increases in training and level, just like their ESP
defense.

At level 10, a monk's mental training has improved enough to give them an effective resistance against
telepathic and Mind Blast attacks as though the monk had at least an Intelligence of 18.

At level 11, monks have trained their bodies and have made them resilient to poisons of all types
(normal, magical, or cursed).

At level 12, a monk's focus on their tasks have become even more unwavering. This grants them
immunity to Geas and Quest spells and effects.

At level 13 and every four levels after, a monk's martial arts capabilities and understanding have
developed enough to effectively allow them to deftly learn one special maneuver of their choice with such
prowess that they do not require any checks and is automatically learned on the first attempt. Up to five
maneuvers may be learned this way, at levels 13, 17, 21, 25, and 29.

At level 15, a monk has developed the ability to focus their chi outwardly to affect the physical world,
enabling them to move at a more rapid pace. This comes in the form of something like a psionicist's Dimension
Door. The ability only allows the monk to travel through and is virtually instantaneous, costing 1 chi per 25
yards of movement up to a maximum of 250 yards. Use of this ability must be declared along with the
destination point as the monk will travel upon taking one step in any direction once use is declared. The monk
traveling through the passage must make a successful Constitution check, or be left dazed and unable to act for
1d4 rounds upon exit.

At level 17, a monk's ability to focus their chi inwardly on their body allows them to transcend aging.
This power allows them to age at half the normal rate, costing chi equal to one-fourth of their level each day,
rounded up (i.e. a level 15 monk uses 4 chi out of 15 per day; a level 27 monk uses 7 chi out of 27 per day).
However, once this ability is started, it cannot be 'turned off' and continues to cost chi per day until one year is
up or a Limited Wish or Wish is used. At the end of this year, the monk must meditate for a full day before
being able to renew the effect.

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At level 18, a monk has become enough of a martial arts master that they may spend a weapon
proficiency slot to learn a second style which counts as an 'original' style when learning new maneuvers and/or
for the purpose of weapon mastery.

For all their abilities, monks must abide by strict restrictions. These are in addition to the restrictions
they have concerning weapons and armor. In general, monks view the world as a transitory and ephemeral
place, without constants. As such, emotional attachments - greed, anger, and other passions - are obstacles
placed in the path of true perfection. To achieve the ultimate enlightenment, the monk must force himself to
dispose of these feelings and all things associated with them. While they do not deny that these passions exist
within themselves, they seek to control and moderate them.

First and foremost, monks must avoid too many attachments to the material world. To this end, monks
may not retain more than a small fraction of any treasure they recover: only enough to cover their needs for
food, shelter, and clothing that is necessary for the next few days or their next trip/expedition. They may not
own horses, although they may ride horses provided by others. They can never hold land or property of any
type. They can only retain up to two magical weapons and up to three other magical items. All excess treasure
and magical items must be given to non-player charities, religious institutions, or their monastic order
(whereupon they disappear from play).

Second, severe limits are imposed on the use of magical items, as too much reliance on them weakens
the monk's spiritual strength. They can use magical items only if the type is allowed by the class. No other
magical items listed in this rulebook can be used by monks unless specifically indicated. Items described in the
Dungeon Master's Guide can be used if they are rings or can be used by thieves and priests. Furthermore, the
monk never trades in his magical items for new pieces of better quality, shopping around for the best deal.
Instead, he generally uses the same item until it is no longer serviceable.

To increase their detachment from the material world, monks do not generate a family clan, determine
birth rank, create an ancestry, receive birthrights of any type, or have honor. In this sense, they are without
family - having totally severed all attachments to this world. They do not use their family name, adopting
instead a name appropriate to their monastery. They cannot hire henchmen or hirelings until they reach 6th
level. At this point, they can obtain hirelings for short missions (a single adventure). They may also have up to
two henchmen at this level, possibly adding one additional henchmen at every level beyond 6th up to the
maximum allowed by Charisma. These henchmen cannot be hired or bought into service: they must join the
monk by their own choice. Such henchmen can only be shukenja, bushi, or ninja.

A monk does not earn or record honor. Honor is an aspect of the material world the monk is trying to
rise above. However, the monk must at all times behave morally and properly, especially when dealing with
other monks. This does not preclude evil actions, but oaths and the orders of superiors within the monastery are
absolutely binding. Gentle protest may be made, but argument or disobedience results in being barred from
entering its grounds or receiving any aid from the hands of its members. This is important since, to advance in
level, the monk must return to his monastery for a period of purification and enlightenment. The length of this
banishment is decided by the DM. It may be as short as 10 days or as long as several months. During this time,
the character does not go on adventures but lives a severe and humble existence undergoing many rituals, tests,
and ordeals.

Monks must follow a strict regime for mental and physical well-being. They must have at least four
hours of undisturbed rest, two hours of undisturbed meditation/exercise, and must eat a healthy amount of food
every day. Failure to follow all three of these requirements causes the monk to function at one level lower per
day of improperly following their schedule, stacking until they are effectively a level zero monk. This effect
may be removed by following their regime strictly, regaining a functioning level per day up to their regular
level.
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Each monastery can support only a limited number of monks beyond 7th level. There are three of 8th
level and one of each level beyond 8th attached to each monastery. When a player gains sufficient experience
to quality for 8th level (or beyond), he temporarily gains the abilities of that level. Before the level is
permanently acquired, however, the monk must find and defeat one of the monks (or the monk) of that level.
This duel must be fought in the martial arts style of the monastery and is strictly between the two monks: no one
can intervene. The terms of the duel tend to vary on the alignment of the monastery.
• Lawful good monks fight in a manner in which their attacks deal purely subdual damage. The first
monk to have their hit points in subdual damage reached is the loser, collapsing from exhaustion but not
becoming unconscious or dying.
• Lawful neutral monks fight in a manner that deals damage but never intended to the death. When a
monk is nearing death, he typically concedes defeat. If, however, the monk does not wish to concede,
then the fight is to the death.
• Lawful evil monks always fight to the death - there is no concession of defeat.
The character typically always knows the general whereabouts of the monk he must duel. Any
intentional delays of or defeat in the duel reduces the monk to the previous experience level and reduces their
experience to the minimum of that level.

Upon permanently attaining 8th level, the monk earns the right to permanently reside on the monastery
grounds or establish a subsidiary monastery elsewhere. If the character establishes a new monastery, he is
allowed to amass sufficient funds to finance the construction of the buildings and maintain the grounds.
However, such savings cannot be assembled until the character permanently attains 8th level. The buildings
and grounds of any newly constructed monastery are considered the property of the order, not the player
character. In either case, the character is required to perform various administrative functions appropriate to his
level. These increase in complexity and scope as the character rises in level.

After attaining 17th level, a monk continues to gain experience. Once they reach enough to attain 18th
level, they have the choice to remain at a single point below 18th level or to leave their monastery in order to
further grow in their quest to attain spiritual perfection. If they decide to continue on past 17th level, they will
grow until 20th level. Once reaching this level, they would likely have found information or heard myths about
a higher order of monks. In searching for this order, they would discover a Tecte Master who may initiate them
into this order by way of a duel. Should the initiation fail, the monk will be reduced back to 19th level and at
the minimum experience necessary. The monk must go back out into the world, regain experience, and attempt
the initiation once again. After finally attaining 20th level, the monk may begin to seek out the Masters of each
of the Nine Points. There are three Masters of each Point, their alignments varying with the times since any
monk who is high enough level is able to seek them out and challenge them to a non-lethal duel with the loser
being reduced to the previous level and the winner retaining their level. Upon reaching 30th level, a monk may
seek out to challenge the Grand Master of the Nine Points. There may only be one of these in the world. If the
new monk defeats the previous Grand Master of the Nine Points, it is typical for the old master to have already
attained true enlightenment and ascend to the heavens after the fight. Should the new monk lose, they are
merely sent back into the world like any other duel and must regain their level before issuing another challenge.

Note: Information for the Monk class was compiled, adjusted, and re-written based on the AD&D 1st Edition Standard, AD&D 1st
Edition Oriental Adventures , and TSR Dragon Magazine 2nd Edition Monks. Inspiration to make this is thanks to the document
created by Dru Alan Smith, who attempted to re-create the Monk for 2nd Edition as well.

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Base Add. Martial Add. Martial
Level AC Title
Movement Arts Attacks Arts Damage
1 10 15 +0 / 1 rd +0 Novice
2 9 16 +0 / 1 rd +0 Initiate
3 8 17 +0 / 1 rd +0 Brother
4 7 18 +1 / 4 rds +0 Disciple
5 7 19 +1 / 4 rds +1 Immaculate
6 6 20 +1 / 2 rds +2 Master
7 5 21 +1 / 2 rds +2 Superior Master
8 4 22 +1 / 2 rds +1D Master of Dragons
9 3 23 +1 / 1 rd +1D +1 Master of the North Wind
10 3 24 +1 / 1 rd +1D +2 Master of the West Wind
11 2 25 +3 / 2 rds +1D +2 Master of the South Wind
12 1 26 +3 / 2 rds +2D Master of the East Wind
13 0 27 +3 / 2 rds +2D Master of Winter
14 -1 28 +2 / 1 rd +2D +1 Master of Autumn
15 -1 29 +2 / 1 rd +3D Master of Summer
16 -2 30 +3 / 1 rd +3D +1 Master of Spring
17 -3 32 +3 / 1 rd +4D Grand Master of Flowers
18 -3 32 +3 / 1 rd +4D Errant Master
19 -3 32 +3 / 1 rd +4D Transient Master
20 -3 32 +3 / 1 rd +4D Tecte Master
21 -4 33 +7 / 2 rds +4D +1 Master of Empathy
22 -4 34 +7 / 2 rds +4D +1 Master of Sacrifice
23 -4 35 +7 / 2 rds +4D +1 Master of Humility
24 -5 36 +4 / 1 rd +4D +2 Master of Harmony
25 -5 37 +4 / 1 rd +4D +2 Master of Courage
26 -5 38 +4 / 1 rd +4D +2 Master of Virtue
27 -6 39 +9 / 2 rds +5D Master of Life
28 -6 40 +9 / 2 rds +5D Master of Wisdom
29 -6 41 +9 / 2 rds +5D Master of Spirit
30 -7 42 +5 / 1 rd +5D +1 Grand Master of the Nine Points

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Find/Remove Hide in
Level Open Locks Move Silently Hear Noise Climb Walls
Trap Shadows
1 25% 20% 15% 10% 10% 85%
2 29% 25% 21% 15% 10% 86%
3 33% 30% 27% 20% 15% 87%
4 37% 35% 33% 25% 15% 88%
5 42% 40% 40% 31% 20% 89%
6 47% 45% 47% 37% 20% 90%
7 52% 50% 55% 43% 25% 91%
8 57% 55% 62% 49% 25% 92%
9 62% 60% 70% 56% 30% 93%
10 67% 65% 78% 63% 30% 94%
11 72% 70% 86% 70% 35% 95%
12 77% 75% 94% 77% 35% 96%
13 82% 80% 102% 85% 40% 97%
14 87% 85% 110% 93% 40% 98%
15 92% 90% 118% 101% 45% 99%
16 97% 95% 126% 109% 45% 100%
17 102% 100% 134% 117% 50% 101%
18 102% 100% 134% 117% 50% 101%
19 102% 100% 134% 117% 50% 101%
20 102% 100% 134% 117% 50% 101%
21 107% 105% 142% 125% 55% 102%
22 107% 105% 142% 125% 55% 102%
23 107% 105% 142% 125% 55% 102%
24 112% 110% 150% 133% 60% 103%
25 112% 110% 150% 133% 60% 103%
26 112% 110% 150% 133% 60% 103%
27 117% 115% 158% 141% 65% 104%
28 117% 115% 158% 141% 65% 104%
29 117% 115% 158% 141% 65% 104%
30 120% 120% 160% 150% 70% 105%

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No-Damage Fall Charm, Hypnosis,
Level Surprised ESP Defense
Height Limit Suggestion, etc Defense
1 Normal Normal Normal Normal
2 32% Normal Normal Normal
3 30% Normal Normal Normal
4 28% 20' 30% Normal
5 26% 20' 28% Normal
6 24% 30' 26% Normal
7 22% 30' 24% Normal
8 20% 40' 22% Normal
9 18% 40' 20% 50%
10 16% 50' 18% 45%
11 14% 50' 16% 40%
12 12% 60' 14% 35%
13 10% 60' 12% 30%
14 8% 70' 10% 25%
15 6% 70' 8% 20%
16 4% 80' 6% 15%
17 2% 80' 4% 10%
18 2% 80' 2% 5%
19 2% 80' 0% 0%
20 2% 80' -2% -5%
21 1% 100' -4% -10%
22 1% 100' -6% -15%
23 1% 100' -8% -20%
24 1% 115' -10% -25%
25 1% 115' -12% -30%
26 1% 115' -14% -35%
27 1% 130' -16% -40%
28 0% 130' -18% -45%
29 0% 130' -20% -50%
30 0% 150' -22% -55%

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Level THAC0 Level THAC0 Level Experience Hit Dice (d4)
1 20 11 15 1 0 2
2 20 12 15 2 2,350 3
3 19 13 14 3 4,700 4
4 19 14 14 4 9,400 5
5 18 15 13 5 17,625 6
6 18 16 13 6 32,000 7
7 17 17 12 7 58,500 8
8 17 18 12 8 106,000 9
9 16 19 11 9 212,000 10
10 16 20+ 11 10 424,000 11
11 636,000 12
12 848,000 13
13 1,060,000 14
14 1,272,000 15
15 1,590,000 16
16 1,908,000 17
17 2,226,000 18
18 2,544,000 19
19 2,862,000 20
20 3,180,000 21
21+ +318,000/level +d4/level

Experience Paralyze, Rod, Staff, Petrify, Breath Weapon


Spell ***
Level Poison, Death Wand Polymorph * **
0 11 15 14 17 16
1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7
* Excluding 'polymorph wand' attacks. ** Excluding those that cause petrification or polymorph.
*** Excluding those for which another saving throw type is specified (i.e. death, petrify, polymorph, etc).
Weapon Weapon Non-Weapon
Level Level Level
Proficiencies Proficiencies Proficiencies
1 2 17 10 1 4
3 3 19 11 4 5
5 4 21 12 7 6
7 5 23 13 10 7
9 6 25 14 13 8
11 7 27 15 16 9
13 8 29 16 19 10
15 9 22 11
25 12
28 13

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