Monk Class Description
Weapons Allowed:
Dagger, Short, Medium, Pole Arm

Armor:
None

Shield:
None

Lives:
4

Abilities According to level
1st
Block arrows with weapons without penalty
Heal Self 1/life
Immune to Poison and Spell of Wounding

2nd
Thrown Weapons (maximum of five)
Transfer Life 1/game
Immunity to Control

3rd
Protection from Charm
Death Strike 1/life

4th
One additional life (total of 5)
Heal Self 2/life

5th
Protection from Death
Sanctuary 1/lif

6th
Protection from Petrification

Explaination of Abilities
Heal Self: Monk must remain immobile and inactive for an uninterrupted 100 count, after which the wound is healed (as per the Heal spell). Ability is non-magical and only affects wounded limbs.

Immunity to Poison: Poison has no effect. A Poisoned Weapon still causes normal damage.

Transfer Life: Range: Touch
Incantation: "Transfer Life"
Effect: Monk may transfer one remaining life to a dead player on the Monk's own team. The player that is transferred a life is now alive and retains any enchantments that were carried while alive (as per Resurrect). This ability is non-magical in nature. If the Monk is on last life then the Monk dies when this ability is used.

Immunity to Control: Monk is immune to Ensnare (spell and ability), Hold Person, Mute, Silence, Paralyze, Paralyzing Pit, and subdual (except Stun Person).

Protection from Charm: Confers immunity to Song of Charming, Song of the Siren, Song of Confusion, Yield Person, Feeblemind, Confusion, Lost, Sleep, and Mass Sleep.

Death Strike: The next blow delivered by the weapon that would wound the target causes death. Death Strike is not discharged until it is successfully used or strikes physical invulnerability. Monks (5th level), Berserk Barbarians (4th level), Paladins, and bearers of Protection from Death are immune.
Material: Yellow and Black cloth
Incantation: "Death Strike" x10

Protection from Death: Immune to Doom, Mutual Destruction, Finger of Death, Death Blade, Doomsday, and Death Strike.

Sanctuary: By dropping all weapons and chanting "Sanctuary" continuously, the Monk may move about unhindered. The Monk may not be attacked by anyone within 20' of the Monk. Sanctuary ends immediately if Monk approaches within 20' of a base, picks up a weapon, stops chanting, or tries to influence combat in any way. This ability is non-magical and offers no protection against battlefield effects.

Protection from Petrification: The Monk is immune to Petrify.