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===[[Dungeons & Dragons 3rd Edition]]=== [[Image:This-is-how-i-monk.jpg|thumb|right|Monks: You're doing it right.]] The monk was revamped and brought into line with the rest of the melee classes, but still treated as a weeaboo kung-fu master in a world of Merlins and knights. The power curve was more gradual and didn't start with that much suck, though it most certainly ended with it. They also got the "weapon proficiency: exotic" so they could use weird weeaboo horse-stickers and nunchucks, and their abilities were associated with this quasi-magic stuff called "ki." They're a [[Tier_System#Tier_5|tier 5]] class, meaning that they are in the same pit of shame as the Healer, Soulknife, and unoptimized fighter. Why, you ask? Because anything they can do can be done with magic items that they probably won't even be able to use, they do shit for damage, their armor class is shit, and they can't hit shit (3/4ths BAB.) Oh, and they're the damn poster boys for [[MAD]] (srsly, just look at that page.) Also, they're not <s>proficient with unarmed strikes. Seriously. Look it up</s> well understood by some people. Monk unarmed strikes count as natural weapons, and all characters are proficient with any and all natural weapons that they have, but these two bits of information are never on the same page so some people don't realize that monks ARE proficient with their unarmed strikes. Monks had the worst capstone in the game: Becoming an Outsider so the Enlarge Person spell you've depended on for 19 levels no longer works on you. Since Monk has a lot of passive class features, they are typically used as a [[Dip Class]] or in [[Gestalt]]. Monk was barely changed in 3.0 to 3.5. They gained an extra feat at level 1, and their slow fall progression was made more granular so they weren't missing a class feature at level 14. Their capstone got even worse, since they only became a ''native'' outsider instead of getting all the weird side-benefits being an outsider came with. [[Arcana Unearthed]] replaces this with the Oathsworn.
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