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onk

Multi-class restrictions by Monk Order. The table below lists other known orders of monks, the deity they hold as a patron (if any), alignment restrictions for the order, and the character classes open to monks of that order for the purpose of multiclassing freely. Playing an actual member of any official order requires DM approval: these are simply multi-class guidelines. Some deities have more than one associated order of monks; these are listed sequentially. Not all monks have to be associated with an order, but only those that are part of an order can multiclass freely. There are no known monk orders for other faiths.

Deity Order Alignment  Multiclass Allowed Desciption
None, Velsharoon Long Death evil assassin, blackguard, fighter. 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 views them as enemies, but is at least pleased that they do not actively promote undeath. Velsharoon wants to woo them, but has not figured out how.
None Old Order usually neutral, sometimes good, rarely evil rogue, sorcerer, shadowdancer (monk levels must be higher than total of all other class levels). 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.
Arvoreen, Cyrrollalee, Sheela, Urogalan, Yondalla Hin Fist neutral or good fighter, rogue, paladin 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.
Azuth Shining Hand neutral wizard (if monk level exceeds wizard level) 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.
Bane Order of the Iron Gauntlet evil assassin, fighter A small sect within the Zhentarim, these monks train in stealth and assassination. Currently they are few in number but their leader has been recruiting widely.
Deneir Zealots of the Written Word good cleric These monks accompany clerics of Deneir on quests, assist in moneymaking efforts for the church, and are as fond of recording information as any devout worshiper of Deneir.
Grumbar Disciples of the Changeless Face neutral fighter This stoic and spartan order is obsessed with preserving the knowledge of how things are (from laws to traditions to manners of speech) so that change can be detected and countered (which often involves beating into a pulp someone who disagrees).
Ilmater Broken Ones good clerics, divine champions, divine disciples, divine seekers, hierophants Of all the popular deities of Faerûn, Ilmater is the deity most associated with an order of monks who act purely in his name.
Ilmater Disciples of St. Sollars (Monks of the Yellow Rose) good ranger, shadowdancer, divine chapion 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.
Kossuth Disciples of the Phoenix good cleric This order (and the other two orders of Kossuthan monks) is very insular and has a rigid tradition of study and fighting style, as well as behavioral taboos. They are the most likely to espouse the purifying and redeeming aspects of their deity's element.
Kossuth Brothers and Sisters of the Pure Flame neutral cleric These monks seek a balance between the purifying aspect and the destructive aspect of Kossuth's flame, and are the mediators of the three orders. Most of them learn Ignan to better communicate with fire elementals.
Kossuth Disciples of the Salamander evil cleric Some of these monks rival a Talosian fanatic's love of destructive fire, but most see it as a necessary tool for renewal in the world. Many of them bear brands of magical symbols on their bodies and decorate themselves with fiery tattoos.
Lathander, Selûne, Sune Sun Soul good or neutral any one other class (as long as monk is the highest class level) 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.
Loviatar Disciples of the White Rod evil cleric Monks of Loviatar prefer using their bare hands to inflict pain rather than using weapons. When forced to use weapons, they prefer nunchaku with white-bleached leather wrappings on the hilts.
Luthic Runeclaws evil cleric, runecaster Because in many orc tribes females are not allowed to touch weapons, unarmed combat has become a means for female worshipers of Luthic to defend themselves against raiders from other tribes. Some female orcs that are too old for childbirth (particularly older wives of the chief) become runeclaws to prove they are still useful to the tribe.
Mystra Flaming Star LN or LG wizards or sorcerors so long as their monk level is higher than their other class
Oghma Children of the Passive Voice neutral none These monks serve as guardians to libraries and abbeys, and sometimes are sent to find lost stores of knowledge.
Shar Dark Moon evil sorcerer (monk and sorcerer level must be within two levels of each other) Shar is worshiped by a powerful sect of monks who maintain open temples in lands rules by evil overloards or hide among hills, back alleys, or the Underdark. Most of the Dark Moon monks are human, but occasionally they are joined by a half-orc, shade, or drow.
Tiamat Serpent Guards evil assassin, divine champion, fighter, rogue These fanatics guard temples, serve as minions to dragons, hunt dragonslayers, and assassinate those who pry too closely into the activities of the church. They are active in Unther and have been known to attack Mulhorandi soldiers.
Tyr Monks of the Blinding Truth LG A rather new monastic order based in Westgate.
Tyr Order of the Even-Handed LG, LN cleric, fighter, sacred fist
Yurtrus Brotherhood of the Scarlet Scourge evil cleric Monks of this strange orc order bleach their hands white and grow their nails very long. Before combat they dip their nails in a powder made of blood infected with the red ache (see Disease in the DUNGEON MASTER's Guide), which lets them infect their opponents.

Playing a Monk by Foolish Owl

Monks seek to understand timeless and eternal principles, the abstract ideals behind everything.

Deities are incarnations of those abstract ideals, and thus worthy of devotion and contemplation. But it is the ideals that matter, not their personifications. Justice matters, and Tyr matters only as an incarnation of that infinite, eternal principle. It's worth noting that while most monastic orders are nominally devoted to a deity, in some cases, it's not clear whether the identity of the deity really matters, as with the Order of the Long Death, or whether the deity actually exists at all, as with the Old Order.

It's also worth noting that the powers that monks obtain seem to come, not as gifts of the gods, but from within, from their own profound self-discipline and preternatural identification with their ideals.

Monks seek to overcome the limitations of their own identity, and become living incarnations of the eternal principles they believe in. In so doing, the mortal world of history and conflict trouble them less and less. They come to be in the world, but not of the world. They wander, seeking tests to refine and prove themselves. A monk fights a dragon, not because it's a test of his courage, but because it's a test of how his devotion to the principle of Courage. The dragon doesn't matter much, in itself.

The most wise and powerful of monks cease to be entirely mortal. They become "outsiders," literally dwelling in the world, but no longer part of the world.

Monks get along well with clerics who value the same ideals they do. But they find the absorption of clerics in worldly, temporal matters to be distracting. Druids, monks scarcely understand at all. Druids are entirely wrapped up in a chaotic, transient world, and ignore the abstract ideals that matter more than life. Druids and monks can pass each other by without even seeing each other, so to speak.