# Monk
# Ability Scores
Monks gain a +2 class bonus to two of: Strength, Dexterity, or Wisdom, as long one of them isn’t the same ability you increase with your +2 species bonus.
# Skills
Monks get 2 skill points in any Strength, Dexterity, or Wisdom skill like Athletics, Stealth, and Survival.
# Gear
At 1st level, a monk start with one or two weapons, a change of clothes, and perhaps a ranged weapon—or none of those.
# Gold Pieces
Monks start with 25gp.
# Armor
Armor Type | Base AC | Atk Penalty |
---|---|---|
None | 11 | — |
Light | 11 | — |
Heavy | 12 | -4 |
Shield | +1 | -2 |
# Melee Weapons
A monk usually fights with his hands and feet (JAB, PUNCH, and KICK), though if he has traditional weapons from his training, he can use those. When a monk fights with weapons not from his tradition, he uses the fighter’s weapon chart with a -2 atk penalty.
# Ranged Weapons
Weapon Type | Thrown | Crossbow | Bow |
---|---|---|---|
Small | LEVELd4 dagger, star | LEVELd4 (-2 atk) hand crossbow | — |
Light or Simple | LEVELd6 javelin | LEVELd6 (-3 atk) light crossbow | LEVELd6 (-2 atk) shortbow |
Heavy or Martial | — | LEVELd8 (-4 atk) heavy crossbow | LEVELd8 (-3 atk) longbow |
# Level Progression
Monk | Total Hit Points | Total Feats | Class Talents (H) | Forms (H) | Ki (H) | Level-up Ability Bonuses | Damage Bonus From Ability Score |
---|---|---|---|---|---|---|---|
Level 1 Hybrid | (Avg. of both classes) x 3 | As 1st level PC | 1 or 2 adv (3 total) | 2 adv | 0 + Wis mod | Not affected | ability modifier |
Level 1 | (7 + CON mod) x 3 | 1 adv | 3 adv | 2 adv | 1 + Wis mod | ability modifier | |
Level 2 | (7 + CON mod) x 4 | 2 adv | 3 adv | 2 adv | 2 + Wis mod | ability modifier | |
Level 3 | (7 + CON mod) x 5 | 3 adv | 3 adv | 3 adv | 2 + Wis mod | ability modifier | |
Level 4 | (7 + CON mod) x 6 | 4 adv | 3 adv | 3 adv | 2 + Wis mod | +1 to 3 abilities | ability modifier |
Level 5 | (7 + CON mod) x 8 | 4 adv; 1 champ | 3 adv | 3 adv,1 champ | 3 + Wis mod | 2 x ability modifier | |
Level 6 | (7 + CON mod) x 10 | 4 adv; 2 champ | 3 adv; 1 champ | 3 adv; 1 champ | 3 + Wis mod | 2 x ability modifier | |
Level 7 | (7 + CON mod) x 12 | 4 adv; 3 champ | 3 adv; 1 champ | 2 adv; 2 champ | 3 + Wis mod | +1 to 3 abilities | 2 x ability modifier |
Level 8 | (7 + CON mod) x 16 | 4 adv; 3 champ; 1 epic | 3 adv; 1 champ | 2 adv; 2 champ; 1 epic | 3 + Wis mod | 4 x ability modifier | |
Level 9 | (7 + CON mod) x 20 | 4 adv; 3 champ; 2 epic | 3 adv; 1 champ; 1 epic | 2 adv; 2 champ; 1 epic | 3 + Wis mod | 4 x ability modifier | |
Level 10 | (7 + CON mod) x 24 | 4 adv; 3 champ; 3 epic | 3 adv; 1 champion 1 epic | 2 adv; 2 champ; 2 epic | 3 + Wis mod | +1 to 3 abilities | 4 x ability modifier |
(H): Indicates columns in which hybrid characters lag one level behind.
# Stats at 1st Level
Ability Bonus | +2 Strength, Dexterity, or Wisdom in two scores (different from species bonus) |
Initiative | Dex mod + Level |
Armor Class (no/light armor) | 11 + middle mod of Con/Dex/Wis + Level |
Physical Defense | 11 + middle mod of Str/Con/Dex + Level |
Mental Defense | 11 + middle mod of Int/Wis/Cha + Level |
Hit Points | (7 + Con mod) x Level modifier |
Recoveries | 8 |
Recovery Dice | (1d8 x Level) + Con mod |
Skills | 2, max 5 in any one skill |
Relationships | 3 points |
Talents | 3 |
Feats | 1 per Level |
# Basic Attacks
# Melee Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
Miss: Damage equal to your level
# Ranged Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —
# Class Features
All monks have attacks dealing JAB, PUNCH, and KICK damage, use forms as the basis of their actions during each round, use ki points, and are considered to fight with two-weapons even when they’re just fighting with their fists and feet. They also can take advantage of magical bracers.
# JAB, PUNCH, and KICK Attacks
Under normal circumstances, melee weapons that are traditional in a monk’s style function like special effects for monks. Most monk attacks are rated as JAB, PUNCH, or KICK attacks, in the same sense that most fighter attacks are WEAPON attacks.
- JAB attacks deal 1d6 damage per level.
- PUNCH attacks deal 1d8 damage per level.
- KICK attacks deal 1d10 damage per level.
Monks don’t use weapon damage dice unless they are using a non-traditional weapon or a basic ranged attack that is not part of one of their monk forms.
When fighting barehanded, with bracers, or with traditional monk weapons, monks use damage dice based on the form they are attacking with, or PUNCH damage for basic melee attacks. While using a magic weapon, monks add the weapon’s attack and damage bonus to their attacks, and they can use that weapon’s power(s).
All monk attacks that use Dexterity as the attack stat use Strength as the ability score that determines damage.
# Forms
When you learn a monk form, you learn all three elements of that form: an opening attack , flow attack , and finishing attack. Each element generally requires a standard action to use.
Your first standard action attack in a battle must be an opening. Your second attack can be a flow attack from any form you know, or it can be another opening. After you use a flow attack, your next monk attack must be a finishing attack from any form you know, or it can be another opening. (You can’t use flow attack twice in a row.) After a finishing attack you must start over with an opening on your next standard action. If you do not attack one turn, you must start over with an opening on your next standard action. This form progression applies whether you hit or miss with your attack.
As long as you use the proper element of the form (opening, flow, or finishing attack), you can use an opening, flow, or finishing attack from ANY of the forms you know.
When you use an element of a form, you gain an AC bonus until the start of your next turn. After using an opening attack you gain a +1 bonus to AC. After using a flow attack, you gain a +2 bonus to AC. After using a finishing attack, you gain a +3 bonus to AC. If elven grace or some other power lets you use multiple elements of your forms in a turn, the AC bonuses don’t stack but you do get to use the highest bonus.
# Ki
You gain a number of ki points each full recovery equal to 1 + your Wisdom modifier. You can spend ki to modify the natural result of one of your attack rolls. Ki is a full recovery resource. When you take a full heal-up, you regain all your ki points. You don’t regain ki during a quick rest.
After rolling an attack, you can spend 1 point of ki as a free action to change your attack’s natural result by 1, unless that result is a natural 1. The change can be +1 or -1. Spending ki is a free action, but you can only spend 1 point of ki each turn.
# Adventurer Feat
You gain 1 additional point of ki each full recovery.
# Champion Feat
You can spend as much ki as you like during a turn. You must spend each point of ki on a different attack roll or a different ki power.
# Epic Feat
Work with your GM to invent a new ki power related to your one unique thing or some other aspect of your character’s story. If the ki power is too good and overshadows your other ki powers, the GM should rule that you can only use it once a full recovery.
# Two-Weapon Fighting
Since monks are trained to strike with all their limbs, they can always be considered to be fighting with two weapons in melee, even when they’re barehanded. The principal advantage of “two-weapon fighting” is that you get to reroll your attack when you roll a natural 2 with a melee attack, sticking with the reroll.
# Bracers as Magic Items
Monks get magic-weapon style powers from magical bracers. In practice, a monk fighting barehanded looks to bracers for magical advantage. A monk who fights with the monastery’s traditional weapons might use bracers or a magical weapon, but a monk wearing magical bracers can’t use a magical melee weapon at the same time.
# Cycle Bonus
This is a monk-specific keyword. You gain a cycle bonus for the duration of your current attack progression, that is, for your opening, flow and finishing attack, until the start of your next turn after using a finishing attack. It also ends if anything breaks the current attack progression, such as the end of the battle, when you don’t attack for a round, or when you start a new progression by using an opening attack.
# Adventure Tier Talents
Choose three of the following adventurer-tier class talents. You get an additional monk class talent at 6th level and 9th level.
You are free to take as many of the Seven Deadly Secrets talents as you wish (up to the class limit) but you can only use one of them per battle. You can choose which one just before using it.
# Crane Style
You use Wisdom for attack and damage with unarmed attacks. However, your base hit points are reduced by Level + CON mod.
# Adventurer Feat
Whenever you spend a ki point, also gain temporary hit points equal to your level.
# Champion Feat
Whenever you spend a ki point, you also gain a +1 bonus to all defenses until the end of your next turn.
# Epic Feat
Once per battle, as an interrupt action, you can spend a ki point to make a melee basic attack against an enemy who misses you with a melee attack.
# Ki Power
Spread the Wings: You can spend a ki point to add your Wisdom modifier to a disengage check, after you roll.
# Crystal Mind
When an attack that targets MD hits you, you can roll a normal save. If you succeed, you take only half damage from the attack.
# Adventurer Feat
Add your Wisdom modifier to Crystal Mind saves.
# Champion Feat
On a successful save, you also block any non-damage effect from the attack.
# Epic Feat
If you roll a natural 18+ on the save, you instead take no damage from the attack and can choose one nearby enemy. It takes one-quarter of the damage as you deflect the attack, and suffers any effects from it.
# Ki Power
Cleansing of Thought: You can spend a ki point as a free action to gain resist psychic damage 16+ until the end of the battle.
# Diamond Focus
You gain a +2 bonus to saves while you’re not staggered.
In addition, you can go one round without using a monk attack form and still maintain your place in the attack form progression. For example, if you made an opening attack last round but don’t attack this round (or with your next standard action) for any reason, even being stunned or unconscious, you can still use a flow attack with your next standard action.
# Adventurer Feat
You can also use the ki power to save when you’re confused or hampered.
# Champion Feat
The ki power save is now an easy save (6+).
# Epic Feat
You can also use the ki power to save against a last gasp effect (but it doesn’t count against your total if you fail).
# Ki Power
Diamond Soul: When you are dazed, weakened, or stunned, you can spend 1 point of ki to make an immediate normal save (11+). If you succeed, the effect ends. If you fail, the condition affects you normally. (This power also works on effects that aren’t save ends. It also breaks the stunned rule by letting you use a free action to spend ki.)
# Emperor-Killing Punch (Seven Deadly Secrets)
Special: If you use Emperor-Killing Punch in a battle, you can’t use any other Deadly Secrets talents that battle.
Once per battle, at the start of your turn, you may name a foe in this battle as your mortal enemy. In the unlikely event that your foe survives, they remain your mortal enemy until the next full heal-up, though you can use Emperor-killing Punch in the next battle to have another mortal enemy.
As long as your mortal enemy remains in this battle, you suffer a –4 penalty to attacks on all other enemies in this battle.
When you make an opening attack against your mortal enemy, your crit range expands by 1. When you make a flow attack against your mortal enemy, your crit range expands by 2. When you make a finishing attack against that mortal enemy, your critical range expands by 3.
# Adventurer Feat
Twice per battle, gain an additional move action that can only be used to move towards your mortal enemy.
# Champion Feat
You don’t suffer the –4 penalty to attacks against enemies that are between you and your mortal enemy.
# Epic Feat
Once per battle, you automatically succeed as if you had rolled a natural 20 with a death or last gasp save if your mortal enemy is still alive and in this battle.
# Ki Power
Dig Two Graves: Spend a point of ki to prevent your mortal enemy from disengaging from you. If your mortal enemy leaves the battle, spend a point of ki to follow them in the same way. (So, if your mortal enemy teleports away, you get to grab on and be teleported alongside then. If a dragon rescues your mortal enemy, then you grab onto the dragon’s tail and are carried into the sky. If your enemy sails away on a boat, you get to stow away on board.)
# Fire Fist (Seven Deadly Secrets)
Special: If you use Fire Fist in a battle, you can’t use any other Deadly Secrets talents that battle.
You gain the following power:
Close-Quarters Power
Once per battle
Quick Action
Effect: Until the end of the battle, if the escalation die is 1+, your JAB, PUNCH and KICK attacks deal fire damage, and you deal 1d4 extra damage on a hit.
Higher Level | Effect |
---|---|
2nd | 1d6 extra damage |
4th | 1d8 extra damage |
6th | 2d6 extra damage |
8th | 2d10 extra damage |
10th | 3d12 extra damage |
# Adventurer Feat
Also deal the extra damage on a miss.
# Champion Feat
On a natural 18+ attack roll, deal maximum damage with the Fire Fist extra damage.
# Ki Power
Immolating Fist: After rolling the extra fire damage, you can spend a ki point to deal ongoing fire damage to the target equal to the extra damage.
# Epic Feat
Double the ongoing damage from Immolating Fist.
# Flurry (Seven Deadly Secrets)
Special: If you use Flurry in a battle, you can’t use any other Deadly Secrets talents that battle.
You gain the following attack:
Melee attack
At-Will (once per round), when the escalation die is 3+
Quick Action
Target: One enemy
Attack: Dexterity + level vs. AC
Hit: JAB + Strength damage
Miss: —
# Adventurer Feat
You can now use Flurry when the escalation die is 2+.
# Champion Feat
Your Flurry attack now deals damage equal to your level on a miss.
# Epic Feat
When the escalation die is 4+, your Flurry attack deals PUNCH + Strength damage instead of JAB + Strength.
# Ki Power
A Thousand Palms: You must be engaged with 2 or more enemies to use this power. After making a Flurry attack, you can spend 1 point of ki to make another Flurry attack against a target you have not already attacked with Flurry this turn.
# Freezing Fist (Seven Deadly Secrets)
Special: If you use Freezing Fist in a battle, you can’t use any other Deadly Secrets talents that battle.
You gain the following power:
Close-Quarters Power
Once per battle
Free Action
Trigger: You hit with an unarmed melee attack.
Effect: Deal extra cold damage equal to your level, and the target is dazed until the end of your next turn. If it is staggered, it is frozen (as stunned; -4 to defenses and can’t take actions) until the end of your next turn instead.
# Adventurer Feat
Deal extra cold damage equal to twice your level.
# Champion Feat
You can spend a ki point to use freezing fist a second time in a battle.
# Epic Feat
You now deal 1d8 per level extra cold damage instead.
# Ki Power
Icy Breath: When you use Freezing Fist, spend a ki point to give all enemies engaged with you disadvantage to disengage checks until the end of your next turn.
# Greeting Fist (Seven Deadly Secrets)
Special: If you use Greeting Fist in a battle, you can’t use any other Seven Deadly Secrets talent that battle.
The first time you make a melee attack against each enemy during a battle (including the first mook of a mob), the target takes 1d8 extra damage on a hit.
Higher Level | Effect |
---|---|
2nd | 2d6 extra damage. |
4th | 2d8 extra damage. |
6th | 4d6 extra damage. |
8th | 4d10 extra damage. |
10th | 6d12 extra damage. |
# Adventurer Feat
Once per battle when you miss with your first melee attack against an enemy, you can use Greeting Fist against that enemy later that battle.
# Champion Feat
When you successfully disengage from an enemy, that enemy takes damage equal to your level. Popping free doesn’t count; the damage only applies when you use the disengage action. (This damage doesn’t count as an attack, so if you hadn’t attacked that enemy yet, you could still use Greeting Fist on it later.)
# Epic Feat
Once per battle, reroll an attack that qualified for Greeting Fist damage.
# Ki Power
Opening the Death Gate: When you deal Greeting Fist damage, you can spend 1 point of ki to double that damage (as usual, a crit would then triple that damage).
# Heaven’s Arrow
Unlike other monks, you have no attack penalty with ranged weapons, including thrown weapons, longbows, shortbows, and crossbows. Your basic ranged attacks also deal miss damage equal to your level.
Once per battle when you would make a melee attack as an element of one of your monk forms, you can use a ranged attack against a nearby enemy instead. This attack deals damage according to the JAB/PUNCH/KICK hierarchy that’s part of the form rather than WEAPON damage like basic attacks.
# Epic Feat
You no longer take opportunity attacks when you make ranged attacks while engaged.
# Ki Power
Wind from Heaven: You can spend 1 point of ki to regain your Heaven’s Arrow power when it’s expended.
# Adventurer Feat
You can now target enemies that are far away when you use the Heaven’s Arrow power. The ranged weapon you’re using might have an attack penalty against far away enemies, but your attack otherwise functions as normal.
# Champion Feat
You can now use the Heaven’s Arrow power twice per battle.
# Iron Body
You take half damage from ongoing damage, and from any damage caused by the surrounding environment.
# Adventurer Feat
Increase your recovery dice to d10.
# Champion Feat
You gain resist poison 16+.
# Epic Feat
At the start of each battle, you gain temporary hit points equal to 10 times your Constitution modifier.
# Ki Power
Seal of Steel: You can spend a ki point to turn a failed save against ongoing damage, or the weakened, hampered, vulnerable or stuck conditions, into a success.
# Kensai
Any melee weapon is a monk weapon for you. You wield them without penalty, and you can use your monk forms with them. When wielding a melee weapon, use that weapon’s usual WEAPON damage die instead of your JAB, PUNCH or KICK.
When you wield a two-handed weapon, use Strength instead of Dexterity for the attack roll. You don’t reroll natural 2 on the attack, as you are not two-weapon-fighting.
# Ki Power
Soulblade: As a free action, spend a ki point to imbue a weapon you wield as a true magic item for a +1 bonus to attacks and damage, +2 at champion tier, and +3 at epic tier until the end of the battle. On your next hit with it, deal one extra WEAPON die damage, twice at champion tier, and thrice at epic tier.
# Adventurer Feat
You can use the Soulblade ki power once per full recovery without spending a ki point.
# Champion Feat
You can spend a ki point to recharge a magic item power of a true magic item melee weapon.
# Epic Feat
If you have bonded with a weapon via Soulblade before, you can spend a ki point to call it to your hand from a nearby or far away location.
# Leaf on Wind
Once per battle when you use a move action, you can take another move action as a free action.
In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage. (You slap the surface, catch handholds, and use other maneuvers to slow your descent.)
# Adventurer Feat
You gain a +3 bonus to disengage checks.
# Champion Feat
When an enemy makes an attack against you that targets more than one creature, you only take half damage from that attack, hit or miss.
# Ki Power
Wind’s Comrade: You can spend 1 point of ki during your turn to gain flight until the end of your turn.
# Epic Feat
Roll a normal save at the end of any turn in which you use the Wind’s Comerade ki power. If you succeed, your flight lasts until the end of your next turn. (It’s not advisable to count on this working by staying in midair, though you could of course fly next to a wall, counting on your ability to slow your fall as outlined above!)
# Ninjutsu
You learn a rogue power of your level or lower. If it is an attack power, you can use your JAB as the weapon, and it counts as an opening attack. If you choose a momentum power, don’t track momentum — instead, spend one ki point to use the power.
# Adventurer Tier
Gain three skill points towards a stealth and espionage skills.
# Champion Feat
Gain a second Rogue power, which counts as a PUNCH if it is an attack, and can be used as a flow attack.
# Epic Feat
Gain a third Rogue power, which counts as a KICK if it is an attack, and can be used as a finishing attack.
# Ki Power
Yamiuchi: When you hit with a melee attack against an enemy that is also engaged with one of your allies, you can spend a ki point to deal Sneak Attack damage as a rogue of your level.
# Phoenix-touched
If you wish, any time an element of the monk class refers to Wisdom, you can replace that element with a reference to Charisma.
In addition, while you’re staggered, when you roll a natural even attack roll, you heal damage equal to your Strength modifier or your Wisdom modifier, double that modifier at champion tier, and triple it at epic tier.
# Champion Feat
Once per full recovery after rolling a death save, you can gain +4 bonus to the roll.
# Epic Feat
The first time you die after taking this feat, you are resurrected at a place of power like your home monastery or other sanctum between one and four days later, assuming another resurrection doesn’t find you first. (This counts against your normal resurrection limit, as normal.)
# Ki Power
Imperial Phoenix Flare: Once per full recovery when you are staggered, you can spend 1 point of ki to heal using a recovery. You heal half the hit points you roll for the recovery, and one enemy engaged with you of your choice takes the other half in fire damage.
# Adventurer Feat
You can now use this ki power twice per full recovery.
# Spinning Willow Style
When a ranged attack or close-quarters attack that targets AC hits you, you can roll a normal save. If you succeed, you take only half damage from the attack.
# Adventurer Feat
You can now use Spinning Willow Style to save against ranged attacks and close-quarter attacks that target PD.
# Champion Feat
If you roll a natural 18+ on the save, you instead take no damage from the attack and can choose one nearby enemy. It takes one-quarter of the damage as you deflect the attack.
# Epic Feat
Spinning Willow Style saves are now easy saves (6+).
# Ki Power
The Willow Bends: You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
# Tattooed Monk
You learn an additional adventurer tier form.
# Adventurer Feat
You can switch one adventurer tier form you know for a different one during a short rest.
# Champion Feat
You can choose a champion tier form as your bonus form instead.
# Epic Feat
You can choose an epic tier form as your bonus form instead.
# Ki Power
Flow of the Ink: Once per battle, as a quick action, you can spend a ki point to move forward one step in the progression from opening to flow or from flow to finishing.
# Temple Weapon Master (Seven Deadly Secrets)
Special: If you use Temple Weapon Master in a battle, you can’t use any other Seven Deadly Secrets talents that battle.
Once per battle while you’re fighting with a weapon or weapons associated with your monastic tradition, you can turn a natural even miss into a hit.
# Champion Feat
When you roll a natural 2 with a monk attack while fighting with your monastic weapons, in addition to the reroll you get from Two-Weapon Fighting, you gain a bonus to the rerolled attack equal to your Strength modifier or your Wisdom modifier.
# Epic Feat
One battle per full recovery, the damage dice of your finishing attacks increase by one size (max d12). (For example, d10s become d12s.)
# Ki Power
Supreme Warrior Discipline: When you use your Temple Weapon Master power, you can spend 1 point of ki to gain a bonus to AC equal to the current escalation die until an attack against AC misses you or until the end of the battle. (The AC bonus increases or decreases as the escalation die increases or decreases.)
# Adventurer Feat
The AC bonus from the Supreme Warrior Discipline ki power also applies to your PD. An attack against your PD that misses also ends the bonus.
# Champion Tier Talents
At 6th level, you gain an additional monk class talent. You can choose to take another adventurer-tier talent, or select from the talents that follow.
# Acolyte of Death
Choose a necromancer spell of your level or lower as a bonus power. You can choose any spell except summoning spells and spells granted by talents. You can switch the spell after each full heal-up. If the spell is an at-will attack spell, you can cast it in place of a flow attack. If the spell is a limited use attack spell, you can cast it in place of a finishing attack, at the frequency you can normally cast it (such as full recovery). Use your Wisdom as the ability score that determines attack and damage with the spell.
# Champion Feat
When you use a monk power that has an elemental damage type, such as fire, you can change that damage to necrotic instead.
# Ki Power
Tribute to Death: If an enemy has 5 times your level in hit points or less after you hit them with a monk melee attack, you can expend a ki point to reduce them to zero hit points.
# Epic Feat
You can use the Tribute to Death ki power once per full recovery without expending a ki point.
# Death Touch (Seven Deadly Secrets)
Special: If you use Death Touch in a battle, you can’t use any other Deadly Secrets talents that battle.
You gain the following power:
Close-Quarters Power
Once per battle
Free Action
Trigger: You hit an enemy with an unarmed melee attack.
Effect: If the target has 50 hit points or less after taking damage from the attack, you kill it. Otherwise, the target is weakened (-4 to attacks and defenses; save ends).
Higher Level | Effect |
---|---|
7th | 75 hit points or less |
9th | 100 hit points or less |
# Champion Feat
If you kill a target with Death Touch, you can spend a ki point to use a recovery to heal.
# Epic Feat
Kill a target with 150 hit points or less.
# Ki Power
Fatal Surprise: Once per battle, you can spend a ki point to use Death Touch even if you have already used a different Deadly Secret this battle.
# Disciple of the Hidden Flame
When you gain this talent, choose a class: cleric, sorcerer, or wizard. Each time you take a full heal-up, choose a non-feature spell of your level or lower from that class. You can’t choose the same spell twice in a row; you must choose a different option each time you take a full heal-up.
If the spell is at-will, you can cast it in place of a flow attack. If the spell is limited use, you can cast it in place of a finishing attacks. Use your Wisdom as the ability score that determines attack and damage with the spell.
# Ki Power
_Gather the Flame:_You can spend 1 point of ki when you cast your Disciple of the Hidden Flame spell to cast it as if you possessed the adventurer-tier and champion-tier feat for that spell, if any. At epic tier, treat the spell like you possessed the epic-tier feat for it, if any, when you spend the ki.
# Improbable Stunt
Once per battle as a quick action, you can pull off an outrageous improvisational stunt that no one else could manage, with the possible exception of a swashbuckling rogue! The stunt is not itself an attack but it might lead to one.
The outrageous action of your stunt isn’t something you have to roll for, even if it would ordinarily require a skill check to pull off, though you’ll still have to roll for an attack that follows up your stunt.
# Ki Power
_Ludicrous Improbability Maneuver:_You can spend 1 ki point to use Improbable Stunt again this battle.
# Path of the Perfect Warrior
One battle per full recovery, you can increase your JAB damage dice to d8s, your PUNCH damage dice to d10s, and your KICK damage dice to d12s.
# Ki Power
_Perfect Breath:_Once per full recovery when you are healing using a recovery, you can spend 1 point of ki to heal using a second recovery as well. The second recovery is a free.
# Perfect Kata
If your flow attack is from the same form as your opening attack, you gain a +1 bonus to your critical threat range with it. If your finishing attack is from the same form as both your opening and flow attack, you gain a +2 bonus to its critical threat range.
# Epic Feat
In addition to a bonus to your critical threat range, also gain the same bonus to the attack roll. This bonus is also doubled when you expend a ki point.
# Ki Power
Nidan: Before making your attack roll, you can spend a ki point to double the critical threat range bonus gained from this talent, i.e. +2 to a flow attack or +4 to a finishing attack. If the power requires multiple attack rolls this turn, you gain the benefit for all of them.
# Champion Feat
You can use the Nidan ki power once per full recovery without expending a ki point.
# Prison Within
Once per full recovery, as a quick action when the escalation die is 1+, you can unleash the power of the imprisoned demon. Until the end of the battle, you have advantage on melee attacks. However, if both attack rolls show the same number, the demon eats away at your soul, and you lose a recovery. If you have no recoveries left, you take a -1 penalty to attacks and defenses until your next full heal-up.
# Champion Feat
You also gain resist fire 16+ while the demon is unleashed.
# Ki Power
The Demon Roars: When you unleash the demon, if both dice of your melee attack show the same number, you can spend a ki point to deal 1d6 fire damage per level to the target.
# Shuriken Master
Once per battle, you can make a ranged basic attack with a small thrown weapon as a quick action.
# Champion Feat
Increase your damage dice with small thrown weapons to d6.
# Epic Feat
Once per battle, you can make an opening attack as a ranged attack with a small thrown weapon instead of its usual type.
# Ki Power
Back of the Hand: You can spend a ki point to use this talent an additional time per battle.
# Epic Tier Talents
At 9th level, you gain an additional monk class talent. As usual, you can choose a talent from a lower tier, or an epic tier. Epic-tier talents have feats but no associated ki powers.
# Abundant Step
Once per battle when the escalation die is 1+, you can teleport to a nearby location you can see as a move action.
# Epic Feat
You can now teleport to a far away location you can see.
# Champion of Three Worlds
When you make a finishing attack, roll an additional d20 (usually two) for the attack roll. Use the result of your choice.
# Epic Feat
Once per battle when you make a flow attack, you can roll an additional d20 for the attack roll.
# Midnight Storm Topples the Oak
Once per battle, you can make a monk basic melee attack as a quick action, using the same damage die (JAB, PUNCH or KICK) as your last melee attack.
# Ki Power
Morning Tempest: You can spend a ki point to gain a second use of this talent in a battle, when the escalation die is 3+.
# Epic Feat
Once per full recovery, you can use the Morning Tempest ki power without spending a ki point.
# Moonlight Reflection
For one battle per full recovery, as a quick action, you can summon a shadow double of yourself. At the end of your turn, roll a d6. If the result is lower than the escalation die, the shadow double makes a melee basic attack against a nearby enemy of your choice, using your stats and doing JAB, PUNCH or KICK damage based on your current stage in the cycle. The double does not interact with the battle in any other way.
# Epic Feat
Damage by your shadow double is either radiant or necrotic damage (choose when you take the feat).
# Ki Power
Ripples in the Pond: You can spend a ki point to set the d6 to 1 after you roll it (potentially triggering the shadow double attack).
# One with the Void
You regain a ki point when you take a quick rest.
# Epic Feat
When you spend a ki point to increase a natural roll, you can increase it by two instead.
# Ki Power
One with the World: You can spend a ki point to increase the natural roll of any d20 roll by 1, not just attack rolls.
# Procession of the Sun and Moon
Once per level, while meditating during a quick rest, you can decide that it’s time for the start of a new full recovery. You and each of your willing allies can make a hard save (16+). Each character who succeeds regains all spells, powers, hit points, ki, and recoveries as if they had taken a full heal-up and started a new full recovery.
# Epic Feat
You and each of your allies gain a bonus to the save equal to your Strength modifier or your Wisdom modifier.
# Wind in the Reeds
The first time you are hit in a battle, make a save. If you succeed, you only take damage equal to the level of the enemy.
# Epic Feat
If you fail the save, you take only half damage.
# Ki Power
Another Petal Falls: You can spend a ki point to use this power a second time in a battle.
# Adventure Tier Forms
# Claws of the Panther
# Opening Attack (Panther Spins Free)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and you can pop free from the target.
Miss: Damage equal to your level.
# Flow Attack (Cat Cuts between Hounds)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus each enemy engaged with you takes 1d6 damage, 2d6 damage at champion tier, and 4d6 damage at epic tier.
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
# Finishing Attack (Twinned Panther Claw)
Melee attack
Targets: Up to two enemies
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
# Adventurer Feat Ki Power
Predator’s Return: You can spend 1 point of ki when your finishing attack misses all targets to use a flow attack instead of an opening attack with your next standard action—in effect, you get to skip the opening attack of your next form’s progression.
# Dance of the Mantis
# Opening Attack (Springing Mantis Strike)
Melee attack
Special: When you start your turn unengaged, you can move before the attack as part of the standard action for this attack.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
# Flow Attack (The Pincer Whirls Shut)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, or KICK + Strength damage against large or huge targets.
Natural Even Hit: As a hit, plus you can roll a disengage check as a free action after the attack.
Miss: Half damage.
# Finishing Attack (Precise Mantis Kick)
Melee attack
Target: One enemy
Attack: Dexterity + Level + 2 vs. AC
Hit: KICK + Strength damage.
Natural Even Miss: Your crit range with opening, flow, and finishing attacks expands by 1 until the end of the battle.
Natural Odd Miss: Damage equal to your level.
# Adventurer Feat Ki Power
The Dance Continues: You can spend 1 point of ki during your turn to roll a disengage check as free action.
# Crazed Monkey
# Opening Attack (Monkey Screech)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage
Cycle bonus: You take a -2 penalty to AC, but all JAB, PUNCH and KICK damage dice are exploding dice (including this attack).
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
# Flow Attack (Monkey Jump)
Melee attack
Always: You can pop free and engage a different nearby enemy.
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
Natural even hit: Pop free, engage a different enemy, and make a second attack with JAB damage.
Miss: Damage equal to your level
# Finishing Attack (Monkey Swing)
Melee attack
Always: Pop free and make an acrobatic stunt, swinging across the battlefield on a rope, chandelier, or whatever is available, and engage the target of the attack.
Target: One nearby or far away enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage
Natural even hit: Deal 1d4 extra damage per point of Dexterity modifier.
Miss: Damage equal to your level
Higher Level | Effect |
---|---|
3rd | Use d6 for extra damage |
5th | Use d8 for extra damage |
7th | Use d10 for extra damage |
9th | Use d12 for extra damage |
# Adventurer Feat
You can spend a ki point on this attack to target one additional enemy.
# Drunken Fist
# Opening Attack (Wine-Addled Step)
Melee attack
Attack: Dexterity + Level vs. the target’s lowest defense
Hit: JAB + Strength damage, and the next attack against you has disadvantage.
Cycle bonus: You can spend a ki point as a free action to give the next attack against you disadvantage.
Miss: One enemy you are engaged with (GM’s choice) can make a melee attack against you as a free action. The enemy has disadvantage on the attack.
# Adventurer Feat
If an enemy misses you with a melee attack during this cycle, deal psychic damage equal to your Wisdom modifier, twice at champion tier, and thrice at epic tier.
# Flow Attack (Swig from the Jug)
Melee attack
Always: You can drink a potion as a free action.
Attack: Dexterity + Level vs. the target’s lowest defense
Hit: PUNCH + Strength damage
Miss: One enemy you are engaged with (GM’s choice) can make a melee attack against you as a free action. The enemy has disadvantage on the attack.
# Ki Power
Power Brew: If the potion has a random effect (like the bonus hit points gained from a healing potion), you can spend a ki point to set the result as the maximum.
# Finishing Attack (Swaggering Spin)
Melee attack
Attack: Dexterity + Level vs. the target’s lowest defense
Hit: KICK + Strength damage
Natural even hit: The target has disadvantage on its attack rolls (save ends).
Miss: One enemy you are engaged with (GM’s choice) can make a melee attack against you as a free action. The enemy has disadvantage on the attack.
# Dutiful Guardian
# Opening Attack (One Must Be Free)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and one ally engaged with the target can pop free from it.
Miss: Damage equal to your level.
# Flow Attack (Wind Horse Shakes Mane)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and you choose one of the following benefits: you can take a move action as a free action; OR you gain a +4 bonus to PD until the start of your next turn.
Miss: Half damage.
# Finishing Attack (Temple Lion Stands True)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus you can rally as a free action unless you have already rallied this battle.
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
# Adventurer Feat
When you intercept an enemy that is moving to attack one of your allies, you gain a +3 bonus to all defenses until the end of that turn (so against that enemy’s attacks).
# Firewalker
# Ki Power
Firewalk: Spend a ki point to gain resist fire 12+ until the end of the battle. If you already have fire resistance, increase it by 2.
Higher Level | Effect |
---|---|
5th | Increase the resistance to 16+ |
# Adventurer Feat
Add your level to the damage dealt with the cycle bonus.
# Flow Attack (Awaken the Flames)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: Ongoing fire damage equal to 5 times your level
Miss: Damage equal to your level
# Finishing Attack (Fan of Flames)
Melee attack
Attack: Dexterity + Level vs. AC. If the target is taking ongoing fire damage, you have advantage on the attack roll.
Hit: KICK + Strength fire damage. Deal fire damage equal to your Wisdom modifier, twice at champion tier, and thrice at epic tier.to 1d4 nearby enemies.
Miss: Damage equal to your level
# Original Venom
# Opening Attack (First Deadly Venom)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and if the target is staggered after the attack, it also takes 5 ongoing poison damage.
Miss: You take damage equal to your level.
# Flow Attack (Second Certain Toxin)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus 5 ongoing poison damage.
Miss: You take damage equal to your level.
# Finishing Attack (Third Poisonous Lesson)
Melee attack
Target: One enemy taking ongoing damage
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus 10 ongoing poison damage, and if the target has 45 hp points or fewer, it’s hampered (save ends both). (The hp threshold also goes up automatically based on your level.)
Higher Level | Effect |
---|---|
3rd | 72 hp or fewer |
5th | 108 hp or fewer |
7th | 180 hp or fewer |
9th | 300 hp or fewer |
Natural Odd Hit: As a hit, plus 5 ongoing poison damage.
Miss: You take damage equal to your level.
# Adventurer Feat
You gain resist poison 14+.
# Rabid Badger
# Adventurer Feat
Reduce the attack penalty of all attacks in this form to -2.
# Opening Attack (Badger)
Melee attack
Attack: Dexterity + Level -4 vs. AC
Hit: JAB + Strength + 1d6 per level damage
Miss: 1d6 damage, 2d6 at champion tier, and 3d6 at epic tier.
# Flow Attack (Badger Badger)
Melee attack
Target: Two enemies
Attack: Dexterity + Level -4 vs. AC
Hit: PUNCH + Strength damage
Miss: 1d6 damage, 2d6 at champion tier, and 3d6 at epic tier.
# Finishing Attack (Badger Badger Badger)
Melee attack
Attack: Dexterity + Level -4 vs. AC
Hit: KICK + Strength damage
Miss: 1d6 damage, 2d6 at champion tier, and 3d6 at epic tier.
Always: Make two follow-up attacks against the same target.
Attack: Dexterity + Level -4 vs. AC
Hit: JAB damage
Miss: —
# Red Cliff
# Opening Attack (Raise the Wall)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage
Cycle bonus: Enemies take a penalty to disengage from you equal to your Wisdom modifier.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
# Adventurer Feat
With the cycle bonus, also reduce the damage you take from enemy attacks by your level.
# Finishing Attack (Force Retreat)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: The target can choose to either take no damage, pop free and retreat to a far away location, OR take double KICK + Strength damage.
Miss: 1d8 damage, 2d8 at champion tier, and 3d8 at epic tier.
# Sacred Fist
# Opening Attack (Sacred Willow Sutra)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Wisdom radiant damage
Cycle bonus: Your melee attacks deal radiant damage, and you can replace Strength with Wisdom for damage.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
# Adventurer Feat
With the cycle bonus, add both Strength AND Wisdom to damage rolls instead of replacing one with the other.
# Flow Attack (Clear Spring Under the Weeping Willow)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Wisdom damage. You or a nearby conscious ally can heal hit points equal to 1d4 + your Wisdom modifier. Increase the healing to 2d4 + Wis twice at champion tier, and 4d4 + Wis thrice at epic tier.
Miss: The target takes a -2 penalty to attacks against you until the end of your next turn.
# Champion Feat
On a hit, the target of your healing also gains a +2 bonus to AC until the end of your next turn.
# Finishing Attack (Moonlight Reflection in the Stream)
Melee attack
Attack: Dexterity + Level vs. AC
Hit: KICK + Wisdom damage. Spend a recovery to heal. Heal half yourself, and grant the same amount to the nearby wounded ally with the lowest hit point total. You gain a +2 bonus to AC until the end of your next turn.
Miss: You gain a +2 bonus to AC until the end of your next turn, and the nearby ally with the lowest hit point total heals hit points equal to your level.
# Shadow Fist
# Opening Attack (Embrace the Shadow)
Melee attack
Attack: Dexterity + Level vs. MD
Hit: JAB + Strength damage
Cycle bonus: Gain a bonus to disengage checks equal to your Wisdom modifier.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
# Flow Attack (Shadow Curtain)
Melee attack
Attack: Dexterity + Level vs. MD
Hit: PUNCH + Strength damage, and if the next attack against you is a natural odd roll, change the target to this enemy.
Miss: Damage equal to your level
# Finishing Attack (Shadow Dance)
Melee attack
Attack: Dexterity + Level vs. MD
Hit: KICK + Strength damage, and you teleport to a nearby location you can see.
Miss: You can spend a ki point to reroll the attack, and add your Wisdom modifier as a bonus to the attack.
# Adventurer Feat
On a hit, you can teleport the target instead.
# Three Cunning Tricksters
# Opening Attack (Fox Senses Weakness)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Miss: Half damage.
Natural Odd Miss: —
# Flow Attack (Monkey Taps the Shoulder)
Melee attack
Special: When you use this attack, you can pop free from one enemy anytime during that turn as a free action.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Half damage.
# Finishing Attack (Crane Summons Carp)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus when an enemy engaged with you targets you with an attack before the start of your next turn, you can deal JAB + Strength damage to it as an interrupt action.
Miss: Half damage.
# Adventurer Feat Ki Power
The Gift Returns: When you roll a natural 18+ on a save, you can spend 1 point of ki to transfer the effect/ongoing damage you saved against to an enemy engaged with you (in addition to ending the effect on you). Of course, death saves and last gasp saves are excluded.