Monk

Monk #

A Monk is someone who has transcended the limits of what’s possible through extreme training and study of hidden techniques.

Monks are often very different based on their monastery’s focus. Some focus on self-perfection, sometimes through self-denial or suffering. Some focus on studying and preserving ancient texts. And some focus on preserving and protecting a community.

Generally speaking, the Monk skill will usually just be Monk, but will take their monastery’s tendencies and trainings into account in practice.

A typical Monk Skill should cover at least some of these:

  • Act with quick reflexes.
  • Endure harsh conditions.
  • Move acrobatically.
  • Move quickly.
  • Move quietly.
  • Perform a ritual.
  • Recall a historical fact.
  • Remember laws for a region.
  • Search an area closely.
  • Train someone.

Uncommon Terms in Monk Abilities #

Forms: Stances, attack patterns, and martial mindsets that allow the use of one at-will ability and one other ability. Monks may prepare a certain number of these in a day.

Secret Talents: Secret Talents represent techniques that are exclusive with one another. A Monk may only have one Secret Talent.

Attributes #

Monks have the following attributes.

Base Attributes #

Attribute Value
Volition 3
Vitality 4
Initiative Fast
Rolled
Recovery
(1d8 x Level) + (Vitality x Tier)
Average
Recovery
(4 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 AC and MD
OR
+1 Volition
Recoveries 8
Save Bonus 0**

*See level chart.

**See Diamond Focus.

Base Defenses by Armor #

Type AC PD MD
None/Light 14 15 14

Melee Stances #

Miss damage equal to level.

  • Swift: d6 damage
  • Measured: d8 damage

Ranged/Other Stances #

No miss damage.

  • Close (N), Aimed (F): d8 damage
  • Focused: Can’t make melee/ranged attacks. Increase the die rolled when Refocusing by one size.
Level HP Ki and
Relationships
Total Perks Talents Forms Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 3 2 1x
2 (5 + Vitality) x 4 3 2 Adventurer 3 3 1x
3 (5 + Vitality) x 5 3 3 Adventurer 3 3 1x
4 (5 + Vitality) x 6 3 4 Adventurer 3 4 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
4 4 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
4 5 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
4 5 2x
8 (5 + Vitality) x 16 5 4 Adventurer
3 Champion
1 Epic
4 6 3x
9 (5 + Vitality) x 20 5 4 Adventurer
3 Champion
2 Epic
4 6 3x
10 (5 + Vitality) x 24 5 4 Adventurer
3 Champion
3 Epic
4 7 3x

Class Features #

All Monks have Ki, Disciplined Offense, Refocus, Unbreakable Concentration, and Unparalleled Mobility.

Ki #

Monks use Ki to power many of their abilities. Every Monk has (before feats) 3 Ki in Adventurer Tier, 4 Ki in Champion Tier, and 5 Ki in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Ki as a free action on or outside your turn to give 1 Disadvantage to an attack vs your AC, PD, or MD. Once per turn, you can also spend 1 Ki after any roll you’ve made to raise or lower the natural result of the roll by 1.

  • Champion Perk: If you lower the natural result of a roll you make by 1, make a 11+ save. If it succeeds, you don’t spend Ki.
  • Epic Perk: You have one extra maximum Ki.

Disciplined Offense #

Due to extensive unarmed training, a monk is always able to access any melee stance available, regardless of arms or armaments.
  • Adventurer Perk: You gain 1 advantage to basic melee attacks made in Swift stance.
  • Champion Perk: You may spend 1 Ki after missing with a basic melee attack to add double your level to any miss damage.
  • Epic Perk: You gain the ability to use Aggressive stance (d10 damage).

Refocus #

Once per encounter, you may use a Standard action to refocus and regain 1d3 Ki.
  • Adventurer Perk: If you’re at 0 Ki when you do this, add 1 to the Ki you restore.
  • Champion Perk: Once per day, you may refocus as a Move action instead of a Standard.
  • Epic Perk: Regain 1d4 instead of 1d3.

Unbreakable Concentration #

You gain 1 Advantage on any skill roll where the main challenge is maintaining concentration.
  • Adventurer Perk: You can spend 1 Ki and not gain the Advantage to ignore some distracting factor while doing something else, like ignoring a buffeting storm while tying down a rope.

Unparalleled Mobility #

You gain 1 Advantage on any dicey moves you make and on class skill rolls to move somewhere out of combat.
  • Adventurer Perk: You can spend 1 Ki and not gain the Advantage when you perform a dicey move or class skill roll out of combat to do something physically impossible or unfeasible, like running up a sheer wall or balancing on a rope at full speed.

Talents #

A Monk selects three Talents in Adventurer Tier. They select a fourth talent once they reach Champion Tier.

This set of talents is unrestricted, unlike the Secret Talents.

Diamond Focus #

Your self-control is unparalleled. You gain a Save Bonus of +1 and you can choose to not count as Staggered if it would benefit you to do so.

You gain Diamond Soul:

Diamond Soul
At-Will, Interrupt
Spend 1 Ki

Make a 11+ save against a Dazed, Softened, or Weakened effect. On a success, it ends immediately.

  • Adventurer Perk: You can also use Diamond Soul to end Confused, Hampered, or Stuck.
  • Champion Perk: The Save Bonus increases to +2.
  • Epic Perk: You may spend 1 extra Ki to use Diamond Soul to immediately attempt a Death Save or Last Gasp Save. This doesn’t count against failed Death/Last Gasp saves if it fails.

Heaven’s Arrow #

Your martial tradition incorporates ranged attacks. Your ranged attacks deal miss damage equal to your level. Your Form Abilities can now be Ranged or Melee Attacks and have a range of Nearby when used in that way. Decrease the damage die size of your form abilities by 1 step when not Engaged with the target.

You gain Soul Arrow:

Soul Arrow
At-Will, Free
Spend 1 Ki

Use this before using a Form ability at range. It deals Force damage and attacks against PD.

  • Adventurer Perk: Ranged Form Abilities can be used at Far now.
  • Champion Perk: Your first Soul Arrow attack in every encounter gains 1 Advantage.
  • Epic Perk: You no longer take Opportunity Attacks when you use a ranged weapon while engaged.

Leaf on Wind #

Your monastic tradition embodies the spirit of the free-flowing wind. Once per encounter, you may take two Move actions instead of one during a turn. When you can touch some kind of object while falling, you can treat the fall as if it were 20 feet less per level.

You gain Wind’s Comrade:

Wind’s Comrade
At-Will, Free
Spend 1 Ki

You gain Flight until the end of your next turn.

  • Adventurer Perk: You gain 1 Advantage to Disengage attempts.
  • Champion Perk: You take half damage from any attacks that target multiple allies, hit or miss.
  • Epic Perk: When you use Wind’s Comrade, when Flight would normally expire roll a 11+ save. If you succeed, it lasts another turn.

Rising Phoenix #

Your monastic tradition incorporates the legend of the fiery, resurrecting phoenix. When you’re Staggered, each of your attacks that hit heal you for an amount equal to your Volition x Tier.

You gain Phoenix Flare:

Phoenix Flare
At-Will, Free
Spend 1 Ki

The base damage from your attacks this turn deal fire damage. On a Natural Even Hit with any attack you make this turn, your target takes ongoing fire damage equal to your level in addition to any other effects.

  • Adventurer Perk: When you’re Staggered, you may choose to deal extra damage with each attack equal to the amount you would heal instead of healing. An attack that has its damage increased deals fire damage when you do this.
  • Champion Perk: You gain 1 Advantage on your first Death Save of the day.
  • Epic Perk: If you would die, you instead wake up 1d6 days later at your monastery (or a similar institution).

Spinning Willow #

You’ve learned to bend like the mighty willow to avoid certain attacks. When a ranged attack vs AC hits you, you may attempt a 11+ save to halve the damage.

You gain The Willow Bends:

The Willow Bends
At-Will, Free
Spend 1 Ki

You can turn a failed Spinning Willow save into a success at the minimum value for the save.

  • Adventurer Perk: You can also use this on attacks targeting PD.
  • Champion Perk: If you roll 13+ on the Spinning Willow save, you take no damage.
  • Epic Perk: Spinning Willow saves are now 9+ saves.

Secret Talents #

A Monk may only take one Secret talent.

Drunken Master #

Your monastic martial tradition involves surprising actions. When you attack, instead of choosing to use a Form ability, you may choose to invoke this talent. When you do, pick a Form at random from among those you have prepared. You can only use that Form’s At-Will or Daily abilities this round, but one target of any attack you make is Vulnerable until the end of your turn.

You gain Flash of Clarity:

Flash of Clarity
At-Will, Free
Spend 1 Ki

When picking your Form randomly as above, pick randomly twice and use your preference.

  • Adventurer Perk: When you spend Ki during a round where you’ve used your Drunken Master ability, you gain Resist Damage 12+ until the start of your next turn.
  • Champion Perk: The Resist Damage is now 13+ and lasts until the end of your next turn. Vulnerable now lasts until the start of your next turn.
  • Epic Perk: Roll a 13+ save when you use Flash of Clarity. If it succeeds, Flash of Clarity costs 0 Ki.

Flurry #

Your monastic martial tradition involves engaging the target as many times as possible. At Escalation 2+, you may make a basic melee attack with no miss damage as a quick action once per turn.

You gain Thousand Fists:

Thousand Fists
At-Will, Quick
Spend 1 Ki

You may make a basic melee attack with no miss damage as a quick action against a target you haven’t attacked this turn.

  • Adventurer Perk: You may use this at Escalation 1+.
  • Champion Perk: You now deal damage on a miss with your basic attacks from this talent.
  • Epic Perk: At Escalation 4+, Thousand Fists is Spend 0.

Forbidden Flame #

Your monastic martial tradition explicitly includes arcane, divine, or occult traditions. Choose one Form (chosen Forms are known as Forbidden Forms). Its At-Will and Daily abilities deal Fire, Cold, or Lightning damage (choose when attacking) and attack vs PD instead of AC. You may change one Forbidden Form to another when you gain a level. You gain Subtle Fist:

Subtle Flame
At-Will, Free
Spend 1 Ki

Use this before making a Forbidden Form attack. It deals Thunder or Psychic damage and you may choose to attack vs MD instead of PD.

  • Adventurer Perk: Another Form is now a Forbidden Form. Add Acid to your Forbidden Form damage types and Necrotic to your Subtle Flame damage types.
  • Champion Perk: A third Form is now a Forbidden Form. Add Force to your Forbidden Form damage types and Radiant to your Subtle Flame damage types.
  • Epic Perk: A fourth Form is now a Forbidden Form. At Escalation 2+, Subtle Flame costs 0 Ki.

Greeting Fist #

Your monastic martial tradition involves quick, forceful approaches. The first time you attack a target during combat, add 1d4 x Level to hit damage.

You gain Open the Gate:

Open the Gate
At-Will, Free
Spend 1 Ki

Use this after hitting with an attack that deals extra damage from Greeting Fist. Add your level to the damage.

  • Adventurer Perk: Once per encounter, if you miss on an attack that qualified for Greeting Fist, you can count them as if they hadn’t been hit yet this encounter.
  • Champion Perk: When you disengage, you deal damage equal to your level to every enemy you disengage (not pop off) from.
  • Epic Perk: Once per encounter, an attack that qualifies for Greeting Fist gains 1 Advantage.

Temple Blade #

Your monastic tradition incorporates weaponry for symbolic and practical reasons. Increase the damage die size of your Form attacks by one step (d6 to d8, d8 to d10, d10 to d12).

You gain Perfect Parry:

Perfect Parry
At-Will, Quick
Spend 1 Ki

Attacks vs your AC gain 1 Disadvantage until an attack misses.

  • Adventurer Perk: Perfect Parry also applies to attacks against your PD as well.
  • Champion Perk: You also increase your basic melee attack damage dice by one die size.
  • Epic Perk: One encounter per day, increase your defenses by the escalation die if you haven’t been hit in the previous round.

Forms #

{{ }} You can select Level / 2 + 2 (round down) Forms during a Full Rest. Each Form gives you a static bonus, Ki ability, or daily ability. You can only take Forms of a level less than or equal to your current level. <—>

  • Epic Perk: At the start of the day, choose one Daily ability from your Forms. It’s Recharge 11+ instead of Daily for the rest of the day. {{ }}

1st Level Forms #

Claws of the Panther #

You gain Cat Cuts Between Hounds and Twinned Panther Claw.

Cat Cuts Between Hounds
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d6 x Level + Volition x Tier Damage.

Natural Odd Hit: As Hit, and you can pop free from your target.

Natural Even Hit: As Hit, and you deal 1d6 damage multiplied by Tier to all engaged enemies.

Natural Odd Miss: You can pop free from your target. Damage equal to your level.

Natural Even Miss: Damage equal to your level.

Twinned Panther Claw
Melee, Daily, Standard

Make an attack vs AC on two different engaged enemies.

Hit: 1d10 x Level + Vol Damage.

Natural Odd Miss: Damage equal to your level.

Natural Even Miss: Half damage.

Dutiful Guardian #

When you intercept an enemy moving to attack an ally, any attacks they make gain 1 Disadvantage against you.

You gain Temple Lion Stands True.

Temple Lion Stands True
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d8 x Level + Volition x Tier Damage. Natural 13+ Hit: Damage as a hit, and you may heal using a recovery. Miss: Damage equal to your level.

Dance of the Mantis #

You may spend 1 Ki to attempt to Disengage as a quick action.

You gain Springing Mantis Strike.

Springing Mantis Strike
Melee, At-Will, Standard

If you’re unengaged, you may engage an enemy as part of this action. Make an attack vs AC on an engaged enemy.

Hit: 1d8 x Level + Volition x Tier Damage. Miss: If you didn’t start the turn engaged with the enemy, half damage. Otherwise, damage equal to your level.

Original Venom #

You gain First Deadly Venom and Final Virulent Lesson.

First Deadly Venom
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d8 x Level + Vol Damage. If the attack crits or the target is staggered after the attack, it takes extra ongoing Necrotic damage equal to your Volition multiplied by Tier.

Miss: Both you and the target take damage equal to your level.

Final Virulent Lesson
Melee, Daily, Standard

Make a Kick on an engaged enemy taking ongoing damage.

Natural Odd Hit: 1d10 x Level + Volition x Tier Damage. Natural Even Hit: As Natural Odd Hit, and the target adds your level to every instance of ongoing damage they’re taking. If they’re staggered after taking the damage from this attack, they’re Hampered (11+ save ends). Miss: Half damage to the target. You take damage equal to your level.

3rd Level Forms #

Cunning Trickster #

When you roll a Natural 15+ on a save against a condition or ongoing damage, you can spend 1 Ki to transfer the condition or ongoing damage to an enemy engaged with you.

You gain Crane Summons Carp.

Crane Summons Carp
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Natural Odd Hit: 1d8 x Level + Volition x Tier Damage.

Natural Even Hit: As Natural Odd Hit, and when an engaged enemy targets you with an attack before the start of your next turn, as an Interrupt, you may deal 1d6 x Level damage.

Miss: Damage equal to your level.

Gleaming Dragon #

You gain Silver Warrior Advances and General Slays the Hordes.

Silver Warrior Advances
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy who has more HP than you.

Hit: 1d6 x Level + Volition x Tier Damage.

Natural Even Hit: As Hit, and Your target takes extra ongoing Cold damage equal to half your damage.

Miss: Half damage.

General Slays the Hordes
Melee, Daily, Standard

Make the following attack vs PD on two engaged enemies.

Hit: 1d10 x Level + Vol Fire Damage. Miss: Damage equal to your level.

Thorn-Wrapped Fist #

When you drop a non-mook enemy with a crit or an ally drops, you can spend 1 Ki to give every Nearby enemy Vulnerable until the end of your next turn.

No Retreat
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d8 x Level + Volition x Tier Damage.

Miss: Half damage.

Special: You may only use this when you, an ally, or the target are Staggered.

5th Level Forms #

Heaven’s Thunder #

When you deal damage to an enemy who isn’t the target of your attack, you can spend 1 Ki as a free action to deal the same damage to a different nearby enemy.

You gain Moon in Storming Sky.

Moon in Storming Sky
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d8 x Level + Volition x Tier Damage.

Natural Even Hit: A random nearby enemy takes Thunder damage equal to double your level.

Miss: Half damage.

Phoenix From Ashes #

You gain Becomes the Pillar of Flame and Rise Triumphant.

Becomes the Pillar of Flame
Melee, At-Will, Standard

Make an attack vs PD on an engaged enemy.

Hit: 1d8 x Level + Volition x Tier Fire Damage, and you may attempt to Disengage as a free action. If you end the turn unengaged, you gain Flight until the end of your next turn.

Miss: Damage equal to your level.

Rise Triumphant
Melee, At-Will, Daily

Make an attack vs PD on an engaged enemy.

Hit: 1d10 x Level + Volition x Tier Fire Damage. You may heal using a Recovery. Miss: Half damage. Natural Even Hit/Miss: You may roll a save against a condition or ongoing damage.

Chromatic Terror Stance #

Once per encounter, when an enemy hits you with an attack vs AC or PD while you are Flying, you can force the enemy to reroll that attack.

You gain Twin Terror Fist.

Twin Terror Fist
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d6 x Level + Volition x Tier Damage.

Natural Odd Hit/Miss: You gain Flight until the end of your next turn. A random nearby enemy takes lightning damage equal to your level.

Natural Even Hit/Miss: Your target takes 1d6 extra fire damage for every point of escalation.

7th Level Forms #

Tiger in Storm #

When an enemy misses you with an attack that deals fire, cold, or lightning damage, you may spend 1 Ki as an interrupt to heal using a recovery.

You gain Stalking Tiger Roars.

Stalking Tiger Roars
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d10 x Level + Volition x Tier damage.

Miss: Both you and the target take damage equal to your level.

Natural Even Hit: Damage as above, and the attack deals extra ongoing lightning damage equal to double your level.

Natural Odd Hit: Damage as above, and 1d3 nearby enemies take lightning damage equal to your level.

Feathered Serpent #

You gain Coils Unfold and Feathers on Talons on Scales.

Coils Unfold
Melee, At-Will, Standard

Make a basic melee attack against each engaged non-mook enemy and 1d3+1 attacks against each engaged group of mooks. Attacks gain 1 Disadvantage.
Feathers on Talons on Scales
Melee, Daily, Standard

Make an attack vs AC on an engaged enemy. Whether it hits or misses, you pop off of the target and gain Flight until the end of your next turn.

Hit: 1d10 x Level + Volition x Tier damage.

Miss: Half damage.

Flagrant Blossoms #

You may spend 1 Ki as a Standard action to let all nearby allies gain 1 Advantage on saves vs effects and make all nearby enemies Enervated. This lasts until the end of your next turn.

You gain Lotus Dreams The World.

Lotus Dreams the World
Melee, At-Will, Standard

Make an attack vs MD on an engaged enemy.

Natural Even Hit: 1d4 x Level + Volition x Tier Radiant damage. You or an ally gain +1 to their Save Bonus for the rest of the encounter.

Natural Odd Hit: 1d4 x Level + Volition x Tier Radiant damage. Your target takes -1 to their Save Bonus for the rest of the encounter.

Miss: Damage equal to your level.

9th Level Forms #

Death’s Quivering Shadow #

You gain Fist of Stillness and Quivering Palm.

Fist of Stillness
Melee, At-Will, Standard

Make an attack vs PD on an engaged enemy.

Hit: 1d6 x Level + Volition x Tier necrotic damage. If the target is Staggered, it’s Stunned until the end of your next turn, and you can’t use Fist of Stillness on them until the end of your next turn.

Miss: You and your target take Necrotic damage equal to your level.

Quivering Palm
Melee, Daily, Standard

Make an attack vs PD on an engaged enemy.

Hit: 1d6 x Level + Volition x Tier necrotic damage. After you’ve hit an enemy with this, until the end of the encounter (or five minutes) you may spend 1 Ki as a quick action to deal the same damage again to the target. (If the original attack crits, use the doubled damage).

Miss: No damage.

Spiral Path #

One encounter per day, the escalation die starts at 1 instead of 0.

You gain Spiral Ascension.

Spiral Ascension
Melee, At-Will, Standard

Make a basic melee attack with 1 Advantage on an engaged enemy. If it crits, increase the Escalation die by 1.

Sample Monks #

Two sample monks in Adventurer, Champion, and Epic tier are provided below.

Temple Warrior

A disciple of the blade, this monk focuses on strong, reliable attacks against foes.

Class Attribute Choice: +1 Volition
Background Ability: Opportunist

Talents

  • Temple Blade
  • Diamond Focus
  • Spinning Willow

1st Level

  • Forms: Dutiful Guardian, Original Venom
  • Adventurer Perk: Temple Blade

5th Level

  • Extra Talent: Heaven’s Arrow
  • Forms: Original Venom, Dutiful Guardian, Thorn-Wrapped Fist, Gleaming Dragon
  • Adventurer Perks: Temple Blade, Diamond Focus, Spinning Willow, Disciplined Offense
  • Champion Perk: Temple Blade

8th Level

  • Forms: Original Venom, Dutiful Guardian, Thorn-Wrapped Fist, Gleaming Dragon, Feathered Serpent, Flagrant Blossoms
  • Adventurer Perks: Temple Blade, Diamond Focus, Spinning Willow, Disciplined Offense
  • Champion Perks: Temple Blade, Diamond Focus, Disciplined Offense
  • Epic Perk: Temple Blade

Ethereal Path Adept

An enlightened being, this monk is skilled in mobility, both in the air and to and from their enemies.

Class Attribute Choice: +1 MD and AC
Background Ability: Elusive

Talents

  • Greeting Fist
  • Rising Phoenix
  • Leaf on Wind

1st Level

  • Forms: Claws of the Panther, Dance of the Mantis
  • Adventurer Perk: Greeting Fist

5th Level

  • Extra Talent: Heaven’s Arrow
  • Forms: Claws of the Panther, Dance of the Mantis, Phoenix from Ashes, Chromatic Terror Stance
  • Adventurer Perks: Temple Blade, Diamond Focus, Spinning Willow, Disciplined Offense
  • Champion Perk: Greeting Fist

8th Level

  • Forms: Claws of the Panther, Dance of the Mantis, Phoenix from Ashes, Chromatic Terror Stance, Heaven’s Thunder, Feathered Serpent
  • Adventurer Perks: Greeting Fist, Rising Phoenix, Leaf on Wind, Refocus
  • Champion Perks: Greeting Fist, Leaf on Wind, Refocus
  • Epic Perk: Leaf on Wind