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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.
Monks get 2 skill points in any Strength, Dexterity, or Wisdom skill like Athletics, Stealth, and Survival.
At 1st level, a monk start with one or two weapons, a change of clothes, and perhaps a ranged weapon—or none of those.
Monks start with 25gp.
Armor Type | Base AC | Atk Penalty |
---|---|---|
None | 11 | — |
Light | 11 | — |
Heavy | 12 | -4 |
Shield | +1 | -2 |
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.
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 |
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.
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 |
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
Miss: Damage equal to your level
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —
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.
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.
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.
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.
You gain 1 additional point of ki each full recovery.
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.
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.
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.
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.
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.
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.
You use Wisdom for attack and damage with unarmed attacks. However, your base hit points are reduced by Level + CON mod.
Whenever you spend a ki point, also gain temporary hit points equal to your level.
Whenever you spend a ki point, you also gain a +1 bonus to all defenses until the end of your next turn.
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.
Spread the Wings: You can spend a ki point to add your Wisdom modifier to a disengage check, after you roll.
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.
Add your Wisdom modifier to Crystal Mind saves.
On a successful save, you also block any non-damage effect from the attack.
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.
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.
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.
You can also use the ki power to save when you're confused or hampered.
The ki power save is now an easy save (6+).
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).
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.)
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.
Twice per battle, gain an additional move action that can only be used to move towards your mortal enemy.
You don’t suffer the –4 penalty to attacks against enemies that are between you and your mortal enemy.
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.
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.)
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 |
Also deal the extra damage on a miss.
On a natural 18+ attack roll, deal maximum damage with the Fire Fist extra damage.
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.
Double the ongoing damage from Immolating Fist.
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: —
You can now use Flurry when the escalation die is 2+.
Your Flurry attack now deals damage equal to your level on a miss.
When the escalation die is 4+, your Flurry attack deals PUNCH + Strength damage instead of JAB + Strength.
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.
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.
Deal extra cold damage equal to twice your level.
You can spend a ki point to use freezing fist a second time in a battle.
You now deal 1d8 per level extra cold damage instead.
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.
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. |
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.
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.)
Once per battle, reroll an attack that qualified for Greeting Fist damage.
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).
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.
You no longer take opportunity attacks when you make ranged attacks while engaged.
Wind from Heaven: You can spend 1 point of ki to regain your Heaven's Arrow power when it's expended.
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.
You can now use the Heaven's Arrow power twice per battle.
You take half damage from ongoing damage, and from any damage caused by the surrounding environment.
Increase your recovery dice to d10.
You gain resist poison 16+.
At the start of each battle, you gain temporary hit points equal to 10 times your Constitution modifier.
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.
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.
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.
You can use the Soulblade ki power once per full recovery without spending a ki point.
You can spend a ki point to recharge a magic item power of a true magic item melee weapon.
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.
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.)
You gain a +3 bonus to disengage checks.
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.
Wind's Comrade: You can spend 1 point of ki during your turn to gain flight until the end of your turn.
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!)
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.
Gain three skill points towards a stealth and espionage skills.
Gain a second Rogue power, which counts as a PUNCH if it is an attack, and can be used as a flow attack.
Gain a third Rogue power, which counts as a KICK if it is an attack, and can be used as a finishing attack.
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.
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.
Once per full recovery after rolling a death save, you can gain +4 bonus to the roll.
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.)
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.
You can now use this ki power twice per full recovery.
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.
You can now use Spinning Willow Style to save against ranged attacks and close-quarter attacks that target PD.
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.
Spinning Willow Style saves are now easy saves (6+).
The Willow Bends: You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
You learn an additional adventurer tier form.
You can switch one adventurer tier form you know for a different one during a short rest.
You can choose a champion tier form as your bonus form instead.
You can choose an epic tier form as your bonus form instead.
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.
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.
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.
One battle per full recovery, the damage dice of your finishing attacks increase by one size (max d12). (For example, d10s become d12s.)
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.)
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.
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.
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.
When you use a monk power that has an elemental damage type, such as fire, you can change that damage to necrotic instead.
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.
You can use the Tribute to Death ki power once per full recovery without expending a ki point.
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 |
If you kill a target with Death Touch, you can spend a ki point to use a recovery to heal.
Kill a target with 150 hit points or less.
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.
_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.
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.
_Ludicrous Improbability Maneuver:_You can spend 1 ki point to use Improbable Stunt again this battle.
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.
_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.
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.
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.
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.
You can use the Nidan ki power once per full recovery without expending a ki point.
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.
You also gain resist fire 16+ while the demon is unleashed.
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.
Once per battle, you can make a ranged basic attack with a small thrown weapon as a quick action.
Increase your damage dice with small thrown weapons to d6.
Once per battle, you can make an opening attack as a ranged attack with a small thrown weapon instead of its usual type.
Back of the Hand: You can spend a ki point to use this talent an additional time per battle.
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.
Once per battle when the escalation die is 1+, you can teleport to a nearby location you can see as a move action.
You can now teleport to a far away location you can see.
When you make a finishing attack, roll an additional d20 (usually two) for the attack roll. Use the result of your choice.
Once per battle when you make a flow attack, you can roll an additional d20 for the attack roll.
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.
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+.
Once per full recovery, you can use the Morning Tempest ki power without spending a ki point.
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.
Damage by your shadow double is either radiant or necrotic damage (choose when you take the feat).
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).
You regain a ki point when you take a quick rest.
When you spend a ki point to increase a natural roll, you can increase it by two instead.
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.
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.
You and each of your allies gain a bonus to the save equal to your Strength modifier or your Wisdom modifier.
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.
If you fail the save, you take only half damage.
Another Petal Falls: You can spend a ki point to use this power a second time in a battle.
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.
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.
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.
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.
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.
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.
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.
The Dance Continues: You can spend 1 point of ki during your turn to roll a disengage check as free action.
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.
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
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 |
You can spend a ki point on this attack to target one additional enemy.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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+ |
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength fire damage
Cycle bonus: Whenever an enemy makes a melee attack against you, deal fire damage equal to your Wisdom modifier, twice at champion tier, and thrice at epic tier to the attacker.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
Add your level to the damage dealt with the cycle bonus.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: Ongoing fire damage equal to 5 times your level
Miss: Damage equal to your level
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
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.
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.
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.
You gain resist poison 14+.
Reduce the attack penalty of all attacks in this form to -2.
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.
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.
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: —
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.
With the cycle bonus, also reduce the damage you take from enemy attacks by your level.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
First Miss: Repeat the attack once against a different enemy you are engaged with.
Second Miss: Pop free from all enemies.
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.
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.
With the cycle bonus, add both Strength AND Wisdom to damage rolls instead of replacing one with the other.
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.
On a hit, the target of your healing also gains a +2 bonus to AC until the end of your next turn.
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.
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.
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
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.
On a hit, you can teleport the target instead.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Miss: Half damage.
Natural Odd Miss: —
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.
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.
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.
Melee attack
Target: One enemy
Special: You must be engaged with two enemies to use this attack.
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Damage equal to your level.
Melee attack
Target: One enemy that has more hit points than you
Attack: Dexterity + Level vs. AC
Natural Even Hit: PUNCH + Strength damage, and 10 ongoing cold damage.
Natural Odd Hit: PUNCH + Strength damage, and one of your allies can pop free from the target.
Miss: Half damage.
Melee attack
Targets: Up to two enemies; choose one for the first attack and the other for the second attack
First Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Miss: Damage equal to your level.
Second Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength fire damage.
Miss: Damage equal to your level.
Become the Dragon: When you drop a non-mook enemy to 0 hp with a finishing attack, you can spend 1 point of ki to gain a second standard action during your next turn. You're gathering power, preparing to unleash havoc, or doing something similar. If for some reason you decide not to take the extra standard action during your next turn, you get the point of ki back, but can't spend any more ki this battle.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage
Cycle bonus: Roll saves at the start of your turn instead of at the end.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage. Starting from next turn, change your position in the initiative order to act directly after one ally of your choice.
Miss: Damage equal to your level
Melee attack
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage. The target’s next attack roll is a miss, unless the natural roll is an 18+.
Miss: Damage equal to your level
If the escalation die is 4+, you can target two enemies you are engaged with.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage
Cycle bonus: When you hit with a melee attack, you can force the target to pop free from you. If you do, reroll any damage dice that come up as natural 1.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage. Until the end of your next turn, you gain a +4 bonus to AC against melee attacks.
Miss: Damage equal to your level
Melee attack
Attack: Make three separate attack rolls, Dexterity + Level vs. each of the target’s three defenses (AC, PD and MD). If at least one of the rolls hits, the attack is a hit.
Hit: PUNCH + Strength damage. For each defense that you hit, gain an additional effect as below.
Hit against AC: Deal 1d12 extra damage (8th level: 2d12).
Hit against PD: The target is forced to pop free from you, and you push it to a nearby location of your choice. If the location is dangerous (acid pit, over a ledge etc.), it can make a save to prevent that danger.
Hit against MD: The target is hampered until the end of your next turn.
Miss: —
Before making the attack, you can engage a nearby enemy as a free action.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength damage, and each time an enemy attacks you before the start of your next turn, it takes thunder damage equal to twice your level after the attack.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and you can roll a save against a save ends effect.
Natural Even Hit: As a hit, plus you gain a bonus to the save equal to your Wisdom modifier.
Miss: Half damage.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: KICK + Strength thunder damage.
Natural Even Hit: As a hit, plus one random nearby enemy takes 10 ongoing thunder damage.
Natural Odd Hit: As a hit, plus after this attack, your crit range expands by 1 until the end of the battle.
Miss: Half damage.
You can now target a nearby enemy with this too was foreseen.
You now heal 5d10 hp each time you use a finishing attack while staggered.
Melee attack
Special: You can use this opening attack only if you or one of your allies has dropped to 0 hit points or below during this battle.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Half damage.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Special: You gain a +4 bonus with this attack when you target a staggered enemy.
Hit: PUNCH + Strength damage.
Miss: Damage equal to your level.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Special: You gain a +4 bonus with this attack when you target an enemy taking ongoing damage.
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus you gain resist damage 16+ until the start of your next turn.
Miss: Damage equal to your level.
You can also use the no retreat opening attack if you have been staggered this battle.
One battle per full recovery, your crit range expands by 2 (cumulative) each time you drop a non-mook enemy to 0 hp.
Melee attack
Attack: Dexterity + Level vs. MD
Hit: JAB + Strength damage
Cycle bonus: Gain a +2 bonus to MD.
Miss: Damage equal to your level + Wisdom modifier. You can spend a ki point to gain the cycle bonus.
Melee attack
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength damage
Natural 16+: The attack deals maximum damage.
Miss: Damage equal to your level
Melee attack
Target: One nearby enemy
Attack: Dexterity + Level vs. PD
Hit: KICK + Strength damage. The target cannot reduce this damage in any way, such as through resistance. The attack also doesn’t trigger interrupt actions.
Miss: Damage equal to your level
Deal half damage on a miss.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength fire damage.
Natural Even Miss: 5 ongoing fire damage.
Natural Odd Miss: —
Melee
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength fire damage, and you can roll a disengage check as a free action. If you disengage from all enemies, you gain flight until the end of your next turn.
Miss: Damage equal to your level.
Melee attack
Target: One enemy that is higher level than you
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength fire damage.
Natural Even Hit: As a hit, plus you can heal using a recovery.
Natural Odd Hit: As a hit, plus you can roll a save against a save ends effect.
Natural Even Miss: Half damage.
Natural Odd Miss: —
Once per full recovery as a free action, double the healing you get when you heal using a recovery (from any effect).
One battle per full recovery as a free action, choose yourself or a nearby ally. That creature gains a bonus to death saves equal to your Wisdom modifier until the end of the battle.
Close-quarters attack
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: Psychic damage equal to twice your level
Cycle bonus: The target cannot attack you until you make an attack against it. You cannot affect the same enemy twice in the same battle with this power.
Miss: Damage equal to your level
Melee attack
Target: One nearby enemy
Always: Move to engage the enemy. This movement cannot be intercepted.
Special: If the target is under your Serpentine Gaze effect, you can spend a ki point to gain advantage on the attack roll.
Attack: Dexterity OR Strength + Level vs. AC
Hit: You grab the target, and it takes ongoing poison damage equal to twice your level (save ends both).
Miss: Damage equal to your level
Melee attack
Special: If the target is grabbed by you, you can spend a ki point to gain advantage on the attack roll.
Attack: Dexterity + Level vs. AC
Hit: 40 ongoing poison damage
Miss: Half damage
Higher Level | Effect |
---|---|
7th | 70 ongoing damage |
9th | 100 ongoing damage |
Each time the target fails a save against the ongoing damage, increase that damage by twice your level.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and if the target is staggered after the attack, choose one: you can pop free from the target; OR the target takes ongoing acid damage equal to your level.
Miss: Damage equal to your level.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Natural Even Hit: PUNCH + Strength damage, and one random nearby enemy takes lightning damage equal to double your level.
Natural Odd Hit: PUNCH + Strength damage, and you gain flight until the end of your next turn.
Miss: Half damage, and one random nearby enemy takes lightning damage equal to your level.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and 1d6 extra fire damage for each point on the escalation die.
Miss: Damage equal to your level.
Once per battle when an enemy hits you with an attack that targets AC or PD while you are flying, you can force that enemy to reroll the attack as a free action.
Once per full recovery when you miss all targets with a finishing attack, you can make another finishing attack with your next standard action—in effect, you get to redo the last form of that progression.
Melee attack
Target: One enemy that isn't engaged with any of your allies.
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Hit: As a hit, plus 2d6 ongoing lightning damage.
Miss: Both you and the target take damage equal to your level.
Melee attack
Target: One enemy that isn't engaged with any of your allies.
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and you can pop free from the target.
Natural Even Hit: As a hit, plus if you are engaged with an enemy other than the target at the end of your turn, one enemy engaged with you takes 10 damage (as your attack sets up a final clawing strike).
Miss: Half damage.
Melee attack
Target: One enemy that isn't engaged with any of your allies.
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus 1d3 nearby enemies other than the target each take lightning damage equal to double your level.
Miss: Half damage.
Storm's Eye: When an enemy misses you with an attack that deals cold, lightning, or thunder damage, you can spend 1 point of ki to heal using a recovery.
You gain resist energy damage 16+ to cold, thunder, and lightning.
Melee attack
Target: One nearby enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength + Wisdom cold damage
Cycle bonus: When you miss with an attack, deal extra cold damage equal to twice your Wisdom modifier, thrice at 8th level.
Miss: Damage equal to your level + twice your Wisdom modifier (thrice at 8th level). You can spend a ki point to gain the cycle bonus.
On a natural even hit, the target is dazed until the end of your next turn.
Melee attack
Target: All enemies you are engaged with
Always: Any targets that don’t fly have disadvantage on disengage checks until the end of your next turn.
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength + Wisdom cold damage
Miss: Damage equal to your level
Close-Quarters Power
Target: 1d3 nearby enemies
Attack: Dexterity + Level vs. PD
Hit: 1d10 per level + Strength + Wisdom cold damage
Miss: Half damage
Always: Until the end of the battle, when your monk attack is a natural 1-5, you can spend 2 ki points to use Avalanche Breath as a quick action once on the same turn.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage
Cycle bonus: You have resist physical damage 16+.
Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.
Melee attack
Target: One nearby or far away enemy
Always: Teleport to engage the enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
Miss: Damage equal to your level
Deal half damage on a miss.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and you are invisible until the start of your next turn.
Miss: Choose to deal half damage OR become invisible until the start of your next turn.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength damage.
Natural Even Hit: As a hit, plus the target takes ongoing necrotic damage equal to its level.
Miss: You take 5 ongoing necrotic damage.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus if the target has 180 hp or fewer after the attack, it's stunned until the end of your next turn.
Miss: Damage equal to your level.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and 15 ongoing necrotic damage.
Natural Even Hit: As a hit, plus until the end of your next turn, you gain flight and resist damage 16+ to all damage as you become incorporeal. (You can move through solid objects but can't end your turn in them.)
Miss: Damage equal to your level.
Quivering Palm: Once per full recovery when you hit a target with a finishing attack, you can spend 1 point of ki to create a link with the target. Until the next full heal-up, regardless of how far away the target is, you can spend 1 point of ki and two consecutive quick actions to deal PUNCH + Wisdom damage to the target. You can keep spending quick actions and ki to deal this damage once per round until you run out of ki for the full recovery.
Melee attack
Target: Each enemy engaged with you
Attack: Wisdom + Level vs. AC
Hit: JAB + Wisdom damage.
Miss: Damage equal to your level.
Melee attack
Always: When you use this flow attack, choose one effect: pop free from one enemy anytime during your turn as a free action; or you gain flight until the end of your next turn.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Half damage.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus if the target has 180 hp or fewer after the attack, it's hampered until the end of your next turn. If it has more than 180 hp, it takes 20 ongoing poison damage instead.
Miss: Half damage.
Once per battle as a quick action, you can roll a difficult save (16+) against a save ends effect affecting you that was caused by an enemy's attack. If you succeed, transfer the effect to an enemy engaged with you.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and if this attack drops a non-mook to 0 hp, you can use a finishing attack with your next standard action.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus a random nearby ally can roll an insight skill check (you choose which relationship) that can be used as a story-guide result later in the adventure; the roll must be 16+ to get an advantage as normal.
Miss: Half damage.
Melee attack
Target: One enemy
Attack: Wisdom + Level vs. MD
Natural Even Hit: KICK + Wisdom damage, and you or an ally gains a +2 bonus to saves until the end of the battle.
Natural Odd Hit: KICK + Wisdom damage, and the target takes a –2 penalty to saves until the end of the battle.
Miss: Half damage.
Once per full recovery when you use the lotus dreams the world finishing attack, a nearby ally can heal using a free recovery and can roll a save against each save ends effect affecting it.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Cycle bonus: When a nearby enemy makes a melee attack against you, you can spend a ki point to make the attack below as an interrupt action. The interrupt resolves before their attack.
Target: The enemy who attacked you
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength force damage, and the target’s attack has disadvantage.
Miss: Damage equal to your level
You can make the interrupt attack granted by the cycle bonus when attacked by a nearby enemy with a ranged or close-quarters attack. You can pop free and engage the enemy to make the attack.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and the target is hampered (save ends). The target can choose to take five times its level in damage to shake off the condition as a free action, without a save.
Miss: Damage equal to your level
Melee attack
Attack: Wisdom + Level vs. MD; if the target is hampered, you have advantage on the attack.
Hit: KICK psychic damage. The target immediately makes an attack against another nearby enemy of your choosing.
Miss: Half damage
Melee attack
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage. You can spend a ki point to reroll any number of damage dice once.
Miss: Damage equal to your level
Melee attack
Always: Fly to engage a nearby or far away enemy.
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage
Natural even hit: Deal half damage to a different nearby enemy. You can spend a ki point to deal half damage to a second nearby enemy.
Miss: Damage equal to your level
Melee attack
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength + 3d6 lightning damage
Natural even hit: If the target has 150 hp or fewer after the attack, it is stunned until the end of your next turn. You can spend a ki point to increase the limit to 500 hp.
Miss: Lightning damage equal to your level + 3d6.
Higher Level | Effect |
---|---|
10th | Increase the bonus damage to 5d6, and the stun limit to 250 / 1000 hp. |
You can target PD instead of AC with Quivering Palm attacks.
Melee attack
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage. The target is vulnerable to your attacks, and it cannot gain temporary hit points or heal (save ends both).
Miss: Damage equal to your level
Melee attack
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and the target is ki blocked (save ends).
Ki blocked: The target cannot roll saves against other effects, including ongoing damage, until it saves against this effect.
Miss: Damage equal to your level
Melee attack
Attack: Dexterity + Level vs. AC
Hit: The target takes double damage from all attacks against it (save ends; the effect also ends if the target is staggered by an attack).
Miss: The next attack that hits the target deals 25 extra damage.
Close-Quarters Power
Effect (cycle bonus): For the current attack cycle, you change your shape into a humanoid-sized dragon. You can fly and you have resist fire 16+. Once per round, you can spend a ki point to make the following breath weapon attack as a quick action.
Target: 1d3 nearby enemies
Attack: Dexterity + Level vs. PD
Hit: 5d6 + Strength fire damage
Miss: Damage equal to your level
The first time you use your breath weapon in a battle, it does not cost a ki point.
Melee attack
Special: If you fly to engage the enemy before making this attack, gain a +2 bonus to the attack roll.
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
Natural even hit: If the target is humanoid size or smaller, you can grab it.
First Miss: Make a second attack roll against the same enemy.
Second Miss: —
Melee attack
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and nearby staggered enemies are struck with fear (-4 to attack and can’t use the escalation die) until the end of your next turn. If you hit with the breath weapon attack gained from The Dragon Awakens this turn, deal double damage.
Miss: Half damage
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Hit: As a hit, plus a different nearby enemy takes force damage equal to half that damage.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus the escalation die increases by 1.
Miss: Damage equal to your level.
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and as a free action you can teleport next to a different nearby enemy you can see (engaging it) and make a PUNCH attack against it.
Miss (PUNCH): The target takes damage equal to your level.
Miss: Half damage, and you can't use attacks from the Spiral Path form until your next battle.
One battle per full recovery, choose a monk talent you don't ordinarily possess. This battle, you have that talent.