Monk, Shan Lun

The wandering ascetic, the temple guardian, the spiritual emissary, the enlightened brawler, and the focused acrobat - all are monks. Monks can be champions of the oppressed, heralds of balance, or seekers of self-perfection. Some dedicate their lives to the pursuit of inner peace and enlightenment, while others hone their skills in service of a cause or a deity. Monks who are not actively adventuring might be found as temple guardians, martial arts instructors, spiritual counselors, or enigmatic wanderers. An adventuring monk might call themselves a seeker, a disciple, or simply an adventurer.     Monks often approach adventuring as a means to test their skills, expand their knowledge, or fulfill a spiritual quest. For some, the challenges and dangers of adventuring serve as a crucible for self-improvement, allowing them to refine their martial prowess and spiritual understanding. Others may be driven by a sense of duty or devotion, undertaking quests on behalf of their temple, their deity, or the greater good. The path of the adventurer allows the monk to encounter diverse situations, learn from different cultures and philosophies, and ultimately grow in wisdom and strength.     Through years of rigorous training, meditation, and contemplation, monks achieve a unique harmony between body and spirit. They develop an extraordinary control over their physical abilities, allowing them to perform incredible feats of agility, strength, and endurance. Monks also cultivate a deep connection to their inner essence, or chi, tapping into its power to fuel supernatural abilities. Through mastery of their chi, monks gain access to a range of powers, from healing themselves or others, to unleashing devastating strikes, to manipulating the energies of the world around them. This combination of physical and spiritual mastery sets the monk apart as a formidable and versatile adventurer, capable of overcoming even the most daunting of challenges.  
Astoran and Shan Lun Monks:
While both are called monks, those following the teachings of the Astoran mainland or the teachings of the island nation of Shan Lun differ on many fundamental levels, and as such are represented as distinct classes. Details on the Astoran monk can be found here: Monk, Astoran
 

Alignment

Usually Lawful.

Hit Dice

1d8

Proficiencies

  • Armor: Monks are trained to be light on their feet, and are not proficient with any type of armor or shield. While wearing armor, using a shield, or carrying a medium or heavy load, a monk cannot tap into their Chi to use abilities, and lose the benefits of their Defensive Tenet.
  • Weapons: Monks are trained to be deadly combatants without reliance on weapons. They have no weapon proficiencies outside of unarmed attacks. While using a weapon, a monk loses the benefits of their Offensive Tenet.
  • Class Skills: Acrobatics (Dex), Autohypnosis, Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge(arcana, religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
  • Skill Points Per Level: 4 + Int modifier.
 

monk class table

Class Features

All of the following are features of the Monk class.  

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.   Usually a monk's unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.   A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.   A monk also deals more damage with their unarmed strikes than a normal person would, as shown on Table: Shan Lun Monk. The unarmed damage on Table: Shan LunMonk is for Medium monks. A Small monk deals less damage than the amount given there with their unarmed attacks, while a Large monk deals more damage.  

Chi (Su)

The monk's inner strength and ability to manifest various abilities is represented by their Chi. Their daily allotment of Chi is given on Table: Shan Lun Monk. Additionally, Monk gain bonus Chi from their Wisdom Score. This bonus is determined using the following formula:  
Bonus Chi = Wisdom modifier * Monk level / 4 (rounded down)
  They may gain more Chi from class features, racial traits, feats, or items. Any such source that increases a character's Power Points also increases their Chi.  

Tenets

Each monk chooses a different path in their pursuit of enlightenment, represented by Tenets. Tenets fall into three categories: Defensive, Offensive, and Neutral. As a monk levels, they choose one tenet from each category to represent their path, and gain bonuses as listed in each entry.  
Defensive Tenet
At 1st level, a monk chooses a Tenet from the Defensive Tenets list to follow. Once chosen, the tenet cannot be changed, and the monk gains all the features of that tenet. A description of each tenet, and the features within them are provided in the Defensive Tenets section below.  
Offensive Tenet
At 2nd level, a monk chooses a Tenet from the Offensive Tenets list to follow. Once chosen, the tenet cannot be changed, and the monk gains all the features of that tenet. A description of each tenet, and the features within them are provided in the Offensive Tenets section below.  
Neutral Tenet
At 9th level, a monk chooses a Tenet from the Neutral Tenets list to follow. Once chosen, the tenet cannot be changed, and the monk gains all the features of that tenet. A description of each tenet, and the features within them are provided in the Neutral Tenets section below.  
zen devotion bonus chi table

Devotion (Ex)

At 1st level, monks gain a devotion based on their chosen Defensive Tenet. This devotion allows the monk to add a devotion bonus to the attribute listed below. The monk's devotion bonus increases as they gain levels as shown on Table: Shan Lun Monk as well as Table: Zen Devotion Bonus Chi.  
  • Iron Devotion (Ex): Monks who choose the Tenet of the Iron Body devote themselves to the strengthening and hardening of their physical form. As such, their unarmed blows are as unforgiving as that of metal, further increasing their lethality. They add their devotion bonus to their damage with unarmed strikes.
  • Agile Devotion (Ex): Monks who choose the Tenet of the Agile Warrior devote themselves to speed and agility above all else. Their mobility makes them a blur on the battlefield, able to dodge blows with ease. They add their devotion bonus to their armor class so long as they are unarmored and unencumbered.
  • Zen Devotion (Su): Monks who choose the Tenet of Inner Calm devote themselves to strength of mind, and detachment from the physical. Their focus on inner strength gives them a stronger connection to the supernatural forces that empower them. They add their devotion bonus to their Chi Points at each level (as shown on Table: Zen Devotion Bonus Chi).
 

Damage Conversion (Su)

Starting at 2nd level, a monk gains the ability to lessen the lethality of damage directed towards them. They gain a damage conversion modifier determined using the following formula:  
Conversion Modifier = Wisdom modifier + Monk level / 2 (rounded down)
  Any instance of damage the monk receives (with the exception of negative energy/necrotic damage) is reduced by the monk's conversion modifier (minimum 1). The amount the damage was reduced by is then taken by the monk as non-lethal damage.  

Sacred Fists (Su)

Starting at 3nd level, a monk's unarmed attacks are empowered by their Chi. Their unarmed attacks are treated as special weapons for the purpose of overcoming damage reduction. The types of damage reduction a monk's unarmed attacks can overcome expand with their level, as listed below:
  • At 3rd level, a monk's unarmed attacks are counted as Magic weapons for the purpose of overcoming damage reduction.
  • At 6th level, a monk's unarmed attacks are counted as Silver weapons for the purpose of overcoming damage reduction.
  • At 9th level, a monk's unarmed attacks are counted as Cold Iron weapons for the purpose of overcoming damage reduction.
  • At 12th level, a monk's unarmed attacks are counted as Lawful weapons for the purpose of overcoming damage reduction.
  • At 15th level, a monk's unarmed attacks are counted as Adamantine weapons for the purpose of overcoming damage reduction.
  • At 18th level, a monk's unarmed attacks are counted as Epic weapons for the purpose of overcoming damage reduction.
  These types are additive, allowing the monk to overcome damage reduction requiring multiple types so long as the monk has the ability to bypass them all individually.  

Chi Healing (Su)

Starting at 3rd level, a monk can use their Chi to heal non-lethal damage they have sustained. As a swift action, they can spend 1 Chi point to remove 1d10 + their wisdom modifier non-lethal damage. Every 3 levels, they can spend an additional Chi point to add 1d10 to the amount healed, to a maximum of 6d10 + their wisdom modifier in healing for 6 points at 18th level.  

Fast Healing (Ex)

Starting at 6th level, monks gain the ability to more quickly recover from non-lethal damage. They remove 1 point of non-lethal damage each round. At 9th level, this increases to 2 points per round. At every 3 levels thereafter, the amount increases by 2 per round (4 at 12th, 6 at 15th, 8 at 18th).  

Purity of Body (Ex)

At 7th level, a monk gains immunity to all diseases, including supernatural and magical diseases. at 10th level, they gain immunity to all poisons as well.  

Timeless Body (Ex)

Upon attaining 16th level, a monk no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when their time is up.  

Tongue of the Sun and Moon (Ex)

A monk of 19th level or higher can speak with any living creature.  

Perfect Self

At 20th level, a monk becomes a magical creature. They are forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the monk can still be brought back from the dead as if they were a member of their previous creature type. Additionally, the monk can regain any spent Chi points by meditating for 1 minute and succeeding on a DC 25 Autohypnosis check.  

Defensive Tenets

defensive tenets table

Tenet of the Iron Body

A monk following the Tenet of the Iron Body focuses on fortifying their physical form, transforming their body into an unyielding bastion of defense. Through rigorous training and mastery of their chi, they gain improved fortitude saves, damage reduction, and enhanced defenses against combat maneuvers. They can even use their chi to block critical hits or powerful strikes.  
  • Mental Fortitude (Ex): A monk following the Tenet of the Iron Body adds their Wisdom modifier to their Fortitude Saves in addition to their Constitution modifier.  
  • Iron Hide (Su): Starting a 4th level, a monk following the Tenet of the Iron Body gains Damage Reduction. This starts as DR/magic and is equal to 1 + the monk's wisdom modifier. At 9th level, the base DR increases to 2 and becomes DR/Adamantine. At 15th level, the base DR increases to 3 and becomes DR/Chaos. at 20th level, the base DR increases to 5 and becomes DR/Epic.  
  • Unyielding (Ex): Starting at 7th level, a monk following the Tenet of the Iron Body adds their Wisdom modifier to their Combat Maneuver Defense and Armor Class.  
  • Force of Presence (Ex): Starting at 10th level, a monk following the Tenet of the Iron Body may make a number of additional attacks of opportunity equal to their Wisdom modifier.  
  • Chi Block (Su): Starting at 13th level, monk following the Tenet of the Iron Body can spend 6 Chi points to negate the effects of a critical hit. This ability is used as an immediate action in response to a confirmed critical hit. At 17th level, the monk can spend 12 Chi points to use this ability to entirely negate a single attack, critical or no.  
 

Tenet of the Agile Warrior

Emphasizing speed, agility, and nimbleness, the Tenet of the Agile Warrior guides a monk to become a master of evasive maneuvers. They gain bonuses to reflex saves, increased AC, and the ability to perform incredible feats of movement, such as running up walls, sprinting over water, or even dashing through the air.  
  • Zen Dodge (Ex): A monk following the Tenet of the Agile Warrior adds their Wisdom modifier to their Reflex Saves in addition to their Dexterity modifier.  
  • Nimble (Ex): Starting at 4th level, a monk following the Tenet of the Agile Warrior adds their Wisdom modifier to their Armor Class. Additionally, they gain a +10 ft. enhancement bonus to their move speed, and gain a +1 dodge bonus to their AC for every 10 ft. they move in a round, up to a maximum of their monk class level. At 6th level, and every 3 levels thereafter, the enhancement bonus to movement increases by +10 ft. (+20 ft. at 6, +30 ft. at 9, +40 ft. at 12, +50 ft. at 15, +60 ft. at 18).  
  • Evasion (Ex): At 7th level and higher, a monk following the Tenet of the Agile Warrior can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. at 15th level and higher, the monk still takes no damage on a successful save, but henceforth only takes half damage on a failed save. A helpless monk does not gain the benefit of evasion.  
  • Untethered (Su): Starting at 10th level, a monk following the Tenet of the Agile Warrior can spend 1 Chi point as a free action to gain the ability to walk on walls. For 1 round, the monk may treat any wall or other relatively smooth vertical surface as normal terrain, moving along it at their normal rate. Passing from floor to wall or wall to floor costs no movement, and difficult terrain due solely to incline is ignored by the monk. The monk must start and end their move on horizontal terrain. If the monk ends their movement on a wall or terrain they could not ordinarily stand on, they fall prone, taking damage as appropriate for the distance fallen. Opponents on the ground can make attacks of opportunity as normal if the monk is walking on a wall within reach of their attacks. At 12th level, the monk can spend 2 points to use this ability to walk on water, with the same restrictions. At 16th level, the monk can spend 3 points to use this ability to walk on air, again with the same restrictions.  
  • Speed of Thought (Su): Starting at 13th level, a monk following the Tenet of the Agile Warrior can spend 3 Chi points to take a move action as a free action. This ability can only be used once per round.  
 

Tenet of Inner Calm

Monks who follow the Tenet of Inner Calm seek to cultivate serenity and balance within themselves, bolstering their resilience against a wide array of threats. They enjoy bonuses to all saves, increased spell resistance, and can draw upon their wisdom for skills typically associated with strength or dexterity. Enhanced chi reserves, mindsight, and telepathy further augment their spiritual fortitude.  
  • Mind Over Body (Ex): A monk following the Tenet of Inner Calm adds their Wisdom modifier to all their saves. This bonus is in addition to the normal ability modifiers to the monk's saves.  
  • Agile Mind (Ex): Starting at 4th level, a monk following the Tenet of Inner Calm adds their Wisdom modifier to all their Strength and Dexterity based class skills.  
  • Empty Body (): Starting at 7th level, a monk following the Tenet of Inner Calm can spend 3 Chi points as a move action to become invisible for 1 round. This invisibility is broken if the monk takes any offensive actions. Starting at 9th level, the monk can spend 4 Chi points as a swift action to take an astral step, teleporting to any unoccupied square they can see and stand on in close range. At 12th level, they can spend 6 Chi points as a standard action to take an astral leap, teleporting to any location within long range, as the dimension door spell. At 15th level, the monk can spend 12 Chi points as an immediate action to turn ethereal for up to 1 round per level (they can dispel it at any point on their turn as a free action).  
  • Diamond Soul (Su): Starting at 10th level, a monk following the Tenet of Inner Calm gains spell resistance equal to 10 + their monk level. As an immediate action, the monk can spend 3 Chi points to add their Wisdom modifier to their spell resistance for 1 round. If used in response to a caster level check against the monk, this must be activated before the check result is known.  
  • Mind's Eye (Su): Starting at 13th level, a monk following the Tenet of Inner Calm gains mindsight out to 30 ft. The monk can detect and pinpoint any beings that are not mindless (Intelligence 1 or higher) or magically protected within this range. The monk knows what square each thinking being is in, but cannot see them, and is still considered to be in total concealment (50% miss chance on attacks) unless they can be seen by other means. They can also perceive any detected being's type and intelligence score. This information is as obvious to the monk as the creature's race and clothing would be to eyesight. at 15th level, the range extends out to 60 ft, and at 17th level it extends to 90 ft. At 19th level, the monk gains the ability to communicate telepathically with any creature it can detect with mindsight.  
 

Offensive Tenets

offensive tenets table

Tenet of Devastating Strikes

Monks adhering to the Tenet of Devastating Strikes specialize in delivering powerful, focused blows. Concentrating their might into a single attack each round, they can break objects, deliver crippling strikes, or even instantly kill their foes with a well-placed hit.  
  • Focused Strike (Ex): Starting at 2nd level, a monk adhering to the Tenet of Devastating Strikes can spend 1 Chi point as a Standard Action to make a single attack against a target in melee range at their highest attack bonus. If the attack hits, it deals double its normal damage (x2). at 6th level, this increases to triple damage (x3). At 10th level, it increases to quadruple damage (x4), and at 16th level it increases to quintuple damage (x5). Damage multipliers such as Focused Strike and critical hits stack additively, not multiplicitavely (e.g. a 2x crit multiplier on a x4 focused strike would deal 5x damage, rather than 8x).  
  • Sundering Blows (Ex): At 5th level, a monk adhering to the Tenet of Devastating Strikes gains Powerful Maneuvers as a bonus feat. When making sunder attempts unarmed, they add their Wisdom modifier to their damage in addition to their strength.  
  • Crushing Fist (Ex): Starting at 8th level, a monk adhering to the Tenet of Devastating Strikes subtracts their monk level from an object's hardness when attacking it unarmed. at 15th level, they ignore all hardness with unarmed attacks, including Adamantine.  
  • Cleaving Sunder (Ex): Starting at 9th level, when a monk adhering to the Tenet of Devastating Strikes deals enough damage to an object worn or held by an opponent to destroy it using Sunder, they can take a free attack against that opponent using the same base attack bonus as the one used to sunder the object. They may choose to keep the item at 1hp and Broken, as per sunder rules, and still be eligible to make this attack.  
  • One Hit, One Kill (Su): Starting at 11th level, a monk adhering to the Tenet of Devastating Strikes can spend 6 Chi and at least 1 round channeling to deliver a lethal blow. Each round of channeling is a Full-Round Action, and does not allow a 5 ft. step. Any interruption, including damage, requires a Concentration check to sustain the ability (using the monk's class level and Wisdom score). For each round the monk channels, they gain a bonus to attack and damge equal to their Wisdom modifier for their next unarmed attack, to a maximum of 3x. If the attack hits, it is an automatic critical (no confirmation required), and the critical multiplier of the attack is increased for each round spent channeling (an additional x1 after 1 round, x3 after 2 round, and x6 after 3 or more rounds). If the attack misses, a concentration check fails, or the monk fails to make an unarmed attack within one round after channeling, the power has no effect. While channeling, the monk is wreathed in chi energy that is clear to all around them as a hostile action.
 

Tenet of Unrelenting Barrage

Monks dedicated to the Tenet of Unrelenting Barrage focus on overwhelming their enemies with a ceaseless torrent of strikes. Their training emphasizes the relentless pursuit of multiple rapid attacks, each one following the other in rapid succession. This tenet allows the monk to become a veritable storm of fists and kicks, wearing down their foes through sheer volume and persistence, overwhelming them with an endless barrage of attacks.  
  • Flurry of Blows (Ex): Starting at 2nd level, a monk adhering to the Tenet of Unrelenting Barrage can spend 1 Chi point to make a flurry of blows as a Full Attack action. When making a flurry of blows, they gain one additional attack at their highest bonus, but takes a -1 penalty for all attacks that round. When using this ability, the monk can make these attacks with any combination of their unarmed strikes and weapons that have the monk special weapon quality. They take no penalty for using multiple weapons when making a flurry of blows, but do not gain any additional attacks beyond what’s already granted by the flurry for doing so. The additional attack from flurry of blows stacks with the bonus attacks from Haste and other similar effects.   Starting at 5th level, flurry of blows no longer applies a -1 penalty to all attacks for the round. At 11th level, the monk gains an additional attack at their highest bonus on top of the one already granted.  
  • Lightning Fists (Ex): Starting at 5th level, a monk adhering to the Tenet of Unrelenting Barrage can spend 2 additional Chi points when activating Flurry of Blows to add yet another attack at their highest bonus, applying a -2 penalty to all attacks for that round. At 9th level, the monk can instead add two attacks, applying a -4 penalty to all attacks for the round. At 15th level, the monk can add three attacks at the cost of -6 to all attacks for the round.  
  • Withering Strikes (Ex): Starting at 8th level, a monk adhering to the Tenet of Unrelenting Barrage gains a +1 Insight Bonus to attack and damage rolls when attacking unarmed. Each time the monk hits a target with an attack, the bonus increases by +1, and each time they miss a target with an attack the bonus increases by +2. The bonus resets to +1 at the beginning of each of the monk's turns. An attack that hits but deals 0 damage is treated as a miss for the purpose of this ability.  
  • Endless Blows (Su): Starting at 11th level, a monk adhering to the Tenet of Unrelenting Barrage can spend 6 Chi points as a standard action to make a melee attack against a target at the monk's highest bonus. If the attack hits, the monk can make another attack (against the same target or another in range). The monk can continue to make attacks until an attack misses or the monk runs out of targets to attack. The monk may make no movements nor take any actions between these attacks. A target with legendary resistances may use one to limit themselves to three maximum attacks from this move (though the monk could continue attacking other targets provided they have not yet missed).  
 

Tenet of Disruptive Chi

Following the Tenet of Disruptive Chi, a monk learns to harness their inner energy and imbue their attacks with potent force. They become adept at blending their martial skills with their chi manipulation, creating a versatile and powerful fighting style that can adapt to various situations. This tenet allows the monk to strike at their enemies with devastating energy, whether up close or from a distance, and cause widespread havoc on the battlefield.  
  • Empowered Strikes (Su): Starting at 2nd level, a monk adhering to the Tenet of Disruptive Chi can spend 1 Chi point as a free action to add 1d6 points of fire, cold, or electricity damage (at the monk's choice) to their attacks for one round. starting at 6th level, the monk adds 2d6 damage, and has the option to deal sonic damage (-1 damage per die and ignore hardness). Starting at 10th level, the damage increases to 3d6 with the option of Acid damage (+1 damage per die). Starting at 16th level, the monk adds 4d6 damage, and can elect to deal force damage. The monk can spend additional Chi points to add an additonal 1d6 per point to the damage, up to their Wisdom modifier.  
  • Intuitive Strikes (Ex): Starting at 5th level, a monk adhering to the Tenet of Disruptive Chi adds their Wisdom modifier to all unarmed attack and damage rolls.  
  • Astral Strikes (Su): Starting at 8th level, a monk adhering to the Tenet of Disruptive Chi can spend 2 Chi points as a free action to allow them to make all of their unarmed attacks at close range for one round. The monk must still physically make the attack, but the effect of it is channeled through the astral plane to affect its target. The monk still only threatens those areas he can reach in melee, and so cannot make ranged attacks of opportunity with this power.  
  • Concussive Blows (Su): Starting at 11th level, a monk adhering to the Tenet of Disruptive Chi can spend 4 chi points as a free action to allow all of their unarmed attacks to strike all enemies adjacent to their target for one round. The same attack roll is used against the AC of all valid targets, and each target is individually subject to effects such as cover and concealment. The attack does not need to hit the primary target in order to effect those around them.  
 

Neutral Tenets

Tenet of the Mending Spirit

A monk who embraces the Tenet of the Mending Spirit learns to channel their chi to better heal and restore. They become adept at providing more effective healing for themselves, and can even extend that healing to their allies.  
  • Improved Chi Healing (Su): Starting at 9th level, a monk who embraces the Tenet of the Mending Spirit can pay double the normal cost of Chi Healing to allow the ability to heal hit point loss once no non-lethal damage remains. Additionally, they can use this ability to heal allies with a touch range as a Standard Action (chi healing can only be used once per round).  
  • Improved Fast Healing (Ex): Starting at 14th level, a monk who embraces the Tenet of the Mending Spirit doubles the normal rate at which their Fast Healing removes non-lethal damage. If the monk has no non-lethal damage remaining, their fast healing recovers hit point loss at the normal, non-doubled rate.  
 

Tenet of Spiritual Resilience

By following the Tenet of Spiritual Resilience, a monk can use their chi healing to cure status effects or create temporary shields to protect themselves from harm. This tenet emphasizes the importance of using one's inner energy to maintain physical and mental well-being in the face of adversity.  
  • Force of Will (Su): Starting at 9th level, a monk who embraces the Tenet of Spiritual Resilience can also use their Chi Healing to remove status effects from themselves. If they spend 2 Chi points as a swift action, they can remove Dazzled, Deafened, or Fatigued from themselves. If they spend 4 Chi points, they can remove Exhausted, Shaken, or Sickened. If they spend 6 Chi points, they can remove Blinded, Frightened, or Nauseated. If they spend 8 Chi points, they can remove Dazed, Panicked, or Paralyzed from themselves. Any Chi points spent removing conditions also removes non-lethal damage as though spent on Chi Healing, up to the maximum allowed for the monk's level.  
  • Chi Shielding (): Starting at 14th level, a monk who embraces the Tenet of Spiritual Resilience can spend a Full-Round Action and pay double the cost for a Chi Healing to gain a Chi Shield instead of removing non-lethal damage. The shield grants the monk an amount of temporary hit points equal to the amount of non-lethal damage the Chi Healing would have otherwise removed. These temporary hit points do not stack with any other temporary HP, and last for 1 minute per monk class level.  
 

Monk Variants

Because of the heavily customized nature of this presentation of the Monk class, most core variants to it are not compatible. As always, ask the DM if there is any variation or substitution you would like to make to better fit this class to your character, and they will do their best to implement it in a way that works for both parties.

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