Monks
Martial artists who excel at unarmed combat, the deep training monks undergo allow them to move with grace, attack with surprising speed, and strike weak points to devastating effect.
Monk Heroes
Prerequisite: 12 StrengthStarting Hit Points: 8 + your Constitution modifier
Hit Die: d8
Proficiencies: You are Trained in Simple Weapons, Dodge, Parry, Martial Maneuvers, and Initiative.
Skills: You possess the Acrobatics skill and can select 3 other Skills.
Monk Features
The Monk
Level | Benefit | Hero’s Surges | Unarmed Strikes Damage | Title |
---|---|---|---|---|
1 | Monk Features, Flurry of Blows, Ki Techniques, Martial Arts, Monastic Kinship | 4 | 1d4 | Student |
2 | Mobility, Swift Steps, Uncanny Parry, Ki Technique | 5 | 1d4 | |
3 | Martial Discipline | 5 | 1d6 | Adept |
4 | Evasion, Ki Technique | 6 | 1d6 | |
5 | Boon, Valor | 6 | 1d6 | |
6 | Ki Technique, Martial Discipline Feature | 7 | 1d6 | Preceptor |
7 | Boon | 7 | 1d8 | |
8 | Ki Technique, Martial Discipline Feature | 8 | 1d8 | Master |
9 | Boon | 8 | 1d10 | |
10 | Heroism, Ki Technique | 9 | 1d10 |
Monk Ki Techniques
Name | Effect | Hero’s Surge Enhancement |
---|---|---|
Dragon Strike | As an action, you can jump and during or at the end of this jump, attempt an unarmed strike or martial maneuver. | You can use the Success Level of your jump for your unarmed strike or martial maneuver and deal 1d6 bludgeoning damage per 10’ jumped. If this attempt misses, you don’t expend a hero’s surge. |
Feather Step | You gain reliability on Acrobatics attempts. | While moving, gain the ability to cross any solid or liquid as if it were firm ground for the next minute. You can dance across rivers, run across caltrops or treetops, or tumble atop fresh snow. |
Ki Spear | Once per turn, your unarmed strike or Martial Maneuver attack gains a reach of 10’ | As an attack action, make an unarmed strike attempt with advantage at a range of 30'. If this attack hits, it deals force damage. If both rolls hit, also execute a push against the target at the higher success level. If this attack misses, you do not expend your hero's surge. |
Ki Strike | You can treat your unarmed attacks and sunders as if they were iron weapons. | After spending a minute performing a kata or when you hit with an unarmed strike, your unarmed strikes become +1 magic weapons for the next minute. *You can learn this Ki Technique multiple times. Each time you do, increase the enhancement bonus by 1. |
Ki Touch | As an attack action, you can touch a creature and allow it to spend a hero’s surge. | As part of your turn, touch a creature. It regains hit points equal to ¼ of your maximum and can spend a hero's surge. |
Quelling Touch | As an action, you can touch a creature. It can attempt to end an effect you are aware of that an attempt can end. | As part of your turn, touch a creature. It can end an effect you are aware of that an attempt can end. |
Spider Step | You gain reliability on Jump attempts. | Increase your jump distance by your Strength score and gain a climb speed equal to your speed. This effect lasts for one minute or until you take an action other than moving. |
Stunning Fist | You can use a devastating effect of an unarmed strike to daze a creature, costing it its next attack. | When you hit with an unarmed strike, stun your target, costing it its next attack on a normal, its next attack and move on a major, or its next turn on a critical success. |
Wheel Throw | Treat yourself as if you are one size larger when grappling. | When you successfully grapple a creature of one size larger than you or smaller, you immediately throw it using the same success level as your grapple attempt and increase the distance thrown by 10'. |
Whirlwind Attack | When you use Flurry of Blows and hit with both attacks, you can deal your unarmed strike damage die to a creature within reach that you did not attack. | As an action, make an attack against all adjacent creatures. If you use only unarmed attacks for this action, you can choose which creatures you attack. |
LEVEL 2 Monk
LEVEL 3 Monk
Ascetics
Your obsession in pursuing and perfecting the martial arts elevates your techniques to levels of the great masters.
LEVEL 6 Ascetic
LEVEL 8 Ascetic
Feather Step: Until the start of your next turn after using this ability, you can allow other creatures to tread your path with a successful Dexterity check.
Ki Spear: The enhancement can also deal cold, fire, or lightning damage.
Ki Touch: Your Ki Touch gains a range of 30'.
Quelling Touch: Your Quelling Touch gains a range of 30'.
Stunning Fist: Your enhanced Stunning Fist stuns for 1 minute. A creature with more hit points than your maximum can spend an attack to attempt to end this effect by resisting your unarmed strike with their Constitution.
Whirlwind Attack: After using this technique's enhancement, you can move 5' and attack adjacent creatures you have yet to attack with this technique.
Windmill Throw: Deal your unarmed strike damage to the target.
Ninjas
Your focus on combat propels you into a world of shadows and secrets, where death comes as easy as the night.
Prerequisite: 12 Dexterity, Stealth skill
LEVEL 6 Ninja
LEVEL 8 Ninja
Ki Touch: Regain hit points equal to your Wisdom modifier.
Quelling Touch: Attempt to end an effect an attempt can end.
Spider's Step: Actions other than moves do not end this benefit.
Stunning Fist: Once per day when you critically hit with this technique's enhancement, regain a hero's surge.
Windmill Throw: You can jump after throwing a creature with this technique's enhancement.
Zen Masters
Whether you seek enlightenment, absolution, alcohol, or something else to find zen, your focus on the non-physical grants supernatural awareness.
Prerequisite: 12 Wisdom
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