Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
MK2 + intelligence
Baseline Weapon Proficiency:
Simple, Unarmed, Bo Staff.
Baseline Armor Proficiency:
Unarmored.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L5 | L13 | — |
| Dodge | L1 | L5 | L13 | — |
| Fortitude Save | L1 | L5 | L13 | — |
| Initiative | — | L1 | L7 | L15 |
| Perception | L1 | L5 | L10 | — |
| Reflex Save | L1 | L5 | L13 | — |
| Spell/DC | L1 | L7 | L13 | L19 |
| Weapon | — | L5 | L13 | — |
| Will Save | L1 | L5 | L13 | — |
Hit Die: d8
Once per turn as an action, you can make 2 unarmed melee attacks with your first as an unarmed attack. These attacks account and take into account MAP.
Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.
You gain Ki points equal to your your monk level
Monks are represented by the three ways their power is represented. Strength represents the physical might, Alacrity the speed of its reflexs and Spirit the power of the soul.
Increase your unarmed melee attack damage dice to be 1D6.
Select a Monk Class Feat
You gain extra 5ft of movement when not wearing armor.
You select 2 Monk Disciple traits. For every 2 Monk Traits from a disciple you select, you gain a mastery tier
Select a Monk Class Feat
If you succeed a saving throw of your Way speciality, you are considered to have critically succeeded.
Wisdom -> Will
Strength -> Fortitude
Alacrity -> Reflex
You select 2 Monk Disciple traits. For every 2 Monk Traits from a disciple you select, you gain a mastery tier
Select a Monk Class Feat
You select 2 Monk Disciple traits. For every 2 Monk Traits from a disciple you select, you gain a mastery tier
Select a type of saving throw, whenever you succeed in it, you are considered to critically succeed in them.
You select 2 Monk Disciple traits. For every 2 Monk Traits from a disciple you select, you gain a mastery tier
Select a Monk Class Feat
You select 2 Monk Disciple traits. For every 2 Monk Traits from a disciple you select, you gain a mastery tier
Select a Monk Class Feat
Masters of rhythmic strikes and fluid footwork, Boxing monks synchronize breath and motion into a relentless dance of punches.
You gain rhythm points equal to 1d6 + 1 at initiative. You gain a point on a successful hit or boxing ability activation and 2 on critical hits. You can spend rhythm points in place of Ki points for boxing abilities.
You can make a dizzying hook attack, expending a Ki point. On a successful attack, the target gains a -1 penalty to all d20 rolls until the start of its next turn
Spend an action to enter this stance. When yoi do so reduce your speed by 15ft. You may spend another action to end this stance
When you take damage from non critical melee hits while in this stance. Reduce the damage by 1D6 + strength modifier. If the attack is from an unarmed attack, roll a 1D12 instead
When you take a critical hit, spend one ki point to reduce the damage by half.
You can make an attack that ignores one tier of MAP. When you do so,reduce your total damage done by that attack by hald.
Spend 2 Ki points. You make a power punch, dealing additional damage equal to twice your remaining rhythm points or twice your Strength modifier (your choice). This attack ignores 50% of armor before any armor piercing modifiers.
As a reaction, to being targetted, spend 2 ki points to gain a +3 to defence. If the attack misses, you can make an attack that ignores MAP against the attacker.
You can deliver a stinging uppercut, expending a single Ki point. Your next melee attack, if successful, forces the enemy to make a Fortitude save and deals extra damage equal to your 2*(Your DC - their save roll)
When your back is facing a wall, you gain resistance to all types of bludgeoning, slashing, and piercing damage.
Every time you roll a death saving throw, a result of 15 or higher allows you to rise up, not be incapacitated, and gain a full turn. Additional damage knocks you down again, requiring further death saving throws.
Expend 4 ki points and an action on any unarmed attack or Boxing disciple trait’s attack to make it a knockout blow.
You force a target to make fortitude save. If a creature is below 25% of their max HP or 25HP, whichever is higher, they gain a -5 penalty to their roll.
CF The target becomes unconscious
F: The creature gains stun 4
S: The target takes stun 2
CS: No Effecf
Colossal grapplers who blend iron grip and tactical holds. Wrestler monks seize control of the battlefield by locking foes in crushing clinches, slamming them prone, and safeguarding allies through expert repositioning.
Spend 1 action to enter this stance which you are considered part of this stance for one minute.
Every time you successfully grapple a creature and they fail a saving throw to break free, you gain a momentum point. You can use momentum points in place of Ki points for wrestler abilities.
You gain advantage on saving throws against effect that seek to move you.
Select a target and make a standard grapple attack and check but without this result.
CS You restrain the target and knock it prone
S You restrain the target and knock it prone, you yourself are knocked prone
F No effect
CF You knock yourself prone.
When you grappled a target, any contested atheleteics check against the grappled target gains a +2
You can put a creature you are grappling in a chokehold as an action for one ki point, lasting until the grapple ends. They are considered silenced.
Ki Cost: 2 Ki
As a reaction
Whenever a creature you are grappling makes a melee attack, they must make a Reflex save against your Monk DC.
CS: N/AWhen you grapple a creature, if they attempt to break free and fail, they suffer disadvantage on their next d20 roll.
You pile drive a creature you are grappling. They must make a Fortitude save and take bludgeoning damage equal to your Monk level × 2.
CS: N/A
S: Stun (1)
F: Stun (2)
CF: Stun (3)
Dash to an ally within 15ft, spending 2 ki point and 1 action or reaction. Both of you gain a your strength modifier + your monk level amount of temporary hitponts.
You twist your opponent’s limb into an agonizing lock. The target must make a Fortitude save against your Monk D for 4 ki points.
CS: The target resists the hold and suffers no effect.Spending 2 Ki points. You execute a powerful suplex, flipping your opponent and slamming them into the ground. The target must make a Fortitude save against your Monk DC.
CS: The target escapes your grapple and lands safely, negating all damage.Damage done by the creature you are grappling has disadvantage, and saving throws forced by them always have advantage.
You take a grappled large or smaller enemy and smashed the target against your leg
You make a contested athletic check vs a creature you are grappling, making it with advantage if you are restraining them
CF The target takes (Your monk level + your strength modifier x 4) + 25% of Max HP in bludgeoning damage
F The target takes (Your monk level + your strength modifier) + 25% of Max HP in bludgeoning damage
S The target takes (Your monk level + your strength modifier) in bludgeoning damage
CS You gain stunned 1
A hybrid of speed and power, Takindori unites kicking prowess with swift acrobatics. Their rear-leg stance channels explosive leg strikes that crack bones and launch enemies skyward, while seamless movement allows them to dart among opponents like a whirlwind of disciplined fury.
Spend 1 action per turn to maintain this stance. Your ubarmed attack gains the reach property, does 2 extra damage and you gain a +2 to fortitude saves against effects to move or knock you probe
You unleash a brutal, fast kick against your opponent’s head or ribs. Spending 1 Ki point on your next successful attack makes the enemy Weakened(Body) (1) until the end of their next turn.
Unleash a deadly kick spending 2 Ki Point. The attack gains the reach 5 property and does bonus damage equal to your monk level.
When you attack from elevation, you can make a Jumping Side Kick. You deal bonus damage equal to the height of the object (maximum of 30) + your Strength modifier.
When targetted by a melee attack, as a reaction, spend a ki point to gain +2 to defence and move 10ft ignoring opportunity attacks
Reduce your defence by 5 and increase your next attack crit threshold by 5.
When you use Flurry of Blows, you can ignore the multi attack penalty for 2 Ki Points
Expend 2 ki point to hit an enemies within 15ft of each other provided you are within 10ft of them all. Make a single attack roll. If your attack only hits one target, do an extra 5 damage.
Spend 2 actions and 4 Ki points to unleash 3 attacks with MAP capped at 5 and each attack gaining the reach 5 property.
Flowing like wind and lightning, Ki’nandi monks harness storm-like ki bursts. They gain “Nandi” points to fuel uncanny counters, armor-piercing knuckle strikes, and telegraphed sidesteps. Their style emphasizes swift, precise hits that crack armor and shatter defenses with electric grace.
You can make an attack with a -4 to damage to a +3 to hit.
Make an attack that forces the target to make a basic fortitude save for 2 ki points, which on a failure applies weakened(body) 1. This attack can break wood, ice and bricks up to a thickness of half a meter.
When you make an unarmed attack, you can choose to deal half damage. If the target takes damage, they receive -2 to one of the three saving throws of your choice.
Attacking an enemy who have moved in the previous turn grants you one Nandi point, which you can spend to replace ki points used for this disciple
Spend one ki point as you make an attack to reduce the targets movement speed by 15ft.
Spend a ki point when you make an attack to make the attack with a +2 to armor piercing.
When targeted by a melee attack, you can spend up to 4 Ki points as a reaction to gain +2 per Ki point to Defence. If the attack misses, you gain +2 on your next attack against the target.
Spend an action to ready a hammer fist. If targetted by a melee attack, spend you reaction to make an attack that does half damage that ignores MAP. On-hit, you gain +2 defence.
For your next attack, it can on-hit applies Stun 1 for 2 Ki Points
Spend 2 ki points when attacking a prone target to auto crit.
Your next attack suffers a -5 to hit, but if it connects, it is considered a critical hit.
Spend 4 Ki Points.You make a single unarmed strike. On hit the target must attempt a Fortitude save:
Critical Success: The target takes normal damage and is unaffected.
Success: The target takes normal damage and gains Stunned (2).
Failure: The target takes double damage, is knocked prone, and gains Stunned (2).
Critical Failure: The target takes triple damage, is knocked prone, and gains Stunned (5).
If you are below half hit points, this attack ignores all resistances and immunities the target has to your damage type.
Spend 5 Ki Points
You make an unarmed strike with devastating force. If it hits, the target must make a Fortitude Save against your class DC:
Critical Success: No effect.
Success: The enemy takes normal damage and has its speed reduced by 10 feet.
Failure: The enemy is paralyzed for 1 round and takes 3d10 additional damage.
Critical Failure: The enemy is instantly knocked unconscious (or outright killed if they have less HP than your Monk level × 4).
Draconic in ferocity and grace, Long Hu (“Dragon Tiger”) monks embody tiger-like power and dragon-like speed. They leap skyward in soaring assaults, whip fierce kicks that rend armor, and counter with snatching strikes, weaving a feral storm of martial prowess.
Spend 1 action and 1 ki point to enter this stance for one minute. When you do so, gain a bonus to defence equals to half your dexterity modifier, rounded up as well as gain extra 10ft of jumping
Spend 1 ki point and 1 action to enter this stance, Your melee unarmed attack damage dice increases by one tier, if the dice is at 1D12, your attack gains +1 armor piercing. In addition, missing an attack while this stance, causes the next attack in the same turn to gain +1 to hit.
Spend 1 action and 1 ki point to enter the Ironclad Stance for one minute. When in this stance, you gain a +1 to fortitude save and damage rolls.
When you make an unarmed attack when you have moved at least 30ft, you make the attack with a +1 to Armor piercing. You may spend an extra ki point to also do bonus damage equal you to your monk level.
When making a melee attack, you can move 5ft as part of the attack action.
The Monk unleashes a deadly strike. Make a melee unarmed attack for 2 ki points, on hit do bonus 1D6 damage, If the target is below 50% HP, do bonus 3D6 damage and if they are below 25% HP, do bonus 6D6 damage,
Spend 2 Ki points for 2 action to smash the ground, causing a devestating shatter. Enemies with 15ft of you who are touching the ground take 15 bludgeoning damage and have their speed reduced by half
Using flurry of blows grants your +1 to defence until the end of the round.
Spend 3 Ki Points to make a downward falling strike. If you move more than 15ft downwards before making the attack, your attack does double damage.
You make a jumping, spinning kick for 2 Ki Points and 2 Actions. On-hit, force the target to make a fortitude saving throw.
Critical Success: No effect.
Success: Knock 5 feet away
Failure: Knocked 15 feet away and off-guard
Critical Failure: Knocked prone and stunned (2).
Make an attack, forcing them to make a fortitude saving throw. The attack does additional + 10% of the target's max HP. If you knock the creature into another creature, the other creature takes the same damage as the original target.
CF: The target is sent flying 50ft in a direction of your choice and it takes additional 2D10 damage
F: The target is sent flying 30ft in a direction of your choice
S: Half bonus damage
CS: No effect
Titans among monks, Mual’Ti channel earth’s immovable resilience. Their blows shatter shields, their clinches trap like molten iron, and their “titan’s stance” renders them immovable anchors. They master raw fortitude and bone-crushing might in every strike.
Spend 1 Ki point to make a knee strike. On-hit, the target is Weakened(Body) (1) for 1 round.
You gain +2 to Fortitude saves against knockback and stunning effects.
Bone-Shattering Knees – If you hit an enemy twice in a row, they must make a Fortitude save:
Failure: Weakened(Body) (1) for 1 round.
Critical Failure: Stunned (1).
When you take melee damage, spend 2 Ki point to reduce it by your Strength modifier
Spend 2 Ki points to make a knee strike when making an attack. If it hits, the target must make a Fortitude save or be knocked prone.
When making an attack Spend 3 Ki points to make an elbow strike. If it hits, the enemy must make a Fortitude save:
Failure: Weakened(Body) (2) and slowed (1).• Spend 5 Ki Points
• Effect: Your next unarmed strike forces the target to make a Fortitude Save.
• Critical Success: Target takes full damage, and their movement speed is reduced by 5 feet.
• Success: Target is moved 25 feet away.
• Failure: Target is moved 50 feet away.
• Critical Failure: Target is moved 50 feet, is Stunned (2).
• Collision Effect: If the target collides with an enemy, both take bludgeoning damage equal to 2 × your Monk DC and gain Stunned (2).
Blade dancers who entwine martial grace with weapon mastery. Wujing monks bond with dao or spear as living extensions of their ki, unleashing sweeping arcs and precise thrusts. Their style is a flowing continuum of blade and body, cutting through defenses like wind.
No features assigned to Wujing.
Embodiments of elemental will, these monks ignite fire, sculpt earth, ride winds, or flow like water. They channel ki into blasts of flame, tremors of stone, gales of air, or surges of water, warping terrain and raining elemental judgment upon opponents.
Select one of the four elements or become a elemental junction. If you pick an element, you gain resistance to that elemental damage. In addition it becomes your impulse element. If you have an impulse element, you must spend 1 ki point to select another element besides your impulse if an ability allows you to select elements.
Elements
Fire - Fire
Water - Cold
Air - Lightning
Earth - Bludegoning(including magical)
You reach out and touch an element for 1 action, Being infused with the element. You must be able to physically touch that element within 5ft.
When you are infused with the element you gain the following benefits for 1 hour.
Air
+1 to defence and reflex saves and 5ft of movement
Earth
+3 to advantage on fortitude save and +1 to armor
Fire
Melee attacks do bonus 1D12 fire damage on hit
Water
Heal for 25% of any health lost each time you take damage and gain a +2 to will saves.
For 2 Ki points spend 2 action to send a long blast of elemental energy in a 10ftx40ft line starting from you.
The damage type is dependent on the elemental infusion you are infused with. Or you can spend 2 ki point to use an element of your choice
Fire
Force creatures to make a basic reflex save in the area, doing 2D6 fire damage or half as much on a success.If the creature failed, do additional 10% of their max HP in fire damage
Earth
Force creatures to make a basic reflex save in the area, doing 3D10 magical bludgeoning damage, or half as much on a success.If the creature failed and is below half health, do double damage instead
Water'
Force creatures to make a basic fortitude save in the area, doing 3D8 cold damage or half as much on a success. If they failed,
their speed is reduced to 0 and they gain stun 2.
Air
Force creatures to make a basic fortitude save in the area, doing 2D12 lightning damage or half as much on a success. On a failure, they are knocked back 20ft. In addition, If you end your turn in the area which elemental blast affected, you gain a +3 to defence and 10ft of movement until the end of your next turn.
Select a target within 25ft and spend 3 ki points and an action. Select one of the four elements.
For the next hour, the creature has a -2 penalty to saves and defence vs that element type from this disciple abilities. In addition, if the creature has resistance to that damage type, remove it.
Allies in the aura, including your have weapon and unarmed attacks do bonus 1D8 damage of the elemental type.
They also gain resistance to the damage type while in it.
Fire - Ashes abound
You are considered lightly obscured.
Water - Adaptive Flow
You always gain advantage on saving throws to escape restrained or grapple effects and gain a+1 to reflex saves
Earth - Earthly Root
You have advantage in saving throws against effects that knock you prone or move you and gain.
Air - Gale Dancer
You can move over water or difficult terrain without sacrificing movement speed and gain a +1 to defence.
Spend 1 Ki points and a reaction to reduce an elemental damage done by half within your 3 times your aura size or 10ft if you do have an aura.
You gain the following elemental powers you can spend 3ki points to use. If you are a elemental nexus, you can use all but the cost is 5 ki points instead.
Fire
For the next minute, Within 10ft of you or within your aura if you have an aura. Allies gain a +2 to will saves while hostiles take 2D12 fire damage when they end their turn.
Earth
Your armor value is doubled for the next minue
Water:
Reaction
When you are attacked in melee, you may redirect the enemy’s force into another movement by forcing them to make a reflex save.
Success: You take half damage.
Failure: You take no damage and the enemy is moved 10 feet in a direction of your choice.
Critical Failure: You take no damage, and the enemy is pushed 20 feet and off-guard.
Air
Gain the effects of the spell lesser invisibility for one hour.
Spend 6 Ki Points or 12 if you do not have an impulse to do this based on your element.
FIre - Walk Through Conflageration
Gain immunity to fire damage and dash 60ft, for each 5ft you dash, in a 5ft radius explodes fire doing 12D6 fire damage, forcing targets to make a basic reflex save or take half as much damage
Earth - Shattered Earth
Gain 20 tempoary hitpoints and force all creatures within 50ft of you to make a reflex save, taking 8D8 poison damage. You can increased the tier of success on up to 5 creatures.
CF - Knocked Prone, Stun 3 and full damage
F - Knocked Prone, full damage
S - Half damage
Water
Everfrost
Force up to 3 creatures within 15ft of you to make a fortitude save. Doing 4D10 cold damage
CF; They lose 2 actions for the next minute each turn and take full damage
F They lose 1 action for the next minute each turn and take full damage
S They lose 15 of movement and take half damage
CS No Effect
Air - Body of Air
For one hour, you gain your movement speed in flight and gain +5 to defence and reflex saves. You are also resistant to fire, radiant, poison, all physical damage and cold,
For 10 Ki Points, you sent out a blast of air in a 15x30ft area from you.
Those inside must make a fortitude save.
CF Double damage and full effect
F Full damage and full effect
S Half damage and half effect (if applicable)
CS No effect
The blast of air deals 3D12 lightning damage and walking in the path grants you +2 to defence until the end of your next turn.
In the air path, any elements of earth, water and fire explode. If a creature is knocked back through multiple elements, they take all the effects.
Fire
The target takes 20% of its max health as fire damage + 8D8 fire damage
Earth
The creature is knocked prone and takes 8D8 Magical bludgeoning damage
Water
The creature gains stun 4 and take 2D10 cold damage.
Spirit warriors who materialize spectral limbs. Astral Arms monks manifest force-fist gauntlets of pure ki, extending their reach and striking ethereal fascia. Their otherworldly appendages phase through armor, unleash force blasts, and blend corporeal prowess with astral power.
You unarmed attacks do force damage when using astral arms
You may unfurl your astral arms as 1 action.
It remains there for one hour
You can replace strength with wisdom when using astra arms for attack rolls and damage when using astral arms.
Your unarmed attacks gain the reach property.
-You gain +3 on intimidation checks when your arms are unfurled
- You can speak to creature over 600feet away and only you and that creature can hear you
- You gain 120 feet of magical darkvision
Spend 4 ki points so that for the next hour, When you move at least 10 feet, you leave behind an illusory afterimage that lasts until the start of your next turn. If an enemy targets you with an attack, they must make a Will Save:
• Success: No effect.
• Failure: They target the afterimage instead and waste their attack.
• Critical Failure: They target the afterimage and are Off-Guard until the start of their next turn.
You gain resistance to non-magical damage.
You can spend 1 ki point and a reaction to reduce fire, acid, cold, thunder and lightning damage by 1D10 + your monk DC.
Spend up to 3 ki point using flurry of blows to attack additional amount of times.
Your MAP with astral arms is always halved, rounded down.
Radiant bearers of dawn’s fire, Sun Soul monks channel solar ki into blinding bolts and searing flurries. Their bodies glow like suns, casting light into darkness and forging allies in the brilliance of their burning hands.
You always project a 60ft radius of bright light, you can turn this on and off as an action. It penetrates 20ft of magical darkness
You may spend a ki point to mark a target hit by sun shot or unarmed attack. The next attack against that target gains advantage.
You can shoot beams of radiant sun, you can attack with a bolt of radiant energy provided you are not in melee. Make a ranged spell attack(, the bolt does 1D8 + your wisdom modifier in damage. It ignores the multi attack penalty. It can only be used once per turn as an action.
You can make two attacks, replacing flurry of blows for 1 ki point.
For 1 ki point, You can force at the start of combat to make thise who can see you at the start of your turn to make a fortitude save
CS: No effect
S: Blinded until the end of your tubr
F: Blinded until end of their next turn
CF: Blinded until they suceed a repeat saving throw.
Once they succeed, they are considered to have succeeded for the next hour
For 3 Ki Points. You unleash a stream of flame from your fingertips, scorching everything in a straight line ahead of you. Each creature in the area must make a Reflex saving throw against your Monk DC. Doing 4D8 fire and 4D8 radiant damage.
• Critical Success: The creature takes no damage.
• Success: The creature takes half damage.
• Failure: The creature takes full damage.
• Critical Failure: The creature takes double damage
You can spend 1 ki point and an action to attach three solar orbs onto an enemy to a max of 3 per enemy and 5 enemies.. Attacks against that enemy have a +1 to hit. They may spend an action to destroy the orb during their turn, taking 1D8 radiant damage per orb in the process.
You can cause a flare of solar energy to flare up as a reaction. Attacks until the start of your next turn against the target has disadvantage.
You spend 3 ki points to select yourself or any ally within 20ft
Select an area, in a 20ft area of that area, a burst of radiant energy appears as an action, doing 4D6 damage.
You can spend up to 4 ki points to improve the damage by 2D6 per ki point spent
They must make a reflex save.
CS: They take 0 damage
S: They take half damage
F/CF: They take full damage
You fire a beam of sunlight straight for 2 actions. in a 10x100ft line from you, It does 5D10 radiant damage, those in the area must make a reflex save. You can spend up to 3 ki point to increase the damage done by 1D10 per ki point
CS: No damage
S: Half damage and blinded(1) till end of your turn.
F: Full damage and blinded till the start of the next turn.
CF: Full damage and blinded for one minute or until they suceed a fortitude save.
Whenever you take damage more than twice your monk level in a turn, or have hit points reduced to less then your monk level, you can spend a ki point to gain the effect of haste
A massive sunlike explosion detonates in a 20ft radius around you as 2 actions and 5 ki points.
Those in the area must make a reflex saving throw.
CS: Stunned(1)
S: Stunned(1) and half damage
F: Stunned(2), full damage
CF: Stunned(3), full damage.
The damage done is 6D10 fire + 6D10 radiant damage.
Spiritual heralds echoing celestial grace. Celestial Calling monks invoke sacred chants and radiant strikes, purging fear and bolstering comrades with divine light. Their every motion resonates with holy energy, laying waste to corruption and imbuing allies with heavenly vigor.
You can spend 2 ki points as an action. For the next minute until you are incapacitated, you and allies within 10 feet gain resistance to necrotic damage and gain advantage on saving throws vs charmed effects.
You can spend 2 ki point and a minute, you gain <wisdom modifier>D8 + your monk level in temporary hitpoints to distrubute
You can select an ally or yourself(one active at a time) for 2 ki points. They are immune to charm or frightened effects for the next minute
For 2 ki point, you can make flurry of blows attack that gain +2 armor piercing and do radiant damage instead.
For 2 ki points and 2 actions, you can utter words that in a 75ft radius, remove frightened, terrified, curses and charm effects
You can spend 3 actions and 4 ki points to gain flight equal to your speed movement for one minute
You gain a bonus of 15ft of movement
You and allies within 20feet as 2 action can heal equal to <expended ki point(max of 4)>D8
In addition, you can emit up to 50ft of light. Your regain 1D4 hitpoint each time you take damage and and
You summon a massive divine hand for 4 ki point as an action and target a creature as another action. You can keep targetting for one minute as an action
They must make a fortitude save.
S: 2D6 Radiant damage
F: Grappled, 2D6 radiant damage
If they fail repeat saving throws while grappled they take 2D6 radiant damage at the start of their turn and are restrained.
You regain additional 2 Ki points and 2D6 hitpoints per short rest
You are immune to fear or frightened effects as well as charm and mind dominate effects. In addition if you have serene aligntment, the cost to use it is reduce to 1 ki point
You can spend 5 ki point and and 3 actions to fire a beam of radiant energy. Once you use it, you can spend 1 ki point on consecutive turns to target someone else. Range 60ft
Those hit must make a reflex save
CS: Half damage
S: Half damage and dazzled(1) ti they take a short rest
F Full damage and stun(1) and dazzled (1)
CF Full danage and stun(2) and blinded till short rest
The damage is 14D10 radiant damage.
Spend 10 Ki Points and all 3 actions to become immune ton all types of damage but true damage and heal creatures within a 20ft radius for 5x their hit die in hit points as long as you sustain this for sustain 3. This can last the next minute
Guardians of steadfast defense, Wu Chun monks harden their bodies into unyielding bulwarks. Their “sticky hands” stance absorbs blows, then channels ki into drilling punches that break through parries. They excel at locking down enemies, shattering defenses with unrelenting precision.
You can spend 1 Ki points to make flurry of blows do 3 attack instead of 2. When you do so, you ignore multiple attack penalty, but each attack does half damage(round down)
You can spend one ki point to parry with you fist as a reaction, ignore any MAP related penalty
Making consecutive sucessfull unarmed attacks, or having an attack miss you gives you 1 Chi point, which can be used in place of ki points for wu chun abilities.
When in melee with one enemy with more than one turn, you can spend 2 ki points to gain +2 on unarmed attacks and give the enemy -2 on unarmed attacks until the start of your next turn at the start of each turn.
Spend 1 ki point when making an attack to make an attack that ignores parry.
When you make an unarmed attack spend 2 ki points that force the target to make a reflex save on hit, on a failure, they are blinded until the start of your next turn
PREREQUISITE: FIST OF PARRY
You can riposte with a unarmed attack for one ki point
Making successful unarmed attacks against a targe reduces their defence by one for each round of combat,
Rooted in traditional throws, Judin blends judo-inspired takedowns with lightning-fast strikes. They pivot and reap to send foes crashing down, then lock limbs with bone-twisting holds. Every throw and lock is a study in balance, momentum, and controlled devastation.
No features assigned to Judin.
Monks of raw physical mastery, channeling ki into unbreakable fortitude and devastating strikes. They shrug off harm, shatter defenses with mighty fists, and harness bodily resilience to dominate foes in close combat, turning every punch into an earth-shaking blow.
You gain expert proficiency in fortitude save
When you use a flurry of blows, you can replace it with a one punch. When you do so, you use the maximum dice value for the damage roll.
Your unarmed attack damage dice changes to to 1D8, at level 8 this becomes 1D10 and at level 12 this becomes 1D12
You gain master proficiency in armor
You gain master in fortitude saves
You gain master in defence
You fist cannot be reduced by armor more than strength modifier + half your level in damage.
You gain legendary proficiency in armor.
Whenever you take damage, roll 3D6,for each 5+ you roll. Reduce the damage by 10.
Swift practitioners weaving ki into blistering motion and reflexive grace. They blur across the battlefield, dodging blows with uncanny speed, striking in lightning-quick flurries, and weaving between enemies before opponents can even react.
You gain expert proficiency in reflex save
You gain expert in defence
You can spend 1 ki point, up to 3 ki point as 3 actions to gain a +1 to defence for the next hour per ki point spent.
You gain master proficiency in reflex saves
You gain expert in armor
You gain master in defence
Attack of opportunities have disadvantage against you,
You can move through space that is occupied by something equal or smaller than medium. When impeded by difficult terrain, you can move an additional 10ft.
You gain legendary proficiency in reflex saves
You gain master proficiency in armor
You may spend 2 ki points to gain another reaction which can only be used to use a monk class feature’s reaction.
Monks attuned to inner energy, channeling ki into ethereal defense and healing. They sustain allies with soothing pulses, phase through danger with spectral resilience, and unleash spiritual strikes that meld corporeal prowess with mystical power.
You gain expert proficiency in will save
Add your wisdom modifier to your armor
You gain the following Ki powers you can spend to do the following
Ki Rush - 2 Ki Points
As an action, you may dash 40ft.
Wholeness of Body - 2 Ki points
As an action, choose to either attempt a contested check your spell/dc to remove a poison or disease or regain 8 hitpoints. This increases to 16 hitpoints at level 8, 24 at level 16 and 30 at level 20.
You can fire a blast of ki energy for one ki point using one of the options. You force the target to make a reflex save where they take half damage on success, or no damage on a critical success.
Direct Blast (50ft range, target line or sight!
1 + Monk Level/4, round up)D10 force damage
Wide Blast(20ft cone)
1 + Monk Level/4, round up)D6 force damage
You gain master proficiency in will saves
You gain expert in armor
You gain the Ki Power Abundent Step
Abundent Step (2 Ki Point, 1 Action)
You may teleport 40ft in any direction. However if you teleport into solid object or in an area which is occupied you take 3D12 true damage, and the object or target takes half thay damage in force damage. You are then pushed up to 15ft towards the nearest empty space, preferring towards your current location. If there is no empty space, you take 6D12 true damage, and are stuck where you are.
You gain master in defence
You gain legendary proficiency in will saves
You gain master proficiency in armor
You gain legendary in perception
You gain the empty body Ki Power
Empty Body (2 Action, 5 Ki points)
You enter a state where the power of your soul overlaps your body, you are able to pass through 5ft of solid, non-magical object and gain resistance to all damage bar psyhic ans force damage.
| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | MK1-FOB–Flurry of Blows, Monk Way, MK1-KI–KI, MK1-SC–Monk Way | — | 1 |
| L2 | MK2-DF–Deadly Fist, MK2DSC–Monk Disciple | — | 1 |
| L3 | MK11CF–Monk Class Feat, MK3IS–Incredible Speed | 1 | 1 |
| L4 | Monk Way | — | 1 |
| L5 | Monk Way | — | 1 |
| L6 | MK6SDC–Monk Disciple Traits | 1 | 1 |
| L7 | MK7CF–Monk Class Feat, MK7PD–Perfection of Defence, Monk Way | — | 1 |
| L8 | Monk Way | — | 2 |
| L9 | MK9SDC–Monk Disciple Traits | 1 | 2 |
| L10 | — | — | 2 |
| L11 | MK11CF–Monk Class Feat | — | 2 |
| L12 | MK12DSC–Monk Disciple Traits, Monk Way | 1 | 2 |
| L13 | Monk Way, Spirit Guidance, Legendary Dodge, Gracefull Avoidance | — | 2 |
| L14 | MK14-GPD–Greater Perfection of Defence, Monk Way, MK14DSC–Monk Disciple Traits | — | 3 |
| L15 | Monk Way | 1 | 3 |
| L16 | MK16CF–Monk Class Feat | — | 3 |
| L17 | Monk Way | — | 3 |
| L18 | MK18-SDC–Monk Disciple Traits | 1 | 3 |
| L19 | — | — | 3 |
| L20 | MK20CF–Monk Class Feat | 1 | 4 |