Monk

You’re a warrior trained in the martial arts, capable of using your own body as a deadly weapon.

Quick Build: As a monk, you should maximize your Brawling and Reflex skills. Since both of these skills are versatile, you can either focus on the Strength and Wisdom stats, or just Dexterity stat, whatever you prefer.

Contents

Monk Class Table

Level Tier Abilities Body Bonus
1
1
Favorite Weapon (2), Trained Body
+1
2
1
Experienced Attacker, Monk Technique
+1
3
2
Favorite Weapon (4), Martial Arts Style
+1
4
2
Feat
+1
5
3
Double Action, Ki Technique
+2
6
3
Favorite Weapon (6), Martial Arts Style
+2
7
3
Unrestricted Movement
+2
8
3
Feat
+2
9
4
Gate of the Body
+3
10
4
Posture Points
+3
11
4
Martial Arts Style
+3
12
4
Feat
+3
13
5
Gate of the Mind
+4
14
5
Save Step
+4
15
5
Martial Arts Style
+4
16
5
Legendary Feat
+4
17
6
Gate of the Soul
+5
18
6
Martial Arts Master
+5
19
6
Legendary feat
+5
20
6
Martial Arts Style
+5

Max HP and Posture

The Monk gains 8 Max HP and 4 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Monk HP List

  • Max Posture per Monk Level: 4 Posture
  • Max HP per Monk Level: 8 HP

Monk Level 1

Favorite Weapon (2)

You are experienced with Brawling weapons.

You can choose 2 weapons that use the Brawling skill to be your Favorite Weapon. When you finish a Full Rest, you can switch one of your Favorite weapons with another weapon that uses the Brawling skill, which you can find here.

Trained Body

While you’re wearing no armor and not using shields, you gain the following effects:

  • You can make your AC becomes equal to 10 + your Reflex skill (Max +10), with AP equal to your Body Bonus.

  • Your Base Speed increases by 10 feet

  • All your Brawling Attacks deal extra damage equal to your Body Bonus.

You can see your Body Bonus in the Monk Class Table.

Monk Level 2

Experienced Attacker

Once per round, when you roll a natural 1 on an Attack, you can ignore that Critical Fail and treat it as a normal miss.

Monk Technique

Once per round, you can either Dodge, or make 1 Brawling Attack as a Free Action.

You can only use this ability while you’re wearing no armor and not using shields.

Monk Level 3

Favorite Weapon (4)

Choose 2 more Brawl weapons to be your Favorite Weapons.

Martial Arts Style

You learn and specialize yourself in a specific Martial Art.

Choose one Monk Subclass for your character. You gain the abilities from Level 3 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 11, 15 and 20.

Monk Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Monk Level 5

Double Action

You can now use 2 Actions per turn.

Ki Technique

You learn how to harness your inner power, called Ki.

You gain 1 Ki point which you use to perform Ki techniques, All Ki techniques costs 1 Ki point to be used.

You regain all your Ki when you finish a Short or Long rest.

You can only use Ki techniques while you’re wearing no armor and not using shields.

  • Deflective Wave: When an Attack hits you while you’re Dodging, you can use your Reaction to gain resistance to that Attack’s damage for that hit. With the same Reaction you can then make an Attack using your Reflex skill, using the same damage roll and reach of the Attack that hit you.

  • Thousand Blows: As a Bonus Action, you can make 2 Brawling Attacks.

  • Weak Point Strike When you hit a Brawling Attack, the target must make an Endurance Save against your Reflex, or become Contained for 1 turn. This Brawling Attack also deals double Posture damage. 

In addition, your Body Bonus becomes +2.

Monk Level 6

Favorite Weapon (6)

Choose 2 more Brawl weapons to be your Favorite Weapons.

Martial Arts Style

You gain the abilities of Level 6 of the chosen Subclass.

Monk Level 7

Unrestricted Movement

You gain these extra effects:

  • You can Disengage as a Free Action instead of a Bonus Action while not wearing armor nor wielding Shields.

  • Your Base Speed increases by 20 more feet.

  • You can use the Climbing and Swimming speeds as your Base Speed. You can also halve any falling damage you take and you can now hold your breath for 10 minutes.

Monk Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Monk Level 9

Gate of the Body

You become immune against being Contained, Knocked Prone and Paralyzed.

In addition, your Body bonus becomes +3.

Your Body also ages 3 times slower, and you are not affected by the effects of old age.

Monk Level 10

Pressure Points

You know how to hit the exact pressure points of creatures.

When you hit a Brawling Attack, you can spend 30 feet of your remaining movement to deal double Posture damage.

Your Weak Point Strike technique also deals triple Posture damage instead if you use this ability.

Monk Level 11

Martial Arts Style

You gain the abilities of Level 11 of the chosen Subclass.

Monk Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Monk Level 13

Gate of the Mind

You now have a total of 2 Ki points.

In addition, you also become immune against being Enchanted, Scared and Confused. Your body also ages 5 times slower, and you no longer need to eat nor drink to survive.

Moreover, your Body Bonus becomes +4.

Monk Level 14

Save Step

Before you make a Save, you can spend 30 feet of your remaining movement to add your Body Bonus to the result.

You must be wearing no Armor nor wielding Shields to use this ability.

Monk Level 15

Martial Arts Style

You gain the abilities of Level 15 of the chosen Subclass.

Monk Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Monk Level 17

Gate of the Soul

You have become a master of Ki energy.

You now have a total of 4 Ki points.

In addition, your Body Bonus becomes +5.

Monk Level 18

Martial Arts Master

You can use your Monk Technique ability twice per round.

Monk Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Monk Level 20

Martial Arts Style

You gain the abilities of Level 20 of the chosen Subclass.

Monk Subclasses

Every Monk trains its body and mind to master Martial Arts. However, each Monk focuses on a specific style, which reflects his true self and soul. So, what does your soul reflect?

Your Subclass grants abilities on the Levels 3, 6 , 11, 15 and 20. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

 

The Boxing Arts

The Boxing Arts focus on perfecting punches with multiple different styles and techniques.

Quick Build:. As a Boxer Monk, you rely on your fists and you don’t use any weapons. However, you can still take a Ranged Weapon in case you need to engage in ranged combat.

Level Tier Abilities Body Bonus
3
2
Boxing Styles
+1
6
3
Counter Punch
+2
11
4
Boxing Master
+3
15
5
Ki Technique: Knockout!
+4
20
6
Transcending Fists
+5

The Boxer Arts Level 3

Boxing Styles

The Boxing arts involve multiple styles, each made for a specific situation.

You learn the Swarmer and Slugger styles. You can only use 1 Boxing Style per Action, and you cannot be wielding any Weapons to use them.

Swarmer Style

The Swarmer Style focuses on overwhelming your opponent by applying constant pressure with multiple Attacks. However, those Attacks also lose power.

Once per Action, before you make a Brawling Attack, you can choose to make 2 Brawling Attacks instead. However, the damage roll of those 2 Brawling Attacks becomes 1d6.

If the first Attack was with advantage or disadvantage, the second one is made with the same advantage or disadvantage

Slugger Style

The Slugger Style focuses on charged and brutal punches.

Once per Action, when you hit a Brawling Attack, you can gain a +5 damage bonus on that Attack.

The Boxer Arts Level 6

Counter Punch

You can easily see openings on someone’s guard when they make a mistake.

If a creature misses a Melee Attack against you, you can make an Attack of Opportunity against that creature.

You can only use this ability while you’re wearing no armor, not using shields or weapons.

The Boxer Arts Level 11

Boxing Master

You can punch like no one else does.

You gain the following upgrades to your Boxing Styles:

  • Swarmer Style: You can use the normal damage roll of your Unarmed Strikes for the 2 Brawling Attacks instead of using 1d6.

  • Slugger Style: You gain a +10 damage bonus to the Brawling Attack instead of a +5 damage bonus. In addition, you also ignore all AP with this Attack.

The Boxer Arts Level 15

Ki Technique: Knockout!

You learn the following Ki Technique, which costs 1 Ki point to be used. You can only use this technique while you’re wearing no armor and not using shields.

Knockout!

Once per round, when you hit a Brawling Attack against a creature, you can impose 1 Endurance Save against your Brawling to that creature.

On a fail, that creature becomes Unconscious for 10 minutes. Creatures with 100 or more HP automatically succeed this Save.

The Boxer Arts Level 20

Transcending Fists

Your fists are considered a relical weapon.

You gain the following upgrades to your Boxing Styles:

  • Swarmer Style: The damage roll of those 2 Brawling Attacks becomes 2d8, and they also gain advantage.

  • Slugger Style: You gain a +20 damage bonus to the Brawling Attack instead of a +10 damage bonus. This Attack also deals double Posture damage.

The Druidic Arts

Monks that search for enlightenment end up sharing the same connection with nature just like Druids. They end up learning how to cast natural spells.

Quick Build: As a Druidic Monk, we recommend also focusing on Intelligence or Wisdom in order to have a good Nature bonus to cast spells.

Level Tier Abilities Body Bonus
3
2
Attuned with Nature, Monk Casting (Rank 0)
+1
6
3
Monk Casting (Rank 1)
+2
11
4
Monk Casting (Rank 2)
+3
15
5
Ki Technique: Ki Spell Casting, Monk Casting (Rank 3)
+4
20
6
Monk Casting (Rank 4)
+5

Druidic Arts Level 3

Attuned with Nature

You are attuned with nature, just like a druid. You gain the following effects:

  • You learn how to use the Herbalist Tools. If you already know how to use the Herbalist Tools, you then learn one additional Tools of your choice. In addition, anything that you plant grows 2 times faster than normal.

  • You gain advantage on all your Nature and Wild Handling Checks. These skills are also considered Essential skills for you. If you had any skill points invested in them, they are reallocated.

  • You learn how to speak Drudic and Sylvan, which don’t count against the total number of Languages you know.

  • Once per round, when you deal damage with a spell, you can add your Body Bonus to that damage.

Monk Caster (Rank 0)

Choose the spells from the Druid Spell List for you to learn. They are all considered Monk spells, which have these traits:

  • You can only learn Monk spells of Level 0.

  • The total number of Monk spells you know is equal to your Monk Level + your Nature. When you Level up, you can switch up to 3 Monk Spells you know.

  • The Spell Skill for your Monk Spells is Nature.

See the Spells section to learn more how spells work.

Druidic Arts Level 6

Monk Casting (Rank 1)

You gain a Caster Rank and you can now learn Monk spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Table
Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Druidic Arts Level 11

Monk Casting (Rank 2)

You gain a Caster Rank and you can now learn Monk spells of Level 2.

Druidic Arts Level 15

Ki Technique

You learn the following Ki Technique, which costs 1 Ki point to be used. You can only use this technique while you’re wearing no armor and not using shields.

Ki Spell Casting

Once per round, you can cast any Quick Spell that you know as a Free Action, without using any Mana.

Monk Casting (Rank 3)

You gain a Caster Rank and you can now learn Monk spells of Level 3.

Druidic Arts Level 20

Monk Casting (Rank 4)

You gain a Caster Rank and you can now learn Monk spells of Level 4.

The Drunken Fists Arts

Confident, unpredictable and honest. These are the qualities of the drunken people. The monks that devote themselves to the Drunken Fists Arts take inspiration from their movements, becoming completely unpredictable.

Quick Build: You may not want to use weapons that use your Reaction, such as the Quarterstaff, as they will compete with the Reaction from your Unpredictable Flow. You also may want to focus on your Luck stat in order to use your Drunk’s Luck more times.

Level Tier Abilities Body Bonus
3
2
Intoxication Resistance, Unpredictable Flow
+1
6
3
Drunk´s Luck
+2
11
4
Intoxicated Ki
+3
15
5
Ki Technique: Drunken Dragon Breath
+4
20
6
Alcoholic Transcendence
+5

Drunken Fists Arts Level 3

Intoxication Resistance

Alcohol and other toxins don’t affect your body that much.

Being Poisoned does not impose disadvantage on your Checks, Saves and Attacks any longer.

In addition, you also gain resistance to poison damage.

Unpredictable Flow

Alcohol has made your movements completely unpredictable.

Before someone makes an Attack against you, you can use your Reaction and impose disadvantage on that Attack.

In addition, before you make a Save, you can use your Reaction and gain advantage on that Save.

You can only use your Reaction in those ways while you’re wearing no armor and not using shields.

Drunken Fists Arts Level 6

Drunk´s Luck

Your movements have become completely unpredictable and chaotic, to the point that you are starting to make Attacks by pure accident and Luck.

You gain extra 2 Luck Points, which don’t count against the total number of Luck Points you already have.

In addition, when use your Reaction for your Unpredictable Flow ability, you can also use 1 Luck Point to make 1 Brawling Attack with that same Reaction.

You can only use this ability while you’re wearing no armor and not using shields.

Drunken Fists Arts Level 11

Intoxicated Ki

You learned how to extract Ki energy from intoxication.

You can make yourself become Poisoned (1d8, 3 turns) as a Free Action. After you have been Poisoned for 3 turns in this way, you regain 1 expended Ki point back.

You cannot use this ability while you are already Poisoned.

Drunken Fists Arts Level 15

Ki Technique

You learn the following Ki Technique, which costs 1 Ki point to be used. You can only use this technique while you’re wearing no armor and not using shields.

Drunken Dragon Breath

As an Action, you can release an intoxicating breath. If you do so, every creature in a 15 feet wide and 30 feet long area in front of you must succeed on an Endurance Save against your Reflex skill, or take 1d8 poison damage and become Poisoned (1d8, 3 turns).

If you were Poisoned when you used this technique, all creatures make this Endurance Save with disadvantage.

Drunken Fists Arts Level 20

Alcoholic Transcendence

Your Ki energy has become infused with alcohol, and now any intoxication heals your soul instead.

You lose any resistance to poison damage. However, any poison damage you take heals you instead of dealing damage. So if you take 10 poison damage, you instead regain 10 HP.

The Spiritual Fists Arts

Monks that follow the spiritual fists arts are able to manifest their spiritual self into the world. They use this to their advantage in fights by literally attacking with their spirits.

Quick Build: We recommend weapons that use your Bonus Action or Reaction, such as the Nunchaku or Quarterstaff, as they can be used along with your Spiritual Punch.

Level Tier Abilities Body Bonus
3
2
Spiritual Manifestation, Spiritual Punch
+1
6
3
Spiritual Expansion
+2
11
4
Spirit Step
+3
15
5
Ki Technique: Time Stop
+4
20
6
Spiritual Transcendence
+5

Spiritual Fists Arts Level 3

Spiritual Manifestation

You are able to manifest your spiritual energy in a physical form that reflects your inner self.

As a Free Action, you can manifest your spirit. You choose the spirit appearance and how it’s going to look, but it must be Medium size or smaller, and it is also slightly transparent.

The spirit must stand within 15 feet in an unoccupied space around you. Whenever you move, the spirit moves with you. The spirit can physically interact with objects, but it cannot pass through them.

You can use your spirit to grapple 1 Medium or smaller creature, to make a Shove or even use it as a Light Cover.

The spirit does not take any damage. It vanishes if you become unconscious, or if you dismiss it as a Free Action.

 

Spiritual Punch

While your spirit is manifested, you can use it as a Brawl Weapon. The Attacks you make with your spirit originate from the spirit and not you. The Brawling Attacks you make with your spirit have the following properties:

Spiritual Punch

Skill Damage Roll Traits
Brawling
Unarmed Strike
Ethereal Strike, Ignore Cover Improved Strike
  • Ethereal Strike: You don’t use your hands to Attack with your spirit. You also ignore the Contained, Knocked Prone and Paralyzed conditions when you Attack with it. You also deal force damage instead of strike damage with it.
  • Ignore Cover: You ignore any Cover, as well as the AC bonuses granted by Shields when you Attack with your spirit.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.

Spiritual Fists Arts Level 6

Spiritual Expansion

The spirit can now stand within 30 feet instead of 15 feet in an unoccupied space around you.
 

In addition, as an Action, all creatures of your choice within 10 feet of the spirit must succeed on an Agility Save against your Reflex, or take 1 Spiritual Punch Attack.

 

Spiritual Fists Arts Level 11

Spirit Step

As an Action, you can teleport to the space your spirit is and the spirit then teleports to the space that you were.

Any creature of your choice that was within 5 feet of you before you teleported must succeed on a Reflex Save against your Brawling, or take 1 hit from your Spiritual Punch Attack.

Spiritual Fists Arts Level 15

Ki Technique

You learn the following Ki Technique, which costs 1 Ki point to be used. You can only use this technique while you’re wearing no armor and not using shields.

Time Stop

You can cast Lesser Time Stop without using Mana, but it only lasts for 2 turns. You use your Reflex as your Spell Skill.

Spiritual Fists Arts Level 20

Spiritual Transcendence

Your spirit no longer vanishes after you become unconscious. While you are unconscious, you can keep using the spirit to make Attacks or other abilities.

In addition, there is no longer a limit to the reach your spirit can be. If you want, the spirit can be in another continent or even dimension while you control it.

However, if the spirit is more than 30 feet away from you, it becomes vulnerable and can take damage.

The spirit then uses all your damage immunities, resistances or weaknesses, as well as your AC and AP. Any damage it takes is then immediately transfered to you.

Your spirit also has the same speeds as you while vulnerable, but it can also use the Fly speed with Hover as its Base speed.

The Ninja Arts

Monks that follow the way of the shinobi have learned how to use a multitude of weapons and how to move through the shadows. Their training has turned them into silent killers, ready to take down anything before getting noticed.

Quick Build: As a Ninja, you should focus on your Stealth and Sleight of Hand skills in order to hide or Sneak. We also recommending taking some Sneak Weapons so you can fully use your Sudden Strike ability.

Level Tier Abilities Body Bonus
3
2
Shinobi Weapons, Shadow Arts
+1
6
3
Quick Hiding
+2
11
4
One with Shadows
+3
15
5
Ki Technique: Shadow Death
+4
20
6
Master of Shadows
+5

Ninja Arts Level 3

Shinobi Weapons

You have learned how to use multiple weapons as part of your ninja training.

Your Favorite Weapons can now be Finesse or Light Weapons as well. In addition, choose 2 more Favorite weapons.

Once per Action, when you hit an Attack with a Finesse Weapon or Light Weapons, you can add your Body Bonus to the damage of that Attack.

Shadow Arts

You have learned how to hide and kill in the Shadows.

You gain advantage on Stealth Checks. This skill is also considered an Essential skill for you. If you had any skill points invested in it, they are also reallocated.

Once per round, if you hit an Attack made with advantage using a Sneak Weapon, you can also deal extra 1d8 damage.

Ninja Arts Level 6

Quick Hiding

You are able to hide in an instant.

You can Hide as a Bonus Action instead of an Action.

Ninja Arts Level 11

One with Shadows

You gain the following effects:

  • You gain Darkvision, so you are not partially or completely Blinded in dark areas. If you already have Darkvision, you gain Blind Senses instead.

  • You are considered to be invisible for creature without Dark Vision while not exposed to any light, as if by the effects of the Invisibility spell.

  • When you hit an Attack against a Surprised creature with a Sneak Weapon, you can deal extra 2d8 damage against it.

Ninja Arts Level 15

Ki Technique

You learn the following Ki Technique, which costs 1 Ki point to be used. You can only use this technique while you’re wearing no armor and not using shields.

Shadow Death

When you hit an Attack against a Surprised creature, you can deal extra 2d8 + your Stealth skill damage. If the creature died from that Attack, you regain 1 Ki point back.

Ninja Arts Level 20

Master of Shadows

It is always possible for you to hide, no matter the situation.

In addition, a creature no longer stops being Surprised after you Attack it. That creature only stops being Surprised at the end of your turn after you Attack it.