Monk V2
Monks draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are lightly armored warriors who specialize in using Maneuvers in rapid succession for a "burst" playstyle and possess some unique defensive abilities. Monk archetypes take a flexible warrior and allows them to focus on enhancing their burst damage, their tanking ability, or gaining support abilities.
- Maximizing Strength or Dexterity is recommended for attacking with weapons or your fists and using most Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
- A high Dexterity allows you to maximize Armor Class from being unarmored and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributes to your Fortitude save.
- Intelligence contributes to your maximum Maneuver pool and Reflex save.
- Wisdom contributes to your Ki pool, certain Archetype features, and Will save.
- Charisma contributes to your Will save, certain Archetype features and support Maneuvers such as "Commander Strike".
Vitals
- Hit Points per level: 8
- Proficiencies: Weapons (Simple, Monk)
- Skill Points per level (*4 at 1st level): 6
- Skills: All
- Primary Saving Throw(s): All
Monk Core Mechanics
Ki
A Monk has a Ki pool with a maximum capacity equal to their class level + Wisdom modifier. This is used by class features such as Flurry of Blows and Wholeness of Body. The Monk recovers 1 Ki for every 4 non-minion foes slain.
Flurry of Blows
Upon use of this ability and consuming 1 Ki, the monk executes a series of rapid strikes alongside their next attack. This consists of 3 instances of damage each equal to the monk's combined Strength, Dexterity, and Wisdom modifiers.
This ability has a cooldown of one minute, which may be reduced by 3 rounds (to a minimum of 1 round) by attempting to use the ability again, expending 1 Ki.
This ability upgrades to an Improved version at monk level 5, granting the monk one bonus attack per round for 3 rounds on use.
Improved Unarmed Strike
Armed opponents no longer get attacks of opportunity against the character when they make an unarmed attack without gauntlets.
Maneuver: Stun
The Monk receives the Stun Maneuver for free.
Simple Weapon Mastery
The Monk receives the Simple Weapon Mastery feat for free.
Deflect Missiles
The character can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against DC 20. The character must have at least one hand free to use this feat.
Strategic Defense
The Monk receives the Strategic Defense feat for free.
Evasion
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.
Wholeness of Body
The Monk may expend 1 Ki to restore their health by an amount equal to twice their combined class level and Wisdom modifier. This ability may be used once per second.
Martial Arts
Monks receive a passive bonus to damage equal to the lowest of their Monk level or Wisdom modifier.
Bonus Feat: Maneuver
The character receives a bonus feat that may be used to learn a Maneuver of their choice.
Monk AC
All Monks passively receive a +1 bonus to their Dodge AC at level 5. This improves to +2 at level 10.
Still Mind
The Monk gains a +2 competence bonus on all saving throws against mind-affecting spells.
Purity of Body
The Monk is immune to disease.
Improved Evasion
Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
Monk Weapons
The Monk weapon proficiency includes the club, dagger, handaxe, kama, light crossbow, quarterstaff, shortbow, shortsword, sling, and shuriken.
Archetypes
Way of Thunder
"Be the calm before the storm."
Class Level | Feature | Details |
4 | Gathering Storm | Your Flurry of Blows no longer costs Ki, except for reducing its cooldown. Upon executing Flurry of Blows, you gain a bonus attack per round for one minute. |
7 | Thunderstrike | You gain a new ability, Thunderstrike. You may use this feat to target a point or creature between 5m and 20m distant, consuming 1 Ki and Stamina to traverse the space between in the blink of an eye. Following the use of Thunderstrike, you gain one bonus attack per round for one minute. |
10 | Shockwave | You may target yourself with Thunderstrike to expend 1 Ki and execute a Shockwave attack. This consists of two spinning kicks; one low sweep, and one high spin.
Once this ability is used, Thunderstrike (and therefore this ability) is placed on cooldown for one round. |
Way of Wave and River
"Be like water."
Class Level | Feature | Details |
4 | Flow | Every third attack that hits you is instead converted into a miss. In addition, you receive a 20% multiplicative physical damage immunity. |
7 | Crash | Upon expending a point of Ki, you receive a Retaliation effect [Trigger: Attacks, Damage: STR + DEX + CON + WIS (Type: Weapon), Limit: WIS attacks, Duration: 1 minute, Cooldown: 5s, per-Attacker]. If this effect is already active, its Limit is raised by your WIS, and the duration is refreshed.
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10 | Formless | Your Flow feature now triggers upon every second attack. Your Crash feature's Retaliation effect now also inflicts a 20% damage vulnerability. |
Way of the Heavens
"Again."
Class Level | Feature | Details |
4 | Demonstrate |
Upon using Flurry of Blows, you also grant allies within 10m an instance of your Flurry of Blows upon their next attack. Those allies also receive the benefit of your Martial Arts damage bonus for one minute. |
7 | Encourage |
Using Demonstrate now also grants allies your Monk AC bonus, and the Improved version of your Flurry of Blows. Your Wholeness of Body healing value is now equal to your class level plus Wisdom modifier, multiplied by 2 + your Charisma modifier. Your Wholeness of Body also becomes capable of assisting allies, automatically seeking out wounded allies nearby. The ally with the lowest hit points receives healing; should this healing restore them to full hit points, the next lowest hit point ally receives the remainder of the healing, and so on until the healing pool is expended. |
10 | Chastise |
When an ally under the effects of your Demonstrate is struck by a Critical Hit, they immediately receive temporary hitpoints equal to half of the attack's damage. These temporary hitpoints have a duration in rounds equal to your combined Wisdom + Charisma modifiers. |