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Monk

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Key Ability

Strength or Dexterity: At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

 

 

Hit Points

10 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

 

 

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

 

 

Perception

Trained in Perception

 

 

Saving Throws

Expert in Fortitude
Expert in Reflex
Expert in Will

 

 

Skills

Trained in a number of skills equal to 4 plus your Intelligence modifier

 

 

Attacks

Trained in simple weapons
Trained in unarmed attacks

 

 

Defenses

Untrained in all armor
Expert in unarmored defense

 

 

Class DC

Trained in monk class DC

 

 

During combat encounters…

You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.

 

 

During social encounters…

Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.

 

 

While exploring…

You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you’re well suited to looking for danger or moving stealthily.

 

 

In downtime…

You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.

 

You Might…

  • Maintain a regimen of physical training and meditation.
  • Face adversity with a calm and measured approach, never panicking or succumbing to despair.
  • Look to the future for ways you can improve, while remaining at peace with your present self.

Others Probably…

  • Marvel at your feats of physical prowess.
  • Think you’re more than a bit uptight, given your vows and tenets.
  • Come to you for philosophical advice.

 

Table 3–13: Monk Advancement

 

Your Level Class Features
1 Ancestry and background, initial proficiencies, flurry of blows, monk feat, powerful fist
2 Monk feat, skill feat
3 General feat, incredible movement +10 feet, mystic  strikes, skill increase
4 Monk feat, skill feat
5 Ability boosts, alertness, ancestry feat, expert strikes, skill increase
6 Monk feat, skill feat
7 General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization
8 Monk feat, skill feat
9 Ancestry feat, metal strikes, monk expertise, skill increase
10 Ability boosts, monk feat, skill feat
11 General feat, incredible movement +20 feet, second path to perfection, skill increase
12 Monk feat, skill feat
13 Ancestry feat, graceful mastery, master strikes, skill increase
14 Monk feat, skill feat
15 Ability boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection
16 Monk feat, skill feat
17 Adamantine strikes, ancestry feat, graceful legend, skill increase
18 Monk feat, skill feat
19 General feat, incredible movement +30 feet, perfected form, skill increase
20 Ability boosts, monk feat, skill feat

 

Class Features

You gain these abilities as a monk. Abilities gained at higher levels list the requisite levels next to the features’ names.

 

 

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

 

 

Initial Proficiencies

At 1st level, you gain a number of proficiencies representing your basic training, which are noted at the start of this class.

 

 

Flurry of Blows

You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.

 

 

Flurry of Blows [one-action]

Flourish, Monk

 

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

 

Monk Feats

At 1st level and every even-numbered level thereafter, you gain a monk class feat.

 

 

Powerful Fist

You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

 

 

Skill Feats (2nd)

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats are listed in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

 

 

General Feats (3rd)

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

 

 

Incredible Movement (3rd)

You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.

 

 

Mystic Strikes (3rd)

Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks’ weapon damage dice.

 

 

Skill Increases (3rd)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

 

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

 

Ability Boosts (5th)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

 

 

Alertness (5th)

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

 

 

Ancestry Feats (5th)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

 

 

Expert Strikes (5th)

You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.

 

 

Path to Perfection (7th)

You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.

 

 

Weapon Specialization (7th)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

 

 

Metal Strikes (9th)

You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.

 

 

Monk Expertise (9th)

Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.

 

 

Second Path to Perfection (11th)

You’ve learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.

 

 

Graceful Mastery (13th)

You move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.

 

 

Master Strikes (13th)

You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.

 

 

Greater Weapon Specialization (15th)

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

 

 

Third Path to Perfection (15th)

You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.

 

 

Adamantine Strikes (17th)

When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.

 

 

Graceful Legend (17th)

Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.

Perfected Form (19th)

You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.

Key Terms

You’ll see the following key terms in many monk abilities.

Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.
Incapacitation: An ability with this trait can take a character out of the fight. But when you use an incapacitation effect against a creature of higher level than you, you reduce the degree of success of your attack roll by one step, and that creature improves the degree of success of its saving throws for that effect by one step.
Ki Spells: By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to meditate in order to reach inner peace.

 

When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition and your key spellcasting ability is Wisdom.

Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells appear in Focus Spells.
Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action that has the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode.

 

Monk Unarmed Attacks

Some monk stances allow you to make special unarmed attacks while in those stances. These attacks are summarized here.

 

Attack Damage Group Traits
Crane wing 1d6 B Brawling Agile, finesse, nonlethal, unarmed
Dragon tail 1d10 B Brawling Backswing, nonlethal, unarmed
Falling stone 1d8 B Brawling Forceful, nonlethal, unarmed
Iron sweep 1d8 B Brawling Nonlethal, parry, sweep, unarmed
Lashing branch 1d8 S Brawling Agile, finesse, nonlethal, unarmed
Tiger claw 1d8 S Brawling Agile, finesse, nonlethal, unarmed
Wind crash* 1d6 S Brawling Agile, nonlethal, propulsive, unarmed
Wolf jaw 1d8 P Brawling Agile, backstabber, finesse, nonlethal, unarmed

* Wild winds stance is a ki spell.

 

Monk Feats

If you need to look up a monk feat by name instead of by level, use this table.

 

Feat Level
Abundant Step 6
Arrow Snatching 8
Brawling Focus 2
Crane Flutter 6
Crane Stance 1
Crushing Grab 2
Dancing Leaf 2
Deflect Arrow 4
Diamond Fists 18
Diamond Soul 12
Disrupt Ki 12
Dragon Roar 6
Dragon Stance 1
Elemental Fist 2
Empty Body 18
Enduring Quickness 20
Enlightened Presence 16
Flurry of Maneuvers 4
Flying Kick 4
Fuse Stance 20
Guarded Movement 4
Impossible Technique 20
Improved Knockback 12
Ironblood Stance 8
Ironblood Surge 14
Ki Blast 6
Ki Rush 1
Ki Strike 1
Knockback Strike 10
Master of Many Styles 16
Meditative Focus 12
Meditative Wellspring 18
Mixed Maneuver 8
Monastic Weaponry 1
Mountain Quake 14
Mountain Stance 1
Mountain Stronghold 6
Quivering Palm 16
Shattering Strike 16
Sleeper Hold 10
Stance Savant 12
Stand Still 4
Stunning Fist 2
Swift River 18
Tangled Forest Rake 14
Tangled Forest Stance 8
Tiger Slash 6
Tiger Stance 1
Timeless Body 14
Tongue of Sun and Moon 14
Wall Run 8
Water Step 6
Whirling Throw 6
Wholeness of Body 4
Wild Winds Gust 14
Wild Winds Initiate 8
Wind Jump 10
Winding Flow 10
Wolf Drag 6
Wolf Stance 1

Monk Feats

Every level at which you gain a monk feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.

 

1st Level

Crane Stance [one-action] (Feat 1)

Monk, Stance
Requirements You are unarmored.

 

You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.

 

Dragon Stance [one-action] (Feat 1)

Monk, Stance

 

Requirements You are unarmored.

You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.

While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.

 

Ki Rush (Feat 1)

Monk

 

You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized above, and the full rules for focus spells appear in Focus Spells.

 

Ki Strike (Feat 1)

Monk

 

Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized above, and the full rules for focus spells appear in Focus Spells.

 

Monastic Weaponry (Feat 1)

Monk

 

You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well.

You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance.

Mountain Stance [one-action] (Feat 1)

Monk, Stance
Requirements: You are unarmored and touching the ground.

 

You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.

While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer’s clothing, mage armor, and bracers of armor.

 

Tiger Stance [one-action] (Feat 1)

Monk, Stance
Requirements You are unarmored.

 

You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.

As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

 

Wolf Stance [one-action] (Feat 1)

Monk, Stance
Requirements You are unarmored.

 

You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.

If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.


 

2nd Level

Brawling Focus (Feat 2)

Monk

 

You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons and unarmed attacks in which you are trained.

 

Crushing Grab (Feat 2)

Monk

 

Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.

 

Dancing Leaf (Feat 2)

Monk

 

You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.

 

Elemental Fist (Feat 2)

Monk
Prerequisites Ki Strike

 

You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait).

 

Stunning Fist (Feat 2)

Monk
Prerequisites Flurry of Blows

 

The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.


 

4th Level

Deflect Arrow [reaction] (Feat 4)

Monk
Trigger You are the target of a physical ranged attack.
Requirements You’re aware of the attack, are not flat-footed against it, and have a hand free.

 

You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).

 

Flurry of Maneuvers (Feat 4)

Monk
Prerequisites expert in Athletics

 

You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.

 

Flying Kick [two-actions] (Feat 4)

Monk

 

You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.

 

Guarded Movement (Feat 4)

Monk

 

Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.

 

Stand Still [reaction] (Feat 4)

Monk
Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.

 

You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.

 

Wholeness of Body (Feat 4)

Monk
Prerequisites ki spells

 

You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1.


 

6th Level

Abundant Step (Feat 6)

Monk
Prerequisites incredible movement, ki spells

 

You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1.

 

Crane Flutter [reaction] (Feat 6)

Monk
Prerequisites Crane Stance
Trigger You are targeted with a melee attack by an attacker you can see.
Requirements You are in Crane Stance.

 

You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.

 

Dragon Roar [one-action] (Feat 6)

Auditory, Emotion, Fear, Mental, Monk
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.

 

You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.

After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.

 

Ki Blast (Feat 6)

Monk
Prerequisites ki spells

 

You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell. Increase the number of Focus Points in your focus pool by 1.

 

Mountain Stronghold [one-action] (Feat 6)

Monk
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.

 

You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.

Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.

 

Tiger Slash [two-actions] (Feat 6)

Monk
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.

 

You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.

 

Water Step (Feat 6)

Monk

 

You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.

 

Whirling Throw [one-action]Feat 6

Monk
Requirements You have a creature grabbed or restrained.

 

You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.

Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.

Critical Success You throw the creature the desired distance and it lands prone.
Success You throw the creature the desired distance.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.

 

Wolf Drag [two-actions] (Feat 6)

Monk
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.

 

You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.


 

8th Level

Arrow Snatching (Feat 8)

Monk
Prerequisites Deflect Arrow

 

You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.

 

Ironblood Stance [one-action] (Feat 8)

Monk, Stance
Requirements You are unarmored.

 

You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.

While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.

 

Mixed Maneuver [two-actions] (Feat 8)

Monk
Prerequisite master in Athletics

 

You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.

 

Tangled Forest Stance [one-action] (Feat 8)

Monk, Stance
Requirements: You are unarmored.

 

You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move.

 

Wall Run [one-action] (Feat 8)

Monk

 

You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.

 

Wild Winds Initiate (Feat 8)

Monk
Prerequisites ki spells

 

You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.


10th Level

 

Knockback Strike [two-actions] (Feat 10)

Concentrate, Monk

 

You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.

 

Sleeper Hold [one-action] (Feat 10)

Incapacitation, Monk
Requirements You have a creature grabbed or restrained.

 

You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.

Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds.
Success The target is clumsy 1 until the end of its next turn.

 

Wind Jump (Feat 10)

Monk
Prerequisites ki spells

 

You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell. Increase the number of Focus Points in your focus pool by 1.

 

Winding Flow [one-action] (Feat 10)

Monk
Frequency once per round

 

Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.


 

12th Level

Diamond Soul (Feat 12)

Monk

 

You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic.

 

Disrupt Ki [two-actions] (Feat 12)

Monk, Negative

 

Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead.

 

Improved Knockback (Feat 12)

Monk
Prerequisites master in Athletics

 

When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics.

 

Meditative Focus (Feat 12)

Monk
Prerequisites ki spells

 

Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

 

Stance Savant [Free Action] (Feat 12)

Monk
Trigger You roll initiative.

 

You enter a stance without a thought. Use an action that has the stance trait.


 

14th Level

Ironblood Surge [one-action] (Feat 14)

Monk
Prerequisites Ironblood Stance
Requirements You are in Ironblood Stance.

 

You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.

 

Mountain Quake [one-action] (Feat 14)

Monk
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.

 

You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.

Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.

 

Tangled Forest Rake [one-action] (Feat 14)

Monk
Prerequisites Tangled Forest Stance
Requirements You are in Tangled Forest Stance.

 

You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules.

 

Timeless Body (Feat 14)

Monk

 

You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.

 

Tongue of Sun and Moon (Feat 14)

Monk

 

You have transcended the barriers between words and meaning. You can speak and understand all spoken languages.

 

Wild Winds Gust [two-actions] (Feat 14)

Air, Concentrate, Evocation, Manipulate, Monk
Prerequisites Wild Winds Initiate
Requirements You are in Wild Winds Stance.

 

You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.


16th Level

 

Enlightened Presence (Feat 16)

Emotion, Mental, Monk

 

You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects.

 

Master of Many Styles [free-action] (Feat 16)

Monk
Prerequisites Stance Savant
Trigger Your turn begins

 

You move between stances in an unceasing dance. You use an action with the stance trait.

 

Quivering Palm (Feat 16)

Monk
Prerequisites ki spells

 

Your strikes can kill foes. You gain the quivering palm ki spell. Increase the number of Focus Points in your focus pool by 1.

 

Shattering Strike [two-actions] (Feat 16)

Monk

 

The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.


 

18th Level

Diamond Fists (Feat 18)

Monk

 

Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step.

 

Empty BodyFeat 18

Monk
Prerequisites ki spells

 

You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of Focus Points in your focus pool by 1.

 

Meditative Wellspring (Feat 18)

Monk
Prerequisites Meditative Focus

 

When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

 

Swift River [free-action] (Feat 18)

Monk
Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.

 

You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.


 

20th Level

Enduring Quickness (Feat 20)

Monk

 

You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.

 

Fuse Stance (Feat 20)

Monk
Prerequisites at least two stances

 

You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.

You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Mountain Stance and Crane Stance, which both require using only one type of Strike).

 

Impossible Technique [reaction] (Feat 20)

Fortune, Monk
Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.
Requirements You are not armored or fatigued.

 

You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.

 

Sample Monks

Ki Monk

Centering yourself, you call forth the internal magical energy that dwells within all living things. This ki can empower your body or flash out as pure energy.

Ability Scores

Prioritize Strength. Wisdom empowers your ki spells, Perception, and Will saves. Constitution and Dexterity help your physical defenses.

 

 

Skills

Acrobatics, Athletics, Occultism, Stealth

 

 

Starting Feat

Ki Strike (occult)

 

 

Higher-Level Feats

Mountain Stance (1st), Elemental Fist (2nd), Wholeness of Body (4th), Ki Blast (6th), Meditative Focus (12th), Quivering Palm (16th), Empty Body (20th)

 

Crane Monk

Striving for grace in all things, you mimic the fluid movements of the crane. Your strikes are quick as the wind and your mind clear as a placid pool.

Ability Scores

Prioritize Dexterity for finesse attacks and high defenses. A good Wisdom lets you perceive dangers and act quickly, and Constitution improves your hardiness.

 

 

Skills

Acrobatics, Nature, Religion, Stealth

 

 

Starting Feat

Crane Stance

 

 

Higher-Level Feats

Dancing Leaf (2nd), Flying Kick (4th), Crane Flutter (6th), Winding Flow (10th), Stance Savant (12th), Enduring Quickness (20th)