Monk
About this class
A monk is a disciplined warrior who channels inner energy to enhance their body and mind beyond ordinary limits of nature. Unburdened by heavy armor, they rely on speed, precision, and fluid movement, striking with unarmed blows or simple weapons in seamless combinations. Through rigorous training and spiritual focus, monks can deflect attacks, move with supernatural agility, and unleash bursts of power drawn from their inner balance, making them both elusive defenders and relentless combatants.
Domains
Valor
Sage
Starting stats
Hope feature
Class features
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Unarmed Expert
Your unarmed strikes are considered a Melee weapon. Monks unarmed attacks use Instinct as their roficiency and roll with a D6 instead of D4. Attacks also always deal bonus damage using your Proficiency. You are still able to make unarmed attacks while wielding any weapons, such as striking with an elbow or supporting a two-handed weapon in an off-hand to hit with a palm/fist. At lvl 3 and above unarmed attacks use a D8. At lvl 6 and above unarmed attacks use a D10.
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Deflection
Whenever you are struck by an attack from any enemies that aren't considered 'Solo's', you may begin a Deflection Combo.
Your Deflection Combo lasts until the end of the turn or until you make an attack.
While your Deflection Combo is active, whenever you would take damage, make a roll with your Hope die and your Fear die. If you roll with Hope, you may immediately spend that Hope to deflect the attack, reducing its damage to 0. If you roll with Fear the combo ends and you resolve the damage as normal.
If you choose to not spend the Hope, resolve the damage as normal but keep the Hope in your pool.
Class items
- -A drinking gourd
- -Prayer beads
- -Hand wraps
Character questions
Background prompts
- What emotion is the hardest for your body to conceal, even when your mind is disciplined?
- What daily ritual keeps your body and mind aligned and what happens when you’re unable to perform it?
- What belief or teaching from your training do you still question, even as you continue to follow it?
Connection prompts
- What is one thing we’re both afraid of?
- I rely on you for something important during our travels together. What is it and how do you feel about it?
- I still haven't forgiven you for something you said to me. What was it and why did you say it?
Subclass cards
Printable via header menu
Way of the Elemental Fist
Foundation
SPELLCAST TRAIT: Instinct
Stance Change: Mark a Stress to Channel one of the following elemental battle stances. Lasts until you take Severe damage or until your next rest.
Fists of Tiamat: When an adversary within Melee range deals damage to you, they take 1d10 fire damage. You unarmed attacks are now considered fire damage.
Unbreakable Gaia: Gain a bonus to your Armour Slots equal to your Proficiency.
Kraken Kata: When you defeat an adversary within Melee range, all other adversaries within Very Close range cannot move or flee for one turn.
Windwaker: You take no fall damage.
Way of the Elemental Fist
Specialization
Stance Change Aura's: Once per rest while Channeling, you can add an aura to your current stance. The aura affects targets within Close range until your Channeling ends.
Fists of Tiamat Aura: When an adversary marks 1 or more Hit Points, they must also mark a an Armour Slot.
Unbreakable Gaia: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
Kraken Kata Aura: When you defeat an adversary within Melee range you can mark a Stress to make all attackers within Close range temporarily Vulnerable.
Windwaker Aura: You and your allies gain a +1 bonus to Agility.
Way of the Elemental Fist
Mastery
Stance Change Aura's Enhanced: You further embody your element. While Channeling a stance, you gain the following additional aura effects:
Fists of Tiamat Aura: Your unarmed attacks now deal an additional 1d10 fire damage.
Unbreakable Gaia Aura: Your allies gain a bonus to their Armour Slots equal to your Proficiency. You now gain a double bonus to your Armour Slots equal to your Proficiency.
Kraken Kata Aura: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
Windwaker Aura: You gain a +1 bonus to your Evasion and can fly. If you can already fly gain a +2 Evasion.
Ki Master
Foundation
SPELLCAST TRAIT: Instinct
Channel Ki: You have a pool of Ki points equal to your level. You can spend Ki to fuel special techniques. All Ki is restored when you complete any rest.
Ki infused palms: Spend 1 Ki to increase the damage die of your unarmed attacks by one size. You may also mark 1 Stress to target two creatures within Melee range with a single attack roll. This effect lasts until you take Severe damage or until your next rest.
Overwhelm: When you hit with an attack, you may spend 1 Ki to force the target to either mark 1 Stress or be thrown within Close range.
Ki Master
Specialization
Channel Ki Mind Mastery: Your Ki pool increases to twice your level.
Unbound Movement: Once per short rest, you may spend 2 Ki to perform an extraordinary feat of movement (such as running across water, leaping great distances, or scaling walls) without making a roll. When you do, gain 1 Hope and clear 1 Stress.
Stillness of Mind: When you mark more than 1 Hit Point from a single attack, you may spend 2 Ki to gain 1 Hope and clear 1 Stress.
Ki Master
Mastery
Channel Ki Body Mastery: You may spend Hope in place of Ki, and Ki in place of Hope, when using Ki abilities.
Perfected Strike: When you critically succeed on a melee weapon attack, you may spend half your current Ki points to gain 2 Hope, clear 2 Stress, and gain a +2 bonus to your Proficiency for that attack.
Ki Blast: Spend half your current Ki points to make an Agility Roll against all targets within Close range. On a success, deal d20 magic damage to each using your Proficiency. If you roll below 10 you may spend 2 additional Ki to make the blast do a minimum of 10 damage to each enemy.
Monk
A monk is a disciplined warrior who channels inner energy to enhance their body and mind beyond ordinary limits of nature. Unburdened by heavy armor, they rely on speed, precision, and fluid movement, striking with unarmed blows or simple weapons in seamless combinations. Through rigorous training and spiritual focus, monks can deflect attacks, move with supernatural agility, and unleash bursts of power drawn from their inner balance, making them both elusive defenders and relentless combatants.
Domains
Valor + Sage
Starting Evasion
10
Starting Hit Points
6
Class Items
- • -A drinking gourd
- • -Prayer beads
- • -Hand wraps
Monk’s Hope Feature
Meditation : Spend 3 Hope to clear 1 Armor Slot and 1 Stress
Class Features
Unarmed Expert
Your unarmed strikes are considered a Melee weapon. Monks unarmed attacks use Instinct as their roficiency and roll with a D6 instead of D4. Attacks also always deal bonus damage using your Proficiency. You are still able to make unarmed attacks while wielding any weapons, such as striking with an elbow or supporting a two-handed weapon in an off-hand to hit with a palm/fist. At lvl 3 and above unarmed attacks use a D8. At lvl 6 and above unarmed attacks use a D10.
Deflection
Whenever you are struck by an attack from any enemies that aren't considered 'Solo's', you may begin a Deflection Combo. Your Deflection Combo lasts until the end of the turn or until you make an attack. While your Deflection Combo is active, whenever you would take damage, make a roll with your Hope die and your Fear die. If you roll with Hope, you may immediately spend that Hope to deflect the attack, reducing its damage to 0. If you roll with Fear the combo ends and you resolve the damage as normal. If you choose to not spend the Hope, resolve the damage as normal but keep the Hope in your pool.
Monk Subclasses
Choose either the Way of the Elemental Fist or Ki Master subclass.
Way of the Elemental Fist
Play the Way of the Elemental Fist if you want to master all four elements
Spellcast Trait
Instinct
Foundation Features
Stance Change: Mark a Stress to Channel one of the following elemental battle stances. Lasts until you take Severe damage or until your next rest.
Fists of Tiamat: When an adversary within Melee range deals damage to you, they take 1d10 fire damage. You unarmed attacks are now considered fire damage.
Unbreakable Gaia: Gain a bonus to your Armour Slots equal to your Proficiency.
Kraken Kata: When you defeat an adversary within Melee range, all other adversaries within Very Close range cannot move or flee for one turn.
Windwaker: You take no fall damage.
Specialization Feature
Stance Change Aura's: Once per rest while Channeling, you can add an aura to your current stance. The aura affects targets within Close range until your Channeling ends.
Fists of Tiamat Aura: When an adversary marks 1 or more Hit Points, they must also mark a an Armour Slot.
Unbreakable Gaia: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
Kraken Kata Aura: When you defeat an adversary within Melee range you can mark a Stress to make all attackers within Close range temporarily Vulnerable.
Windwaker Aura: You and your allies gain a +1 bonus to Agility.
Mastery Feature
Stance Change Aura's Enhanced: You further embody your element. While Channeling a stance, you gain the following additional aura effects:
Fists of Tiamat Aura: Your unarmed attacks now deal an additional 1d10 fire damage.
Unbreakable Gaia Aura: Your allies gain a bonus to their Armour Slots equal to your Proficiency. You now gain a double bonus to your Armour Slots equal to your Proficiency.
Kraken Kata Aura: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
Windwaker Aura: You gain a +1 bonus to your Evasion and can fly. If you can already fly gain a +2 Evasion.
Ki Master
Play the Ki Master if you want to use your mind and body to its full capabilities
Spellcast Trait
Instinct
Foundation Features
Channel Ki: You have a pool of Ki points equal to your level. You can spend Ki to fuel special techniques. All Ki is restored when you complete any rest.
Ki infused palms: Spend 1 Ki to increase the damage die of your unarmed attacks by one size. You may also mark 1 Stress to target two creatures within Melee range with a single attack roll. This effect lasts until you take Severe damage or until your next rest.
Overwhelm: When you hit with an attack, you may spend 1 Ki to force the target to either mark 1 Stress or be thrown within Close range.
Specialization Feature
Channel Ki Mind Mastery: Your Ki pool increases to twice your level.
Unbound Movement: Once per short rest, you may spend 2 Ki to perform an extraordinary feat of movement (such as running across water, leaping great distances, or scaling walls) without making a roll. When you do, gain 1 Hope and clear 1 Stress.
Stillness of Mind: When you mark more than 1 Hit Point from a single attack, you may spend 2 Ki to gain 1 Hope and clear 1 Stress.
Mastery Feature
Channel Ki Body Mastery: You may spend Hope in place of Ki, and Ki in place of Hope, when using Ki abilities.
Perfected Strike: When you critically succeed on a melee weapon attack, you may spend half your current Ki points to gain 2 Hope, clear 2 Stress, and gain a +2 bonus to your Proficiency for that attack.
Ki Blast: Spend half your current Ki points to make an Agility Roll against all targets within Close range. On a success, deal d20 magic damage to each using your Proficiency. If you roll below 10 you may spend 2 additional Ki to make the blast do a minimum of 10 damage to each enemy.
Background Questions
Answer any of the following, or create your own.
- • What emotion is the hardest for your body to conceal, even when your mind is disciplined?
- • What daily ritual keeps your body and mind aligned and what happens when you’re unable to perform it?
- • What belief or teaching from your training do you still question, even as you continue to follow it?
Connections
Ask one of the following, or improvise.
- • What is one thing we’re both afraid of?
- • I rely on you for something important during our travels together. What is it and how do you feel about it?
- • I still haven't forgiven you for something you said to me. What was it and why did you say it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.