Monk talents and forms (3pp)

Monk Talents and Forms

Contents

Cycle Bonus (New Keyword)

This is a monk-specific keyword. You gain a cycle bonus for the duration of your current attack progression, that is, for your opening, flow and finishing attack, until the start of your next turn after using a finishing attack. It also ends if anything breaks the current attack progression, such as the end of the battle, when you don’t attack for a round, or when you start a new progression by using an opening attack.

Adventurer Tier Talents

Clarity of Mind

Source DPAS

You gain an adventurer tier meditation spell from the fateweaver list as a bonus power. The meditation is considered an opening attack for your monk forms.

Champion Feat When you have focus, roll twice on attack rolls and take the preferred result.

Epic Feat Choose a champion tier meditation.

Crane Style

You use Wisdom for attack and damage with unarmed attacks. However, your base hit points are reduced by 1 to 6 + CON mod.

Ki Power (Spread the Wings): You can spend a ki point to add your Wisdom modifier to a disengage check, after you roll.

Adventurer Feat Whenever you spend a ki point, also gain temporary hit points equal to your level.

Champion Feat Whenever you spend a ki point, you also gain a +1 bonus to all defenses until the end of your next turn.

Epic Feat Once per battle, as an interrupt action, you can spend a ki point to make a melee basic attack against an enemy who misses you with a melee attack.

Crystal Mind

When an attack that targets MD hits you, you can roll a normal save. If you succeed, you take only half damage from the attack.

Ki Power (Cleansing of Thought): You can spend a ki point as a free action to gain resist psychic damage 16+ until the end of the battle.

Adventurer Feat Add your Wisdom modifier to Crystal Mind saves.

Champion Feat On a successful save, you also block any non-damage effect from the attack.

Epic Feat If you roll a natural 18+ on the save, you instead take no damage from the attack and can choose one nearby enemy. It takes one-quarter of the damage as you deflect the attack, and suffers any effects from it.

Fire Fist (Seven Deadly Secrets)

Special: If you use Fire Fist in a battle, you can’t use any other Deadly Secrets talents that battle.

You gain the following power:

Close-quarters power; Once per battle; Quick action

Effect: Until the end of the battle, if the escalation die is 1+, your JAB, PUNCH and KICK attacks deal fire damage, and you deal 1d4 extra damage on a hit.

2nd level monk: 1d6 extra damage

4th level monk: 1d8 extra damage

6th level monk: 2d6 extra damage

8th level monk: 2d10 extra damage

10th level monk: 3d12 extra damage

Adventurer Feat Also deal the extra damage on a miss.

Champion Feat On a natural 18+ attack roll, deal maximum damage with the Fire Fist extra damage.

Ki Power (Immolating Fist): After rolling the extra fire damage, you can spend a ki point to deal ongoing fire damage to the target equal to the extra damage.

Epic Feat Double the ongoing damage from Immolating Fist.

Freezing Fist (Seven Deadly Secrets)

Special: If you use Freezing Fist in a battle, you can’t use any other Deadly Secrets talents that battle.

You gain the following power:

Close-quarters power; Once per battle; Free action

Trigger: You hit with an unarmed melee attack.

Effect: Deal extra cold damage equal to your level, and the target is dazed until the end of your next turn. If it is staggered, it is frozen (as stunned; -4 to defenses and can’t take actions) until the end of your next turn instead.

Adventurer Feat Deal extra cold damage equal to twice your level.

Champion Feat You can spend a ki point to use freezing fist a second time in a battle.

Epic Feat You now deal 1d8 per level extra cold damage instead.

Ki Power (Icy Breath): When you use Freezing Fist, spend a ki point to give all enemies engaged with you disadvantage to disengage checks until the end of your next turn.

Iron Body

You can push your body beyond mortal limits. You can walk over hot coals and meditate for hours in an ice-cold waterfall. You can put your body in a state where you can survive days, months, even years with a minimum of air, water, or food. 

You take half damage from ongoing damage, and from any damage caused by the surrounding environment.

Ki Power (Seal of Steel): You can spend a ki point to turn a failed save against ongoing damage, or the weakened, hampered, vulnerable or stuck conditions, into a success.

Adventurer Feat Increase your recovery dice to d10.

Champion Feat You gain resist poison 16+.

Epic Feat At the start of each battle, you gain temporary hit points equal to 10 times your Constitution modifier.

Kensai

Any melee weapon is a monk weapon for you. You wield them without penalty, and you can use your monk forms with them. When wielding a melee weapon, use that weapon’s usual WEAPON damage die instead of your JAB, PUNCH or KICK.

When you wield a two-handed weapon, use Strength instead of Dexterity for the attack roll. You don’t reroll natural 2 on the attack, as you are not two-weapon-fighting.

Ki Power (Soulblade): As a free action, spend a ki point to imbue a weapon you wield as a true magic item (+1 to attacks and damage; +2 at 5th level; +3 at 8th) until the end of the battle. On your next hit with it, deal one extra WEAPON die damage (x2 at 5th level; x3 at 8th).

Adventurer Feat You can use the Soulblade ki power once per day without spending a ki point.

Champion Feat You can spend a ki point to recharge a magic item power of a true magic item melee weapon.

Epic Feat If you have bonded with a weapon via Soulblade before, you can spend a ki point to call it to your hand from a nearby or far away location.

Ninjutsu

You learn a rogue power of your level or lower. If it is an attack power, you can use your JAB as the weapon, and it counts as an opening attack. If you choose a momentum power, don’t track momentum — instead, spend one ki point to use the power.

Ki Power (Yamiuchi): When you hit with a melee attack against an enemy that is also engaged with one of your allies, you can spend a ki point to deal Sneak Attack damage as a rogue of your level.

Adventurer Tier: Gain three background points towards a stealth and espionage background.

Champion Feat Gain a second Rogue power, which counts as a PUNCH if it is an attack, and can be used  as a flow attack.

Epic Feat Gain a third Rogue power, which counts as a KICK if it is an attack, and can be used as a finishing attack.

Shell of the Storm Turtle

Increase your base AC in light or no armor to 14. This replaces the variable defense bonus you gain from using your monk forms.

Ki Power (Retreat into the Shell): Once per battle, while you are not engaged with any enemy, you can spend a ki point as a quick action to gain a +1 bonus to AC until the end of the battle.

Adventurer Feat When you use Retreat into the Shell, you gain resist lightning 16+ until the end of the battle.

Champion Feat Retreat into the Shell also increases your PD by 1.

Epic Feat Retreat into the Shell now increases all defenses by 1.

Tattooed Monk

You learn an additional adventurer tier form.

Ki Power (Flow of the Ink): Once per battle, as a quick action, you can spend a ki point to move forward one step in the progression from opening to flow or from flow to finishing.

Adventurer Feat You can switch one adventurer tier form you know for a different one during a short rest.

Champion Feat You can choose a champion tier form as your bonus form instead.

Epic Feat You can choose an epic tier form as your bonus form instead.

Waterfall in the Clouded Gorge

When you spend a recovery to heal, add your Wisdom modifier to the amount you heal (x2 at 5th level; x3 at 8th).

Adventurer Feat When you spend a recovery to heal, you also gain a +2 bonus to PD and MD until the end of your next turn.

Ki Power (Crashing Waters): Once per battle, you can spend a ki point to rally as a quick action.

Champion Feat When you use Crashing Waters, also gain 5 temporary hit points per level.

Epic Feat Once per day, use Crashing Waters without spending a ki point.

Champion Tier Talents

Black Rose Acolyte

Choose a necromancer spell of your level or lower as a bonus power. You can choose any spell except summoning spells and spells granted by talents. You can switch the spell after each full heal-up. If the spell is an at-will attack spell, you can cast it in place of a flow attack. If the spell is a limited use attack spell, you can cast it in place of a finishing attack, at the frequency you can normally cast it (such as daily). Use your Wisdom as the ability score that determines attack and damage with the spell.

Ki Power (Tribute to Death): If an enemy has 5 times your level in hit points or less after you hit them with a monk melee attack, you can expend a ki point to reduce them to zero hit points.

Champion Feat When you use a monk power that has an elemental damage type, such as fire, you can change that damage to negative energy instead.

Epic Feat You can use the Tribute to Death ki power once per day without expending a ki point.

Death Touch (Seven Deadly Secrets)

Special: If you use Death Touch in a battle, you can’t use any other Deadly Secrets talents that battle.

You gain the following power:

Close-quarters power; Once per battle; Free action

Trigger: You hit an enemy with an unarmed melee attack.

Effect: If the target has 50 hit points or less after taking damage from the attack, you kill it. Otherwise, the target is weakened (-4 to attacks and defenses; save ends).

7th level monk: 75 hit points or less

9th level monk: 100 hit points or less

Champion Feat If you kill a target with Death Touch, you can spend a ki point to use a recovery to heal.

Epic Feat Kill a target with 150 hit points or less.

Ki Power (Fatal Surprise): Once per battle, you can spend a ki point to use Death Touch even if you have already used a different Deadly Secret this battle.

Magefist

Choose a swordmage spell of your level or lower as a bonus power. You can cast it in place of a finishing attack, at the frequency you can normally cast it (such as daily). You can switch the spell after each full heal-up. Use your Wisdom instead of Intelligence as the ability score that determines attack and damage with the spell, and KICK for WEAPON damage.

Ki Power (Ki Sigil): Choose a swordmage sigil when you gain this talent. You can spend a ki point to place the sigil on an enemy with the Mark with Sigil spell. 

Champion Feat Once per day, you can use ki sigil without expending a ki point.

Epic Feat Gain a second swordmage spell, at two levels below your monk level.

Perfect Kata

If your flow attack is from the same form as your opening attack, you gain a +1 bonus to your critical threat range with it. If your finishing attack is from the same form as both your opening and flow attack, you gain a +2 bonus to its critical threat range.

Ki Power (Nidan): Before making your attack roll, you can spend a ki point to double the critical threat range bonus gained from this talent, i.e. +2 to a flow attack or +4 to a finishing attack. If the power requires multiple attack rolls this turn, you gain the benefit for all of them.

Champion Feat You can use the Nidan ki power once per day without expending a ki point.

Epic Feat In addition to a bonus to your critical threat range, also gain the same bonus to the attack roll. This bonus is also doubled when you expend a ki point.

Prison Within

Demons and evil spirits who possess the power to enter their victim’s mind are the most frightening adversaries of good, because they can hide among the innocent and any attempt to purge the spirit puts them in danger too. Therefore, most devout monks volunteer to imprison these creatures within themselves, where they are under control and  prevented from doing mischief.

Once per day, as a quick action when the escalation die is 1+, you can unleash the power of the imprisoned demon. Until the end of the battle, you have advantage on melee attacks. However, if both attack rolls show the same number, the demon eats away at your soul, and you lose a recovery. If you have no recoveries left, you take a -1 penalty to attacks and defenses until your next full heal-up.

Ki Power (The Demon Roars): When you unleash the demon, if both dice of your melee attack show the same number, you can spend a ki point to deal 1d6 fire damage per level to the target.

Champion Feat You also gain resist fire 16+ while the demon is unleashed.

Epic Feat You can spend a 5 or 6 with the Diabolist to gain an additional use of this talent that day.

Shuriken Master

Once per battle, you can make a ranged basic attack with a small thrown weapon as a quick action.

Champion Feat Increase your damage dice with small thrown weapons to d6.

Epic Feat Once per battle, you can make an opening attack as a ranged attack with a small thrown weapon instead of its usual type.

Ki Power (Back of the Hand): You can spend a ki point to use this talent an additional time per battle.

Epic Tier Talents

At epic tier, you can choose One with the Void to regain a ki point on a quick rest. Midnight Storm gives a bit of extra punch. Moonlight Reflection summons a double of yourself. Wind in the Reeds allows you to massively reduce the damage you take from one attack.

Midnight Storm Topples the Oak

Once per battle, you can make a monk basic melee attack as a quick action, using the same damage die (JAB, PUNCH or KICK) as your last melee attack.

Ki Power (Morning Tempest): You can spend a ki point to gain a second use of this talent in a battle, when the escalation die is 3+.

Epic Feat Once per day, you can use the Morning Tempest ki power without spending a ki point.

Moonlight Reflection

For one battle per day, as a quick action, you can summon a shadow double of yourself. At the end of your turn, roll a d6. If the result is lower than the escalation die, the shadow double makes a melee basic attack against a nearby enemy of your choice, using your stats and doing JAB, PUNCH or KICK damage based on your current stage in the cycle. The double does not interact with the battle in any other way.

Ki Power (Ripples in the Pond): You can spend a ki point to set the d6 to 1 after you roll it (potentially triggering the shadow double attack).

Epic Feat Damage by your shadow double is either holy or negative energy damage (choose when you take the feat).

One with the Void

You regain a ki point when you take a quick rest.

Ki Power (One with the World): You can spend a ki point to increase the natural roll of any d20 roll by 1, not just attack rolls.

Epic Feat When you spend a ki point to increase a natural roll, you can increase it by two instead.

Wind in the Reeds

The first time you are hit in a battle, make a save. If you succeed, you only take damage equal to the level of the enemy.

Ki Power (Another Petal Falls): You can spend a ki point to use this power a second time in a battle.

Epic Feat If you fail the save, you take only half damage.

Monk Forms

Adventurer Tier Forms

Crazed Monkey

Opening Attack (Monkey Screech)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Cycle bonus: You take a -2 penalty to AC, but all JAB, PUNCH and KICK damage dice are exploding dice (including this attack).

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Flow Attack (Monkey Jump)

Melee attack

Always: You can pop free and engage a different nearby enemy.

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Natural even hit: Pop free, engage a different enemy, and make a second attack with JAB damage.

Miss: Damage equal to your level

Finishing Attack (Monkey Swing)

Melee attack

Always: Pop free and make an acrobatic stunt, swinging across the battlefield on a rope, chandelier, or whatever is available, and engage the target of the attack.

Target: One nearby or far away enemy

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage

Natural even hit: Deal 1d4 extra damage per point of Dexterity modifier.

Miss: Damage equal to your level

3rd level monk: Use d6 for extra damage

5th level monk: Use d8 for extra damage

7th level monk: Use d10 for extra damage

9th level monk: Use d12 for extra damage

Adventurer Feat You can spend a ki point on this attack to target one additional enemy.

Drunken Fist

Opening Attack (Wine-Addled Step)

Melee attack

Attack: Dexterity + Level vs. the target’s lowest defense

Hit: JAB + Strength damage, and the next attack against you has disadvantage.

Cycle bonus: You can spend a ki point as a free action to give the next attack against you disadvantage.

Miss: One enemy you are engaged with (GM’s choice) can make a melee attack against you as a free action. The enemy has disadvantage on the attack.

Adventurer Feat If an enemy misses you with a melee attack during this cycle, deal psychic damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).

Flow Attack (Swig from the Jug)

Melee attack

Always: You can drink a potion as a free action.

Attack: Dexterity + Level vs. the target’s lowest defense

Hit: PUNCH + Strength damage

Miss: One enemy you are engaged with (GM’s choice) can make a melee attack against you as a free action. The enemy has disadvantage on the attack.

Ki Power (Power Brew): If the potion has a random effect (like the bonus hit points gained from a healing potion), you can spend a ki point to set the result as the maximum.

Finishing Attack (Swaggering Spin)

Melee attack

Attack: Dexterity + Level vs. the target’s lowest defense

Hit: KICK + Strength damage

Natural even hit: The target has disadvantage on its attack rolls (save ends).

Miss: One enemy you are engaged with (GM’s choice) can make a melee attack against you as a free action. The enemy has disadvantage on the attack.

Firewalker

Ki Power (Firewalk): Spend a ki point to gain resist fire 12+ until the end of the battle. If you already have fire resistance, increase it by 2.

5th level monk: Increase the resistance to 16+.

Opening Attack (Flying Cinders)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength fire damage

Cycle bonus: Whenever an enemy makes a melee attack against you, deal fire damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) to the attacker.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Adventurer Feat Add your level to the damage dealt with the cycle bonus.

Flow Attack (Awaken the Flames)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: Ongoing fire damage equal to 5 times your level

Miss: Damage equal to your level

Finishing Attack (Fan of Flames)

Melee attack

Attack: Dexterity + Level vs. AC. If the target is taking ongoing fire damage, you have advantage on the attack roll.

Hit: KICK + Strength fire damage. Deal fire damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) to 1d4 nearby enemies.

Miss: Damage equal to your level

Rabid Badger

Adventurer Feat Reduce the attack penalty of all attacks in this form to -2.

Opening Attack (Badger)

Melee attack

Attack: Dexterity + Level -4 vs. AC

Hit: JAB + Strength + 1d6 per level damage

Miss: 1d6 damage (5th level: 2d6; 8th level: 3d6)

Flow Attack (Badger Badger)

Melee attack

Target: Two enemies

Attack: Dexterity + Level -4 vs. AC

Hit: PUNCH + Strength damage

Miss: 1d6 damage (5th level: 2d6; 8th level: 3d6)

Finishing Attack (Badger Badger Badger)

Melee attack

Attack: Dexterity + Level -4 vs. AC

Hit: KICK + Strength damage

Miss: 1d6 damage (5th level: 2d6; 8th level: 3d6)

Always: Make two follow-up attacks against the same target.

Attack: Dexterity + Level -4 vs. AC

Hit: JAB damage

Miss:

Red Cliff

Opening Attack (Raise the Wall)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Cycle bonus: Enemies take a penalty to disengage from you equal to your Wisdom modifier.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Adventurer Feat With the cycle bonus, also reduce the damage you take from enemy attacks by your level.

Flow Attack (Break the Barrier)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

First Miss: Repeat the attack once against a different enemy you are engaged with.

Second Miss: Pop free from all enemies.

Finishing Attack (Force Retreat)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: The target can choose to either take no damage, pop free and retreat to a far away location, OR take double KICK + Strength damage.

Miss: 1d8 damage (5th level: 2d8; 8th level: 3d8)

Shadow Fist

Opening Attack (Embrace the Shadow)

Melee attack

Attack: Dexterity + Level vs. MD

Hit: JAB + Strength damage

Cycle bonus: Gain a bonus to disengage checks equal to your Wisdom modifier.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Flow Attack (Shadow Curtain)

Melee attack

Attack: Dexterity + Level vs. MD

Hit: PUNCH + Strength damage, and if the next attack against you is a natural odd roll, change the target to this enemy.

Miss: Damage equal to your level

Finishing Attack (Shadow Dance)

Melee attack

Attack: Dexterity + Level vs. MD

Hit: KICK + Strength damage, and you teleport to a nearby location you can see.

Miss: You can spend a ki point to reroll the attack, and add your Wisdom modifier as a bonus to the attack.

Adventurer Feat On a hit, you can teleport the target instead.

Sacred Fist

Opening Attack (Sacred Willow Sutra)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Wisdom holy damage

Cycle bonus: Your melee attacks deal holy damage, and you can replace Strength with Wisdom for damage.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Adventurer Feat With the cycle bonus, add both Strength AND Wisdom to damage rolls instead of replacing one with the other.

Flow Attack (Clear Spring Under the Weeping Willow)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Wisdom damage. You or a nearby conscious ally can heal hit points equal to 1d4 + your Wisdom modifier (2d4 + Wis x2 at 5th level; 4d4 + Wis x3 at 8th).

Miss: The target takes a -2 penalty to attacks against you until the end of your next turn.

Champion Feat On a hit, the target of your healing also gains a +2 bonus to AC until the end of your next turn.

Finishing Attack (Moonlight Reflection in the Stream)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: KICK + Wisdom damage. Spend a recovery to heal. Heal half yourself, and grant the same amount to the nearby wounded ally with the lowest hit point total. You gain a +2 bonus to AC until the end of your next turn.

Miss: You gain a +2 bonus to AC until the end of your next turn, and the nearby ally with the lowest hit point total heals hit points equal to your level.

Champion Tier Forms

Calm of the Lotus Pond

Opening Attack (Lotus Bloom)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Cycle bonus: Roll saves at the start of your turn instead of at the end.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Flow Attack (Koi in the Water)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage. Starting from next turn, change your position in the initiative order to act directly after one ally of your choice.

Miss: Damage equal to your level

Finishing Attack (Frog Croaking in the Pond)

Melee attack

Target: One nearby enemy

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage. The target’s next attack roll is a miss, unless the natural roll is an 18+.

Miss: Damage equal to your level

Champion Feat If the escalation die is 4+, you can target two enemies you are engaged with.

Forbidden Teachings of Kok Abaator

Opening Attack (Finger of Dust)

Melee attack

Attack: Dexterity + Level vs. PD

Hit: JAB + Strength negative energy damage, plus 1d6 damage for each icon relationship point with the Lich King.

Cycle bonus: When a target has 25 hp or fewer after you hit it with a melee attack, you reduce it to zero hp.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

7th level monk: 1d10 per icon relationship point; 40 hp or fewer

9th level monk: 2d8 per icon relationship point; 60 hp or fewer

Flow Attack (Finger of Bones)

Melee attack

Target: One nearby enemy

Attack: Dexterity + Level vs. PD

Hit: KICK + Strength negative energy damage. If you reduce the target to 0 hp or fewer, raise it as a 5th level just-ripped-free skeleton mook (13TW p. 88) under your control.

Miss: Damage equal to your level

7th level monk: 7th level mook

9th level monk: 9th level mook

Finishing Attack (Finger of Blood)

Melee attack

Attack: Dexterity + Level vs. PD

Hit: PUNCH + Strength negative energy damage. You can spend a recovery to heal hit points equal to the damage (instead of a recovery roll).

Natural even hit: You can spend a ki point instead of a recovery.

Miss: Half damage, and heal hit points equal to your level.

Champion Feat You can target any nearby enemy with this attack, without being engaged.

Great Wave of Crashing Waters

Opening Attack (Storm Gathering at Sea)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Cycle bonus: When you hit with a melee attack, you can force the target to pop free from you. If you do, reroll any damage dice that come up as natural 1.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Flow Attack (Ship Rocking on the Waves)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage. Until the end of your next turn, you gain a +4 bonus to AC against melee attacks.

Miss: Damage equal to your level

Finishing Attack (Wave Crashes Against the Coast)

Melee attack

Attack: Make three separate attack rolls, Dexterity + Level vs. each of the target’s three defenses (AC, PD and MD). If at least one of the rolls hits, the attack is a hit.

Hit: PUNCH + Strength damage. For each defense that you hit, gain an additional effect as below.

Hit against AC: Deal 1d12 extra damage (8th level: 2d12).

Hit against PD: The target is forced to pop free from you, and you push it to a nearby location of your choice. If the location is dangerous (acid pit, over a ledge etc.), it can make a save to prevent that danger.

Hit against MD: The target is hampered until the end of your next turn.

Miss:

Epic Feat Before making the attack, you can engage a nearby enemy as a free action.

Polished Jade

Opening Attack (Jade Jewel)

Melee attack

Attack: Dexterity + Level vs. MD

Hit: JAB + Strength damage

Cycle bonus: Gain a +2 bonus to MD.

Miss: Damage equal to your level + Wisdom modifier. You can spend a ki point to gain the cycle bonus.

Flow Attack (Jade Cut)

Melee attack

Attack: Dexterity + Level vs. PD

Hit: PUNCH + Strength damage

Natural 16+: The attack deals maximum damage.

Miss: Damage equal to your level

Finishing Attack (Jade and Pearl)

Melee attack

Target: One nearby enemy

Attack: Dexterity + Level vs. PD

Hit: KICK + Strength damage. The target cannot reduce this damage in any way, such as through resistance. The attack also doesn’t trigger interrupt actions.

Miss: Damage equal to your level

Champion Feat Deal half damage on a miss.

Scales of The Serpent

Opening Attack (Serpentine Gaze)

Close-quarters attack

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: Psychic damage equal to twice your level

Cycle bonus: The target cannot attack you until you make an attack against it. You cannot affect the same enemy twice in the same battle with this power.

Miss: Damage equal to your level

Flow Attack (Slithering Coil)

Melee attack

Target: One nearby enemy

Always: Move to engage the enemy. This movement cannot be intercepted.

Special: If the target is under your Serpentine Gaze effect, you can spend a ki point to gain advantage on the attack roll.

Attack: Dexterity OR Strength + Level vs. AC

Hit: You grab the target, and it takes ongoing poison damage equal to twice your level (save ends both).

Miss: Damage equal to your level

Finishing Attack (Death Fang)

Melee attack

Special: If the target is grabbed by you, you can spend a ki point to gain advantage on the attack roll.

Attack: Dexterity + Level vs. AC

Hit: 40 ongoing poison damage

Miss: Half damage

7th level form: 70 ongoing damage

9th level form: 100 ongoing damage

Champion Feat Each time the target fails a save against the ongoing damage, increase that damage by twice your level.

White Dragon Mountain

Opening Attack (Glacial Touch)

Melee attack

Target: One nearby enemy

Attack: Dexterity + Level vs. PD

Hit: JAB + Strength + Wisdom cold damage

Cycle bonus: When you miss with an attack, deal extra cold damage equal to twice your Wisdom modifier (x3 at 8th level).

Miss: Damage equal to your level + twice your Wisdom modifier (x3 at 8th level). You can spend a ki point to gain the cycle bonus.

Champion Feat On a natural even hit, the target is dazed until the end of your next turn.

Flow Attack (Spread the Ice)

Melee attack

Target: All enemies you are engaged with

Always: Any targets that don’t fly have disadvantage on disengage checks until the end of your next turn.

Attack: Dexterity + Level vs. PD

Hit: PUNCH + Strength + Wisdom cold damage

Miss: Damage equal to your level

Finishing Attack (Avalanche Breath)

Close-quarters power

Target: 1d3 nearby enemies

Attack: Dexterity + Level vs. PD

Hit: 1d10 per level + Strength + Wisdom cold damage

Miss: Half damage

Always: Until the end of the battle, when your monk attack is a natural 1-5, you can spend 2 ki points to use Avalanche Breath as a quick action once on the same turn.

Epic Tier Forms

Clouds of the Morning Mist

Opening Attack (Step between the Clouds)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Cycle bonus: You have resist physical damage 16+.

Miss: Damage equal to your level. You can spend a ki point to gain the cycle bonus.

Flow Attack (Step from the Clouds)

Melee attack

Target: One nearby or far away enemy

Always: Teleport to engage the enemy

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Miss: Damage equal to your level

Epic Feat Deal half damage on a miss.

Finishing Attack (Vanish without a Trace)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage, and you are invisible until the start of your next turn.

Miss: Choose to deal half damage OR become invisible until the start of your next turn.

Ghost Fist

Opening Attack (Ghosts Awaken)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage.

Cycle bonus: When a nearby enemy makes a melee attack against you, you can spend a ki point to make the attack below as an interrupt action. The interrupt resolves before their attack.

Target: The enemy who attacked you

Attack: Dexterity + Level vs. PD

Hit: JAB + Strength force damage, and the target’s attack has disadvantage.

Miss: Damage equal to your level

Miss: Damage equal to your level

Epic Feat You can make the interrupt attack granted by the cycle bonus when attacked by a nearby enemy with a ranged or close-quarters attack. You can pop free and engage the enemy to make the attack.

Flow Attack (Shatter the Spirit)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and the target is hampered (save ends). The target can choose to take five times its level in damage to shake off the condition as a free action, without a save.

Miss: Damage equal to your level

Finishing Attack (Possessing Spirit)

Melee attack

Attack: Wisdom + Level vs. MD; if the target is hampered, you have advantage on the attack.

Hit: KICK psychic damage. The target immediately makes an attack against another nearby enemy of your choosing.

Miss: Half damage

Heavenly Kick

Opening Attack (Foot Parts the Clouds)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage. You can spend a ki point to reroll any number of damage dice once.

Miss: Damage equal to your level

Flow Attack (Prodigious Leap)

Melee attack

Always: Fly to engage a nearby or far away enemy.

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage

Natural even hit: Deal half damage to a different nearby enemy. You can spend a ki point to deal half damage to a second nearby enemy.

Miss: Damage equal to your level

Finishing Attack (Stomping Storm Giant)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength + 3d6 lightning damage

Natural even hit: If the target has 150 hp or fewer after the attack, it is stunned until the end of your next turn. You can spend a ki point to increase the limit to 500 hp.

Miss: Lightning damage equal to your level + 3d6.

10th level monk: Increase the bonus damage to 5d6, and the stun limit to 250 / 1000 hp.

Quivering Palm

Epic Feat You can target PD instead of AC with Quivering Palm attacks.

Opening Attack (Interrupted Ki Flow)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage. The target is vulnerable to your attacks, and it cannot gain temporary hit points or heal (save ends both).

Miss: Damage equal to your level

Flow Attack (Ki Block)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and the target is ki blocked (save ends).

Ki blocked: The target cannot roll saves against other effects, including ongoing damage, until it saves against this effect.

Miss: Damage equal to your level

Finishing Attack (Marked for Death)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: The target takes double damage from all attacks against it (save ends; the effect also ends if the target is staggered by an attack).

Miss: The next attack that hits the target deals 25 extra damage.

Rise of the Red Dragon

Opening Attack (The Dragon Awakens)

Close-quarters power

Effect (cycle bonus): For the current attack cycle, you change your shape into a humanoid-sized dragon. You can fly and you have resist fire 16+. Once per round, you can spend a ki point to make the following breath weapon attack as a quick action.

Target: 1d3 nearby enemies

Attack: Dexterity + Level vs. PD

Hit: 5d6 + Strength fire damage

Miss: Damage equal to your level

Epic Feat The first time you use your breath weapon in a battle, it does not cost a ki point.

Flow Attack (Swooping Dragon)

Melee attack

Special: If you fly to engage the enemy before making this attack, gain a +2 bonus to the attack roll.

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Natural even hit: If the target is humanoid size or smaller, you can grab it.

First Miss: Make a second attack roll against the same enemy.

Second Miss:

Finishing Attack (Rampaging Dragon)

Melee attack

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage, and nearby staggered enemies are struck with fear (-4 to attack and can’t use the escalation die) until the end of your next turn. If you hit with the breath weapon attack gained from The Dragon Awakens this turn, deal double damage.

Miss: Half damage

Section 15: Copyright Notice

DPAS: Dark Paths & Ancient Secrets. © 2016, Kinoko Games

Dark Alleys & Twisted Paths. © 2019, Kinoko Games

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