Stats
- Hit Dice: d10
- Weapon Proficiencies: Unarmed Strikes (see Restrictions)
- Armor Proficiencies: Light
Restrictions
Monks are incapable of gaining any Weapon or Shield Proficiencies, including the “pick one” category that all other characters get at Level 1. They are only proficient in Unarmed strikes, and nothing else within the Brawl category.
For the sake of any proficiency requirements, Monks are considered proficient with the Brawl Weapon Category.
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Supernatural Strike | Magical unarmed attacks with damage type flexibility and d8 dice |
| 2 | Meditative Flow | Start combat with +1 FP and no FP decay |
| 3 | Mental Clarity | Immune to confusion and charm effects, Advantage on Insight checks to detect lies |
| 4 | Elemental Strike | Change attack damage to elemental types for 1 FP |
| 5 | Path Selection | Choose path; Journeyman Class Tier |
Supernatural Strike
Your unarmed attacks count as magical for overcoming resistances and can deal any physical damage type (Bludgeoning, Piercing, or Slashing) as you choose with each attack. Additionally, your unarmed strikes use d8 damage dice instead of the standard d6 for Brawl weapons.
Meditative Flow
You begin each combat with +2 FP (4 total instead of 2). Additionally, you do not lose 1 FP at the end of your turn due to Flow Decay - your internal energy remains centered and stable.
Mental Clarity
You are immune to confusion and charm effects. Additionally, you gain Advantage on Insight checks to detect lies or hidden motives as your mental discipline allows you to see through deception.
Elemental Strike
Cost: 1 FP
Effect: Your next attack deals elemental damage of your choice instead of physical damage as you channel elemental energy through your strikes.
Path Selection (Level 5)
At Level 5, Monks must choose their specialization path:
- Path of the Storm specializes in aggressive offense, supernatural speed, and overwhelming multiple enemies. They excel at mobility, extra attacks, and delivering devastating combinations through enhanced flow and movement.
- Path of the Mountain specializes in defensive tanking, damage absorption, and protecting allies. They excel at drawing enemy fire, absorbing punishment, and sustaining themselves through prolonged encounters.
Path of the Storm
| Level | Feature | Description |
|---|---|---|
| 5 | Storm Body | Lightning Strike Flow Action, +2 movement, +1 critical range |
| 6 | Pressure Point Strike | Status effect attacks targeting vital points |
| 7 | Lightning Step | Momentum-based teleportation after straight-line movement |
Storm Body
- You gain the Lightning Strike Flow Action (see below)
- Your base movement speed increases by +2 hexes
- Your critical hit range expands by +2 (meaning you achieve a Critical Success on a 7 or less). This stacks with other sources of critical range expansion
Lightning Strike (4 FP): Make a single extra attack this turn as a Free Action. Can be declared at any time during your turn. This attack does not generate any FP.
Pressure Point Strike
Cost: 4 FP
Effect: Your next successful attack forces the target to make an Endurance check or suffer one of the following effects (your choice):
- Stunned for their next turn
- Knocked Prone
- Lose 2 AP for their next turn.
Lightning Step
After moving at least 3 hexes in a straight line, the remainder of your movement can be performed as a short range teleport in the direction you were traveling up to your remaining hexes of movement. This can include moving vertically along that same direction (such as running and then teleporting up onto a ledge within range).
Path of the Mountain
| Level | Feature | Description |
|---|---|---|
| 5 | Defensive Stance | Toggle defensive mode with DR, taunt, and accuracy penalty |
| 6 | Reactive Defense | All successful reactions generate 1 FP instead of just the first |
| 7 | Inner Fortitude | Recovery Roll with status cleansing, usable 3 times per day |
Defensive Stance
Cost: 3 FP to activate, 0 FP to deactivate
Effect: While active, gain DR based on your Monk Class Tier (+3/6/9/12/15 DR). Once per turn as a Free Action, you can force one enemy within 3 hexes to make a Willpower check or be compelled to target you with their next attack. However, all your Melee Skill Checks suffer a -10 penalty while in this stance.
Reactive Defense
All successful reactions generate 1 FP (this removes the normal “first reaction only” limit). Your defensive mastery allows you to gain energy from every successful defense rather than just the first each round.
Inner Fortitude
Frequency: 3 times per day Cost: 2 AP OR 5 FP Effect: Make a Recovery Roll immediately. Additionally, remove one negative status effect currently affecting you (including persistent damage). Can be used while Asleep and Paralyzed, unlike most abilities. This cannot be used to remove the Prone effect.