Monk
Base Class: Monk

A monk who communes with the primordial spiritual forces of nature. They adopt Spirit Stances, gaining shifting combat styles that grow more powerful as they level.

Level 3: Spirit Stances

At the start of your turn, you can expend 1 Focus Point to enter a Spirit Stance. The stances lasts for 10 minutes or until you have the Incapacitated condition. You gain the following stances when you take this subclass:

Blazing Stampede:

Momentum: Your movement increases by 10 feet.

Ram: Once per turn, when you move at least 20 feet and then strike a target with an unarmed strike, you may use your Stunning Strike ability without expending a focus point. 

Wilding Claw:

Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Energized Flurry: When you use your Flurry of Blows you can cause lightning to leap to one nearby creature each time you hit. On a hit, the target suffers the attack's normal effects, and you can cause lightning to leap from the target to a different creature of your choice that you can see within 10 feet of it. The second creature takes lightning damage equal to one roll of your martial arts dice.

Iron Mantle:

Aspect of the Tortoise: While in this stance, you gain AC equal to your CON modifier.

Sapping Strike: Once per turn when hit with an unarmed strike, you may spend 1 Focus points to regain Hit Points equal to half the amount of damage dealt.

Level 3: Manipulate Elements

You know the Elementalism spell. Wisdom is your spellcasting ability for it.

Level 6: Wingborne Storm

As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.

Creatures of your choice in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage. All chosen creatures within the sphere treat the area as difficult terrain.

Level 11: Stride of the Spirits

While a Spirit Stance is active, you also have a Fly Speed and a Swim Speed equal to your Speed.

Level 17: Spiritual Epitome

While a Spirit Stance is active, you also gain the following benefits.

Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.

Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.

Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.

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