Monk
Subclass
Must be level 3. You may pick one of the following classes:
Within these subclasses you may spend 1 SP or 1 MP, as your magic comes from the mind and body connection.
Prerequisites:
AND
+1 Base Trait of your choosing
Initial Abilities:
Monk Stance 1
Learn two new Monk Stances
Traits:
Martial Arts Mastery
While you are fighting unarmed and you have mastered unarmed combat, you use your Prime Attribute
as your base pool for all attacks, and for every 2 in your Secondary Attribute
you gain +1 ADV. Secondary Attribute
is your second highest Attribute. The formula is similar to Mental Warrior.
Secondary Attribute | ADV |
---|---|
1 | 0 |
2 | 1 |
3 | 1 |
4 | 2 |
NOTE: This DOES NOT stack with Mental Warrior
Meditation
Take a short rest and choose one Mental Trait/Ability, even if you don't have it. This ability cannot be magical in nature.
Iron Palm
Your Unarmed attacks now deal 2 damage.
Abilities:
Flurry of Blows
Once per turn you can make an immediate Attack Test and Spend 1 SP without spending an Action. If successful you deal normal damage.
Monk Stance
Learn 2 new Monk Stances. This can be taken multiple times
Monk Stances:
Upon entering Combat you can choose which stance you start in, then on your turn you can spend 1 SP or 1 MP to swap to a different stance. You can end your Stance at any moment for free. You can only be in 1 Monk Stance at a time. All attacks must be unarmed attacks for the following benefits of each stance to work.
All Stance that say spend 1 SP can be swapped for 1 MP = 1 SP, unless otherwise noted.
Fire Stance
Chi Blast
Spend 1 SP and pick a near ranged area (doesn't have to be within your near range). Within the choosen area, you may make a Ranged Attack that targets up to 3 Targets. Perform an Attack Test at DIS, or (Physical AL)p6-1c
, for each target, if successful you hit that target with 1 fire damage.
Fiery Claw Strike
Make an Unarmed Melee Attack. If successful, your Target also takes 1 fire damage on their turn for the next 2 turns
Earth Stance
Avalanche Strike
Make an Attack Test and spend 1 SP. If successful, your target is also knocked prone
Stone Stance
After you go into Stone Stance, you gain the ability to absorb damage. After you are hit, make a Evade Test against their Attack Test. On a success, the damage is negated, and you may heal yourself 1 Hit Point
Metal Stance
Iron Stance
After you go into Iron Stance, you cannot be moved from your location until your next turn. Additionally, you heal 1 Hit Point
Blacksmith’s Blow
Make an Attack Test and spend 1 SP. This Strike Deals +1 bludgeon damage to your normal attack
Water Stance
Flowing Stance
When you Evade, you Evade with ADV
Healing Chi
Metal Test at DL of 2 and Spend 1 SP. If successful, you can heal 3 Hit Points for an adjacent target or yourself
Hunting Stance
Ten-Thousand Thorns
Make 6 Attack Test at +1 DIS on up to 3 targets and spend 3 SP. Per successful Attack Test deal damage to the respective target
Entangling Vines
Attack Test and Spend 1 SP. If successful, deal damage and the target has +1 DIS on all action for their next turn.
Soaring Heron Stance
Battering Wings
Attack Test and Spend 1 SP. If successful, you deal normal damage and you may make two more Unarmed Melee Attacks on the same target that suffer +1 DIS
Graceful Dodge
If you fail an Evade, you may retest once
Raging Dragon Stance
Soaring Strikes
If you are on higher ground than your opponent, you may reroll any failed Attack Test by spending 1 SP
Pressing Blow
Once per turn, if you successfully damage a foe with an Unarmed Melee Attack, you may immediately make another Attack Test against them
Two Ancestors Stance
First Ancestor
Spend 1 SP. If you took damage from this opponent since your last turn, this attack automatically hits
Second Ancestor
Attack Test and Spend 1 SP. If you successfully damaged this opponent this turn, you may immediately force them to make a Save Test against Your Physical AL
or fall prone
Crimson Death Stance
Dim Mak
Attack Test and Spend 1 SP. If you already damaged this opponent this round, this attack deals base damage +2 necrotic damage.
Shatter Lifeforce
Attack Test and Spend 1 SP. If you successfully damaged this opponent this turn, you may immediately force them to make a Save Test against Your Physical AL
or die immediately. You must make a Save Test against Thier Physical AL
with the same effects