“You fight well, but without discipline and focus, you will fall.”
Player’s Handbook 3 & Psionic Power — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (PHB3 Player’s Handbook 3, PsP Psionic Power) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Movement full discipline’s movement technique (its own action & range shown first); the fields before it are the attack technique |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
From high in forbidding mountains to deep in the alleys of a city’s meanest district, the ascetic warriors known as monks practice their art. By focusing on their minds and bodies, honing both to near perfection, they master a psionic fighting art that allows them to deliver a punch with the force of a giant’s club and to absorb attacks as easily as a heavily armored knight. Monks tap into the psionic potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds.
Perhaps you set out on this path to put a dark past behind you. Or your village was victimized one time too many by an evil lord or marauding beasts, and you now seek justice. No matter what your motivation, the path of the monk transforms you into a living weapon.
The road opens wide before you. With little more than a walking stick and perhaps a satchel of food, you are ready to take on whatever the world can throw at you. Your years of training taught you to turn your eye inward. Now it is time to look outward and test yourself against the world’s dangers.
“An existence unburdened by limitation demands harmony among body, spirit, and mind.”
YOU STAND between the material world of the body and the enlightened realm of the mind, and within you, both these worlds meet. You are a monk, trained in unique fighting methods passed down through generations. You might have spent your life refining your prowess in a secluded monastery, far from worldly distractions. Or you might have learned your unique fighting style on the darkest city streets, testing your endurance and cunning in a desperate fight for survival. You might have tapped into your power from ancient manuscripts, a mysterious master, or the memory of a lost tradition hidden within your mind.
Although any well-trained warrior can drop a foe with the power of a fist, you invest psionic power in your attacks—the inner energy you call your ki. This energy allows you to deliver attacks as punishing as any spell or armed martial exploit, even as it expands your physical capabilities with swift movement, amazing leaps, and even flight. This chapter offers new options to expand your power and your presence on the battlefield and beyond.
Monks have the following class features.
Monks train in a number of traditional techniques, with each monastery focusing on a specific style.
Choose either Centered Breath or Stone Fist as your tradition. The choice you make grants you a Flurry of Blows power and a defensive benefit.
The Centered Breath tradition emphasizes honing your mental awareness to better harness psionic magic. This tradition teaches that only by controlling yourself can you control your environment. The tradition’s adherents are typically ascetics, whose monasteries stand in quiet corners of the world where the monks can train and study without distraction. In some of these monasteries, speech is forbidden except for one hour each day.
This bonus increases to +2 at 11th level and +3 at 21st level.
The Stone Fist tradition is one of physical mastery, relentless exercise, and athletic perfection. Its adherents seek to master their bodies, turning themselves into living weapons capable of supernatural feats of strength, agility, and speed. Monks of the Stone Fist prefer to study among the trappings of civilization. Some Stone Fist monasteries are small schools built in towns and villages, where students work as laborers and artisans when they aren’t training. Other Stone Fist monasteries stand in the most forbidding regions of the world—from the bitter cold of the tundra to the edge of a rumbling volcano—to test their students’ endurance day after day.
This bonus increases to +2 at 11th level and +3 at 21st level.
When you choose your Monastic Tradition, you can choose the Iron Soul tradition instead of another option, such as the ones in Player’s Handbook 3.
Iron Soul is a Monastic Tradition option from Psionic Power.
You can make unarmed attacks with much greater effectiveness than most other combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you’re kicking, kneeing, elbowing, or headbutting a target. Your monk unarmed strike can’t be turned into a magic weapon, but it can benefit from a magic ki focus if you have one (see “Implements” below).
While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.
Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see “Ki Focuses,” page 203).
When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword.
You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you have proficiency.
You can also use a weapon with which you have proficiency as an implement. When wielding the weapon as an implement, the weapon’s characteristics— proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers.
If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack.
You can make your monk however you like. The builds here provide suggestions based on the monastic traditions of Centered Breath and Stone Fist.
All monks use Dexterity for their attacks. Wisdom increases the effect of attacks associated with the Centered Breath tradition, and Strength is important for attacks associated with the Stone Fist tradition.
The school of the Iron Soul is a new monastic tradition that stands alongside the traditions introduced in Player’s Handbook 3. Iron soul monks are no less deadly than their kin in unarmed combat, but they have learned to incorporate weapon use into their powers with devastating effect.
You search for the flow of energy within yourself, the world, and each battle. Calmly anticipating your enemy’s attacks, you move swiftly across the battlefield and excel at projecting your psionic energy outward to control your enemies and foil their plans. Dexterity should be your highest score, Wisdom should be your second, and Strength can be your third, since you will probably want to select a mix of powers that use Wisdom and Strength.
Suggested Class Feature: Centered Breath
Suggested Feat: Pointed Step Style
Suggested Skills: Acrobatics, Athletics, Insight, Perception
Suggested At-Will Powers: dancing cobra, five storms
Suggested Encounter Power: drunken monkey
Suggested Daily Power: masterful spiral
The use of simple weapons is the cornerstone of the Iron Soul tradition, founded long ago by oppressed peasants denied access to military weapons by the tyrants who ruled them. Adherents of the Iron Soul master common tools, transforming them into potent implements of war. Over time, monastic warriors have refined these primitive techniques and incorporated them into a range of powerful psionics disciplines.
Devotees of the Iron Soul often come from common stock, taught to defend themselves with whatever weapons they have on hand. Iron soul schools are found within established communities, typically alongside temples dedicated to peaceful gods and philosophical concepts.
You are a cunning warrior, adapting your combat style to meet whatever threat you face. You leap into battle, ripping through your opponents with blindingly fast attacks designed to distract and confuse. Before your foes can react, you settle into a ready posture, deflecting counterstrikes with your weapons.
You are a monk, trained in fighting techniques that transform your hands and feet into deadly weapons. You differ from your kin in the Centered Breath and Stone Fist schools by virtue of the dedication you put into weapon training. You choose the weapons of the common folk, including the mace, staff, spear, and dagger. Your unique training then allows you to treat those weapons as extensions of your body, making them far more deadly than they would be in the hands of any other warrior. Your psionic power infuses your strikes with speed and accuracy.
Like other monks, you should put your highest score in Dexterity because you depend on it for your attacks. Its origin among the common folk means that the Iron Soul tradition focuses on toughness, so make Constitution your second highest score. Aside from the specific full disciplines that rely on Constitution, additional hit points and healing surges are useful for keeping you in the fight. Consider making Wisdom your third highest ability score to increase your battlefield awareness and your Will.
Suggested Class Feature: Iron Soul*
Suggested Feat: Still Water*
Suggested Skills: Acrobatics, Endurance, Insight, Perception
Suggested At-Will Powers: lion’s den, steel wind
Suggested Encounter Power: stinging nettles*
Suggested Daily Power: steel avalanche*
**New option presented in Psionic Power.*
Your fighting style is aggressive, emphasizing powers that eliminate your enemy quickly, rather than powers that help you control the battle. Though capable of rapid movement, your combat maneuvers are more likely to consist of a couple of quick steps, rather than a rapid shift across the entire battle. As with other monks, Dexterity should be your highest score. Choose Strength as your second-highest ability score, followed by Wisdom.
Suggested Class Feature: Stone Fist
Suggested Feat: Crashing Tempest Style
Suggested Skills: Acrobatics, Athletics, Endurance, Perception
Suggested At-Will Powers: crane’s wings, dragon’s tail
Suggested Encounter Power: awaken the slumbering hurt
Suggested Daily Power: spinning leopard maneuver
“Find what you need, strangers?”
The figure approached the two nondescript travelers in the all but deserted library. A bear of a man, he sported a thick black beard and a gapped-tooth grin. They had been warned about the local sheriff but had hoped to complete their research before running into him.
“Indeed,” Lenaris said carefully. “Ioun’s temple is a veritable font of knowledge.” “Ain’t a free font,” the sheriff quipped. “There’s a tax for outsiders.”
“We were told of no such tax,” Inelda protested.
“I’m telling you now.” The sheriff pushed his cloak aside to show the sword at his belt, glancing down as if to say he’d already noted that both traveling companions were unarmed. Lenaris reached into his pouch for a handful of silver. The grizzled warrior sneered as he sauntered away.
Inelda glared, but Lenaris only shrugged. “A fight here might destroy irreplaceable texts. I’ve told you, Inelda, your temper undermines you. A bit of discipline—” He was interrupted by the angry voice of the sheriff a short way off, berating the old priest who served as the temple’s librarian. The burly warrior had a fragile tome in his hand, raised as if he was ready to throw it.
Lenaris was suddenly gone from his seat, vanishing as quickly as the book subsequently vanished from the sheriff’s fingers. The grizzled face had time for a puzzled look before Lenaris’s leg came up, striking with the force of a battering ram.
Inelda was smiling by the time the sound of the beating faded away. “You were proclaiming the virtue of discipline,” he said as Lenaris returned to the table.
“I showed substantial discipline,” Lenaris said quietly. “I stopped hitting him the instant he struck the floor.”
Each day is a step on a lifelong journey toward a spiritual awakening—the ultimate melding of body, mind, and soul. If pursued with discipline and dedication, the odyssey brings success, contentment, and greater understanding. Perceptive allies gain insights about themselves as you follow your path. For your enemies, each day brings the vital, life-altering revelation that standing against you is extremely unwise.
As a monk, you seek mastery of your entire being. Others think of body, mind, and soul as separate, but you understand that self, absent division, is the highest truth. Mortal weakness and misunderstanding separate the aspects of a person. Only through iron discipline can you shatter false barriers and attain true unity.
Your final goal is not at issue. How far along you are and whether you are advancing or regressing are less certain. How you pursue your spiritual passage toward enlightenment also varies. Did you seek out a monastic order to gain the control that you previously lacked, or were you already disciplined and looking only for purpose? Are styles of combat tools by which you achieve unity, an end in themselves, or just a few of many steps on the path to wholeness?
Discipline is central to the life of a monk. You cannot obtain self-mastery if you lack self-control. Through total understanding—mental, physical, spiritual—you break down the false demarcation between the different aspects of your being. You understand that your powers originate from your will, from the muscles and blood of your body, and from the spark of your soul. You strive to integrate all that you are into one seamless whole.
The physical prowess achieved by many monastic orders is legendary. Not as well known is the profound spiritual nature of being a monk. Although not all monks are religious, they are all keenly attuned to the vital essence of their being.
The mental aspects of the monastic lifestyle manifest psionically. Your power comes from within, not from any outside source. In no small part, it is a function of supreme willpower. Monastic schools might be zealously religious, located in or near pious communities. Alternatively, they could minimize ceremony, proclaiming that their teachings are derived entirely from ancient martial styles. Whether presented as rigorous exercise, unparalleled focus, or divine calling, monastic art and practice are ultimately psionic powers.
Many individuals who eventually train as monks have long felt that something is missing in their lives. You might have lacked discipline, regularly acting from anger or on whim. You might have suffered a spiritual hollowness that traditional religious practices failed to fill. Your life might have been directionless, lacking meaning or purpose. You might have experimented with numerous professions, but discovered that excellence or fulfillment in them was unattainable. Any of these frustrations might prove sufficient motivation to drive you to the doors of a monastery.
Some monks show an inkling of psionic power before they ever make their way to a monastic order. You might have experienced visions, sporadic heightened awareness, or a capacity for extraordinary physicality if sufficiently impassioned. You might have displayed the rudimentary powers of one of the less focused psionic classes, such as an ardent or a battlemind. Whatever your initial response to these developments, you found comfort in discipline. You discovered that your talent responded best to focus and regimen. Whether you instinctually arrived on the monk’s path or happened on it only after attempting other approaches, you discovered control as you trained. Your studies gave your life meaning, sated that unfulfilled need, and defined your existence in a way that gave you a measure of peace.
Your gravitation toward discipline can be motivated by any number of factors. You might be seeking the corporeal power that monastic training provides—whether for vengeance against an enemy, to battle evil, or as a challenge to perceived limitations. You understand that spiritual and philosophical integration is necessary, but your passion lies with the combat styles and physical exertion of your training.
For some monks, faith and intellect are the initial inspiration. You might have sought the peace of your soul through discipline, or been compelled to challenge your mind in order to overcome the rigors and temptations of the flesh. On the other hand, you might well have stumbled into monastic training by accident. Many monasteries stand in dangerous regions in which they are the only shelter for explorers and adventurers. You might have staggered into such a place wounded or seeking shelter, only to become caught up in the traditions you found there. Some monasteries, schools, and orders are particularly famous. If you were lucky enough to have dwelled near one of these notable bastions, you might have sought admittance out of a desire to serve and expand their legacy. Otherwise, you might have spent substantial effort seeking out a mentor or a sensei. Research in historical and religious texts would have pointed you to a particular tradition. Rumors of individuals showing preternatural fighting abilities might have drawn you to a school hidden in a city’s back alleys. Whether your monastic training came through quick acceptance, painstaking endeavor, or something in between, it has become a core part of who you are.
Discipline, discipline, discipline. Your training, your powers, your spirituality, your life—all are centered on and enriched by discipline. You’ve strengthened your willpower to the point where once you’ve chosen a course, little can cause you to deviate from it. More than anything else, this dedication to discipline epitomizes the core aspect of the monk.
Discipline does not mean lack of passion, however. Your focus does not require you to be an emotionless automaton, without loves or fears or ambitions. Monks are creatures of the world, and nothing in their training alters that. You lose your temper. You make mistakes. You have desires beyond enlightenment.
In the end, complete control is more an aspiration than a reality. You strive for mastery of self, accepting that you will not always succeed. You prefer to plan and foresee rather than simply react. You try to avoid extraneous temptations. You’re not necessarily a slave to tradition, but you respect it.
Because you believe that body, mind, and soul should be one, no endeavor is outside your interest. You seek to improve yourself in a variety of ways. You enjoy learning new skills, experiencing new sensations, studying new topics and cultures, and practicing new forms of art. You will never be an expert in all things, for such goals are not in keeping with your focus. Still, each personal advancement or improvement is a step toward enlightenment.
Regardless of how far you’ve yet to go, you have identified your path and begun your journey along it. At the very least, you are content with your direction. That self-understanding sets you apart from lost and drifting souls. You might offer to share the measure of enlightenment you have achieved, aiding your friends in discovering their own potential. Rather than proclaiming the lessons of virtue, you teach by example.
Some monks see it as their duty to protect those unable to stand against the hazards of the world. Others feel justified in leaving the morass of mortal society to its own devices as they focus exclusively on their own goals. Some decide that by virtue of their skill and discipline, wealth and power are rightfully theirs for the taking. Whatever path you choose, your abilities and determination mark you as a force that the world must reckon with.
True enlightenment encompasses aspects of being such as heart, essence, and spirit that are neither mental nor physical. For this reason, many monastic traditions embrace a spiritual element. They focus on the soul as an integral part of the whole individual. With the Dungeon Master’s assistance, you can determine whether your spirituality is derived from an organized religion, separate from the trappings of a particular deity or pantheon, or incorporates both. Some monasteries consider themselves religious sects. If you are a member of one of these orders, you include prayer sessions and sacred ceremonies as part of your training and daily rituals. You attribute your powers to the gods—either indirectly, claiming that psionics aptitude is a gift from above, or through a belief that your abilities are divine, not psionic, in origin.
Spirituality does not require piousness, however. Even if you are a religious monk, your faith can be as loosely defined as that of any other nondivine class. You might revere one or more gods on a personal level, but that worship need not be integral to your practices. Your faith might play little part in your discipline. In that case, you view your abilities as personal gifts whose ultimate expression depends only on you.
Unless something abnormal undermined your relationship, you profoundly respect and support your school, monastery, or monastic tradition. You quickly recognize students trained in the same styles, considering them brothers and sisters until they prove unworthy.
Your loyalty might show itself as a quiet strength—a belief that your tradition is superior only because your practice makes it so. In this case, your allegiance would be a matter of modest pride that comes out only under select circumstances. Alternatively, you might feel that the preeminence of your school should be manifest to all—particularly monks of competing schools. You might be determined to spread the word of enlightenment as you see it. You might encourage rational debate, strongly arguing your position. You might be arrogant or expressive, boasting about your tradition constantly. You might even engage in all three approaches—modesty, discussion, and bluster—at different times. But no matter what your approach, your school spirit is always present.
Your monastic tradition and the lessons imparted by your masters represent not only a body of knowledge but a spiritual pathway—a way of life and a road to enlightenment. Your dedication to this tradition is as fundamental as faith or culture is to others. Only something dramatic and profoundly disturbing can shake that devotion.
Many monk disciplines are full disciplines—powers that integrate movement and attack. They define your fighting style, training, and approach to combat. Each full discipline power represents a combat technique passed down by the masters of your order. It carries the weight of tradition and embodies profound lessons that you must internalize before reaching enlightenment. These disciplines underpin the physical and mental exercises that you practice repeatedly to maintain your edge.
No single full discipline encompasses an entire monastic fighting style. The particular combination of techniques taught by a given school constitutes the spine of that group’s traditions. By watching another monk in combat and noting the combination of techniques displayed, you might identify his or her tradition.
Consider making cosmetic changes to your full disciplines to give them a unifying feel and highlight the cohesive tradition that brings these techniques together. For instance, one order featuring crane’s wings might teach its students to spin during the leap granted by that power, attacking with a spinning back-kick. Another style could use the power to perform a flying kick. If monks from these two orders were to learn furious bull, the student of the former might move in tight circles around foes when passing through their spaces; the latter practitioner might shove them aside. Giving your full discipline powers an element of description in common enriches your combat style and brings it to life.
Although scholars, sages, and religious leaders understand the holistic nature of a monk’s training, many common folk view monks primarily as religious figures. They consider the monk’s ascetic lifestyle and spiritual philosophy as a product of strict religious fervor. This opinion is reinforced by the overtly religious nature of many monastic traditions. Such folk expect you to be part of a formal ecclesiastical hierarchy, and to display holy symbols or other religious trappings. If your tradition does not include those features, you could be viewed with suspicion. Locals might wonder if your lack of religious accoutrements hides an allegiance to an unholy or a disfavored deity.
If your tradition emphasizes teaching enlightenment or correcting misapprehensions, you might find that your explanations concerning the trinity of body, mind, and soul only confuse or annoy people. Monks whose spirituality does not include a religious dimension avoid these social difficulties by adopting a quiet presence. They act rather than talk, speaking only when a situation calls to mind a parable or a homily that might provide instruction. This approach leads many folk to view nonreligious monks as inscrutable. Although they don’t entirely understand monks, commoners grant monks and their monasteries a measure of respect. Monks are recognized as the embodiment of discipline—highly learned and physically exceptional. Moreover, most folk have heard of (or seen firsthand) a monk’s prowess in combat, and so are eager not to make enemies of those who follow that path. Exceptions do exist, particularly among religious or militant organizations that view the monastic traditions as a challenge to their own power. Monasteries and schools have their own rivals and enemies, but even the foes of a particular monastic tradition acknowledge the capabilities of that tradition’s members.
Most commoners assume that all monks are members of a larger sect—a monastery, an order, a school, or a temple. This impression might be accurate in many cases, but any given monk might live, train, and travel alone. He or she might have abandoned an order or been trained by a lone master. People who encounter such loners often refuse to believe they do not belong to a larger faction.
Legends and the myth-histories of ancient scholars suggest that monastic traditions first appeared in the late years of the Dawn War. Such traditions began as sects within larger faiths, beholden to the oldest deities. Warriors horrified by the destruction wrought by primordial soldiers and aberrant creatures created schools in which new techniques were developed to fight such opponents. Dedicated martial arts styles, defined by specific fighting techniques, were not a new concept. But these practitioners buttressed their physical prowess with the mental and spiritual focus that would grant them an edge against their otherworldly foes.
For generations, monastic traditions remained a part of the faiths that spawned them. These religious orders, and new ones founded on similar principles, continue to this day. Some of these holy monks, however, began to question whether the path to enlightenment necessarily led through the domain of any specific deity. They grew to believe that their duties to the priesthoods distracted them from personal studies. These monks considered a religious approach unbalanced toward spirit and not sufficiently respectful of body and mind.
Some temples attempted to stop their monks from leaving, denouncing them as heretics and traitors. Other faiths shook their heads at the foolishness and hubris of these ascetics. A few denominations blessed their endeavors, offering reintegration should the monks desire it at a later time. Whatever the response of their hierarchies, these independently minded monks set off on their own, forming new traditions based on purely spiritual—not religious—paths. The custom of building monasteries in remote locales arose at this time, as the new orders sought to escape the influence—whether hostile or well intentioned—of their former faiths.
Monastic traditions spread across the world with surprising speed. Although the training was too demanding to become widely popular, candidates who sought purpose, discipline, and personal empowerment could be found everywhere. Some of these seekers proved receptive to the idea that power could be cultivated internally, rather than obtained from the gods or obscure mystical formulas. Just as important to the spread of monastic schools was their ease of formation. An order could be started with one or two masters and a handful of students. With little more than the ability to feed, clothe, and shelter themselves, monks could prosper while practicing their arts. Over time, many orders adopted the virtues of austerity and endurance as a reflection of the dedication needed to pursue a monastic life.
Few of the oldest of the monastic traditions exist today in anything close to their original form, but legends claim that deep in the Cloudroot Mountains, in a valley made inaccessible by weather and ambient magic ten months out of the year, a monastery stands whose inhabitants practice the Fist of the Weeping Earth. Some sages believe this style to be one of the oldest of all monastic traditions—second only to the Breath of the Sun and Moon (page 66), a style known solely from the contemporary orders that have borrowed from it.
Since their initial expansion, the spread of monastic traditions has waxed and waned. During epochs of relative peace and stability, new orders arise and old orders expand. Monks are found wandering through all lands, spreading the example of enlightenment. Candidates interested in monastic training can travel freely to the schools of their choice.
During dark times such as the contemporary era, monks hole up in their strongholds, as hard-pressed to survive as all other folk. Adventuring monks still make sojourns across the dangerous wilds between the isolated enclaves of civilization, but these travelers can sometimes go for months or even years without seeing others of their kind.
Whatever their individual traditions, monks remain widespread but go largely unseen throughout the world. Orders exist across all civilized lands, but individual schools typically boast a mere handful of members—at most a few dozen. Travel is difficult in these troubled times, and communication even between significant outposts of the same tradition is infrequent.
In the first years after the fall of Nerath, the influx of new acolytes to the monasteries was slow. But the number of such petitioners has increased in recent years as psionics aptitude has become more widespread. The total number of monks in the world remains low, but it does not seem likely to stay so for long.
The current state of their membership does not minimize the sway of individual monasteries. Although most monastic orders and schools are not large communities, they often have influence over their immediate surroundings as places of learning, stability, and safety. Refugees and others gather in monastic environs in the hope of improving themselves and escaping the increasingly dangerous lands where civilization once held sway.
Little recorded history remains from the days following the Dawn War. Still, some sages claim that the Breath of the Sun and Moon is the earliest known formal monastic tradition. The specifics of this tradition’s teachings are lost to history, but it retains a place of great honor and veneration among monks.
The influence of the Breath of the Sun and Moon can be found in all contemporary orders. Followers of this tradition are said to be the first practitioners to gather disparate techniques into a set of consistent thematic disciplines. They first enunciated the ideal of unity between body, mind, and soul. They began the discussion of ki, although they used Supernal terms to do so. Finally, they established the completely immersive, monastic way of life and first practiced it in isolated communities. Disciplines developed by the monks of the Breath of the Sun and Moon are still taught today in one form or another.
Numerous contemporary monastic traditions claim direct descent from this ancient order, though no clear evidence for such claims exists. Many monasteries use the rank titles that the Breath adopted in ancient times. Titles such as “Master of the North Wind,” “Master of Autumn,” and “Grand Master of Flowers” reveal the influence of the Breath of the Sun and Moon.
Monks strive not to perform any act accidentally or carelessly. Their efforts are methodical and precise, requiring complete attention. Such concentration is most obvious during training or studying, but it is not limited to those activities. A monk gardening, cooking a meal, painting a picture, building a wagon, or tabulating a monastery’s yearly income is just as focused. The maxim that anything worth doing is worth doing properly is part of a monk’s creed. For a monk, everything in life, from the mundane to the magnificent, takes on an aspect of ritual.
In some instances, the focus on mundane acts facilitates meditation and the clearing of the mind (page 70). For the most part, however, monks view complete engagement as a way of life. Concentration is a means of achieving perfect discipline. True control over the self cannot be obtained through a divided focus. Working toward perfect understanding of any task, even everyday routines, brings one closer to enlightenment. With this approach, any activity required by day-to-day living becomes a spiritual accomplishment.
Monastic acolytes might face significant challenges seeking out a desirable order or school before they arrive at the monastery’s gate. Although some schools and their locations are famous, at least locally, other traditions are secretive or geographically isolated. Some regions hold no monastic orders at all. In these cases, a candidate must search far and wide, both by traveling and in terms of introspection. In the end, such effort might be wasted if the potential master finds the petitioner unsuitable.
Despite these barriers, locating a monastery or a school is sometimes easier than might be expected. Candidates who have sufficient discipline can feel drawn to a particular locale or building, stumbling upon the monastery with an accuracy that cannot be dismissed as coincidence. Many scholars theorize that characters destined to become monks unconsciously tap into a psionic or a spiritual connection that subtly guides them toward a suitable tradition and a willing master.
Monks and psions meditate in a variety of ways to maintain discipline and to reinvigorate their bodies and minds. For roleplaying purposes, you might decide exactly what those practices entail and describe your character performing them during periods of rest or downtime. You can adopt one of these suggestions or devise your own.
There is no pain; there is only warning.
There is no fear; there is only caution.
There is no retreat; there is only delay.
There is no defeat; there is only death.
There is no me; there is only what I do.
Although monks are not the only masters of the psionic energy known as ki, the common understanding of this energy originates in the older monastic traditions. The term “ki” is believed to come from early days when scholars were attempting to develop a common word for a concept that at the time existed only in the Supernal language. The term draws together two related notions:
The separation of self into body, mind, and soul is artificial, and disrupts the proper flow of spiritual energy.
Assimilating the unity of body, mind, and soul taps into a profound source of internal power.
All monastic traditions teach that body, mind, and soul are one. Monks must attempt to set aside their concept of the separate aspects of the self and envision a point at which body, mind, and soul are anchored to one another. By considering and nurturing that metaphysical node, monks hope to increase their understanding of the nature of ki.
Legends from the oldest monastic traditions speak of the One Who Walks, a monk of superhuman discipline and power on the edge of enlightenment. The One Who Walks follows teachings that have passed from the Breath of the Sun and Moon and other ancient traditions.
These practices, the legends say, grant the One Who Walks near-immortality. This monk wanders the world, looking for a single student to whom he or she can pass this wisdom. The student then assumes the mantle of the One Who Walks, who can finally achieve true enlightenment and leave the mortal realm behind.
More than one unscrupulous monk has claimed to be the One Who Walks, gaining money or influence over adherents eager for their teachings. Even if the legend has any basis in truth, the identity of the One Who Walks remains a subject of much speculation and few hard facts.
Many isolated monasteries exist completely apart from the bounds of civilization, independent from any supervisory, affiliated, or beholden group. On occasion, a small settlement grows up near an otherwise remote monastery, eager for the protection the monks offer from the hazards of the wild. Over time, a formal relationship might develop between the order and the community. The monks might become landlords, collecting taxes or tithes. They might become overlords, passing laws and serving as both religious and secular leaders for the local population. Many arrangements bear equal measures of benefit and responsibility, but some dependencies are more extreme.
A school dedicated wholly to discipline might subordinate itself to a local settlement, perhaps as a means of achieving enlightenment through service. Another order might exert a cruel dominion, inflicting crippling taxes and growing wealthy off the labor of its subjects. Such an evil-aligned monastery might also send students roaming beyond their own environs to engage in banditry, waylaying travelers and raiding neighboring communities.
Monastic teachings can include restrictions that seem nonsensical to outsiders. These requirements might be designed to help adherents mentally prepare for enlightenment, to aid in the maintenance of discipline, or to show reverence to a particular faith, creed, or deity.
To determine what, if any, teachings and taboos your tradition includes, you can select from the following examples or use them as models in designing your own:
You must not partake of certain foods, or you must ingest certain foods at certain times.
You must not retain more wealth than you can carry.
You must practice certain chants, katas (martial exercises), or ceremonies at certain times of the day or on certain days of the year.
You must never (or always) wear garments of a certain color, style, or fabric.
You must never strike a blow against a certain sort of creature. Some traditions create an exception to this rule for self-defense.
You must teach the basic tenets of your tradition to anyone who expresses honest interest.
You must observe all the religious ceremonies of a particular god as thoroughly as if you were a priest.
You must never strike the first blow in battle.
You must practice, or avoid practicing, certain forms of fine art (such as playing music, painting, or calligraphy).
You must not speak at certain times of the day, unless keeping silent would result in harm to others.
You must render aid upon request to any member of your tradition, even at the expense of your immediate goals.
Your monk powers are called disciplines. They rely on your physical training, mental focus, and mastery of psionic magic to function.
Your monk attack powers are implement powers, meaning they are enhanced by the powers, properties, and enhancement bonus of your ki focus or a weapon you use as an implement. All your monk attacks can involve the use of a weapon, whether it’s your monk unarmed strike or a manufactured object. Because the attacks can draw on the magic of your ki focus, they are equally effective whether you wield a quarterstaff or batter your foes with punches and kicks.
You might want to use a weapon so that you can take advantage of feats such as Shielding Whirlwind Style or Crashing Tempest Style. You can switch weapons with ease or pick up whatever is at hand to attack your foes, drawing on the power of your ki focus instead of relying on the strength of magically enhanced steel.
You might also want to carry a sling or some shuriken so that you can make ranged basic attacks.
Many monk powers have the full discipline keyword (page 217). A full discipline power gives you at least two actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack.
Some of the new powers presented in this section have an Iron Soul entry, which provides additional options for monks of the Iron Soul tradition. But these and the other powers presented here provide useful options for any monk character.
Monks gain a Flurry of Blows power based on their chosen tradition. Monks of the Centered Breath tradition gain centered flurry of blows, and Stone Fist tradition monks gain stone fist flurry of blows. Monks of the Iron Soul tradition (from Psionic Power) gain iron soul flurry of blows.
| AW | Centered Flurry of BlowsMonk Feature · PHB3Free (Special) Melee 1PsionicTgt One creature | Your fists become a blur as you follow up your initial attack with another, shifting your foes’ positions to your advantage. Trig You hit with an attack during your turn · Eff Tgt takes dmg equal to 2 + Wis, and you slide it 1 sq to a sq adjacent to you or 1 sq in any direction if tgt wasn’t targeted by the triggering attack. Level 11 One or two creatures · Level 21 Each enemy adjacent to you · Spec You can use this power only once per round. |
| AW | Iron Soul Flurry of BlowsMonk Feature · PsPFree Action (Special) Melee 1PsionicTgt One creature | You follow up an initial assault with a quick strike that disorients your enemy, curtailing its combat options. Trig You hit with an attack during your turn · Eff Tgt takes dmg equal to 2 + Con, and it cannot shift until SONT. If tgt was not a target of the triggering attack, it also can’t make OAs until the end of your turn. Spec You can use this power only once per round. · Level 11 One or two creatures · Level 21 Each enemy adjacent to you |
| AW | Stone Fist Flurry of BlowsMonk Feature · PHB3Free (Special) Melee 1PsionicTgt One creature | You lash out at another enemy after your first attack, a casual reminder of your great strength. Trig You hit with an attack during your turn · Eff Tgt takes dmg equal to 3 + Str. If tgt wasn’t targeted by the triggering attack, the dmg increases by 2 (4 at 11th level and 6 at 21st level). Level 11 One or two creatures · Level 21 Each enemy adjacent to you · Spec You can use this power only once per round. |
| AW | Crane’s WingsMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You leap across the battlefield and kick your foe, sending it staggering backward. Atk Dex vs Fortitude · Hit 1d10 + Dex dmg, and you push tgt 1 sq. Level 21 2d10 + Dex dmg. Movement Move Pers · Eff You make an Athletics check to jump with a +5 pwr bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed. |
| AW | Dancing CobraMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You dodge and weave like a cobra, confounding your enemy and turning its attacks back against it. Atk Dex vs Reflex · Hit 1d10 + Dex dmg. If tgt has made an OA against you during this turn, tgt takes extra dmg = Wis. Level 21 2d10 + Dex dmg. Movement Move Pers · Eff You move your speed + 2. |
| AW | Dragon’s TailMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | Your hand lashes out like a dragon’s tail, and with the lightest touch unleashes power that knocks your foe to the ground. Atk Dex vs Fortitude · Hit 1d6 + Dex dmg, and you knock tgt prone. Level 21 2d6 + Dex dmg. Movement Move Melee 1 · Tgt One ally or one prone enemy · Eff You swap places with tgt. |
| AW | Five StormsMonk Attack 1 · PHB3Std Close burst 1Full Discipline, Implement, PsionicTgt Each enemy you can see in burst | You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. Atk Dex vs Reflex · Hit 1d8 + Dex dmg. Level 21 2d8 + Dex dmg. Movement Move Pers · Eff You shift 2 sq. |
| AW | Lion’s DenMonk Attack 1 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You feint to the side, then assume an offensive posture from which you can sting any foe that draws near. Atk Dex vs Reflex · Hit 1d6 + Dex dmg. Until SONT, as a free action, you can deal dmg = Con to any enemy that enters a sq adjacent to you. Level 21 2d6 + Dex dmg. Movement Move Pers · Eff You shift 1 sq and gain a +1 pwr bonus to all defenses until SONT. |
| AW | Steel WindMonk Attack 1 · PsPStd Close blast 2Full Discipline, Implement, PsionicTgt Each enemy you can see in blast | You rush across the battlefield, then channel a multiple assault against enemies that thought themselves out of your reach. Atk Dex vs Reflex · Hit 1d6 + Dex dmg. Level 21 2d8 + Dex dmg. Movement Move Pers · Eff You are no longer marked. You move your speed + 2. |
| ENC | Awaken the Slumbering HurtMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | Your foes’ wounds allow you to dodge at just the right angles to foil the enemies’ attacks. When you attack, you focus on a single enemy’s injuries and find the perfect place to strike. Atk Dex vs Fortitude · Hit 2d8 + Dex dmg. If tgt is bloodied, it takes extra dmg from both this attack and your next attack against it before EONT. The extra dmg equals Str. Movement Move Pers · Eff You move your speed. During this movement, bloodied enemies can’t attack you with opportunity actions or immediate actions. |
| ENC | Drunken MonkeyMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One enemy | You lurch seemingly out of control. Your enemies are bewildered as they try to hit your swaying form, and with a cunning jab, you cause one of your foes to attack its companion. Atk Dex vs Will · Hit 1d8 + Dex dmg, and you slide tgt 1 sq. Tgt then makes a MBA as a free action against one enemy of your choice. Tgt gains a bonus to the attack roll = Wis. Movement Move Pers · Eff You move your speed + 2. During this movement, you ignore difficult terrain and gain a pwr bonus to all defenses against OAs. The bonus equals Wis. |
| ENC | Eagle Claw StrikeMonk Attack 1 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature or unattended object | Your leap is so graceful that you seem to hang in the air for a short period. When you land, you deliver a shattering strike. Atk Dex vs Fortitude · Hit 2d8 + Dex dmg, and tgt takes a penalty to AC = Str until EONT. Against an unattended object, this attack deals 2d8 extra dmg. Movement Move Pers · Eff You fly your speed. If you don’t land at the end of this movement, you fall. |
| ENC | Laughing WindMonk Attack 1 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Your attack summons a laughing wind that drags your foes across the battlefield. Atk Dex vs Fortitude · Hit 1d8 + Dex dmg. Until SONT, as a free action, you slide any enemy that ends its turn in a sq adjacent to you a number of sq = Wis. Movement Move Pers · Eff Until SONT, you gain a +2 pwr bonus to all defenses against OAs. You then move your speed. |
| ENC | Open the Gate of BattleMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | Your sudden movement catches your foe unprepared, and you launch into your attack. Atk Dex vs Reflex · Hit 2d10 + Dex dmg. Tgt takes 1d10 extra dmg if it was at full HP when you hit it with this attack. Movement Move Pers · Eff You move your speed + 2. During this movement, you don’t provoke OAs from the first enemy you move away from. |
| ENC | Rising StormMonk Attack 1 · PHB3Std Melee touchFull Discipline, Implement, Psionic, ThunderTgt One creature | The air around you hums with power as you focus the energy within you into a roar of thunder. Atk Dex vs Fortitude · Hit 2d8 + Dex thunder dmg, and each enemy adjacent to tgt takes thunder dmg = Str. Movement Move Pers · Eff You fly your speed. If you don’t land at the end of this movement, you fall. |
| ENC | Scattering of LeavesMonk Attack 1 · PsPStd Melee touchFull Discipline, Implement, Psionic | You drive enemies back with quick strikes, then use the momentum of your attacks to scatter other foes. 1° Tgt One creature · Atk Dex vs Reflex · Hit 1d10 + Dex dmg, and you push the primary target 1 sq. You then shift 1 sq and make a secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Dex vs Fortitude · 2° Hit 1d10 + Dex dmg, and you slide the secondary target 1 sq. You then push each enemy adjacent to the secondary target 1 sq from the secondary target. Movement Move Pers · Eff You make an Athletics check to jump with a +5 pwr bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed. |
| ENC | Stinging NettlesMonk Attack 1 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Your attack sets you into an optimal defensive position, allowing you to punish any foe with the temerity to strike at you. Atk Dex vs Fortitude · Hit 2d10 + Dex dmg. Until SONT, as a free action, you deal dmg = Con to any enemy adjacent to you that hits you with a melee attack. Iron Soul If you make the attack using a light blade or a spear, tgt also cannot make OAs until EONT. Movement Move Pers · Eff You swap places with one creature adjacent to you. |
| ENC | Swift River FloodsMonk Attack 1 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Your crashing attack throws your foe off balance to hinder its movement, letting you slip away like fast-flowing water. Atk Dex vs Reflex · Hit 2d8 + Dex dmg, and tgt is slowed until EONT. Iron Soul If you make the attack using a mace or a staff, tgt takes extra dmg = Con. Movement Move Pers · Eff You shift 2 sq. |
| DLY | Cacophonous ShoutMonk Attack 1 · PsPStd Close blast 3Implement, Psionic, ThunderTgt Each creature in blast | You summon a wall of sound that slams into your foes like a battering ram. Atk Dex vs Fortitude · Hit 2d10 + Dex thunder dmg, and you push tgt to the nearest unoccupied sq outside the blast. Tgt is deafened until the end of the encounter. Miss Half dmg, and you push tgt 1 sq. |
| DLY | Harmonious ThunderMonk Attack 1 · PHB3Std Melee touchImplement, Psionic, ThunderTgt One or two creatures | You punch one foe, then spin and deliver a kick to another. Thunder rumbles in the distance, rolls closer, and explodes between your two foes. Atk Dex vs Fortitude · Hit 3d6 + Dex thunder dmg. Eff When one of the targets takes dmg, the other target takes thunder dmg = Str. This effect lasts until the end of the encounter or until one of the targets drops to 0 HP. Miss Half dmg. |
| DLY | Lashing RainMonk Attack 1 · PsPStd Melee touchImplement, Psionic, StanceTgt One creature | Your savage strike draws an enemy close, leaving you in an aggressive stance that lets you punish any foe that approaches you. Atk Dex vs Fortitude · Hit 2d10 + Dex dmg, and you slide tgt 2 sq to a sq adjacent to you. Eff You assume the lashing rain stance. Whenever an enemy you can see enters a sq adjacent to you while you are able to make OAs, you deal 5 dmg to that enemy and slide it 2 sq to any unoccupied sq adjacent to you. You are slowed while you are in this stance. You can end the stance as a free action. |
| DLY | Masterful SpiralMonk Attack 1 · PHB3Std Close burst 2Force, Implement, Psionic, StanceTgt Each enemy in burst | With a sudden burst of motion, you deliver crushing kicks and punches of psionic force to nearby enemies. Atk Dex vs Reflex · Hit 3d8 + Dex force dmg. Eff You can assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1. Miss Half dmg. |
| DLY | Spinning Leopard ManeuverMonk Attack 1 · PHB3Std Melee 1Implement, PsionicTgt One enemy | Maintaining perfect balance, you weave a deadly path through the fray, dealing kicks and punches to each foe you pass. Eff You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift. · Atk Dex vs Reflex · Hit 3d8 + Dex dmg. · Miss Half dmg. |
| DLY | Steel AvalancheMonk Attack 1 · PsPStd Close blast 3Implement, PsionicTgt Each enemy in blast | You unleash a wave of psionic power that cuts through your foes like steel. Atk Dex vs Reflex · Hit 3d8 + Dex dmg, and tgt takes a –2 penalty to attack rolls (save ends). Eff You shift 4 sq to any sq adjacent to the blast. Miss Half dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| DLY | Stunning PalmMonk Attack 1 · PsPMinor PersImplement, Psionic, Stance | Your psionic energy keeps you focused in combat, and can be released in a stunning blow that knocks a foe senseless. Eff Until the stance ends, you cannot be dazed or stunned, and you can make the following attack. Std Melee touch · Tgt One creature · Atk Dex vs Fortitude · Hit Dex dmg, and tgt is stunned (save ends). · Miss 2d8 + Dex dmg. Eff The stance ends. |
| DLY | Whirling Mantis StepMonk Attack 1 · PHB3Std Melee touchImplement, PsionicTgt One, two, or three creatures | With swift steps and overwhelming leverage, you shove aside your foes and cripple them with vicious kicks. Eff You shift your speed. If you enter a sq adjacent to any enemy during this shift, you slide that enemy 1 sq. You can slide each enemy only once during the shift. After the shift, make the following attack. · Atk Dex vs Fortitude · Hit 2d10 + Dex dmg, and tgt is slowed (save ends). · Miss Half dmg, and tgt is slowed until EONT. |
| ENC | Careful StrideMonk Utility 2 · PHB3Move PersPsionic | You walk with such precision and control that broken ground and even bodies of water cannot impede you. Eff Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move your speed. |
| AW | Fall of WindMonk Utility 2 · PsPFree PersPsionic | You have meditated on the nature of the air around you and can control it to cushion your fall. Trig You fall · Eff You reduce the dmg you take from falling by 5 + one-half your level. |
| DLY | Fighting FuryMonk Utility 2 · PsPMinor PersPsionic, Stance | Your discipline and control let you channel your anger into each blow. Eff Until the stance ends, your unarmed melee attacks deal extra dmg = Str. |
| ENC | Grasp the WindMonk Utility 2 · PHB3Imm Intr PersPsionic | Before your enemy can force you back, you whirl around, using the power of its attack to propel you where you want to go. Trig You are pulled, pushed, or slid · Eff Instead of being affected by the forced movement, you shift the number of sq it would have moved you. |
| ENC | Harmonious DisciplineMonk Utility 2 · PHB3Minor PersPsionic | A specific sequence of disciplined breathing enhances both your defense and your offense. Eff You gain temp HP = Wis. When you have no temp HP remaining, you gain a bonus to the dmg roll of your next melee attack before EONT. The bonus equals Wis. |
| DLY | Supreme FlurryMonk Utility 2 · PHB3Free PersPsionic | Your speed is a blur. Where does one strike end and another begin? It doesn’t matter as long as the blow lands. Trig You use your Flurry of Blows power and resolve the effects of the power that triggered it · Eff You shift half your speed and use your Flurry of Blows power again. |
| ENC | Swift FlightMonk Utility 2 · PsPMove PersPsionic | Channeling psionic energy through palms pointed at the ground, your simple leap becomes a smooth glide across the battlefield. Eff You fly a number of sq equal to your speed + Wis. If you don’t land at the end of this movement, you fall. |
| ENC | Dance of SwordsMonk Attack 3 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | As your foes swarm around you, you leap among them and turn their numbers against them. Atk Dex vs Reflex · Hit 2d8 + Dex dmg, and tgt takes extra dmg equal to twice the number of enemies adjacent to you. Movement Move Pers · Eff You move your speed + 2. If enemies make OAs against you during this movement and miss, you gain CA against the enemies that missed until the end of your turn. |
| ENC | Enduring ChampionMonk Attack 3 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You focus your pain into a point at the end of your fist. As you strike, you deliver your ills to your enemy. Atk Dex vs Fortitude · Hit 2d10 + Dex dmg. You can make a saving throw against one effect that a save can end, with a bonus = Wis. If you save, not only does the effect end, but tgt takes dmg = Wis. Movement Move Pers · Eff You move your speed + 2. Each time you are attacked during this movement, you gain a +1 bonus to speed until EONT. |
| ENC | Eternal MountainMonk Attack 3 · PHB3Std Close burst 1Full Discipline, Implement, PsionicTgt Each enemy in burst | You focus your mind, calling on your iron discipline to walk, fight, and shrug off attacks with a mountain’s enduring spirit. Atk Dex vs Fortitude · Hit 2d8 + Dex dmg, and you knock tgt prone. Movement Move Pers · Eff You gain resistance to all dmg = Str until EONT. In addition, you shift 2 sq. |
| ENC | Inner Eye OpenedMonk Attack 3 · PsPStd Melee touchFull Discipline, Implement, Psionic, PsychicTgt One creature | By blocking out the impermanence of the visual world, you shunt the psychic energy of your inner eye into a lethal attack. Eff You are blinded and gain blindsight 5 until SONT. · Atk Dex vs Will · Hit 1d8 + Dex dmg plus 1d8 psychic dmg. Movement Move Pers · Eff You swap places with one creature adjacent to you. |
| ENC | Resounding StrikeMonk Attack 3 · PsPStd Melee touchFull Discipline, Implement, Psionic, ThunderTgt One creature | Your strike sets up subtle vibrations in a foe, so that a subsequent blow triggers a disruptive burst of thunder. Atk Dex vs Fortitude · Hit 2d10 + Dex dmg. The next time tgt takes dmg before SONT, it takes extra thunder dmg equal to 3 + Str. Movement Move Pers · Eff You move your speed + 2. |
| ENC | Springing Drake AssaultMonk Attack 3 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You leap over a foe with no fear of reprisal, then deliver an attack whose momentum drives an enemy wherever you want it to go. Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and you slide tgt 2 sq. Iron Soul If you make the attack using a light blade or a spear, you slide tgt a number of sq = Con. Movement Move Pers · Tgt One creature adjacent to you · Eff You jump to any sq adjacent to tgt. This movement does not provoke OAs. |
| ENC | Twin ThundersMonk Attack 3 · PHB3Std Melee touchFull Discipline, Implement, Psionic, ThunderTgt One creature | You move in a blur and deliver a sweeping kick with such ferocity that thunderous energy blasts both your foe and its cohort. Atk Dex vs Fortitude · Hit 2d10 + Dex thunder dmg, and a single enemy adjacent to tgt takes 1d10 thunder dmg. Movement Move Pers · Eff Choose one enemy adjacent to you and move your speed + 2. During this movement, you don’t provoke OAs from that enemy. |
| ENC | Undeniable IncitementMonk Attack 3 · PsPStd Melee 2Full Discipline, Implement, PsionicTgt One creature | Your psionic summons pulls an enemy to you, then the immovable force of your presence sends it hard to the ground. Atk Dex vs Will · Hit You pull tgt 1 sq. If tgt ends that movement adjacent to you, it takes 2d6 + Dex dmg and falls prone. You gain a +2 pwr bonus to AC until EONT. Iron Soul If you make the attack using a mace or a staff, the pwr bonus to AC equals Con. Movement Move Pers · Eff You move your speed. You do not provoke OAs when moving away from enemies adjacent to you at the start of this movement. |
| DLY | Deadly Cobra StrikeMonk Attack 5 · PHB3Std Melee touchImplement, Poison, PsionicTgt One creature | You weave from side to side and lash your hand forth like a striking cobra, leaving behind psionically poisoned wounds. Atk Dex vs Fortitude · Hit 2d10 + Dex dmg, and ongoing 5 poison dmg (save ends). Miss Half dmg. |
| DLY | Disrupting FistMonk Attack 5 · PsPMinor PersImplement, Psionic, Stance | You channel psionic energy to empower your attacks, and you can discharge this energy through a blow that disorients your foe. Eff Until the stance ends, you gain a +2 pwr bonus to melee dmg rolls, and you can make the following attack. Std Melee touch · Tgt One creature · Atk Dex vs Fortitude · Hit 3d6 + Dex dmg, and tgt is dazed (save ends). · Miss Half dmg, and tgt is dazed until EONT. Eff The stance ends. |
| DLY | Freeze the Life BloodMonk Attack 5 · PsPStd Melee touchCold, Implement, PsionicTgt One creature | Ice rimes your hands and feet, so that your next attack binds the foe in a freezing embrace. Atk Dex vs Reflex · Hit 2d8 + Dex cold dmg, and tgt is immobilized (save ends). Eff While tgt is immobilized or slowed by this power, any enemy that ends its turn adjacent to tgt takes cold dmg = Dex. Miss Half dmg, and tgt is slowed (save ends). |
| DLY | One Hundred LeavesMonk Attack 5 · PHB3Std Close blast 3Implement, PsionicTgt Each creature in blast | You launch a flurry of attacks, striking with such speed and might that creatures scatter before you like leaves in a hurricane. Atk Dex vs Reflex · Hit 3d8 + Dex dmg, and you push tgt 2 sq. Eff Until EONT, you can target one additional creature in range with your Flurry of Blows power. Miss Half dmg, and you push tgt 1 sq. |
| DLY | Resonating FistMonk Attack 5 · PsPStd Melee touchImplement, PsionicTgt One creature | Your strike reverberates through the enemy, so that each time it faces a new attack, it recalls the pain you wrought. Atk Dex vs Fortitude · Hit 2d6 + Dex dmg, and tgt gains vulnerability to all dmg = Str (save ends). Whenever you hit tgt with an attack, it takes a –2 penalty to its next saving throw against this power’s effect. Miss 2d6 + Dex dmg. |
| DLY | Steel Warrior TechniqueMonk Attack 5 · PHB3Std Melee touchImplement, PsionicTgt One creature | You focus your mind, drawing on psionic energy to make your skin as hard as steel. When your fist strikes, it hits with the force of a giant’s axe. Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and you mark tgt (save ends). Eff Until this power’s mark ends on tgt, it takes dmg = Str whenever it hits you. Miss Half dmg, and you mark tgt until EONT. |
| DLY | Supreme Avalanche CombinationMonk Attack 5 · PHB3Std Melee touchImplement, PsionicTgt One creature | A cascade of punches creates deep wounds that your future attacks can exploit. Atk Dex vs Fortitude · Hit 3d10 + Dex dmg. Eff Until the end of the encounter, you gain a +2 pwr bonus to dmg rolls against tgt, and you slide it 1 sq whenever you hit it with an attack. If that attack includes forced movement, you can increase the distance of that movement by 1 sq instead of sliding tgt 1 sq. Miss Half dmg. |
| DLY | Thunderbolt SurgeMonk Attack 5 · PsPStd Ranged 5Implement, Psionic, ThunderTgt One creature | You hurl a ball of roiling thunder into the thick of combat, blasting one foe and knocking nearby creatures to the ground. Atk Dex vs Reflex · Hit 2d10 + Dex thunder dmg, and each creature adjacent to tgt falls prone. Miss Half dmg. |
| ENC | Abundant StepMonk Utility 6 · PsPImm React PersPsionic, TeleportationTgt The triggering enemy | Tapping into the momentum of an enemy’s errant strike, you slip through space to appear where your foe least expects. Trig An adjacent enemy misses you with an attack · Eff You teleport to a sq adjacent to tgt. Tgt grants CA to you for your next attack roll made before EONT. |
| DLY | Airborne FormMonk Utility 6 · PsPMinor PersPsionic, Stance | You meditate on the wind, assuming a measure of its free-flowing formlessness. Eff Until the stance ends, you gain a +2 pwr bonus to speed, you are insubstantial while moving, and you can move through enemies’ spaces. |
| DLY | Centered DefenseMonk Utility 6 · PHB3Minor PersPsionic, Stance | You breathe deeply. With your center strong, you calmly avoid enemy attacks. Eff Until the stance ends, you gain a +2 pwr bonus to all defenses. |
| ENC | Echoing ThunderMonk Utility 6 · PHB3Free PersPsionic | As your blurring fists wreak havoc around you, the thunderous echo of your flurries slams into other foes. Trig You use your Flurry of Blows power · Eff Each enemy within 2 sq of you that was not damaged by your Flurry of Blows power is pushed 1 sq. |
| ENC | Iron Heart EnduranceMonk Utility 6 · PsPMinor PersPsionic | The pain of your injuries lets you clear your mind of all distractions, fortifying your fighting spirit. Req You must be bloodied. Eff You gain temp HP equal to twice Con. |
| ENC | Leap of the HeavensMonk Utility 6 · PHB3Move PersPsionic | You leap into the air, reaching incredible heights. Eff You make an Athletics check to jump with a +10 pwr bonus. You are considered to have a running start. |
| ENC | Purifying MeditationMonk Utility 6 · PHB3Minor PersPsionic | You focus your mind inward, finding the source of what ails you and driving it away. Eff You make a saving throw with a bonus = Wis. |
| ENC | Quicksilver MotionMonk Utility 6 · PsPFree Action (Special) PersPsionic | You surge through combat in the blink of an eye. Eff You move your speed. Spec You can use this power only as the first or the last action of your turn. |
| ENC | Arc of the Flashing StormMonk Attack 7 · PsPStd Melee touchFull Discipline, Implement, Lightning, Psionic, TeleportationTgt One creature | You call lightning across the battlefield, wrapping around you as you slam your foe back and disrupt its counterattacks. Atk Dex vs Reflex · Hit 2d10 + Dex lightning dmg, you push tgt 2 sq, and tgt takes a –2 penalty to attack rolls until EONT. Iron Soul If you make the attack using a mace or a staff, tgt’s penalty to attack rolls against you instead equals Con. Movement Move Pers · Eff You teleport your speed. |
| ENC | Feeding the DovesMonk Attack 7 · PsPStd Close burst 1Full Discipline, Implement, Psionic | You act with mirthful abandon before using a series of quick strikes to punish and scatter your foes like a flock of birds. 1° Tgt Each enemy you can see in burst · 1° Atk Dex vs Reflex · Hit 1d8 + Dex dmg. Eff Make a secondary attack that is a close burst 2. 2° Tgt Each enemy you can see in burst other than the primary target · 2° Atk Dex vs Reflex · 2° Hit Dex dmg, and you push the secondary target 2 sq. Movement Move Pers · Eff You move your speed + 2. During this movement, you ignore difficult terrain. |
| ENC | Fist of One Hundred StrikesMonk Attack 7 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One or two creatures | You move so quickly that you become a blur, as if a hundred copies of yourself suddenly sprang among your foes. Atk Dex vs Reflex · Hit 2d6 + Dex dmg, and you shift 1 sq. Movement Move Pers · Eff You shift 2 sq. |
| ENC | Grasping TideMonk Attack 7 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You fall upon your foe like a tidal wave, delivering a series of punches and kicks that catch it within your grasp and drag it along with you. Atk Dex vs Reflex · Hit 2d6 + Dex dmg, and tgt is dazed until EONT. Movement Move Pers · Eff You shift 2 sq. During the shift, if you leave a sq adjacent to any enemy that you have hit on this turn, you can slide that enemy 1 sq into the space you vacated. |
| ENC | Mountainfall StompMonk Attack 7 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | The earth buckles around you as you drive into your enemy, a vicious kick sending it to the ground and keeping it there. Atk Dex vs Fortitude · Hit 2d6 + Dex dmg, and you knock tgt prone. If tgt stands up before EONT, that action provokes an OA from you. Movement Move Pers · Eff You shift 1 sq. Squares adjacent to you then become difficult terrain until SONT. |
| ENC | Strike the AvalancheMonk Attack 7 · PHB3Std Melee touchFull Discipline, Implement, Psionic | As your blow falls, you send your foe flying across the battlefield to slam into your enemies like an avalanche. 1° Tgt One creature · 1° Atk Dex vs Fortitude · Hit 2d10 + Dex dmg, and you slide the primary target a number of sq = Wis. Make a secondary attack that is a close burst 1 centered on the primary target. 2° Tgt Each creature in burst other than the primary target · 2° Atk Dex vs Fortitude · Hit The secondary target falls prone. Movement Move Pers · Eff You move your speed + 2. During this movement, you don’t provoke OAs from prone enemies. |
| ENC | Titan’s StepMonk Attack 7 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You drop into a deep fighting stance. Each step you take carves chunks from the ground below you, and each kick you deliver crushes bone and metal. Atk Dex vs Reflex · Hit 2d8 + Dex dmg, and you push tgt a number of sq = Str. Movement Move Pers · Eff You make an Athletics check to jump with a +5 pwr bonus. You are considered to have a running start. Where you land, each sq adjacent to you becomes difficult terrain until EONT. |
| ENC | Unity of SteelMonk Attack 7 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Allies who press an assault against a foe grant you some of their strength, increasing the effectiveness of your own attack. Atk Dex vs Reflex · Hit 2d8 + Dex dmg plus 2 dmg for each ally adjacent to tgt. Iron Soul If you make the attack using a light blade or a spear, you gain a +2 pwr bonus to the attack roll. Movement Move Pers · Eff You swap places with one ally adjacent to you. |
| DLY | Crane DanceMonk Attack 9 · PHB3Std Melee touchImplement, PsionicTgt One, two, three, or four creatures | You step carefully to reach your foes, measuring their posture and fighting stance to deliver just the right amount of power to send them toppling over. Atk Dex vs Reflex · Hit 2d8 + Dex dmg, and you knock tgt prone. Eff You shift 2 sq after each attack. Miss Half dmg. |
| DLY | Finishing MoveMonk Attack 9 · PsPStd Melee touchImplement, PsionicTgt One creature | A monk can drop a badly injured foe with the devastating finishing move. If the foe falls, other enemies lose their resolve. Atk Dex vs Fortitude · Hit [dice value illegible in source] + Dex dmg, and tgt is slowed and takes a –2 penalty to attack rolls (save ends both). If tgt has 10 HP or fewer after this attack is resolved, you reduce it to 0 HP. Eff If this attack reduces tgt to 0 HP, each enemy within 5 sq of you takes a –2 penalty to attack rolls against you (save ends). Miss Half dmg. |
| DLY | Flying Tiger AssaultMonk Attack 9 · PsPStd Melee touchImplement, PsionicTgt One creature | Your flying kick batters your enemy, driving it back as the recoil of your strike lets you dance away. Eff Before the attack, you fly your speed. You must land at the end of this movement. · Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and you push tgt 5 sq. · Miss Half dmg, and you push tgt 2 sq. Eff You shift 1 sq. |
| DLY | Immolating FistMonk Attack 9 · PsPMinor PersFire, Implement, Psionic, Stance | Fire blazes within your clenched fists to burn those you strike, culminating in an explosive attack that wraps your foes in a shroud of flames. Eff Until the stance ends, you gain resist 5 fire. In addition, whenever you hit an enemy with a melee attack, it takes 5 extra fire dmg. You can also make the following attack. Std Melee touch · Tgt One creature · Atk Dex vs Reflex · Hit 1d8 + Dex dmg plus 1d12 fire dmg, and each enemy adjacent to tgt takes 5 fire dmg. · Miss Half dmg. Eff The stance ends. |
| DLY | Relentless Hound TechniqueMonk Attack 9 · PHB3Std Melee touchImplement, PsionicTgt One creature | You make a quick attack against your foe, marking it with a psionic tag. Where it goes, you can follow. 1° Atk Dex vs Reflex · Hit 2d10 + Dex dmg. · Miss Half dmg. Eff Until EONT, when tgt willingly leaves a sq adjacent to you, you can shift 1 sq as a free action. You can make the following secondary attack against tgt once before the end of the encounter. Imm Intr Melee touch · Trig Tgt makes an attack 2° Atk Dex vs Reflex · Hit 2d10 + Dex dmg. · Miss Half dmg. |
| DLY | Strength to WeaknessMonk Attack 9 · PHB3Std Melee touchImplement, PsionicTgt One creature | You psionically perceive what your eyes cannot see: your foe’s inner weakness. You lightly touch that foe. A moment later, the agony of your attack falls upon it. Atk Dex vs Fortitude or Reflex · Hit Ongoing dmg equal to 15 + Dex (save ends). Miss Ongoing 10 dmg (save ends). |
| DLY | Twilight TouchMonk Attack 9 · PHB3Std Melee touchImplement, Psionic, PsychicTgt One, two, or three creatures | You tap your fingers against your enemies’ heads, disrupting the flow of energy through the foes and clouding their vision. Atk Dex vs Reflex · Hit 3d6 + Dex psychic dmg, and tgt is blinded until EONT. Miss Half dmg. |
| DLY | Uncommon ClarityMonk Attack 9 · PsPStd Melee touchImplement, PsionicTgt One creature | You attune yourself to your foe’s thoughts, granting you increased accuracy with your attack. Atk Dex + 2 vs Reflex. You can score a critical hit with this attack on a roll of 19–20. · Hit 2d12 + Dex dmg. Miss Repeat the attack using Dexterity – 2 instead of Dexterity + 2. You are then dazed until SONT. Do not repeat the attack again if it misses. |
| ENC | Adamant SoulMonk Utility 10 · PsPImm Intr PersPsionic | You coordinate body, mind, and soul to protect you from the energy of your foes’ attacks. Trig An attack that deals at least one specific dmg type hits you · Eff Until EONT, you gain resistance equal to 3 + Wis to all dmg types dealt by the triggering attack. |
| ENC | Adamantine BonesMonk Utility 10 · PsPMinor PersPsionic | Your ki energy strengthens you from the inside out, reducing the effectiveness of your enemies’ attacks. Eff You gain resist 5 to all dmg until EONT. |
| ENC | Confirmation of SpiritMonk Utility 10 · PsPFree PersHealing, Psionic | The aftermath of a successful attack confirms your discipline and focus, granting you the strength to fight on. Trig You hit an enemy with a melee attack · Eff You regain HP equal to 5 + Wis. |
| DLY | Internal PowerMonk Utility 10 · PHB3Minor PersHealing, Psionic | You draw on the psionic power that flows within you to knit your wounds. Eff You spend a healing surge and regain 2d6 additional HP. |
| ENC | Iron Dragon DefenseMonk Utility 10 · PHB3Imm Intr PersPsionic | You quiet your mind and shrug off the pain inflicted upon you. Trig You take dmg · Eff The dmg is reduced by 10 + Wis. |
| DLY | Iron Heart ResilienceMonk Utility 10 · PsPMinor PersPsionic, Stance | You visualize the essence of determination, anchoring yourself against the worst of what your enemies impose upon you. Eff Until the stance ends, you make saving throws at the start of your turn in addition to the end of your turn. You take a –3 penalty to the saving throws granted by this power. |
| AW | Spider TechniqueMonk Utility 10 · PHB3Move PersPsionic | The power of your mind turns walls and ceilings into floors for you. Eff You climb your speed. During this movement, you can move across overhanging surfaces, such as ceilings, but you fall if you end your turn on such a surface. |
| ENC | Spring UpMonk Utility 10 · PHB3Free PersPsionic | You leap to your feet. Trig You are prone at the start of your turn · Eff You stand up. |
| ENC | As the Arrow FliesMonk Attack 13 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You fly like an arrow over other combatants, ready to deliver an attack that pins an enemy where it stands. Atk Dex vs Reflex · Hit 3d6 + Dex dmg, and tgt is immobilized until EONT. Iron Soul If you make the attack using a light blade or a spear, whenever tgt takes dmg before EONT, you can slide tgt 1 sq to a sq adjacent to you as a free action. Movement Move Pers · Eff You fly your speed. If you don’t land at the end of this movement, you fall. |
| ENC | Dance of the Stinging HornetMonk Attack 13 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You leap into the air and land on your foe’s back. From there, you rain blows on your enemy. Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and you grab tgt. Until the grab ends, tgt grants cover to you, and if it is larger than you, you can end a move action in its space. If you do so, tgt isn’t immobilized by this grab, and you remain in its space when it moves (you don’t provoke OAs as you move with it). Until you leave tgt’s space, its movement doesn’t provoke OAs from you. Movement Move Pers · Eff You make an Athletics check to jump with a +5 pwr bonus. You are considered to have a running start. You can use the attack technique at any point during this movement. |
| ENC | Furious BullMonk Attack 13 · PHB3Std Close burst 2Full Discipline, Implement, PsionicTgt Each enemy in burst | You move like an enraged bull, drawing on your psionic power to shove aside your foes and deliver vicious punches that leave them senseless. Req You must not be immobilized. · Atk Dex vs Fortitude · Hit 2d6 + Dex dmg, and you slide tgt 1 sq. Tgt is dazed until EONT. Eff You shift 3 sq to a sq in the burst. Movement Move Pers · Eff You move your speed + 2. During this movement, you can move through enemies’ spaces. |
| ENC | Overpowering StrikeMonk Attack 13 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You focus psionic energy into a single strike so powerful that your foe has trouble striking back. Atk Dex vs Will · Hit 3d10 + Dex dmg. Until EONT, tgt takes a penalty to attack rolls against you = Wis. Movement Move Pers · Eff You shift 3 sq. |
| ENC | Resounding FistMonk Attack 13 · PsPStd Melee touchFull Discipline, Force, Implement, PsionicTgt One creature or unattended object | Resounding energy from your powerful strike disrupts your foe and grants your allies an opening. Atk Dex vs Fortitude · Hit 2d8 + Dex force dmg, and any ally’s attack made against tgt deals extra dmg equal to 2 + Str until EONT. Against an unattended object, this attack deals 10 extra force dmg. Movement Move Pers · Eff You shift 2 sq and gain resist 3 to all dmg until SONT. |
| ENC | Step Between the WorldsMonk Attack 13 · PHB3Std Melee touchFull Discipline, Implement, Psionic, TeleportationTgt One creature | You slip underneath the fabric of the world, emerging to fall upon your enemy with a kick, sending it through the passage you emerged from. Atk Dex vs Will · Hit 3d6 + Dex dmg, and you teleport tgt a number of sq = Wis. Movement Move Pers · Eff You teleport a number of sq equal to 2 + Wis. |
| ENC | Storm’s WakeMonk Attack 13 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You draw on the chaos of combat to better anticipate attacks as you punctuate your own strike with a ki shout that jolts your enemies back. Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and you push tgt and each enemy adjacent to you a number of sq = Wis. Movement Move Pers · Eff You move your speed + 2. During this movement, you gain a bonus to all defenses = Wis. |
| ENC | Thundering WaterfallMonk Attack 13 · PsPStd Melee touchFull Discipline, Implement, Psionic | Your mind takes a devastating rush through the thick of combat, making you harder to hit. 1° Tgt One creature · 1° Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and you push the primary target 3 sq. Eff You shift 3 sq and make a secondary attack that is a close burst 1. 2° Tgt Each enemy in burst · 2° Atk Dex vs Fortitude · 2° Hit The secondary target is dazed until SONT. · Iron Soul If you make the attack using a mace or a staff, the secondary target also takes dmg = Con. Movement Move Pers · Eff You move your speed. Each time any enemy misses you with an OA provoked by this movement, you gain a cumulative +1 pwr bonus to all defenses until SONT. |
| DLY | Booming ShoutMonk Attack 15 · PsPStd Close blast 5Implement, Psionic, ThunderTgt Each creature in blast | Amplified by psionic power, your voice booms across the battlefield, wounding and disorienting creatures before you. Atk Dex vs Fortitude · Hit 2d8 + Dex dmg, and tgt takes ongoing 10 thunder dmg and is deafened (save ends both). In addition, you push tgt to the nearest unoccupied sq outside the blast. Tgt is dazed until EONT. Miss Half dmg, you push tgt 1 sq, and tgt takes ongoing 5 thunder dmg (save ends). |
| DLY | Dancer on the Sea of BattleMonk Attack 15 · PHB3Std Melee 1Implement, PsionicTgt One enemy | You weave between enemy lines, dashing among your foes and leaving fallen warriors in your wake. Eff You shift your speed and can make the following attack once against each enemy you move adjacent to during the shift. · Atk Dex vs Fortitude · Hit 3d10 + Dex dmg, and you knock tgt prone. · Miss Half dmg. |
| DLY | Falcon’s RentMonk Attack 15 · PsPStd Close burst 1Implement, PsionicTgt Each enemy in burst | You lash out with a psionic strike at foes around you, leaving those enemies reeling and unable to properly defend themselves. Atk Dex vs Reflex · Hit 2d8 + Dex dmg, and tgt takes ongoing 10 dmg and a –2 penalty to all defenses (save ends both). Eff Before or after the attack, you fly your speed. If you don’t land at the end of this movement, you fall. Miss Half dmg, and ongoing 5 dmg (save ends). |
| DLY | Mithral TornadoMonk Attack 15 · PsPStd Close burst 1Implement, Psionic | Twinned attacks send you hurtling across the battlefield, your enemies reeling from a whirlwind of blows. 1° Tgt Each enemy you can see in burst · 1° Atk Dex vs Reflex · Hit 1d10 + Dex dmg, and the primary target is dazed (save ends). · Miss Half dmg, and the primary target is dazed until EONT. Eff You gain a +2 pwr bonus to all defenses until EONT. Eff You move your speed. Any enemy that misses you with an OA provoked by this movement takes 5 dmg. When you end this movement, you make a secondary attack that is a close burst 1. 2° Tgt Each enemy you can see in burst other than the primary target · 2° Atk Dex vs Reflex · 2° Hit 1d10 + Dex dmg, and the secondary target is dazed (save ends). · 2° Miss Half dmg. |
| DLY | Quickening AssaultMonk Attack 15 · PsPStd Melee touchImplement, PsionicTgt One creature | With careful aim and precise movement, you use one devastating attack to set up another. Atk Dex vs Reflex · Hit 3d10 + Dex dmg. Eff The next monk at-will attack power you use before EONT deals 1d10 extra dmg and deals half dmg to one creature it misses. Miss Half dmg. |
| DLY | Ring the Golden BellMonk Attack 15 · PHB3Std Close burst 1Force, Implement, PsionicTgt Each creature in burst | You leap up and punch at the air, causing a shimmering bolt of force to arc across the battlefield. You follow the bolt, landing at its point of impact. Eff Before the attack, you jump 10 sq. This movement doesn’t provoke OAs. · Atk Dex vs Reflex · Hit 4d6 + Dex force dmg, and tgt is dazed (save ends). · Miss Half dmg, and tgt is dazed until EONT. |
| DLY | Still Waters StrikeMonk Attack 15 · PsPStd Melee touchImplement, Psionic, PsychicTgt One creature | The physical and mental pain of your strike knocks a foe back, then places you into a waiting posture that invites enemies to attack you at their peril. Atk Dex vs Fortitude · Hit 2d10 + Dex dmg plus 2d10 psychic dmg, and you push tgt 2 sq. · Miss Half dmg, and you push tgt 2 sq. Eff You grant CA to tgt until SONT. While you grant CA to tgt from this power, you can make the following attack. Imm Intr Melee touch · Trig An adjacent enemy hits you with a melee attack · Tgt The triggering enemy · Atk Dex + 2 vs Reflex · Hit 2d10 + Dex dmg, and you knock tgt prone. |
| DLY | Way of the Autumn WindMonk Attack 15 · PHB3Std Close burst 2Cold, Implement, Psionic, StanceTgt Each creature in burst | You spring into the air and perform a roundhouse kick, creating a bitter draft. You dance on the wind as it washes over your foes, draining their strength. Atk Dex vs Fortitude · Hit 2d6 + Dex cold dmg, and tgt is weakened (save ends). Eff You can assume the autumn wind stance. Until the stance ends, you can shift 2 sq as an immediate reaction when you are hit by any attack. Miss Half dmg, and tgt is weakened until EONT. |
| ENC | Altered AwarenessMonk Utility 16 · PsPFree PersIllusion, PsionicTgt The enemy you hit | Your successful attack lets you touch a foe’s mind, then fade from its sight. Trig You hit an enemy with a melee attack · Eff You are invisible to tgt until EONT. |
| ENC | Diamond MindMonk Utility 16 · PHB3Imm Intr PersPsionic | Your disciplined mind repels an attack. Trig An attack hits your Will · Eff You gain a +5 bonus to Will against the triggering attack. |
| DLY | Master of Winds StanceMonk Utility 16 · PHB3Minor PersPsionic, Stance | Wind whips around you, taking you where you need to go, not where anyone else would send you. Eff Until the stance ends, when you are pulled, pushed, or slid by any enemy, you can use a free action at the end of the forced movement to shift the same number of sq that you were moved. |
| DLY | Meditative SolaceMonk Utility 16 · PHB3Minor PersPsionic, Stance | By focusing your mind, you banish your ills. Eff Until the stance ends, once per round you can use a minor action to make a saving throw. |
| DLY | Pearl of Black DoubtMonk Utility 16 · PsPImm React PersPsionic, Stance | As the enemy’s attack goes wide, you plant doubt’s bitter seed in its mind to hamper its fight against you. Trig An adjacent enemy misses you with an attack · Eff Until the stance ends, you gain a +2 pwr bonus to all defenses against the triggering enemy’s attacks. In addition, whenever the triggering enemy misses you with an attack, you gain a +2 pwr bonus to attack rolls for any attack that includes the triggering enemy made before EONT. |
| DLY | Stance of the Still SwordMonk Utility 16 · PHB3Minor PersPsionic, Stance | You cast aside thoughts of battle, and your foes are compelled to do the same. Eff Until the stance ends, enemies take a –2 penalty to attack rolls against you. |
| ENC | Sundered ChainsMonk Utility 16 · PsPNo Act PersPsionic | With the power of your mind, you free your body from constraint. Trig You start your turn immobilized, restrained, or slowed · Eff The triggering condition ends. |
| DLY | Unfailing ResolveMonk Utility 16 · PsPNo Act PersPsionic, Stance | Your focus and discipline lets you stay on your feet even though you are at death’s door. Trig You drop to 0 HP or fewer · Eff Until the stance ends, while you are dying but not dead, dying causes you to be slowed and weakened instead of unconscious. |
| ENC | A Feather’s WeightMonk Attack 17 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | A powerful strike leaves your enemy off balance, so that any attack will send it to the ground. Atk Dex vs Fortitude · Hit 2d12 + Dex dmg, you slide tgt 2 sq, and tgt is dazed until EONT. The next time tgt takes dmg before SONT, tgt takes extra dmg = Str and falls prone. Movement Move Pers · Eff You move your speed + 2. You can use the attack technique at any point during this movement. |
| ENC | Death’s Chilled EmbraceMonk Attack 17 · PHB3Std Melee touchFull Discipline, Implement, Necrotic, PsionicTgt One creature | Your touch roots your foe in place, so when it is forced to move, its flesh cracks like breaking ice. Atk Dex vs Fortitude · Hit 2d8 + Dex necrotic dmg, and tgt is immobilized until EONT. Until this immobilization ends, tgt takes dmg equal to 5 + twice Str when it is hit by any attack that pulls, pushes, or slides it. Movement Move Pers · Eff You move your speed + 2. You can use the attack technique at any point during this movement. |
| ENC | Feigned OpeningMonk Attack 17 · PsPStd Melee 3Full Discipline, Implement, PsionicTgt One creature | You give your enemy a false opening to lure it close, then lash out with brutal force that leaves it reeling. Atk Dex vs Will · Hit You pull tgt 2 sq. If you pull tgt to a sq adjacent to you, it takes 3d6 + Dex dmg and grants CA until EONT. Iron Soul If you make the attack using a mace or a staff, tgt takes extra dmg = Con. Movement Move Pers · Eff You move your speed + 2. You do not provoke OAs when moving away from enemies adjacent to you at the start of this movement. |
| ENC | Glare of the Inner EyeMonk Attack 17 · PsPStd Melee 5Full Discipline, Implement, Psionic, PsychicTgt One creature | Your senses expand beyond sight as the power of your inner eye lets you project a mental assault against a distant foe. Eff You are blinded and gain blindsight 10 until SONT. · Atk Dex vs Will · Hit 3d8 + Dex psychic dmg. Movement Move Melee 1 · Tgt One creature · Eff You shift 1 sq and swap places with tgt, or swap places with tgt and shift 1 sq. |
| ENC | Leaping Dragon StrikeMonk Attack 17 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You leap into the air to jump over your enemy. When you land, you follow up with a vicious strike that drives the foe back. Atk Dex vs Reflex · Hit 3d8 + Dex dmg, and you can use your movement technique as a free action. You then push tgt 2 sq. Iron Soul If you make the attack using a light blade or a spear, you gain a +2 pwr bonus to the attack roll. Movement Move Melee 1 · Tgt One creature · Eff You jump to any sq adjacent to tgt. This movement does not provoke OAs. |
| ENC | Steps of Grasping FireMonk Attack 17 · PHB3Std Close blast 3Fire, Full Discipline, Implement, PsionicTgt Each creature in blast | You become sheathed in flames and leave a trail of fire behind you with each step. Atk Dex vs Reflex · Hit 2d10 + Dex fire dmg. Movement Move Pers · Eff You move your speed. During this movement, any enemy that hits you takes fire dmg equal to 5 + Wis, and each sq you leave is filled with fire until EONT. Any creature that enters a fire sq or starts its turn there takes fire dmg equal to 5 + Wis. |
| ENC | Three Winds KickMonk Attack 17 · PHB3Std Melee touchFull Discipline, Implement, Psionic, TeleportationTgt One, two, or three creatures | You move like a hurricane, dashing amid your enemies as you deliver a flurry of kicks. Atk Dex vs Reflex · Hit 1d10 + Dex + Wis dmg, and you shift 2 sq. Movement Move Pers · Eff Choose one enemy within 6 sq of you. You teleport to a sq adjacent to that enemy. |
| ENC | Whirlwind KickMonk Attack 17 · PHB3Std Close burst 3Full Discipline, Implement, Psionic | You spin at incredible speeds, creating a vortex of wind that draws your foes near. As they sprawl around you, you leap into the air and make your escape. 1° Tgt Each enemy in burst · 1° Atk Dex vs Fortitude · Hit You pull tgt 2 sq. Eff Make a secondary attack. 2° Tgt Each enemy adjacent to you · 2° Atk Dex vs Reflex · Hit 2d10 + Dex + Str dmg. Movement Move Pers · Eff You fly your speed. The first sq of this movement doesn’t provoke OAs. |
| DLY | Angelic Legion TechniqueMonk Attack 19 · PHB3Std Melee touchImplement, PsionicTgt One creature | You launch yourself at your enemy, forcing it to duel with an overwhelming array of kicks and punches. By compelling the enemy to attack, you lure it into your trap. Atk Dex vs Reflex · Hit 5d10 + Dex dmg, and you mark tgt (save ends). Eff Until this power’s mark ends, you can use a free action to force tgt to attack you with its ranged attacks and melee attacks as long as you are within those attacks’ range. Each time tgt attacks you, you gain a +4 pwr bonus to attack rolls against it until EONT. Miss Half dmg, and you mark tgt until EONT. |
| DLY | Crushing ReprisalMonk Attack 19 · PsPImm React Melee touchImplement, PsionicTgt The triggering enemy | Your enemy’s failed attack lets you slip in quickly to deliver a crushing counterstrike. Eff Before the attack, you shift 2 sq. · Trig An enemy misses you with a melee attack · Atk Dex vs Reflex · Hit 2d6 + Dex dmg, and tgt is stunned (save ends). · Miss Half dmg. |
| DLY | Duel in the HeavensMonk Attack 19 · PHB3Std Melee touchImplement, PsionicTgt One creature | You draw on your inner reserves to unleash a deadly kick. Your foe soars through the air, and in a flash you leap after it. For a brief moment, the two of you float in midair until you unleash a second attack that sends it crashing to the ground. 1° Atk Dex vs Fortitude · Hit 3d10 + Dex dmg. · Miss Half dmg. Eff You slide tgt 5 sq and then shift 5 sq to a sq adjacent to it. Make a secondary attack against tgt. 2° Atk Dex vs Fortitude · Hit 10 + Dex dmg. Tgt falls prone, and it is dazed until EONT. · Miss Half dmg, and tgt falls prone. Eff You fly your speed. This movement doesn’t provoke OAs. |
| DLY | Hare’s Panicked RetreatMonk Attack 19 · PsPStd Melee touchFear, Implement, PsionicTgt One creature | The power of your forceful strike fills your foe with dread, causing it to knock down other enemies as you control its feeble attempts to escape from you. Atk Dex vs Fortitude · Hit 3d10 + Dex dmg, and tgt is slowed (save ends). Until this effect ends, whenever tgt starts its turn, you can push it 2 sq as a free action. Each enemy adjacent to tgt at the end of the push falls prone. Miss Half dmg, and you push tgt its speed. |
| DLY | Inevitable FistMonk Attack 19 · PHB3Std Melee touchImplement, Psionic, StanceTgt One creature | You strike at your foe. No matter how it tries to dodge your attack, it cannot escape. Atk Dex + 2 vs Reflex · Hit 3d10 + Dex dmg. Eff You can assume the stance of the inevitable fist. Until the stance ends, your Flurry of Blows power deals 2 extra dmg. Miss 2d10 + Dex dmg. |
| DLY | Loud Fist StrikeMonk Attack 19 · PsPStd Melee touchImplement, Psionic, Thunder | Your fast attack sends a foe careening into other enemies, which are blasted back by an explosive clap of thunder. Eff Before the attack, you shift your speed. · 1° Tgt One creature 2° Tgt Each enemy in burst other than the primary target · 1° Atk Dex vs Fortitude · Hit 3d10 + Dex dmg, and you push tgt 5 sq and knock it prone. · Miss Half dmg, and you push tgt 5 sq. Eff Make a secondary attack that is an area burst 2 centered on the primary target. 2° Atk Dex vs Fortitude · Hit 2d10 + Dex thunder dmg, and you push the secondary target 3 sq from the primary target. · Miss Half dmg. |
| DLY | Rising Dragon FireMonk Attack 19 · PHB3Std Close burst 2Fire, Implement, Psionic, ZoneTgt Each creature in burst | You exhale an inferno to burn your enemies. Atk Dex vs Reflex · Hit 5d6 + Dex fire dmg. Eff The burst creates a zone that lasts until EONT. When you hit any creature that is within the zone, that creature takes 2d6 extra fire dmg. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | Twin Fountain StrikeMonk Attack 19 · PsPStd Melee touchFear, Implement, PsionicTgt One creature | As you tumble past your enemies, your attack draws forth a blood-red mist that shrouds them and fills other foes with fear. Eff You shift your speed + 2 and make the following attack against one or two creatures during this movement. · Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and ongoing 10 dmg (save ends). Until this ongoing dmg ends, tgt’s space and each sq adjacent to it are lightly obscured. Any enemy not immune to fear takes a –2 penalty to attack rolls while it can see sq lightly obscured by this power. |
| ENC | Diamond BodyMonk Utility 22 · PHB3Imm Intr PersPsionic | Your incredible speed and resilience, born from your mastery of psionic magic, allow you to shrug off a deadly attack. Trig You are hit by an attack · Eff You gain resist 20 to all dmg against the triggering attack. |
| DLY | Empty BodyMonk Utility 22 · PsPMinor PersPsionic, Stance | You exchange the limits of the body for the embrace of pure spirit. In this form, nothing can contain you. Req You must be bloodied. Eff Until the stance ends, you are insubstantial and phasing. |
| DLY | Indomitable TechniqueMonk Utility 22 · PHB3No Act PersHealing, Psionic | At one moment, you were on the edge of death. The next moment, psionic power courses through you, mending your wounds. Trig You have 0 HP or fewer at the start of your turn · Eff You spend a healing surge to regain HP equal to your bloodied value. |
| DLY | Meditative VanishingMonk Utility 22 · PsPMinor Close burst 5Illusion, PsionicTgt Each enemy in burst | You extend your will to overpower the senses of your enemies, excising your presence from their minds. Eff You are invisible to tgt until you make an attack against it. |
| ENC | Mist Walker’s StepMonk Utility 22 · PHB3Minor PersPsionic | With the proper focus of your psionic power, even physical obstacles are no match for you. Eff You are phasing and ignore difficult terrain until EONT. |
| DLY | Supreme ParryMonk Utility 22 · PsPMinor PersPsionic, Stance | Your weapon blurs as you spin it around you in an impenetrable barrier. Eff Until the stance ends, you add the proficiency bonus of any melee weapon you wield to your AC and Reflex. |
| DLY | Thousand World StrideMonk Utility 22 · PsPMinor PersPsionic, Stance, Teleportation | By elevating your consciousness over your physical limitations, you are able to reach the far side of the battle in a single step. Eff Until the stance ends, you can teleport your speed as a free action. Spec You can take this free action only as the first action of your turn. |
| AW | Wind WalkerMonk Utility 22 · PHB3Move PersPsionic | You step through the air, relying on your focus and psionic power to fly with the same ease others walk. Eff You fly your speed. If you don’t land at the end of this movement, you fall. |
| ENC | Fist of Golden LightMonk Attack 23 · PHB3Std Melee touchFull Discipline, Implement, Psionic, Radiant | Focusing your psionic energy, you transform your fist into a brand of radiance. 1° Tgt One creature · 1° Atk Dex vs Fortitude · Hit 2d10 + Dex radiant dmg. Make a secondary attack that is a close burst 1 centered on the primary target. 2° Tgt Each enemy in burst · 2° Atk Dex vs Fortitude · Hit The secondary target is blinded until EONT. Movement Move Pers · Eff You move your speed + 4. |
| ENC | Hungry GhostMonk Attack 23 · PHB3Std Melee touchFull Discipline, Implement, Necrotic, PsionicTgt One creature | You transform into a spectral version of yourself, and your strike gives you vitality. Atk Dex vs Reflex · Hit 3d10 + Dex necrotic dmg. You gain temp HP equal to 10 + Wis. Movement Move Pers · Eff You are insubstantial and phasing until the end of your turn, and you move your speed. |
| ENC | Iron CascadeMonk Attack 23 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You capture your allies’ spiritual strength, focusing it into an attack whose iron fury crushes your enemy. Atk Dex vs Fortitude · Hit 4d8 + Dex dmg plus 4 dmg for each ally adjacent to tgt. Iron Soul If you make the attack using a light blade or a spear, you gain a +2 pwr bonus to the attack roll. Movement Move Melee 1 · Tgt One creature · Eff You swap places with tgt, then shift a number of sq = Con. If tgt is an ally, he or she can shift the same number of sq as a free action. |
| ENC | Legion of OneMonk Attack 23 · PHB3Std Close burst 3Full Discipline, Implement, PsionicTgt Each enemy in burst | The carnage you leave in your wake marks your path through the enemy. Atk Dex vs Reflex · Hit 2d10 + Dex dmg. Eff You shift 4 sq to a sq in the burst. Movement Move Pers · Eff You shift 4 sq. |
| ENC | Lightning ThrowMonk Attack 23 · PsPStd Melee touchFull Discipline, Implement, Lightning, Psionic | You flash through the air to land with explosive force, your melee attack summoning the power of lightning that you hurl at a distant foe. 1° Tgt One creature · 1° Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and you make a secondary attack that is a ranged 10 attack. This attack does not provoke OAs. 2° Tgt One creature other than the primary target · 2° Atk Dex vs Reflex · 2° Hit 2d12 + Wis lightning dmg, and the secondary target is blinded until EONT. Movement Move Pers · Eff You fly your speed + 2. If you don’t land at the end of this movement, you fall. Enemies adjacent to you when you land take lightning dmg = Con. |
| ENC | Shattered Earth FallMonk Attack 23 · PsPStd Melee touchFull Discipline, Implement, Psionic | Your vicious strike can knock a foe down, and grants you the power to sweep other nearby enemies to the ground. 1° Tgt One creature · 1° Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and you knock the primary target prone. Eff Make a secondary attack that is a close burst 1. 2° Tgt Each enemy you can see in burst · 2° Atk Dex vs Fortitude · 2° Hit You knock the secondary target prone. Movement Move Pers · Eff You shift 3 sq. You can ignore forced movement until EONT. |
| ENC | Sunder the CastleMonk Attack 23 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | You settle into a fighting posture, and your enemies sense that you are about to unleash an attack capable of pushing a castle off its foundation. Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and you push tgt a number of sq = Str and knock it prone. Movement Move Pers · Eff You move your speed + 4. During this movement, any enemy that misses you with an OA falls prone. |
| DLY | Dragon Fist StrikeMonk Attack 25 · PsPStd Melee touchFear, Implement, PsionicTgt One creature | You end your prodigious leap with a blow that smashes your enemy to the ground, all other opponents recoiling before you. Eff Before the attack, you fly your speed + 2. If you don’t land at the end of this movement, you fall. · Atk Dex vs Reflex · Hit 4d12 + Dex dmg, and tgt falls prone and cannot stand up (save ends). · Miss Half dmg, and tgt falls prone. Each Failed Saving Throw Tgt is dazed until the end of its next turn. Eff Until SONT, any creature that can see you takes a –2 penalty to attack rolls for any attack that includes you as a target. |
| DLY | Fate’s JudgmentMonk Attack 25 · PsPImm React Melee touchImplement, PsionicTgt The triggering enemy | An enemy strikes and you make a savage counterattack. If your opponent attacks again, it is punished by the lingering resonance of your fury. Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and tgt takes 10 dmg the first time each turn it makes an attack (save ends). Trig An adjacent enemy hits you with an attack Miss Half dmg, and tgt takes 5 dmg the first time each turn it makes an attack (save ends). |
| DLY | Four Hidden SoundsMonk Attack 25 · PsPStd PersImplement, Psionic, Stance; Varies | You center your mind on the four hidden sounds of the natural world. When you speak each sound, you release a potent blast of elemental energy. Eff Until the stance ends, you can make the following attack. Minor Action (1/round) Close blast 5 · Tgt Each creature in blast · Atk Dex vs Reflex · Hit 1d10 + Wis dmg. Choose a dmg type: acid, cold, fire, or lightning. The attack deals dmg of this type to each target. You can choose each dmg type only once in an encounter. Eff The fourth time you use this attack in an encounter, the stance ends. |
| DLY | Glacier’s MantleMonk Attack 25 · PsPStd Melee touchCold, Implement, Psionic, StanceTgt One creature | Frost flares around you as an icy mist, adding lethal cold to your attacks and chilling any foe that comes too close. Atk Dex vs Reflex · Hit 3d8 + Dex dmg plus 2d12 cold dmg. Eff You can enter the glacier’s mantle stance. Until the stance ends, your melee attacks deal 5 extra cold dmg. In addition, any enemy that enters a sq adjacent to you takes cold dmg equal to 5 + Str. Miss Half dmg. |
| DLY | Phoenix DanceMonk Attack 25 · PHB3Std Melee 1Fire, Implement, Psionic, RadiantTgt One enemy | You focus your psionic energy and project it outward as a halo of golden flame. You rampage among your foes, burning them as you unleash a series of kicks and punches. Eff You shift your speed and make the following attack once against each enemy you move adjacent to during the shift. · Atk Dex vs Fortitude · Hit 3d10 + Dex dmg, and you knock tgt prone. · Miss Half dmg. Eff Tgt takes fire and radiant dmg equal to 5 + Str. |
| DLY | Strike of Perfect ClarityMonk Attack 25 · PsPStd Melee touchImplement, Psionic, PsychicTgt One creature | Your attack is delivered with such masterful balance and form that your foe’s mind turns on itself for daring to challenge you. Atk Dex vs Will · Hit 4d8 + Dex dmg plus 2d12 psychic dmg. Miss Repeat the attack against the same target or a different one. Do not repeat the attack again if it misses. |
| DLY | Strike of the Vulnerable TurtleMonk Attack 25 · PHB3Std Melee touchImplement, PsionicTgt One creature | Your hands become a blur as you make a rapid series of attacks, reducing your foe’s armor to a crumpled ruin. Atk Dex vs Reflex · Hit 6d8 + Dex dmg. Until the end of the encounter, attacks against tgt’s AC or Reflex are against the lower of the two defenses. Miss Half dmg. Attacks against tgt’s AC or Reflex are against the lower of the two defenses (save ends). |
| DLY | Wandering Comet StrikeMonk Attack 25 · PHB3Std Melee 1Implement, Psionic, TeleportationTgt One, two, or three enemies | You deliver a crushing blow to one foe, focus your psionic energy to step between the worlds, and repeat this attack again. Atk Dex vs Reflex. · Hit 3d10 + Dex dmg. Eff After attacking a target with this power, you teleport to a sq adjacent to a different enemy within 10 sq of you. Miss Half dmg. |
| DLY | Watchful Hydra StanceMonk Attack 25 · PHB3Std Close burst 3Implement, Psionic, StanceTgt Each enemy in burst | You make a series of quick attacks against enemies around you and assume a vigilant stance against them all. Atk Dex vs Reflex · Hit 6d6 + Dex dmg. Eff You can assume the watchful hydra stance. Until the stance ends, you can target an additional creature within 3 sq of you with your Flurry of Blows power. Miss Half dmg. |
| ENC | Celestial Drunken BoxerMonk Attack 27 · PHB3Std Close burst 2Full Discipline, Implement, PsionicTgt Each enemy in burst | You shudder and stumble, yet there is a method to your madness. Each move is perfectly timed to mislead your enemies, causing them to attack each other. Atk Dex vs Will · Hit Tgt makes a MBA as a free action against one enemy of your choice. Tgt gains a bonus to the attack roll and the dmg roll against that enemy. The bonus equals Wis Movement Move Pers · Eff You shift 4 sq. |
| ENC | Fist of Indomitable IronMonk Attack 27 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | Your arm transforms into solid iron as you punch your foe and pierce past its armor. Atk Dex vs Reflex · Hit 4d10 + Dex + Str dmg. Movement Move Pers · Eff You shift a number of sq = Str. During this movement, you can shift through enemies’ spaces. |
| ENC | From Earth to HeavenMonk Attack 27 · PsPStd Close burst 2Full Discipline, Implement, PsionicTgt Each enemy in burst | Your grace and focus flow through your attacks, driving back your enemies and lifting you to safety above the fray. Atk Dex vs Fortitude · Hit 3d6 + Dex dmg, and you push tgt 1 sq. Tgt is immobilized until EONT. Movement Move Pers · Eff You fly your speed + 2. You gain a pwr bonus to all defenses = Wis during this movement. If you don’t land at the end of this movement, you fall. |
| ENC | Heart-Sundering StrikeMonk Attack 27 · PHB3Std Melee touchFull Discipline, Implement, Psionic, PsychicTgt One creature | You focus psionic power in your hands, creating a lethal resonance. With a touch, you leave your foe at your mercy. Atk Dex vs Will · Hit Tgt is dominated until EONT. After 2d6 + Dex psychic dmg. Movement Move Pers · Eff You move your speed + 4. You can use the attack technique at any point during the movement. |
| ENC | Part the SeasMonk Attack 27 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Foes that try to stop you are knocked aside as you surge through combat, ready to unleash a blow that stuns an enemy in its tracks. Atk Dex vs Fortitude · Hit 1d12 + Dex dmg, and tgt is stunned until EONT. Iron Soul If you make the attack using a mace or a staff, tgt also falls prone. Movement Move Pers · Eff You move your speed + 6. Any enemy that misses you with an OA provoked by this movement takes dmg = Con and falls prone. |
| ENC | Shatter the MountainMonk Attack 27 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature or unattended object | An unshakeable concentration girds your body as your rock-shattering strike overwhelms a foe. Atk Dex vs Fortitude · Hit 3d12 + Dex dmg, and you push tgt a number of sq equal to 3 + Str. If this attack bloodies tgt, it takes 1d12 extra dmg. If tgt is an unattended object, this attack deals 2d12 extra dmg. Movement Move Pers · Eff You shift 4 sq and gain resist 5 to all dmg until EONT. |
| ENC | Tap the Life WellMonk Attack 27 · PHB3Std Melee touchFull Discipline, Implement, Psionic, Teleportation | Psionic energy flows through you, whisking you through space and disrupting your enemies’ life force. 1° Tgt One creature · 1° Atk Dex vs Fortitude · Hit 3d10 + Dex dmg. You teleport to a sq adjacent to an enemy within 6 sq of you. Then make a secondary attack. 2° Tgt One enemy other than the primary target · 2° Atk Dex vs Fortitude · Hit The primary and secondary targets are dazed until EONT. Movement Move Pers · Eff You teleport to a sq adjacent to an enemy within 6 sq of you. |
| ENC | Weight of the AnchorMonk Attack 27 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Your attack hits with the force of iron, pinning an enemy in place as you race across the battlefield. Atk Dex vs Reflex · Hit 4d8 + Dex dmg, and tgt is immobilized until EONT. Iron Soul If you make the attack using a light blade or a spear, you gain a +2 pwr bonus to the attack roll. Movement Move Pers · Eff You move your speed + 6. |
| DLY | Adamantine HurricaneMonk Attack 29 · PsPStd Close burst 1Implement, Psionic | You are a blur as you move and attack, laying into foes around you with a destructive force equal to that of the mightiest weapons. 1° Tgt Each enemy you can see in burst · 1° Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and the primary target takes ongoing 10 dmg (save ends). If the primary target is already taking ongoing dmg, that ongoing dmg increases by 10. Eff You gain a +2 pwr bonus to all defenses until EONT. Eff You move your speed + 2. Any enemy that misses you with an OA provoked by this movement takes 10 dmg and falls prone. Make a secondary attack that is a close burst 1. 2° Tgt Each enemy you can see in burst other than the primary targets · 2° Atk Dex vs Reflex · 2° Hit 2d10 + Dex dmg, and the secondary target takes ongoing 10 dmg (save ends). If the secondary target is already taking ongoing dmg, that ongoing dmg increases by 10. |
| DLY | Falling Star StrikeMonk Attack 29 · PsPStd Close burst 2Fire, Implement, Psionic, Radiant, Teleportation, Thunder, ZoneTgt Each creature in burst | You streak into the air, trailing fire and light. When you land, the impact staggers, blinds, and burns your foes. Eff Before the attack, you teleport your speed, appearing up to 50 feet in the air above your destination space. You then fall without taking dmg. · Atk Dex vs Reflex · Hit 3d10 + Dex fire, radiant, and thunder dmg, and tgt is blinded (save ends). · Miss Half dmg. Eff The burst creates a zone that lasts until EONT. Any creature that ends its turn within the zone takes fire dmg = Dex. |
| DLY | Mist on the StormMonk Attack 29 · PHB3Std Close blast 3Implement, Psionic, StanceTgt Each enemy in blast | You transform into a ghostly figure and walk among your foes, your fists and feet passing through their armor like mist. Atk Dex vs Reflex · Hit 7d6 + Dex dmg, and tgt is weakened (save ends). Eff You can assume the misty storm stance. Until the stance ends, you are phasing. When you are hit by an attack, as an immediate interrupt you can become insubstantial until EONT, and the stance ends. Miss Half dmg, and tgt is weakened until EONT. |
| DLY | Quivering PalmMonk Attack 29 · PHB3Std Melee touchImplement, PsionicTgt One creature | Your vicious blow causes supernatural agony to your foe. Slowly but surely, its life slips away. Atk Dex vs Reflex · Hit 5d10 + Dex dmg. · Miss Half dmg. Eff Tgt takes ongoing 10 dmg (save ends). Each Failed Saving Throw The ongoing dmg increases by 5. |
| DLY | Stunning FistMonk Attack 29 · PHB3Std Melee touchImplement, PsionicTgt One creature | Every living creature has weak points, some more subtle than others. You execute the strike of the nine stars, hitting each of your foe’s vulnerable spots. 1° Atk Dex vs Reflex · Hit 6d8 + Dex dmg. Eff Make a secondary attack against tgt. 2° Atk Dex vs Reflex · Hit Tgt is stunned (save ends). · Miss Tgt is either dazed or weakened (save ends). |
| DLY | Titan’s Mighty GraspMonk Attack 29 · PsPStd Melee touchImplement, PsionicTgt One creature | You rock your enemy with a devastating attack, then wrap it in a steely, unbreakable embrace. 1° Atk Dex vs Fortitude · Hit 5d12 + Dex dmg, and you grab tgt. Tgt takes a penalty to checks to escape the grab = Str. · Miss Half dmg, and you grab tgt. Eff Until the grab ends, you can make the following secondary attack against tgt. Std Melee touch 2° Atk Dex + 2 vs Fortitude · Hit 3d10 + Str dmg. Tgt cannot attempt to escape the grab until SONT. |
At 11th level a monk may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily disciplines shown.
“Look into these eyes and see the doom awaiting you.”
The basilisk is renowned for its hunting prowess, and its pitiless gaze. Inspired by both the basilisk’s sinuous movements and the immobilizing effect of its gaze, a group of monks have developed disciplines that mirror this creature’s fearsome reputation.
Your study of the basilisk’s fury has opened your mind to the emotions around and in you. Achieving this state empties your body of thought and draws the sensations of others through your eyes. Foes that peer into your obsidian gaze are drained of hope. All that remains for your enemy are apathy, stasis, and death.
| ENC | Eyes of the BasiliskBasilisk’s Fury Adept Attack 11 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You drive your enemy back, then bind it in place with a gaze. Atk Dex vs Fortitude · Hit 2d12 + Dex dmg, and you push tgt 3 sq. Tgt is then marked and immobilized until EONT. If tgt is already slowed or immobilized, it is restrained until EONT. Movement Move Pers · Eff You move your speed + 2, ignoring difficult terrain. Any enemy that misses you with an OA provoked by this movement is slowed until EONT. |
| DLY | Basilisk’s Nature DefenseBasilisk’s Fury Adept Utility 12 · PsPImm Intr PersHealing, Psionic | The power of your mind transforms your body into stone. Trig An attack makes you unconscious or stuns you · Eff You are instead petrified for as long as you would be unconscious or stunned by the triggering attack. You can spend a healing surge. If you do so, you gain a +2 pwr bonus to saving throws until you are no longer petrified. |
| DLY | Stone-Shatter StrikeBasilisk’s Fury Adept Attack 20 · PsPStd Ranged 5Implement, Psionic, PsychicTgt One creature | Your attack freezes a foe, rendering it vulnerable to your follow-up strike and threatening to transform it to living stone. 1° Atk Dex vs Will · Hit 2d8 + Dex psychic dmg, and tgt is immobilized (save ends). · Miss Half dmg, and tgt is immobilized until EONT. First Failed Saving Throw Tgt is instead petrified (save ends). Tgt takes a –2 penalty to saving throws against this effect. Eff Once during the encounter while tgt is immobilized or petrified by this power, you can make the following attack against tgt. Std Melee 1 2° Atk Dex + 2 vs Reflex · Hit 3d8 + Dex dmg, and tgt falls prone and cannot stand up (save ends). If tgt is petrified, this attack ignores the resistance granted by that condition and deals 4d8 extra dmg. Spec When charging, you can use this power in place of a MBA. |
“I am as powerful as the winds and as constant as the seasons.”
Devotees of the four winds strive for peace and tranquility in all that they do. They recognize, however, that violence is sometimes necessary to achieve greater harmony. Just as destructive winds can carry away anything that stands against them, a monk of the four winds is an overwhelming force.
Mystery of the East Wind: You gain lightning resistance equal to one-half your level. In addition, whenever you shift, you can move 2 squares before or after the shift.
Mystery of the North Wind: You gain cold resistance equal to one-half your level and a +5 bonus to saving throws against charm effects and fear effects.
Mystery of the South Wind: You gain force resistance equal to one-half your level and a +4 bonus to initiative checks.
Mystery of the West Wind: You gain thunder resistance equal to one-half your level. In addition, whenever you spend a healing surge, you can shift 2 squares as a free action.
In addition, whenever you shift, you can instead fly the same distance. If you don’t land at the end of this movement, you fall.
| ENC | Four Winds AssaultFour Winds Master Attack 11 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Psychic winds can carry you to your opponents, gusting hard when you strike to scatter your foes. Atk Dex vs Fortitude · Hit 1d8 + Dex dmg. You lift tgt 10 feet into the air, where it is immobilized until EONT. At EONT, tgt drops safely to the ground in the space it last occupied or in the nearest unoccupied space. After You slide each creature within 5 sq of tgt 5 sq. Movement Move Pers · Eff You fly your speed + 2. If you do not land at the end of this movement, you hover until SONT, at which point you land safely in the space below you or in the nearest unoccupied space. |
| ENC | Breath of the Four WindsFour Winds Master Utility 12 · PsPImm Intr PersPsionic | You anticipate imminent danger and call the four winds to whisk you to safety. Trig You are hit by an attack · Eff You are insubstantial until SONT. After the triggering attack is resolved, you fly your speed + 2. If you do not land at the end of this movement, you hover until SONT, at which point you land safely in the space below you or in the nearest unoccupied space. |
| DLY | Four Winds TempestFour Winds Master Attack 20 · PsPStd Melee touchImplement, Psionic; VariesTgt One creature | You take to the air to lash out with a vicious attack, then call on the four winds that hold you aloft to batter your foe. Eff Before the attack, you fly a number of sq equal to your speed + 2. If you do not land at the end of this movement, you hover until SONT, at which point you land safely in the space below you or in the nearest unoccupied space. · Atk Dex vs Fortitude · Hit 4d10 + Dex dmg. · Miss Half dmg. Eff Tgt is affected by the four winds tempest (save ends). While tgt is affected by the tempest, whenever tgt starts its turn, roll a d4 to determine the effect. 1. Tgt takes 10 lightning dmg, and you push it 4 sq. 2. Tgt takes 10 cold dmg and is slowed until the end of its turn. 3. Tgt takes 10 force dmg, and you pull it 4 sq. 4. Tgt takes 10 thunder dmg, and you slide it 4 sq. |
“I watch the souls as they depart this world for the next.”
The Monastery of the Eternal Void stands at a crossroads where the Shadowfell washes against the world’s shores. Some who study in the monastery delve into the Shadowfell’s secrets, but most of the disciples there contemplate the nature of life and death, the soul’s final migration, and the fate awaiting creatures in the afterlife. Proximity to the darkened plane informed the monastery’s fighting techniques as they developed into their current forms.
Your training at the monastery opened your inner eye, allowing you glimpses from this world into the realm of the dead. Those visions left a mark on you; your flesh is pale and dark circles ring your eyes, as if death’s touch draws near. Despite these changes, you are no less vital and have gained uncanny insight into the nature of souls and their movements.
As a ghostwalker, you use psionic power to cloak yourself in shadow and thereby avoid attacks. You can also strike at a foe’s life force, sapping its strength.
| ENC | Tormented SpiritGhostwalker Attack 11 · PHB3Std Melee touchFull Discipline, Implement, Necrotic, Psionic, TeleportationTgt One enemy granting CA to you | Spirits whisk you and an enemy away, and you sap your foe’s strength with your deadly touch. Atk Dex vs Fortitude · Hit 3d6 + Dex necrotic dmg, and tgt is weakened until EONT. Movement Move Melee 1 · Tgt One enemy · Eff You teleport yourself and tgt 5 sq to sq adjacent to each other. Tgt grants CA to you until EONT. |
| DLY | Soul DanceGhostwalker Utility 12 · PHB3Minor PersPsionic, Stance, Teleportation | Your form wavers, and in a blink of an eye, you are somewhere else. Eff Until the stance ends, you have concealment. When any enemy misses you with a melee attack, you can use a free action to teleport to a sq adjacent to that enemy and gain CA against it until EONT. |
| DLY | Vengeful GhostGhostwalker Attack 20 · PHB3Std Melee touchImplement, Psionic, TeleportationTgt One enemy granting CA to you | You strike your opponent with such force that you rattle its soul. You teleport away, leaving it vengeful. Atk Dex vs Will · Hit 2d10 + Dex dmg, and tgt is stunned (save ends). After Tgt is dazed until it hits you with a melee attack or until it takes dmg. · Miss Half dmg, and tgt is dazed (save ends). Eff You teleport 5 sq. |
“The dragon holds many secrets, and with those secrets, I battle the forces of darkness.”
The monastery you trained at followed a rare discipline, the school of the dragon’s wisdom. Your masters explained that in the ancient days, the dragons taught the mightiest of mortals how to transcend their physical forms and become as mighty as a dragon. Your monastery teaches that with the right focus and discipline, you too can master the secrets of the dragon.
You learn to focus your psionic power outward, unleashing the dragon’s fiery breath and turning your skin into an armored hide of dragon scales. You move with the dragon’s speed, dancing on the wind with wings of psionic power. Once you master this discipline, you learn how to transform into a dragon for a brief moment.
Half-orc monks are frequently drawn to this paragon path, since their agility and strength serve them well on this path. By the same token, their fiery rage matches the dragon’s anger when it is called to battle.
| ENC | Draconic TorrentInitiate of the Dragon Attack 11 · PHB3Std Close blast 5Fire, Full Discipline, Implement, PsionicTgt Each creature in blast | Like the dragons you seek to emulate, you leap into the air and unleash a torrent of fiery energy upon your enemies. Atk Dex vs Reflex · Hit 3d8 + Dex fire dmg. Movement Move Pers · Eff You fly your speed. You can end this movement in midair. At the end of your turn, you fall but take no falling dmg. |
| DLY | Dragon’s VengeanceInitiate of the Dragon Utility 12 · PHB3Minor PersFire, Psionic, Stance | When your enemy earns your ire by wounding you, the heat of dragon’s fire washes off you in waves. Eff Until the stance ends, any enemy that starts its turn adjacent to you while you are bloodied takes 5 fire dmg. |
| DLY | Draconic AvatarInitiate of the Dragon Attack 20 · PHB3Std Close blast 5Fire, Implement, Polymorph, PsionicTgt Each creature in blast | You unleash a gout of flame as you transform into a shape between a humanoid and a dragon. Wings surge from your back, your hands grow long, sharp talons, and your skin becomes as hard as a dragon’s scales. Atk Dex vs Reflex · Hit 4d8 + Dex fire dmg. Eff You can assume the form of the dragon. Until the end of the encounter, you gain a +2 pwr bonus to AC, a +4 pwr bonus to dmg rolls with monk powers and initiate of the dragon powers, and a fly speed equal to your speed. Miss Half dmg. |
“The mountain possesses quiet strength and an unfailing resilience that stands against the cruelest storms, but when it is moved to action, nothing can stand against it.”
You spent years studying at a remote mountain monastery where your masters taught you to reflect on the mountain’s strength and majesty. Through your meditations you learned to become as the mountain, to stand fast against your enemies and repulse their attacks with your unflinching resolve. When not contemplating the mountain’s great power, you put your efforts into mastering the fighting techniques your masters taught, and in time, you became like the object of your veneration.
Your fighting style captures the mountain’s strength and makes it your own. By focusing your psionic power into your body, you harden your fists, so that you can punch through stone or flesh with equal ease. You also learned to ground yourself, to bind your feet to the ground so that not even the most vicious storm can dislodge you. While so grounded, you can catch your enemies and hurl them away.
| ENC | Tumbling BoulderMountain Devotee Attack 11 · PHB3Std Melee touchFull Discipline, Implement, PsionicTgt One creature | The boulder moves slowly at first, but once it picks up speed, few things can stop it. Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and tgt falls prone and can’t stand up until EONT. Movement Move Pers · Eff You shift half your speed and gain a +2 bonus to all defenses until EONT. |
| ENC | Root the MountainMountain Devotee Utility 12 · PHB3Minor PersPsionic, Stance | You assume a wide stance, digging your feet into the ground to become as steadfast as the mountain. Eff Until the stance ends, you can’t be pulled, pushed, slid, or knocked prone unless you want to be. You are slowed while you are in this stance. You can end the stance as a free action. |
| DLY | Avalanche ThrowMountain Devotee Attack 20 · PHB3Imm React Melee 1Implement, PsionicTgt The triggering enemy | You grab the enemy as it moves in to attack, and you throw it across the battlefield, then leap through the air to deliver a devastating attack. Trig An adjacent enemy hits you with a melee or a close attack · 1° Atk Dex vs Reflex · Hit 1d10 + Dex dmg, and you push tgt 5 sq and knock it prone. · Miss Half dmg, and you push tgt 2 sq. Eff You jump to a sq you can see adjacent to tgt. This movement doesn’t provoke OAs. Then make a secondary attack against tgt. 2° Atk Dex vs Fortitude · Hit 1d10 + Dex dmg, and tgt is dazed (save ends). |
“My power comes from within, and I wield it in the name of the gods.”
You studied in a monastery devoted to the gods, guiding your mastery of psionic magic with the discipline and study of your faith. You likely worship Pelor or Bahamut, but most non-evil deities have at least one monastery dedicated to the fighting arts.
Your monk abilities are touched by divine power, allowing you to channel radiant energy and tap into the astral realm. Like other monks, you move with incredible speed and hit with unmatched power.
In addition, the gods provide you with the ability to quash those who follow the gods of evil.
Dwarf monks are frequently drawn to this paragon path, since their piety and endurance allow them to withstand the mental and physical demands placed on a radiant fist.
| ENC | Divine SunRadiant Fist Attack 11 · PHB3Std Melee touchDivine, Full Discipline, Implement, Psionic, Radiant, TeleportationTgt One creature | Radiance surrounds you as you teleport yourself and a friend across the battlefield and sear through your enemy’s defenses. Atk Dex vs Will · Hit 3d6 + Dex radiant dmg, and tgt gains vulnerable 5 radiant until EONT. Movement Move Melee 1 · Tgt One ally · Eff You teleport yourself and tgt a number of sq equal to your speed + 2 to sq adjacent to each other. |
| DLY | Undimmed SunRadiant Fist Utility 12 · PHB3Minor PersDivine, Healing, Psionic | Just as you begin to feel the weight of your wounds, you stand defiant as the gods heal you. Req You must be bloodied. Eff You regain HP as if you had spent a healing surge. Until the end of the encounter, you gain resistance to all dmg = Wis. |
| DLY | Blinding Sun TechniqueRadiant Fist Attack 20 · PHB3Std Melee touchDivine, Implement, Psionic, RadiantTgt One creature | You utter a prayer as the psionic energy within you flows into your attacks. With each strike, the divine radiance that burns within you grows stronger. Atk Dex vs Reflex · Hit 3d10 + Dex radiant dmg. Eff Until the end of the encounter, you gain a +4 pwr bonus to dmg rolls, and you can score a critical hit with monk powers and radiant fist powers on a roll of 19–20. When you score a critical hit with such powers, tgt of the critical hit is blinded (save ends). Miss Half dmg. |
“My sword is more than a weapon—it is my spirit.”
Battle is not just a physical contest—it is a spectacle, a dance of parries and thrusts, of slashes and ripostes. True mastery of the blade adds soaring form and motion, transporting the struggle into aerial art.
What sets you apart from earthbound combatants is your melding of discipline and precise swordplay. Your training and your psionic power grant you incredible mobility; your focus hones your edge.
| ENC | Sword Fall LeapSoaring Blade Attack 11 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You leap across the field of combat. When you attack, your blade work cuts one enemy deeply and slashes all foes nearby. Req You must make this attack using a heavy blade. · Atk Dex vs Reflex · Hit 3d8 + Dex dmg, and each enemy adjacent to you takes dmg = Con. Movement Move Pers · Eff You make an Acrobatics check to jump with a +10 pwr bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed. · Level 21 You make the Acrobatics check with a +20 pwr bonus. |
| ENC | Charge the CloudsSoaring Blade Utility 12 · PsPMove PersPsionic | You soar above the fight, avoiding your foes’ attacks as you pass. Eff You fly your speed. This movement does not provoke OAs. If you don’t land at the end of this movement, you fall. |
| DLY | Storm of Raining BladesSoaring Blade Attack 20 · PsPStd Melee touchImplement, Psionic | You are carried aloft by your psionic power, touching down three times to hack through and scatter your foes. Eff Until the end of your turn, your movement does not provoke OAs. Before the attack, you fly 3 sq. If you don’t land at the end of this movement, you fall. · Req You must make this attack using a heavy blade. · 1° Tgt One creature 2° Tgt One creature other than the primary target · 1° Atk Dex vs Reflex · Hit 1d8 + Dex dmg. Eff You fly 3 sq. If you don’t land at the end of this movement, you fall. You then make a secondary attack that is a melee touch attack. 2° Atk Dex vs Reflex · Hit 2d8 + Dex dmg. Eff You fly 3 sq. If you don’t land at the end of this movement, you fall. You then make a tertiary attack that is a close burst 1. 3° Tgt Each enemy you can see in burst 3° Atk Dex vs Reflex · Hit 15 + Dex dmg, and you slide the tertiary target 2 sq. · Miss Half dmg, and you slide tgt 1 sq. |
“I am the hunter. You are my prey.”
The tiger claw style is an ancient, honored path. Its practitioners have incorporated techniques from different traditions, but the style retains a central feature: the tiger claw. A practitioner curls his or her fingers toward the palm to make a claw. Through iron discipline, the monk transforms each digit into a rigid talon capable of raking and rending.
Mastering tiger claw maneuvers builds your strength and hardiness, and your strikes shred enemies. You spring at your foes with astounding speed. With true mastery, you take on the characteristics of the celestial tiger. Coarse orange and white striped fur covers your body. Your hands become clawed paws and a tiger’s visage replaces your features. With great green orbs for eyes and a mouth filled with sharp teeth, you embody the tiger claw style.
| ENC | Tiger Claw RakeTiger Claw Master Attack 11 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | You sprint across the battlefield, and your tiger claw tears your foe and leaves it in debilitating agony. Atk Dex vs Reflex · Hit 3d10 + Dex dmg, and tgt takes a –2 penalty to attack rolls until EONT. If tgt moves more than 2 sq on its next turn, it takes 5 dmg. Spec When charging, you can use this power in place of a MBA. Movement Move Pers · Eff You move your speed + 2, ignoring difficult terrain. Any enemy that hits you with an OA provoked by this movement takes dmg = Str, and you mark the enemy until SONT. |
| DLY | Tiger FrenzyTiger Claw Master Utility 12 · PsPImm React PersPsionic, Stance | Pain clarifies your mind, letting you strike with ease at foes that come too close. Trig You are bloodied by an attack · Eff Until the stance ends, any enemy that ends its turn adjacent to you takes dmg = Str. |
| DLY | Awaken the Celestial TigerTiger Claw Master Attack 20 · PsPStd Melee touchImplement, Polymorph, PsionicTgt One creature | As you spring at your enemy, your body transforms into the celestial tiger, a relentless force of unearthly fury. Req You must charge and use this power in place of a MBA. · Atk Dex vs Reflex. Make the attack twice. · Hit 4d10 + Dex dmg, and you knock tgt prone. If you hit with both attacks, tgt takes 2d10 extra dmg. Eff You assume the form of the celestial tiger until the end of the encounter. While in this form, you are immune to fear effects, your Flurry of Blows power deals extra dmg = Str, and you gain a +2 pwr bonus to speed. Miss Half dmg. |
“I am more than this flawed vessel.”
The mystics of transcendent perfection believe the mortal body is a faulty receptacle that prevents them from attaining a higher form. They strive to overcome the body’s limitations and attain their true potential. Just as importantly, they believe that they must foster reason and enlightenment, and help others transcend the body to embrace a state of harmonious existence.
By following the transcendent path, you learn to overcome your physical limitations by solving the riddles of past masters. Each conundrum you unravel opens your mind to greater possibilities. You first learn to shape your words to encourage behavior and alter impressions, to move without interference, or to deny movement to those who oppose you. You learn to close wounds and vanquish ailments with a touch. Upon mastering the techniques of transcendent perfection, you can deny your enemies’ attacks by elevating your consciousness above pain and despair.
| ENC | Riddle of MotionTranscendent Perfection Attack 11 · PsPStd Melee touchFull Discipline, Implement, Psionic, PsychicTgt One creature | Solving the riddle of motion lets you control your foe’s movement and keeps your enemies from doing the same to you. Atk Dex vs Will · Hit 3d6 + Dex psychic dmg, and tgt is either immobilized until EONT or you slide tgt a number of sq equal to its speed. Movement Move Pers · Eff Choose one of the following effects. You move twice your speed and gain a +2 pwr bonus to all defenses against OAs provoked by this movement; or you can ignore forced movement until EONT. |
| ENC | Riddle of HealthTranscendent Perfection Utility 12 · PsPMinor Ranged 5Healing, PsionicTgt You or one ally | Your knowledge lets you cleanse the body of injury and incapacitation. Eff Tgt spends a healing surge and makes a saving throw. If the saving throw is against a poison effect, it gains a +5 pwr bonus. |
| DLY | Riddle of InvulnerabilityTranscendent Perfection Attack 20 · PsPStd Close burst 1Implement, Psionic, Psychic, StanceTgt Each enemy you can see in burst | A pulse of psychic power tears at your enemies, exploiting the weakness of their flesh and enhancing your resilience. Atk Dex vs Will · Hit 3d10 + Dex psychic dmg, and tgt gains vulnerable 5 to all dmg (save ends). Eff You can enter the riddle of invulnerability stance. Until the stance ends, you gain resist 5 to all dmg. Miss Half dmg. |
“I am the unseen blade, the killer in shadow, the final reckoning.”
A covert clan of enigmatic monks engage in assassination, espionage, and sabotage. They are mercenaries, taking commissions from the powerful or the vengeful. Members of the Unseen Hand are bound to the order for life—the clan’s mysteries are too sensitive to allow any member to withdraw or resign.
Secrecy and subtlety lie at the heart of your training. As long as your enemies cannot identify your purpose, you have them at a disadvantage. You might achieve this subterfuge through cunning disguises, skulking through shadows, or misdirection. Mastering the higher mysteries helps you manipulate darkness, leap across vast distances, and penetrate your enemies’ minds.
Being a trained killer is not so different from being any other kind of warrior, but you must ensure that your tactics and techniques do not alarm your companions. At the same time, you must maintain friendly relations with the Unseen Hand clan or face ostracism, retribution—or worse.
| ENC | Unseen Hunter’s PounceUnseen Hand Attack 11 · PsPStd Melee touchFull Discipline, Implement, PsionicTgt One creature | Darting from the shadows, you strike your foe hard as your power twists its mind and clouds its senses. Atk Dex vs Reflex · Hit 2d10 + Dex dmg, and you are invisible to tgt until EONT. If you use a weapon other than your monk unarmed strike to make this attack, the attack deals extra dmg = Con. Movement Move Pers · Eff You have concealment until EONT, and you shift your speed. At the end of this movement, you can make a Stealth check to hide. |
| ENC | Unseen ScrutinyUnseen Hand Utility 12 · PsPMinor Ranged sightPsionicTgt One creature you are hidden from | You erase yourself from a foe’s mind, invisibly shadowing its movements. Eff You are invisible to tgt until you attack it or until the end of the encounter. While this invisibility lasts, whenever tgt moves, you can shift a number of sq = Dex as an immediate reaction. |
| DLY | Unseen AmbushUnseen Hand Attack 20 · PsPStd Melee touchImplement, Psionic, TeleportationTgt One creature you are hidden from | You slip through space to cut down a foe with a crippling attack, then step away to vanish in the shadows. Eff Before the attack, you teleport your speed. · Atk Dex vs Reflex. If you use a weapon other than your monk unarmed strike to make this attack, you gain CA for the attack. · Hit 3d6 + Dex dmg, and tgt is stunned and gains vulnerable 10 to your attacks (save ends). · Miss Half dmg. Eff After the attack, you teleport your speed. If you teleport to a sq that grants you concealment or cover, you can make a Stealth check to hide. |
Monk (PHB3 + Psionic Power) —