4e Monk project

June 28th, 2008

My take on a fourth-edition monk.  I would consider this more or less a final version at the moment, though it will most likely be undergoing further revision.

Last updated on 6/20/2009.

Recent changes:

Name change to Mystic Monk, to differentiate from Wizards of the Coast’s class, which now exists in playtest form.  Inspired by Cyclopedia D&D’s Mystic, obviously.

Uncanny Speed:  Now a shift instead of a move.

Flurry of Blows:  Returned to a close burst 1 attack; the previous version was somewhat confusing, for little real benefit.

Martial Strike:  Previously allowed the monk to make a melee basic attack keyed off Dexterity.  This was made obsolete by a feat in Player’s Handbook 2.  Now allows the monk to add his Constitution modifier, as well as his Dexterity modifier, to damage.  Can still be used as a melee basic attack — I’ll need to watch this.

Nerve Strike:  No longer requires a disrupted target; instead, disrupts the target on a hit.

Many Destinations, One Way (Enlightened Master): This ability now explicitly works only with an attack power, as intended.

Updates as of 1/05/2009:

Inner Eye:  Removed the Wis bonus to AC and Reflex Defense.  Comments on the class needing more attribute dependence were on target.  Those who want to preserve the mechanic can add half the monk’s Wisdom modifier to AC, instead of the straight +3.

Quivering Palm:  Disruption is now a straight -1 saving throw penalty.  A feat can increase this to -2 at paragon level.  Bonus damage now only applies to attacks that have the Ki keyword.

Technique Focus:  Changed Soft Style feature to a bonus to the monk’s defenses, instead of a penalty to the enemy’s attacks.

Various Powers:  Reduced the number of Reliable powers, added “Miss” effects in its place.

Martial Strike:  Now Dex-based only.

Nerve Strike:  Now targets a disrupted creature.

No Shadow:  Secondary target must be different from primary.

Tiger Lunge:  Reworked.  Damage is now 2[W], but pushes instead of slides, and allows use during a charge instead of allowing a 2-square shift.

Tiger’s Roar:  Weakens only until the end of your next turn.

Viper’s Bite:  No ongoing damage on a miss.

Flow Like the River:  Secondary target must be different from primary.

Strength of My Enemy:  Soft Style bonus reduced to +1 to attack (was +2).

Balancing the Scales:  Now triggers on attack, rather than hit, and causes the original attack to target the flanking enemy instead of automatically hitting.

Grass Cutting Fist:  Now based on Wisdom.

Bending Willow Stance:  Only melee attacks trigger the shift reaction.

One Wind Blows Many Leaves:  Clarified.  Damage reduced slightly.

Fist of Wind:  Does not provoke opportunity attacks.

Rabbit Courts the Moon:  Now a Stance.

Scorpion’s Tail:  Soft Style bonus now causes weakened condition to last until the enemy saves against the ongoing damage (was a slide).

Ghost Dancing Strike:  Reduced damage of the initial strike from 3[W] to 2[W].

Phoenix Rises from the Ashes:  Standardized temp hp for Hard Style bonus as 3 times Con mod.

Unarmed Combination feat:  Clarified that bonus attacks cannot themselves grant more bonus attacks on a critical.

Student of the Way feat:  Now increases unarmed damage die by one size.

Vital Opportunity (Master of Dim Mak):  Clarified.

Dim Mak (Master of Dim Mak):  Now causes a -3 penalty to all saving throws (was -2).

Shadowy Shroud (Shadow Striker):  Added Zone keyword.  The burst size can be reduced to a 2 or 1 at the monk’s option.

Updates as of 9/04/2008:

Clarification of various class features.

Changes in the phrasing of powers that used “immediate interrupt” when their intended behavior didn’t match what an immediate interrupt allows.

Various small tweaks to paragon paths.

Updates as of 7/29/08:

Meditative Focus: No longer affects weapons.  A monk who wants multiple magic weapons should buy them, like anyone else.

Monk Weapon Talent: Clarified, removed quarterstaff bonus.  I don’t feel the bonus was inappropriate, but it was a needless bit of complexity.

Quivering Palm: Reworded for clarity.

Flurry of Blows: Up to 3 targets, but only one attack per target.  This differentiates it from the ranger’s Twin Strike.

Nerve Strike: Changed damage from Wis mod to 1[W].

Tiger Lunge: Hard Style AC penalty only lasts until the end of your next turn (was save ends).  This was overlooked in the last round of revision.

Monkey Dances:  Shift is 1 + Con mod (was Con mod).

grappling techniques:  removed the “Wisdom check to move” part, which is now part of the Heroic-tier Skilled Grappler feat.

Iron Body: Bonus now applies to Fortitude Defense as well as AC.

Strength of My Enemy: Clarified.  Now an immediate reaction.  High damage, but the monk must be targeted by an enemy attack in order to trigger it.

Moment of Clarity: Clarified.

Perfect Balance: Acrobatics training is now a prerequisite.

One Wind Blows Many Leaves:  Clarified.

Fist of Wind: Daze lasts until the end of your next turn (was save ends).  This was accidentally overlooked in the last round of revisions.

Presence of the Master: Now close burst 10 (was 20).  I didn’t think the area would be too much of a problem, since Legion’s Hold already has it, but in practice it seemed a bit much, and my feeling is that Presence is a slightly stronger effect than Legion (though it’s also Fear, which some monsters are immune to).

Paragon Paths revised in general.  I eliminated the Magistrate of the Jade Court path because, though I like the name, it’s similar to a paladin path.  Ghost Faced Killer is now a more specialized unarmed fighter.  Dim Mak was reworked; the disease approach proved complicated.

Mystic Monk

“Peace is the Way. I shall defeat you swiftly, so that it is restored.”

Class Traits

Role: Striker. You use your esoteric Martial arts abilities to damage and impede enemies.
Power Source: Ki. You rigorously train both body and spirit.
Key Abilities: Wisdom, Dexterity, Constitution

Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, glaive, halberd, longspear, longsword, quarterstaff, scimitar, short sword, shuriken, sickle, spear
(Author’s note: For a more traditional D&D monk, change this list to: club, dagger, quarterstaff, shuriken, sickle)
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)

Build Options: Contemplative monk, martial monk
Class Features: Inner Eye, Monk Weapon Talent, Quivering Palm, Technique Focus, Uncanny Speed

Creating a Monk

Monks depend on Dexterity for many of their damaging martial powers and Wisdom for their more esoteric ki powers. Constitution will help the monk survive in combat, and is useful for strengthening some of his powers. The two monk builds presented here are the contemplative monk and the martial monk.

Contemplative Monk
You seek enlightenment through perfection of the inner self. You dwell on the philosophies associated with your Martial art, and through them you seek to unlock the mysteries of the universe. Your search for answers may be what leads you to adventure. Your art focuses on the Soft techniques, and therefore often seems gentler than that of your martial counterpart, yet it proves no less effective when you must employ it.

Suggested Feat: Alertness (Human Feat: Action Surge)

Suggested Skills: Heal, Insight, Perception, Nature or Religion (choose one)

Suggested At-Will Powers: insightful strike, nerve strike

Suggested Encounter Power: heron takes flight

Suggested Daily Power: stunning fist

Martial Monk

You seek enlightenment through physical perfection. You practice your art constantly, ever seeking new challenges with which to test your skill and worth. You tend to favor Hard techniques, and your art is often direct and even brutal in application. Even if you are a braggart or a showoff, you prize efficiency in battle, because defeating your enemies swiftly proves the superiority of your art. Fighting is not necessarily the sole purpose of your life, however; like any other warrior, you may keenly appreciate the quieter moments in life.

Suggested Feat: Improved Quivering Palm (Human Feat: Action Surge)

Suggested Skills: Acrobatics, Athletics, Endurance, Perception

Suggested At-Will Powers: flurry of blows, martial strike

Suggested Encounter Power: crane bores the brush

Suggested Daily Power: eagle’s claw strike

Meditative Focus

A monk may employ a special object as his meditative focus. This object can be almost anything that has meaning for the monk: a string of prayer beads, a small jade statuette, a specific garment, even a small, smooth stone. Whatever form the focus may take, it may bear any enchantment that a magical weapon could bear, for the same cost. A monk carrying, wearing, or holding an enchanted meditative focus may apply the effects of its enchantment to his unarmed strikes.

A meditative focus does not take up a magic item slot. For example, a character whose focus is a necklace of prayer beads can wear both that and a magical amulet.

Monk Class Features

Monks have the class features described below.

Inner Eye
You have an almost prescient sense of battle. While you are wearing no armor or cloth armor, and not using a shield, you gain a +3 bonus to Armor Class.

(Author’s note: If you prefer a more traditional D&D monk, make this bonus equal to half the monk’s Wisdom modifier instead.)

Monk Weapon Talent
When you attack with a shuriken, your damage die increases by one size (eg., from 1d4 to 1d6).

You are highly trained in the art of fighting unarmed. When attacking with an unarmed strike, you gain a +3 proficiency bonus to your attack roll and your damage die increases by two sizes (eg., from 1d4 to 1d8). You do not need a hand free to make an unarmed strike, as long as you are capable of moving your legs. Your free hands are considered to be “holding a melee weapon” for purposes of Two-Weapon Fighting and similar feats.

Your unarmed strikes emulate a weapon. Choose a melee weapon group; your unarmed strike is considered to belong to that group as well as to the Unarmed group. Therefore, your unarmed strike may benefit from feats and powers that have special effects when you wield a weapon of a specified group. This choice does not give you any other special abilities; for instance, choosing Polearm does not grant you Reach.

Quivering Palm
Once per round, as a free action, you can disrupt the ki of an enemy you hit with a melee attack. This disruption deals no immediate damage, but it causes the enemy to become more susceptible to your attacks. A disrupted enemy takes a -1 penalty to its saving throws against any power with the Ki keyword.

Once per round, when you hit a disrupted enemy with a melee attack that has the Ki keyword, you can inflict 1d6 bonus damage. You can choose which damage roll to apply this bonus damage to after all of your attacks have been rolled. Your bonus damage increases to 2d6 at 11th level and to 3d6 at 21st level.

You can only apply bonus damage to an enemy if that enemy was disrupted at the start of your turn. You cannot disrupt an enemy and apply bonus damage to that same enemy within the same round.

The disruption effect remains active until the end of the encounter or until the target is defeated.

Despite the name of this class feature, you need not use an unarmed strike to disrupt an enemy or to inflict bonus damage. You can do so with any melee attack.

Technique Focus

Martial techniques can be divided into two broad categories. Hard techniques emphasize the direct application of force to meet force, while Soft techniques emphasize redirecting the force and momentum of the enemy’s attack in order to place him at a disadvantage. Choose one of the two types of techniques to focus on.

Hard Style: You can add your Constitution modifier to the bonus damage provided by your Quivering Palm class feature.

Soft Style: You gain a +1 to all defenses against attacks made by a disrupted enemy.

Most martial arts teach a mix of hard and soft techniques, so you may learn techniques freely; however, focus on a given type of technique provides bonuses to some powers. Individual powers detail the benefit derived from focus on their respective type of technique.

Uncanny Speed
As long as you are wearing no armor or cloth armor, and not using a shield, you can move one square, ignoring difficult terrain, as a minor action.

Monk Powers

Your powers are techniques that you have mastered through long practice in the Martial arts. Some techniques reward a high Wisdom and are well suited for the Soft Style monk, while others reward a high Dexterity and appeal to the Hard Style monk.

At-Will Techniques

Flurry of Blows
You strike out in all directions at the enemies that surround you.
At-Will * Ki, Weapon
Standard Action * Close burst 1
Targets: Each creature in burst that you can see
Attack: Dexterity vs. AC
Hit: 1[W] damage per attack
Increase damage to 2[W] at level 21.

Insightful Strike
You spot an opening in the enemy’s defense and strike.
At-Will * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.
Increase damage to 2[W] + Wisdom modifier at level 21.

Martial Strike
You meet the enemy with force:  a straightforward strike that uses his own motion against him.
At-Will * Ki, Weapon
Standard Action * Melee weapon

Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Constitution modifier damage.
Increase damage to 2[W] + Dexterity modifier + Constitution modifier at level 21.
Special: This power counts as a melee basic attack. When a power allows you to use a melee basic attack, you may use this power.

Nerve Strike
A carefully-placed strike deadens one of the enemy’s limbs.
At-Will * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] damage, the target is disrupted, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] at level 21.

Level 1 Encounter Techniques

Crane Bores the Brush
Emulating the crane, you strike with a swift, fierce thrust.
Encounter * Ki, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you can push the target one square.

Great Throw
Using the enemy’s momentum against it, you turn and throw it to the ground.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. You can switch positions with the enemy. You can slide the enemy into any unoccupied square adjacent to you. The enemy falls prone.

Heron Takes Flight
You dance and weave around the opponent’s attacks, guiding him into position — then, you strike.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and you can slide the target one square.
Miss: You can slide the opponent one square.

Effect: You gain a +1 bonus to AC and Reflex defense until the end of your next turn.

Soft Style: Your bonus to AC and Reflex defense is equal to your Constitution modifier (minimum 1).

Tiger Lunge
You leap forward, delivering a powerful blow and sending your enemy staggering.
Encounter * Ki, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you can push the target a number of squares equal to your Constitution modifier (minimum 1). You can shift into the square the target left.
Hard Style: The enemy takes a -1 penalty to AC until the end of your next turn.

Special: You can use this power in place of a melee basic attack when you charge.

Level 1 Daily Techniques

Crane Stands in the Still Pond
You rise onto the ball of one foot, ready to strike at any enemy who approaches.
Daily * Ki, Stance
Standard Action * Personal, Stance
Effect: Until the end of the encounter, you are slowed, but you may make an opportunity attack against any creature who enters a square adjacent to you. You may end this power early as a free action.

Eagle’s Claw Strike
You focus your power and deal a crippling blow to your foe.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is weakened and slowed (save ends both).

Miss: 1[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.

No Shadow
You strike so swiftly that your enemies don’t see the attacks.
Daily * Ki, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Attack: Wisdom + 2 vs. AC
Hit: 2[W] + Wisdom modifier damage, and you can make a secondary attack.

Miss: Half damage.
Secondary Target: One creature other than the primary target.
Secondary Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage

Miss: Half damage.

Stunning Fist
Targeting vital nerve clusters, you leave your enemy reeling in pain.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is stunned (save ends).

Miss: The target is dazed (save ends).

Level 2 Utility Techniques

Earth Stance
You root yourself to the ground, refusing to yield. Attempting to move you, your attacker only unbalances himself.
Daily * Ki, Stance
Minor Action * Personal
Effect: Until the end of the encounter, you cannot be pushed, pulled, slid, or knocked prone by an attack. You still suffer damage and other effects of the attack. If an attack would force movement or knock you prone, and your attacker is adjacent to you, that attacker grants combat advantage to you until the end of your next turn. You can end this stance early as a free action.

Leap of the Clouds
You can leap a great distance without a running start.
At-Will * Ki
Move Action * Personal
Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed.

Missile Deflection
Before the arrow can strike you, you’ve cut it out of the air.
Encounter * Ki
Immediate Interrupt * Personal
Trigger: An enemy hits you with a ranged weapon attack.
Effect: You take no damage or other effect from the attack. If you have a free hand, you can choose to catch the weapon or projectile.

Monkey Dances
You move out of harm’s way, evading the attacks of your enemies.
Encounter * Ki
Move Action * Personal
Effect: You can shift a number of squares equal to 1 + your Constitution modifier.

Wholeness of Body
Taking a moment to meditate, you shrug off the effects of your wounds.
Encounter * Ki
Move Action * Personal
Effect: You gain an immediate saving throw with a bonus equal to your Wisdom modifier against any one effect upon you that a save could end. You also recover an amount of hit points equal to your Constitution modifier.

Level 3 Encounter Techniques

Butterfly Lands on the Iron Pole
It’s no more than a touch, but it sends your enemy hurtling away.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: You push the target a number of squares equal to your Wisdom modifier, and the target falls prone. If the target strikes another creature or a solid object before completing its movement, it stops in the last square it occupied prior to the collision, and both it and the object or creature it hit take 2d6 damage. You can shift into the square the target vacated.
Soft Style: The target is also dazed until the end of your next turn.

Heaven Strike
You maneuver your enemy off-balance, then deliver an overhead strike, smashing him to the ground.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Special: You can shift one square before or after this attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the enemy falls prone.
Hard Style: The enemy takes a -2 penalty to AC and Reflex defense until the end of your next turn.

Mantis Grasp
Emulating the mantis, you grab your enemy in a crushing grip.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Requirement: You must be able to grab the target.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: Damage equal to your Wisdom modifier, and you grab the enemy.

Effect: While you sustain the grab, the enemy takes damage equal to your Wisdom modifier at the end of each of your turns.

Whirlwind Kick
Pivoting, you launch a vicious, sweeping kick.
Encounter * Ki, Weapon
Standard Action * Close burst 1
Requirement: You must not be immobilized, and you must use your unarmed strike for this attack.
Target: Each creature in burst that you can see
Attack: Dexterity vs. AC
Hit: 1[W] damage, and the enemy is dazed until the end of your next turn.

Level 5 Daily Techniques

Atemi Strike
Targeting the enemy’s vital points in quick succession, you lock its limbs, paralyzing it.
Daily * Ki, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the enemy is stunned (save ends).
Second failed save: The enemy is helpless (save ends).

Miss: The enemy is stunned until the end of your next turn.

Shadow Stitch
You hurl a ki-charged projectile into your opponent’s shadow, and he finds himself pinned, unable to move.
Daily * Ki, Weapon
Standard Action * Ranged weapon
Requirement: You must use a thrown dagger or shuriken for this attack.
Target: One or two creatures.
Attack: Dexterity vs. Reflex (two attacks).
Hit: The enemy is restrained (save ends).
Miss: The enemy is immobilized (save ends) and cannot be pushed, pulled, or slid until freed.

Tiger’s Roar
You loose a thunderous kiai shout, leaving your enemies quailing.
Daily * Fear, Ki, Thunder, Weapon
Standard Action * Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 1d10 thunder damage, and the enemy is weakened until the end of your next turn. If the enemy is bloodied, it moves its speed plus your Constitution modifier away from you. It avoids difficult terrain and dangerous areas if it can. This movement provokes opportunity attacks.
Miss: The enemy is weakened until the end of your next turn.

Viper’s Bite
Your strike disrupts the enemy’s flow of ki, effectively poisoning it.
Daily * Ki, Poison, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, the target is disrupted, and the target takes 5 ongoing poison damage (save ends).

Miss: Half damage, and the target is disrupted. No ongoing damage.

Level 6 Utility Techniques

Iron Body
Focusing your ki, you cause your body to become as tough as iron.
Daily * Ki
Minor Action * Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to AC and Fortitude Defense.

Lessons of the Way
Your philosophical riddles and aphorisms cause others to think about what they know in new ways.
Encounter * Ki
Minor Action * Close burst 10
Effect: Each ally in the burst who is able to hear you may reroll any one Arcana, History, Nature, or Religion check they make during this encounter and take the better result.

Monkey’s Climb
You nimbly climb almost any surface.
At-Will * Ki
Move Action * Personal
Prerequisite: You must be trained in Athletics.
Effect: Make an Athletics check to climb a surface. You move at your full speed during this climb.

Slow Fall
You slow your fall and land gracefully on your feet.
Encounter * Ki
Free Action * Personal
Trigger: You fall any distance.
Effect: Treat the fall as though it were 100 feet shorter. In addition, you do not fall prone at the end of the fall.

Level 7 Encounter Techniques

Crane Bows to Heaven and Earth
You stab at the enemy’s eyes.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the enemy is blinded until the end of your next turn.

Flow Like the River
You follow through on your attack, bringing more enemies within your reach.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage
Effect: You can shift one square and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage
Hard Style: Instead of shifting one square, you can shift a number of squares equal to half your Constitution modifier (minimum 1).

Iron Arm Technique
Your ki empowers the muscles of your arm, and you deliver a blow that could smash through steel as if it were paper.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage, and the enemy gains vulnerability 5 to weapon damage (save ends).

Strength of My Enemy
Your enemy’s attempt to strike you invites your retaliation.
Encounter * Ki, Weapon
Immediate Reaction * Melee weapon

Trigger: A creature you can see that is within your melee reach makes a melee attack against you.
Target: The triggering creature.
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Soft Style: You gain a +1 power bonus to your attack roll.

Level 9 Daily Techniques

One Pillar to Support Heaven and Earth
You hammer your foe with a succession of powerful open-palm blows.
Daily * Ki, Thunder, Weapon
Standard Action * Melee weapon
Requirement: You must attack with an unarmed strike.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier thunder damage, and the target is dazed until the end of your next turn. Until the end of the encounter, each time you hit the target with an unarmed strike, he becomes dazed until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of your next turn.

One Strike, Two Cuts
Your blow ruptures the enemy’s flesh, causing him to bleed profusely.
Daily * Ki, Reliable, Weapon
Standard Action * Melee weapon or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing 10 damage (save ends). If the target is bloodied while the ongoing damage is still in effect, it is weakened until its save succeeds.

Tiger Rakes His Prey
Grabbing the enemy, you deliver a vicious blow to his midsection.
Daily * Ki, Weapon
Standard Action * Melee unarmed
Requirement: You must be able to grab the target.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage, and you grab the target.

Miss: Half damage, and you fail to grab the target.
Sustain Standard: 1[W] + Wisdom modifier damage, and you sustain the grab.

Whirling Fury
You lash out with a succession of strikes as you move across the battlefield, pinning the enemies down as they fend off your assault.
Daily * Ki, Weapon
Standard Action * Melee weapon

Effect: Move your speed. Any time you would provoke an opportunity attack for this movement, make an attack against that enemy.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you can slide the target one square. The target is immobilized until the end of your next turn. You do not provoke an opportunity attack from the target.
Miss: Half damage, and the target is immobilized until the end of your next turn. The target can make an opportunity attack against you as normal.

Level 10 Utility Techniques

Balancing the Scales
Your enemies thought they had you surrounded…
Encounter * Ki
Immediate Interrupt * Personal
Trigger: An enemy who is flanking you makes a melee attack against you.
Effect: You switch positions with the other enemy who is flanking you. The attack targets that enemy instead.

Heaven Stance

Your light step carries you around the enemy’s attacks.

Daily * Ki, Stance

Minor Action * Personal

Effect: Until the end of the encounter, you gain a +4 power bonus to AC against opportunity attacks. If an enemy makes an opportunity attack against you and misses, that enemy grants you combat advantage until the end of your next turn.

Moment of Clarity
In the moment before the battle begins, you see all possibilities with perfect clarity.
Daily * Ki
No Action * Personal
Effect: Use this power instead of rolling initiative. Your initiative score for this encounter is equal to 20 + your Wisdom modifier + any bonuses or penalties that apply.

Perfect Balance
You move swiftly and gracefully even in the most difficult circumstances.
At-Will * Ki
No Action * Personal

Prerequisite: You must be trained in Acrobatics.
Effect: You automatically succeed on Acrobatics checks to balance, except on checks you must make because you took damage. On such checks, you gain a +5 power bonus. You can move your full speed when balancing, and you do not grant combat advantage while balancing.

Level 13 Encounter Techniques

Crane Looks to the Four Directions
A flurry of quick motions helps you escape a dangerous situation.
Encounter * Ki, Weapon
Standard Action * Close burst 1
Target: Each creature in burst that you can see
Special: You can shift one square after this attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier damage, and you can push the target one square. If you were granting combat advantage to the target, you can push the target an additional square.
Hard Style: After pushing a target, you can slide the target an additional square.

Grass Cutting Fist
The enemy doesn’t bend before you — it breaks.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, the target is disrupted, and until the end of the encounter the target is unable to shift (save ends).

Soft Style: Until the end of the encounter, each time you hit the target, it is unable to shift until the end of your next turn.

Hare Kicks the Mountain
You slam a bone-crunching attack into your opponent’s leg.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is slowed (save ends) and falls prone.

Level 15 Daily Techniques

Bending Willow Stance
You bob and weave, moving with your opponent’s attacks like a willow tree caught in a storm.
Daily * Ki, Stance, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and you take half damage from the target’s attacks until the end of your next turn.
Effect: Until the end of the encounter or until the stance ends, you gain a +2 power bonus to AC, and you can shift one square as an immediate reaction any time a melee attack is made against you.

Earth Strike
With a loud kiai, you strike the ground, causing a nearby area to heave and quake in the wake of your blow.
Daily * Ki, Thunder, Weapon
Standard Action * Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 3d10 thunder damage, and the target is immobilized (save ends) and knocked prone.
Effect: Until the end of the encounter, the burst area is considered difficult terrain.
Sustain Standard: Make a Wisdom vs. Reflex attack against each creature in the burst area. Those hit take 1d10 thunder damage and are knocked prone.

One Wind Blows Many Leaves
You make your way across the battlefield, parrying and counterattacking as you go.
Daily * Ki, Stance, Weapon
Standard Action * Personal
You can move your speed as part of this action. You do not provoke opportunity attacks for this movement. Each time you first move within your melee reach of an opponent, you may make an attack against that opponent.

Attack: Dexterity vs. AC

Hit: 2[W] damage, and the target is slowed until the end of your next turn.

Sweeping Serpent Strike
You strike with a sinuous motion, grabbing your opponent in a constricting grip.
Daily * Ki, Weapon
Standard Action * Melee weapon
Requirement: You must be able to grab the target.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage, and you grab the target.

Miss: Half damage, and you fail to grab the target.
Effect: While you sustain the grab, the target takes 1[W] + Wisdom modifier damage at the end of each of your turns. If you are hit by an opportunity attack while moving the target, you may make a Wisdom vs. Reflex attack roll against the attacker as an immediate interrupt; if you hit, then the grabbed target is hit by the opportunity attack instead of you.

Tranquil Touch
As you strike, you tap a certain vital spot, and your enemy collapses.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] damage, and the target is unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious.

Miss: 1[W] damage, and the target is knocked prone.

Level 16 Utility Techniques

Abundant Step
You move from here to there in the blink of an eye.
Daily * Ki, Teleport
Move Action * Personal
Effect: You teleport up to a number of squares equal to 10 + your Constitution modifier. Any enemy within your melee reach at the end of your move grants you combat advantage until the end of your next turn.

Blade Catch
You clap your hands together, catching the incoming attack between them before it can strike you.
Encounter * Ki
Immediate Interrupt * Personal
Requirement: You must have two free hands.
Trigger: An enemy hits you with a melee attack.
Effect: You take no damage or other effect from the attack. If the attack used a weapon, the target drops that weapon. You can hold onto the weapon, or you can drop it in your square as a free action.

Cloud Step
You make enormous, soaring leaps.
Daily * Ki
Minor Action * Personal
Effect: Until the end of your next round, you can fly with a speed equal to your move + your Constitution modifier. If you do not end your turn on a solid surface, you fall.
Sustain Minor: You can sustain the effect until the end of this encounter, or for five minutes. You must end each turn on a solid surface, or you fall.

Purity of Body
Taking a moment, you cleanse your body of impurities and restore the proper flow of your ki.
Daily * Ki
Standard Action * Personal
Effect: You automatically succeed on one saving throw against ongoing damage or one Endurance check to improve your condition if you are diseased, or you negate your exposure to disease for the remainder of this encounter. In addition, you can spend a healing surge.

Level 17 Encounter Techniques

Fist of Wind
You strike into the air; across the battlefield, your enemy recoils as though struck.
Encounter * Ki, Weapon
Standard Action * Ranged 20
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is dazed until the end of your next turn.

Special: This attack does not provoke opportunity attacks.

Guiding the River
A gentle touch in the right place is all it takes to redirect the force of your opponent’s blow.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Special: You can shift one square before or after this attack.
Attack: Wisdom vs. Reflex
Hit: You can slide the target one square. The target makes a melee basic attack against another enemy of your choice within its reach. The target loses its next standard action.
Soft Style: The target gains a +2 power bonus to its melee basic attack.

Heaven’s Judgment
A resounding blow leaves your enemy reeling.
Encounter * Ki, Weapon
Standard Action* Melee weapon
Target: One creature that you have grabbed
Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier damage, and while you sustain the grab the target is restrained instead of immobilized.

Monkey Rages Against Heaven
You burst into motion, throwing a succession of swift, reckless-seeming attacks toward every enemy nearby and forcing them to give ground.
Encounter * Ki, Weapon
Standard Action * Close blast 3
Target: Each creature in blast that you can see
Special: You gain a +2 power bonus to your attack rolls until the start of your next turn, but you suffer a -2 penalty to your AC. You can shift up to two squares in the direction of the blast after the attacks are resolved.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you slide the target up to three squares.
Hard Style: Choose one enemy you hit. You can shift up to three additional squares, ending your move adjacent to that enemy, and that enemy grants you combat advantage until the end of your next turn.

Storm of Blades
You strike with the fury of a raging thunderstorm.
Encounter * Ki, Lightning, Weapon
Standard Action * Melee weapon
Target: One to three creatures
Attack: Dexterity vs. AC (three attacks)
Hit: 1[W] + Dexterity modifier damage per attack. Additionally, a target struck once takes 5 ongoing lightning damage (save ends). A creature struck twice takes 10 ongoing lightning damage (save ends). A creature struck three times takes 15 ongoing lightning damage (save ends).

Level 19 Daily Techniques

Dragon’s Countless Coils
Every time the enemy tries to strike, he finds you’ve anticipated the blow.
Daily * Ki, Stance, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage.

Miss: Half damage.
Effect: Until the end of the encounter, each time the enemy attempts to attack you, you can counterattack as an immediate interrupt. The counterattack is a Wisdom vs. AC attack that causes 1[W] + Wisdom modifier damage and allows you to shift one square if you hit. The enemy can make a saving throw to end this effect.

Eye of Heaven
Your eyes might be fooled, but the universe cannot be; you let it guide your strike to where it must be.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Special: This attack ignores cover, concealment, and invisibility.
Attack: Wisdom vs. AC
Hit: 5[W] + Wisdom modifier damage.
Miss: Half damage.

Rabbit Courts the Moon
You dance about your foe, drawing him in and leading him exactly where you want him.
Daily * Ki, Stance, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, you can shift one square, and you pull the target into the square you vacated. You mark the target.
Effect: Until the end of the encounter, the target suffers a -4 penalty to attack rolls against you. Each time you attack the target or the target attacks you, you can shift one square and slide the target into the square you vacated. The target can make a saving throw to end the attack penalty, but not the movement effect.

Shattering Blow
A single blow is all you need to devastate your opponent.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the target is stunned and gains vulnerability 5 to all damage (save ends both).

Miss: Half damage, and the target is dazed (save ends).

Level 22 Utility Techniques

Auspicious Moment
You bide your time, waiting for the best moment to strike.
Daily * Ki
Standard Action * Personal
Effect: You can spend a healing surge. Ready an attack action. If you perform the readied action before the start of your next turn, you cause a critical hit on a roll of 17-20, and you gain a +5 power bonus to any damage you inflict. If you do not perform the readied action, you recover the use of this power.

Diamond Body, Diamond Soul
Your spirit proves unassailable.
Daily * Ki
Immediate Interrupt * Personal
Trigger: An enemy hits you with an attack.
Effect: You take no damage or other effect from the attack. You can shift up to a number of squares equal to your Wisdom modifier.

Strike the Spirit
Your ki-enhanced attacks strike not only at the bodies of your opponents, but at their very spirit.
Daily * Ki, Radiant
Minor Action * Personal
Effect: Until the end of your next turn, your attacks cause radiant damage, you can strike insubstantial creatures for full damage, and your attacks that would normally target AC instead target Reflex Defense.

Sustain Minor: This power can be sustained until the end of the encounter, or for five minutes.

Touch the Void
Even a moment of insight can often yield great results.
Daily * Ki
Immediate Interrupt * Personal
Trigger: You make a d20 roll and are unhappy with the result.
Effect: You can reroll, adding a power bonus equal to your Wisdom modifier to the result. You can choose which result to use.

Level 23 Encounter Techniques

Carry Pebbles, Move Mountains
One of the most elementary techniques of your art forms the basis of a lightning-quick combination of strikes.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Attack: Special
Hit: Special
Effect: As part of this action, make a melee basic attack or use an at-will technique against the primary target, with a +2 power bonus to your attack roll. You can shift one square and make a secondary attack.
Secondary Target: One creature
Secondary Attack: Dexterity + 2 vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is dazed (save ends). A target who was already dazed is instead stunned (save ends).

Hard Style: After you make your secondary attack, you can shift one square and make a melee basic attack against an adjacent creature.

Eight Million Stars in Heaven
Your shuriken fill the sky, flashing with the light of heaven.
Encounter * Ki, Radiant, Weapon
Standard Action * Area burst 2 within 12 squares
Requirement: You must be wielding shuriken
Primary Targets: Each enemy in burst that you can see
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier radiant and weapon damage, and the target is dazed until the end of your next turn.
Effect: Make a secondary attack against the target
Secondary Target: One creature
Secondary Attack: Wisdom vs. Will
Hit: The target is blinded until the end of your next turn.

Eye of the Hurricane
Through sheer force of will and manipulation of your ki, you draw your opponents in. Your fists are waiting to greet them.
Encounter * Ki, Weapon
Standard Action * Close burst 10
Primary Targets: Each enemy in burst
Attack: Wisdom vs. Will
Hit: You can pull the target a number of squares equal to your Wisdom modifier (maximum number equal to its move). If you pull the target adjacent to you, you can make a secondary attack.
Miss: Unless the target is already adjacent to you, it shifts one square toward you. You do not make a secondary attack.
Secondary Target: One enemy
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, you can slide the target a number of squares equal to your Wisdom modifier, and the target falls prone.

Scorpion’s Tail
Your strike disrupts the opponent’s ki, afflicting him with a terrible sickness.
Encounter * Ki, Poison, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage, the target is disrupted, the target takes 10 ongoing poison damage (save ends), and the target is weakened until the end of your next turn.
Soft Style: The target is weakened until its save against the ongoing damage succeeds.

Level 25 Daily Techniques

Earth Below, Heaven Above
As the enemy approaches, you use its own momentum to send it crashing to the ground and follow up with a swift blow.
Daily * Ki, Weapon
Immediate Interrupt * Melee weapon
Trigger: An enemy outside your reach moves to a square within your reach.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6[W] + Dexterity modifier damage, the target is slid to an adjacent square opposite you, and the target is knocked prone. If the square opposite you was already occupied, the occupant of the square takes half damage, is pushed one square, and falls prone.
Miss: Half damage, and the target is knocked prone.

Ghost Dancing Strike
Moving swiftly, you hit your opponent, then fade away in the blink of an eye, only to strike again from somewhere else entirely.
Daily * Ki, Teleport, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Special: You can shift one square before this attack.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, plus 10 ongoing damage (save ends), and you can teleport a number of squares equal to 5 + your Constitution modifier. If you teleport adjacent to an enemy, you can make a secondary attack.

Miss: Half damage and half ongoing damage. You can teleport and make a secondary attack.
Secondary Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, plus 10 ongoing damage (save ends).

Miss: Half damage and half ongoing damage.

Heaven and Earth Meet in the Middle
You strike high, then low, throwing your enemy off balance and sending him stumbling to the ground.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. AC (three attacks)
Hit: 2[W] + Dexterity modifier each attack. If the first attack hits, the enemy grants combat advantage to you and your allies (save ends). If the second attack hits, the target falls prone. If the third attack hits, the target takes 5 ongoing damage (save ends), and you can slide the target a number of squares equal to your Constitution modifier. Saving throws against each effect must be made independently.

Ki Explosion
Focusing your ki on a distant spot, you cause a sudden ground-level explosion, crippling your opponents’ legs and sending them sprawling.
Daily * Force, Ki, Weapon
Standard Action * Area burst 3 within 20 squares
Targets: Each creature in burst other than you
Attack: Wisdom vs. Fortitude
Hit: 6d6 force damage, you can push the target a number of squares equal to your Constitution modifier from the origin of the burst, the target falls prone, and the target is slowed (save ends).
Miss: Half damage, you can push the target 1 square from the origin of the burst, and the target is slowed (save ends).
Effect: The burst area is considered difficult terrain until the end of the encounter.

Level 27 Encounter Techniques

Eight Winds of the World
You leap across the battlefield, sowing chaos among your enemies as you go.
Encounter * Ki, Weapon
Standard Action * Personal
You can move your speed as part of this action. Until the end of this round, each time you would provoke an opportunity attack from an enemy, the enemy must instead make a melee basic attack as an opportunity attack against itself or against another enemy it can reach (at your option). The enemy cannot decline to make this opportunity attack. If the enemy hits, you may make a secondary attack against the enemy’s target if it is within your melee reach.
Secondary Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.

Phoenix Rises from the Ashes
Capitalizing on your opponent’s missteps, you take the opportunity to focus your ki and strike.
Encounter * Ki, Weapon
Immediate Reaction * Melee weapon
Trigger: An enemy within your reach suffers from an effect that a saving throw would end.
Effect: You can spend a healing surge as part of this attack.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage. If the target is bloodied, it takes an additional 1[W] damage.
Hard Style: If you spend the healing surge, you also gain a number of temporary hit points equal to triple your Constitution bonus.

Respectfully Decline with Thousand Apologies
Your control of your own ki negates the opponent’s stratagem, turning its power back upon itself.
Encounter * Ki, Weapon
Immediate Reaction * Melee weapon
Trigger: You are hit by an attack that would cause an effect other than damage.
Effect: You take the initial damage of the attack, but you negate all other effects. You can attack the creature who attacked you if it is within your melee reach.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: The target takes damage equal to the damage you took + your Wisdom modifier, and the target suffers the additional effects of the attack that you avoided.

Soft Style: After resolving this power, whether you hit or miss, you gain a +2 power bonus to attack rolls against the target until the end of your next turn.

Seal Ki
You strike your target’s atemi points in a certain complex sequence, sealing the flow of his ki and causing excruciating agony.
Encounter * Ki, Necrotic, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier necrotic damage, and the target takes 10 ongoing necrotic damage (save ends).

Sun-and-Stars Kick
You leap high into the air and crash down on your target like a meteor.
Encounter * Ki, Thunder, Weapon
Standard Action * Melee weapon
Primary Target: One creature you have charged.
Special: You use this attack in place of a melee basic attack during the charge.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, the target must move one square, and the target falls prone. This movement provokes opportunity attacks from your allies, but not from you.
Miss: You slide the target one square.
Effect: A close burst 2 originating at the location you now occupy.
Secondary Targets: Each creature in burst.
Attack: Wisdom vs. Fortitude
Hit: 1d10 thunder damage, and the target falls prone and is deafened (save ends). If the target is already prone, it instead takes 3d10 thunder damage and is dazed and deafened (save ends both).
Miss: The target is deafened until the end of your next turn.
Effect: The burst area is considered difficult terrain until the end of the encounter. You can shift a number of squares equal to your Constitution modifier.

Level 29 Daily Techniques

Dragon Tail
To your enlightened perspective, the moments stretch into minutes. There’s plenty of time to counter every move the enemy makes.
Daily * Ki, Stance, Weapon
Standard Action * Melee weapon * Personal
Effect: Until the end of the encounter, you gain a +4 power bonus to all defenses. Any time an enemy that you can see and reach attacks you, you may make a Dexterity vs. AC attack against that enemy. If you hit, the target takes 1[W] + Dexterity modifier damage, and its attack misses you.

Mantis Double Clutch
Your enemy struggles in vain to escape your stone-crushing grip.
Daily * Ki, Reliable, Weapon
Standard Action * Melee weapon
Requirement: You must be able to grab the target(s). In order to target two creatures, you must have two hands free.
Target: One or two creatures
Attack: Wisdom vs. Reflex (two attacks possible)
Hit: 2[W] + Wisdom modifier damage, and you grab the target.
Effect: While you sustain the grab, the target is restrained rather than immobilized, and it takes damage equal to your Wisdom modifier at the end of each of your turns. The target cannot attack you while you sustain the grab and takes a -5 penalty on attempts to escape. If you grab two targets, you can sustain both grabs as a single minor action.

Presence of the Master
A simple tilt of the head or narrowing of the eyes is all it takes to strike fear into your enemies — and to inspire your allies.
Daily * Fear, Ki, Weapon
Standard Action * Close burst 10
Target: Each enemy in burst that can see you
Attack: Wisdom vs. Will
Hit: The target is stunned (save ends). After the first successful save, it moves its full speed away from you on each of its move actions (save ends). It avoids difficult terrain or dangerous territory if it can. This movement provokes opportunity attacks.
Miss: The target is dazed (save ends). After the first successful save, if the target is bloodied, it moves its full speed away from you and loses its next move action.
Effect: Each ally in the burst who can see you can spend a healing surge, and each gains a +5 power bonus to one d20 roll of their choice that occurs before the end of your next turn.

World Breaker’s Hand
You concentrate the totality of your being into a single eradicating strike.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature or object
Special: You automatically break or burst an unattended object with this attack, unless it is an artifact.
Attack: Dexterity vs. Fortitude
Hit: 6[W] + Dexterity modifier damage, and the target takes 20 ongoing damage (save ends). After the first successful save, the target takes 10 ongoing damage (save ends).
Miss: Half damage, and the target takes 10 ongoing damage (save ends).

Monk Feats

Heroic Tier

Additional Weapon Emulation

Prerequisites: Your unarmed strike belongs to a weapon group other than Unarmed

Benefit: Choose a melee weapon group. Your unarmed strikes are now treated as a member of that weapon group, in addition to its current weapon groups.

Special: You can gain this feat multiple times. Each time, choose a different weapon group.

Improved Quivering Palm
Prerequisites: Wis 13, monk, Quivering Palm class feature
Benefit: The bonus damage dice provided by your Quivering Palm are d8s instead of d6s.

Improvisation Expert
Prerequisites: Str 17 or Dex 17, proficient with Unarmed attacks
Benefit: You gain a +2 proficiency bonus to your attack rolls when using an improvised weapon, and your damage die increases by one size. You can use an object of up to 5 lbs. as an improvised one-handed or thrown weapon, and an object of up to 25 lbs. as an improvised two-handed weapon.

Skilled Grappler
Prerequisites: Wis 15, proficient with Unarmed attacks
Benefit: You gain a +2 proficiency bonus on your attack roll when attempting to grab, and you can use your Wisdom modifier instead of your Strength modifier on attack rolls when attempting to grab or when attempting to move a grabbed target. You also gain a +2 feat bonus on Athletics checks to attempt to escape a grab, and you can use your Wisdom modifier instead of your Strength modifier on such checks.

Paragon Tier

Improved Disruption

Prerequisites: Quivering Palm class feature

Benefit: An enemy you disrupt takes a -2 penalty to saving throws against powers with the Ki keyword.

Masterful Dodge
Prerequisites: Dex 15, Wis 15
Benefit: You gain a +1 feat bonus to AC while wearing no armor or cloth armor.

Skilled Groundwork
Prerequisites: Dex 17, Skilled Grappler
Benefit: You do not suffer attack penalties or grant combat advantage when you are prone. You can stand up as a minor action.

Unarmed Combination
Prerequisites: Dex 17, Wis 15, proficient with Unarmed attacks
Benefit: When you critically hit with an unarmed attack, you can make an additional unarmed melee basic attack against the target as a free action. This extra attack does not grant further bonus attacks, even if it is a critical hit.

Epic Tier

Unarmed Mastery
Prerequisites: Dex 19, Wis 19
Benefit: When you make a melee attack with an unarmed attack, you can score a critical hit on a natural roll of 19 or 20.

Multiclass Feat

Student of the Way
Prerequisites: Dex 13 or Wis 13
Benefit: You gain training in one skill from the monk’s class skill list.
You gain a +3 proficiency bonus to your attack roll when making an unarmed strike, and your unarmed strike damage die is increased by one size (eg., from 1d4 to 1d6).
Choose a 1st-level monk at-will power. You can use that power once per encounter.

Monk Paragon Paths

Cloudwalker

“The heavens were never out of our reach, my friend.”

Prerequisite: Monk class, training in Acrobatics

Your ki fills you, lightening your step. You’ve learned to skip across the surface of a pond as easily as though it were a stone path, to walk on grass and barely bend a blade, and to leap such heights and distances that the uninitiated would think you were flying. And… once in a while… you are.

Cloudwalker Path Features

Cloudwalker Action (11th level): When you spend an action point to gain an extra action, you also gain an extra move action.

Walk of the Clouds (11th level): You can add your speed to the number of squares you jump, and you are always treated as having a running start. Your jump can exceed your speed.

Additionally, you can stand on almost any surface as though you weighed no more than a fly. You can land on the surface of water, walk across rice paper without tearing it, and balance on the thinnest of twigs. You do not set off pressure plates, and you do not leave tracks unless you want to.

Heaven Spanning Stride (16th level): You no longer simply walk; instead, you fly at your speed. You must end each turn on some surface, or you fall.

Additionally, if you fall, you take no damage and you land on your feet.

Cloudwalker Techniques

Level 11 Attack Technique
Soaring Assault
You strike as you leap past your enemy.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Special: You can make an Athletics check to jump as part of this action. You can attack a creature you pass adjacent to during your jump. Your movement does not provoke opportunity attacks from your target.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.

Level 12 Utility Technique
Flow with the Strike
Instead of trying to resist your enemy’s push, you assist it, letting yourself glide away.
Encounter * Ki
Immediate Reaction * Personal

Trigger: You are forced to move.
Effect: If the enemy’s attack inflicted damage, you take only half damage. You can shift up to a number of squares equal to your speed, but you must move away from the triggering enemy.

Level 20 Attack Technique
Embrace of Heaven
Kicking off the enemy, you soar into the air.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Until the end of your next round, you can fly at double your speed. You can hover. You can shift two squares as a single move action.
Sustain Minor: You can sustain the flight effect until the end of the encounter, or for five minutes.
Special: If there is no appropriate target, you can still use this power and gain the flight effect.

Drunken Master

“Can’t an old man finish his drink in peace around here? No? Guess I’ll have to drink up while I teach you a lesson, then…”

Prerequisite: Monk class

Many stories tell of the Drunken Style, a method of the Martial arts that involves emulating the staggering gait and unpredictable motions of a drunken man in order to mislead opponents. Some say that masters of the style in fact fight while drunken, and that inebriation, far from inhibiting their prowess, somehow enhances it. Many con artists purportedly know the secrets of Drunken Style and are willing to pass them along for a price; their students almost inevitably come to ruin. But there are a few who know the true methods of Drunken Style, and you are one of those few.

Drunken Master Path Features

Drunken Master’s Action (11th level): Whenever you spend an action point to gain an extra action, you can also take a drink of alcohol as described below, as a free action.

Inhuman Tolerance (11th level): You can take a drink as a move action; if you do, you recover a number of hit points equal to your Constitution modifier and gain a +1 bonus to your attack rolls until the end of your next turn.

No matter how much alcohol you drink, you never take penalties to attack rolls or physical skill or attribute checks because of inebriation. Additionally, if the GM rules you are sufficiently drunk to suffer a penalty to mental or social skill checks, you gain an equal bonus to physical skill checks (but not attack rolls).

Staggering Gait (16th level): When charging, you do not need to move in a straight line, and you do not need to end your charge in the closest square adjacent to the target. Additionally, whenever you move or charge at least 3 squares, you gain a +2 bonus to your AC and Reflex defense until the start of your next turn, and an additional +2 bonus to your AC against opportunity attacks.

Drunken Master Techniques

Level 11 Attack Technique
Gout of Flame
After taking a generous drink, you spew a billowing cloud of flame toward the enemy.
Encounter * Fire, Ki, Weapon
Standard Action * Close blast 5
Target: Each creature in blast
Attack: Dexterity vs. Reflex
Hit: 3d6 + Constitution modifier fire damage, and the creature is disrupted.
Miss: Half damage.

Level 12 Utility Technique
Drunkard’s Walk
You weave and reel, appearing alarmingly close to falling over at times, yet you manage to stay just out of harm’s way.
Encounter * Ki
Move Action * Personal
Effect: Shift up to a number of squares equal to your speed. You can ignore the effects of difficult terrain during this movement. You gain a +2 bonus to AC and Reflex defense until the start of your next turn.

Level 20 Attack Technique
Beggar’s Gang
Your ‘drunken fumbling’ manages to entangle your target, pulling him into the way of his companions’ attacks.
Daily * Ki, Weapon
Standard Action * Melee weapon

Requirement: You must be able to grab the target.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and you grab the target. The next time an attack would hit you, it instead hits the grabbed creature.

Ghost Faced Killer

“My fists are deadlier than any weapon.”

Prerequisite: Monk class

The philosophical aspects of the Way are all well and good, but they interest you much less than the techniques that allow you to devastate your foes with your bare hands. You work to refine your style to masterful efficiency, and when challenged you show no mercy.

Ghost Faced Killer Path Features

Killing Action (11th level): Whenever you spend an action point to gain an extra action, your unarmed attacks also deal ongoing damage equal to your Dexterity modifier (save ends) until the start of your next turn.

Deadly Strike (11th level): When you attack with an unarmed strike, you can add your Constitution modifier as a bonus to damage.

Killing Intent (16th level): Any enemy adjacent to you takes necrotic damage equal to your Constitution modifier at the start of its turn.

Ghost Faced Killer Techniques

Level 11 Attack Technique
Ghostly Assault
After you strike, you fade into the shadows.
Encounter * Ki, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, you turn invisible until the start of your next turn, and you can then teleport a number of squares equal to your Constitution modifier.
Miss: You turn invisible until the start of your next turn, and you can then teleport a number of squares equal to your Constitution modifier.

Level 12 Utility Technique
Ghost Step
You step slightly outside of the world, becoming no more substantial than a ghost.
Daily * Ki
Minor Action
Personal
Effect: Until the end of your next turn, you are insubstantial and phasing, and you have concealment.

Level 20 Attack Technique
Bloody End
The enemy is wounded. You exult in the kill.
Daily * Ki, Reliable, Weapon
Standard Action
Melee weapon
Primary Target: One bloodied creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier. If this attack reduces the enemy to 0 hp or less, you recover hit points as though you had spent a healing surge.

God Hand Grappler

“When you have wrestled the cyclone and pinned the tsunami, then you will be worthy to challenge me.”

Prerequisite: Monk class, proficient with grab attacks

Whereas most monks focus on unarmed or weapon strikes, you’ve honed your grappling skills to almost unheard-of levels. Your mastery of rare joint-locking techniques and other holds enables you to pit yourself on an even level against such creatures as giants and elementals. The enemy who wanders into your reach is sure to regret it when it finds itself held fast in your grip.

God Hand Grappler Path Features

Grappling Action (11th level): Whenever you spend an action point to gain an extra action, you can automatically grab one creature you hit with a melee attack before the end of the round.

God Hand’s Persistence (11th level): A creature that you grab cannot be forced to move unless you allow it. If you choose to allow the movement, you can move an equal number of squares, remaining adjacent to the creature. If you do, you can sustain the grab. You can stop both your own and the creature’s movement at any time.

Additionally, if you are forced to move, you can pull the grabbed creature an equal number of squares, so that it remains adjacent to you. If you do, you can sustain the grab.

God Hand’s Grasp (16th level): You can grab a creature that is up to three sizes larger than yourself.

God Hand Grappler Techniques

Level 11 Attack Technique
Joint Lock
You know just how to apply tension to keep your target from moving.
Encounter * Ki, Weapon
Standard Action * Melee weapon
Requirement: You must have at least one hand free, and you must be able to grab the target.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage, and you grab the target. While you sustain the grab, the target is effectively stunned, except that it can still attempt to escape the grab. If you had already grabbed the target, it takes an additional 1[W] + Constitution modifier damage.

Level 12 Utility Technique
Shake It Off
Your grip can’t be broken by a mere distraction.
Daily * Ki
Immediate Reaction * Personal
Trigger: You suffer from a condition that would prevent you from making opportunity attacks.
Effect: End the condition immediately. If you were sustaining a grab, that grab does not end.

Level 20 Attack Technique
Spinebreaker
With this hold, you need only a small motion to snap the enemy’s bones like dry twigs.
Daily * Ki, Weapon
Standard Action * Melee weapon
Target: One creature that you have grabbed
Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier, the target is dazed (save ends), and the target takes a -2 penalty to all attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a -1 penalty to all attack rolls until the end of the encounter.

Master of Dim Mak

“You are already dead.”

Prerequisite: Monk class

All monks are familiar with vital point strikes, but you’ve invested many hours into intense study of ki flow and vital processes. Your slightest touch can prove devastating, and you have even unlocked the secret of the infamous dim mak — the death touch technique.

Master of Dim Mak Path Features

Vital Action (11th level): Whenever you spend an action point to gain an extra action, until the start of your next turn, your attacks cause your opponents to become restrained until the end of your next turn in addition to their other effects. An opponent who is already restrained instead becomes stunned.

Restore the Flows (11th level): As a standard action, you can remove any or all of the following conditions from yourself or an adjacent creature: blinded, dazed, deafened, marked, slowed, stunned, weakened. The target must spend a healing surge, but does not recover any hit points. If the target has no healing surges remaining, this ability has no effect.

Vital Opportunity (16th level): When you are allowed to make an opportunity attack, you can choose to make a special Wisdom vs. Fortitude attack instead. A hit with this attack causes no damage, but the opponent becomes restrained until the end of your next turn.

Master of Dim Mak Techniques

Level 11 Attack Technique
Paralyzing Needle
An acupuncture needle in the right spot freezes the foe.
Encounter * Ki, Weapon
Standard Action * Ranged weapon
Requirement: You must be wielding a shuriken.
Target: One creature
Attack: Wisdom vs. AC
Hit: The target is restrained (save ends). After the first successful save, the target is immobilized (save ends).
First failed save: The target is stunned (save ends).
Miss: The target is immobilized (save ends).

Level 12 Utility Technique
Strong Medicine
A few quick taps bring a surge of restorative energy.
Daily * Ki
Immediate Reaction * Melee touch
Trigger: An ally spends a healing surge.
Effect: The ally recovers a healing surge.

Level 20 Attack Technique
Dim Mak
You’ve touched the enemy. He doesn’t even know he’s already dead.
Daily * Ki, Reliable, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: No damage, but the target is slowed (save ends). Until it can take an extended rest, the target is disrupted, cannot be healed by any means, and suffers a -3 penalty to all saving throws.
First failed save: The target is also weakened (save ends).

Second failed save: The target is also dazed (save ends).

Third failed save: The target is also stunned (save ends).

Fourth failed save: The target is also unconscious (save ends).

Fifth failed save: The target dies.

Shadow Striker

“You might evade my fists, but you’ll never escape your own shadow.”

Prerequisite: Monk class

You’re familiar with the Shadow Stitch technique, and its application — esoteric even among the strange arts of your Way — fascinated you. The ability to create a ki-forged link between a creature’s shadow and its physical body seemed to offer many possibilities. You’ve expanded on what you knew of the technique, and you’ve found that you were correct in your estimation.

Shadow Striker Path Features

Shadow Manipulation Action (11th level): When you spend an action point to gain an extra action, you can also make any melee attack as a ranged 20 attack until the start of your next turn.

The Shadows Hide No Secrets (11th level): You gain darkvision.

Shadow’s Embrace (16th level): Whenever you or an ally critically hits a creature you threaten, and you are capable of making an opportunity attack, you can immobilize that creature (save ends) as a free action.

Shadow Striker Techniques

Level 11 Attack Technique
Shadowy Clutch
Your enemies’ own shadows suddenly clutch at their legs.
Encounter * Ki, Weapon
Standard Action * Area burst 2 within 10 squares
Target: Each enemy in burst that you can see
Attack: Wisdom vs. Reflex
Hit: The target is immobilized and grants combat advantage to you and your allies (save ends both).
Miss: The target is slowed until the end of your next turn.

Level 12 Utility Technique
Shadowy Shroud
The shadows in the area expand and deepen, flowing as you direct.
Encounter * Ki, Zone
Minor Action * Area burst 3 within 10 squares
Effect: The burst area is shrouded in ki-infused darkness that even darkvision cannot penetrate. The shroud blocks line of sight for all creatures except you. Any creature except you that is entirely within the shroud is blinded. The shroud remains in place until the end of your next turn.
Sustain Minor: You can sustain the shroud until the end of the encounter, or for five minutes. Each time you sustain the shroud, you can move its origin one square.

Special: When you initially use this power, you can choose to reduce its area to a burst 2 or a burst 1. Once the power is in effect, the area cannot be changed.

Level 20 Attack Technique
Shadow Puppet
By manipulating the shadow, you can manipulate the creature.
Daily * Ki, Weapon
Standard Action * Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dominated (save ends). After the first successful saving throw, the target is dazed (save ends).
Miss: The target is dazed until the end of its next turn. On its next turn, it uses its action to make a basic attack against its nearest ally if it can. (If there are multiple possible targets, you choose the target.) If it cannot attack an ally, it loses its action.

Epic Destiny: Enlightened Master

You have solved some of the mysteries of the universe, and soon you will transcend this world.

Prerequisite: 21st-level; Wis 21; training in Insight and either Nature or Religion

As an Enlightened Master, your meditations have led you ever closer to perfection and revealed to you some of the fundamental truths of the universe. You are on the path to becoming something other than mortal, yet not divine — you are becoming at one with the universe. For the time being, your destiny is incomplete; perhaps there are deeper mysteries yet to unravel, perhaps you have chosen to remain in the mortal world to assist others toward enlightenment, perhaps you simply have plans you wish to see fulfilled before you transcend.

The path of the Enlightened Master appeals most to monks and clerics, although Masters of other origins are not unknown.

Immortality Through Oneness

Enlightened Masters ultimately achieve an apotheosis of sorts through their mastery of philosophy and the Way. The details of your own transcendence may vary, but some Enlightened Masters take the route below.

Transcendence: When you complete your final quest, you retire from the mundane world to contemplate the universal secrets you’ve discovered. Your spirit burns bright within you, and the ravages of time no longer harm you. Physical needs, such as the need for food, water, sleep, and even air, slowly fade away, as your own ki becomes sufficient to sustain you.

You might retire to a distant location, or even another plane, to meditate in peaceful solitude. On the other hand, you might found a monastery dedicated to the teaching of your Way. The daily affairs of such a monastery would be overseen by the cadre of talented scholars of philosophy and martial artists such a school would attract, while you would serve as the grandmaster, passing along what you’ve discovered… or, at least, as much of it as can be taught.

In time, your physical form simply fades away, and you become one with the universe. Your teachings live on, and your name becomes associated with a martial arts style, a philosophy, or both.

Enlightened Master Features

Turn the Wheel (21st level): Once per day, when you die, you can immediately reincarnate with full hit points and healing surges, all powers recharged, and one action point. You are dazed until you can take a short rest.

Embrace the Void (24th level): You gain a +2 bonus to your Wisdom score, and once per encounter you may use your Wisdom modifier in place of any other attribute’s modifier when making a die roll.

Many Destinations, One Way (30th level): At the start of each encounter, choose an encounter attack power you know. You can use that attack power at-will for the duration of the encounter.

Enlightened Master Level 26 Utility Technique
The Mystery Revealed
The universe guides you; without thinking, you know just what to do.
Daily * Ki
Minor Action * Personal
Effect: You can treat your next d20 roll as a natural roll of 20.

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23 Comments

  1. Lord Thanatos, Jun. 30, 2008, 6:15 am:

    Great! BTW:

    “Additionally, if you are a martial monk, your unarmed strike is considered to belong to the Polearm weapon group (in addition to the Light Blade and Unarmed groups).”

    Martial monk is a build option, not a class feature.

  2. Scott, Jul. 2, 2008, 2:28 am:

    It’s both, sort of. I suppose I should make that explicit. Various powers provide small bonuses to one or the other, too.

  3. David, Jul. 3, 2008, 2:50 pm:

    Overall, you are doing spectacular work, but the class seems a bit too spread out. By that I mean, that the class doesn’t really fit into just one role. Is it supposed to be a striker or a controller? Also, if Wisdom is supposed to factor so heavily into the class, why no bonus? Lastly, why have blade proficiency? Monks are based on the simple farmers of the middle east where they were banned from having real weapons, thus the focus on unarmed combat. This is also why most of their weapons were farm implements and daily items such as staves, sticks, and scarves. Hope this is constructive. :)

  4. Scott, Jul. 3, 2008, 11:40 pm:

    It was initially an idea for a controller; later, I came to feel that a striker was more suitable for the way I envisioned the class. It should become a bit more striker-like after the next revision, although it should still be a little lighter on damage and a little heavier on status effects than the other strikers.

    Blade proficiency is a nod to martial arts. Sword, spear, and staff techniques were all common; unarmed fighting was a last resort. Focus on unarmed strikes is actually a fairly modern development. Of course, the traditional D&D monk focuses on unarmed strikes, so…

    Ideally, I’d like weapon vs. unarmed to be more a matter of flavor than of effectiveness.

  5. KnightCA, Jul. 14, 2008, 3:46 pm:

    I really like the cclass creation. I’ll be using it in my game (minus the speed ability). Some questions:
    No Shadow – does it allow the secondary attack to be at the primary target?
    Isn’t a stance power at 1st level powerful? (I noticed no other class had it)
    Crane Stands in the Still Pond – what about limiting the number of attacks per round gained by this ability to once per round?

  6. Scott, Jul. 16, 2008, 9:25 pm:

    Thanks (and sorry for the late reply).

    To answer your questions:

    As written, No Shadow does allow for that, though it wasn’t what I was picturing. I’m not sure this is something that needs fixing, though. 3[W] damage on two attack rolls isn’t a lot for a daily, even considering the +2 bonus to the first attack roll.

    A stance isn’t necessarily any more powerful than another power. The Stance keyword only means that the power ends if another Stance is used. So far, in testing, it doesn’t seem overpowered — its basic effect is to trade speed and tactical maneuverability (which is one of the traditional characteristics of the monk class in D&D, at least in theory) for some area denial. It could allow quite a few extra attacks, but two things mitigate that: first, they’re all basic attacks, which will be weak-ish (unless the monk has Martial Strike, in which case they’ll be adequate). Second, they use the monk’s opportunity attack against that target for that turn — and since it’s an interrupt, it’s not triggered by the monk moving adjacent to a creature, since the monk can’t interrupt during his own turn. So the net effect is simply to extend an OA to a creature moving into the space adjacent to the monk, rather than only moving out of one.

    If you do try it and find it overpowered, though, please let me know. I’m doing my best to playtest the class as I revise, but I’m sure there will be things I miss.

    As for the speed ability, it is one of the stronger class features of the monk. You may find you need to give them something else in its place in order to keep them competitive with other strikers, as the rogue and the TWF-ranger can do more damage, while the archer-ranger and warlock can both do their damage at range. The monk has a range power here and there, but most of their real work needs to be done up close.

  7. Jacob A.S., Aug. 13, 2008, 8:25 pm:

    Very interesting take on the Monk class for 4E. I was going to write up my own version at first, but I thought I’d check out other versions people have made. Pretty nice work on this one, definitely. Hope to make a monk based off this in my next game.

  8. Scott, Aug. 18, 2008, 6:36 pm:

    Thanks. I’m still cleaning it up a little… for one thing, I need to change many of the references to immediate interrupts within certain powers’ effects. I’ll probably be doing that this weekend, after my next playtest session — I want to update the paragon paths at the same time.

  9. Mike, Sep. 2, 2008, 11:07 pm:

    I like what you’ve done here. I am eagerly waiting for the “official” version of the Monk to be released but I think you’ve really got something with this class.

    Minor suggestion: In keeping with the general “positive” themes of the core books, consider removing negatives and replacing them with positives. Example: instead of a Soft Style Monk Quivering Palm disrupting an enemy for a -1 attack penalty, why not a +1 Reflex and Armor Class against a disrupted opponent? Just a thought…

    Thanks,

    Mike

  10. Scott, Sep. 3, 2008, 1:12 am:

    Hm, that’s a thought. I think it’s less messy as a penalty, though, since it only applies against melee attacks.

    I’m looking forward to the official version myself, but it’s still over half a year away, and this is something I can adapt to my game anyway. (I tend to run a little heavy on the wuxia.) At most, it should just need a name change once the official version is out.

    Reminds me, I need to get the latest version posted… made a few more changes. Will try to do that tomorrow.

  11. Josiah, Sep. 8, 2008, 12:58 am:

    Something that seemed to work great for monk weapons was the following:
    Weapon Profiency: Quarterstaff, escrima (club), kama (sickle), nunchaku (club), shuriken, tonfa (club).

    Feat: Monk weapon style
    Prerequisites: Monk
    Benefit: You are profiecient with butterfly sword (short sword), longspear, sai (dagger), scimitar, siangham (dagger), and spear.

  12. Josiah, Sep. 8, 2008, 1:02 am:

    Powers such as Tigers Roar and Ki Explosion would do well with the Implement key word (and not the weapon keyword) with added entries for the monk class as follows:

    Implement: Meditative focus

    Meditative Focus: The meditative focus may be used as a implement

    This would allow the magical bonus on the meditate focus to be used without the weapon profiency bonus of unarmed strikes being used.

  13. Scott, Sep. 8, 2008, 2:06 am:

    @Josiah: That might be worth considering. I’m not sure how appropriate it is to give away that many proficiencies in one feat, though.

    Nunchaku as club might be a good idea — I was looking at it as a flail, but I’m not entirely comfortable with that. I did pull out the more traditional D&D monk weapons as: club, dagger, quarterstaff, shuriken, and sickle, though. Could easily go with that, as only a handful of weapons are really competitive with the unarmed strike anyhow.

    Funny that you should mention the implement thing… my initial design had them using the focus as an implement. I gave up on that idea mostly because I wanted them to be able to choose to use a weapon instead. (And partly because I didn’t want to come up with a dozen or so magical implements for the monk to wield.)

  14. Donny_the_DM, Sep. 26, 2008, 7:23 pm:

    I like! Will take it for a whirl this weekend.

  15. Scott, Sep. 27, 2008, 1:59 am:

    Thanks! Let me know what you think of it.

  16. dave russell, Dec. 4, 2008, 11:08 am:

    after seeing how wizards did with the barbarian (dragon magazine 369) i am thinking your design is simular to what we can expect from wizards but i think they will take from the barbarian design and instead of hard or soft style they will have the daily powers be “stances” like tiger stance or whatever and simular to barbarians rages while in a stance this will effect the other powers you choose to use whle in the stance. I do have a hard time with the powers only working with staff and unarmed, they should all include the martial arts weapons as well. (some more than others) I also think the class should be re-named “martial artist” and Monk / ninja would be paths. reading over your design i dont feel as tho its true to the monk it seems a little of monk and ninja mixed in so callign it a monk seems not right, (my opinion of course) but good work so far.

  17. Scott, Dec. 4, 2008, 3:11 pm:

    It wouldn’t surprise me if they did something like that. I’m beginning to wonder whether they’ll have a damage adder like my Quivering Palm — the barbarian doesn’t, exactly.

    You’re right, this is a divergence from the standard D&D monk, in that it doesn’t have the usual weapons restrictions and so forth. They never made much sense to me, and in 3e I houseruled that a monk could spend a feat to make a weapon — just about any melee weapon — into a “monk weapon.”

    The polearms are a little iffy though. Even after 6 months, I’m still not sure whether to keep them or not.

  18. Get_in_my_Belly, Dec. 13, 2008, 4:33 am:

    I made this comments about the build on a message board, but I’ll add them here.

    I’ve read it just through the at-wills, and it looks pretty well done, but I have some issues with it (not that you asked, but what the heck).

    The first thing I notice is that IMO Nerve Strike is too powerful for an at-will. That’s like what a level 1 Encounter power would be like. It attacks a NAD (fort), and puts on a -2 to hit effect without anything else needing to be done first. Compare it to a Rogue’s Piercing Strike or a Paladin’s Enfeebling Strike. What’s here is like a combo of the best of those two at-wills, only a little better than even that (the Paladin has to mark the foe first, for example). Making it -1 instead of -2 would be a good start to fixing that one, and I’d probably make it -1 only once an enemy is already disrupted.

    The option to add CON as bonus damage is also too generous IMO, especially considering that WIS can be used for AC, Reflex, Will, and a primary attack stat, while CON also has its other benefits. What compounds that problem is that the monk has no need of strength at all, and right out of the gate (it shouldn’t be that easy IMO), can use two non-STR attributes (a choice of two, at that) for melee basic attacks; that should at least cost you a feat, and I would say a Paragon feat. As for the CON bonus to attacks, I would at least make that in effect only to disrupted enemies {Edit: Actually, it is already set up that way. Well, that’s more reasonable, I think}.

    Quivering Palm should probably function where you need a minor (not a free action–free action is very generous) to disrupt any enemies that you attack on your turn (it could be more than one in that case). I also wouldn’t stagger the penalty to saves to -2 and -3 at Paragon and Epic. That’s very powerful, and too much as a free class feature. I think it would be too much as a feat, even as an Epic feat. Automatic -3 to saves on your enemies at Epic is a really big deal.

    Uncanny Speed is super, super awesome. Probably too much so as it allows two shifts per round, every round (flanking is easy) and allows a shift-move (no other class gets that, and that’s a fundamental limitation of the game) every round, especially since as written, you don’t even need a minor action to disrupt enemies. Uncanny Speed should probably be an encounter power at the very least (if not a daily power).

    Overall, the build is very, very generous to the monk, because you only need one stat for almost everything (WIS) except Fortitude defense, and you get excellent benefits from CON (hard style seems like the better option here), so that won’t really be a problem either. Play a dwarf and you get bonuses to both WIS and CON, and all of the cool dwarf abilities. I think you need to make the build more MAD.

    For example, if you allow WIS to benefit AC like you have it here, I would at least make it so that WIS doesn’t benefit Reflex as well (that’s really too much IMO). I don’t think it should benefit AC either, though; again its messing with one of the basic limitations of the game to allow that.

    A couple cents or more for you there. I think it’s a great effort, though. I don’t mean to only be critical (and I had no idea this post would go so long), because it’s all really cool and there are some great ideas in there. But I don’t see where it forces the monk player to make too many tough decisions, and instead makes a lot of things too easy for him. Just play a dwarf with starting 18 CON and 18 WIS and your starting Fort, Reflex, and Will are all at 15 with 30 starting hp (before Toughness). Those are some real high defenses, plus you’ve got all the extra hp and healing surges from the high CON, and you’re dealing your CON mod (+4) as bonus damage after the first time you hit someone, and you get to use your second wind as a minor action. Strikers should be somewhat squishy; that guy is a tank with striker-like powers and starting OAs/basic attacks equal to a longsword-wielding STR-Paladin’s.

    On the opposite end, I think he actually needs to be able to deal more damage if he’s going to be a striker. I’d make the quivering palm damage 1d8, 2d8, 3d8 with each tier.

    I’d give him some other at-wills too. Maybe one that adds two mods to damage (DEX and CON together since WIS is already so nice?).

    Another that does something on a miss (he either hits you or leaves you in a disadvantageous position), such as if you miss, then the enemy grants CA to you and one other ally until the end of your next turn; 1[W]+mod on a hit.

    An at-will that dazes an enemy on a natural ’19′ or ’20′ could work too.

  19. Scott, Dec. 13, 2008, 10:09 pm:

    No worries. Constructive criticism is always a good thing.

    You might have a point about Nerve Strike. I’m already looking at a couple of revisions (a few powers that now allow shift before attack will switch over to “can be used instead of a basic attack when charging,” for one), so it won’t hurt to swap that into one of the current monk playtest builds in my side game and see.

    CON modifier as bonus damage once a round seems okay to me so far. It’s a secondary stat for a monk. This could just as easily be STR, but rogues already do that.

    WIS does do a lot. One of the problems is that the “WIS bonus to AC” is a legacy from the older-edition monks. With the new edition, it can’t stack with DEX, though, or AC gets too high and they’re never hit. Removing it would increase MAD to an extent, but it would also make the DEX-based monk more powerful than the WIS-based monk.

    Switching the DEX attacks to STR, as my initial concept had, would resolve that issue, but then monks would rely on DEX and STR and WIS and CON, and that’s too much MAD — a weakness of monks in previous editions that I’m trying to avoid recreating.

    Removing the WIS bonus to Reflex is an option, although having it hasn’t seemed to create a problem.

    Uncanny Speed is quite good, you’re right. I’d considered changing it to +1 base movement speed/ignore difficult terrain when shifting. I’ve been playing with it that way for two weeks or so, and it works okay, but aesthetically, it makes everyone into elves in a sense. I’m leaning toward keeping it as is, but making Quivering Palm a minor action again (it used to be). That makes the decision whether to shift or not a more tactical one.

    Speaking of Quivering Palm, the damage seems good. Damage should be a bit lower than other strikers, in exchange for the increased controller-style conditions they inflict.

  20. Brent P. Newhall, Mar. 24, 2009, 9:44 pm:

    Just wanted to say that I think this class is awesome. I think you’ve done a great job laying it out.

    But then, just making a Paragon Path of “Drunken Master” was enough to make me love it.

  21. Scott, Mar. 24, 2009, 10:08 pm:

    Thanks… I think I’m getting pretty close to a final version. One thing I want to change is the Soft Style bonus, which is a little too fiddly. I haven’t decided yet whether to make it a straight +1 to defenses, or an additional -1 to saves, but I’m leaning toward the former.

  22. Unwyrm, Apr. 26, 2009, 5:41 pm:

    With Melee Training in PHB2, Martial Strike isn’t a useful at-will anymore; any character can base a melee basic attack off another attribute just by using a feat. With the minor action shift they probably don’t need an at will move power like Nimble Strike or Deft Strike; maybe something like Sly Flourish, using a Dex attack that deals 1[w]+Dex+Wis would be appropriate?

  23. Scott, Apr. 26, 2009, 6:52 pm:

    Yes, this is true. I’ve been trying out a couple of new at-wills for the next update (which is the main reason it’s not out yet — I’d intended it to be a final version if at all possible).

    The other major thing I’m still vacillating on is Flurry of Blows.

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