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Monk enhancements (history)
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Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
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Monk |
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Starting a... |
Monks have three enhancement lines available as of Update 19: Henshin Mystic, Ninja Spy and Shintao Monk.
- Monk Enhancements
Everything beyond this point is for Update 18, and is no longer relevant to the current game!
Update 18 Information:
As with other classes, the Monk receives some enhancements as a given ability of the class.
Your ultimate choices for the elective enhancements in the tables below will weigh on your decision for philosophy paths: Harmonious Balance, or Inevitable Dominion. You cannot specialize in both, nor it is wise to ignore choosing a path if you want to make your character anything more than a mere unarmed fighter.
Once you choose a path, specific enhancements are opened to you, while others are closed. As with all enhancements, should you decide to chance your path, you can see a Monk Trainer to reassign your enhancements.
Many of the enhancements are attacks that damage or debuff an enemy, known as finishing moves. Other enhancements work much like actions that give a spell-like ability, such as removing curses. (See Monk tactics on tactics in using finishing moves.)
Enhancements do not stack with other enhancements of the same series. Each element of a series, such as Disciple of Breezes or Void Strike I, for instance, has prerequisites to receive an upgrade to that enhancement--in this case, Adept of Wind and Void Strike II.
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Way of Air | I | II | III | IV | ||||||||||||||||
Ten Thousand Stars | I | |||||||||||||||||||
Way of Fire | I | II | III | IV | ||||||||||||||||
Eagle Claw Attack | I | |||||||||||||||||||
Way of Earth | I | II | III | IV | ||||||||||||||||
Fists of Iron | I | |||||||||||||||||||
Way of Water | I | II | III | IV | ||||||||||||||||
Unbalancing Strike | I | |||||||||||||||||||
Void Strike | I | II | III | IV | ||||||||||||||||
Fists of Darkness | I | |||||||||||||||||||
Fists of Light | I | |||||||||||||||||||
Lifting the Veil | I | |||||||||||||||||||
The Receptive Earth | I | |||||||||||||||||||
Restoring the Balance | I | |||||||||||||||||||
Difficulty at the Beginning | I | |||||||||||||||||||
Rise of the Phoenix | I | |||||||||||||||||||
Static Charge | I | |||||||||||||||||||
Porous Soul | I | |||||||||||||||||||
Winter's Touch | I | |||||||||||||||||||
All-Consuming Flame | I | |||||||||||||||||||
Touch of Death | I | |||||||||||||||||||
Way of the Clever Monkey | I | II | III | IV | ||||||||||||||||
Way of the Elegant Crane | I | II | III | IV | ||||||||||||||||
Way of the Faithful Hound | I | II | III | IV | ||||||||||||||||
Way of the Patient Tortoise | I | II | III | IV | ||||||||||||||||
Way of the Tenacious Badger | I | II | III | IV | ||||||||||||||||
Monk Wisdom | I | II | III | |||||||||||||||||
Monk Improved Recovery | I | II | III | |||||||||||||||||
Monk Ninja Spy | I | II | ||||||||||||||||||
Shintao Monk | I | II | III | |||||||||||||||||
Monk Serenity | I | |||||||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Elemental Path Enhancements[edit]
Way of Air[edit]
Disciple of Breezes: The wind is untouchable, and you have taken your first steps on the path to understanding what it is to be a leaf on the wind.
Lesser Wind Stance: The relentless storm focuses on movement and speed. Lesser Wind Stance grants +2 Dexterity, a 7.5% Enhancement bonus to melee and thrown attack speed, and grants a 2.5% chance to doublestrike with melee weapons, at the cost of -2 Constitution. Storm Strike I: You strike an opponent, backed with the power of lightning. Your attack will deal 1d6 additional lightning damage. | ||||
AP Cost: 0 (automatically granted to all Monks) | Level: 1 | Progression: | Requires: Dexterity 12 | |
Adept of Wind: The wind is untouchable, and you continue on the path to understanding what it is to be like the wind.
Wind Stance: The relentless storm focuses on movement and speed. Wind Stance grants +2 Dexterity, a 10% Enhancement bonus to melee and thrown attack speed, and grants a 5% chance to doublestrike with melee weapons, at the cost of -2 Constitution. Storm Strike II: 2d6 additional lightning damage | ||||
AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Dexterity 14, Disciple of Breezes | |
Master of Thunder: The wind is untouchable, and you continue on the path to understanding what it is to be like the wind.
Greater Wind Stance: The relentless storm focuses on movement and speed. Greater Wind Stance grants +3 Dexterity, a 12.5% Enhancement bonus to melee and thrown attack speed, and grants a 7.5% chance to doublestrike with melee weapons, at the cost of -2 Constitution. Storm Strike III: 2d10 additional lightning damage | ||||
AP Cost: 3 | Level: 12 | Progression: 41 | Requires: Dexterity 16, Adept of Wind | |
Grandmaster of Storms: The wind is untouchable, as are you.
Ultimate Wind Stance: The relentless storm focuses on movement and speed. Ultimate Wind Stance grants +4 Dexterity, a 15% Enhancement bonus to melee and thrown attack speed, and grants a 10% chance to doublestrike with melee weapons, at the cost of -2 Constitution. Storm Strike IV: 2d20 additional lightning damage | ||||
AP Cost: 4 | Level: 18 | Progression: 64 | Requires: Dexterity 18, Master of Thunder |
Ten Thousand Stars: Activate this ability to enter a trance for 30 seconds (or until you become uncentered) that gives you a chance to throw multiple shuriken at a time. Wisdom increases your chance for additional projectiles and increases the potential number of additional projectiles. This ability will work with bows if you have the Zen Archery feat, but Manyshot and this ability cannot be used at the same time.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Adept of Wind |
Way of Fire[edit]
Disciple of Candles: The sun burns with an eternal fire, and you have taken your first steps on the path to understanding that power and intensity.
Lesser Sun Stance: The consuming flame focuses on an aggressive offense. Lesser Sun Stance grants +2 Strength at a cost of -2 Wisdom. While in Lesser Sun Stance you gain 'Hit Effect: Gain 1 ki.' and 'Critical Effect: Gain 2 ki.' Fires of Purity I: You strike an opponent, backed with the power of flame. Your attack will deal 1d6 additional fire damage. | ||||
AP Cost: 0 (automatically granted to all Monks) | Level: 1 | Progression: | Requires: Strength 12 | |
Adept of Flame: The sun burns with an eternal fire, and you continue on the path to understanding that intensity.
Sun Stance: The consuming flame focuses on an aggressive offense. Sun Stance grants +2 Strength at a cost of -2 Wisdom. While in Sun Stance you gain 'Hit Effect: Gain 1 ki.' and 'Critical Effect: Gain 3 ki.' Fires of Purity II: 2d6 additional fire damage | ||||
AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Strength 14, Disciple of Candles | |
Master of Bonfires: The sun burns with an eternal fire, and you continue on the path to understanding that intensity.
Greater Sun Stance: The consuming flame focuses on an aggressive offense. Greater Sun Stance grants +3 Strength at a cost of -2 Wisdom. While in Greater Sun Stance you gain 'Hit Effect: Gain 1 ki.' and 'Critical Effect: Gain 4 ki.' Fires of Purity III: 2d10 additional fire damage | ||||
AP Cost: 3 | Level: 12 | Progression: 41 | Requires: Strength 16, Adept of Flame | |
Grandmaster of the Sun: The sun burns with an eternal fire, as do you.
Ultimate Sun Stance: The consuming flame focuses on an aggressive offense. Ultimate Sun Stance grants +4 Strength at a cost of -2 Wisdom. While in Ultimate Sun Stance you gain 'Hit Effect: Gain 1 ki.' and 'Critical Effect: Gain 5 ki.' Fires of Purity IV: 2d20 additional fire damage | ||||
AP Cost: 4 | Level: 18 | Progression: 64 | Requires: Strength 18, Master of Bonfires |
Eagle Claw Attack: Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, reducing their armor class by 4 for a short period of time. This attack also makes the target easier to strike with grazing hits, reducing the required d20 roll by 2. A successful Fortitude save negates this effect. (DC 10 + Half Monk Level + Wisdom mod + Sunder modifiers) The target receives periodic saves to attempt to break free of this effect.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Adept of Flame |
Way of Earth[edit]
Disciple of Pebbles: The mountain is eternal, and you have taken your first steps on the path to understanding the unyielding resilience of stone.
Lesser Mountain Stance: The unyielding mountain stance focuses on endurance and defense. Lesser Mountain Stance grants +2 Constitution, a 5% boost to AC, 3 physical resistance, and a +25% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Lesser Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.' Strike of the Enduring I: You strike an opponent, backed with the strength of the earth. Your attack deals 4 additional damage. | ||||
AP Cost: 0 (automatically granted to all Monks) | Level: 1 | Progression: | Requires: Constitution 12 | |
Adept of Rock: The mountain is eternal, and you continue on the path to understanding the way of stone.
Mountain Stance: The unyielding mountain stance focuses on endurance and defense. Mountain Stance grants +2 Constitution, a 10% boost to AC, 8 physical resistance, and a +40% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.' Strike of the Enduring II: 8 additional damage | ||||
AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Constitution 14, Disciple of Pebbles | |
Master of Stone: The mountain is eternal, and you continue on the path to understanding the way of stone.
Greater Mountain Stance: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, a 15% boost to AC, 12 physical resistance, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.' Strike of the Enduring III: 12 additional damage, and 2d6 acid damage on critical hits | ||||
AP Cost: 3 | Level: 12 | Progression: 41 | Requires: Constitution 16, Adept of Rock | |
Grandmaster of Mountains: The mountain is eternal, as are you.
Ultimate Mountain Stance: The unyielding mountain focuses on endurance and defense. Ultimate Mountain Stance grants +4 Constitution, a 20% boost to AC, 15 physical resistance, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Ultimate Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.' Strike of the Enduring IV: 16 additional damage, and 2d10 acid damage on critical hits | ||||
AP Cost: 4 | Level: 18 | Progression: 64 | Requires: Constitution 18, Master of Stone |
Fists of Iron: You have imbued your attacks with extra force. Performs a melee attack with +1 critical multiplier.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Adept of Rock |
Way of Water[edit]
Disciple of Puddles: The sea is teeming with life in motion, and you have taken your first steps on the path to understanding the way of the sea.
Lesser Ocean Stance: The eternal ocean focuses on redirection and the supernatural. Lesser Ocean Stance grants +2 Wisdom, +1% dodge, and +2 to all Saving Throws at a cost of -2 Strength. Flowing Water Strike I: You strike an opponent, backed with the power of the sea. Your attack will deal 1d6 additional cold damage. (Ki cost: 5) | ||||
AP Cost: 0 (automatically granted to all Monks) | Level: 1 | Progression: | Requires: Wisdom 12 | |
Adept of Rain: The sea is always in motion, and you continue on the path to understanding the way of the sea.
Ocean Stance: The eternal ocean focuses on redirection and the supernatural. Ocean Stance grants +2 Wisdom, +2% dodge, and +3 to all Saving Throws at a cost of -2 Strength. Flowing Water Strike II: 2d6 additional cold damage | ||||
AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Wisdom 14, Disciple of Puddles | |
Master of the Sea: The sea is always in motion, and you continue on the path to understanding the way of the sea.
Greater Ocean Stance: The eternal ocean focuses on redirection and the supernatural. Greater Ocean Stance grants +3 Wisdom, +3% dodge, +4 to all Saving Throws, and your passive ki generation when centered is increased by 1, at a cost of -2 Strength. Flowing Water Strike III: 2d10 additional cold damage | ||||
AP Cost: 3 | Level: 12 | Progression: 41 | Requires: Wisdom 16, Adept of Rain | |
Grandmaster of Oceans: The sea is always in motion, as are you.
Ultimate Ocean Stance: The eternal ocean focuses on redirection and the supernatural. Ultimate Ocean Stance grants +4 Wisdom, a +4% dodge bonus to Armor Class, +5 to all Saving Throws, and your passive ki generation when centered is increased by 1, at a cost of -2 Strength. Flowing Water Strike IV: 2d20 additional cold damage | ||||
AP Cost: 4 | Level: 18 | Progression: 64 | Requires: Wisdom 18, Master of the Sea |
Unbalancing Strike: You have learned several joint strikes. You can attack these weak points of your opponent, throwing them off balance for a short period of time. This reduces their armor class by 2, applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. A successful Reflex save negates this effect. (DC 10 + Half Monk Level + Wisdom mod + Trip modifiers) The target receives periodic saves to attempt to break free of this effect.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Adept of Rain |
Force[edit]
Void Strike I: Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 1d4 additional force damage. Requires Strength, Dexterity, Constitution, and Wisdom 10.(Cost: 5 ki)
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Void Strike II: Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 2d4 additional force damage. Your enemy is dazed on what would be a vorpal attack. (Natural 20 followed by critical confirmation.)
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Void Strike I, Any one of Adept of Wind, Adept of Rock, Adept of Flame, or Adept of Rain. | |
Void Strike III: Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 4d4 additional force damage. Your enemy is paralyzed on what would be a vorpal attack. (Natural 20 followed by critical confirmation.)
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Void Strike II, Adept of Wind, Adept of Rock, Adept of Flame, Adept of Rain, and any one of Master of Thunder, Master of Stone, Master of Bonfires, or Master of the Sea. | |
Void Strike IV: Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 8d4 additional force damage. Your enemy is erased from existence on what would be a vorpal attack. (Natural 20 followed by critical confirmation.)
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AP Cost: 4 | Level: 19 | Progression: 68 | Requires: Void Strike III, Master of Thunder, Master of Stone, Master of Bonfires (Requires Strength 16), Master of the Sea, and any one of Grandmaster of Storms, Grandmaster of Mountains, Grandmaster of the Sun (Requires Strength 18), or Grandmaster of Oceans. |
Philosophy Dependent Enhancements[edit]
Lifting the Veil: Your meditations allow you to clear the vision of an ally. This mirrors the effects of a Remove Blindness spell. (20 ki)
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AP Cost: 2 | Level: 3 | Progression: 6 | Requires: Disciple of Breezes,
Philosophy: Path of Harmonious Balance | |
The Receptive Earth: Your meditations allow you to purify an ally of infection. This mirrors the effects of a Remove Disease spell. (20 ki)
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Disciple of Pebbles,
Philosophy: Path of Harmonious Balance | |
Restoring the Balance: Your meditations allow you to restore the harmony of an ally, dispelling hostile energies twisting your target's ki. This mirrors the effects of a Remove Curse spell. (20 ki)
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Disciple of Candles,
Philosophy: Path of Harmonious Balance | |
Difficulty at the Beginning: Your meditations allow you to fill an ally with cleansing energy. This mirrors the effects of a Lesser Restoration spell. (20 ki)
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Disciple of Puddles,
Philosophy: Path of Harmonious Balance | |
Rise of the Phoenix: Your meditations allow you to restore the spirit of one who has fallen before their destiny has been achieved. This mirrors the effects of a Raise Dead spell, but costs you a significant amount of health and ki.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Adept of Wind/Flame/Rock/Rain,
Philosophy: Path of Harmonious Balance, The Receptive Earth, Difficulty at the Beginning, Lifting the Veil, Restoring the Balance |
Static Charge: You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting your opponents deals 10% more damage.
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AP Cost: 2 | Level: 4 | Progression: 6 | Requires: Disciple of Breezes, Path of Inevitable Dominion: Fists of Darkness | |
Porous Soul: You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds, any acid attack targeting your opponents deals 10% more damage.
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AP Cost: 2 | Level: 5 | Progression: 10 | Requires: Disciple of Pebbles, Path of Inevitable Dominion: Fists of Darkness | |
Winter's Touch: You strike your opponent and curse them to feel the chill of death. For the next 30 seconds, any cold attack targeting your opponents deals 10% more damage.
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AP Cost: 2 | Level: 6 | Progression: 14 | Requires: Disciple of Puddles, Path of Inevitable Dominion: Fists of Darkness | |
All-Consuming Flame: You strike your opponent and curse them to light up like tinder. For the next 30 seconds, any fire attack targeting your opponents deals 10% more damage.
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AP Cost: 2 | Level: 7 | Progression: 18 | Requires: Disciple of Candles, Path of Inevitable Dominion: Fists of Darkness | |
Touch of Death: You strike your opponent down with twisted ki, dealing 500 additional negative energy damage. A successful Fortitude save reduces the damage by half.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Requires One of: Adept of Wind, Adept of Flame, Adept of Rock, Adept of Rain
Requires All of: Path of Inevitable Dominion: Fists of Darkness, Static Charge, Porous Soul, All-Consuming Flame, Winter's Touch |
Monk Specialities[edit]
Way of the Clever Monkey[edit]
Way of the Clever Monkey I: Like a monkey, no trap in the world can catch you. You gain +1 to your haggle skill and all saves against traps, as well as energy resistance 2. You may only study one animal path.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Way of the Clever Monkey II: Like a monkey, no trap in the world can catch you. You gain +2 to your haggle skill and all saves against traps, as well as energy resistance 4.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Way of the Clever Monkey I | |
Way of the Clever Monkey III: Like a celestial monkey, no trap in the world can catch you. You gain +3 to your haggle skill and all saves against traps, as well as energy resistance 6.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Way of the Clever Monkey II | |
Way of the Clever Monkey IV: Like a celestial monkey, no trap in the world can catch you. You gain +4 to your haggle skill and all saves against traps, as well as energy resistance 8.
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AP Cost: 4 | Level: 15 | Progression: 52 | Requires: Way of the Clever Monkey III |
Way of the Elegant Crane[edit]
Way of the Elegant Crane I: Like a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -1 penalty to Fortitude saves. You may only study one animal path.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Way of the Elegant Crane II: Like a crane, you strike with precision and elegance. You gain +2 to your Diplomacy skill, and generate 2 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -2 penalty to Fortitude saves.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Way of the Elegant Crane I | |
Way of the Elegant Crane III: Like a celestial crane, you strike with precision and elegance. You gain +3 to your Diplomacy skill, and generate 3 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -3 penalty to Fortitude saves.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Way of the Elegant Crane II | |
Way of the Elegant Crane IV: Like a celestial crane, you strike with precision and elegance. You gain +4 to your Diplomacy skill, and generate 4 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -4 penalty to Fortitude saves.
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AP Cost: 4 | Level: 15 | Progression: 52 | Requires: Way of the Elegant Crane III |
Way of the Faithful Hound[edit]
Way of the Faithful Hound I: Like a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. You may only study one animal path.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Way of the Faithful Hound II: Like a hound, you are ever vigilant and at home amidst the pack. You gain +2 to your Listen skill and a +3 bonus to hit flanked opponents.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Way of the Faithful Hound I | |
Way of the Faithful Hound III: Like a celestial hound, you are ever vigilant and at home amidst the pack. You gain +3 to your Listen skill and a +4 bonus to hit flanked opponents.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Way of the Faithful Hound II | |
Way of the Faithful Hound IV: Like a celestial hound, you are ever vigilant and at home amidst the pack. You gain +4 to your Listen skill and a +5 bonus to hit flanked opponents.
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AP Cost: 4 | Level: 15 | Progression: 52 | Requires: Way of the Faithful Hound III |
Way of the Patient Tortoise[edit]
Way of the Patient Tortoise I: Like a tortoise, you are calm at heart and worries wash over you. You gain +1 to your Concentration skill and 5 additional hit points. You may only study one animal path.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Way of the Patient Tortoise II: Like a tortoise, you are calm at heart and worries wash over you. You gain +2 to your Concentration skill and 10 additional hit points.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Way of the Patient Tortoise I | |
Way of the Patient Tortoise III: Like an axiomatic tortoise, you are calm at heart and worries wash over you. You gain +3 to your Concentration skill and 15 additional hit points.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Way of the Patient Tortoise II | |
Way of the Patient Tortoise IV: Like an axiomatic tortoise, you are calm at heart and worries wash over you. You gain +4 to your Concentration skill and 20 additional hit points.
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AP Cost: 4 | Level: 15 | Progression: 52 | Requires: Way of the Patient Tortoise III |
Way of the Tenacious Badger[edit]
Way of the Tenacious Badger I: Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 15% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating. You may only study one animal path.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Way of the Tenacious Badger II: Like a badger, you are most dangerous when grievously injured. You gain +2 to your Intimidate skill, and whenever you are below 20% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Way of the Tenacious Badger I | |
Way of the Tenacious Badger III: Like an axiomatic badger, you are most dangerous when grievously injured. You gain +3 to your Intimidate skill, and whenever you are below 25% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Way of the Tenacious Badger II | |
Way of the Tenacious Badger IV: Like an axiomatic badger, you are most dangerous when grievously injured. You gain +4 to your Intimidate skill, and whenever you are below 30% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
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AP Cost: 4 | Level: 15 | Progression: 52 | Requires: Way of the Tenacious Badger III |
Class Stat Enhancements[edit]
Monk Wisdom I: Grants a +1 increase to your Wisdom score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Monk Wisdom II: Grants an additional +1 to your Wisdom score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Monk Wisdom I | |
Monk Wisdom III: Grants an additional +1 to your Wisdom score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Monk Wisdom II |
Improved Recovery[edit]
Monk Improved Recovery I: The benefit you receive from healing spells is increased by 10%.
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AP Cost: 2 | Level: 3 | Progression: 6 | No requirements | |
Monk Improved Recovery II: The benefit you receive from healing spells is increased by 20%.
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AP Cost: 4 | Level: 7 | Progression: 20 | Requires: Monk Improved Recovery I | |
Monk Improved Recovery III: The benefit you receive from healing spells is increased by 30%.
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AP Cost: 6 | Level: 11 | Progression: 34 | Requires: Monk Improved Recovery II |
Prestige Enhancements[edit]
A character can train only in one Monk Prestige path at a time. Each has both passive benefits and active benefits, which expends Ki to get the specialty. All requirements must be taken from Monk class enhancements.
Monk Ninja Spy I: Passive Benefit: proficient in shortswords and treat them as Ki weapons. You gain +2 Balance, Hide, Move Silently and gain 1d6 sneak attack as if you were a rogue. While sneaking, you move 10% faster and your passive ki generation when centered is increased by 1. Active Benefit: enter shadow form, becoming invisible and partially insubstantial. Consumes 15 Ki.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Improved Jump II, Improved Tumble II, Dodge, Path of Inevitable Dominion: Fists of Darkness, one of Consuming Flame, Porous Soul, Static Charge, Winter's Touch | |
Monk Ninja Spy II: Passive Benefit: you gain Improved Critical: Shortsword, an additional +2 Balance, Hide, and Move Silently, and an additional +2d6 Sneak Attack (for a total of +3d6). You move an additional 10% faster while sneaking. Active Benefit: enter the Dance of the Water Strider, running on liquids so long as you continue to move and maintain your concentration. Consumes 20 Ki.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Monk Ninja Spy I, one of Way of the Clever Monkey II, Way of the Elegant Crane II, Way of the Faithful Hound II, Way of the Patient Tortoise II, Way of the Tenacious Badger II |
Shintao Monk I: Passive Benefit: your unarmed attacks now bypass Byeshk damage reduction. Active Benefit: Smite 'tainted' creatures. (Aberrations, extraplanar creatures not Lawful Outsiders, and undead.) +2 to Diplomacy, Heal, and Intimidate, with a permanent Protection from Tainted Creatures effect (Ward against mental domination and granting a +2 deflection bonus to AC and a +2 resist to saves against attacks from extraplanar creatures, aberrations, and undead.) (The Protection from Evil effect has been removed with Update 7.) New attack: Smite Tainted Creature (15 ki.): You add 2x Wisdom modifier to your attack roll and a damage bonus based on monk level against tainted creatures and undead. A vorpal attack seals the foe in a tomb of jade if they fail a Will save.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Monk Improved Recovery I, Stunning Fist, Path of Harmonious Balance: Fists of Light, and one of Cleave, Combat Expertise, Diehard, Discipline, Luck of Heroes, Precision, Resilience, Self Sufficient | |
Shintao Monk II: Passive Benefit: your unarmed attacks now bypass Cold Iron damage reduction. Active Benefit: additional +2 to Diplomacy, Heal, and Intimidate. Dismiss outsiders, or strike 'tainted' creatures with an attack that increases their physical damage vulnerability. Protection from Tainted Creatures bonuses increase to +4. New attacks: Dismissing Strike (25 Ki.): Force an extra planar enemy back to its proper plane. Jade Strike (10 Ki.): Light move attack affects physical damage vulnerability by 10% and reduces their fortification by 25%. A successful Will save negates this effect (DC = 10 + Wisdom modifier + your monk level). Creatures that are both extraplanar and either aberrations or undead receive double this effect. On critical hits, a tainted target will be locked in a tomb of jade on a failed Will save. Extraplanar aberrations or undead must make 2 consecutive Will saves to avoid the effect.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Shintao Monk I, and one of Monk Improved Recovery III, Rise of the Phoenix | |
Shintao Monk III: Passive Benefit: your unarmed attacks now bypass Silver damage reduction. Active Benefit: additional +2 to Diplomacy, Heal, and Intimidate, use ki to stun opponents at range or lock 'tainted' creatures in a tomb of jade. Your Protection from Tainted Creatures bonuses increase to +6. New attacks: Kukan-Do (25 ki): gaze with an enemy stuns them for a short period of time on a failed Will save. Stunning Blow or Stunning Fist DC modifiers also affect this ability. Sightless creatures are unaffected. Tomb of Jade (25 ki): Freely perform an attack that encases a tainted target in a tomb of jade on a failed Will save. Extraplanar Aberrations, or Undead must succeed at two consecutive Will saves to avoid their fate. Light move.
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AP Cost: 2 | Level: 18 | Progression: 66 | Requires: Shintao Monk II, and one of any Master of Thunder, Master of Stone, Master of Bonfires, Master of the Sea |
Capstone[edit]
A character can train only in one Monk Capstone at a time.
Monk Serenity: Benefit: Your understanding of things has evolved to a level that defies description.
You are a paragon of centeredness. You gain +2 Wisdom, +10 Concentration, and your passive ki generation when centered is increased by 1. (This stacks with the bonus from Greater and Ultimate Ocean Stance.) | ||||
AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |