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Name: Flurry of Blows

Description: You can attack rapidly


with your fists. You gain the Flurry of
Blows action.

Flurry of Blows:
Frequency: Once per round
Description: Make two unarmed Strikes.
If both hit the same creature, combine
their damage and enhancements for the
purpose of resistances and weaknesses.
The number attacks increase by 1 at 5th
level and every 6th level after that.

Class Feature

Name: Ki powers
Description: By tapping into a supernatural
inner reserve called ki, you can create
magical effects. Some feats let you use ki,
giving you a pool of Spell Points with a
capacity equal to your Wisdom modifier.
These feats also give you a ki power. This
power is a type of special spell you can cast
by spending Spell Points. Powers are
explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your
ki powers, and your spell rolls and spell
DCs use your Wisdom modifier. When you
first gain ki, decide whether your ki powers
are divine spells or occult spells. Some
feats can give you more ki powers beyond
the first. These feats list “Spell Point pool”
as a prerequisite.
Class Feature
Name: Incredible Movement
Description: You gain a +10-
foot conditional bonus to your Speed
whenever you’re not wearing armor. The
bonus increases by 5 feet for every 3
monk levels you have beyond 3rd.

Class FeClasature

Name: Deflect Missels


Description: You can use your reaction
to deflect or catch the missile when you are
hit by a ranged weapon attack. When you
do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can
catch the missile if it is small enough for
you to hold in one hand and you have at
least one hand free. If you catch a missile in
this way, you can spend 1 ki point to make
a ranged attack (60 feet) with the weapon
or piece of ammunition you just caught, as
part of the same reaction. You make this
attack with proficiency, regardless of your
weapon proficiencies, and the missile
counts as a monk weapon for the attack.
Class Feature

Name: Path to Perfection


Description: Choose your
Fortitude, Reflex, or Will saving throw.
Your proficiency rank in the chosen
saving throw increases to master.

Class FeClasature
Name: Tiger Stance
Prerequisites: You are unarmored.
Description: You enter the stance of
a tiger, using your hands like claws.
You can make tiger claw attacks.
These deal 1d8 slashing damage;
are in the brawling group; and have
the agile, finesse, nonlethal, and
unarmed traits. They gain the
following enhancement.       
Enhancement: On a critical
success, the target takes 1d4
persistent bleed damage. While in
Tiger Stance, you can Step 10 feet
as long as your Speed is at least 10
feet.
Class Feat

Name: Wolf Stance


Prerequisites: You are unarmored.
Description: You enter the stance of
a wolf, low to the ground with your
hands held like fanged teeth. You
can make wolf jaw unarmed attacks.
These deal 1d8 piercing damage,
are in the brawling group, and are
agile, finesse, nonlethal, and
unarmed. While in Wolf Stance, your
wolf jaw unarmed attacks also gain
the forceful trait if you’re flanking
the target.

Class Feat
Name: Path of the Kensei
Prerequisites: Way of the Kensei
Description: You gain these benefits:
Kensei Weapons: Choose two types of
weapons to be your kensei weapons: one
melee weapon and one ranged weapon.
Each of these weapons can be any
simple or martial weapon that lacks the
heavy and special properties. The
longbow is also a valid choice. You gain
proficiency with these weapons if you
don't already have it. Weapons of the
chosen types are monk weapons for you.
When you reach 6th, 11th, and 17th level
in this class, you can choose another type
of weapon— either melee or ranged —to
be a kensei weapon for you, following the
criteria above.
Agile Parry: If you make an unarmed
strike as part of the Attack action on your
turn and are holding a kensei weapon,
you can use it to defend yourself if it is a
melee weapon. You gain a +2 bonus to
AC until the start of your next turn, while
the weapon is in your hand and you aren't
incapacitated.
Kensei's Shot: You can use a bonus
action on your turn to make any target
you hit with a ranged attack using a
kensei weapon take an extra 1d4 damage
of the weapon's type. You retain this
benefit until the end of the current turn.

Class Feat

Name: Ki Blast
Prerequisites: Spell Point pool
Description: You can unleash an
impactful cone of force by channeling your
ki. You gain the ki blast ki power (see page
234), which you can cast by spending 2
Spell Points. Increase your Spell Point pool
by 2.
Name: Flurry of Blows
Description: You can attack rapidly
with your fists. You gain the Flurry of
Blows action.

Flurry of Blows:
Frequency: Once per round
Description: Make two unarmed Strikes.
If both hit the same creature, combine
their damage and enhancements for the
purpose of resistances and weaknesses.
The number attacks increase by 1 at 5th
level and every 6th level after that.

Class Feature

Name: Ki powers
Description: By tapping into a supernatural
Name: Incredible Movement
inner reserve called ki, you can create
Description: You gain a +10-
magical effects. Some feats let you use ki,
foot conditional bonus to your Speed
giving you a pool of Spell Points with a
whenever you’re not wearing armor. The
capacity equal to your Wisdom modifier.
bonus increases by 5you
These feats also give feeta for every 3This
ki power.
monk levels you have beyond
power is a type of special spell you 3rd.can cast
by spending Spell Points. Powers are
Class FeClasature explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your
ki powers, and your spell rolls and spell
DCs use your Wisdom modifier. When you
first gain ki, decide whether your ki powers
are divine spells or occult spells. Some
feats can give you more ki powers beyond
the first. These feats list “Spell Point pool”
as a prerequisite.
Class Feature

Name: Incredible Movement


Description: You gain a +10-
foot conditional bonus to your Speed
whenever you’re not wearing armor. The
bonus increases by 5 feet for every 3
monk levels you have beyond 3rd.

Class FeClasature
Name: Deflect Missels
Description: You can use your reaction
to deflect or catch the missile when you are
hit by a ranged weapon attack. When you
do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can
catch the missile if it is small enough for
you to hold in one hand and you have at
least one hand free. If you catch a missile in
this way, you can spend 1 ki point to make
a ranged attack (60 feet) with the weapon
or piece of ammunition you just caught, as
part of the same reaction. You make this
attack with proficiency, regardless of your
weapon proficiencies, and the missile
counts as a monk weapon for the attack.
Class Feature

Name: Path to Perfection


Description: Choose your
Fortitude, Reflex, or Will saving throw.
Your proficiency rank in the chosen
saving throw increases to master.

Class FeClasature

Name: Tiger Stance


Prerequisites: You are unarmored.
Description: You enter the stance of
a tiger, using your hands like claws.
You can make tiger claw attacks.
These deal 1d8 slashing damage;
are in the brawling group; and have
the agile, finesse, nonlethal, and
unarmed traits. They gain the
following enhancement.       
Enhancement: On a critical
success, the target takes 1d4
persistent bleed damage. While in
Tiger Stance, you can Step 10 feet
as long as your Speed is at least 10
feet.
Class Feat
Name: Stunning Fist
Prerequisites: You are unarmored.
Description: Make an unarmed Strike. It
gains the following enhancement.           

Enhancement: The target must attempt


a Fortitude save against your class DC. If
the target fails, it’s flat-footed for 1 round.
On a critical failure, it’s also stupefied 2
for 1 round. If your attack was a critical
success, one of the following outcomes
occurs: If the target succeeded at its
save, it instead fails its save. If the target
failed its save, it instead critically fails its
save. If the target critically failed its save,
it is instead stunned for 1 round.

Class Feat

Name: Ki Blast
Prerequisites: Spell Point pool
Description: You can unleash an
impactful cone of force by channeling your
ki. You gain the ki blast ki power (see page
234), which you can cast by spending 2
Spell Points. Increase your Spell Point pool
by 2.

Class Feat
Name: Elemental Combat
Prerequisites: Way of the Four Elements
Description: Beginning at 3rd level when choosing this
tradition you get access to the 4 elemental stances of Air,
Fire, Water and Earth. Every stance grants different abilities.
At the start on each of your turns you can stay in or switch
your stance for free as long as you are not grappled, prone,
restrained, paralyzed, incapacitated, petrified, stunned or
unconscious. Additionally, you can use your Wisdom Modifier
instead of the Dexterity Modifier for monk weapons/ unarmed
strikes.
Every damage is equal to your monks martial art die plus
your wisdom modifier!

Air: As long as you are in the Air Stance you can choose to
strike out with condensed bursts of air. Your unarmed strikes
reach extend to 15 feet.
As a free action you can spend 1 ki point to deal an extra 1d6
thunder damage and try to push a target within your reach.
The target has to make a Strength check. On a failed save
the target is pushed 20 feet away from you, on a successful
save you deal half damage and it's not pushed.

Fire: As long as you are in the Fire Stance you can choose
to strike out with tendrils of flames. Your unarmed strikes
deal magical fire damage instead of bludgeoning.
As a free action you can spend 1 ki point to deal 1d6 fire
damage and attempt to set the target on fire. The target has
to make a Reflex Saving Throw. On a failed save your attack
causes the target to ignite in flames and deals 1d6 extra fire
damage immediately at the end of its next turn. On a
successful Save you deal no damage at the end of its next
turn. The target can use a action to put out the flames.

Water: As long as you are in the Water Stance you can


switch between defense and offense in a blink of an eye. You
can use your Deflect Missiles feature on melee weapon
attacks using your reaction. You can’t send the attack back.
As a free action you can spend 1 ki point to deal 1d6 cold
damage and attempting to knock a target within 20 feet
prone. You create a water whip in your hand and aim at the
feet of your foe. The target has to make a Reflex Saving
Throw. On a failed save your attack knocks the target prone.
On a successful Save you deal half damage and its not
knocked prone.

Earth: As long as you are in the Earth Stance you're sturdy


as the earth itself. Your armor class is increased by 1 (this
increases to 2 on lvl 14)
As a free action you can spend 1 ki to deal force damage and
surround yourself with a protective layer of earth and rocks
gaining temporary hit points equal your Wisdom Modifier until
the start of your next turn. The target has to make a
Constitution Saving Throw. On a successful Save you deal
only half damage.
Additionally, You can use your action to briefly control
elemental forces nearby, causing one of the following effects
of your choice:
Create a harmless, instantaneous sensory effect related to
air, earth, fire, or water, such as a shower of sparks, a puff of
wind, a spray of light mist, or a gentle rumbling of stone.
Class Feat Instantaneously light or snuff out a candle, a torch, or a small
campfire.
Chill or warm up to 1 pound of nonliving material for up to 1
hour.
Cause earth, fire, water, or mist that can fit within a 1-foot
cube to shape itself into a crude form you designate for 1
minute.
Name: Sorcerer Spell Casting
Description: You have the power to cast spells
using the Cast a Spell activity, and you gain access
to the Material Casting, Somatic Casting, and
Verbal Casting actions (see Casting Spells on
pages 195–196). Because you’re a sorcerer, you
can usually replace Material Casting actions with
Somatic Casting actions, so you usually don’t need
spell components.
Each day, you can cast up to two 1st-level spells,
plus an extra 1st-level spell due to the power of your
bloodline. The number of spells you can cast each
day are called your spell slots. You must know
spells to cast them, and you learn them via the spell
repertoire class feature. As you increase in level as
a sorcerer, your number of spells per day and the
highest level of spells you can cast from spell slots
increases, as shown on the Sorcerer Spells per Day
table on page 129.
Some of your spells require you to attempt a spell
roll to see how effective they are, or have your
enemies roll against your spell DC. Since your key
ability is Charisma, your spell rolls and spell DCs
use your Charisma modifier. See page 291 for
details on calculating your spell rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and higher,
you can heighten lower-level spells to higher levels.
You must learn them at the new level to do so, as
described on page 192. The spontaneous
heightening class feature lets you select two spells
you can heighten freely.
Cantrips
Some of your spells are cantrips. A cantrip is a
special type of spell that doesn’t use spell slots. You
can cast a cantrip at will, any number of times per
day. A cantrip is always automatically heightened to
the highest level of spell you can cast as a sorcerer.
For example, as a 1stlevel sorcerer, the highest
level of spell you can cast is 1st, so your cantrips
are 1st-level spells. As a 5th-level sorcerer, the
highest level of spell you can cast is 3rd, so your
cantrips are 3rd-level spells.

Class Feature
Name: Spell Repertoire
Description: At 1st level, you learn two 1st-
level spells of your choice and five cantrips of
your choice, as well as an additional spell and
cantrip from your bloodline (see page 130). You
choose these from the common spells on the
spell list corresponding to your bloodline in this
book, or from other spells on that spell list to
which you gain access. You can cast any spell
in your spell repertoire by using a spell slot of an
appropriate spell level.
You add to this spell repertoire as you increase
in level. Each time you get a spell slot from
Table 3–20, you add a spell to your spell
repertoire of the same level. So when you reach
2nd level, you select another 1st-level spell; at
3rd level, you select two 2nd-level spells, and at
4th level you select a 2nd-level spell. Each time
you learn spells of a new spell level, your
bloodline also grants you both a new spell and a
new spell slot of that level. As with other spell
slots, you can use this bonus slot to cast any
spell, not just the one your bloodline gave you.
Though you gain them at the same rate, your
spell slots and spell repertoire are separate. If a
feat or other ability adds a spell to your spell
repertoire, it wouldn’t give you another spell slot,
and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you
might want to replace some of the spells you
previously learned. Each time you level up and
learn new spells, you can swap out one of your
Class Feature old spells for a different spell of the same level.
This spell can be a cantrip. You can also swap
out spells by retraining during downtime (see
page 318).

Name: Spontaneous Heightening


Description: You learn to freely
heighten some of your spells, even if you know
only the base version of the spell. During your
daily preparations (see page 192), you can pick
up to two spells you know. You can cast those
spells using any applicable higher-level spell
slots you may have, heightening the spell to the
level of spell slot used, even if you don’t
ordinarily know the spell at the higher level.
Class FeClasature
Name: Dragon Ancestor
Prerequisite: Draconic Bloodline
Description: You choose one type of dragon as
your ancestor. The damage type associated with
each dragon is used by features you gain later.
 You choose one type of dragon as your ancestor.
The damage type associated with each dragon is
used by features you gain later. You can speak,
read, and write Draconic. Additionally, whenever
you make a Charisma check when interacting with
dragons, your proficiency bonus is doubled if it
applies to the check. Your hit point maximum
increases by 1 and increases by 1 again whenever
you gain a level in this class. Additionally, parts of
your skin are covered by a thin sheen of dragon-
like scales.

Spells: Cantrip: detect magic; 1st: fear; 2nd: resist


energy; 3rd: enthrall; 4th: fly; 5th: chromatic wall; 6th:
dragon form; 7th: finger of death; 8th: power word
stun; 9th: meteor swarm

Class Feat

Name: Counterspell(Reaction)
Trigger: A creature casts a spell that you have in
repertoire.
Requirements: You must have an unexpended
spell slot of the triggering spell’s level.
Description: You expend one of your spell slots to
counter the triggering creature’s casting of a spell
that you have in your repertoire. You lose your spell
slot as if you had cast the triggering spell. You then
attempt to dispel the triggering spell (see Dispelling
on page 197).
Class FeClasature

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