Pathfinder 2 Monk Class

The strength of your fist flows from your mind and spirit. You seek perfection—honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You’re a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.

Key Ability Strength or Dexterity - At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points 10 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters...

You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.

During Social Encounters...

Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.

While Exploring...

You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you’re well suited to looking for danger or moving stealthily.

In Downtime...

You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.

You Might...

Others Probably...

Table: Monk Advancement
Level Class Features
1Ancestry and background, flurry of blows, initial proficiencies, monk feat, powerful fist
2Monk feat, skill feat
3General feat, incredible movement +10 feet, mystic strikes, skill increase
4Monk feat, skill feat
5Ability boosts, alertness, ancestry feat, expert strikes, skill increase
6Monk feat, skill feat
7General feat, incredible movement +15 feet, Path to Perfection, skill increase, weapon specialization
8Monk feat, skill feat
9Ancestry feat, metal strikes, monk expertise, skill increase
10Ability boosts, monk feat, skill feat
11General feat, incredible movement +20 feet, second path to perfection, skill increase
12Monk feat, skill feat
13Ancestry feat, graceful mastery, master strikes, skill increase
14Monk feat, skill feat
15Ability boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection
16Monk feat, skill feat
17Adamantine strikes, ancestry feat, graceful legend, skill increase
18Monk feat, skill feat
19General feat, incredible movement +30 feet, perfected form, skill increase
20Ability boosts, monk feat, skill feat

Class Features

You gain these abilities as a Monk. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.

Flurry of Blows

You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.

Flurry of Blows [1 Action]

FlourishMonk

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Monk Feats

At 1st level and every even-numbered level thereafter, you gain a monk class feat.

Powerful Fist

You know how to wield your fists as deadly weapons. The damage die for your fist changes to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

Skill Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats are listed in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats [Level 3]

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Incredible Movement [Level 3]

You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.

Mystic Strikes [Level 3]

Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty fists to gain an item bonus to attack rolls or increase your attacks’ weapon damage dice.

Skill Increases [Level 3]

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Ability Boosts [Level 5]

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Alertness [Level 5]

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Ancestry Feats [Level 5]

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Expert Strikes [Level 5]

You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.

Path to Perfection [Level 7]

You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.

Weapon Specialization [Level 7]

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Metal Strikes [Level 9]

You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.

Monk Expertise [Level 9]

Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.

Second Path to Perfection [Level 11]

You’ve learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.

Graceful Mastery [Level 13]

You move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.

Master Strikes [Level 13]

You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.

Greater Weapon Specialization [Level 15]

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Third Path to Perfection [Level 15]

You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you fail at the chosen type of save against an effect that deals damage, you take half damage.

Adamantine Strikes [Level 17]

When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.

Graceful Legend [Level 17]

Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.

Perfected Form [Level 19]

You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.

Monk Feats

At every level that you gain a Monk feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

Crane Stance [1 action]

Feat 1
Monk Stance

Requirements You are unarmored.


You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.


Dragon Stance [1 action]

Feat 1
Monk Stance

Requirements You are unarmored.


You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.

While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.


Ki Rush

Feat 1
Monk

You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300.


Ki Strike

Feat 1
Monk

Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300.


Monastic Weaponry

Feat 1
Monk

You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well.

You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance.


Mountain Stance [1 action]

Feat 1
Monk Stance

Trigger You are unarmored and touching the ground.


You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.

While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet.


Tiger Stance [1 action]

Feat 1
Monk Stance

Requirements You are unarmored.


You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.

As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.


Wolf Stance [1 action]

Feat 1
Monk Stance

Requirements You are unarmored.


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 have the agile, backstabber, finesse, nonlethal, and unarmed traits.

If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.


Brawling Focus

Feat 2
Monk

You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.


Crushing Grab

Feat 2
Monk

Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.


Dancing Leaf

Feat 2
Monk

You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.


Elemental Fist

Feat 2
Monk

Prerequisites Ki Strike


You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait).


Stunning Fist

Feat 2
Monk

Prerequisites Flurry of Blows


The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.


Deflect Arrow [Reaction]

Feat 4
Monk

Trigger You are the target of a physical ranged attack.

Requirements You’re aware of the attack, are not flat-footed against it, and have a hand free.


You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).


Flurry of Maneuvers

Feat 4
Monk

Prerequisites expert in Athletics


You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.


Flying Kick [2 actions]

Feat 4
Monk

You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.


Guarded Movement

Feat 4
Monk

Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.


Stand Still [Reaction]

Feat 4
Monk

Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.


You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.


Wholeness of Body

Feat 4
Monk

Prerequisites ki spells


You can restore your health by tapping into your ki. You gain the wholeness of body ki spell (page 402). Increase the number of Focus Points in your focus pool by 1.


Abundant Step

Feat 6
Monk

Prerequisites incredible movement, ki spells


You can teleport yourself a short distance. You gain the abundant step ki spell (page 401). Increase the number of Focus Points in your focus pool by 1.


Crane Flutter [Reaction]

Feat 6
Monk

Prerequisites Crane Stance

Trigger You are targeted with a melee attack by an attacker you can see.

Requirements You are in Crane Stance.


You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.


Dragon Roar [1 action]

Feat 6
Auditory Emotion Fear Mental Monk

Prerequisites Dragon Stance

Requirements You are in Dragon Stance.


You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.

After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.


Ki Blast

Feat 6
Monk

Prerequisites ki spells


You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell (page 401). Increase the number of Focus Points in your focus pool by 1.


Mountain Stronghold [1 action]

Feat 6
Monk

Prerequisites Mountain Stance

Requirements You are in Mountain Stance.


You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.

Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.


Tiger Slash [2 actions]

Feat 6
Monk

Prerequisites Tiger Stance

Requirements You are in Tiger Stance.


You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.


Water Step

Feat 6
Monk

You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.


Whirling Throw [1 action]

Feat 6
Monk

Requirements You have a creature grabbed or restrained.


You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.

Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.

Critical Success You throw the creature the desired distance and it lands prone.

Success You throw the creature the desired distance.

Failure You don’t throw the creature.

Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.


Wolf Drag [2 actions]

Feat 6
Monk

Prerequisites Wolf Stance

Requirements You are in Wolf Stance.


You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.


Arrow Snatching

Feat 8
Monk

Prerequisites Deflect Arrow


You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.


Ironblood Stance [1 action]

Feat 8
Monk Stance

Requirements You are unarmored.


You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.

While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.


Mixed maneuver [2 actions]

Feat 8
Monk

Prerequisites master in Athletics


You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.


Tangled Forest Stance [1 action]

Feat 8
Monk Stance

Requirements You are unarmored.


You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move.


Wall Run [1 action]

Feat 8
Monk

You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.


Wild Winds Initiate

Feat 8
Monk

Prerequisites ki spells


You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell (page 402). Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.


Knockback Strike [2 actions]

Feat 10
Concentrate Monk

You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.


Sleeper Hold [1 action]

Feat 10
Attack Incapacitation Monk

Requirements You have a creature grabbed or restrained.


You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.

Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds.

Success The target is clumsy 1 until the end of its next turn.


Wind Jump

Feat 10
Monk

Prerequisites ki spells


You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell (page 402). Increase the number of Focus Points in your focus pool by 1.


Winding Flow [1 action]

Feat 10
Monk

Frequency once per round


Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.


Diamond Soul

Feat 12
Monk

You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic.


Disrupt Ki [2 actions]

Feat 12
Monk Negative

Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead.


Improved Knockback

Feat 12
Monk

When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics.


Meditative Focus

Feat 12
Monk

Prerequisites ki spells


Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.


Stance Savant [Reaction]

Feat 12
Monk

Trigger You roll initiative.


You enter a stance without a thought. Use an action that has the stance trait.


Ironblood Surge [1 action]

Feat 14
Monk

Prerequisites Ironblood Stance

Requirements You are in Ironblood Stance.


You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.


Mountain Quake [1 action]

Feat 14
Monk

Prerequisites Mountain Stronghold

Requirements You are in Mountain Stance.


You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.

Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.


Tangled Forest Rake [1 action]

Feat 14
Monk

Prerequisites Tangled Forest Stance

Requirements You are in Tangled Forest Stance.


You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475.


Timeless Body

Feat 14
Monk

You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.


Tongue of Sun and Moon

Feat 14
Monk

You have transcended the barriers between words and meaning. You can speak and understand all spoken languages.


Wild Winds Gust [2 actions]

Feat 14
Air Concentrate Evocation Manipulate Monk

Prerequisites Wild Winds Initiate

Requirements You are in wild winds stance.


You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.


Enlightened Presence

Feat 16
Emotion Mental Monk

You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects.


Master of Many Styles [Free Action]

Feat 16
Monk

Prerequisites Stance Savant

Requirements This is the first action of your turn.


You move between stances in an unceasing dance. You use an action with the stance trait.


Quivering Palm

Feat 16
Monk

Prerequisites ki spells


Your strikes can kill foes. You gain the quivering palm ki spell (page 401). Increase the number of Focus Points in your focus pool by 1.


Shattering Strike [2 actions]

Feat 16
Monk

The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.


Diamond Fists

Feat 18
Monk

Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step.


Empty Body

Feat 18
Monk

Prerequisites ki spells


You transmute your body into an ethereal form. You gain the empty body ki spell (page 401). Increase the number of Focus Points in your focus pool by 1.


Miditative Wellspring

Feat 18
Monk

Prerequisites Meditative Focus


When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.


Swift River [Free Action]

Feat 18
Monk

Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.


You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.


Enduring Quickness

Feat 20
Monk

You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.


Fuse Stance

Feat 20
Monk

Prerequisites at least two stances


You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.

You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike).


Impossible Technique [Reaction]

Feat 20
Fortune Monk

Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.

Requirements You are not armored or fatigued.


You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.


Monk Focus Spells

Abundant Step

FOCUS 4
UNCOMMON CONJURATION MONK TELEPORTATION

Cast [1 Action] somatic

Range 15 feet or more


You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight.


Empty Body

FOCUS 9
UNCOMMON CONJURATION MONK TELEPORTATION

Cast [2 Actions] somatic, verbal

Duration 1 minute


You turn ethereal, with the effects of ethereal jaunt, but you don’t need to concentrate.


Ki Blast

FOCUS 3
UNCOMMON EVOCATION FORCE MONK

Cast [1 to 3 Actions] somatic, verbal

Area 15-foot cone or more

Saving Throw Fortitude


You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is pushed 5 feet.

Critical Failure The creature takes double damage and is pushed 10 feet.


Heightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.


Ki Rush

FOCUS 1
UNCOMMON MONK TRANSMUTATION

Cast [1 Action] verbal


Accelerated by your ki, you move with such speed you become a blur. Move two times: two Strides, two Steps, or one Stride and one Step (in either order). You gain the concealed condition during this movement and until the start of your next turn.


Ki Strike

FOCUS 1
UNCOMMON MONK TRANSMUTATION

Cast [1 Action] verbal


You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn’t change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you’re lawful), negative, or positive.


Heightened (+4) The extra damage increases by 1d6.


Quivering Palm

FOCUS 8
UNCOMMON INCAPACITATION MONK NECROMANCY

Cast [2 Actions] somatic, verbal

Saving Throw Fortitude

Duration 1 month


Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the auditory and concentrate traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save.

If you cast quivering palm again, the effects of any quivering palm you had previously cast end.

Critical Success The target survives, the spell ends, and the target is then temporarily immune for 24 hours.

Success The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.

Failure The target is stunned 3 and takes 80 damage. The spell’s duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm.

Critical Failure The target dies.


Heightened (+1) The damage increases by 10 on a failure, or 5 on a success.


Wholeness of Body

FOCUS 2
UNCOMMON HEALING MONK NECROMANCY POSITIVE

Cast [1 Action] verbal


You heal yourself in one of the following ways, chosen by you when you cast the spell.

  • You regain 8 Hit Points.
  • You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.

Heightened (+1) If you choose to regain Hit Points, the Hit Points regained increase by 8.


Wild Winds Stance

FOCUS 4
UNCOMMON AIR EVOCATION MONK STANCE

Cast [1 Action] somatic

Duration until you leave the stance


You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed Strikes as ranged Strikes against targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group, and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes ignore concealment and all cover.

While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks.


Heightened (TODO) TODO


Wind Jump

FOCUS 5
UNCOMMON AIR MONK TRANSMUTATION

Cast [1 Action] verbal

Duration 1 minute


You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.


Heightened (6th) At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don’t fall.


Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.