Requires 5 Cleric levels and 5 Rogue levels. Monks draw their power from something divine, and use their own bodies as the instrument they channel this energy through. Monks use their 6 Chakra to channel divinity into powerful abilities, seemingly infused with divine might. To tap into Chakra, Monks must be Unarmed and wearing 5 or less Armor. Spending their Chakra is risky as well, for only a long sleep rejuvenates them. For this reason, they focus on Spirituality and Light Attack above all. Combative monks keep their Defense skills high, while supportive monks may tend to focus on Medicine and Insight.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | A12 | Chakra Block | X | X actions. Spends 1 Chakra. You attack an adjacent enemy for 1W damage. For the next 3 turns, they can only use their Basic attack. You may use this as often as you like in battle. Weapon vs Fortitude. |
| 12 | B12 | Divine Guidance | Passive | Passive. For every unspent Chakra, you gain +1 Light Attack and +1 Fortitude. You must still be Unarmed and wearing 5 or less Armor to gain this bonus. Upgrades:
|
| 13 | A13 | Divine Gift | 5 act | 5 actions. Spends 1 Chakra. Bless an ally with 20 Temporary Hit Points and immunity to negative effects for 3 turns. Spirituality vs Will. |
| 13 | B13 | Divine Dash | 6 act | 6 actions. Spends 4 Chakra. You can move to any space within the vicinity. Acrobatics vs Reflex. |
| 14 | A14 | Divine Provocation | 5 act | 5 actions. Spends 2 Chakra. You gain +2 Armor and +3 to all Defenses. You also make an Aggression roll against all targets within 2 spaces, costing no actions. Lasts 3 turns. Aggression vs Will. Upgrades:
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| 14 | B14 | Focused Strike | 1 act | 1 action. Spends 3 Chakra. If you fail a basic attack, you may choose to succeed instead. |
| 15 | A15 | Flurry Of Blows | Passive | Passive. For each Chakra you spend alongside a Basic attack, you can add another Basic attack costing no actions. |
| 15 | B15 | Crack Skulls | X | X actions. Spends 4 Chakra. Requires 2 adjacent targets. Deal 1W damage to both targets. They both are stunned, losing 6 actions on their next turn. Light Attack vs Fortitude. |
| 16 | A16 | Vivify | 4 act | 4 actions. Spends 1 Chakra. Cures an adjacent ally of all poisons, curses, diseases, and negative magical effects. Spirituality vs Fortitude. |
| 16 | B16 | Quadruple Hit | X | X actions. Spends 5 Chakra. Strike out at an adjacent target with everything, dealing 4W damage. Light Attack vs Fortitude. |
| 17 | A17 | Transcend | 6 act | 6 actions. Spends 3 Chakra. Your spirit leaves your body. Your spirit can travel at 10 spaces per action and cannot be seen or felt by anyone else. You may call back your spirit at any time. Your body has 0 Fortitude and Reflex during this time. Spirituality vs Will. |
| 17 | B17 | Crown Chakra | Passive | Passive. You now have a maximum of 7 Chakra. |
| 20 | A20 | Dimensional Punch | 6 act | 6 actions. Spends 6 Chakra. You punch a target next to you. Your attack roll must surpass their Fortitude, Reflex, and Will. If you succeed, they are erased from this plane of existence. Light Attack vs Fortitude/Reflex/Will. |
| 20 | B20 | Realign | 600 act | 600 actions. Spends 6 Chakra. You perform a ritual on a willing ally. This ally forgets up to 3 Abilities that they have learned, and lose 9 of their spent Skill points. The ally cannot unlearn a lower-level Ability that would prevent a higher-level Ability from being used. As the ritual completes, this ally may accumulate new Skills and Abilities according to their level. After the ritual, the ally will suffer a -5 exhaustion penalty to all d20 rolls for roughly 20 minutes. Spirituality. Upgrades:
|
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | D11 | Pressure Points | X | X actions. You attack an adjacent target's pressure points, dealing 1W damage. That target's Fortitude and Reflex are halved (rounded down). Lasts 3 turns. Light Attack vs Fortitude. |
| 12 | D12 | Flying Kick | X | X actions. Leap up to 3 spaces away and attack an adjacent enemy for 1W damage. Light Attack vs Reflex. |
| 13 | D13 | Elemental Discipline | Reactive | Reaction. If you are affected by an elemental attack (with fire, earth, water, or air), you retain the attack within yourself (damage still applies). You may duplicate that exact attack once during that same battle. Spirituality vs (Defense). |
| 14 | D14 | Meditate | 6 act | 6 actions. You focus inward and gain +2 Fortitude and Armor, also healing 1d8 HP each turn. You may keep using this for up to 10 turns. Spirituality vs Will. |
| 15 | D15 | Slow Fall | Passive | Passive. You may now subtract your Level from the impact damage you take from falling. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | F12 | Martial Arts Ferocity | Passive | Passive. Your Unarmed attacks deal +2d damage. Light Attack vs Fortitude. Upgrades:
|
| 12 | G12 | Martial Arts Cunning | Passive | Passive. While Unarmed, you have a critical success on a Light Attack roll of 19-20. Upgrades:
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| 12 | H12 | Martial Arts Alacrity | Passive | Passive. You may choose for your Unarmed attacks to go against your target's Fortitude or their Reflex. |
| 13 | F13 | Martial Arts Superiority | Passive | Passive. While Unarmed, your Basic attacks are considered impact damage, and thus bypass Armor. Light Attack vs Fortitude. |
| 13 | G13 | Martial Arts Potency | Passive | Passive. You may use your Light Attack to grapple or disarm opponents instead of Athletics. |
| 13 | H13 | Martial Arts Versatility | Passive | Passive. Choose 3 of the following weapons. To you, these weapons are now considered Unarmed, and can be used for Light Attack: Sickle Throwing Axe Bo Staff Dagger Shock Baton Darts Kama Nunchaku Whip Balanced Knife Warfan Shuriken Bolas |
| 20 | G20 | Martial Arts Mastery | Passive | Passive. While Unarmed, your Light Attack costs -1 action, down to a minimum of 1. Light Attack vs Fortitude. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | J12 | Bear Tattoo | Passive | Passive. When you are successfully hit, you gain +1 Armor and Will. This effect stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied. |
| 12 | K12 | Dragon Tattoo | Passive | Passive. When you are successfully hit, you gain +1 Light Attack and damage. This effect stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied. |
| 12 | L12 | Eagle Tattoo | Passive | Passive. When you are successfully hit, you may heal yourself or an ally within sight for 1d4 HP. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied. |
| 12 | M12 | Lion Tattoo | Passive | Passive. When you are successfully hit, you gain +2 Intimidate and Persuasion. This effect stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied. |
| 12 | N12 | Monkey Tattoo | Passive | Passive. When you are successfully hit, you gain +1 Reflex and can move 1 space. The Reflex bonus stacks until the end of battle. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied. |
| 12 | O12 | Snake Tattoo | Passive | Passive. When you are successfully hit by an adjacent target, you may make a basic attack against them, costing no actions. Tattoos can be removed, as can their bonus. If removed, the bonus is lost forever, even if reapplied. |