Monk Feats

Every level at which you gain a monk feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.

Flurry of Blows

Level 1

Flourish Monk

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.

Crane Stance

Level 1

Monk Stance

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

Level 1

Monk Stance

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

Level 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

Level 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

Level 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

Level 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

Level 1

Monk Stance

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

Level 1

Stance Monk

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

Level 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

Level 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

Level 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

Level 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

Level 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

Level 4

Monk

Trigger: You are the target of a physical ranged attack.

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

Level 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

Level 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

Level 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

Level 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

Level 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

Level 6

Monk

Prerequisites: incredible movement, ki spells

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

Crane Flutter

Level 6

Monk

Prerequisites: Crane Stance

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

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

Level 6

Auditory Emotion Monk Mental Fear

Prerequisites: 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

Level 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

Level 6

Monk

Prerequisites: 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

Level 6

Monk

Prerequisites: 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

Level 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

Level 6

Monk

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

Level 6

Monk

Prerequisites: 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

Level 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

Level 8

Stance Monk

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

Level 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

Level 8

Stance Monk

Trigger: 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

Level 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

Level 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. 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

Level 10

Monk Concentrate

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

Level 10

Monk Attack Incapacitation

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

Level 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. Increase the number of Focus Points in your focus pool by 1.

Winding Flow

Level 10

Monk

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

Level 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

Level 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

Level 12

Monk

Prerequisites: master in Athletics

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

Level 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

Level 12

Monk

Trigger: You roll initiative.

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

Ironblood Surge

Level 14

Monk

Prerequisites: 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

Level 14

Monk

Prerequisites: Mountain Stronghold

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

Level 14

Monk

Prerequisites: 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

Level 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 Son and Moon

Level 14

Monk

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

Wild Winds Gust

Level 14

Evocation Manipulate Monk Air Concentrate

Prerequisites: Wild Winds Initiate

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

Level 16

Emotion Monk Mental

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

Level 16

Monk

Prerequisites: Stance Savant

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

Quivering Palm

Level 16

Monk

Prerequisites: ki spells

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

Shattering Strike

Level 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

Level 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

Level 18

Monk

Prerequisites: ki spells

You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of FocusPoints in your focus pool by 1.

Meditative Wellspring

Level 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

Level 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

Level 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

Level 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

Level 20

Monk Fortune

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

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.