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For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it’s least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any lawful

Hit Points: 10 per level

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The monk receives 1 rank in the following; Acrobatics, Artisan, Awareness, Diplomacy, Endurance, Feats of Strength, Intimidate, Knowledge (History, Local, and Religion), Ride, and Stealth.

Skill Ranks per Level: 4 + Int modifier.

Table: Monk
Level Base Attack Bonus Fort Save Ref Save Will Save Special Monk’s Strike AC Bonus Fast Movement
1st +1 +2 +2 +2 Flurry of blows, stunning fist, monk’s strike, martial art 1d6 +0 +0 ft.
2nd +2 +3 +3 +3 Martial art, evasion 1d6 +0 +0 ft.
3rd +3 +3 +3 +3 Fast movement, still mind 1d6 +0 +10 ft.
4th +4 +4 +4 +4 Ki pool (magic), slow fall 20 ft. 1d8 +1 +10 ft.
5th +5 +4 +4 +4 Nimble footed, purity of body 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +5 Martial art, slow fall 30 ft. 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +5 Ki pool (cold iron/silver), wholeness of body 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +6 Slow fall 40 ft. 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +6 Improved evasion 1d10 +2 +30 ft.
10th +10/+5 +7 +7 +7 Martial art, Ki pool (lawful), slow fall 50 ft. 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +7 Diamond body 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +8 Abundant step, slow fall 60 ft. 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +8 +8 Diamond soul 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +9 +9 Martial art, slow fall 70 ft. 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +9 +9 Quivering palm 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +10 Ki pool (adamantine), slow fall 80 ft. 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +11 Martial art, slow fall 90 ft. 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +11 +11 Empty body, flawless mind 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +12 +12 Perfect self, slow fall any distance 2d10 +5 +60 ft.

Class Features

All of the following are class features of the monk.

Weapon Proficiency

Monks receive proficiency with Simple weapons, and all weapons which have “Monk” listed in their special abilities.

Monks are not proficient with any type of armor, and wearing armor or wielding a shield causes the Monk to lose access to their AC Bonus, fast movement, and flurry of blows class features. These are also lost if the Monk has a medium or heavy load.

AC Bonus (Ex)

When unarmored and not encumbered the Monk adds their Wisdom bonus to their AC and CMD.

At 4th level and every 4 levels thereafter the Monk receives a +1 bonus to their AC. This bonus applies against touch attacks or when the Monk is flat-footed. They lose this bonus when they are immobilized, helpless, wearing armor or shields, or carrying a medium or heavy load.

Flurry of Blows (Ex)

Monks are capable of making many rapid strikes with their unarmed attacks. Making a flurry of blows is a full-round attack, and doing so allows the Monk to double the amount of attacks he can make but he takes a -2 penalty to all attacks.

Each time an additional attack is gained through Base Attack Bonus (such as at sixth level), the two new attacks are both going off of the attack bonus from a secondary BAB attack. (Example; at sixth level normally a character has a BAB of +6/+1, their secondary attack being five lower than their primary. Thus with Flurry of Blows it instead becomes +6/+6/+1/+1 before the Flurry of Blows penalty, and +4/+4/-1/-1 after the penalty is applied).

Monk’s Strike

The Monk’s body is their weapon, and because of this, it is finely honed to be just as deadly as any sword or spell. Monks are considered to have Improved Unarmed Strike for the purpose of feat prerequisites. In addition, his unarmed strikes increase in damage as per the chart on Table: Monk.

So long as the Monk possesses Weapon Finesse he is able to use his Dexterity modifier for damage with his unarmed strikes.

Starting at fourth level, Monks wielding weapons listed with “Monk” in their special abilities use the Monk’s Strike damage (if it’s higher) however the damage dice are treated as being for a Monk three levels lower (minimum of first level).

A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage
Level Damage (Small monk) Damage (Large monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

Martial Arts

At first level, second level, and then every four levels thereafter the Monk learns a new Monk-specific Martial Art. These are special weapon techniques meant for unarmed strikes.

Flying Kick (Ex)
Spend 1 Stamina to fly 10 ft. forward making a single unarmed attack. If a Ki Point is spent instead, they fly 30 ft. forward and on a successful hit the opponent is knocked prone.

Axe Kick (Ex)
Spend 1 Stamina to kick an adjacent foe as part of an attack, and on a successful hit the opponent is staggered for 1 round and takes half damage from the attack. If a Kit Point is spent instead, the opponent is staggered for 1d4+1 rounds.

Kneecap Strike (Ex)
Spend 1 Stamina to make a single attack to an opponent’s kneecap. On a successful hit the opponent takes half damage and can only move 5 ft. for 1 round. If a Ki Point is spent instead, the opponent is unable to move (but can still act) for 1d4 rounds.

Centered Strike (Ex)
Spend 1 Stamina to use Wisdom in place of Strength or Dexterity on attack rolls. If a Ki Point is spent instead, Wisdom is instead added as a bonus on top of Strength or Dexterity.

Special: If the Monk is at least 6th level and possess at least 1 Ki Point in their Ki Pool, they can use Wisdom in place of Strength or Dexterity on attack and damage rolls with unarmed strikes.

Eardrum Pop (Ex)
Spend 1 Stamina to make a single attack to clap both hands against an opponent’s ears. On a successful hit the opponent takes half damage and is deafened for 1 round. If a Ki Point is spent instead, the opponent is deafened for 1d4+1 rounds and takes a -2 penalty to all actions for 1 round.

Ki Blocking Strike (Ex)
Spend 1 Stamina to make a single attack to block the flow of various energies (‘Ki’ to the monk). On a successful hit the opponent takes no damage but loses the ability to cast spells or use supernatural or spell-like abilities for 1 round. If a Ki Point is spent instead this lasts for 1d4+1 rounds.

Weakpoint Jab (Ex)
Spend 1 Stamina to make sure your attacks hit a foe’s weakpoints. Until the Monk’s next turn, their unarmed strikes are considered to be 19-20/x2 weapons instead of x2 weapons. Improved Critical and Keen improve this critical threat range like normal (changing it to 17-20/x2). If a Ki Point is spent instead, the Monk can either choose to have an 18-20/x2 crit range, or a x4 critical multiplier in place of the 19-20/x2 alteration.

Wheel Attack (Ex)
Spend 1 Stamina to make a single attack roll against all adjacent foes (as if using Whirlwind Attack). If a Ki Point is spent instead, the Monk’s reach for the purpose of this attack is counted as being as if they were one size category higher.

Sonic Clap (Su)
Spend 1 Stamina to make a loud clap against a foe within 10 ft. and on a successful hit, the opponent takes the Monk’s unarmed strike damage as Sonic damage. Wisdom is used for the attack roll and damage modifier in place of any physical ability scores. If a Ki Point is spent instead, the Monk turns this into a 15 ft. cone attack which affects all foes within the cone – and on a failed attack roll those within the cone take half damage.

Body Slam (Ex)
Spend 1 Stamina to make a single attack to against an opponent, putting the Monk’s entire body into the attack. On a successful hit the opponent is knocked back 5 ft., and takes a -5 on all physical rolls (including physical attack and damage rolls). If a Ki Point is spent instead, the opponent is knocked back 10 ft./Wisdom modifier (minimum of 10 ft.)

Stunning Fist (Ex)

At first level the Monk gains the Stunning Fist bonus feat, except where noted below.

By spending 1 Stamina, the Monk can make a Stunning Fist attack. This functions as a normal attack roll except the enemy must attempt a Fortitude save if they are hit. If they fail, they are stunned for 1 round. If a Ki Point is spent instead, the save DC is increased by 5.

The save DC is equal to 10 + 1/2 Monk level + Wisdom modifier.

At fourth level and every four levels thereafter, the Monk gains a new status condition they can apply to their Stunning Fist in place of the stun condition. The save DC remains the same. Additional strikes from a Stunning Fist attack do not stack, but do increase the duration.

  • 4th: Fatigued
  • 8th: Sickened for 1 minute.
  • 12th: Staggered for 1d6+1 rounds.
  • 16th: Permanently blind or deafen foe.
  • 20th: Paralyze target for 1d6+1 rounds.

Evasion (Ex)

At second level the Monk takes no damage on a successful Reflex saves against effects which deal half damage/effects on successful saves. If the Monk is unable to move (such as due to being helpless) they cannot benefit from Evasion.

Fast Movement (Ex)

At 3rd level and every third level thereafter the Monk increases their land speed by 10 ft. (to a maximum of a +60 ft. bonus at eighteenth level). If the Monk possesses other forms of movement (such as a Swim or Climb speed) these are increased by half their land speed’s bonus instead.

Still Mind (Ex)

A monk of 3rd level receives a +2 bonus on saving throws against mind-affecting effects, enchantments, and compulsions. This bonus increases by 1 for every 2 levels thereafter.

Ki Pool (Su)

At 4th level the monk receives a Ki Pool, allowing them to accomplish amazing feats. Their Ki Pool is equal to half their Monk level + Wisdom modifier (minimum of 2). So long as they possess at least 1 Ki Point, they are able to bypass certain Damage Reduction based on their level.

  • 4th level: Bypasses DR/Magic.
  • 7th level: Bypasses DR/Cold Iron or DR/Silver.
  • 10th level: Bypasses DR/Lawful.
  • 16th level: Bypasses DR/Adamantine. In addition, bypasses any Hardness objects have.

Ki Points can be spent like Stamina Points in order to modify Martial Arts a Monk possesses, or they can be spent for one of the following benefits:

  • On a flurry of blows, make an additional attack of opportunity at the highest attack bonus.
  • Increase speed by 20 ft. for 1 round.
  • Gain a +4 Dodge bonus to AC for 1 round.

Spending Ki Points is a swift action. The Ki Pool is restored after 8 hours of rest, similar to spells.

Slow Fall (Ex)

At 4th level the monk is able to reduce the speed from his fall so long as he has a wall adjacent to him. When using the wall, reduces the amount of squares fallen by the amount listed (starting at 20 ft. for fourth level) until twentieth level when they are able to fall any distance and take no damage.

Nimble Footed (Ex)

At 5th level the monk adds his level as a bonus to Acrobatic checks. In addition, the Monk can spend 1 Ki Point to grant another +20 bonus to his Acrobatics for 1 round. Jumps made by the Monk are always considered to have a running start.

Purity of Body (Ex)

At 5th level, the monk is immune to all natural and supernatural diseases.

Wholeness of Body (Su)

At 7th level the monk can spend a standard action and 2 Ki Points to heal himself. This healing is a number of d8s equal to the Monk’s Wisdom modifier (minimum of 1d8) and adds his Monk level to this healing roll.

Improved Evasion (Ex)

At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can spend 2 Ki Points to use Dimension Door as a move action. Their caster level is equal to that of their Monk level, and they can only teleport themselves with this ability.

Diamond Soul (Ex)

At 13th level, a monk gains Spell Resistance equal to 10 + their Monk level + their Wisdom modifier. As a swift action that costs 2 Ki Points, they can increase this Spell Resistance by 10.

Quivering Palm (Su)

Starting at 15th level, a monk can make a single attack which could potentially kill the target immediately. This attack can be performed once per day, and on a successful hit against the target they must make a Fortitude save (DC 10 + 1/2 Monk Level + Monk’s Wisdom modifier) and on a failed Fortitude save, the opponent is slain immediately.

Alternatively the Monk can instead choose for the effect to kill them at a specific time after the save is failed. This time can be within a number of days since the attack roll was made equal to the Monk’s level.

Creatures immune to critical hits are immune to Quivering Palm.

Timeless Body (Ex)

At 17th level, the monk becomes immortal – no longer taking penalties due to aging. In addition to this, they gain the Venerable age bonuses to their mental ability scores if they haven’t already received them, this does not otherwise change their age or age category.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk can spend 3 Ki Points in order to become incorporeal for 1 minute. While incorporeal the Monk is able to affect other incorporeal creatures as if they were living, but cannot affect living creatures. In addition to this they ignore any immunities the incorporeal creature may have so long as the Monk is also incorporeal at the time.

Flawless Mind (Ex)

At 19th level, a monk rolls twice on Will saves and take the better result. In addition to this, once per round the Monk can attempt a new saving throw against an effect already affecting them.

Perfect Self

At 20th level, a monk receives DR 10/Chaotic, on a Flurry of Blows they make an additional attack at their highest attack bonus, and finally they increase their AC bonus by 2.

Monks are treated as both Outsider (Lawful) and their original creature type, whichever would benefit them in a situation.


A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.