Class:Monk
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Monks use an energy called ki to perform amazing techniques in battle. Usually fighting without weapons and armor, they can assist allies or destroy enemies but take longer to master than the other melee classes.
Solo Ability: Very Good.
Important stats:Strength and Wisdom are the most important stats for monks. Strength affects melee attack chance and damage, and high wisdom boosts a monk's defenses and amplifies many special attacks.
Dexterity is important for monks who want to further improve defense and reflexes.
Typical abilities: Stunning Fist, Deflect Arrows.
Monks can study different philisophical paths to allow them to use a number of special moves in battle.Through intense physical training and mental discipline, monks gain the ability to generate and control ki. They use this vital energy to launch powerful combination attacks and project amazing beneficial effects.
In order to use their special abilities, monks must be in a state of physical and mental balance called being centered. To remain centered, a monk cannot wear armor and must fight unarmed or with special monk weapons like staffs and kamas.

| Hit Die: | D8 |
| Base Skill Points Each Level: | 4 |
| Path(s): | The Path of Shadow, Two-headed Heron, The Path of Light, Shintao Monk, Ninja Spy, Henshin Mystic |

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| 1 | +0 | 2 | 2 | 2 |
| 2 | +1 | 3 | 3 | 3 |
| 3 | +2 | 3 | 3 | 3 |
| 4 | +3 | 4 | 4 | 4 |
| 5 | +3 | 4 | 4 | 4 |
| 6 | +4 | 5 | 5 | 5 |
| 7 | +5 | 5 | 5 | 5 |
| 8 | +6 / +1 | 6 | 6 | 6 |
| 9 | +6 / +1 | 6 | 6 | 6 |
| 10 | +7 / +2 | 7 | 7 | 7 |
| 11 | +8 / +3 | 7 | 7 | 7 |
| 12 | +9 / +4 | 8 | 8 | 8 |
| 13 | +9 / +4 | 8 | 8 | 8 |
| 14 | +10 / +5 | 9 | 9 | 9 |
| 15 | +11 / +6 / +1 | 9 | 9 | 9 |
| 16 | +12 / +7 / +2 | 10 | 10 | 10 |
| 17 | +12 / +7 / +2 | 10 | 10 | 10 |
| 18 | +13 / +8 / +3 | 11 | 11 | 11 |
| 19 | +14 / +9 / +4 | 11 | 11 | 11 |
| 20 | +15 / +10 / +5 | 12 | 12 | 12 |

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| Balance | Allows you to recover your balance when knocked down. | |
| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates. | |
| Diplomacy | Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. | |
| Hide | Allows you to sneak past monsters, avoiding their sight. | |
| Jump | Allows you to jump higher. | |
| Listen | Allows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear. | |
| Move Silently | Allows you to sneak past monsters, avoiding their hearing. | |
| Spot | Allows you to sense the presence of nearby hidden doors, traps, and objects, and to spot enemies that are trying to hide. This skill is passive (always on). Note that traps with a Spot Difficulty Check (DC) above 20 can only be spotted by rogues. | |
| Swim | Allows you to swim faster and hold your breath for a longer period of time when underwater. | |
| Tumble | Allows you to tumble and roll away from attacking enemies. |

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| 1 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| 1 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| 1 | Disciple of Breezes | The wind is untouchable, and you have taken your first steps on the path to understanding what it is to be a leaf on the wind. | |
| 1 | Disciple of Candles | The sun burns with an eternal fire, and you have taken your first steps on the path to understanding that power and intensity. | |
| 1 | Disciple of Pebbles | The mountain is eternal, and you have taken your first steps on the path to understanding the unyielding resilience of stone. | |
| 1 | Disciple of Puddles | The sea is teeming with life in motion, and you have taken your first steps on the path to understanding the way of the sea. | |
| 1 | Exotic Weapon Proficiency | You do not suffer an attack penalty for exotic weapons. Type(s): Proficiency: Kama, Proficiency: Shuriken |
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| 1 | Finishing Moves | Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This button changes into various finishing moves as they become available. | |
| 1 | Flurry of Blows | While centered (unarmored, unencumbered, and wielding monk weapons), you get an increase to your attack bonus, and more of your attacks will successfully strike your opponent as a result. This attack bonus increase starts at 1 (at level 1) and increases by 1 for every four additional monk levels. | |
| 1 | Heroic Durability | Increases your maximum hit points by 20. | |
| 1 | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. Type(s): Proficiency: Handaxe |
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| 1 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. Type(s): Proficiency: Light Crossbow, Proficiency: Quarterstaff, Proficiency: Heavy Crossbow, Proficiency: Unarmed, Proficiency: Dagger, Proficiency: Club |
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| 1 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| 1 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) | |
| 1 | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) | |
| 1 | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
| 2 | Evasion | When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage. | |
| 2 | Meditation | Your enlightenment allows you to regenerate ki at a faster rate. |
| 3 | Finishing Moves: Path of Harmonious Balance | Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This is a list of finishing moves available to monks that follow the Path of Harmonious Balance. | |
| 3 | Finishing Moves: Path of Inevitable Dominion | Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This is a list of finishing moves available to monks that follow the Path of Inevitable Dominion. | |
| 3 | Still Mind | Your training and meditation improve your resistance to mind-affecting attacks, granting you a +2 bonus on saving throws against enchantments. |
| 4 | Ki Strike: Magic | All of your unarmed melee attacks are empowered with ki and are considered magical for damage reduction purposes. | |
| 4 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. | |
| 4 | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
| 5 | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) | |
| 5 | Purity Of Body | You have gained control over your body's immune system and are now unaffected by all diseases. |
| 6 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 7 | Wholeness of Body | Your enlightenment allows you to heal your own wounds. |
| 8 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. | |
| 8 | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
| 9 | Improved Evasion | When you fail a Reflex save to avoid damage, you suffer only half damage. |
| 10 | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) | |
| 10 | Ki Strike: Lawful | All of your unarmed melee attacks are empowered with ki and are considered lawful for damage reduction purposes. | |
| 10 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 11 | Diamond Body | You have firm control over your metabolism and are now immune to poison. |
| 12 | Abundant Step | You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. | |
| 12 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. | |
| 12 | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
| 13 | Diamond Soul | You gain spell resistance equal to your monk level + 10, protecting you from non-damaging spells. |
| 14 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 15 | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) | |
| 15 | Quivering Palm | The monk delivers a fatal attack by sending waves of vibrations through the target. |
| 16 | Ki Strike: Adamantine | All of your unarmed melee attacks are empowered with ki and are considered adamantine for damage reduction purposes. | |
| 16 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. | |
| 16 | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |
| 17 | Timeless Body | Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead. |
| 18 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. |
| 19 | Empty Body | You are able to focus your ki and walk the edge of the Plane of Shadow, mimicing the effects of a Shadow Walk spell. While this effect is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane. |
| 20 | AC Bonus | Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.) | |
| 20 | Perfect Self | You have transcended your former race, and are now considered a Lawful Outsider. You have gained damage reduction 10 / epic. Warforged retain most living construct traits. | |
| 20 | |||
| 20 | Shining Star | ||
| 20 | Slow Fall | Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. | |
| 20 | Unarmed Strike | While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. |

| Monks may select one additional feat at levels 1, 2, 3, and 6 from the list below. | ||
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| Combat Expertise | While using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Casting a spell ends this mode. (not available at level 3) | |
| Deflect Arrows | Once every few seconds, you are able to block some projectiles that would otherwise hit you. (not available at level 3) | |
| Diehard | You automatically stabilize when incapacitated. (not available at level 3) | |
| Discipline | You are difficult to distract with spell or blow. You receive a +1 to Will saves and a +2 bonus on Concentration checks. (not available at level 3) | |
| Dodge | Grants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC. This will appear as a feat bonus on your character sheet. (not available at level 3) | |
| Great Fortitude | Grants you a +2 bonus on your Fortitude saves. (not available at level 3) | |
| Improved Sunder | Using this attack, you may reduce the target's Armor Class by 5 for a longer time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 14 + Str mod) (not available at level 3) | |
| Improved Trip | Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + Str mod) (not available at level 3) | |
| Iron Will | Grants you a +2 bonus on your Will saves. (not available at level 3) | |
| Lightning Reflexes | Grants you a +2 bonus on your Reflex saves. (not available at level 3) | |
| Mobility | Adds a +4 bonus to Armor Class while tumbling. (not available at level 3) | |
| Path of Harmonious Balance: Fists of Light | You have chosen to follow the path of light. You seek to be at harmony with the world, and your training will reflect your philosophy. You can activate this ability to channel positive energy into your attack, dealing 4d6 additional damage against undead, and applies a healing shield to your target which heals your allies that strike your target. On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1d50 positive energy damage to undead. (not available at levels 1, and 2) | |
| Path of Inevitable Dominion: Fists of Darkness | You have chosen to follow the path of darkness. You seek to dominate the world, and your training will reflect your philosophy. You can activate this ability to channel negative energy into your attack, dealing 2d10 additional damage against living creatures, and the rendering the target shaken. (A successful DC 10 + Monk Level + Wisdom Mod Will save negate the shaken effect.) On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1d50 negative energy damage. (not available at levels 1, and 2) | |
| Power Attack | While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage. (not available at level 3) | |
| Precision | While using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls. (not available at level 3) | |
| Resilience | While using Resilience mode, you trade attack bonus and half of your damage for a bonus to saves. Casting a spell ends this mode. (not available at level 3) | |
| Stunning Fist | A swift unarmed attack to vulnerable areas that cause your target to be stunned for a short period of time. (not available at level 3) | |
| Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. (not available at level 3) | |
| Two Handed Fighting | Increases the attack bonus and damage of glancing blow attacks when wielding a two-handed weapon. Also grants a small chance for weapon effects to trigger on glancing blows. (not available at level 3) | |
| Two Weapon Fighting | Reduces the penalty for fighting with two weapons. (not available at level 3) | |
| Weapon Finesse | You use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons. (not available at level 3) | |

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| 1 | Monk Balance I |
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| 1 | Monk Concentration I |
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| 1 | Monk Jump I |
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| 1 | Monk Spot I |
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| 1 | Monk Tumble I |
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| 2 | Monk Wisdom I |
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| 2 | Void Strike |
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| 2 | Way of the Clever Monkey I |
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| 2 | Way of the Elegant Crane I |
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| 2 | Way of the Faithful Hound I |
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| 2 | Way of the Patient Tortoise I |
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| 2 | Way of the Tenacious Badger I |
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| 3 | Lifting the Veil |
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| 3 | Monk Improved Recovery I |
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| 4 | Monk Balance II |
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| 4 | Monk Concentration II |
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| 4 | Monk Jump II |
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| 4 | Monk Spot II |
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| 4 | Monk Tumble II |
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| 4 | Static Charge |
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| 4 | The Receptive Earth |
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| 5 | Porous Soul |
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| 5 | Restoring the Balance |
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| 5 | Way of the Clever Monkey II |
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| 5 | Way of the Elegant Crane II |
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| 5 | Way of the Faithful Hound II |
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| 5 | Way of the Patient Tortoise II |
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| 5 | Way of the Tenacious Badger II |
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| 6 | Adept of Flame |
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| 6 | Adept of Rain |
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| 6 | Adept of Rock |
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| 6 | Adept of Wind |
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| 6 | Difficulty at the Beginning |
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| 6 | Eagle Claw Attack |
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| 6 | Fists of Iron |
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| 6 | Monk Wisdom II |
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| 6 | Ten Thousand Stars |
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| 6 | Unbalancing Strike |
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| 6 | Winter's Touch |
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| 7 | All-Consuming Flame |
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| 7 | Monk Improved Recovery II |
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| 8 | Monk Balance III |
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| 8 | Monk Concentration III |
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| 8 | Monk Jump III |
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| 8 | Monk Spot III |
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| 8 | Monk Tumble III |
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| 9 | Rise of the Phoenix |
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| 9 | Touch of Death |
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| 10 | Monk Wisdom III |
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| 10 | Way of the Clever Monkey III |
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| 10 | Way of the Elegant Crane III |
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| 10 | Way of the Faithful Hound III |
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| 10 | Way of the Patient Tortoise III |
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| 10 | Way of the Tenacious Badger III |
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| 11 | Monk Improved Recovery III |
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| 12 | Master of Bonfires |
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| 12 | Master of Stone |
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| 12 | Master of the Sea |
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| 12 | Master of Thunder |
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| 12 | Monk Balance IV |
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| 12 | Monk Concentration IV |
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| 12 | Monk Jump IV |
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| 12 | Monk Spot IV |
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| 12 | Monk Tumble IV |
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| 15 | Way of the Clever Monkey IV |
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| 15 | Way of the Elegant Crane IV |
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| 15 | Way of the Faithful Hound IV |
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| 15 | Way of the Patient Tortoise IV |
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| 15 | Way of the Tenacious Badger IV |
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| 18 | Grandmaster of Mountains |
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| 18 | Grandmaster of Oceans |
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| 18 | Grandmaster of Storms |
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| 18 | Grandmaster of the Sun |
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| 20 | Monk Serenity |
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Contents |
Alignment Restriction
Monks must be Lawful. Newly-created Monks must pick a legal alignment. Existing characters who don't meet this restriction may not multiclass into Monk.
General Information:
Extremely Useful Skills:
Concentration!!
It determines your starting Ki on entering a dungeon, your Ki recovered by a rest shrine, and MOST importantly, determines the "Minimum Store" of Ki you can hold as you replenish it while doing battle.
Discipline Feat will give you a +2 to your concentration and +1 to will saves. Skill Focus Concentration will also give you another +3 to the skill, both are excellent Feats to consider when creating a monk.
Do NOT take combat casting on a monk. It only increases your concentration skill for the purposes of not losing a spell while casting as a caster.
Monk Stances:
This information summarizes Monk stances and was reported by Eladrin here:
Lesser Wind Stance:
+2 Dexterity, -2 Constitution, 7.5% Enhancement bonus & 2.5% Insight bonus to Attack Speed
Wind Stance:
+2 Dexterity, -2 Constitution, 10% Enhancement bonus & 5% Insight bonus to Attack Speed
Greater Wind Stance:
+3 Dexterity, -2 Constitution, 12.5% Enhancement bonus & 7.5% Insight bonus to Attack Speed
Greatest Wind Stance:
+4 Dexterity, -2 Constitution, 15% Enhancement bonus & 10% Insight bonus to Attack Speed
Lesser Mountain Stance:
+2 Constitution, -2 Dexterity, DR 2/-, +1 Ki when hit, +2 Ki when critically hit, +1 DR when blocking, -7% movement speed
Mountain Stance:
+2 Constitution, -2 Dexterity, DR 4/-, +1 Ki when hit, +3 Ki when critically hit, +2 DR when blocking, -7% movement speed
Greater Mountain Stance:
+3 Constitution, -2 Dexterity, DR 6/-, +1 Ki when hit, +4 Ki when critically hit, +2 DR when blocking, -7% movement speed
Greatest Mountain Stance:
+4 Constitution, -2 Dexterity, DR 8/-, +1 Ki when hit, +5 Ki when critically hit, +3 DR when blocking, -7% movement speed
Lesser Sun Stance:
+2 Strength, -2 Wisdom, +1 Ki on hit, +2 Ki on critical hit
Sun Stance:
+2 Strength, -2 Wisdom, +1 Ki on hit, +3 Ki on critical hit
Greater Sun Stance:
+3 Strength, -2 Wisdom, +1 Ki on hit, +4 Ki on critical hit
Greatest Sun Stance:
+4 Strength, -2 Wisdom, +1 Ki on hit, +5 Ki on critical hit
Lesser Ocean Stance:
+2 Wisdom, -2 Strength, +2 AC while tumbling, +2 to all saving throws
Ocean Stance:
+2 Wisdom, -2 Strength, +4 AC while tumbling, +3 to all saving throws
Greater Ocean Stance:
+3 Wisdom, -2 Strength, +6 AC while tumbling, +4 to all saving throws
Greatest Ocean Stance:
+4 Wisdom, -2 Strength, +8 AC while tumbling, +5 to all saving throws
Finishing Moves:
A Finishing Move is a special attack/ability a monk can use only when certain conditions are met. Apparently that mostly means to have executed some number of other abilities first, to set up the combo. (The preparation actions do not need to hit an enemy). Once the Finishing Move is ready, your Finishing Move feat icon will change from a nonfunctional button into something specific to the new attack. In addition, your body starts glowing in a color resembling the involved energy.
Note that it costs Ki to do the actions to prepare the Finishing Move, and then it also costs Ki to use it- meaning you often won't have enough to trigger it before the time limit expires. For example, Trembling Earth requires a total 25 Ki to perform.
The saving throws for finishing moves have a DC of 10 + (monk level) + wisdom modifier, unless otherwise mentioned. The saves are deliberately higher than normal moves to compensate for the difficulty in using them. They are mostly Fortitude saves.
Taking actions such as drinking potions, opening doors, turning levers, or nearly anything that isn't moving or punching will interrupt the combo. This both breaks a combo in-progress, and also dispels any Finishing Move "charge" you might already be carrying. Otherwise, the charge lasts indefinitely (or at least several minutes)
Abbreviations
earth = Strike of the Enduring
air = Storm Strike
fire = Fires of Purity
water = Flowing Water Strike
pos = Fist of Light
neg = Fist of Darkness
The Trembling Earth
10 Ki. Prep: earth earth earth
The attack has +2 crit mult, and the victim is unable to cast spells for 30 seconds. Fort negates.
The Gathering Storm
10 Ki. Prep: air air air
The target's ability to "land attacks" is reduced for 30 seconds. -2 on attack rolls. Undead appear immune. Fort negates.
The Raging Sea
10 Ki. Prep: water water water
The enemy's attacks are slowed for 30 seconds. Fort negates.
Breath of the Fire Dragon
10 Ki. Prep: fire fire fire
A cone of fire does 1d6 damage per level. Reflex half.
Healing Ki I
10 Ki. Prep: pos pos pos
You heal all nearby allies for 1d4 plus 1d4 per two monk levels. (Does not harm undead foes)
Touch of Despair
10 Ki. Prep: neg neg neg
The target takes 50% less healing from positive energy for 60 seconds. Fort negates.
Shining Star
10 Ki. Prep: earth air fire
Target is forced to dance. Will save negates. (DC = 10 + Monk Level + CHA Mod)
Grasp the Earth Dragon
10 Ki. Prep: earth pos earth
Nearby allies become immune to daze, stun, and sleep for 30 seconds.
Dance of Clouds
10 Ki. Prep: air pos air
Nearby allies gain 20% concealment for 60 seconds.
Aligning the Heavens
10 Ki. Prep: water pos water
Nearby allies gain a 25% reduction in spellpoint costs for 60 seconds.
Walk of the Sun
10 Ki. Prep: fire pos fire
Nearby allies gain a +2 morale bonus to attack, saves, and skills for 60 seconds.
Pain Touch
10 Ki. Prep: earth neg earth
Target is nauseated for 60 seconds. Periodic fortitude saves to negate.
Falling Star Strike
10 Ki. Prep: air neg air
Target is blinded for 60 seconds. Periodic fortitude saves to negate.
Freezing The Lifeblood
10 Ki. Prep: water neg water
Target is paralyzed and helpless for 60 seconds. Humanoid targets only, Periodic fortitude save to negate.
Karmic Strike
10 Ki. Prep: fire neg fire
The attack is automatically a critical threat (like a +20 crit range boost), but the monk will be auto-crit the next time he's hit within 3 seconds. Unknown if Fortification applies against that penalty. Apparently the benefit is broken.
Stunning Fist (Feat)
15 Ki.
You stun your opponent. Every hit on a stunned enemy is critical.
The DC is 10 + half monk level + wisdom modifier
Source Informational Links:
Stance Information
http://forums.ddo.com/showthread.php?&postid=1774908#post1774908
Finishing Move Information
http://forums.ddo.com/showthread.php?t=147352
Monk Capstone
- Monk Serenity
- Prerequisites: Level 20 Monk, 74 Action points spent
- Cost: 2 Action Points
- Benefit: You are a paragon of understanding and serenity:
- Your Concentration is increased by 10.
- Your centered ki generation is increased by 1.
http://compendium.ddo.com/wiki/Release_Notes_Lamannia_Update_9.0_Official#Capstone_Enhancements_2













