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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
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

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.

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

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

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

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 Earth:Air:Fire Finisher - You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance. A successful Will save negates this effect. (DC 10 + Monk Level + Charisma mod)
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.
Combat ExpertiseWhile 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 ArrowsOnce every few seconds, you are able to block some projectiles that would otherwise hit you. (not available at level 3)
DiehardYou automatically stabilize when incapacitated. (not available at level 3)
DisciplineYou 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)
DodgeGrants 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 FortitudeGrants you a +2 bonus on your Fortitude saves. (not available at level 3)
Improved SunderUsing 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 TripUsing 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 WillGrants you a +2 bonus on your Will saves. (not available at level 3)
Lightning ReflexesGrants you a +2 bonus on your Reflex saves. (not available at level 3)
MobilityAdds a +4 bonus to Armor Class while tumbling. (not available at level 3)
Path of Harmonious Balance: Fists of LightYou 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 DarknessYou 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 AttackWhile 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)
PrecisionWhile using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls. (not available at level 3)
ResilienceWhile 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 FistA swift unarmed attack to vulnerable areas that cause your target to be stunned for a short period of time. (not available at level 3)
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level. (not available at level 3)
Two Handed FightingIncreases 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 FightingReduces the penalty for fighting with two weapons. (not available at level 3)
Weapon FinesseYou use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons. (not available at level 3)

1 Monk Balance I
Grants a +1 bonus to your Balance skill.
Cost: 1 action point
1 Monk Concentration I
Grants a +1 bonus to your Concentration skill.
Cost: 1 action point
1 Monk Jump I
Grants a +1 bonus to your Jump skill.
Cost: 1 action point
1 Monk Spot I
Grants a +1 bonus to your Spot skill.
Cost: 1 action point
1 Monk Tumble I
Grants a +1 bonus to your Tumble skill.
Cost: 1 action point
2 Monk Wisdom I
Grants a +1 increase to your Wisdom score.
Cost: 2 action points
Spent: 2 action points
2 Void Strike
Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 1d4 additional force damage.
Cost: 1 action point
Spent: 3 action points
2 Way of the Clever Monkey I
Like a monkey, no trap in the world can catch you. You gain +1 to your Haggle skill and all saves against traps, as well as energy resistance 2 to all 5 energy types. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Elegant Crane I
Like a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -1 penalty to Fortitude saves. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Faithful Hound I
Like a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Patient Tortoise I
Like a tortoise, you are calm at heart, and worries roll off of you. You gain +1 to your Concentration skill and 5 additional hit points. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Tenacious Badger I
Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 15% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
3 Lifting the Veil
Your meditations allow you to clear the vision of an ally. This mirrors the effects of a Remove Blindness spell.
Cost: 2 action points
Spent: 6 action points
3 Monk Improved Recovery I
The benefit you receive from healing spells is increased by 10%.
Cost: 2 action points
Spent: 6 action points
4 Monk Balance II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Monk Balance I
4 Monk Concentration II
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Monk Concentration I
4 Monk Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Monk Jump I
4 Monk Spot II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Monk Spot I
4 Monk Tumble II
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Monk Tumble I
4 Static Charge
You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 6 action points
4 The Receptive Earth
Your meditations allow you to purify an ally of infection. This mirrors the effects of a Remove Disease spell.
Cost: 2 action points
Spent: 10 action points
5 Porous Soul
You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds any acid attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 10 action points
5 Restoring the Balance
Your meditations allow you to restore the harmony of an ally, dispelling hostile energies twisting your target's ki. This mirrors the effects of a Remove Curse spell.
Cost: 2 action points
Spent: 14 action points
5 Way of the Clever Monkey II
Like a monkey, no trap in the world can catch you. You gain an additional +1 to your Haggle skill and all saves against traps, bringing the total increase to these to 2, and now have energy resistance 4.
Cost: 2 action points
Spent: 14 action points
5 Way of the Elegant Crane II
Like a crane, you strike with precision and elegance. You gain an additional +1 to your Diplomacy skill, bringing your total increase to 2, and now generate 2 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -2 penalty to Fortitude saves.
Cost: 2 action points
Spent: 14 action points
5 Way of the Faithful Hound II
Like a hound, you are ever vigilant and at home amidst the pack. You gain an additional +1 to your Listen skill, bringing your total increase to 2, and now get a +3 bonus to hit flanked opponents.
Cost: 2 action points
Spent: 14 action points
5 Way of the Patient Tortoise II
Like a tortoise, you are calm at heart, and worries roll off of you. You gain an additional +1 to your Concentration skill, bringing the total increase to 2, and an additional 5 hit points, bringing the total increase to 10.
Cost: 2 action points
Spent: 14 action points
5 Way of the Tenacious Badger II
Like a badger, you are most dangerous when grievously injured. You gain an additional +1 to your Intimidate skill, bringing your total increase to 2, and whenever you are below 20% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
Cost: 2 action points
Spent: 14 action points
6 Adept of Flame
The sun burns with an eternal fire, and you continue on the path to understanding that intensity. This enhancement will grant you a new combat stance and a special attack. Requires Strength 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Candles
Grants: Sun Stance, Fires of Purity II
6 Adept of Rain
The sea is always in motion, and you continue on the path to understanding the way of the sea. This enhancement will grant you a new combat stance and a special attack. Requires Wisdom 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Puddles
Grants: Ocean Stance, Flowing Water Strike II
6 Adept of Rock
The mountain is eternal, and you continue on the path to understanding the way of stone. This enhancement will grant you a new combat stance and a special attack. Requires Constitution 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Pebbles
Grants: Mountain Stance, Strike of the Enduring II
6 Adept of Wind
The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. This enhancement will grant you a new combat stance and a special attack. Requires Dexterity 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Breezes
Grants: Wind Stance, Storm Strike II
6 Difficulty at the Beginning
Your meditations allow you to fill an ally with cleansing energy. This mirrors the effects of a Lesser Restoration spell.
Cost: 2 action points
Spent: 18 action points
6 Eagle Claw Attack
Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, reducing their armor class by 4 for a short period of time. A successful Fortitude save negates this effect. (DC 10 + Half Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Flame
6 Fists of Iron
You have imbued your attacks with extra force. Performs a melee attack with +1 critical multiplier.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Rock
6 Monk Wisdom II
Grants an additional +1 to your Wisdom score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Monk Wisdom I
6 Ten Thousand Stars
You are a master with the shuriken. Activate this ability to dramatically increase your thrown weapon attack speed for a short period of time.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Wind
6 Unbalancing Strike
Your have learned several joint strikes. You can attack these weak points of your opponent, throwing them off balance for a short period of time. This reduces their armor class by 2, applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. A successful Reflex save negates this effect. (DC 10 + Half Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Rain
6 Winter's Touch
You strike your opponent and curse them to feel the chill of death. For the next 30 seconds any cold attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 14 action points
7 All-Consuming Flame
You strike your opponent and curse them to light up like tinder. For the next 30 seconds any fire attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 18 action points
7 Monk Improved Recovery II
The benefit you receive from healing spells is increased by 20%.
Cost: 4 action points
Spent: 20 action points
Requires All of: Monk Improved Recovery I
8 Monk Balance III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Monk Balance II
8 Monk Concentration III
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Monk Concentration II
8 Monk Jump III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Monk Jump II
8 Monk Spot III
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Monk Spot II
8 Monk Tumble III
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Monk Tumble II
9 Rise of the Phoenix
Your meditations allow you to restore the spirit of one who has fallen before their destiny has been achieved. This mirrors the effects of a Raise Dead spell, but costs you a significant amount of health and ki.
Cost: 4 action points
Spent: 28 action points
9 Touch of Death
You strike your opponent down with twisted ki, dealing 500 additional damage.
Cost: 4 action points
Spent: 28 action points
10 Monk Wisdom III
Grants an additional +1 to your Wisdom score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Monk Wisdom II
10 Way of the Clever Monkey III
Like a celestial monkey, no trap in the world can catch you. You gain an additional +1 to your Haggle skill and all saves against traps, bringing the total increase to these to 3, and now have energy resistance 6.
Cost: 3 action points
Spent: 33 action points
10 Way of the Elegant Crane III
Like a celestial crane, you strike with precision and elegance. You gain an additional +1 to your Diplomacy skill, bringing your total increase to 3, and now generate 3 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -3 penalty to Fortitude saves.
Cost: 3 action points
Spent: 33 action points
10 Way of the Faithful Hound III
Like a celestial hound, you are ever vigilant and at home amidst the pack. You gain an additional +1 to your Listen skill, bringing your total increase to 3, and now get a +4 bonus to hit flanked opponents.
Cost: 3 action points
Spent: 33 action points
10 Way of the Patient Tortoise III
Like an axiomatic tortoise, you are calm at heart, and worries roll off of you. You gain an additional +1 to your Concentration skill, bringing the total increase to 3, and an additional 5 hit points, bringing the total increase to 15.
Cost: 3 action points
Spent: 33 action points
10 Way of the Tenacious Badger III
Like an axiomatic badger, you are most dangerous when grievously injured. You gain an additional +1 to your Intimidate skill, bringing your total increase to 3, and whenever you are below 25% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
Cost: 3 action points
Spent: 33 action points
11 Monk Improved Recovery III
The benefit you receive from healing spells is increased by 30%.
Cost: 6 action points
Spent: 34 action points
Requires All of: Monk Improved Recovery II
12 Master of Bonfires
The sun burns with an eternal fire, and you continue on the path to understanding that intensity. This enhancement will grant you a new combat stance and a special attack. Requires Strength 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Flame
Grants: Greater Sun Stance, Fires of Purity III
12 Master of Stone
The mountain is eternal, and you continue on the path to understanding the way of stone. This enhancement will grant you a new combat stance and a special attack. Requires Constitution 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Rock
Grants: Greater Mountain Stance, Strike of the Enduring III
12 Master of the Sea
The sea is always in motion, and you continue on the path to understanding the way of the sea. This enhancement will grant you a new combat stance and a special attack. Requires Wisdom 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Rain
Grants: Greater Ocean Stance, Flowing Water Strike III
12 Master of Thunder
The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. This enhancement will grant you a new combat stance and a special attack. Requires Dexterity 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Wind
Grants: Greater Wind Stance, Storm Strike III
12 Monk Balance IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Monk Balance III
12 Monk Concentration IV
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Monk Concentration III
12 Monk Jump IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Monk Jump III
12 Monk Spot IV
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Monk Spot III
12 Monk Tumble IV
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Monk Tumble III
15 Way of the Clever Monkey IV
Like a celestial monkey, no trap in the world can catch you. You gain an additional +1 to your Haggle skill and all saves against traps, bringing the total increase to these to 4, and now have energy resistance 8.
Cost: 4 action points
Spent: 52 action points
15 Way of the Elegant Crane IV
Like a celestial crane, you strike with precision and elegance. You gain an additional +1 to your Diplomacy skill, bringing your total increase to 4, and now generate 4 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -4 penalty to Fortitude saves.
Cost: 4 action points
Spent: 52 action points
15 Way of the Faithful Hound IV
Like a celestial hound, you are ever vigilant and at home amidst the pack. You gain an additional +1 to your Listen skill, bringing your total increase to 4, and now get a +5 bonus to hit flanked opponents.
Cost: 4 action points
Spent: 52 action points
15 Way of the Patient Tortoise IV
Like an axiomatic tortoise, you are calm at heart, and worries roll off of you. You gain an additional +1 to your Concentration skill, bringing the total increase to 4, and an additional 5 hit points, bringing the total increase to 20.
Cost: 4 action points
Spent: 52 action points
15 Way of the Tenacious Badger IV
Like an axiomatic badger, you are most dangerous when grievously injured. You gain an additional +1 to your Intimidate skill, bringing your total increase to 4, and whenever you are below 30% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
Cost: 4 action points
Spent: 52 action points
18 Grandmaster of Mountains
The mountain is eternal, as are you. This enhancement will grant you a new combat stance and a special attack. Requires Constitution 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of Stone
Grants: Ultimate Mountain Stance, Strike of the Enduring IV
18 Grandmaster of Oceans
The sea is always in motion, as are you. This enhancement will grant you a new combat stance and a special attack. Requires Wisdom 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of the Sea
Grants: Ultimate Ocean Stance, Flowing Water Strike IV
18 Grandmaster of Storms
The wind is untouchable, as are you. This enhancement will grant you a new combat stance and a special attack. Requires Dexterity 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of Thunder
Grants: Ultimate Wind Stance, Storm Strike IV
18 Grandmaster of the Sun
The sun burns with an eternal fire, as do you. This enhancement will grant you a new combat stance and a special attack. Requires Strength 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of Bonfires
Grants: Ultimate Sun Stance, Fires of Purity IV
20 Monk Serenity
Your understanding of things has evolved to a level that defies description. You are a paragon of centeredness. Your Concentration is increased by 10, and your passive ki generation when centered is increased by 1.
Cost: 2 action points
Spent: 74 action points

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