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Flurry of Blows:
Frequency: Once per round
Description: Make two unarmed Strikes.
If both hit the same creature, combine
their damage and enhancements for the
purpose of resistances and weaknesses.
The number attacks increase by 1 at 5th
level and every 6th level after that.
Class Feature
Name: Ki powers
Description: By tapping into a supernatural
inner reserve called ki, you can create
magical effects. Some feats let you use ki,
giving you a pool of Spell Points with a
capacity equal to your Wisdom modifier.
These feats also give you a ki power. This
power is a type of special spell you can cast
by spending Spell Points. Powers are
explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your
ki powers, and your spell rolls and spell
DCs use your Wisdom modifier. When you
first gain ki, decide whether your ki powers
are divine spells or occult spells. Some
feats can give you more ki powers beyond
the first. These feats list “Spell Point pool”
as a prerequisite.
Class Feature
Name: Incredible Movement
Description: You gain a +10-
foot conditional bonus to your Speed
whenever you’re not wearing armor. The
bonus increases by 5 feet for every 3
monk levels you have beyond 3rd.
Class FeClasature
Class FeClasature
Name: Tiger Stance
Prerequisites: You are unarmored.
Description: You enter the stance of
a tiger, using your hands like claws.
You can make tiger claw attacks.
These deal 1d8 slashing damage;
are in the brawling group; and have
the agile, finesse, nonlethal, and
unarmed traits. They gain the
following enhancement.
Enhancement: On a critical
success, the target takes 1d4
persistent bleed damage. While in
Tiger Stance, you can Step 10 feet
as long as your Speed is at least 10
feet.
Class Feat
Class Feat
Name: Path of the Kensei
Prerequisites: Way of the Kensei
Description: You gain these benefits:
Kensei Weapons: Choose two types of
weapons to be your kensei weapons: one
melee weapon and one ranged weapon.
Each of these weapons can be any
simple or martial weapon that lacks the
heavy and special properties. The
longbow is also a valid choice. You gain
proficiency with these weapons if you
don't already have it. Weapons of the
chosen types are monk weapons for you.
When you reach 6th, 11th, and 17th level
in this class, you can choose another type
of weapon— either melee or ranged —to
be a kensei weapon for you, following the
criteria above.
Agile Parry: If you make an unarmed
strike as part of the Attack action on your
turn and are holding a kensei weapon,
you can use it to defend yourself if it is a
melee weapon. You gain a +2 bonus to
AC until the start of your next turn, while
the weapon is in your hand and you aren't
incapacitated.
Kensei's Shot: You can use a bonus
action on your turn to make any target
you hit with a ranged attack using a
kensei weapon take an extra 1d4 damage
of the weapon's type. You retain this
benefit until the end of the current turn.
Class Feat
Name: Ki Blast
Prerequisites: Spell Point pool
Description: You can unleash an
impactful cone of force by channeling your
ki. You gain the ki blast ki power (see page
234), which you can cast by spending 2
Spell Points. Increase your Spell Point pool
by 2.
Name: Flurry of Blows
Description: You can attack rapidly
with your fists. You gain the Flurry of
Blows action.
Flurry of Blows:
Frequency: Once per round
Description: Make two unarmed Strikes.
If both hit the same creature, combine
their damage and enhancements for the
purpose of resistances and weaknesses.
The number attacks increase by 1 at 5th
level and every 6th level after that.
Class Feature
Name: Ki powers
Description: By tapping into a supernatural
Name: Incredible Movement
inner reserve called ki, you can create
Description: You gain a +10-
magical effects. Some feats let you use ki,
foot conditional bonus to your Speed
giving you a pool of Spell Points with a
whenever you’re not wearing armor. The
capacity equal to your Wisdom modifier.
bonus increases by 5you
These feats also give feeta for every 3This
ki power.
monk levels you have beyond
power is a type of special spell you 3rd.can cast
by spending Spell Points. Powers are
Class FeClasature explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your
ki powers, and your spell rolls and spell
DCs use your Wisdom modifier. When you
first gain ki, decide whether your ki powers
are divine spells or occult spells. Some
feats can give you more ki powers beyond
the first. These feats list “Spell Point pool”
as a prerequisite.
Class Feature
Class FeClasature
Name: Deflect Missels
Description: You can use your reaction
to deflect or catch the missile when you are
hit by a ranged weapon attack. When you
do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can
catch the missile if it is small enough for
you to hold in one hand and you have at
least one hand free. If you catch a missile in
this way, you can spend 1 ki point to make
a ranged attack (60 feet) with the weapon
or piece of ammunition you just caught, as
part of the same reaction. You make this
attack with proficiency, regardless of your
weapon proficiencies, and the missile
counts as a monk weapon for the attack.
Class Feature
Class FeClasature
Class Feat
Name: Ki Blast
Prerequisites: Spell Point pool
Description: You can unleash an impactful
cone of force by channeling your ki. You gain
the ki blast ki power (see page 234), which
you can cast by spending 2 Spell Points.
Increase your Spell Point pool by 2.
Ki Blast:
Casting: Somatic, Verbal, Area: 30-foot cone
Description: You unleash your ki as a powerful
blast of force that deals 4d4 force damage. Each
creature in the area must attempt a Fortitude
saving throw.
Success: Creature takes half damage
Critical Success: The creature is unaffected
Failure: The creature takes full damage and is
pushed 5 feet
Critical Failure: Double damage and pushed 10
feet.
Heightened: (+1) The damage increases by 2d4
Class Feat
Name: Elemental Combat
Prerequisites: Way of the Four Elements
Description: Beginning at 3rd level when choosing this
tradition you get access to the 4 elemental stances of Air,
Fire, Water and Earth. Every stance grants different abilities.
At the start on each of your turns you can stay in or switch
your stance for free as long as you are not grappled, prone,
restrained, paralyzed, incapacitated, petrified, stunned or
unconscious. Additionally, you can use your Wisdom Modifier
instead of the Dexterity Modifier for monk weapons/ unarmed
strikes.
Every damage is equal to your monks martial art die plus
your wisdom modifier!
Air: As long as you are in the Air Stance you can choose to
strike out with condensed bursts of air. Your unarmed strikes
reach extend to 15 feet.
As a free action you can spend 1 ki point to deal an extra 1d6
thunder damage and try to push a target within your reach.
The target has to make a Strength check. On a failed save
the target is pushed 20 feet away from you, on a successful
save you deal half damage and it's not pushed.
Fire: As long as you are in the Fire Stance you can choose
to strike out with tendrils of flames. Your unarmed strikes
deal magical fire damage instead of bludgeoning.
As a free action you can spend 1 ki point to deal 1d6 fire
damage and attempt to set the target on fire. The target has
to make a Reflex Saving Throw. On a failed save your attack
causes the target to ignite in flames and deals 1d6 extra fire
damage immediately at the end of its next turn. On a
successful Save you deal no damage at the end of its next
turn. The target can use a action to put out the flames.
Class Feature
Name: Spell Repertoire
Description: At 1st level, you learn two 1st-
level spells of your choice and five cantrips of
your choice, as well as an additional spell and
cantrip from your bloodline (see page 130). You
choose these from the common spells on the
spell list corresponding to your bloodline in this
book, or from other spells on that spell list to
which you gain access. You can cast any spell
in your spell repertoire by using a spell slot of an
appropriate spell level.
You add to this spell repertoire as you increase
in level. Each time you get a spell slot from
Table 3–20, you add a spell to your spell
repertoire of the same level. So when you reach
2nd level, you select another 1st-level spell; at
3rd level, you select two 2nd-level spells, and at
4th level you select a 2nd-level spell. Each time
you learn spells of a new spell level, your
bloodline also grants you both a new spell and a
new spell slot of that level. As with other spell
slots, you can use this bonus slot to cast any
spell, not just the one your bloodline gave you.
Though you gain them at the same rate, your
spell slots and spell repertoire are separate. If a
feat or other ability adds a spell to your spell
repertoire, it wouldn’t give you another spell slot,
and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you
might want to replace some of the spells you
previously learned. Each time you level up and
learn new spells, you can swap out one of your
Class Feature old spells for a different spell of the same level.
This spell can be a cantrip. You can also swap
out spells by retraining during downtime (see
page 318).
Class Feat
Class Feat
Name: Champion Powers
Name: Deity
Description: Choose one deity you revere
above all others. The most common deities in
Pathfinder appear on Table 3–9: Deities on
pages 72–73. This table lists each deity’s
name, areas of concern, and alignment,
followed by the benefits you get for being a
cleric of that deity. Your alignment must be one
allowed by your deity, as listed in parentheses
after the deity’s alignment. Your deity grants
you the trained proficiency rank in the deity’s
favored weapon and skill. If the favored
weapon is uncommon, you also get access to
that weapon. Your deity also adds spells to
your spell list. When preparing spells, you can
select from these in addition to the spells on
Class Feature the divine list once you can cast that level of
spell.
Name: Divine Spellcasting
Description: You have the power to cast
divine spells using the Cast a Spell activity,
and you gain access to the Material Casting,
Somatic Casting, and Verbal Casting actions
(see Spellcasting on page 195). Because
you’re a cleric, you can usually hold a divine
focus (such as a religious symbol or a religious
text) as part of your Material Casting and
Somatic Casting actions, so you usually don’t
need spell components or another hand free.
At 1st level, you can prepare two 1st-level
spells and five cantrips each morning from the
common spells on the divine spell list in this
book (see page 200) or from other divine spells
to which you gain access. Prepared spells
remain available to you until you cast them or
until you prepare your spells again. The
number of spells you can prepare are called
your spell slots.
As you increase in level as a cleric, the number
of spells you can prepare each day increases,
as does the highest level of spell you can cast,
as shown on the Cleric Spells per Day table on
page 70.
Some of your spells require you to attempt a
spell roll to see how effective they are, or have
your enemies roll against your spell DC. Since
your key ability is Wisdom, your spell rolls and
spell DCs use your Wisdom modifier. See
page 291 for details on calculating your spell
rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and
higher, you can prepare lower-level spells in
those slots to strengthen them. This increases
the spell’s level to match the heightened spell
slot. Many spells have specific improvements
when they are heightened to certain levels
(see page 192).
Cantrips
A cantrip is a special type of spell that doesn’t
use spell slots. You can cast a cantrip at will,
any number of times per day. A cantrip is
always automatically heightened to the highest
Class Feature
level of spell you can cast as a cleric. For
example, as a 1st-level cleric, the highest level
of spell you can cast is 1st, so your cantrips
are 1st-level spells. As a 5th-level cleric, the
highest level of spell you can cast is 3rd, so
your cantrips are 3rd-level spells.
Name: Circle of Mortality
Prerequisites: Grave Domain
Description: When you would normally roll
one or more dice to restore hit points with a
spell to a creature at 0 hit points, you instead
use the highest number possible for each die.
In addition, you learn the Stabilize cantrip,
which doesn't count against the number of
cleric cantrips you know. For you, it has a
range of 30 feet, and you can cast it as 2
actions.
Class Feat
Class Feat
Class Feat
Name: Sentinel at Death’s Door
Prerequisites: Grave Domain, Circle of
Mortality, Path to the Grave
Description: You gain the ability to impede
death’s progress. As a reaction when you or an
ally that you can see within 30 feet of you
suffers a critical hit, you can turn that attack
into a normal hit. Any effects triggered by a
critical hit are canceled. You can use this
feature a number of times equal to your
Wisdom modifier (minimum of once). You
regain all expended uses when you finish a
long rest.
Class Feat
Name: Champion Powers
Class Feat
Channel Divinity
You gain the following two Channel Divinity
options.
Abjure Enemy: As an action, choose one
creature within 60 feet of you that you can see.
That creature must make a Will saving throw,
unless it is immune to being frightened. Fiends
and undead have disadvantage on this saving
throw. On a failed save, the creature is
frightened for 1 minute or until It takes any
damage. While frightened,the creature's speed
is 0, and It can't benefit from any bonus to its
speed. On a successful save, the creature's
speed is halved for 1 minute or until the
creature takes any damage.
Vow of Enmity: As a action, you can utter a
vow of enmity against a creature you can see
within 10 feet of you. You gain advantage on
attack rolls against the creature for 1 minute or
until it drops to 0 hit points or falls
unconscious.
Class Feat
Name: Blade of Justice (1 action)
Prerequisites: righteous ally (blade)
Description: Your righteous weapon becomes
a powerful tool against evildoers. Select one
foe that you can see, calling that enemy to face
judgment. Until the start of your next turn, your
damage rolls with your righteous weapon
against that foe gain a conditional bonus equal
to the number of weapon damage dice. This
damage applies only if the foe is evil. This
bonus damage is good damage.
If the foe attacks one of your allies, the
duration extends to the end of that foe’s next
turn. If the foe continues to attack one of your
allies each turn, the duration continues to
extend.
Class Feat
Name: Arcane Reconstruction
You have mastered the knowledge of using
magic to repair things. You learn the mending
cantrip, and can cast it at will. Additionally, you
learn the heal spell(At level 1).When you cast
heal, it can heal constructs in addition to
normally valid targets.
Class Feat
Class Feat
Name: Power Fist
Prerequisites: Warsmith
Description: You upgrade your Mechplate
gauntlet to reflect a commitment to using it to
punch things, with increased reinforcement
and weight, and better arm support from your
suit. Your Mechplate gauntlet's is upgraded to
a magical weapon you have proficiency with
dealing 1d8 bludgeoning damage and gains
the Light and Special properties. At level 5, this
magic weapon gains a +1 to attack and
damage rolls; this increases to a +2 at level 14.
Class Feat
Class Feat
Thunder Cannon: At 1st level, you forge a
deadly firearm using a combination of arcane
magic and your knowledge of engineering and
metallurgy. This firearm is called a Thunder
Cannon.
You are proficient with the Thunder Cannon.
The firearm is a two-handed ranged weapon
that deals 2d6 piercing damage. Its range is
180 feet. Once fired, it must be reloaded as a
action. If you lose your Thunder Cannon, you
can create a new one over the course of three
days of work (eight hours each day) by
expending 200 gp worth of metal and other raw
materials. You can create multiple Thunder
Cannons, but you can only be attuned to one
of them at a given time and can only change
which one you are attuned to during a long
rest. If you create a new Thunder Cannon, you
can apply a number of Upgrades equal to the
amount of class feats.