| Level | Passives | Actives |
| 1 | Versatile Purpose | Adaptable Weapon |
| 2 | Odd Angles | Flowing Steps |
| 3 | Ringing Blows | Boulder Rush |
| 4 | Blood and Soul | Crushing Wave |
| 5 | Monkey Maneuvers | Domino Maneuvers |
| 6 | Touch You Back | Wandering Strike |
| 7 | Bouncing Blows | Focused Flurry |
| 8 | Reflect on Opportunities | Dashing Strikes |
| 9 | ||
| 10 | ||
| 11 |
Monk Martial Abilities
Adaptable Weapon – 1
You may spend 1 Stamina to grant a property to your weapon that the weapon qualifies for while used by you. This lasts until the end of you turn. This can include restricted properties except for firearm and magic ammunition.
Versatile Purpose – 1
You take no penalty on attacks to deal a different damage type than your base weapons damage type.
Flowing Steps – 2
You may spend 2 Stamina to gain an additional 5ft step even if you have already moved.
Odd Angles – 2
Enemies take a penalty equal to half of your Rank bonus in Monk Weapons to identify a Feint check or to Parry an attack with a Monk Weapon you wield.
Boulder Rush – 3
You may spend 1 Stamina when you hit with an attack with a Monk Weapon to make a free Bull Rush against the target and follow their movement.
Ringing Blows – 3
Enemies you have dealt damage to with a melee attack have Disadvantage on Attacks of Opportunity against you until the end of your turn.
Blood and Soul – 4
You may use Ki and Stamina interchangeably to activate Ki Powers and Stamina abilities.
Crushing Wave – 4
If you successfully perform a Maneuver skill against a target, you may spend 2 Stamina to make an attack against the same target as an Immediate action with no Iterative penalties.
Domino Maneuvers – 5
You may spend 1 Stamina before making a Maneuver skill check to target an additional creature with the Maneuver that is within your reach for each Stamina spent this way.
Monkey Maneuvers – 5
You may treat any square occupied by a hostile creature that is under the effects of a Maneuver skill applied by you as being empty for the purposes of movement. In addition, moving through these squares does not count when calculating the distance, you can move.
Touch You Back – 6
Enemies that take Attacks of Opportunity against you also provoke Attacks of Opportunity from you. These Attacks of Opportunity must be made with a Monk Weapon.
Wandering Strike – 6
You may spend 2 Stamina to make a special Movement action as a Basic Action. As part of this action, you move your full base movement speed and may make a single attack with a monk weapon against any enemy you move adjacent to during the movement. Attacks made with this action count as a single attack for Iterative penalties.
Bouncing Blows – 7
Each time you hit a different enemy in the same round increase your damage to any consecutive attacks made by 2. This effect can trigger a number of times in the same round up to your Rank bonus in Monk Weapons. This effect lasts until the start of your next turn.
Focused Flurry – 7
You may spend 1 Stamina to lower the Iterative stage of an attack by 1 step. This can be done multiple times on the same attack.
Dashing Strikes – 8
You may spend 2 Stamina at the beginning of your turn. Any time you hit with a Monk Weapon you may move up to a quarter of your Movement speed for free.
Reflect on Opportunities – 8
When you would successfully Parry an attack the next time you would provoke you may choose to not provoke from the initial trigger. The action that triggered the provoke may trigger an additional Attack of Opportunity if it normally would, such as movement. You may save a number of provoke negations equal to half of your rank bonus in Monk Weapons. These negations are lost at the end of combat.