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I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Today, we're doing Horrifically Overpowered Monk Class Features.

Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up. And that now includes exclusive paid-member only Horrifically Overpowered posts which have covered the Arcanist so far, and will be going through the hybrid and occult classes as I work on the core and base classes in posts available to all members.

Horrifically Overpowered Monk Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article or Index, both hyperlinked above).

All of these Horrifically Overpowered class features apply to just the core monk. The unchained monk gets its own entry later this week.

(Horrifically Overpowered Monk... also known as 'Baseline Anime Monk.' Art by warmtail)

Horrifically Overpowered Monk Class Skills (Horrifically Overpowered): Your monastic training allows you to apply skills and personal improvements you learned doing one thing to other apparently unrelated things. This gives you all the following bonuses.*You can use ranks that you put into Acrobatics when you gain a monk level as a bonus to all other Dex-based monk class skills (normally Acrobatics, Escape Artist, Ride, and Stealth) and Dexterity ability checks. This bonus plus ranks you have in a skill cannot exceed your total character level.

*You can use ranks that you put into Climb when you gain a monk level as a bonus to all other Str-based monk class skills (Swim) and Strength ability checks. This bonus plus ranks you have in a skill cannot exceed your total character level.

*You can use ranks you put into Craft when you gain a monk level as a bonus to all other Int-based monk class skills (normally Knowledge [History] and Knowledge [religion]) and Constitution ability checks. (Yes, Constitution ability checks -- that's not an error.) This bonus plus ranks you have in a skill cannot exceed your total character level.

*You can use ranks you put into Profession when you gain a monk level as a bonus to all other Wis-based monk class skills (normally Perception and Sense Motive) and Wisdom ability checks. This bonus plus ranks you have in a skill cannot exceed your total character level.

Horrifically Overpowered Monk Weapon and Armor Proficiency (Horrifically Overpowered): When using a weapon you gained proficiency with from the monk class, or a weapon with the monk weapon quality with which you are proficient, you can choose to use either its damage or your unarmed strike damage. Any feat, ability, spell or power you could deliver with an unarmed attack, you may instead deliver with a weapon of this type.

When using unarmed strikes, natural attacks, or weapons you gain proficiency with from the monk class, you may replace your Strength modifier with your Wisdom modifier for attack and damage rolls (for melee attacks), and replace your Dexterity modifier with your Wisdom modifier for attacks and/or add your Wisdom modifier to damage (for ranged attacks).

Horrifically Overpowered AC Bonus (Horrifically Overpowered): You never lose your monk bonus to AC, regardless of your condition, encumbrance, or what armor you wear. If unarmored, unencumbered, and able to move freely, you gain an additional bonus to to CMD equal to your Wisdom bonus plus 1/4 of your monk level.

Horrifically Overpowered Flurry of Blows (Horrifically Overpowered): You can use your flurry of blows with ranged attacks. Beginning at 8th level, you can make a flurry of blows as a standard action to allow you to make one attack at your full attack bonus and one additional attack at -2 to your attack roll. At 15th level, you can make a flurry of blows as a standard action to allow you to make one attack at your full attack bonus and two additional attacks each at -2 to your attack roll. These are considered to be full attack actions, but are standard actions and are limited to just the extra attacks listed here--you cannot add additional attacks to this special full attack action through any means (including expending a ki point to do so).

Horrifically Overpowered Unarmed Strike (Horrifically Overpowered): Calculate your unarmed attack damage as if you were one size category larger. You never provoke an attack of opportunity when making an unarmed attack (even if using it to attempt a combat maneuver).

You do not take a -4 penalty to grapple checks made without 2 free hands. If you successfully reverse a grapple you may also do your unarmed damage. If successfully make a grapple check against a target you were already grappling, you may do your unarmed damage in addition to moving, pinning, or tying up the target.

Horrifically Overpowered Bonus Feat (Horrifically Overpowered): Each time you take a monk bonus feat, you also gain a bonus feat you meet the prerequisites for that has monk levels as a prerequisite (including as an alternative to normal prerequisites), or works differently for monks than other classes (such as Ascetic Style, Elemental Fist, or Savage Slam).

Horrifically Overpowered Stunning Fist (Horrifically Overpowered): You can choose to make a stunning fist attack far more potent by focusing all your momentum and energy into it. If you successfully hit a target with a stunning fist you may choose to be flat-footed, and lose you Dex and Wisdom to AC. If you do so, the save DC against the stunning fist increases by 4, and it's automatically a critical threat.

You can also use stunning fist with ranged attacks.

These abilities can also be used with Dazing Fist, Disorienting Blow, Gorgon Fist, Staggering Fist, Stupefying Strike, and any other feat that has a base attack bonus or monk level as a prerequisite and allows you to make an unarmed strike that forces a target to make a saving throw.

Horrifically Overpowered Evasion (Horrifically Overpowered): You retain your evasion even when bound, helpless, or unconscious. You roll twice for all Reflex saves, taking the better of the two results. If you roll a natural 20 on a Reflex save that evasion applies to, you may also take movement up to your move without provoking attacks of opportunity.

Horrifically Overpowered Fast Movement (Horrifically Overpowered): You add your fast movement bonus to your climb and swim speeds. (If these are 0, you gain a climb speed and swim speed equal to your fast movement bonus.) You can also always jump a distance equal to your fast movement (counting it against your normal land, climb, or swim movement for the round) without requiring an additional action or making a check.

Horrifically Overpowered Maneuver Training (Horrifically Overpowered): You also add your Wisdom bonus to your CMB and CMD (yes, add it to your CMD again since you already get it once from your AC Bonus class feature).

Horrifically Overpowered Still Mind (Horrifically Overpowered): Your still mind bonus applies to all Will saves. If you successfully make a Will save, you are aware of exactly what effect forced you to make a save, and what square it originates from. If you can see the source, you know it is the source.

Horrifically Overpowered Ki Pool (Horrifically Overpowered): You gain a ki power from the unchained monk list of ki powers at 4th level, and every 2 monk levels thereafter.

Yep, just give a core monk a standard power from the unchained monk, and it looks Horrifically Overpowered in comparison to most monk options.

Horrifically Overpowered Slow Fall (Horrifically Overpowered): You can expend 1 ki point to gain a fly speed (with perfect maneuverability) equal to your slow fall distance for 1 minute.

Horrifically Overpowered High Jump (Horrifically Overpowered): The bonuses from this class feature apply to all Acrobatics checks, not just ones made to jump.

Horrifically Overpowered Purity of Body (Horrifically Overpowered): You are also immune to all curses.

Horrifically Overpowered Wholeness of Body (Horrifically Overpowered): You ALSO gain lay on hands, as a paladin of your monk level, including gaining all the mercies of a paladin of that level, but you can only use this ability on yourself (and thus it is always a swift action).

Yep, just give a monk a standard power from a paladin, and it looks Horrifically Overpowered in comparison to most monk options.

Horrifically Overpowered Improved Evasion (Horrifically Overpowered): In addition to the normal function of improved evasion, you also now only fail Reflex saves if you roll a natural 1 on your d20. You must have Horrifically Overpowered Evasion to take Horrifically Overpowered Improved Evasion.

Horrifically Overpowered Diamond Body (Horrifically Overpowered): You can end any bleed or burning effect on yourself as a free action.

Horrifically Overpowered Abundant Step (Horrifically Overpowered): This ability now works like teleportation rather than dimension door, only costs 1 ki point, and you can take other creatures with you.

Yep, just give a monk a standard spell from a wizard, and it looks Horrifically Overpowered in comparison to most monk options.

Horrifically Overpowered Diamond Soul (Horrifically Overpowered): The SR is now your character level +15, rather than monk level +10. As a free action you can choose not to apply your SR against a specific spell (if you are aware it is being cast) without having to lower your SR against all spells.

Horrifically Overpowered Quivering Palm (Horrifically Overpowered): You can use this ability twice per day at 17th level, and three times per day at 19th level. You can have a number of active quivering palms equal to your Wisdom modifier (rather than just 1). The save DC of this ability is 4 higher. You can use this against objects (which are broken if they fail their save, or destroyed if they were already broken) and against creatures immune to critical hits.

Horrifically Overpowered Timeless Body (Horrifically Overpowered): You are now also immune to ability damage and ability drains.

Horrifically Overpowered Tongue of the Sun and the Moon (Horrifically Overpowered): You also gain telepathy, 100 feet.

Horrifically Overpowered Empty Body (Horrifically Overpowered): This can now be used as a move action, swift action, or reaction, and takes only 1 ki point.

Horrifically Overpowered Perfect Self (Horrifically Overpowered): You gain most of the advantages outsiders have over humanoids. Your monk HD become d10s (normally granting you +2 hit points for 1st level and 1 additional hit point for every other monk level). You gain 2 skill points per monk level. You gain Bluff, Knowledge (planes) and 4 other skills of your choice as monk class skills. You increase your darkvision range by 60 feet (gaining darkvision 60 feet if you did not already have it). You do not need to eat or sleep. Once per day, at least 12 hours after you last did so, you can meditate for 10 minutes to gain all the benefits of a night's sleep.

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Comments

Mike Simone

Awesome. Makes me want to monk it up in a HO campaign.

DragoDorn

I love the "Yep" section of those feats.

George I

Now if we could use this in 2e, that would be HO 😈

Owen K.C. Stephens

I could DO Horrifically Overpowered 2 stuff, if there was demand for it.