Monk
Monks are disciplined warriors who combine martial arts with spiritual enlightenment. They are masters of unarmed combat and quick movement, capable of incredible feats of agility and power. In ELDRA, the Monk is the class that transcends limitations through perfect discipline — no weapon, no armor, no hesitation.
Root Node · 1 CLA
Monk
Your unarmed attacks deal Bludgeoning damage equal to 1.5 times your Might skill (rounded up), replacing the standard unarmed damage formula. You can make an unarmed off-hand attack without any penalty.
Path of the Open Hand
T1 · 1 CLA
Martial Arts
Your unarmed damage increases from the Monk Root value to two times your Might skill. This replaces, not stacks with, the Root formula.
T2 · 1 CLA
Way of the Hand
Spending 2 AP, once per scene, until the start of your next turn: make one extra unarmed attack; double your movement; gain +2 to all defenses except Resolve checks; instantly roll to escape any negative condition as a free action; and if you successfully defend against a physical ranged attack, deflect it back at the attacker as a Reaction using your Fight skill.
T3 · 1 CLA
Master of the Way
Perfect Strike (once per session, 3 AP): declare before rolling. Attack with an Advantage and ignore Physical Defense of the target completely. Also, you can activate Iron Body (once per scene, 2 AP): enter heightened focus for 3 turns, gaining Resistance to all damage types for the duration.
Path of the Iron Spirit
T1 · 1 CLA
Iron Breathing
At the start of your turn, if you are unarmored, choose one: gain +1 Physical Defense until the start of your next turn, gain +2 to Resolve checks against mental effects until the start of your next turn, or gain +2m movement until the end of your turn.
T2 · 1 CLA
Still Water Stance
Spend 2 AP, three times per scene, to enter Still Water Stance until the start of your next turn. While active, you gain +2 to all defend rolls, may use Reflex in place of Fortitude against physical effects, and the first creature that misses you with an attack each round may be struck with an unarmed Basic Attack as a Reaction.
T3 · 1 CLA
Diamond Soul
Once per session, spend 3 AP to enter Diamond Soul for 3 rounds. While active, gain Resistance to all damage, immunity to Frightened, Charmed, Dazed, and Stunned, and once per round when you successfully defend, you may immediately move up to 3m or make one unarmed Basic Attack as a free action.
Solid required progression · Dashed optional node requires the one above it