Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

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.

Flowing Strike

Once per turn, after you land an unarmed attack, you may move up to 3m as a free action without triggering opportunity attacks. This movement may be used to reposition before or after a follow-up attack.

Pressure Points

Once per turn when you hit with an unarmed attack, spend 1 AP to apply one of the following: the target suffers minus 1 to their next defend roll, they lose 1 AP at the start of their next turn, or they suffer Disadvantage on their next Fortitude check.
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.

Dance of the Crane

While Way of the Hand is active, Flowing Strike may trigger after every unarmed attack during that turn, not just the first. You may chain up to 3 repositions per activation.

Iron Palm

While Way of the Hand is active, all your unarmed attacks deal +1d4 bonus Bludgeoning damage, and Pressure Points may be applied without spending AP.
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.

Boundless Motion

Perfect Strike may now be used twice per session. After a Perfect Strike lands, you may immediately use Flowing Strike without any AP cost or movement limit.

Unstoppable Force

While Iron Body is active, your unarmed attacks also gain Armor Pierce equal to your Might skill level. You cannot be knocked Prone or moved by forced movement while Iron Body is active.

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.

Rooted Soul

Once per scene, when an effect would push, pull, or knock you Prone, ignore it.

Empty Palm

Once per round, when a creature misses you in melee, it suffers -1 to its next attack roll.
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.

Breath Below Pain

While Still Water Stance is active, you may recover Mental Stress points equal to half your Magic skill (rounded up) or clear one Mild Condition once per activation as a free action.

Returning Palm

If your Reaction attack from Still Water Stance hits, the target loses its Reaction until the start of its next turn.
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.

Inner Stillness

Once per scene while Diamond Soul is active, ignore one effect that would cause you to take a Consequence.

Perfect Balance

While Diamond Soul is active, you cannot be Grappled, Restrained, knocked Prone, or moved by forced movement.

Solid required progression · Dashed optional node requires the one above it