Custom Pathfinder Class Archetypes: Windwalker, Brewmaster, and Mistweaver monk

Monks have always been a favourite class of mine in pathfinder and D&D, though I’ve never had the chance to play one/given myself the chance to play one. I almost did, but the campaign got cancelled (RIP). I decided to put all three of the archetypes I made into one post! First I’ll go through the monk as a whole, given by paizo itself in pathfinder. In the following subsections for brewmaster, windwalker, and mistweaver, I’ll post a new table with their appropriate abilities, and below I’ll put the new abilities they gain, and which ones are replaced. I hope you like them! I had a lot of fun making these.

Monk (Base class)

Image credit: Krys Decker


Alignment
: Any lawful.

Hit die: d8.

Skill points: 4+int.

Class skills: Acrobatics, Climb, Craft, Escape artist, Intimidate, Knowledge (history, religion), Perception, Perform, Profession, Ride, Sense motive, Stealth, Swim.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AC bonus
Movement Bonus
Unarmed damage
1
0
2
2
2
Bonus feat, Flurry of blows, Stunning fist, Unarmed strike
0
+0 ft.
1d6
2
1
3
3
3
Bonus Feat, Evasion
0
+0 ft.
1d6
3
2
3
3
3
Fast Movement, Maneuver training, Still Mind
0
+10 ft.
1d6
4
3
4
4
4
Ki pool (magic), slow fall 20 ft.
1
+10 ft.
1d8
5
3
4
4
4
High jump, Purity of body
1
+10 ft.
1d8
6
4
5
5
5
Bonus feat, Slow fall 30 ft.
1
+20 ft.
1d8
7
5
5
5
5
Ki pool (cold iron/silver), Wholeness of body
1
+20 ft.
1d8
8
6/1
6
6
6
Slow fall 40 ft.
2
+20 ft.
1d10
9
6/1
6
6
6
Improved evasion
2
+30 ft.
1d10
10
7/2
7
7
7
Bonus feat, Ki pool (lawful), Slow fall 50 ft.
2
+30 ft.
1d10
11
8/3
7
7
7
Diamond body
2
+30 ft.
1d10
12
9/4
8
8
8
Abundant step, Slow fall 60 ft.
3
+40 ft.
2d6
13
9/4
8
8
8
Diamond soul
3
+40 ft.
2d6
14
10/5
9
9
9
Bonus feat, Slow fall 70 ft.
3
+40 ft.
2d6
15
11/6/1
9
9
9
Quivering Palm
3
+50 ft.
2d6
16
12/7/2
10
10
10
Ki pool (adamantine), slow fall 80 ft.
4
+50 ft.
2d8
17
13/8/3
10
10
10
Timeless body, tongue of the sun and moon
4
+50 ft.
2d8
18
13/8/3
11
11
11
Bonus feat, slow fall 90 ft.
4
+60 ft.
2d8
19
14/8/4
11
11
11
Empty body
4
+60 ft.
2d8
20
15/10/5
12
12
12
Perfect self, slow fall any distance
5
+60 ft.
2d10

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table on the paizo website, linked above.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. 

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.




Brewmaster (monk archetype)

Brewmaster is the spec I play as my main in world of Warcraft, so I love this class. I tried to do it justice, which is sort of difficult. I originally incorporated a stagger mechanic, but it ended up being far, FAR too complicated, so I decided to go with stagger and purifying brew, which you can find in the brews section. In order to balance the loss of fury of blows, I boosted their raw unarmed damage. It may seem like a lot, but they attack far less.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Movement Bonus
Unarmed damage
1
0
2
2
2
Quick draw, brews, Unarmed strike, blackout strike, bonus feat
+0 ft.
1d6
2
1
3
3
3
Bonus Feat, Evasion, Heavy fists
+0 ft.
1d8
3
2
3
3
3
Maneuver training, Brews
+0 ft.
1d8
4
3
4
4
4
Brewmaster's Ki (magic), slow fall 20 ft., Elusive brawler
+10 ft.
1d8
5
3
4
4
4
High jump, Purity of body, Brews
+10 ft.
1d10
6
4
5
5
5
Slow fall 30 ft., uncanny dodge
+10 ft.
1d10
7
5
5
5
5
Brewmaster's ki (cold iron/silver), Brews
+10 ft.
1d10
8
6/1
6
6
6
Slow fall 40 ft., invigoration
+20 ft.
2d6
9
6/1
6
6
6
Improved evasion, Brews
+20 ft.
2d6
10
7/2
7
7
7
Bonus feat, Brewmaster's ki (lawful), Slow fall 50 ft.
+20 ft.
2d6
11
8/3
7
7
7
Diamond body, Brews
+20 ft.
2d8
12
9/4
8
8
8
Abundant step, Slow fall 60 ft.
+30 ft.
2d8
13
9/4
8
8
8
Brews, improved uncanny dodge
+30 ft.
2d8
14
10/5
9
9
9
Slow fall 70 ft.
+30 ft.
2d10
15
11/6/1
9
9
9
Brews
+30 ft.
2d10
16
12/7/2
10
10
10
Brewmaster's ki (adamantine), slow fall 80 ft.
+40 ft.
2d10
17
13/8/3
10
10
10
Timeless body, tongue of the sun and moon, Brews
+40 ft.
3d8
18
13/8/3
11
11
11
Bonus feat, slow fall 90 ft.
+40 ft.
3d8
19
14/8/4
11
11
11
Empty body, Brews
+40 ft.
3d8
20
15/10/5
12
12
12
Perfect self, slow fall any distance
+50 ft.
5d6

Quick draw: The brewmaster gains the quick draw feat. This feat also applies to potions, brews, and other drinks.

Blackout strike: The brewmaster smashes their enemy with fist or staff. This ability acts as the stunning fist feat, but applies to all bludgeoning monk weapons as well. At 8th level, the enemy is knocked unconscious for 1 round if they fail the fortitude save. At 16th level, they’re knocked unconscious for 1d4 + a number of rounds equal to the monk’s strength modifier (minimum 1). This ability can be used a number of times per day equal to their level + wisdom modifier. This replaces stunning fist.

Brews (Su): At the beginning of the day, the brewmaster creates magical brews that enhance their own abilities. A brewmaster learns how to craft two brews at first level, and adds another to their collection of potential brews every two levels thereafter. The brewmaster creates a number of brews at the start of the day equal to ½ their level plus their wisdom modifier.

At first level, drinking a brew is a move action. At tenth level, it is a swift action. Two brews cannot be consumed in the same round. However, a potion and a brew can.

Ironskin brew: Drinking an ironskin brew gives the brewmaster a +1 enhancement bonus to their natural armor for a number of minutes equal to their level. This bonus increases by +2 at 4th level and every 3 levels thereafter, to a maximum of +8 at 19th level.

Fortifying brew: Drinking this brew is difficult and vast, making it a full-round action. For the next number of rounds equal to the monk’s level, they gain 1 DR/-, +1 to their base natural armor, +1 insight bonus to attack and damage rolls. These bonuses increase by 1 for every 5 monk levels they possess. This brew requires 7th level, and takes 2 brew uses to craft. If a non-brewmaster drinks this brew, they are stunned for 1d4 rounds (fort negates) and are sickened for 1d4 hours (no save), and do not gain the bonuses the brew provides.

Stagger and purifying brew: By drinking this two-chamber brew, they bend time itself, delaying all the damage they take for one round. Until their next turn, they take no damage – but take it in one hit at the end of their next turn. If they drink the second chamber the following turn, they can remove half the damage they are about to take at the end of their turn. They cannot extend damage more than one turn.

Spirit brew: Drinking this brew strengthens the mind and body of the brewmaster, granting them a +1 insight bonus to their saving throws for one minute per level they possess. This bonus increases by 1 for every five levels the brewmaster possesses.

Black-ox brew: Drinking this brew bolsters the users power, granting them a +2 enhancement bonus to their strength score. This bonus increases by +2 for every 5 levels the monk possesses for a number of minutes equal to the monk’s level.

Quick-strike brew: This brew quickens the monk’s reactions and strikes, granting them a +1 insight bonus to their attack rolls, and granting them an additional attack at their highest base attack bonus during a full attack action. This bonus increases by +1 for every five levels the monk possesses, and lasts a number of minutes equal to the monk’s level. This bonus attack does not stack with the haste spell, or similar effects.

Tigerseye brew: Drinking this brew gives the user a keen eye, granting them double the critical strike range on any attack they take for a number of minutes equal to their level. This does not stack with keen or improved critical, or other effects that increase critical threat range.

Elemental brew: Drinking this brew gives the user resist fire, cold, electricity, and acid 3 for a number of minutes equal to the monk’s level. At 8th level, this increases to 6. At 16th level, this increases to 10. At 20th level, this increases to 20. The brewmaster can instead create a brew specific to one energy type at double the resistance. At 20th level, it provides an immunity to the energy type chosen.

Healing elixir: This brew heals the brewmaster for a number of hit points equal to their level plus their wisdom modifier. This can be given to someone else at full healing.

Quickstep brew: Drinking this brew increases movement speed by 30 ft. (morale bonus) for 1 minute per level of the monk. This bonus increases by 10 ft. for every 5 levels the monk possesses.

Resistance brew: At 11th level, drinking this brew gives the monk 11+CL spell resistance for 1 minute per level of the monk.

This ability replaces flurry of blows, still mind, wholeness of body, and diamond soul.

Heavy fists: At 2nd level, their slow, hard-hitting style improves their unarmed damage past that of their other adversaries. Their unarmed damage increases at 3rd, 6th, 10th, 13th, 17th, and 20th level.

Brewmaster’s Ki: At fourth level, the brewmaster gains access to a number of abilities from their ki, focusing on their specialties rather than the typical monk ways.

The monk gains a number or drunken ki equal to their wisdom modifier. Whenever a brewmaster drinks one of their brews, they regain 1 ki point.

4th level:

Keg smash: By using 1 ki point, the monk throws a keg (viable with quick draw), dealing the monk’s unarmed damage to an enemy within 20 ft. This is a splash weapon, but only splashes the alcohol on those surrounding the target space. A successful reflex save avoids the alcohol. If the keg surpasses touch AC, but not overall AC, the keg smashes and the alcohol still splashes, but no damage is dealt.

Breath of fire: With the brews they drink, their breath becomes dangerous. Using a flick of flame and 1 ki point, the brewmaster can breathe fire on their enemies in a 20 ft. cone, dealing 2d6 damage, plus 1d6 per two levels following fourth. If the enemy was damaged by keg smash in the last 3 rounds, they take a -2 penalty to their save, the damage dice increases to d8, and they take 1d8 damage for the next four rounds or until they take a full-round action to put the flame out. When the flame goes out, the alcohol is gone, as well.

Ki sight: At 4th level, as long as the monk has one ki point in the pool, they maintain a strong sense of focus. They gain a +1 insight bonus to attack rolls, and perception checks. This bonus increases by +1 at 8th, 12th, 16th, and 20th level.

7th:

Elusive Dance: As long as the brewmaster has at least 1 ki point, they gain +1 dodge AC for 1d4 rounds after drinking a brew. This bonus increases by 1 at 8th and 16th level.

Ring of Peace: By using 1 ki point, the monk sets a mystical shield with a 10 ft. radius on an area within 30 ft. of them. This pending a will save, enemies within are shoved out adjacent to the shield, and any who wish to enter/leave must make a will save or be pushed back. This lasts a number of rounds equal to the monk’s wisdom modifier.

High tolerance: If the monk has at least 1 ki point in their pool, they gain a +1 bonus to their base natural armor, and 2 DR/-. This damage reduction increases by 1 at 10th, 13th, 16th, and 19th level. If they are below 50% health, they may roll two d20s and take the highest result on one roll per round, and gain half their wisdom modifier as additional DR/-. This must be chosen before the roll is made. If they are at 1 health or lower, they may roll twice and take the higher result on any roll, and gain their entire wisdom modifier as DR/-

Gift of the ox:  The monk can spend 1 ki point to gain the gift of the ox as a standard action. For the next round, any time the monk takes hit point damage, they release an orb of pure ki energy randomly placed in a 5 foot space adjacent to the them. The orb can only be seen and absorbed by the brewmaster. When the brewmaster passes through the orb, they heal for 1d6 hit points plus 1 per level.

10th:

Blackout combo: At 10th level, the brewmaster is empowered by their blackout strikes, strengthening their abilities. By spending 1 ki point as they use a blackout strike, they empower the next ability used within a number of rounds equal to their wisdom modifier.

Keg smash: Throw distance increases by 10 ft. and damage increases by one step.

Normal attack: damage dealt counts as vital strike, or one feat higher than one they possess.

Breath of fire: Reflex DC increases by 2.

Ironskin brew: Gain +2 to all damage rolls for the duration. +4 at level 15 and +6 at 20.

Quickstep brew: Grants you 1 stack of elusive brawler immediately, and allows regular attacks to gain the one stack of elusive brawler per round for the duration in addition to ki abilities and blackout strike.

Quick-strike brew: increases movement speed by 15 ft. for the duration. This does not stack with quickstep brew.

Black-ox brew: Increases melee attack damage by 1 size category for the duration.

Elemental Brew: The user’s weapon attacks gain random enchantment of frost, flaming, shock, or corrosive for one round. (1d4, 1=frost, 2=flaming, 3=shock, 4=corrosive)

Healing elixir: grants the monk a new save against a random condition affecting them.

Tigerseye brew: the critical multiplier of the first critical hit is increased by 1.

Spirit brew: If the user fails a fear save during the duration, they are shaken—if they would normally be frightened or panicked. In addition, if the user is subject to a domination spell or effect (dominate person, suggestion, command, or other effects) they gain a +2 additional bonus to the saving throw.

Dampen harm: Increase the duration to 2 rounds.

Ring of peace: Enemies who are shoved out of the area must make a reflex save or fall prone.

Gift of the ox: Increase the healing of the orbs generated to 1d8+1 per level.


Dampen harm: The monk can spend 1 ki point as a move action to take 50% damage from all sources for one round.

ki spirit: As long the brewmaster has one ki point in their pool, they gain a +1 insight bonus to their saving throws.


16th level: Invoke ancient: Once per day, the brewmaster may channel one of the ancient spirits as a full-round action. This action spends 3 ki points.

Xu’en, the white tiger: For a number of rounds equal to the brewmaster’s wisdom modifier, their unarmed attacks may deal damage as piercing, bludgeoning, or slashing, and gain the shocking burst enchantment. In addition, their unarmed attacks have a base critical threat range of 19-20. This electricity damage pierces 20 resistance, and treats immunity as resist 10. In addition, for the duration the brewmaster gains +1 to their dodge AC, reflex saves, attack rolls, CMB checks, and gains one additional attack at their highest base attack bonus when making a full attack.

Niuzao, the black ox: The brewmaster smashes their fists upon the ground, dealing a mighty blow. Enemies within a 10 ft.-radius of the brewmaster takes their unarmed damage (rolled once), and are subject to a bull-rush attempt. The brewmaster rolls once against the CMD of all targets. On a successful attempt, enemies are shoved adjacent to the affected area, plus an additional 5 ft. for every 5 the brewmaster overcomes the CMD, and are knocked prone. The brewmaster deals damage one category higher, and gains a +4 bonus to the bull rush attempt. This does not provoke attacks of opportunity, even if they do not have the improved bull rush feat. A successful reflex save halves the damage, but not the prone condition or bull rush attempt.

Yu’lon, the Jade serpent: Jade winds whirl around the brewmaster for a number of rounds equal to their level, dealing 1d6 + their level in damage as slashing, magic, and lawful. The brewmaster gains healing for 50% of the damage done. A successful reflex save halves the damage.

Chi-ji, the red crane: The spirit of the red crane soars throughout the battlefield in a 60 ft. radius around them, granting fast healing to all allies equal to the brewmaster’s wisdom modifier for a number of rounds equal to the same.

This ability modifies the monk’s ki pool ability, and the bonus feats gained at 6th and 14th level.

Elusive brawler: At 4th level, whenever the brewmaster is struck by an attack that they are aware of or use an attack action, or a ki ability, they focus and fight harder. Each time they are hit or use a ki/attack, their dodge AC increases by 1. The bonus is lost once an enemy misses an attack they are aware of. This bonus has a maximum of half the brewmaster’s monk level. At 8th level, each elusive brawler gain increases the monk’s dodge AC by 2 (or 1, if the maximum bonus is an odd number). This rate increases to +3 at 16th level. This AC bonus resets after one minute of not being attacked.
This ability replaces the AC bonus.

Invigoration: At 8th level, Whenever the brewmaster drinks one of their mystical brews, they grant themselves hit points equal to their level. If they drink a brew at maximum hit points, they gain these as temporary hit points. These cannot go above their maximum level.

Brewmaster Feats

Light brewing: The character may create 2 additional brews at the start of the day.
Extra brew: Learn how to craft one additional type of brew.



Windwalker (monk archetype)
 With windwalkers, I wanted them to embody the rolling of the punches that the spec in wow has. Building up ki, and spending them to unleash devastating combos. In order to balance the power of their ki pool, I toned down their damage by a step from the normal monk.
  
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AC bonus
Move Bonus
Fist Dmg
1
0
2
2
2
Ki Pool, Flurry of blows, Unarmed strike, Hit combo
0
+0 ft.
1d4
2
1
3
3
3
Bonus Feat, Evasion
0
+0 ft.
1d4
3
2
3
3
3
Fast Movement, Maneuver training, Still Mind
0
+10 ft.
1d4
4
3
4
4
4
Ki pool (magic), slow fall 20 ft.
1
+10 ft.
1d6
5
3
4
4
4
High jump, Purity of body
1
+10 ft.
1d6
6
4
5
5
5
Slow fall 30 ft., windwalking
1
+20 ft.
1d6
7
5
5
5
5
Ki pool (cold iron/silver), Wholeness of body
1
+20 ft.
1d6
8
6/1
6
6
6
Slow fall 40 ft.
2
+20 ft.
1d8
9
6/1
6
6
6
Improved evasion
2
+30 ft.
1d8
10
7/2
7
7
7
Bonus feat, Ki pool (lawful), Slow fall 50 ft.
2
+30 ft.
1d8
11
8/3
7
7
7
Diamond body
2
+30 ft.
1d8
12
9/4
8
8
8
Abundant step, Slow fall 60 ft.
3
+40 ft.
1d10
13
9/4
8
8
8
Diamond soul
3
+40 ft.
1d10
14
10/5
9
9
9
Ki pool (adamantine), Slow fall 70 ft.
3
+40 ft.
1d10
15
11/6/1
9
9
9
Touch of Death
3
+50 ft.
1d10
16
12/7/2
10
10
10
Slow fall 80 ft.
4
+50 ft.
2d6
17
13/8/3
10
10
10
Timeless body, tongue of the sun and moon
4
+50 ft.
2d6
18
13/8/3
11
11
11
Bonus feat, slow fall 90 ft.
4
+60 ft.
2d6
19
14/8/4
11
11
11
Empty body
4
+60 ft.
2d6
20
15/10/5
12
12
12
Perfect self, slow fall any distance
5
+60 ft.
2d8

Hit combo: The windwalker monk gains the Hammer the Gap as a bonus feat. In addition, every time the monk uses a different ki ability, their attacks deal 1.5x strength for the modifier, or 2x if it is already 1.5x. Once the windwalker uses the same ability, or doesn’t use a ki ability for a number of rounds equal to their wisdom modifier, the bonus is lost. This replaces the monk’s bonus feat at first level, and stunning fist.

Ki Pool: The monk is invigorated by combat, using a limited ki pool that remains empty until combat begins. With each strike, the windwalker gains ki, and the ability to channel their power into new abilities and strikes.

Each normal attack the monk makes gains them 1 ki point. They can use these to make ki strikes, which spend ki points – but do not restore any unless specified otherwise. The monk has a maximum ki pool of 4, which can be increased by every wisdom modifier point above 4 the monk has. (As an example, the monk has 4 from a wisdom modifier of 12 to 18, 5 at 20, 6 at 22, 7 at 24, and so on)

1st:

Blackout kick: Using 1 ki point, the monk swipes a kick at the enemy as part of an attack, dazing them (fortitude save). At 8th level, the enemy is knocked unconscious for 1 round. At 16th level, they are knocked out for 1d4 rounds + the monk’s wisdom modifier. If this attack misses, the ki points are still spent.

Rising sun kick: Using 2 ki points, the monk strikes the enemy with a powerful upwards strike as part of an attack that causes it to deal maximized damage. If this attack misses, the ki points are still spent.

Roll: Using 1 ki point, the monk adds 1d6 to a tumble check to move through threatened squares. This can be used after the roll is revealed, but before the result is known.

4th:

Fists of Fury: using 3 ki points, the monk can strike with both fists if only using a standard action, or this can be used using flurry of blows. Unarmed attacks deal 1.5x strength damage, and the first two attacks use the monk’s highest base attack bonus.

Whirling dragon kick: Using 2 ki points as a full round action, the monk can swirl in a circle, hitting all creatures that are within reach for 50% of the monk’s normal damage twice.
Tiger’s lust: Using 1 ki point, the monk can increase their own movement speed by 30 ft. for one round.

7th:

Whirling dragon punch: Up to half of the monk’s wisdom modifier per day (minimum 1) they can use whirling dragon punch as a full round action if they have no ki points. They strike up to their wisdom modifier enemies at their highest base attack bonus (not flurry of blows bonus).
Rushing jade wind: By using 1 ki point, the monk causes a wind of jade to whirl around them for a number of rounds equal to their wisdom modifier. This deals 1d6 slashing damage, and increases by 1d6 for every three levels the monk possesses. A successful reflex save halves the damage for one round.

Chi orbit: As a standard action, the windwalker uses 2 ki points to create 1d4+1/5 levels orbs of pure ki energy that swirl around them. When struck by an enemy, the orb bursts and strikes them, dealing 1d4 damage as divine energy per three levels of the monk.

Ring of Peace: By using 3 ki points, the monk sets a mystical shield with a 10 ft. radius on an area within 30 ft. of them. This pending a reflex save, enemies within are shoved out adjacent to the shield, and any who wish to enter/leave must make a will save or be pushed back. This lasts a number of rounds equal to the monk’s wisdom modifier.

10th:

Storm, Earth, and Fire: Using 4 ki points as a move action, the monk splits into three elemental spirits for a number of rounds equal to the monk’s wisdom modifier. They occupy the monk’s current space and two spaces the monk chooses within 15 ft. They mimic the monk’s actions, targeting the same enemy. Each strike and attack deals 50% its normal damage, and the hits of the spirits depend on the monk themselves.

Serenity: Once per day as a move action, the monk can expend their entire ki pool (must be at maximum), the monk’s ki strikes are free for a number of rounds equal to their wisdom modifier, and deal 50% increased damage.

Touch of Karma: Once per day using 3 ki points, the monk hits an enemy and deals no damage. For the next number of rounds equal to their wisdom modifier, the enemy deals no damage to the monk, directly or indirectly, and instead injure themselves for the amount they normally would. This effect ends when the monk has reflected an amount of hit point damage equal to half their maximum health. At 14th level, this can be used twice per day. At 18th level, it can be used three times per day.

14th:

Strike of the windlord: As a standard action, the monk spends 4 ki points to strike twice with their fists, throwing electrical energy of the wind out in a 20 ft cone. This deals the monks unarmed damage plus 1d6 damage as electricity per 2 levels. If the enemy fails their reflex save (for half damage), they also make a fortitude save. If they fail, they are stunned for 1d4 rounds.

Leg sweep: As a standard action, the monk can sweep their leg, initiating a trip attempt on all adjacent creatures as if they had the improved trip feat. If they have this feat, it acts as greater trip. If they have that, then they gain a +2 morale bonus to their CMB on the attempt.

This ability modifies the monk’s ki pool, replaces the bonus feat at 6th and 14th level, and modifies the unarmed damage of the monk.

Windwalking: At 6th level, the windwalker monk gains an aura with a radius of 20 ft. that grants fleeting speed to their allies, granting them 10 ft. of movement if they enter the aura during their move, or begin their turn in the windwalking aura. At 12th level, this increases to 20 ft. At 18th level, it becomes 30 ft. A windwalker monk isn’t affected by their own aura. This replaces the bonus feat at 6th level.

Touch of Death: At 14th level, the monk strikes the enemy as a standard action with a harrowing, almighty force. The attack deals no additional damage itself at the moment. For the next 1d6 rounds, the enemy takes an additional 1 damage per damage dice rolled against them. On the end of the fiank round, the enemy makes a fortitude save. If they pass, they take 1d6 damage/2 levels of the monk. If they fail, they take 10 damage per level the monk possesses. If they die, the monk may use touch of death again. Once expended, it cannot be used again that day.

This ability replaces quivering palm.

Feats (Windwalker)

Ascension: increase the maximum ki of the monk by 1, and have ki points minimum degradation value be left at 1. This feat can be taken a second time at 10th level, increasing the maximum ki and reducing the degradation value by 1 again.



Mistweaver (monk archetype)


I really loved the idea of the mistweaver, as I was fascinated by the idea of a fast healing channel. It has fewer increments than normal channeling, but they have the same numbers – however, mistweavers handle sustained damage over time better than clerics, while clerics handle burst better.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AC bonus
Movement Bonus
Unarmed damage
1
0
2
2
2
Mistweaving, Unarmed strike, Soothing mist +1, stunning fist
0
+0 ft.
1d4
2
1
3
3
3
Bonus feat, Evasion
0
+0 ft.
1d4
3
2
3
3
3
Fast Movement, Soothing mist +2, Still Mind, maneuver training
0
+0 ft.
1d4
4
3
4
4
4
Ki pool (magic), slow fall 20 ft.
1
+0 ft.
1d6
5
3
4
4
4
Soothing mist +3, Purity of body, High jump
1
+10 ft.
1d6
6
4
5
5
5
Bonus feat, Slow fall 30 ft.
1
+10 ft.
1d6
7
5
5
5
5
Ki pool (cold iron/silver), Soothing mist +4
1
+10 ft.
1d6
8
6/1
6
6
6
Slow fall 40 ft.
2
+10 ft.
1d8
9
6/1
6
6
6
Improved evasion, Soothing mist +5
2
+10 ft.
1d8
10
7/2
7
7
7
Bonus feat, Ki pool (lawful), Slow fall 50 ft.
2
+20 ft.
1d8
11
8/3
7
7
7
Diamond body, Soothing mist +6
2
+20 ft.
1d8
12
9/4
8
8
8
Abundant step, Slow fall 60 ft.
3
+20 ft.
1d10
13
9/4
8
8
8
Diamond soul, Soothing mist +7
3
+20 ft.
1d10
14
10/5
9
9
9
Bonus feat, Slow fall 70 ft.
3
+20 ft.
1d10
15
11/6/1
9
9
9
Soothing mist +8
3
+30 ft.
1d10
16
12/7/2
10
10
10
Ki pool (adamantine), slow fall 80 ft.
4
+30 ft.
2d6
17
13/8/3
10
10
10
Timeless body, tongue of the sun and moon, Soothing mist +9
4
+30 ft.
2d6
18
13/8/3
11
11
11
Bonus feat, slow fall 90 ft.
4
+30 ft.
2d6
19
14/8/4
11
11
11
Empty body, Soothing mist +10
4
+30 ft.
2d6
20
15/10/5
12
12
12
Perfect self, slow fall any distance
5
+40 ft.
2d8

Mistweaving: A mistweaver monk uses the soothing mists of the world to cast spells. They acquire a number of spells equal to those of the magus. Mistweavers are prepared spellcasters that prepare their spells at the beginning of each day through 1 hour of uninterrupted meditation. As Mistweavers are divine casters, they are able to prepare any spell available to them on the mistweaver spell list, as long as they have a wisdom score of at least 10 + the spell level. Mistweaver spells have a difficulty class (DC) of 10 + the spell level + the mistweaver’s wisdom modifier.

This replaces flurry of blows.

Soothing mist (Su): As a standard action, the mistweaver monk can channel their mistweaving energies to heal their allies, giving those within a 30 ft. radius fast healing 1 for 1d6 rounds. This fast healing increases by 1 for every two levels the mistweaver has after first. This counts as positive energy. This can be used a number of times per day equal to 1 + their wisdom modifier.
This ability replaces wholeness of body, the bonus feat at first level, and quivering palm.

Ki pool: The mistweaver’s ki pool changes when they focus on the mists, giving them new abilities. They gain a number of ki points per day equal to ½ their level + their wisdom modifier. Unless stated otherwise, using ki is a swift action.

Rising sun kick: By spending 2 ki points, the monk can deal maximized unarmed damage on one standard attack. In addition, this strike increases the d6 roll of renewing mist by 1 (no effect on rolls 3 and above, and is still consumed) In addition, this causes the next thunder focus to cause no ki if used within a number of rounds equal to the mistweaver’s wisdom modifier.

Vivify: By spending 1 ki point, they can duplicate a spell healing hit point damage at 50% effectiveness on 1 adjacent ally, but take a -2 penalty to their caster level. At 10th level, this increases to 2 allies. At 15th level, this increases to 3 allies. At 20th level, this increases to all adjacent allies.

Diffuse magic: By spending 1 ki point, the next spell targeting an ally grants them 11+CL spell resistance for one round, equal to their caster level plus their wisdom modifier.

Enveloping mists: By spending 1 ki point, the monk’s soothing mist ability increases its fast healing by 1.

Life cocoon: Using 2 ki points, the monk focuses their mistweaving energies on target within 30 ft., giving them temporary hit points equal to twice their monk level plus their wisdom modifier.

Extra attack: By using a ki point, they can use an extra attack as part of a full attack (highest BAB)
Insightful mind: By using a ki point, they can increase their insight AC by 4 for 1 round.

Quickstep: By using a ki point, they can increase their movement speed by 30 ft. for 1 round.
Renewing mists: If the monk has at least 1 ki point, their healing spells, if they heal above maximum health, move to a random injured ally and heal them for the remaining amount. This can only jump once.

Thunder focus: By spending 1 ki point as a move action, the monk empowers their next ability as a move action.
                Spell healing hit point damage: Increase caster level by 2.
                Spell causing hit point damage: increased effectiveness by 2 levels (even above maximum)
                Spell causing negative effect other than hit point damage: DC increased by 1.
                Spell causing a positive effect without healing hit point damage: Increase caster level by 2.
                Life cocoon: The monk’s wisdom modifier is added to the healing.
                Soothing mist: increases duration by 1 round.
                Renewing mist: increases number of potential jumps by 1 for 1 minute.
                Vivify: Increases the number of allies healed by 1. At level 20, the effectiveness is 100%.

This ability modifies the monk’s ki pool ability, and reduces scaling on movement and unarmed damage.

Mistweaver feats

Focused Mist: The monk can focus soothing mist on one target, healing for their level as fast healing on one target for 1d6 rounds. They can switch targets as a move action.

Feats improving channel numbers per day and other channel feats apply to soothing mist, except smite.


Mistweaver spell list

1st LEVEL
Abundant ammunition
air bubble
Alter winds
ant haul
abstemiousness
Aspect of the falcon
aspect of the nightingale
bane
bless
blessed fist
blessing of the watch
burning disarm
Calm animals
carrion compass
cause fear
celestial healing
command
compel hostility
comprehend languages
cultural adaptation
cure light wounds
curse water
dancing lantern
deadeye’s lore
deathwatch
detect chaos/evil/good/law
detect charm
detect plants
detect the faithful
detect undead
divine favor
diagnose disease
doom
endure elements
enhance water
Entangle
entropic shield
fairness
Feather step
firebelly
forbid action
guardian armor
hairline fractures
haze of dreams
hedging weapons
hidden diplomacy
hide from undead
ice armor
infernal healing
inflict light wounds
ironbeard
Jump
karmic blessing
know the enemy
lighten object
Magic fang
magic stone
magic weapon
marid’s mastery
mighty fist of the earth
moment of greatness
Monkey fish
murderous command
Nauseating dart
obscure poison
obscuring mist
Pass without trace
poisoned egg
protection from alignment
ray of sickening
read weather
recharge innate magic
reinforce armaments
remove sickness
restore corpse
rite of bodily purity
rite of centered mind
sanctify corpse
sanctuary
shadow trap
Speak with animals
stunning barrier
sun metal
swallow your fear
tap inner beauty
Thunderstomp
touch of blindness 
touch of bloodletting
Touch of the sea
touch of truthtelling
tracking mark
unbreakable heart
Wave shield
weaponwand

2nd LEVEL
Abeyance
aboleth’s lung
admonishing ray
aid
air step
align weapon and fist
alter summoned monster
amplify stench
ancestral communion
ancestral regression
Animal trance
animate dead (lesser)
ant haul (communal)
Arrow of law
augury
bear’s endurance
bestow weapon proficiency
blessing of courage and life
blessing of luck and resolve
blinding ray
bloodbath
blood blaze
boiling blood
book ward,
build trust
bull’s strength
burst of radiance
calm emotions
Cat’s grace
Certain grip
cloud of seasickness
compassionate ally
conditional favor
cure moderate wounds
curse terrain (lesser)
darkness
dark whispers
death candle
death knell
deathwine
Determine depth
defending bone
delay disease
delay pain
delay poison
detect magic (greater)
disfiguring touch
dread bolt
dress corpse
eagle’s splendor
endure elements (communal)
enemy’s heart
enthrall
Euphoric cloud
fear the sun
find traps
first world revisions
flickering lights
floatsam vessel
Fog cloud
Frost fall
Fury of the sun
gentle repose
ghostbane dirge
gird ally
grace
Greensight
groundswell
Gust of wind
heroic fortune
hold person
imbue with elemental might
inflict moderate wounds
instant weapon
instrument of agony
ironskin
know peerage
lay of the land
life pact
magic boulder
make whole
marching chant
martyr’s bargain
masterwork transformation
muffle sound
Natural rhythm
owl’s wisdom
path of glory
Pernicious poison
pilfering hand
Plant voice
Pox pustules
protection from alignment (communal)
protection from outsiders
protective penumbra
recentering drone
reinforce armaments (communal)
remove paralysis
resist energy
restoration (lesser)
returning weapon
sacred space
sense fear
sense madness
shackle
shatter
shield of fortification
shield other
shock arrow
Sickening entanglement
silence
snow shape
soothing word
sound burst
spell guage
Spider climb
spiritual weapon
staggering fall
status
stave off corruption
stone throwing
surmount affliction
tears to wine
touch of mercy
track ship
trail of the rose
tremor blast
twisted futures
undetectable alignment
visualization of the body
visualization of the mind
Fists of awe
Water walk
web shelter
whispering lore
zone of truth.

3rd LEVEL
Accept affliction
Agonize
Agonizing rebuke
Aggravate affliction
Air breathing
Air walk
Animate dead
Appearance of life
Aristocrat’s Nightmare
Aura of inviolate ownership
Aura sight
Badger’s ferocity
Bestow curse
Blessing of the mole
Blessing of fervor
Bestow insight
Blindness/deafness
Blood biography
Blood scent
Blot
Celestial healing (greater)
Chain of perdition
Channel the gift
Channel vigor
Cheritable impulse
Cloak of winds
Contact entity II
Contagion
Continual flame
Control vermin
Control water
Create food and water
Cure serious wounds
Daybreak arrow
Daylight
Deadly juggernaut
Deeper darkness
Delay poison (communal)
Detect anxieties
Detect desires
Discovery torch
Dispel magic
Disrupt silence
Dismissal
Elemental speech
Enter image
False alibi
Feather step, mass
Final sacrifice
Find fault
Forceful strike
Fractions of heal and harm
Freedom of movement
Glimpse of truth
Glyph of warding
Guiding star
Helping hand
Hurricane blast
Hydraulic torrent
Hydrophobia
Ice spears
Infernal healing (greater)
Inflict serious wounds
Invisibility purge
Irregular size
Ki leech
Life shield
Locate object
Lover’s vengeance
Magic circle against align
Magic fang, greater
Magic vestment
Mantle of calm
Mark of obvious ethics
Meld into stone
Monstrous extremities
Nap stack
Neutralize poison
Obscure object
Paragon surge
Planar inquiry
Plant voice
Prayer
Protection from energy
Quench
Raging bubble
Remove blind/deaf
Remove curse
Remove disease
Resinous skin
Resist energy (communal)
Returning weapon (comm)
Riversight
Sacred bond
Sands of time
Screaming flames
Searing light
See beyond
Severed fate
Shadowmind
Share language (communal)
Shield of darkness
Sky swim
Speak with dead
Spellcurse
Spirit bonds
Spotlight
Stone shape
Stunning barrier (Greater)
Swarm of fangs
Symbol of exsanguination
Symbol of healing
Thunderstomp, greater
Transfer regeneration
Trial by fire
Trial by fire and acid
Unravel destiny
Voluminous vocabulary
Wall of split illumination
Water breathing
Water walk communal
Waters of maddening
Wind wall
Wrathful mandle

4th LEVEL
Absolution
Abyssal vermin
Air walk communal
Ancestral gift
Anti-incorporeal shell
Aspect of the stag
atonement
Aura of doom
Battle trance
Blood crow strike
Bountiful banquet
Breath of life
Burst of glory
Burst with light
Calm air
Cleanse
Cloud shape
Conditional curse
Cure critical wounds
Cure light wounds mass
Curse of magic negation
Death ward
Debilitating portent
Dimensional anchor
Discern lies
Dispel alignment
Disrupting weapon
Divination
Divine power
Enchantment foil
False future
Firewalker’s meditation
Giant vermin
Gift of the deep
Globe of tranquil water
Guardian of faith
Hallucinogenic smoke
Healing warmth
Heavy water
Imbue with spell ability
Inflict critical wounds
Inflict light wounds mass
Instant restoration
Life bubble
Magic weapon greater
Majestic image
Make whole (greater)
Master’s escape
Moonstruck
Nature’s ravages
Order’s wrath
Path of glory greater
Persistent vigor
Pillar of life
Plague carrier
Planar adaptation
Planar ally lesser
Poison
Poisonous balm
Protection from energy (communal)
Quieting weapons
Rags to riches
Red hand of the killer
Repel vermin
Rest eternal
Restoration
Ride the waves
Rigor mortis
Scrying
Sending
Serenity
Shield of dawn
Shield of fort greater
Source severance
Soothe construct
Speak with haunt
Spellcrash lesser
Spell immunity
Spell resistance
Spiritual ally
Spit venom
stoneskin
Suppress primal magic
Symbol of revelation
Symbol of slowing
Terrible remorse
Tongues
Torpid reanimation
Touch of slumber
Transmute mud to rock
Transmute rock to mud
True seeing
True form
Umbral infusion
Undeath ward
Virulence
Wall of bone
Ward of the season
Ward shield
Warp metal

5th LEVEL
Ancestral memory
Astral projection lesser
Ban corruption
Banishment
Bear’s endurance (mass)
Blood ties
Boneshatter
Break enchantment
Bull’s strength (mass)
Cat’s grace (mass)
Compelling rant
Command greater
Commune
Contact entity III
Contagion greater
Cure moderate wounds mass
Curse major
Curse of the outcast
Curse terrain greater
Darkvault
Dimensional fists
Dispel balance
Dispel magic greater
Eagle’s splendor (mass)
Enlightened step
Fickle winds
Find the path
Flame strike
Flexible curse
Forbid action greater
Geas/quest
Geniekind
Ghostbane dirge mass
Heroic fortune mass
Hymn of mercy
Inflict moderate wounds mass
Insect plague
Locate gate
Lighten object mass
Mark of justice
Owl’s wisdom mass
Plane shift
Planeslayer’s call (chaotic only)
Raise dead
Rapid repair
Reprobation
Siphon magic
Slay living
Slough
Smite abomination
Soulswitch
spellcrash
Spell immunity communal
Spellsteal
Stoneskin, communal
Symbol of pain
Symbol of scrying
Symbol of striking
Symbol of sleep
Tongues communal
Wall of blindness/deafness
Wall of stone
Wind walk
Whip of ants

6th LEVEL
Age resistance, greater
Alleviate corruption
Animate objects
Antilife shell
Artificer’s curse
Control weather
Create undead
Creeping doom
Cure serious wounds mass
Destruction
Dictum
Dust form
Dust ward
Eaglesoul
Epidemic
Forbiddance
Glyph of warding greater
Harm
Heal
Heroes’ feast
Hymn for peace
Impart mind
Inflict serious wounds mass
Joyful rapture
Lunar veil
Mage’s decree
Oasis
Overwhelming poison
Plague storm
Plundered power
Resurrection
Restoration greater
Summon stampede
Scouring winds
Scrying greater
sunbeam
Symbol of distraction
Symbol of fear
Symbol of persuasion
Symbol of stunning
Symbol of weakness
Teleport
Undeath to death
Waves of exhaustion

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