Monk Mod


Homebrew and House Rules


I was thinking of ways to mod the monk to allow them to keep up with the rest of the classes and this is my ideas.

Monk's can take spell like abilities instead of feats and have more SLA added to their list of options.

Starting at the third Level Monks can take shield of faith, divine power, ant haul and protection against alignment at 3rd level.

At 5th Level they can take the stat boosters (Owls,foxes,bulls etc)

Starting at 7th level they can take Greater Magic Weapon, Greater Magic Fang, Magic Vestments, Protection from Energy.

At 9th Level they can take Air Walk, Freedom of Movement, Tongues and Divine Power.

At 11th Level they can take Spell Resistance, True Seeing, Righteous Might and Absorb Toxicity.

The idea is not only does this mitigate the nuisance of mighty fist necklaces but it also allows a vow of poverty monk to stand a decent chance of keeping up. What do people think?


Are these spells? Are these just permanent abilities? Does this make them casters? Do they have a limit on how many times per day they can use them?


Using qinggong monk mechanics they are spells with duration's and they have a limited number of uses based on how many ki points you have. The spell options at the 3rd Level and 5 level cost a ki point, the 7th and and 9th cost two points, the 11th and 13th 3 points.

The idea is the replace the big six with spells and up the anti-of the monk.


So this is a change for the Qinggong monk?

Taking these instead of feats doesn't really change much in terms of power level, since they're losing a constant static ability for something they only benefit from if they have the ki to spend on it.

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