RPG
The Role Players Guild
Reference LibraryFind a GameGame StoresCharacter BuilderMarket
Sign-in/Register
RPG
The Role Players Guild

Everything you need to run, play, and build around tabletop RPGs — for every system.

f

Platform

  • Reference Library
  • Game Finder
  • Store Finder
  • Character Builder
  • Market

Systems

  • Tales of the Valiant
  • D&D 5e
  • D&D 2024
  • Pathfinder 2e
  • Call of Cthulhu
  • Cyberpunk RED

Resources

  • All Articles
  • Class Guides
  • Spell Database
  • Monster Guides
  • GM Business Guides
  • Game Store Guides

Company

  • About Us
  • Contact
  • Privacy Policy
  • Terms of Service
  • Data Deletion

© 2026 The Role Players Guild. All rights reserved.

Not affiliated with Wizards of the Coast, Kobold Press, or Paizo.

Tales of the Valiant Monk Technique Points Guide
tales of the valiant

Tales of the Valiant Monk Technique Points Guide

65 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >...
  3. >Tov Monk Guide
  4. >Tales of the Valiant Monk Technique Points Guide

Introduction

Technique Points are the most misunderstood resource in Tales of the Valiant. Every guide covers them. Every guide gets them wrong.

On this page

  • Introduction
  • Disclaimer
  • Technique Point Economy
  • Points Per Level
  • The Real Math: Points Per Adventuring Day
  • What "Short Rest" Dependency Means Strategically
  • The 30-Minute Meditation Rule
  • Core Technique Point Expenditures
  • Flurry of Blows — 1 Point ●
  • Patient Defense — 1 Point ●
  • Step of the Wind — 1 Point ●
  • Stunning Strike — 1 Point ●
  • Stunning Strike — The Full Math
  • Your Technique Save DC
  • Stun Success Probability Against Common Enemy CON Saves
  • When Stunning Strike Is Worth Spending
  • The Nova Turn: Stunning Strike + Flurry of Blows
  • Advanced and High-Level Spends
  • Diamond Soul — 1 Point ●
  • Astral Teachings — 2 Points ●
  • Empty Body — 4 Points (Invisibility) or 8 Points (Astral Projection) ● / ●
  • Subclass Technique Point Spends
  • Flickering Dark Subclass
  • Dark Flame — 2 Points ●
  • Grace of Umbra — 1 Additional Point (with Step of the Wind) ●
  • Feeding Dark — 3 Points (after first use) ●
  • Strike of Searing Shadow — 5 Points ●
  • Open Hand Subclass
  • Open Hand Technique — 0 Additional Points ●
  • Wholeness of Body — 0 Points ●
  • Tranquil Soul — 3 Points ●
  • Quivering Palm — 4 Points (increasing) ●
  • Radiant Dawn Subclass (Labyrinth Worldbook)
  • Golden Fist — 1 Point per Converted Strike ●
  • Shining Nimbus — 2 Points ●
  • True Radiance Upgrade — 3 Points while Nimbus Is Active ●
  • Blazing Strike — 1 Point ●
  • Dawn Bringer — 5 Points ●
  • Searing Corona — 5 Points ●
  • Affliction Eater Subclass (Player's Guide 2)
  • Stay Execution — 2 Points ●
  • Absorb Affliction Range Extension — 1+ Additional Points ●
  • Shield from Harm — 3 or 5 Points ●
  • Merciful Burst — HP Reduction or 11 Points ●
  • Elemental Voice Subclass (Player's Guide 2)
  • Low-Cost Elemental Words — 1 to 2 Points ●
  • Boulder Fist Strikes — 1 Additional Point with Flurry ●
  • Mid-Tier Control Words — 2 to 3 Points ●
  • High-Cost Elemental Words — 4+ Points ●
  • Seal Guardian Subclass (Player's Guide 2)
  • Seal of Cleansing — 1 Point ●
  • Ward Against the Otherworldly — 2 Points ●
  • Sanctify Location — 5 Points for Action Setup ●
  • Spend Priority by Level Table
  • Flickering Dark Priority Adjustments
  • Open Hand Priority Adjustments
  • Radiant Dawn Priority Adjustments (Labyrinth Worldbook)
  • Player's Guide 2 Priority Adjustments
  • Full Expenditure Comparison Table
  • Book of Blades Economy Notes
  • Unarmed Maneuvers: Control Without More TP
  • War Dancer: Patient Defense Pressure Valve
  • Tactical Planning: Spend Before Initiative
  • Mounted Support: Step of the Wind Changes Context
  • Labyrinth Worldbook Economy Notes
  • Shining Nimbus Is the Anchor
  • Golden Fist Is a Tactical Conversion
  • Blazing Strike Wants Target Discipline
  • Dawn Bringer Is a Prep Button
  • Player's Guide 2 Economy Notes
  • Affliction Eater Uses HP as a Second Pool
  • Elemental Voice Needs a Short List
  • Seal Guardian Wins Before Initiative
  • Hot Takes
  • Hot Take 1: Stunning Strike Is Overrated at Low Levels
  • Hot Take 2: Patient Defense Is the Most Overrated Spend in the Game
  • Hot Take 3: Step of the Wind Is (Almost) Never Worth a Point After Level 6
  • Hot Take 4: The Most Underrated Spend Is Open Hand Technique's Reaction Lock
  • Hot Take 5: Flickering Dark's Grasp of Nothingness Vastly Outperforms the Damage Cantrip Comparison Most Players Make
  • Hot Take 6: Empty Body's Invisibility Is a Boss-Fight Button, Not a Daily Tool
  • Hot Take 7: Book of Blades Is Best When It Saves Technique Points
  • Hot Take 8: Radiant Dawn Is a Budget Trap If You Treat Golden Fist as Your Default Attack
  • Hot Take 9: Shining Nimbus Is Better Than It Reads
  • Hot Take 10: Dawn Bringer Is Bad in Normal Fights and Great in the Right Adventure
  • Hot Take 11: Elemental Voice Is a Budget Trap If You Like Every Button
  • Hot Take 12: Affliction Eater Healing Is Not Free
  • Hot Take 13: Seal Guardian Is Better When the GM Uses Doors
  • Example Session Economy Walkthroughs
  • Level 10 Walkthrough: Standard Combat Day
  • Final Notes

The failure mode is consistent: writers treat Technique Points as a passive backdrop to the Monk's combat identity — "here are the things you can do with them" — instead of treating them as the engine of every decision a Monk makes from level 2 onward. The question isn't what you can spend Technique Points on. The question is when the spend generates more expected value than not spending, how many points you can afford to burn per combat given your party's rest patterns, and which single expenditure at each tier of play is the one that moves fights most.

This guide is not a general Monk overview. It is specifically about the spending decision — every major Technique Point expenditure available across the Monk's base class and subclasses (Flickering Dark, Open Hand, Radiant Dawn from Labyrinth Worldbook, plus Affliction Eater, Elemental Voice, and Seal Guardian from Player's Guide 2), rated and contextualized against the math and the moment-to-moment tactical reality of Tales of the Valiant combat.

Book of Blades does not add new Monk Technique Point expenditures in the local material reviewed for this guide. It still affects the economy because Unarmed Maneuvers changes what a hit can buy, War Dancer reduces pressure to spend on Patient Defense, Tactical Planning rewards scouting before initiative, and Book of Blades mounted support can change when Step of the Wind is worth paying for.

Labyrinth Worldbook adds Radiant Dawn, a light-and-radiance subclass with multiple new Technique Point sinks. It is strongest when range, darkness, sunlight, radiant damage, or blindness matter. It is weakest when the player turns every punch into a paid radiant bolt for no tactical reason.

Player's Guide 2 adds the largest new Technique Point pressure since the core class. Affliction Eater adds emergency saves, protective spells, and a terrifying 11-point "no, everyone is living through this" button. Elemental Voice adds so many elemental words that the real optimization challenge is restraint. Seal Guardian adds fewer combat spends, but those spends protect allies, thresholds, and whole locations. One subclass asks, "How much pain can I carry?" One asks, "How many elements can I yell at?" One asks, "What if the room itself joined the party?"

The thesis: the Monk is a resource-compression class whose ceiling is defined by the quality of your spending decisions, not your stat block. A Monk who spends efficiently controls fights. A Monk who spends reflexively runs dry by encounter three.

Who this guide is for: Players who already understand what Technique Points do and want to know the optimal spend order at each level, the real math behind Stunning Strike, and the hot takes no one publishes because they contradict the popular "use Stunning Strike every turn" advice.

Tales of the Valiant Monk Technique Points


Disclaimer

Ratings use colored dots to indicate how strong each Technique Point expenditure is for the Monk specifically in context. These are not universal ratings — they account for opportunity cost, the alternatives you give up by spending, and the actual probability of a positive outcome.

RatingMeaning
●Exceptional — spend this first, every time it's available
●Strong — usually the correct spend in its context
●Situational — correct in specific conditions; overused otherwise
●Weak — most encounters should pass on this spend
●Trap — the math almost never justifies this spend

Technique Point Economy

Before rating any individual expenditure, you need to understand the resource pool you're working with. Every spending decision happens in the context of this economy.

Points Per Level

Monk LevelPoints Per RestKey New Features
2nd3Flurry of Blows, Patient Defense, Step of the Wind
3rd5Subclass features (subclass-specific TP options)
4th5—
5th6Stunning Strike
6th7Empowered Strikes
7th8Subclass features
8th9—
9th9Perfect Motion
10th10Heroic Boon
11th11Subclass features
12th12—
13th13Astral Teachings (2 TP)
14th14Diamond Soul (1 TP reroll)
15th15Subclass features
16th16—
17th17Timeless Self
18th18Empty Body (4 TP invisibility, 8 TP astral projection)
19th19—
20th20Epic Boon choices, including Boundless Technique and PG2 options

The Real Math: Points Per Adventuring Day

The standard Tales of the Valiant adventuring day assumes 2 short rests between encounters in a 4-6 encounter day. That means you have access to your full point pool three times — at the start of the day, after your first short rest, and after your second short rest.

Practical effective daily budget by key tiers:

Monk LevelPoints Per RestEffective Daily Total (3x)Notes
2nd39Extremely tight. Every spend matters.
5th618Stunning Strike enters; budget gets competitive
10th1030Comfortable. Can afford 2-3 Stunning Strikes per combat.
15th1545Premium resources available for big subclass features
20th2060+Epic Boon adds bonus points on initiative; economy is plentiful

The critical mistake most Monk players make is treating each combat as if it is the last one. At level 5, spending all 6 points in combat one of four leaves you with zero for combat two unless you have a guaranteed short rest. The correct default is to spend 4 points in combat and reserve 2 for the next encounter. Adjust upward only when the fight clearly justifies full commitment.

What "Short Rest" Dependency Means Strategically

The Monk is one of the most short-rest-dependent classes in the game — more so than a Warlock, because Technique Points fuel every core class ability (whereas Warlocks can use cantrips at no cost). This means:

  1. Advocate for short rests. If your party pushes through 6 encounters with one rest, a Monk player is playing half a class by encounter 4.
  2. Communicate with your GM. If your campaign is structured without rest opportunities (dungeon assault, time-pressure scenarios), your point spending ceiling per combat needs to be conserved.
  3. At 20th level, Epic Boon choices change the math. Boundless Technique adds Technique Points when initiative starts, Harmonious Being (Player's Guide 2) pushes both DEX and WIS higher, and Meditation Technique (Player's Guide 2) can refill the pool once per long rest if you can afford an action and no movement.

The 30-Minute Meditation Rule

You must spend at least 30 minutes of a rest meditating to regain Technique Points. This matters in narrative play: a 10-minute quick-breather in a dungeon corridor is not a short rest for Monk purposes if the GM enforces the rest rules strictly. Know your table.


Core Technique Point Expenditures

These are the base techniques available to all Monks from 2nd level (Flurry of Blows, Patient Defense, Step of the Wind) and 5th level (Stunning Strike).


Flurry of Blows — 1 Point ●

What it does: Immediately after you use an action on your turn, spend 1 Technique Point to make two unarmed strikes or one monk weapon attack as a bonus action.

Why it's exceptional: One point buys you either two full unarmed strikes or one monk weapon attack as a bonus action. At level 2, your unarmed strike deals 1d4 + DEX modifier damage. Two of those as a bonus action effectively doubles your action economy damage output for 1 point.

The key mechanical nuance: Flurry of Blows triggers after any action, not just the Attack action. While most often used after attacking, there are creative uses — triggering it after the Help action to get strikes plus a bonus for an ally, or after Dodge if something has forced you into a defensive position.

Scaling: Flurry of Blows scales automatically with your Martial Arts die. At 5th level, your 1d6 Flurry strikes are averaging 3.5 + DEX per hit. At 11th level, 1d8 strikes averaging 4.5 + DEX. The cost never increases; the output increases continuously. This is the most point-efficient feature in the Monk's entire toolkit from level 2 through level 20.

When not to spend: When your bonus action is more valuable elsewhere. The primary competition is Patient Defense (when you desperately need Dodge) or subclass-specific bonus actions that produce more value than additional strikes. These situations are rarer than most players assume — Flurry of Blows is the default correct spend in the majority of combat rounds.

Spend priority: First or second spend, every combat, every level. The only feature that competes with this for top priority is a successful Stunning Strike setup (because a stunned target makes every subsequent attack roll easier) — but even then, you often spend on Flurry after Stunning Strike.


Patient Defense — 1 Point ●

What it does: Spend 1 Technique Point to take the Dodge action as a bonus action on your turn.

Why it's situational: The Dodge action is powerful — all attack rolls against you are made at disadvantage, and you have advantage on DEX saves. But the critical question is: how likely are enemies to attack you this round? Patient Defense only produces value in rounds where enemies target you with attacks. If you've drawn the fighter's aggro, they're swarming the wizard, or you're positioned away from melee, you're burning a point for nothing.

The real use case: Patient Defense earns its rating when you are:

  1. The only melee character in a dangerous melee creature's reach
  2. Tanking an attack from a high-CR creature that would likely drop you
  3. Setting up a "safe" turn to reposition without taking opportunity attacks

It is not the correct spend when you have positioning options, when your mobility can take you out of harm's way, or when Flurry of Blows is available and enemies are at low health.

The 1 vs. 2 problem: Patient Defense costs the same as Flurry of Blows but produces a defensive outcome rather than an offensive one. The Monk's combat identity leans offensive — you finish fights faster by putting pressure on enemy action economy rather than protecting yourself. Spending Patient Defense when Flurry of Blows would have killed an enemy this round is a common mistake that extends fights and costs more damage over time.

Counterargument for Patient Defense: At levels 2–4, before you have Stunning Strike and before your hit points scale meaningfully, the defensive floor matters more. A dead Monk deals no damage. Against bosses with multiple attacks at these levels, Patient Defense is often the survival choice. After level 6 (Evasion) and level 9 (Perfect Motion), your passive defenses improve significantly and Patient Defense becomes comparatively weaker.


Step of the Wind — 1 Point ●

What it does: Spend 1 Technique Point to take the Disengage or Dash action as a bonus action on your turn. Your jump distance is doubled until the start of your next turn.

Why it's weak: Step of the Wind solves a problem that the Monk's natural movement speed increasingly eliminates. By level 6, your unarmored movement is 40 feet per turn — enough to reach virtually any enemy on a standard encounter map without dashing, and enough to clear most threats without needing Disengage. By level 14, you're at 50 feet per turn. By 17th–20th, 55–60 feet.

The Disengage application is more relevant — avoiding opportunity attacks from one melee creature to reach another is a real use case. But the Monk's natural flow usually involves staying in melee rather than running away, and when you need to truly escape, your speed advantage over most creatures handles it without spending a point.

Where it's useful:

  • Level 2–3, when your movement is still 30 feet and enemies cluster
  • When the party needs you at a distant target and you'd otherwise waste your action dashing
  • Specific encounter geometry where choke points make disengaging costly
  • Flickering Dark at level 7: Step of the Wind triggers Grace of Umbra, making it a very different value proposition for that subclass (see subclass section)

The jump distance doubling is the most thematically appealing and least mechanically relevant part of this feature. Standard dungeon geometry rarely includes gaps that require an enhanced jump. Skip spending on Step of the Wind as a default; treat it as an emergency tool.


Stunning Strike — 1 Point ●

What it does: Once per turn, when you hit with an unarmed strike or monk weapon, spend 1 Technique Point. The target must succeed on a CON save (vs. your Technique Save DC) or be stunned until the end of your next turn. A stunned target can repeat the save each time it takes damage.

Overall rating: Strong — but with a massive asterisk that the rating drops to ● or even ● depending on the target's CON modifier. Context is everything here.

Why the stun matters when it lands: The stunned condition is one of the most oppressive conditions in Tales of the Valiant. A stunned creature:

  • Fails all STR and DEX saves automatically
  • Can't take actions, bonus actions, or reactions
  • Gives advantage to all attack rolls made against it
  • Remaining stunned through critical hits is disproportionately lethal

A stunned boss enemy effectively loses its entire turn. If your party focuses that target, the net value of a successful Stunning Strike often exceeds 100+ HP of damage equivalent in the form of prevented enemy actions and amplified ally attacks.

Why it's a trap when you don't do the math: A Stunning Strike success is not guaranteed. It's a contested roll — your Technique Save DC versus the target's CON save modifier. The target gets a second chance every time it takes damage. And CON saves are among the highest saves in the game for martial-archetype monsters.


Stunning Strike — The Full Math

This section is the most important in the guide. Most Monk players never do this calculation. Most Monk guides don't publish it clearly. Here it is.

Your Technique Save DC

Your Technique Save DC = 8 + PB + WIS modifier.

Monk LevelPBWIS Mod (assuming WIS 18)WIS Mod (assuming WIS 20)DC (WIS 18)DC (WIS 20)
5th+3+4+51516
9th+4+4+51617
13th+5+4+51718
17th+6+4+51819
20th+6+4+51819

Stun Success Probability Against Common Enemy CON Saves

This table shows how often your Stunning Strike succeeds. Higher enemy CON save bonuses are worse for you.

Enemy CON Save BonusEnemy Needs vs. DC 16Stun Success % (DC 16)Enemy Needs vs. DC 18Stun Success % (DC 18)
+0 (INT casters, low CON monsters)16+75%18+85%
+2 (typical humanoids)14+65%16+75%
+3 (mid-tier martial enemies)13+60%15+70%
+4 (high CON melee, guards)12+55%14+65%
+5 (CON-focused brutes)11+50%13+60%
+6 (veteran warriors, CR 8+ brutes)10+45%12+55%
+7 (high-CR martial bosses)9+40%11+50%
+8 (CR 12+ high CON monsters)8+35%10+45%
+10 (legendary boss-tier CON saves)6+25%8+35%

When Stunning Strike Is Worth Spending

The spend threshold: A Stunning Strike is clearly worth spending on when your stun success probability is 50% or higher. Below 50%, you are spending a Technique Point for a worse-than-coin-flip chance at a powerful effect.

Practical rule: Ask yourself — what is this enemy's CON? If you're facing a monster with CON 18+ (CON mod +4 or higher), Stunning Strike is borderline at tier-two play and declining at tier three. If the enemy is a spellcaster, a rogue-adjacent creature, or something built around DEX rather than CON, Stunning Strike is almost certainly worth spending.

The compounding value problem: Stunning Strike is most valuable against the most dangerous enemies. Unfortunately, the most dangerous enemies (bosses, legendary creatures) tend to have the highest CON saves. This creates a real tension — the scenario where Stunning Strike would matter most is often the scenario where it succeeds least reliably.

Solution: At tier-three play (levels 11–16), Stunning Strike should be held for enemies where you've got real intel on their CON save — either from scouting, party knowledge, or visible cues. Spending it on the first round against an unknown target is usually suboptimal. Spend Flurry of Blows first; if you get information about the enemy's CON resistance, commit to Stunning Strike in subsequent rounds.

The second-save caveat: Remember that a stunned target can re-save every time it takes damage. In a combat where your party deals heavy burst damage, a successfully stunned creature may shake it off immediately after your allies attack. In burst-damage-heavy parties, Stunning Strike's duration is often shorter than expected — accounting for roughly half the value the raw stun duration implies. In control-focused parties where combat is drawn out, Stunning Strike's value increases.

The Nova Turn: Stunning Strike + Flurry of Blows

The correct play pattern at 5th–9th level for a fight where Stunning Strike is clearly worth it:

  1. Action: Make 2 attacks (Multiattack). First attack hits — consider spending 1 TP on Stunning Strike. If the stun lands, the second attack hits at advantage.
  2. Bonus Action: Spend 1 TP on Flurry of Blows. Both Flurry strikes are at advantage against the stunned target.
  3. Total spend: 2 Technique Points. Net result: up to 4 attacks at advantage, plus target skips its next action.

This two-point combo against a confirmed-low-CON target is the highest expected-value play available to a 5th-level Monk. Total expected output from 4 advantage attacks on a stunned target against a reasonable AC (AC 14) is approximately 3.5–3.8 hits at 5.5 average damage each ≈ 19–21 damage plus the target misses its turn.


Advanced and High-Level Spends

These features come online at higher levels and represent the Monk's tier-three toolkit.


Diamond Soul — 1 Point ●

Level: 14th What it does: When you fail a save, spend 1 Technique Point to reroll it. You must take the second result.

Why it's exceptional: At 14th level you have 14 Technique Points per rest. Spending 1 to potentially negate a dominate person, hold monster, stun, or any other fight-ending effect is an extraordinary insurance policy. The expected value depends entirely on what you rolled and what the DC is — a failed save by 5 or more is often worth the reroll; a failed save by 15 is probably not.

Optimal use: Save Diamond Soul rerolls for incapacitating conditions — paralyzed, stunned, charmed, dominated, held. These conditions remove you from combat entirely, making 1 point an excellent trade. Avoid spending it on failed saves against damage effects (half damage on a success isn't worth a point unless the damage is lethal).

Operational guidance: From level 14 onward, maintain a standing reserve of at least 1 Technique Point at all times for Diamond Soul. This means your effective "free spend" pool per combat is your total minus 1. Adjust your Flurry/Stunning Strike budget accordingly.


Astral Teachings — 2 Points ●

Level: 13th What it does: Spend 2 Technique Points to gain proficiency in one language, skill, tool, or weapon until you are incapacitated or use this feature again.

Why it's situational: In combat, this is irrelevant — you gain no combat advantage from a new skill proficiency mid-fight. The correct use of Astral Teachings is between combats: you identify a skill challenge coming (a social encounter requiring Persuasion, a lock-picking challenge requiring Thieves' Tools), spend 2 points to gain proficiency, execute the challenge, then recover the points at your next rest.

In-combat use case: Proficiency in a weapon you pick up (never waste points on this when you're a Monk with Martial Arts), or a language to communicate with an NPC mid-encounter. Niche but real. Do not spend Astral Teachings in combat when Flurry of Blows is on the table.


Empty Body — 4 Points (Invisibility) or 8 Points (Astral Projection) ● / ●

Level: 18th What it does:

  • 4 TP: Become invisible for 1 minute. You also have resistance to all damage except force while invisible.
  • 8 TP: Cast astral projection as an action, without material components (self-only).

Invisibility (4 TP): Strong. At 18th level, you have 18 points per rest. Spending 4 for 1 minute of invisibility plus broad damage resistance is exceptional value. Invisible Monk attacks are made at advantage; attacks against you are at disadvantage; and you're taking half damage from essentially everything. The correct use is at the start of a climactic fight — spend it round 1, be the invisible vortex of damage the enemy can't target effectively for an entire minute.

Astral Projection (8 TP): Situational. Spending 8 of your 18 points — nearly half your pool — for an astral projection is a massive commitment reserved for very specific scenarios (reconnaissance, reaching a plane-locked target, narrative exploration). In most combat-adjacent situations, 8 points is better spent on other actions.


Subclass Technique Point Spends

Monk subclasses introduce new Technique Point expenditures at their signature features. These are rated separately from the core techniques because they operate in a different strategic context, and Player's Guide 2 makes that context much wider.


Flickering Dark Subclass

Dark Flame — 2 Points ●

Level: 3rd What it does: Spend 2 Technique Points as a bonus action to shroud yourself in a 10-foot radius of magical darkness that lasts 1 minute (concentration-equivalent but not interrupted by damage). Choose one of three options:

  • Clawing Shadows: Creatures entering or ending turns in the darkness take necrotic damage = your Martial Arts die; you heal the same amount.
  • Grasp of Nothingness: Your unarmed strikes deal extra necrotic damage = your PB.
  • Spreading Darkness: Can spend 1 additional TP per use to cast darkness spell, no slot or material required.

Why it's exceptional: 2 points buys you 1 minute of one of three persistent combat buffs. On a fight-by-fight basis, this is the most point-efficient single spend in the Flickering Dark kit — and arguably the best 2-point purchase in the Monk's entire toolkit when the fight warrants it.

Which option to choose:

Grasp of Nothingness is the default pick for damage optimization. At PB +4 (levels 9–12), you're adding +4 necrotic per unarmed strike. Combined with Flurry of Blows, that's +8 to +12 additional necrotic per round from Flurry alone. Over a 5-round fight, that's 40–60 bonus necrotic damage from a single 2-point investment. Outstanding value.

Clawing Shadows is correct in fights where enemies will cluster in your darkness. Against wave-style encounters with multiple enemies, the combination of necrotic damage-and-healing-per-turn is a passive attrition machine. Against single-target bosses, Grasp of Nothingness typically outperforms it.

Spreading Darkness is the utility pick — casting darkness for 1 TP while Dark Flame is active doubles your darkness coverage. Use this in fights where controlling enemy visibility matters (negating ranged attackers, blocking sightlines to your squishier allies). It's the weakest damage option but the strongest tactical option in specific scenarios.

Budget implication: Dark Flame is designed to be used once per combat, not per turn. The 2-point investment anchors your spend; subsequent turns should be Flurry of Blows plus Grasp of Nothingness hits. Do not treat Dark Flame as a per-round spend — you activate it at the start of a fight and let it run.


Grace of Umbra — 1 Additional Point (with Step of the Wind) ●

Level: 7th What it does: When you use Step of the Wind, you become intangible until the end of your next turn (you can move through small holes, pass through creatures, and you and your gear become physically intangible). You can spend 1 additional Technique Point as part of the same bonus action to teleport up to your speed to any unoccupied space in dim light, darkness, or magical darkness you can see.

At 15th level, you have resistance to all damage except radiant while Grace of Umbra is active.

Why this transforms Step of the Wind's rating for Flickering Dark: Step of the Wind is rated ● for base Monks. For Flickering Dark monks, it's a 1-point cost for intangibility plus teleportation within darkness. Combined with your own Dark Flame darkness and the darkness spell from Spreading Darkness, you are teleporting freely within a zone you control, passing through walls and creatures as you go, and at 15th level taking half damage from everything non-radiant.

This is why Spreading Darkness becomes more interesting on a Flickering Dark monk who has reached 7th level — your darkness zones become teleportation networks.

Total cost: Step of the Wind (1 TP) + additional Grace of Umbra teleport (1 TP) = 2 TP for intangibility plus teleportation. This is exceptional value at 7th level.


Feeding Dark — 3 Points (after first use) ●

Level: 11th What it does: Creatures starting their turn in your magical darkness must make a CON save or deal half damage with weapon attacks until end of turn. Once per long rest for free; 3 TP to repeat.

Why it's strong: This is an area-effect combat ability that compounds exponentially in multi-target fights. One or two enemies in your darkness is fine; four or five enemies in your darkness and failing their saves is a dramatic reduction in incoming damage. The reaction-based teleport (up to 1 mile) when creatures succeed or fail is the utility cherry on top — essentially a free teleport during an ongoing fight.

The 3 TP cost to repeat it per short rest is significant — that's half your effective "free spend" budget at level 11. Use it in fights that justify the commitment. Against single-target bosses, save the points; against organized warbands, this ability is potentially encounter-changing.


Strike of Searing Shadow — 5 Points ●

Level: 15th What it does: Reaction after a melee hit. Spend 5 TP. Target makes CON save — on fail, 3d10 fire + 3d10 necrotic damage. Each creature you choose within 30 feet of target makes STR save — on fail, 2d10 force damage and pulled up to 20 feet toward the target. Reducing a creature to 0 HP destroys it entirely (ashes) and grants you temporary HP equal to half its max HP.

Why it's strong but not exceptional at this level: At level 15, you have 15 Technique Points per rest. Spending 5 — a third of your total — for a single reaction ability is a significant commitment. The damage output is impressive: averaging 33 necrotic/fire damage on a failed save, plus the pull and force damage to nearby creatures. The ash-and-temp-HP effect against a priority kill is spectacular.

The rating would be higher but for two factors: it's reaction-limited (you can only use it once per round at the very most, and reactions are often used for other purposes), and it doesn't work without first landing a melee hit. In fights where you've successfully hit a vulnerable target, this is absolutely the right spend. In fights where enemies have high AC and your hit rate is low, 5 points may sit idle.

Correct use: Save Strike of Searing Shadow for the fight's decisive moment — the boss kill, the vampire spawn that needs to not come back, the elite commander you want to remove permanently and intimidate the rest of the warband with. This is your signature move, not your default.


Open Hand Subclass

Open Hand Technique — 0 Additional Points ●

Level: 3rd What it does: When you hit with a Flurry of Blows strike, you can impose one of three effects at no additional TP cost:

  • Reaction lock: Target can't take reactions until end of your next turn.
  • Prone: Target makes DEX save or falls prone.
  • Push: Target makes STR save or is pushed up to 15 feet.

Why it's exceptional: Open Hand Technique costs zero additional Technique Points — it rides on a Flurry of Blows hit you were already making. This is not a separate spend; it is an automatic upgrade to the Flurry of Blows spend you're already committed to.

The three options, rated:

Reaction lock ● — The single most powerful effect available at 3rd level. Removing reactions strips counterspell from casters, opportunity attacks from every melee creature, and defensive abilities like Shield and Parry from martials. Choose this against spellcasters and any enemy that regularly uses reactions. The stacking with early Stunning Strike attempts is significant: if Stunning Strike fails this round, reaction lock still prevents the enemy from countering your next attack.

Prone ● — Excellent against enemies who won't stand back up (large creatures, heavily armored enemies slow to rise), or when your melee-heavy party will be attacking the same target. Melee attacks against a prone creature are made at advantage. However, prone targets can stand up by spending half their movement — against mobile enemies, this often burns their turn rather than giving you sustainable advantage.

Push ● — The weakest default option. Pushing a creature 15 feet creates tactical positioning but rarely takes it out of combat unless the encounter has environmental hazards (pits, fires, ledges). Against a specific hazard-rich map, this becomes strong. Against a flat dungeon room, it's usually inferior to the other two options.

Open Hand Technique summary: Choose reaction lock as your default unless specific environmental factors make prone or push obviously superior. The zero-point cost makes this the best "efficiency per spend" feature in either subclass.


Wholeness of Body — 0 Points ●

Level: 7th What it does: When you roll initiative with at least 1 HP, regain HP equal to CON modifier + your Monk level. Free, no TP cost.

Why it matters for economy: Wholeness of Body is not a TP spend — it's free. But it belongs in this guide because it changes your spend calculus from 7th level onward. You enter every combat having already recovered a chunk of HP. This makes Patient Defense slightly less necessary, lets you be more aggressive with Flurry of Blows spending, and means your HP buffer is larger than your sheet HP alone would suggest. At level 10 with CON 16 (+3), you're entering every fight with 13 bonus HP before the first roll.


Tranquil Soul — 3 Points ●

Level: 11th What it does: As an action, spend 3 TP to cast sanctuary on yourself. The sanctuary lasts until the end of your next short or long rest (not just 1 minute).

Why it's situational: Sanctuary forces enemies to make a WIS save before targeting you — on a success, they ignore you; on a failure, they choose a new target. This is a powerful evasion tool in complex social or investigation scenarios where combat is a last resort, and it's a creative feature that turns the Monk into a nonthreatening presence for hours of real time.

In pure combat optimization, however, 3 points for sanctuary (which ends if you make an attack or hostile spell) is counterproductive — you're a melee class that needs to attack to generate value. The correct use is in non-combat social encounters where the party is navigating a hostile court, negotiating with an aggressive faction, or moving through a warzone where Monk violence would be catastrophic.

Spending Tranquil Soul before a combat where you expect to be fighting is a trap. Spending it before an infiltration where you expect to be discovered and need a "get out of combat free" card is strong.


Quivering Palm — 4 Points (increasing) ●

Level: 15th What it does: As an action, make a single unarmed strike. On a hit, spend 4 TP to set lethal vibrations in the target for days = your Monk level. At any time afterward on the same plane, use an action to trigger:

  • CON save failure: Force damage = 5 × Monk level + paralyzed until end of your next turn.
  • CON save success: Stunned for 1 minute (repeated saves to break).
  • Failed by 5 or more: Instant death.

Each subsequent use per long rest costs 2 more TP (4 → 6 → 8). Resets on long rest. Can only affect one target at a time.

Why it's strong: The setup-then-detonate mechanic is unique in the Monk's toolkit — you plant the vibration during one encounter and detonate it in a subsequent encounter, or detonate it in the same fight during a tactically optimal moment. Against a boss creature, Quivering Palm set during a scouting encounter and detonated during the actual fight is one of the most lethal prepared setups in the game.

At Monk level 15, the CON save failure triggers 75 force damage plus paralysis. The "failed by 5 or more = instant death" clause is mechanically available against any enemy without legendary resistances or death immunity — it won't trigger on a Lich or a Dragon, but against a CR 12 humanoid boss, a natural 1 on their CON save during the detonation turn is a one-shot kill regardless of HP.

Economy note: Using Quivering Palm twice per long rest (4 + 6 = 10 TP) is the threshold where it starts competing significantly with your other spend options. Plan to use it once per long rest in most sessions, deployed against the single most dangerous target you expect.


Radiant Dawn Subclass (Labyrinth Worldbook)

Golden Fist — 1 Point per Converted Strike ●

Level: 3rd What it does: When you would make an unarmed strike as part of the Attack action or Flurry of Blows, spend 1 TP to turn that strike into a ranged spell attack bolt of searing light. The bolt uses PB + DEX modifier to hit and deals radiant damage equal to your martial arts die + DEX modifier. The range and damage dice scale at 7th, 11th, and 15th level.

Why it's strong: Golden Fist gives the Monk a real ranged plan without changing ability scores or weapons. It is excellent against flying enemies, enemies behind hazards, dangerous melee auras, sunlight-sensitive targets, or fights where radiant damage matters.

Why it can bleed you dry: The cost is per strike. Converting every attack in a Flurry turn can burn multiple points before you even consider Stunning Strike, Blazing Strike, or defense. Use Golden Fist when range or radiant damage changes the fight. If melee is safe and available, normal attacks plus Flurry usually produce better economy.


Shining Nimbus — 2 Points ●

Level: 3rd What it does: As a bonus action, spend 2 TP to create a 10-foot bright-light aura for 1 minute. Choose Sacred Fire, Holy Hand, or True Radiance. At 11th level, choose two options instead of one.

Why it's exceptional: Shining Nimbus is Radiant Dawn's anchor spend. It lasts the full fight and changes your baseline instead of charging you every round. Holy Hand is the default damage pick because it adds radiant damage equal to PB to unarmed strikes. Sacred Fire punishes enemies that enter or end their turns in the aura. True Radiance is the anti-darkness and sunlight tool, especially when magical darkness or sunlight weakness defines the encounter.

Economy note: Spend this once in fights that will last more than two rounds. Do not spend it in mop-up fights. At low levels, 2 TP is a large share of your pool; at mid levels, it becomes the subclass's most efficient setup.


True Radiance Upgrade — 3 Points while Nimbus Is Active ●

Level: 3rd
What it does: While Shining Nimbus is active and True Radiance is selected, use an action and spend 3 TP to transform the aura's light into sunlight for the duration. The sunlight cannot be dimmed, suppressed, or dispelled by magical means, and it dispels qualifying magical darkness it overlaps.

Why it's situational: This is not a damage button. It is an encounter-answer button. Against magical darkness, shadow monsters, vampires, sunlight-sensitive foes, or Labyrinth fights where light is the puzzle, it is worth the action and points. In ordinary combat, spending 3 TP and your action for sunlight is too expensive.


Blazing Strike — 1 Point ●

Level: 7th What it does: Once per turn when you deal radiant damage to a creature, spend 1 TP to force a CON save against your Technique Save DC. On a failure, the creature is blinded until the end of its next turn.

Why it's strong: Blindness is a huge short-term swing: the target attacks worse, gets attacked more easily, and often loses sight-dependent targeting. The best setup is Shining Nimbus with Holy Hand or a Golden Fist hit, then Blazing Strike against a sight-reliant enemy.

Target discipline: Do not throw this into high-CON brutes by default. It is strongest against casters, archers, skirmishers, and monsters whose best actions require sight.


Dawn Bringer — 5 Points ●

Level: 11th What it does: As an action, spend 5 TP to cast daylight. The spell lasts until the end of your next short or long rest unless it ends early normally.

Why it's situational: Five points is too expensive for ordinary illumination. The value is duration and encounter shaping: cast it before entering a shadow crypt, undead lair, void-tainted passage, or magical-darkness zone. In combat, this is correct only when daylight itself is the solution.


Searing Corona — 5 Points ●

Level: 15th What it does: While standing in bright light or sunlight, spend 5 TP as an action to create a sunlight burst. Chosen creatures within 20 feet make a CON save. On a failure, the reviewed Labyrinth Worldbook text confirms 3d10 fire damage plus 3d10 radiant damage. Confirm the exact success result from the book at the table.

Why it's strong but narrow: The damage package is good, the targeting is friendly, and the sunlight requirement is easy for Radiant Dawn to satisfy. The cost and action are significant, so save it for clustered enemies, radiant/fire-vulnerable targets, or encounters where sunlight has extra rules weight.


Affliction Eater Subclass (Player's Guide 2)

Affliction Eater turns the Monk's resource economy into party triage. Technique Points matter, but HP and condition risk become part of the budget too. This subclass is good. It is also the subclass most likely to make the party ask, "Are you sure?" while you absolutely are not sure.

Stay Execution — 2 Points ●

Level: 3rd What it does: When a creature within 30 feet drops to 0 HP, spend 2 TP to stabilize it or restore a small amount of HP and consciousness.

Why it's strong: Emergency action economy is priceless. Saving an ally from dropping can preserve a turn, prevent a death spiral, and keep the party's plan intact. The fact that it can also spare enemies is not just flavor: captured enemies answer questions better than dead ones, which remains unfair but useful.

Absorb Affliction Range Extension — 1+ Additional Points ●

Level: 7th What it does: Absorb Affliction starts as a bonus-action touch support feature. From 7th level, it reaches 30 feet, and you can spend 1 additional TP for each extra 30 feet.

Why it's situational: Removing a condition or healing at range is excellent when it prevents an ally from losing a turn. The cost is only worth it when distance is the problem. If you can reach the ally with movement, save the point; you are a Monk, not a polite ambulance.

Shield from Harm — 3 or 5 Points ●

Level: 11th What it does: Spend 3 TP to cast warding bond on a friendly creature without the material component, or 5 TP to cast death ward with recoil if the ward triggers.

Why it's exceptional: These are expensive, but they turn Technique Points into ally survival before the disaster lands. Use warding bond when the ally is about to be focused. Use death ward when one creature absolutely cannot hit the floor. Do not put death ward on the party member most likely to test every trap with their torso unless you enjoy paperwork.

Merciful Burst — HP Reduction or 11 Points ●

Level: 15th What it does: Bonus-action party healing and condition removal in a large radius. You either reduce your current HP and maximum HP by 40, or spend 11 TP to avoid that reduction.

Why it's strong: This is the button for catastrophic fights. The HP cost is terrifying but efficient when it prevents multiple allies from falling. The 11-point version is cleaner but consumes most of a high-level pool. Use it to save the encounter, not to top people off because the Cleric gave you a look.


Elemental Voice Subclass (Player's Guide 2)

Elemental Voice adds the largest Technique Point menu in Player's Guide 2. The optimization question is not "which elemental words are good?" Many are good. The question is "which three words will you actually budget for before your point pool becomes a sad little puddle?"

Low-Cost Elemental Words — 1 to 2 Points ●

Level: 3rd+ What they do: Words such as Iron, Storm, Erupt, Spit Flame, Drown, Whispers of Earth, and Zephyr's Step give defense, range, area damage, control, scouting, or teleportation at low costs.

Why they're strong: These are tactical problem solvers. Iron competes with Self Defense-style reaction AC. Storm and Zephyr's Step solve positioning and protection. Drown and Whispers of Earth answer specific encounter states. The danger is using a cute 1-point answer every round until you cannot afford Flurry.

Boulder Fist Strikes — 1 Additional Point with Flurry ●

Level: 3rd What it does: When you use Flurry of Blows, spend an additional point to add WIS modifier damage to your unarmed strikes until the start of your next turn.

Why it's exceptional: This is one of the cleanest damage conversions in the subclass because it improves the thing you already wanted to do. It is best in fights where you will make multiple unarmed strikes and keep pressure on one or more targets.

Mid-Tier Control Words — 2 to 3 Points ●

Level: 7th+ What they do: Stone Cage restrains near-ground targets, Sweeping Flame hits an area, and Searing Strikes turns unarmed strikes into sustained flame damage.

Why they're strong: These are the encounter-shaping tools. Stone Cage is the standout control option when the target is not built to shrug off STR saves. Searing Strikes is the long-fight damage stance. Sweeping Flame is good when enemies clump and bad when the map spreads them like they read this guide.

High-Cost Elemental Words — 4+ Points ●

Level: 15th What they do: Adamantine Resolve, Call the Rapids, Cyclonic Stance, and Volcanic Ray turn your action or reaction into major defense, forced movement, control, or damage.

Why they're strong but dangerous: These are worth the cost when they solve the encounter. They are not worth it because the name sounds like an album cover. If you spend 4 points here, commit to the fight and stop pretending you are also saving for every other shiny button.


Seal Guardian Subclass (Player's Guide 2)

Seal Guardian spends fewer Technique Points than Elemental Voice, but its spends are higher leverage because they protect allies, doors, and whole rooms. It also has a separate seal economy, so not every powerful feature drains TP.

Seal of Cleansing — 1 Point ●

Level: 7th What it does: Spend 1 TP to place a cleansing rune on a creature. If it is charmed, frightened, or paralyzed, it immediately makes another save with advantage. If the source is nearby, it may take radiant damage.

Why it's strong: One point to buy an ally another advantaged save against a turn-losing condition is excellent. This is especially good because paralyzed and frightened can decide fights before damage totals matter.

Ward Against the Otherworldly — 2 Points ●

Level: 11th What it does: Spend 2 TP to ward a threshold against a chosen creature type, interfering with its ability to cross or fight through the boundary.

Why it's exceptional: In the right adventure, this is a bargain. Two points can turn a doorway, gate, arch, or ritual chamber into a strategic asset. In a featureless field, it does nothing. The subclass politely asks the dungeon to have architecture.

Sanctify Location — 5 Points for Action Setup ●

Level: 15th What it does: Prepare a sanctifying seal over an area with 1 minute of work, or spend 5 TP to do it as an action. The area can grant party-protective effects such as mental protection, energy resistance, AC and temporary HP, magic defense, attack boosts, or communication.

Why it's strong: The free 1-minute version is the dream. The 5-point action version is the emergency "we fight here now" button. It is expensive, but it can flip a boss room if the party can stay inside the protected space.


Free Character Builder

Build Your Tales of the Valiant Character

The Tales of the Valiant character builder is live - build a Beastkin, a Kobold, or whatever your table is missing, free, right now.

Start Building

Spend Priority by Level Table

This table represents the optimal spend order — what you should be spending on first in any given combat at each key level tier. Higher priority = spend this before anything else.

LevelPriority 1Priority 2Priority 3Reserve
2nd–4thFlurry of BlowsPatient Defense (if under direct threat)Step of the Wind (emergency only)Always save 1
5th–6thFlurry of BlowsStunning Strike (low CON targets)Patient DefenseSave 1–2 for next encounter
7th–8thFlurry of BlowsStunning Strike (confirmed low CON)Patient DefenseSave 2 for next encounter
9th–10thFlurry of BlowsStunning Strike (DC 16+ advantage targets)Patient DefenseSave 2
11th–12thFlurry of BlowsStunning Strike[Subclass feature]Save 2
13th–14thFlurry of BlowsStunning StrikeDiamond Soul reserveAlways hold 1 for Diamond Soul
15th–16thFlurry of BlowsStunning Strike or Subclass novaDiamond Soul reserveHold 1 for Diamond Soul
17th–20thFlurry of BlowsEmpty Body (boss fights)Stunning StrikeHold 1 for Diamond Soul

Flickering Dark Priority Adjustments

LevelPriority 1Priority 2Priority 3Reserve
3rdDark Flame (first turn)Flurry of Blows (Grasp of Nothingness)Patient DefenseSave 1
7thDark Flame (first turn)Flurry of BlowsGrace of Umbra (when repositioning)Save 1
11thDark FlameFlurry of Blows (Grasp hits)Feeding Dark (multi-enemy fights)Save 2
15thDark FlameFlurry of BlowsStrike of Searing Shadow (boss kill moment)Hold 1 for Diamond Soul

Open Hand Priority Adjustments

LevelPriority 1Priority 2Priority 3Reserve
3rdFlurry (+ Open Hand Technique reaction lock)Stunning Strike (low CON)Patient DefenseSave 1
7thFlurry (+ reaction lock)Stunning StrikePatient DefenseSave 1
11thFlurry (+ reaction lock)Stunning StrikeTranquil Soul (non-combat)Save 2
15thFlurry (+ reaction lock)Quivering Palm setup (boss)Stunning StrikeHold 1 for Diamond Soul

Radiant Dawn Priority Adjustments (Labyrinth Worldbook)

LevelPriority 1Priority 2Priority 3Reserve
3rdShining Nimbus (real fights)Flurry of BlowsGolden Fist (range/radiant need)Save 1
7thShining NimbusBlazing Strike (good CON targets)Golden Fist (range/radiant need)Save 1
11thShining Nimbus with two propertiesBlazing StrikeDawn Bringer (pre-combat light)Save 2
15thShining NimbusSearing Corona (clustered enemies)Blazing Strike or Golden FistHold 1 for Diamond Soul

Player's Guide 2 Priority Adjustments

SubclassPriority 1Priority 2Priority 3Reserve
Affliction EaterFlurry or Stay Execution emergencyShield from Harm before focus fireAbsorb Affliction when turns matterHold HP and 1 TP for triage
Elemental VoiceFlurry plus best chosen wordBoulder Fist or Iron/Storm defense2-4 TP encounter wordSave 2+ after big word spends
Seal GuardianPrepared seals before initiativeSeal of CleansingWard or Sanctify when map mattersHold 1 TP for condition rescue

Full Expenditure Comparison Table

FeatureCostLevel AvailableRatingBest AgainstWorst Against
Flurry of Blows1 TP2nd●All enemiesN/A — always correct
Stunning Strike1 TP5th●Low CON casters, DEX enemiesHigh CON brutes (>+5 save)
Patient Defense1 TP2nd●Focus-fire scenarios, boss multi-attackFights where you aren't targeted
Step of the Wind1 TP2nd●Tight dungeon corridors (early levels)Open maps, high movement monks
Diamond Soul reroll1 TP14th●Incapacitating conditionsMinor damage saves
Astral Teachings2 TP13th●Skill challenge preparationIn-combat (never worth it)
Empty Body (Invisible)4 TP18th●Boss fights, high-damage encountersShort minor fights (overkill)
Empty Body (Astral)8 TP18th●Plane-locked targets, explorationStandard combat
Dark Flame2 TP3rd (FD)●Any fight lasting 3+ rounds1-round skirmishes
Grace of Umbra (base)1 TP7th (FD)●Repositioning through enemiesOpen terrain (less relevant)
Grace of Umbra (teleport)+1 TP7th (FD)●Darkness zone fightsNo darkness available
Feeding Dark3 TP11th (FD)●Multi-enemy fights in darknessSingle-target boss fights
Strike of Searing Shadow5 TP15th (FD)●Priority kills, permanent eliminationSpeculative spending
Open Hand Technique (ride-along)0 TP3rd (OH)●All enemies (especially casters)N/A — always worth taking
Tranquil Soul3 TP11th (OH)●Non-combat infiltration, social encountersAny combat scenario
Quivering Palm4+ TP15th (OH)●Boss creatures, priority killsMinion farming (overkill)
Golden Fist1 TP3rd (RD)●Flying/ranged/radiant-weak targetsSafe melee with no radiant need
Shining Nimbus2 TP3rd (RD)●Fights lasting 3+ rounds, darkness fightsMop-up fights
True Radiance upgrade3 TP3rd (RD)●Magical darkness, sunlight weaknessOrdinary combat
Blazing Strike1 TP7th (RD)●Sight-reliant, lower-CON enemiesHigh-CON brutes
Dawn Bringer5 TP11th (RD)●Pre-combat light controlOrdinary illumination
Searing Corona5 TP15th (RD)●Clustered enemies in bright lightSingle targets
Stay Execution2 TP3rd (AE)●Allies or witnesses dropping to 0 HPLow-stakes damage
Absorb Affliction range+1 TP7th (AE)●Distant condition rescueAllies you can reach normally
Shield from Harm3/5 TP11th (AE)●Focus-fire prevention, must-live alliesCasual prebuffing
Merciful Burst11 TP15th (AE)●Party collapse preventionRoutine healing
Elemental low-cost words1-2 TP3rd (EV)●Specific tactical problemsButton-mashing
Boulder Fist Strikes+1 TP3rd (EV)●Multi-strike Flurry turnsOne-hit turns
Elemental high-cost words4+ TP15th (EV)●Encounter-shaping control or damageMinor fights
Seal of Cleansing1 TP7th (SG)●Charm, fear, paralysisNo active condition
Ward Against the Otherworldly2 TP11th (SG)●Threshold defense against chosen typesOpen battlefields
Sanctify Location5 TP15th (SG)●Holding a room or boss arenaMobile chase fights

Book of Blades Economy Notes

Book of Blades matters because it changes the value of existing Monk turns, not because it gives you a new pool of Technique Point buttons. That is good design space for Monk: the class is already resource-hungry, so the best sourcebook support either improves free actions or makes your existing spends do more.

Unarmed Maneuvers: Control Without More TP

Unarmed Maneuvers is the cleanest Book of Blades interaction with Technique Points. It does not cost Technique Points by itself. Instead, it lets one unarmed hit replace damage with control: speech disruption, blindness, deafness, prone, or push.

The best use is during Flurry of Blows. You already paid 1 Technique Point for two unarmed strikes. If the first hit lands, decide whether the second hit should be damage or control. Against a spellcaster, blocking speech and verbal components can be worth more than damage. Against a brute, prone can be stronger if your melee allies are next in initiative.

Economy verdict: This increases the value of Flurry of Blows without increasing the cost. That is exactly what a Monk wants.

War Dancer: Patient Defense Pressure Valve

War Dancer rewards movement and melee contact. Move more than 10 feet for +1 AC, hit a creature so it cannot make opportunity attacks against you for the turn, and use a reaction for +2 AC against one visible melee hit.

That directly pressures Patient Defense. Patient Defense costs 1 TP and your bonus action. War Dancer costs no TP and keeps your bonus action open for Flurry of Blows. It does not replace Dodge against a boss multiattack, but it does replace many "I feel unsafe" Patient Defense spends in ordinary skirmishes.

Economy verdict: War Dancer is not a Technique Point spend. It is a Technique Point saver.

Tactical Planning: Spend Before Initiative

Tactical Planning matters when the Monk is scouting, setting an ambush, or choosing the approach. It does not change the cost of Stunning Strike or Flurry of Blows, but it can make the opening round more reliable.

The important point is discipline: do not use a better opening position as permission to spend more recklessly. Use it to make the first spend count. If Tactical Planning helps you reach the low-CON caster on round one, that is the round where Stunning Strike becomes a calculated spend instead of a hope.

Economy verdict: Strong in prepared fights, weaker in reactive dungeon crawls.

Mounted Support: Step of the Wind Changes Context

Horse Lord, Fell Rider, and Book of Blades mounted support can make Step of the Wind less necessary in open terrain. A mount handles distance, while the Monk saves Technique Points for Flurry, Stunning Strike, or subclass features.

The catch is campaign geometry. Mounted support is excellent in roads, fields, sieges, chases, and cavalry scenes. It is dead weight in cramped dungeons. Do not build your Technique Point economy around a mount unless the campaign will actually put the mount on the map.

Economy verdict: A real Step of the Wind substitute in open terrain, irrelevant underground.


Labyrinth Worldbook Economy Notes

Radiant Dawn (Labyrinth Worldbook) matters because it gives the Monk several new reasons to spend Technique Points before, during, and after a normal attack sequence. That is powerful, but it also makes the subclass easier to misplay than Open Hand.

Shining Nimbus Is the Anchor

Shining Nimbus is the cleanest Radiant Dawn spend because 2 points can affect the whole encounter. Holy Hand is the default combat pick, Sacred Fire is the anti-swarm pick, and True Radiance is the darkness-answer pick. If a fight will last three or more rounds, this is usually where the subclass starts.

Golden Fist Is a Tactical Conversion

Golden Fist is not a new default attack routine. It is a conversion tool. Spend on it when a target is flying, unreachable, dangerous to approach, vulnerable to radiant damage, or protected by terrain. Do not spend 2-4 points per round just to make normal attacks glow.

Blazing Strike Wants Target Discipline

Blazing Strike asks for radiant damage first, then a CON save. That means the best target is not always the biggest monster. Blind the caster, sniper, skirmisher, or sight-reliant elite. Let the Fighter handle the giant with a massive CON save.

Dawn Bringer Is a Prep Button

Dawn Bringer costs 5 points, so it should usually happen before a known darkness-heavy area rather than inside a normal initiative count. Treat it like encounter setup, not a substitute for Flurry of Blows.


Player's Guide 2 Economy Notes

Player's Guide 2 matters because it gives the Monk three different resource philosophies. Affliction Eater adds HP and condition risk to the budget. Elemental Voice adds the biggest menu of Technique Point buttons in the class. Seal Guardian shifts value into prep, seals, and map control.

Affliction Eater Uses HP as a Second Pool

Stay Execution and Shield from Harm are clean Technique Point spends, but Absorb Affliction and Merciful Burst make your own HP part of the party's survival economy. That is powerful only if your CON, defensive talents, and party healing can support it. A reckless Affliction Eater is just a group project with a pulse.

Elemental Voice Needs a Short List

Elemental Voice can defend with Iron, reposition with Zephyr's Step, control with Stone Cage, damage with Boulder Fist Strikes or Volcanic Ray, and do several other useful things. You should still enter each combat with a plan. Pick your anchor spend, one defensive answer, and one situational answer. Everything else is for the fight where the map makes it obvious.

Seal Guardian Wins Before Initiative

Protective Seals are not Technique Point spends, but they reshape the day. If you enter combat with the right seal already in an ally's hand, your TP budget stays intact for Seal of Cleansing, Ward Against the Otherworldly, or an emergency Sanctify Location. Seal Guardian rewards players who read the room before the room starts reading them back.


Hot Takes

This section is where the guide earns its keep. These are the optimization positions most Monk players and most published guides get wrong.

Hot Take 1: Stunning Strike Is Overrated at Low Levels

At 5th level, you have 6 Technique Points per rest. Spending 1 on Flurry of Blows (every combat) and 1 on Stunning Strike (every combat you attempt it) means you're spending 2 points per combat in a 4-encounter day — 8 total points across 3 pools (24 total points available with 2 short rests). Sounds fine.

The problem: Stunning Strike at 5th level against anything resembling a real threat has a 40–65% failure rate. You're on average wasting roughly half of your Stunning Strike investments. Flurry of Blows, by contrast, never fails — it's a guaranteed two unarmed strikes. The opportunity cost of a failed Stunning Strike is one guaranteed 1d6+DEX attack that you could have made.

The correct level-5 spend: Default to Flurry of Blows every combat. Add Stunning Strike against confirmed low-CON targets. Do not attempt Stunning Strike against bosses until you've done the math.

Hot Take 2: Patient Defense Is the Most Overrated Spend in the Game

Every beginner Monk guide says "use Patient Defense when you need to survive." This is correct advice that is applied at the wrong moment approximately 60% of the time.

The mistake: Monks use Patient Defense defensively — as an early-in-the-round preemptive move when they feel threatened. The correct use is reactively — specifically when you are the only target in melee and the math says you're taking a lethal hit.

The better default: Spend Flurry of Blows, deal damage, and use your movement speed and class features to avoid being in a position that requires Patient Defense. The Monk's 40-foot base speed at level 6 is itself a defensive tool. You can attack and retreat. You can attack multiple enemies to split focus. Patient Defense is the last resort of a Monk who has positioned poorly — not the opening move of a Monk who has planned well.

Hot Take 3: Step of the Wind Is (Almost) Never Worth a Point After Level 6

This one is the least popular opinion in this guide. Step of the Wind solves a movement problem. The Monk does not have a movement problem. At level 6 you have 40 feet of movement. At level 14, 50 feet. At level 17, 55 feet. The Disengage application matters occasionally — but "occasionally" means you are spending points on it once every 4–5 sessions, not as a regular tool.

Exception for Flickering Dark: Grace of Umbra transforms Step of the Wind completely. For Flickering Dark monks, the spend is mandatory when repositioning through enemies or teleporting within your darkness zone. For every other Monk subclass, burn this point only when the positioning cannot be solved with raw movement speed.

Hot Take 4: The Most Underrated Spend Is Open Hand Technique's Reaction Lock

This one never gets the column inches it deserves because it costs zero additional technique points. Open Hand Technique rides on Flurry of Blows hits for free. The reaction lock — target can't take reactions until end of your next turn — is the single most powerful control effect available in the game at 3rd level for the cost of one 1-TP Flurry of Blows spend.

No counterspell. No opportunity attacks. No Shield. No Parry. No Riposte. No Immediate Dash. One Flurry hit strips the enemy's entire reactive toolkit. Most Monks who play Open Hand grab the prone or push option because they're more visible in outcome (the enemy moves). The reaction lock is invisible until the moment it matters, and then it matters enormously.

Caveat: The reaction lock matters most against enemies with powerful reactions. Against generic goblins, the prone option is often better because it creates advantage. Learn to read the enemy sheet and apply the correct option.

Hot Take 5: Flickering Dark's Grasp of Nothingness Vastly Outperforms the Damage Cantrip Comparison Most Players Make

When players evaluate Dark Flame's Grasp of Nothingness, they usually compare it to a single cantrip. The correct comparison is to the cumulative bonus damage over a 5-round fight at PB bonus per strike.

At level 9, PB is +4. With Multiattack (2 strikes per action) and Flurry (2 strikes per bonus action) = 4 strikes per turn. Grasp of Nothingness adds +4 necrotic per strike. Over 5 rounds, that's 4 strikes × +4 damage × 5 rounds = +80 bonus necrotic damage from a single 2-point investment.

Show me another 2-point spend that produces 80 cumulative bonus damage across a fight. Dark Flame with Grasp of Nothingness is the most underrated Technique Point investment in the Flickering Dark subclass.

Hot Take 6: Empty Body's Invisibility Is a Boss-Fight Button, Not a Daily Tool

Players get excited about Empty Body at 18th level and use the 4-point invisibility too freely. At level 18, most encounters don't justify burning 4 points on an opening-turn invisibility activation. Most encounters at that tier have enemies with truesight, tremorsense, or other mechanisms to negate invisibility.

Save Empty Body for encounters where the GM has given explicit signals that enemy detection is limited. Against a Lich in its sanctum (probably has truesight), spending 4 points is potentially wasted. Against a demon warband with no magic detection (rely on sight and hearing), going invisible in round 1 is a fight-winning decision.

Hot Take 7: Book of Blades Is Best When It Saves Technique Points

The best Book of Blades Monk picks are not the flashiest ones. They are the ones that keep your core economy intact.

War Dancer is good because it can prevent unnecessary Patient Defense spending. Unarmed Maneuvers is good because it makes Flurry of Blows more flexible without adding a new Technique Point cost. Tactical Planning is good because it improves the odds that your first spend lands on the right target.

The trap is picking Book of Blades options that compete for your bonus action or add more conditions to manage without improving your core Monk turns. A Monk does not need more buttons. A Monk needs better reasons to press the buttons they already have.

Hot Take 8: Radiant Dawn Is a Budget Trap If You Treat Golden Fist as Your Default Attack

Golden Fist (Labyrinth Worldbook) looks like the subclass's headline feature because ranged radiant punches are cool. The actual optimization answer is colder: 1 Technique Point per converted strike is expensive. A Radiant Dawn Monk who converts every attack every round runs dry faster than almost any other Monk.

Use Golden Fist to solve problems. Flyers, ledges, lava, sunlight-sensitive monsters, and enemies you cannot safely stand beside are problems. A goblin 5 feet away from you is not.

Hot Take 9: Shining Nimbus Is Better Than It Reads

Shining Nimbus (Labyrinth Worldbook) is the feature that makes Radiant Dawn work. It is a 2-point fight stance, not a one-off effect. Holy Hand improves the normal Monk loop, Sacred Fire punishes crowding, and True Radiance makes magical darkness and sunlight weakness matter immediately.

The subclass lives or dies on whether you choose the right Nimbus property before spending on flashier buttons.

Hot Take 10: Dawn Bringer Is Bad in Normal Fights and Great in the Right Adventure

Five Technique Points for daylight is awful if all you needed was a lamp. Five Technique Points for daylight before entering a vampire chapel, shadow maze, or magical-darkness ambush is entirely different. Radiant Dawn rewards players who read the adventure before initiative, not players who panic-cast light after the map is already bad.

Hot Take 11: Elemental Voice Is a Budget Trap If You Like Every Button

Elemental Voice (Player's Guide 2) is loaded with good options, which is exactly why it can betray you. A bad feature is easy to ignore. A dozen good features whisper "just one more point" until you are standing in round four with empty pockets and a very judgmental elemental breeze.

Hot Take 12: Affliction Eater Healing Is Not Free

Affliction Eater (Player's Guide 2) is excellent because it saves allies at the exact moment they would otherwise lose turns. But the subclass often moves the consequence onto you. That is support, not erasure. Build CON, take survival tools, and do not become the party's condition landfill unless someone is bringing a shovel.

Hot Take 13: Seal Guardian Is Better When the GM Uses Doors

Seal Guardian (Player's Guide 2) is not the subclass for white-room damage math. It is the subclass for thresholds, rituals, lairs, sanctuaries, curse rooms, and "we hold this line" fights. If your campaign has architecture, Seal Guardian has opinions about it.


Example Session Economy Walkthroughs

These examples show how spending decisions play out across a realistic adventuring day — 4 encounters with 2 short rests. Character: Monk 10, WIS 20 (DC 18), 10 Technique Points per rest, 30 daily points total.

Level 10 Walkthrough: Standard Combat Day

Starting pool: 10 points

Encounter 1: Four hobgoblins and a captain (CR 6)

  • Round 1: Flurry (1 TP). No Stunning Strike — captain's CON save is +5, that's 50/50 at best. Save the point.
  • Round 2: Flurry (1 TP). Hobgoblins dropping. No need for Patient Defense — Fighter has their attention.
  • Round 3: Flurry (1 TP). Captain is bloodied. Stunning Strike — CON +5 vs. DC 18 = 60% success. Worth it. (1 TP)
  • Stun succeeds. All attacks with advantage. Finish the captain.
  • Points spent: 4. Points remaining: 6.

Short Rest 1 — recover all points

Starting pool: 10 points

Encounter 2: Young dragon

  • Dragon's CON save: +7. Stunning Strike success rate ≈ 50% (DC 18 vs. +7 = needs 11 or higher). Borderline.
  • Round 1: Flurry (1 TP). Dragon uses Frightful Presence. CON or WIS save — if WIS-based, Player rolls to resist. Save fine.
  • Round 2: Flurry (1 TP). Dragon is focused on the Paladin. Not the primary target — no Patient Defense needed.
  • Round 3: Dragon pivots to Monk. Breath weapon incoming. Evasion applies — half on success, none on fail... wait, Evasion: no damage on success! Don't spend Patient Defense.
  • Round 4: Dragon bloodied. Attempt Stunning Strike — CON +7 vs. DC 18. Worth the spend with PB advantage. (1 TP)
  • Stun fails. Dragon saves.
  • Round 5: Flurry (1 TP). Dragon drops on party's combined efforts.
  • Points spent: 5. Points remaining: 5.

Short Rest 2 — recover all points

Starting pool: 10 points

Encounter 3: Vampire Spawn ambush (3 spawn)

  • Spawn CON saves are moderate (+3). Stunning Strike success: ~70% at DC 18 vs. +3. Absolutely worth spending.
  • Round 1: Flurry (1 TP) on spawn 1 — hit. Stunning Strike (1 TP) — rolls 14+3=17. DC 18. Failed by 1. Near miss.
  • Round 2: Flurry (1 TP) on spawn 2 — hit. Stunning Strike (1 TP) — rolls 8+3=11. DC 18. Failed again.
  • Spawn 2 is weak but not stunned. No spend Round 3 — just Flurry. (1 TP)
  • Spawn 1 drops. Spawn 2 nearly dead.
  • Points spent: 5. Points remaining: 5.

Encounter 4: Boss fight — Necromancer (INT caster, CON +1)

  • CON +1 vs. DC 18 = needs 17+. 84% stun success rate. This is the target Stunning Strike was made for.
  • Round 1: Attack, hit. Stunning Strike (1 TP). Roll: 15+1=16. DC 18. Fail! Stunned.
  • Round 1 (continued): Flurry (1 TP) at advantage. Both hit. Massive damage.
  • Round 2: Necromancer failed Diamond Soul equivalent and remains stunned through damage check saves? No — each damage hit triggers a new CON save. Party's attacks cause new saves. Necromancer saves and recovers.
  • Round 2: Another hit. Stunning Strike again (1 TP). Stunned again.
  • Flurry (1 TP). Boss drops.
  • Points spent: 4. Remaining: 1. Held for Diamond Soul insurance that wasn't needed.

End of day total: 4+5+5+4 = 18 points spent out of 30 available. 40% reserve — this is the correct discipline for a full adventuring day. A Monk who spends all 30 is a Monk who runs dry in combat 3 or 4.


Final Notes

The Technique Point system is easy to misread as "spend points, do things." The design is more sophisticated than that, and the Monk player who treats it as a simple resource-to-action converter is leaving substantial power on the table.

The real game is the spend sequencing. Flurry of Blows before Stunning Strike (to generate damage data on your hit rate before committing the Stun). Stunning Strike before Flurry in rounds where the target is confirmed-low-CON (stun first, then Flurry at advantage). Diamond Soul reserve maintained from level 14 onward as a non-negotiable backstop.

The subclass split is not just a flavor choice — it's a complete rewriting of your point budget framework. Flickering Dark Monks budget around Dark Flame uptime as the anchor investment and build their remaining economy around that 2-point foundation. Open Hand Monks budget around Flurry of Blows as the delivery mechanism for Open Hand Technique's zero-cost upgrades, with Stunning Strike as the supplement rather than the anchor. Radiant Dawn Monks (Labyrinth Worldbook) budget around Shining Nimbus first, then Golden Fist and Blazing Strike only when range, radiant damage, blindness, or light control changes the encounter.

Player's Guide 2 expands that framework again. Affliction Eater budgets HP and mercy. Elemental Voice budgets temptation. Seal Guardian budgets preparation. The correct subclass is not the one with the longest feature list; it is the one whose economy you can actually play for four encounters without needing a spreadsheet, a nap, and a small apology note.

And beneath all of it: the Monk works best in parties that take short rests. If your party never rests between fights, advocate for it — not as a demand, but as a calibration. A Monk who reaches combat four with full Technique Points is an asset. A Monk who reaches combat four with zero points is a d8 hit die martial with good movement speed. The resource management is the class.

Spend wisely. Move fast. Make them regret standing still.


Tales of the Valiant is published by Kobold Press. This guide is fan-made and not affiliated with or endorsed by Kobold Press.

Share this article

Email

More in tales of the valiant

Tales of the Valiant Dhampir Lineage Guide
tales of the valiant

Tales of the Valiant Dhampir Lineage Guide

A rated guide to the Dhampir lineage from Player's Guide 2, covering Dark Thirst, climbing, undead-adjacent defenses, best classes, heritage pairings, and hot takes.

Andrew Blase
2026-06-26
4 min read
Tales of the Valiant Drow Lineage Guide
tales of the valiant

Tales of the Valiant Drow Lineage Guide

A rated guide to the Drow elf variant from Player's Guide 2, covering Arachnid Kismet, Superior Darkvision, Trance, best classes, heritage pairings, and hot takes.

Andrew Blase
2026-06-26
3 min read
Tales of the Valiant Duergar Lineage Guide
tales of the valiant

Tales of the Valiant Duergar Lineage Guide

A rated guide to the Duergar dwarf variant from Player's Guide 2, covering Duergar Resilience, Enlarge, Superior Darkvision, best classes, heritage pairings, and hot takes.

Andrew Blase
2026-06-26
3 min read
Previous Article
Tales of the Valiant Paladin: Divine Smite vs. Spell Economy...
Next Article
Tales of the Valiant Fighter Guide: Best Stunts Ranked (Weap...