Base Class: Monk
Civilisation has often turned to the natural world to draw inspiration, whether that be for designing winter clothing to stay warm in the coldest climates, or learning how to camouflage one's self from prying eyes. Monks who follow the Way of the Beast believe that a trained warrior should exemplify the movement and attacking style of certain creatures as well, though the animal chosen varies from monastery to monastery. They often combine several different styles of combat based on animals, with the result that Way of the Beast monks are unpredictable in a fight.
Bestial Empathy
Upon selecting this monastic tradition at 3rd level, you gain a keen understanding into the lives of the beast. You gain proficiency in the Animal Handling and Nature skills.
Animal Fighting Style
At 3rd level, you choose which animal you wish to build your initial fighting style upon. At your option, you can acquire a small item or trinket as a symbol of your chosen animal. For example, if you choose the serpent, you could get a small tattoo of a snake.
Crane
From the crane, you have learnt how to block and counter attacks. You add your Dexterity modifier to your long and high jump distance. Additionally, when a creature you can see makes an attack against you, you can expend 1 ki point to use your reaction to temporarily add 5 to your AC for that attack. After the attack hits or misses, you can make one unarmed strike against a creature within range.
Dragon
As part of this monastic tradition, you believe in a dragon unlike the traditional chromatic or metallic dragon. This dragon appears more like a large serpent, with an extended body that flies through the air as if it were moving through water. Through understanding this creature, you can emulate its fluid motion. You gain a +1 bonus to your AC. Additionally, when you deal damage with an unarmed strike, you can expend 1 ki point to deal an additional 1d4 bludgeoning damage. This damage increases to 2d4 at 7th level, 3d4 at 11th level and 4d4 at 15th level.
Leopard
The leopard has unparalleled speed and agility, traits that are greatly favoured by any fighter. Your walking speed increases by 10 feet. Additionally, when you hit with an unarmed strike, you can expend 1 ki point to gain the benefit of the Disengage action until the end of the current turn.
Serpent
The snake has the uncanny ability to jab at its enemies from a distance. By selecting this animal as your focus, you have learnt to emulate this trait. When you make a melee attack, your reach is 5 feet greater than normal. Additionally, once per round, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction to make an opportunity attack.
Tiger
The tiger is one of the most powerful creatures in the animal kingdom, and it uses its strength to its advantage. Upon choosing this animal, all of your unarmed strikes deal additional damage equal to your Strength modifier. Additionally, when you successfully hit a creature with an unarmed strike on your turn, you can expend 1 ki point to cause that creature to make a Strength saving throw against your ki save DC. On a failed save, the creature is knocked prone.
Strike of the Beast
At 6th level, you learn a fighting technique based upon one of the five creatures of this monastic tradition.
Crane
You learn the fighting technique known as Crane's Kick. When you take the attack action, you can expend 1 ki point to perform this feature in the place of one of your attacks. You can move up to half your walking speed without provoking opportunity attacks and perform a jump-kick against a creature within range. As part of this feature, make an unarmed strike against the creature. On a hit, the creature takes 2d6 + your Dexterity modifier bludgeoning damage and is knocked prone. In addition, the creature has disadvantage on all attack rolls made against you until the end of your next turn. The damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Dragon
You learn the fighting technique known as Dragon's Breath. When you take the attack action, you can expend 1 ki point to produce white hot fire from your open palms in the place of one of your attacks. Every creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 + your Wisdom modifier fire damage on a failed save, or half as much on a success. The damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Leopard
You learn the fighting technique known as Leopard's Fist. When you take the attack action, you can expend 1 ki point to use this feature in the place of one of your attacks. With lightning speed, you strike at several key points on the target's body. Make an unarmed strike against the target creature. On a hit, the creature takes 2d6 + your Dexterity modifier bludgeoning damage and must make a Constitution saving throw against your ki save DC. On a failed save, the creature is paralyzed until the end of its next turn. The damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Serpent
You learn the fighting technique known as Serpent's Jab. When you take the attack action, you can expend 1 ki point to perform this feature in the place of one of your attacks. You quickly jab at your opponent, throwing them off guard. Make an unarmed strike against the creature. On a hit, the creature takes 2d6 + your Dexterity modifier bludgeoning damage and it cannot take reactions until the end of your next turn. The damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Tiger
You learn the fighting technique known as Tiger's Lunge. When you take the attack action, you can expend 1 ki point to perform this feature in the place of one of your attacks. You use your full strength to pin your enemy to the ground. Make an unarmed strike against the creature. On a hit, the creature takes 2d6 + your Dexterity modifier bludgeoning damage and it must make a Strength saving throw against you ki save dc. On a fail, the creature is knocked prone and is grappled. The damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Spiritual Connection
At 11th level, you choose one of the five beasts to form a closer, spiritual connection with, gaining innate characteristics of that creature.
Crane
The reactions of the crane are unparalleled. You can take 1 additional reaction per turn. You can use this feature a number of times per long rest equal to your Dexterity modifier.
Dragon
The dragon is naturally tougher than most creatures, and takes more than most to knock down. Your hit point maximum increases by your 11 and increases by 1 again whenever you gain a level in this class.
Leopard
Leopards are surprisingly agile and dexterous, and often attack with several fast-paced attacks. When you use Flurry of Blows, you can now make three unarmed strikes instead of two.
Serpent
Serpents have the ability to sense heat signatures of their prey, allowing them to see other creatures where many would be blind. You gain blindsight out to 15ft from you.
Tiger
The tiger holds a brute strength, making them difficult to capture or pin down. You are are immune to being grappled and have advantage on Strength saving throws made against becoming restrained.
Bestial Embodiment
At 17th level, you choose one of the five creature of your monastery to truly embody, on both a physical and spiritual level. Your connection grants you abilities only possible through the mental acuity you have acquired over the course of your training.
Crane
You channel the power of the crane, allowing you to soar into the sky. As an action, you gain a flying speed of 30ft for the next hour. You can use this feature once per long rest.
Dragon
By channeling the legendary power of the dragon, you gain the ability to shrug off an affliction being thrust upon you. When you fail a saving throw, you can use your reaction to choose to succeed instead. You can use this feature once per long rest.
Leopard
Leopards have the uncanny ability to disappear from sight at a moment's notice. As an action, you turn invisible for the next minute or until you take damage. You can use this feature once per long rest.
Serpent
Many snakes are venomous, and this venom is often potent. As an action, you can channel the power of the serpent to make your unarmed attacks hit with some of this potency. For the next hour, whenever you hit an unarmed strike, the target becomes poisoned for the next minute. An affected creature can make a Constitution saving throw against your ki save dc at the end of each of its turns.
Tiger
By channeling the power of the tiger you embody some of the creature's pure ferocity in a fight. As an action, you can channel the might of the tiger. For the next hour, whenever you hit with an unarmed strike, you add 1d10 bludgeoning damage. You can use this feature once per long rest.
Previous Versions
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