Base Class: Monk
An acolyte of the monks of the shifting soul, you learned about the value of the soul, and how it transcends the body after death. You have gained the ability to harness the power of an animals soul and use it in your martial arts. In addition, you have learned the nuances of the body and how it can be used to transform your body into various things using the essence of your Ki. You however have been taught the value of the soul you are bonding with, and what it means in the natural world. Monks of the way of the shifting soul respect animals and thank them for the use of their abilities.
Copycat
Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the monks of the Shifting Soul, allowing you to mystically take on the proficiencies of a target that you study. Whenever you make an ability check when you are able to study someone else who is proficient making that check you can spend 1 ki point to gain advantage on the roll. In addition, you can spend 1 additional ki point to add your proficiency modifier to the ability if you are not already proficient in it.
Ki Shifting
Beginning at 3rd level when choosing this tradition, you gain the ability to transform individual body parts independently of the rest of your body. This includes the beastial forms of the Tiger, The Bear, The Turtle, and The Phoenix, as well as any inanimate tool/weapon/object that you have studied.You may spend 1 ki point to transform your arms into a tool/weapon/object or any of the bestial forms. Transforming your arms into the bestial forms has different effects:
Tiger: You can now spend your action to do 1d6 + Dex modifier slashing damage. While attuned to the tiger soul with both arms, the target of your attack must succeed a Constitution saving throw equal to your KI save DC, or be bled for 1d4 damage for 1d4 turns.
Bear: You can now spend your action to do 1d6 + Str modifier bludgeoning damage. While attuned to the bear soul with both arms, you have advantage on grapple checks.
Turtle: You can now spend your action to gain 1d4 temporary hit points. Any additional hits in turns after the first refresh your 1d4 temporary hit points and deal 1d4 + Wis modifier bludgeoning damage. While attuned to the turtle soul with both arms, you heal for 1d4 upon hitting melee attacks.
Phoenix: You can now spend your action to do 1d4 + Int modifier fire damage in a 5ft cone in front of you. While attuned to the phoenix soul with both arms, the cone is extended to 10 ft.
Additional KI save DC:
Tiger: 8 + your proficiency modifier + your Dexterity modifier
Bear: 8 + your proficiency modifier + your Strength modifier
Turtle: 8 + your proficiency modifier + your Wisdom modifier
Phoenix: 8 + your proficiency modifier + your Intelligence modifier
Soul Bonding
In addition at 3rd level, once you have defeated a beast you can spend a number of hours equal to their CR to bond with their soul and gain the ability to take on physical aspects of that beast. At 6th level, the scope of what you can bond with extends beyond beasts to aberrations. At 11th level the scope extends even further to include monstrosities. At 17th level you are able to bond with the souls of dragons. You can only have a number of souls bonded in this way equal to your Wisdom modifier. If you would like to permanently bond with a creature in this way you must make a Wisdom saving throw DC = 10 + CR of the creature, on a success you permanently gain access to the physical aspects that you would have gained normally otherwise.
Flurry of Beasts
At 6th level, you can channel the power of your beastial forms into your flurry of blows attack. If you manage to hit a single creature with two or more attacks in one round, you can apply special effects depending on your beastial form using one additional ki point. In addition if you are not attuned to the same soul with both arms Flurry of Beasts has a chance to fail, make a wisdom saving throw DC 16 - your Wisdom modifier. On a failure the flurry of beasts effect from the other hand occurs. For example, if you were attuned to the soul of the tiger and turtle, and attempted to do a flurry of beasts with the tiger soul and failed, the effect of the turtle soul would occur.
Tiger: You channel the fury of the tiger, creating an extended slash of energy around you, all creatures within a 5ft radius must succeed on a Constitution saving throw equal to your KI save DC. On a failure they are bled for 1d6 damage per turn for 1d4 turns. If you use this flurry of beasts while attuned with only one of your arms, the radius is instead converted into a 5ft cone in front of you.
Bear: You can let out a hardy roar of the bear, forcing a number enemies up to your strength modifier within a 20 foot radius to make a wisdom saving throw, on a failure they are frightened and effected by panic* for 1d4 turns. If a creature succeeds on the saving throw they are immune to this effect for the next 8 hours.
Turtle: You can choose to spend 1 ki point to force the target to make a constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage vulnerabilities, damage resistances, damage immunities or condition immunities. This increases to two aspects at 11th level, and four aspects at 17th level.
Phoenix: You can choose to extend the cone of flames to 10ft(15ft when attuned to both arms) in addition allies in the cone of fire heal for the damage rather than take it, but their resistances will still lessen it and the cleansing power of the flames remove the following effects: Blinded provided that the blinding is not permanent due to a deformity and the person affected was not blinded more than 24 hours ago. It can burn away any material restraining you that would normally be burned off. Removes paralysis, petrification provided the petrification is not permanent and the target has not been petrified for more than 12 hours, and poisoned.
*Panic: When a creature is affected by panic whenever they would normally take an action they must make a Wisdom saving throw equal to your KI save DC. On a failure they immediately move as far from you as possible, using both their movement and their action. This provokes attacks of opportunity with advantage and does not use your reaction.
Beastial Deflection
Starting at 6th level, you are able to adopt the aspects of your beastial forms when you take the deflect missiles action. You can choose to spend additional ki points to apply special effects to your deflect missiles ability.
Tiger: When you take the deflect missiles ability you can choose to spend a number of ki points up to your dexterity modifier, and deflect additional missiles for each ki point you spend.
Bear: When you take the deflect missiles ability you can choose to spend a number of ki points up to your strength modifier, and move 5ft per ki point spent in the direction of an enemy target, if you enter melee range you can make a melee attack against that target.
Turtle: When you take the deflect missiles ability you can choose to spend a number of ki points up to your wisdom modifier, and gain 1d6 temporary hit points for each ki point you spend.
Phoenix: When you take the deflect missiles ability you can choose to spend a number of ki points up to your intelligence modifier, if you successfully catch the projectile you can send it back and deal 1d6 fire damage to the target. The target must make a dexterity saving throw if they are hit equal to your to ranged attack + 1 * amount of ki points spent. If they fail they are ignited and take 1d4 additional fire damage on their turn until they are extinguished.
Ki Fabrication
Beginning at 11th level, you gain the ability to turn your bodily transformations into real-world items. You gain the ability to shift your living flesh into solid, unliving matter and forge it into items/weapons/objects. The cost of this forging is equal to half the item’s weight in hit points.
Starting at 11th level, you gain the ability to turn your blood into any chemical that you have studied at length. To do this you must make a wisdom check with the DC equal to what it would take as if you were creating it using alchemical tools + 3. In addition to the blood cost you must spend half your wisdom modifier rounded up in ki points if you are successful.
Draconic Bonding
Upon reaching 17th level, you’ve gained the knowledge to take on the beastial form of a dragon in several different capacities. By default you obtain the claws, head, wings, or scales of an uncolored dragon. However, if you defeat an adult or older dragon you can spend 8 hours bonding with its soul, and take on the qualities of that dragon. This includes:
Claws: 1d10 + strength modifier piercing damage (+1d6 element damage of dragon bonded)
Head: 2d8 + wisdom modifier burning damage (+1d8 element damage of dragon bonded)
Wings: 15 ft of fly speed and 1d10 bludgeoning damage (wing attack) (+45ft of fly speed for dragon bonded, +1d6 element damage of dragon bonded)
Scales: +2 to AC (+resistance to element of dragon bonded)
Previous Versions
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4/30/2019 11:49:58 PM
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