Base Class: Monk
The Way of the Animal Spirit focuses on a connection with the natural world. Monks following the Way of the Animal Spirit learn how to harness the power of the natural world and become stronger through their connection to it. This connection is manifested in the form of an animal spirit that grants the conduit many wonderous abilities.
Calling the Spirit
At 3rd level as an action, you can spend two Ki points to summon your animal Spirit. Depending on the spirit chosen different effects will occur.
Spirit of the Bat
You summon the spirit of the Bat. A creature of the night sky the spirit of the bat grants you several benefits. As an action, you can spend two Ki points to summon the spirit of the bat. For one minute you gain Blindsight out to a range of 60 feet and your jump distance is tripled.
Spirit of the Tiger
You summon the ferocious anger of the tiger. For one minute, any creature hit by one of your attacks from your Flurry of Blows feature must succeed a Wisdom saving throw or be frightened of you until the end of this feature and your unarmed attacks deal fire damage. A creature can only be subjected to this saving throw once per day.
Spirit of the Wolf
You summon the Spirit of the Wolf. Focused on teamwork and cooperation for the next minute, your unarmed attacks deal piercing damage and all allies within 30 feet of you have advantage on a single enemy of your choice. You can change the target enemy of this feature once per turn as a free action.
Spirits Unleashed
At 6th level, you gain the ability to summon physical manifestations of the animal spirits. As an action, you can cast the spell Conjure Animals at third level. The creatures attacks count as magical for the sake of damage resistances and immunities. You must finish a long rest before you can use this feature again.
Call to the Beast Inside
Beginning at 11th level, you can choose to follow the path of a Spirit Animal and learn how they move.
Spirit of the Falcon
You have reached the animal spirits of the sky. You gain a flying speed of 30 feet.
Spirit of the Shark
You have studied the movements of the Shark spirit. You can traverse the water as easily as you can the surface. You can breathe underwater and you gain a swim speed of 60 feet.
Spirit of the Spider
You harness the spirit of the spider to increase your maneuverability. You can stick to walls and ceilings and you are immune to difficult terrain.
Spirit Stampede
At 17th level in times of stress, the beastly spirits will come to aid you. When reduced to zero hit points instead of falling unconscious you instead drop to one and the gain the effects of a Conjure Animals spell cast at ninth level centered on yourself. The beasts will remain for the duration, but the effect does not require you to be conscious or for you to maintain concentration.
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