Monk
Base Class: Monk

Using Ki to emulate the creatures in the wild give this monks new power and abilities. 

The Forms of the Wild

When you choose this tradition at 3rd level, you learn martial stances that harness the power of animals in the wild. A stance may be activated when you roll initiative and as a bonus action on your turn, and only one stance is active at a time. You learn two additional stances at 3rd, 6th, and 11th levels. You learn one additional stance at 17th level. When a form stance ability requires a saving throw the DC for the save is set the same as your Ki saving throw calculation. 

At 6th level, when you start your turn in a stance and change to a different stance during your turn, you gain a bonus of 10 feet to your movement speed for the current turn.

At 11th level, you may use your reaction, triggered by an attack targeting you, to change your stance. You gain the benefit of the new stance immediately and for the triggering attack.

At 17th level, you may change your stance after making two attack rolls on your turn. You cannot use the same stance more than once on a turn.

Form Stances

The stances are presented in alphabetal order. If a stance requires a level, you must be that level in this class to learn the stance.

Bear (11th Level Required) When you activate this stance you gain a bonus to your movement speed of 20 feet until the end of the turn. While you have this extra movement, you may move through another creature's space as normal.

While in this stance, if you hit a target with both attacks granted by your Flurry of Blows, the target must succeed on a Wisdom saving throw or be considered slowed until the end of the targets next turn. While slowed, the creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

Cobra  When you activate this stance, you gain a bonus to the range of your unarmed strikes of 5 feet until the end of your next turn.

While in this stance, if you hit a target with both attacks granted by your Flurry of Blows, the target must succeed on a Constitution saving throw or be blinded or unable to speak, your choice, until the end of its next turn.


Crane  When you activate this stance, ranged attacks made against you are made at disadvantage until the end of your next turn.

While you are in this stance, your Flurry of Blows changes to allow you to attack with ranged or thrown monk weapons. If you hit a creature with both attacks granted by flurry of blows in this way, the creature must succeed on a Constitution saving throw or have a penalty to its attack rolls equal to your Wisdom modifier until the end of your next turn.

Dragon (17th Level Required) When you activate this stance, each creature that you choose within 30 feet of you and aware of your presence must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of of each its turns, ending the effect on itself on a success.

While you are in this stance, you gain a bonus to your armor class equal to your Consitution modifier. You also gain access to having one legendary action, choosing from the options below. Only one option is usable at a time, and only at the end of another creature's turn. This legendary action is regained at the start of your turn as long as you are in Dragon stance at the start of the turn.

          - Move. You move half of your movement speed without provoking opportunity attacks.

          - Unarmed strike. You make one unarmed strike.

           - Ki Strike. You spend three ki points to make two unarmed strikes. If both of these attacks hit the same target, it also takes 3d10 force damage.

Hornet (6th Level Required) When you activate this stance, you gain 1 point of piercing damage to each of your unarmed strikes until the end of your next turn. If you hit the same target with three of these strikes, the target takes 1d10 poison damage.

While you are in this stance, you may use your action to make a special attack grapple. This grapple is a Dexterity based check like an attack roll. Until the grapple ends, the target grants three-quarters cover to you, and if it is a larger creature than you, you can end your movement in its space. If you do so, the target isn't immobilized by the grappled, and you remain in its space when it moves (you do not provoke opportunity attacks while moving with it). Until you leave the target's space, its movement does not provoke opportunity attacks from you. This action is considered an attack action. In addition, when you make a check to contest a creature attempting to escape your grapple, you may make an acrobatics or athletics check as the roll.

Hound  When you activate this stance, you gain advantage on the next skill check to track a creature. Also upon activating this stance, until the end of your next turn, you have advantage on attack rolls against any creature that is within 5 feet of one of your allies and that ally isn't incapacitated.

While you are in this stance, when an enemy creature within 5 feet moves away from you, you may use your reaction to move your movement speed to stay within 5 feet of the creature. On your next turn after using this ability, your speed is halved. 

Hydra (17th Level Required) When you activate this stance, four spectral arms form on your body. On your next attack action you gain four attacks with the arms using the normal modifiers for attack and damage rolls as your unarmed strikes. The damage from the arms is force damage, and cannot be used to Stunning strike.

While you are in this stance, you gain 10 hit points at the end of your turn. You can spend 1 Ki point to gain an additional reaction to take an opporunity attack when a creature misses you with an attack or attacks another creature other than you. You may only use this once per triggering attack. 

Leopard (11th Level Required) When you activate this stance, a creature you choose within 5 feet of you must succeed on a Strength saving throw or be push away from you 10 feet.

While you are in this stance, you may add your Strength modifer as bonus damage on the damage rolls of your unarmed strikes granted by your Flurry of Blows. 

Mantis  When you activate this stance, until the end of your next turn, when a creature hits you with a melee attack, that creature takes damage equal to its strength or dexterity modifier, whichever is greater.

While you are in this stance, when a creature misses you with a melee attack, you may use your reaction to make grappling (dexterity) check with your proficiency bonus. On a success, your target is grappled and restrained. In addition, when you make a check to contest a creature attempting to escape your grapple, you may make an acrobatics or athletics check as the roll.

Monkey  When you activate this stance, you gain a bonus to your armor class equal to your Charisma modifier. This bonus lasts until the end of your next turn.

While in this stance, if you hit a target with both attacks granted by your Flurry of Blows, the target must succeed on a Wisdom saving throw or have disadvantage on all attacks against targets other than you until the end of your next turn.

Phoenix (17th Level Required)  When you activate this stance, you heal 2d8 hit points.

While you are in this stance, the first attack that you make with a monk weapon or unarmed strike that hits a target and every third attack that hits thereafter makes your body radiate flame. As a part of the triggering attack, all creatures that you choose within 10 feet of you must make a Dexterity saving throw or take 4d6 fire damage. On a successful save, the creature takes half damage. 

Tiger  When you activate this stance, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

While you are in this stance, if you hit a target with both attacks granted by your Flurry of Blows, the target is wounded. Wounded creatures take 1d4 necrotic damage at the start of its turn. The wounded creature must succeed on a Constitution saving throw at the end of its turn to end the wound damage. If you hit a wounded creature with both flurry of blows attacks, the damage increases by 1d4. 

Turtle (6th Level Required)   When you activate this stance you gain a number of temporary hit points equal to your monk level.

While you are in this stance, when you hit a target with one of your attacks granted by your Flurry of Blows, you may spend one of your hit dice to heal the amount rolled plus your constitution modifier. You may only spend this dice once per turn.

Place holder 1

Because this is modeled after the way of the Four Elements monk, and I want to submit this for review, I have to have a feature for each of the levels of monk to gain features.  I will be placing these holders.

Place Holder 2

11th

Place Holder 3

17th

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