Base Class: Monk
Through some means, whether it be through being bitten by a lycanthrope, cursed, granted a boon or some other manner, you have the ability to transform your body into that of a mythical beast. Through your training in ki you've begun to learn how to harness the power of this form and shape it into that of a truly deadly predator that can adapt to any situation. The world fears what you can become and if you're not careful you may be deemed a monster yourself, but regardless of what society thinks of you, the only path for you is to ascend towards the apex of your potential.
Apex Avatar
As a bonus action, you can take on your Apex Avatar. Your Apex Avatar is typically reminiscent of some kind of mythical, predatory beast belonging to another plane and does not have to be humanoid in shape. When entering your apex form you may remain in the form for up to an hour or you can return to your original form as a bonus action.
The following rules apply while in your Apex Avatar:
Your Apex Avatar's appearance must conform to your capabilities and can not actively display some form of ability you do not hold, but is allowed to have aspects that may be associated with said ability. For instance, if you do not have a flying speed, your Apex Avatar can have wings but can not appear as if it's flying or floating. It's up to your DM to decide the limitations of your Apex Avatar's appearance and how much you can varry it.
If you are reduced to 0 hit points or die, you revert back to your original form.
When you transform into your Apex Avatar any equipment you are wearing or carrying (including weapons and magic items) are absorbed into the form. You can not benefit or use any items that are absorbed into your form except for any magical items you are attuned to.
If your Apex Avatar has some form of fangs, claws, horns or weapon that is formed as part of it, you can treat attacks made with them as either an unarmed strike or a weapon attack with a weapon that you're carrying and are proficient with. Additionally, if you make an unarmed strike with an appendage that normally would do slashing or piercing damage instead of bludgeon, you can instead have the attack deal the corresponding damage type.
While in your Apex Avatar you gain the following benefits:
Apex Predator
You are considered a monstrosity and whenever you enter your Apex Avatar you can choose to increase your size by one.
Resilient Hide
You gain resistance to bludgeon, slashing and piercing damage from nonmagical attacks not made by silvered weapons.
Feral Might
Your unarmed strikes are d6s. Increases to d8s at lv 6, d10 at lv 11 and d12 at lv 17.
Adaptable Physique
Through your control of ki you can shape and alter your Apex Avatar's form to better fit your needs. When entering your Apex Avatar, choose from Robust Brawn, Graceful Agility, or Stalwart Vigor.
Robust Brawn: You have advantage on Strength saving throws and ability checks. Whenever you hit a creature that is at least two sizes smaller than you with an attack from flurry of blows, the creature must make a Strength saving throw against your ki save DC or be knocked prone.
Graceful Agility: You have advantage on Dexterity saving throws and ability checks. You gain a climbing and swimming speed equal to your walking speed.
Stalwart Vigor: You have advantage on Constitution saving throws. You gain resistance to one type of damage, choosing from acid, cold, fire, lightning or poison.
Bloodlust
Whenever you are below half your maximum hit points, at the beginning of your turn you make a DC 8 Wisdom saving throw. On a failure, you move directly towards the nearest creature and take the attack action regardless of their friend or foe.
You regain your uses of Apex Avatar after a short or long rest. Your number of uses increases to 2 at lv 11.
Improved Apex Avatar
Your improved use of ki has increased your proficiency in using your Apex Avatar. The following adjustments have been made to your Apex Avatar feature:
You can use or benefit from any magical items that are absorbed into your form, however, items like magical armor will still affect your unarmored AC and movement if you choose to benefit from them. Your DM may decide that certain magical items must be physically manifested as part of your avatar for it to be used.
If you are reduced to 0 hit points while in your Apex Avatar you can choose to remain in your Apex Avatar or not.
Whenever you don't have a use of Apex Avatar, you can spend 2 ki points to regain a use of the feature.
Your creature type while in your Apex Avatar is determined by your chosen Mystical Essence feature.
You can shed or gain the additional size granted by Apex Predator as a bonus action.
Mystical Essence
Your increased control over your ki has allowed you to unlock the other planer aspects of your avatar, giving both you and your avatar mystical abilities.
Choose from the following: Fey Hunter, Void Stalker or Divine Beast.
Fey Hunter
While in your Apex Avatar you are considered a fey.
Innate Magic
Once per short or long rest, as a bonus action you can cast one of the following spells, targeting yourself without requiring any material components: Darkvision, Enhance Ability, Misty Step or Invisibility. You can use this feature again after a short or long rest.
Elemental Wrath
You can spend a ki point to cause the next attack you hit deal additional cold, fire, force, lightning or poison damage equal to 1d10 + your Wisdom Modifier. You choose the type of damage whenever you hit the attack.
Void Stalker
While in your Apex Avatar you are considered a fiend.
You have 60ft Darkvision and while in your Apex Avatar you gain 30ft magical Darkvision.
Hexbound Pursuit
Once per short or long rest, as a bonus action you can teleport up to 60ft to an unoccupied space within 5ft of a hexed creature. After teleporting, you can immediately make an unarmed strike against the hexed creature and all your attacks made against the hexed creature are at advantage until the end of your turn. Alternatively, if a creature makes an attack roll against you or you are within the radius of a damaging area of effect, you can spend a ki point to teleport up to 60ft to a safe, unoccupied space within 5ft of a hexed creature (if one is available), evading the potential danger.
Hexing Blow
Whenever you hit a creature with a melee attack you can spend a ki point to force them to make a Charisma saving throw (DC = 8 + your Wisdom mod. + your prof. bonus) or become hexed for the next minute. Whenever you hit a hexed creature with an unarmed strike you may roll the damage twice, taking the higher roll.
Divine Beast
All Revealing Eyes
While in your Apex Avatar, as an action you can gain truesight in a 30ft radius for the duration of your turn. Additionally, at any time you can spend a ki point to learn a creature's type and alignment, plus know if anything they say is a lie for the next hour.
Radiant Fury
When you hit with a melee attack you can spend a ki point to deal an extra d6 radiant damage and the target must succeed on a Wisdom saving throw (DC = 8 + your Wisdom mod. + your prof. bonus) or the next attack against them has advantage. If the target is a fiend, monstrosity or undead, they take an additional d6 radiant damage and instantly fail the saving throw.
Divine Beast
While in your Apex Avatar you are considered a celestial
All Revealing Eyes
While in your Apex Avatar, as an action you can gain truesight in a 30ft radius for the duration of your turn. Additionally, you can spend a ki point to learn a creature's type and alignment, plus know if anything they say is a lie for the next hour.
Radiant Fury
When you hit with a melee attack you can spend a ki point to deal an extra d6 radiant damage and the target must succeed on a Wisdom saving throw (DC = 8 + your Wisdom mod. + your prof. bonus) or the next attack against them has advantage. If the target is a fiend, monstrosity, or undead, they take an additional d6 radiant damage and instantly fail the saving throw.
Fey Hunter
While in your Apex Avatar you are considered a fey.
Innate Magic
Once per short or long rest, as a bonus action you can cast one of the following spells, targeting yourself without requiring any material components: Darkvision, Enhance Ability, Misty Step or Invisibility. You can use this feature again after a short or long rest.
Elemental Wrath
You can spend a ki point to cause the next attack you hit deal additional cold, fire, force, lightning or poison damage equal to 1d10 + your Wisdom Modifier. You choose the type of damage whenever you hit the attack.
Void Stalker
While in your Apex Avatar you are considered a fiend.
You have 60ft Darkvision and while in your Apex Avatar you gain 30ft magical Darkvision.
Hexbound Pursuit
Once per short or long rest, as a bonus action you can teleport up to 60ft to an unoccupied space within 5ft of a hexed creature. After teleporting, you can immediately make an unarmed strike against the hexed creature and all your attacks made against the hexed creature are at advantage until the end of your turn. Alternatively, if a creature makes an attack roll against you or you are within the radius of a damaging area of effect, you can spend a ki point to teleport up to 60ft to a safe, unoccupied space within 5ft of a hexed creature (if one is available), evading the potential danger.
Hexing Blow
Whenever you hit a creature with a melee attack you can spend a ki point to force them to make a Charisma saving throw (DC = 8 + your Wisdom mod. + your prof. bonus) or become hexed for the next minute. Whenever you hit a hexed creature with an unarmed strike you may roll the damage twice, taking the higher roll.
Dominating Presence
You gain expertise with and have advantage on intimidation checks.
Formidable Aura
At the beginning of your turn you can spend 2 ki points to amplify your aura. When you do so, choose of of the aura types to gain until the beginning of your next turn.
Aura of Resolve: Ally creatures within 15ft of you are immune to being frightened or charmed. If an ally is frightened or charmed when they enter the aura, they may redo the saving throw at advantage. Additionally every time you spend like points, for every ki point you spend you can grant an ally a number of temporary hit points equal to half your level.
Aura of Fear: When you hit a creature with a melee attack, they must succeed on a Wisdom saving throw (DC = 8 + your Wisdom mod. + your prof. bonus) or become frightened. A frightened creature can repeat the save at the end of each their turns. Once a creature succeeds they can't be frightened by you for 24 hours.
Aura of Dread: Whenever a creature within 15ft of you attempts to make an attack roll, they must first roll a d4. On a 1 the creature's attack automatically misses.
Legendary Predator
Master of Form
You can enter your Apex Avatar as many times as you want without restriction and can do so at will, without having to spend a bonus action. Additionally, you no longer suffer from the effects of the Bloodlust trait while in your Apex Avatar.
Limited Magic Immunity
While in your Apex Avatar, you are unaffected by spells of 4th level or lower, unless you wish to be, and you have advantage on saving throws against all other spells and magical effects.
Mystical Resilience
While in your Apex Avatar, at the beginning of each of your turns you gain a number of temporary hit points equal to 5 + your Wisdom modifier (minimum of 6). You are also immune to being paralyzed, petrified, stunned or exhaustion while in your Apex Avatar.
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