Base Class: Monk
This order descends from an ancient nomadic tribe. The members noticed eons ago how the animals learned and adapted to be the best in their environments. They realized that becoming proficient amongst all environments, as the animals were, could make them better fighters, and began to study them - taking on behaviors and eventually using magic to adopt the powerful adaptations that give the animals their mastery over mother earth's playground.
Magical Menagerie
When you choose this tradition at level three, you learn to access ancient magics and study special disciplines that grant you the abilities of animals. Each discipline requires you to spend ki points to use it.
You know two Animal Ways to start, which are detailed below. You learn an additional way of your choice at 6th, 11th, and 17th levels.
You fastidiously study two local animals and see how they use their physiology to maneuver around their habitats. Gain your first two Animal Ways.
Animal Ways
The animals you studied granted you helpful insights in order to gain mastery of your surroundings.
Ant
2 ki per ability
- Light of Frame, Strong of Limb – you gain +2 to strength checks outside of combat, lasts 10 minutes
- Extrasensory – spectral antennae sprout from your forehead and you gain +2 to perception checks when trying to locate a person or object, lasts one hour
Camel (6th Level Required) (may scrap)
3 ki per ability
- advantage/resistance against exhaustion
- locate water
Chameleon (11th Level Required)
6 ki per ability
- Inconspicuous – you get +4 to any deception, nature, or survival checks that involve blending in with your surroundings
- Long Distance Target – you can judge distance with scary accuracy and hit a target at length like it was nothing, once per short rest get +3 to your attack when you run and jump to hit a target from a distance
Cheetah (6th Level Required)
3 ki per ability
- In a Flash – gain +10 to speed once per long rest
- _____________________
Goat
1 ki per ability
- Cliff Hanger – proficiency OR advantage when climbing terrestrial surfaces (cliffs, buildings, statues, dams, etc.), lasts one hour
- Hardheaded - spectral horns appear from your head and you gain +1 to attack when you headbutt someone, lasts one minute
Octopus (6th Level Required)
4 ki per ability
- Cunning and Clever – you look at a locked door or a tricky puzzle like a challenge you just have to try and beat, you gain +3 on checks to discern the nature of a puzzle or lock, lasts one hour
- Slippery When Wet – you gain +3 on checks to become unrestrained, lasts one hour
Opossum
2 ki per ability
- Just Playing Dead – you gain proficiency OR advantage with deception checks, lasts 1 hour
- Tapitem Lucidum – add 60 feet to your total night vision distance, lasts 1 hour
Shark (6th Level Required)
3 ki per ability
- Wet in the Gills – spectral gills form on either side of your neck and you gain the ability to hold your breath for an additional 2d6 minutes, lasts for one hour
- Sleek and Sharky – a spectral dorsal fin appears on your back and your speed is not reduced when underwater, lasts for one hour
Spider
1 ki per ability
- Sticky Web – proficiency working with traps, lasts 8 hours
- Out of Nowhere – Gain the Rogue’s ability to Sneak Attack with 1d6, lasts 1 minute
Undetermined Animal (17th Level Required)
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Wolf (11th Level Required)
5 ki per ability
- Clever Girl – you’ve studied pack tactics and now you can take down larger prey more easily, once per encounter gain +3 to attack when you flank an enemy that is one size or more larger than you
- _____________________
Tier 2 (Rename)
At 6th level you find there is another animal that peaks your interest for its ability to move freely among its environs. Take another Animal Way.
Also there's going to be another small thingy here but I don't know what yet.
Animal Advantage
At 11th level, you come across an animal you've never encountered before and it's skills inspire you to capture them in your own style. Take another Animal Way.
In addition, choose one ability from a 3rd or 6th level Animal Way and add it to your list of abilities. Ki costs remain the same.
Exotic Encounters
At 17th level, there's one last creature you've encountered that you simply must learn to emulate. Take your final Animal Way.
You have made contact with natural magic enough by now that you gain the ability to summon a spectral version of the animal of one of your ways. It can take one action of your choice to try and turn the tide of battle. It uses the stats of its real life animal counterpart.
Previous Versions
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