Base Class: Monk
Watch the way a monkey smiles to intimidate their foe. Watch the way a rooster strikes fast and accurately. Watch the way a mantis rears back before the attack. Animals understand the mechanics of fighting on a deeper level than most people realize. So a clever monk ought to be able to study animals to gain advantages while fighting. An exceptionally skilled monk will be able to convince an animal to join them and fight by their side as both companion and teacher.
Level 3: Natural Master
Granted at 3rd level. With 8 hours meditation and ritual incense, normally costing 50 GP, a monk can tune their ki into the natural rhythms of the world and call forth an animal master. This will be any creature of CR 1/4 or less and size medium or smaller. If this creature is slain, the monk may spend another 8 hours meditating and summon the creature back to life. This does not require any animal remains.
- Its proficiency bonus is the same as your proficiency bonus. Choose two skills in which the creature is proficient. The creature is proficient in all saving throws. The creature adds its proficiency bonus to its AC, attack rolls, and damage rolls.
- The creature's HP is 5*(Your Monk Level). Its hit dice are (Your monk level-2)d6s, and it may heal the same way as a PC during short rests.
- When ever you have the option of an ability score increase, the creature may also take an ASI. No score may exceed 20 by this method.
Level 3: Ki Bond
Granted at 3rd level. Your bond has made you and the summoned creature an extraordinary fighting duo:
- The creature goes immediately before or after you in combat. It is your choice every round.
- The creature's damage is now (Your Martial Arts Die + relevant modifier + Prof. Bonus).
- The creature may take the Dodge or Dash action on its turn, as well as use its reaction during the round. In order to for the creature to take the attack action on its turn, you must spend your reaction.
- On your turn, you may spend 1 ki point and the creature will replace one of your unarmed strikes with its own attack by using its reaction. It may attack any opponent within its range this way.
Level 6: Animal Skills
Granted at 6th level. Many animals have skills which are immensely useful in any number of situations. Through careful study and meditation on your animal master's techniques, you can now replicate some of their abilities.
- If the creature has a specified swim speed your swim speed become your walk speed. This also occurs for climbing speed.
- If the creature has a resistance to any damage type, you also have resistance to that damage type.
- By spending 1 ki point, you may use any trait listed on the creatures stat block until the end of your turn.
Level 11: In-Step Fighting
Granted at 11th level.
- When you land an unarmed strike, your animal master finds an opening in the opponents defence. They may strike, causing an additional Martial Arts die worth of damage.
- When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction and spend 1 ki point to have your animal master absorb some of the energy. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Level 17: Student of Many Masters
Granted at level 17. You may spend 5 ki points and summon an additional animal master for 1 hour.
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