Base Class: Monk
The monks of the Leopard Style studied the techniques, strategies, form, and attributes of leopards, applying their fundamentals to martial arts and using them as inspiration for their techniques. This feline is smaller than the tiger and therefore does not share its overwhelming power. Instead, the leopard relies on its speed and aggressiveness as a form of compensation, and these are the foundations of this style. The leopard favors quick, short-range, and looser techniques, with some movements reminiscent of a whip. Practitioners of this style use a relentless series of attacks, with very little concern for blocking the opponent's blows. Forgoing defense allows for even faster attacks and potentially forces the opponent into a defensive posture, leaving little time for them to strike back. Offensive techniques used in the Leopard Style include low kicks, elbow strikes, and forearm strikes, as well as the use of the distinctive leopard fist. Defense generally consists of sporadic blocks, in addition to efficient hit-and-run tactics using their swift footwork.
Level 3: Teachings of the Leopard
At 3rd level, your training taught you to be ruthless and agile. You gain proficiency in the Acrobatics and Intimidation skills.
Level 3: Leopard Style Adept
Also at 3rd level, as a practitioner of the Leopard Style, you gain the following benefits.
Hit and Run. You can make an Unarmed Strike as part of the Bonus Action you use for Step of the Wind.
Recklessness. Whenever you make an attack against a creature, you can choose to gain Advantage on the attack roll. If you do so, the target creature has Advantage on the next attack roll it makes against you before the end of its next turn.
Level 6: Relentless Attacker
At 6th level, you have become better at overwhelming your opponents with relentless sequences of attacks. You gain the following benefits.
Intimidating Technique. Whenever you hit a creature with at least two attacks using a Monk weapon or Unarmed Strikes during a turn in which you used Flurry of Blows, that creature gains the Frightened condition until the start of your next turn.
Constant Threat. When a creature starts its turn within 5 feet of you, you can spend 1 Focus Point to use your Reaction to make an Unarmed Strike against that creature.
Level 11: Burst of Speed
At 11th level, you can push your agility beyond its limits. You can spend 2 Focus Points to cast Haste on yourself without any components. Wisdom is your spellcasting ability for this spell. When casting Haste in this way, you have Advantage on Constitution saving throws to maintain Concentration on it, and you only suffer the penalties resulting from the spell ending if you have reached its maximum duration.
Level 17: Onslaught of a Hundred Leopards
At 17th level, your ferocity reaches its peak, allowing you to unleash a wave of countless blows that terrifies those who survive it. As a Magic action, you can spend 4 Focus Points to force each creature within a 15-foot Cube originating from you to make a Dexterity saving throw. On a failed save, a creature takes 6d12 Force damage and gains the Frightened condition until the start of your next turn. On a successful save, a creature takes half as much damage only.
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