Monk
Base Class: Monk

The monks of the fauna are trained in the art of channeling the spirits of animals into their fighting style; as such, after a long rest, they can choose which animals they can power themselves with.

Bonus proficiencies

3rd-level Way of the fauna feature

You gain proficiency in the Animal handling or Nature skill (your choice).

Animal handling

You gain proficiency in the Animal handling skill.

Nature

You gain proficiency in the Nature skill.

Animal soul

3rd-level Way of the fauna feature

When you choose this subclasse at third level, you can tap into the spirits of the animals, as a bonus action, you can enter symbiosis with the soul of a beast and gains it's power a number of times equal to half your level rounded down (minimum 1) per long rest. The symbiosis lasts for 1 hour,  you can enter a symbiosis with a maximum of 2 souls at a time. You can end a symbiosis early but it'll still count as a use. You can change which souls you can enter symbiosis with at the end of a short or long rest.

An outline of the beast's soul of the colour of your choice appears around you when you are actively using it's abilities. This can only be seen by creatures you specifically choose to be able to do so (for the sake of stealth checks). 

Baboon

Prerequisit: 6th level, proficiency with the Charisma (intimidation) skill

You can add your Charisma (intimidation) modifier to your unarmed strike's damage and, as a bonus action, you can force a creature within melee range that can hear you to make a CON save, on a failure, the creature is deafened for 1 minute.

Scaling: at 11th level, a creature you've deafened using this ability is also frightened by you

Bat

Prerequisit: 11th level, proficiency in Wisdom (perception) skill, 15 or more Wisdom score

You gain a flying speed equal to your walking speed, 30 ft. of blindsight and have advantage on Dexterity (stealth) check. 

Scaling: At 17th level, your blindsight increases to 60 ft.

Bombardier beetle

Prerequisit: 11th level, 17 or more Dexterity score, you must eat a live beetle to enter symbiosis with this soul

As a replacement for one of the hits of your flury of blows, you can make a ranged attack using your DEX and proficiency modifier. A ball of superheated flaming fluid comes crashing onto a creature you can see within 30 ft. of you, dealing the equivalent damage of an unarmed strike of fire damage. 

Scaling: At 17th level, you shoot 2 balls of fluid and you can choose the target of each of the balls

Bull

Prerequisit: 6th level, 14 or more Strength score

Your movement speed is increased by 15 ft. When you run at least 20 ft. and then make an unarmed strike against a creature, you can target another creature within 30 ft., you have advantage on your next attack against this creature. This ability can stack with the ram and rhinoceros soul.

Scaling: At 11th level, you only need to walk 15 ft. to trigger the soul's effect. At 17th level you do not need to move to trigger the effect

Butterfly

Prerequisit: 17th level, the "Caterpillar" soul as your Spirit animal, the "Cocoon" soul as your Avatar of the soul

After going through the long process of metamorphosis, you're finally ready to spread your wings. You gain a flying speed equal to twice your walking speed (represented by two butterfly wings on your back), you gain advantage on Charisma (persuasion), Charisma (performance) and Dexterity (acrobatics) skill checks. As an action, you can spend 8 Ki point to deal 8d10 radiant damage to all hostile creatures that can see you in a 40 ft. radius centered on you.

Cat

You gain 60 ft. of darkvision and advantage on Dexterity (acrobatics) check.

Scaling: The range of darkivision increases to 90 ft. at 6th level, 120 ft. at 11th level and at 17th level, you can see in magical darkness.

Caterpillar

You gain +5 to your walking speed

Chameleon

Prerequisit: 6th level, proficiency in the Dexterity (stealth) skill

You gain the ability to meld into the background. While not moving, you can inflict disadvantage on Wisdom (perception) check on creatures trying to see you as well as becoming invisible while lightly or heavily obscured.

Scaling: At 17th level, you do not need to be immobile to gain the benefits of the soul

Cocoon

Prerequisit: 11th level, "Caterpillar" soul as your Spirit animal

You get +1 to your AC while prone

Crab

Prerequisit: 6th level, 15 or more AC

Your grapple action deals (1d6+your CON modifier) bludgeoning damage at the start of each of the grappled creature's turn. as a reaction while you're grappling someone, you can increase your AC by your CON modifier until the start of your next turn. 

Scaling: The damage of the grapple increases to 2d6 at 11th level and 4d6 at 17th level

Dog

You gain advantage on Wisdom (survival) checks to track a creature if you have an object or material with their smell on it.

Scaling: At 6th level, you gain advantage on all Wisdom (survival) checks. At 11th level, you can know if a creature you're tracking is in another plane of existence and the specific plane they're on.

Eagle

Prerequisit: 6th level, proficiency in the Wisdom (perception) skill

You gain a flying speed equal to your walking speed +10 and you have advantage on Wisdom (perception) check when you try to see far away.

Scaling: The flying speed bonus becomes +15 at 11th level and +25 at 17th level

Earthworm

Prerequisit: 11th level, 15 or more Constitution score, you must eat a handful of dirt to enter symbiosis with this soul

You gain a burrowing speed equal to your walking speed, you do not give advantage on melee attacks while you're prone nor have disadvantage on your attacks and can walk at full speed while prone.

Scaling: At 17th level, you do not disturb the ground when you burrow into it, creatures trying to track your movement underground have disadvantage on their Wisdom (perception) check

Electric eel

Prerequisit: 6th level, 14 or more Constitution score

You can breathe air and water, you gain a swimming speed equal to your walking speed and your unarmed strikes deal a bonus 1d4+(your CON modifier rounded down) lightning damage.

Scaling: The damage dice of the lightning damage becomes 2d4 at 11th level and 4d4 at 17th level

Elephant

Prerequisit: 11th level, 15 or more Wisdom score, weighing at least 200lbs

As an action, you can make a mighty trumpet sound that can be heard 1000 ft. away, any creature in a 30 ft. radius sphere around you must make a WIS save or be frightened for 1 minute, if they fail the save while they're within 10 ft. of you, they are also deafened. Your carrying capacity increases by 500lbs.

Scaling: At 17th level, your carrying capacity increases by 1000lbs

Frog

Your jump distance is multiplied by 3, you reach the maximum height or lenght of the jump even when you make a standing jump and you can grab objects and grapple creatures up to 15 ft. away, you keep both of your hands free when you do this (you use your tongue).

Scaling: Your jump distance is multiplied by 4 at 6th level, by 5 at 11th level and by 7 at 17th level

Goose

Requirement: 17th level

You gain a swimming speed and flying speed equal to your walking speed. You cannot be charmed, frightened and you have advantage on Charisma (intimidation) checks. Every creatures that can see you must make a INT save or become hostile against you.

Gorilla

Prerequisit: 11th level, 16 or more Strength score

Your unarmed strikes deal 1 more dice of bludgeoning damage.

Scaling: At 17th level, your unarmed strikes deal 2 more dices of bludgeoning damage

Grizzly Bear

Prerequisit: 17th level

You gain resistence to all damage except psychic, when you end the effect of the animal soul or it ends by itself after 1 hour, make a CON save, you take 1 point of exhaustion on a failure.

Hyena

Prerequisit: 11th level, proficiency in the Charisma (intimidation) skill, 15 or more Strength score

You gain a bonus to Charisma (intimidation) check equal to half your Constitution score rounded up. Once per turn, when on of your unarmed strike hits, you can spend a minimum of 2 Ki points to bite off the armor of a creature you can see within melee range and lower it's AC at a rate of 2 for 1 (2Ki = -1AC, 4Ki = -2AC, 6Ki = -3AC, etc...) if they fail a Dexterity saving throw. You can also speak and understand gnoll.

Scaling: At 17th level, the Ki point rate becomes 1 for 1

Jaguar

Prerequisit: 11th level, 15 or more Charisma score

You can add half of you Charisma score rounded up on your Dexterity (stealth) rolls. Your unarmed strikes crit on a 19 or a 20, when you crit, you can attempt to grapple the creature you hit, on a sucessful grapple, the target is considered restrained. Your speed becomes 0 until you release your grapple.

Scaling: at 17th level, you have advantage on grapple attempts

Monkey

You gain a climbing speed equal to your walking speed and you can make a third attack during your flurry of blows.

Scaling: you gain a fourth attack during your fury of blows at 11th level.

moth

Prerequisit: 17th level, the "Caterpillar" soul as your Spirit animal, the "Cocoon" soul as your Avatar of the soul

After going through the long process of metamorphosis, you're finally ready to spread your wings. You gain a flying speed equal to twice your walking speed (represented by two moth wings on your back), you gain advantage on Charisma (deception), Charisma (intimidation) and Dexterity (stealth) skill checks. As an action, you can spend 8 Ki point to deal 8d10 necrotic damage to all hostile creatures that can see you in a 40 ft. radius centered on you.

Platypus

Prerequisit: 17th level, wearing a hat 

You can choose to inflict 3d10 poison damage as a part of your unarmed strike before rolling to hit, if you miss your attack, you take 3d10 piercing damage. You have a swimming speed equal to your walking speed and you can hold your breath for 15 minutes.

Pufferfish

Prerequisit: 6th level, being at least 6 ft. tall

As an action, you can spend 1Ki point to double in size as if affected by the spell Enlarge/Reduce, for 1 minute, you gain a swimming speed equal to half your walking speed rounded up and you can breathe air and water.

Scaling: At 11th level, you can use this ability as a Bonus Action and as a Reaction at 17th level

Queen Bee

Prerequisit: 11th level, proficiency in the Charisma (persuasion) skill

You emit special pheromones that mess with other people's perception of you. You gain advantage on Charisma (persuasion) checks on all creature within 60 ft. that can smell you as well as a flying speed equal to your walking speed. Additionaly, you can spend 1 Ki point to make a small or smaller beast understand and obey to you until the end of the symbiosis, the beast will fulfill any task given to it at the best of it's abilities.

Scaling: At 17th level, you can make up to 5 small or smaller beasts understand and obey you at once

Racoon

You gain advantage on Dexterity (Sleight of Hand) checks to steal objects and cannot be blinded.

Scaling: At 11th level, you gain advantage on all Dexterity (Sleight of Hand) checks

Ram

When you run at least 20 ft. in a straight line, you can force a creature in your path within melee range to make a DEX save, on a failed save they take (1d6+your dex modifier) bludgeoning damage and are knocked prone, on a sucessful save they only take half damage and are not knocked prone. This soul's effect stacks with the bull and rhinoceros souls.

Scaling: The damage becomes 2d6 at 6th level, 3d6 at 11th level and 5d6 at 17th level

Rhinoceros

Prerequisit: 11th level, 16 or more in your Strength score

When you walk at least 20 ft. in a straight line and then make an unarmed strike, you deal an extra 2d6 bludgeoning damage, your damage is doubled on constructs and buildings. You regain all your spent movement on a crit.

Scaling: At 17th level, your extra damage dice become 4d6 bludgeoning damage

Shark

Requirement: 11th level, 15 or more Strenght score

You gain a swimming speed equal to your walking speed, you can breathe air and water, you can decide to bite as a grapple to deal an extra 2d6 magical piercing damage (for the sake of overcoming resistances). This effect can stack with the Crab soul. 

Scaling: At 17th level, your damage dice becomes 4d6 magical piercing damage

Sloth

Requirement: 17th level

When you grapple someone, you can choose to start a "game of chicken", when the game starts, both you and the grappled creature take 1 point of exhaustion. At the start of each of your turn after the "game of chicken", you can choose to release your grapple or inflict 1 more exhaustion point to both you and the grappled creature. The "game of chicken" ends if one of the creatures playing it dies or is freed from the grapple.

Snake

Prerequisit: 6th level, proficiency in the Wisdom (medicine) skill

You don't provoke attack of opportunity while prone (cause you're a slippery snake), your crawl speed is equal to your walking speed and as a bonus action, you can deal 1d6 poison damage and inflict the poisoned condition to a creature within melee range if they fail a CON save, they take half damage and aren't poisoned on a successful save.

Scaling: The poison damage dice become 2d6 at 11th level and 4d6 at 17th level

Tardigrade

Prerequisit: 17th level

You gain the ability to turn into a ball of indestructible stone. As an action, you gain immunity to all damage and you are considered petrified (butyou are still aware of your surroundings). This effect wears out when the symbiosis ends after 1 hour or if you're covered by more than 2 gallons of water.

Speech of the wild

6th-level Way of the fauna feature

You can spend 1 Ki point to cast "Speak with animals" or "animal friendship" at 1st level without material components. 

Spirit animal

You have greatly deepened your bond with the animals, you can choose 1 low level animal soul, you gain it's bonuses permanently as well as some minor bodily change (like a snout for Dog, brown hair on your hands for Monkey, fangs and cat-like eyes for Cat).

Cat

You gain darkvision up to 60 ft. and have advantage on Dexterity (acrobatics) check. 

Scaling: The range of darkivision increases to 90 ft. at 6th level, 120 ft. at 11th level and at 17th level, you can see in magical darkness.

Caterpillar

You gain +5 to your walking speed

Dog

You gain advantage on Wisdom (survival) checks to track a creature if you have an object or material with their smell on it.

Scaling: At 6th level, you gain advantage on all Wisdom (survival) checks. At 11th level, you can know if a creature you're tracking is in another plane of existence and the specific plane they're on.

Frog

Your jump distance is multiplied by 3, you reach the maximum height or lenght of the jump even when you make a standing jump and you can grab objects and grapple creatures up to 15 ft. away, you keep both of your hands free when you do this (you use your tongue).

Scaling: Your jump distance is multiplied by 4 at 6th level, by 5 at 11th level and by 7 at 17th level

Monkey

You gain a climbing speed equal to your walking speed and you can make a third attack during your flurry of blows.

Scaling: you gain a fourth attack during your fury of blows at 11th level.

 

Racoon

You gain advantage on Dexterity (Sleight of Hand) checks to steal objects and cannot be blinded.

Scaling: At 11th level, you gain advantage on all Dexterity (Sleight of Hand) checks

Ram

When you run at least 20 ft. in a straight line, you can force a creature in your path within melee range to make a DEX save, on a failed save they take (1d6+your dex modifier) bludgeoning damage and are knocked prone, on a sucessful save they only take half damage and are not knocked prone.

Scaling: The damage becomes 2d6 at 6th level, 3d6 at 11th level and 5d6 at 17th level

Shared soul

6th-level way of the fauna feature

As an action, you can spend 2 Ki points to target 1 willing humanoid, the target gains the abilities of one of your animal soul for 10 minutes.

A creature targeted by this ability can only recieve one soul at a time, even by different monks, if they are targeted by two souls at the same time, the target gets to choose which one they want to get.

You must declare which soul you want to give to the humanoid before giving it to them and they must hear and understand you. 

Incarnation

11th-level way of the fauna feature

If you are in physical contact with a beast which corresponds to the description of one of your soul, you or a willing humanoid you can see can acquire it's bonuses for 10 minutes without spending Ki points.

If a willing humanoid which isn't you wants to get the abilities, they must also be touching the beast. 

Avatar of the soul

17th-level monk feature

At level 17, you are now one with the wildlife, you can choose one low or medium level soul and get it's bonus permanently. 

Baboon

You can add your Charisma (intimidation) modifier to your unarmed strike's damage and, as a bonus action, you can force a creature within melee range that can hear you to make a CON save, on a failure, the creature is deafened for 1 minute.

Scaling: at 11th level, a creature you've deafened using this ability is also frightened by you

Bull

Your movement speed is increased by 15 ft. When you run at least 20 ft. and then make an unarmed strike against a creature, you can target another creature within 30 ft., you have advantage on your next attack against this creature. This ability can stack with other similar ones. 

Scaling: At 11th level, you only need to walk 15 ft. to trigger the soul's effect. At 17th level you do not need to move to trigger the effect

Cat

You gain darkvision up to 60 ft. and have advantage on Dexterity (acrobatics) check. 

Scaling: The range of darkivision increases to 90 ft. at 6th level, 120 ft. at 11th level and at 17th level, you can see in magical darkness.

Caterpillar

You gain +5 to your walking speed

Chameleon

You gain the ability to meld into the background. While not moving, you can inflict disadvantage on Wisdom (perception) check on creatures trying to see you as well as becoming invisible while lightly or heavily obscured.

Scaling: At 17th level, you do not need to be immobile to gain the benefits of the soul

Cocoon

You get +1 to your AC while prone

Crab

Your grapple action deals (1d6+your CON modifier) bludgeoning damage at the start of each of the grappled creature's turn. as a reaction while you're grappling someone, you can increase your AC by your CON modifier until the start of your next turn. 

Scaling: The damage of the grapple increases to 2d6 at 11th level and 4d6 at 17th level

Dog

You gain advantage on Wisdom (survival) checks to track a creature if you have an object or material with their smell on it.

Scaling: At 6th level, you gain advantage on all Wisdom (survival) checks. At 11th level, you can know if a creature you're tracking is in another plane of existence and the specific plane they're on

Eagle

You gain a flying speed equal to your walking speed +10 and you have advantage on Wisdom (perception) check when you try to see far away.

Scaling: The flying speed bonus becomes +15 at 11th level and +25 at 17th level

Electric eel

You can breathe air and water, you gain a swimming speed equal to your walking speed and your unarmed strikes deal a bonus 2d4 lightning damage.

Scaling: The damage dice of the lightning damage becomes 2d4 at 11th level and 4d4 at 17th level

Frog

Your jump distance is multiplied by 3, you reach the maximum height or lenght of the jump even when you make a standing jump and you can grab objects and grapple creatures up to 15 ft. away, you keep both of your hands free when you do this (you use your tongue).

Scaling: Your jump distance is multiplied by 4 at 6th level, by 5 at 11th level and by 7 at 17th level

Monkey

You gain a climbing speed equal to your walking speed and you can make a third attack during your flurry of blows.

Scaling: you gain a fourth attack during your fury of blows at 11th level.

Pufferfish

As an action, you can spend 1Ki point to double in size as if affected by the spell Enlarge/Reduce, for 1 minute, you gain a swimming speed equal to half your walking speed rounded up and you can breathe air and water.

Scaling: At 11th level, you can use this ability as a Bonus Action and as a Reaction at 17th level

Racoon

You gain advantage on Dexterity (Sleight of Hand) checks to steal objects and cannot be blinded.

Scaling: At 11th level, you gain advantage on all Dexterity (Sleight of Hand) checks

Ram

When you run at least 20 ft. in a straight line, you can force a creature in your path within melee range to make a DEX save, on a failed save they take (1d6+your dex modifier) bludgeoning damage and are knocked prone, on a sucessful save they only take half damage and are not knocked prone.

Scaling: The damage becomes 2d6 at 6th level, 3d6 at 11th level and 5d6 at 17th level

Snake

You don't provoke attack of opportunity while prone (cause you're a slippery snake), your crawl speed is equal to your walking speed and as a bonus action, you can deal 1d6 poison damage and inflict the poisoned condition to a creature within melee range if they fail a CON save, they take half damage and aren't poisoned on a successful save.

Scaling: The poison damage dice become 2d6 at 11th level and 4d6 at 17th level

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