Monk
Base Class: Monk

Monks who follow the Monastery of the Animal Sage spend their lives learning great wisdom from nature and its creatures to harness its allusive and powerful secrets. The leader's of the Monastery was said to have been taught how to wield the energy of nature to empower themselves temporarily by powerful and ancient Sage Beasts. Each denomination was supposedly taught by a different Sage Beast, therefore giving them abilities akin to their own. It is unknown if the Sage Beasts truly exist but each Monastery speaks as if it was apart of their history, with each sharing the name of the beast who gave them their knowledge.

Sage Knowledge

At 3rd level, you gain proficiency with the Nature Skill if you don't already have it. You also gain proficiency with Herbalism Kits if you don't already have it.

Sage Mode

At 3rd level, as an action you can spend 3 Ki points to gain the following benefits for 1 minute.
- All unarmed attack damage rolls gain a bonus equal to your wisdom modifier.
- You gain an added 5 ft of movement to your own.
- You gain an added +1 to AC
Note: While Sage Mode is active, face paint will appear around the eyes of the user signifying that they are using it.

Animal Embodiment

At 6th level, using your Sage Mode allows you to choose an animal listed and gain abilities based on that pick. You cannot change the animal you pick in the future.

Ant Embodiment

While Sage Mode is active, you gain a climb speed equal to your walking speed

Phoenix Embodiment

While Sage Mode is active, you gain a fly speed equal to your walking speed.

Rhino Embodiment

While Sage Mode is active, when you move 20 feet in a straight line as a part of your normal movement, you gain a singular additional attack when you take the attack action.

Squid Embodiment

While in Sage Mode, you gain a swim speed equal to your walking speed.

Improved Sage Mode

At 11th level, you may enter Sage Mode as a bonus action. Along with that you gain another ability based on the Animal Embodiment you have chosen that applies while Sage Mode is active.

Improved Ant Sage Mode

- When you take the grapple attack action you may use your Wisdom Ability score instead of your Strength Ability score in the contesting rolls to do so.

-You may now grapple huge creatures as if they were large or smaller creatures.

-You have advantage on strength saves and checks to resist being grappled, or to escape a grapple.

Improved Phoenix Sage Mode

-While in Sage Mode, you can detect the presence of all creatures except constructs and undead, within 30 feet of you, even ones you cannot see. This feature works through most barriers except 2 feet of stone, 2 inches of metal, or a thin sheet of lead.

Improved Rhino Sage Mode

- While in Sage Mode, when you take the shove attack action you may use your Wisdom Ability score instead of your Strength Ability score in the contesting rolls to do so.

-You may now shove huge creatures as if they were large or smaller creatures.

- You have advantage on strength checks and saves to resist being pushed or pulled.

Improved Squid Sage Mode

- While Sage Mode is active all of your unarmed strikes gain an added 5 feet of reach.  

- While Sage Mode is active, if you are submerged underwater, all of your unarmed strikes gain another added 5 feet of reach.

Perfect Sage

Starting at 17th level, using your Sage Mode feature now lasts for 5 minutes instead of just 1.

Sage Art

At 17th level, you gain the pinnacle of Sage abilities based on the Animal your Sage Mode embodies. These abilities can only be used while Sage Mode is active.

Ant Sage Ability

- As an action, you may spend 6 Ki points so that 2 Giant Ants appear in unoccupied spaces within 60 feet of you that you see. The giant ant disappears when it drops to 0 hit points or when Sage Mode ends.
-The Ants are friendly to you and your companions. They have their own initiative, but as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands to them, they only defend themselves from hostile creatures.

Phoenix Sage Ability

-As an action during your Sage Mode, you can spend 6 Ki points and become wreathed in fire. For the remainder of your sage mode, you deal 1d10 fire damage to any other creature within 5 ft of you at the end of each of your turns. Additionally, any creature that attempts to make a melee attack against you from within 5 feet or with a natural weapon (such as claws or a bite) takes 1d8 fire damage on a miss or 2d8 on a hit.

Rhino Sage Ability

By spending 6 Ki points, you may make a special attack action in which you move, in a straight line, up to your movement speed.
- All creatures within 5 feet of your path must make a Strength saving throw against your save DC, on a failed saving they take 6d8 bludgeoning damage and is pushed 15 feet away and knocked prone. On a successful saving throw they only take half damage and are not moved.

Squid Sage Ability

- As an action you can spend 6 Ki points and force up to 5 medium or smaller sized creatures, 2 large creature, or 1 huge creature within 60 feet of you to make a strength saving throw against your save DC. On a failed save the creature is Restrained, the creature may repeat the saving throw at the end of each of its turns. The creature is no longer restrained if they succeed on the saving throw or when Sage Mode ends.

- If the creature is submerged in water they have disadvantage on the initial saving throw.

Comments

Posts Quoted:
Reply
Clear All Quotes