Base Class: Monk
Monks of the way of the hydra are picked for their ability to adapt and overcome challenges put in their way. This path sees monks switching between varying styles to confuse enemies and create the openings they need to end a fight
Disciple of the Hydra
When you choose this tradition at 3rd level, you learn a few of the many forms that make up the core of the way of the Hydra. You know two forms of your choice, which are detailed in the “Forms of the Hydra” section below. You learn two additional forms of your choice at 6th and one additional form at 11th level.
Forms of the Hydra If a form requires a level, you must be that level in this class to learn the form.
Disciple of the Cryohydra
You’ve learned to emulate the Cryohydra and can channel your ki to freeze an opponents joints and slow them down. As a bonus action you can spend a ki point to cause your attacks to reduce a creature you hits speed by 10ft until the start of your next turn, this effect can only effect each creature hit once per round.
Disciple of the False Hydra
The sixth head: You’ve learned to enhance your vocal cords to emulate a wounded false hydra. When you are struck by an attack you can spend 2 ki points use your reaction to let out a keening wail and cause 2d4 damage to all creatures within 5ft of you.
Disciple of the Hardened Hide
Extensive studying of the hydra’s ability to resist debilitating effects has allowed you to learn to use your ki to do the same. You can spend a ki point to gain advantage on a saving throw to prevent being stunned or paralyzed.
Disciple of the Lashing Tail
By mimicking the thrashing of a hydra’s tail you’ve learned to create an opening in your opponents guard. As a bonus action you can spend a ki point to try and knock a creature within reach prone(DC = 8+prof+dex mod).
Disciple of the Learnan Hydra
After witnessing the the venomous strikes of the Learnan Hydra you’ve learned how to channel your ki to perform envenomed strikes on your opponents. You can spend a ki point to add poison damage equal to your wis mod to all your strikes until the start of your next turn.
Disciple of the Many Heads
A hydra’s heads are able to react in unison and you’ve learned to mimic this to make the most of opportunities presented to you. When you make an attack of opportunity you can spend a ki point to make a second attack against the same creature with your offhand.
Disciple of the Pyrohydra
You’ve learned to emulate the Pyrohydra and can channel your ki to light your foes on fire. Once per turn when you hit with an attack you can spend 2 ki points to cause your attack to light your foes on fire causing 2d4 fire damage.
Disciple of the Reaching Fang
Using this form you’ve learned to mimic the lunge of a hydra’s head allowing you to extend your weapons reach. You may spend a ki point to give attacks with monk weapons the reach property until the start of your next turn.
Disciple of the Undying Head
By channeling your ki through your wounded body you can mimic the regenerative properties of the hydra. As a bonus action you can spend a ki point to regain health equal to your Wisdom modifier.
Expert of the Cryohydra
(Prerequisites: Level 6, Disciple of the Cyrohydra) As a bonus action you can spend 3 ki points to cause your attacks to deal additional cold damage equal to 1d4+1 until the end of your next turn.
Expert of the False Hydra
(Prerequisites: Level 6, Disciple of the False Hydra) When you’re hit you can use your reaction to let out a screech you may spend a ki point to try and frighten the creature that hit you. The target must make a wisdom saving throw(DC = 8+prof+wis mod) or become frightened of you for 1 minute. The creature may repeat this save at the end of each of it’s turns.
Expert of the Hardened Hide
(Prerequisites: Level 6, Disciple of the Hardened Hide) You’ve learned to use your ki to mimic the hide of a hydra. As a bonus action you may spend 3 ki points to increase your AC by 2 for a minute.
Expert of the Lashing Tail
(Prerequisites: Level 6, Disciple of the Lashing Tail) When you spend a ki point to knock a creature prone you make use a free action to make an attack against it.
Expert of the Learnan Hydra
(Prerequisites: Level 6, Disciple of the Learnan Hydra) You’ve become better at mimicking the poison of the learnan hydra. Once per turn when you hit with an attack that causes poison damage you may spend 2 ki points and the target needs to make a Con saving throw(DC = 8+prof+wis mod), if they fail they are poisoned for 1 minute.
Expert of the Many Heads
(Prerequisites: Level 6, Disciple of the Many Heads) When you hit with an attack of opportunity, target's speed is reduced to 0. In addition once per turn you may spend 2 ki points to make one additional attack of opportunity.
Expert of the Pyrohydra
(Prerequisites: Level 6, Disciple of the Pyrohydra) You’ve learned to use your ki to mimic the burning blood of the pyrohydra. When you are struck by an attack you may use your reaction to spend a ki point and deal fire damage equal to your wisdom modifier to the attacking creature.
Expert of the Reaching Fang
(Prerequisites: Level 6, Disciple of the Reaching Fang) In mimicking the lunging head of the hydra you learned to use the movement to surprise your opponents. As a bonus action you may spend 2 ki points to give your attacks advantage until the start of your next turn.
Expert of the Undying Head
(Prerequisites: Level 6, Disciple of the Undying Head) When you use a ki point to heal yourself you may spend an additional ki point to add an extra monk weapon die amount healed. The amount of ki points spent this way including the initial may not exceed half your proficiency bonus rounded down.
Master of Fang and Claw
(Prerequisites: Level 11) As you continued your study of the many aspects of the hydra you've learned to mimic it's ferocious attacks. When you choose this form choose a type from poison, cold, and fire your attacks now deal damage of the chosen type. After a long rest you may change the damage type to one of the other choices. In addition when you hit with an attack you may add 1d4 to the damage rolled, you can use this feature a number of times equal to your wisdom modifier before a long rest.
Master of Hide and Bone
(Prerequisites: Level 11) As you continued your study of the many aspects of the hydra you've learned to mimic it's toughness. When you choose this form you gain +1 to your AC. In addition when you are hit with an attack you may roll 1d6 and subtract it from the damage rolled, you can use this feature a number of times equal to your wisdom modifier before a long rest.
Expert of the Hydra
As you've advanced your understanding of the forms you've learned you've new avenues of pushing yourself further down the way of the hydra. You are now able to choose from the expert forms found in the "Forms of the Hydra" list.
Many headed strike
At level 11 once per turn when you hit with an attack as part of the attack action you may use a free action to attack with your offhand.
Aspect of the Hydra
After studying the way of the hydra for so long you’ve learned to channel your ki into the form of a hydra. At level 17 as a bonus action you can assume the aspect of the hydra for a number of rounds equal to your wisdom modifier. While in this state you gain regen equal to your wisdom modifier, monk weapons you wield can reach 10ft, and your AC increases by 2. Once you've used this feature you can not use it again until after a long rest.






