Monk
Base Class: Monk

Many Aarakocra tribes make roost high in the mountains. The early Aarakocran settlers of these areas sought to escape the constant toil of bloodshed they encountered in the low lands. While violence was rarer in these new lands, their new opponents presented a much more fierce threat, be they Goliaths or any manner of beast hardened by the dire environment. In order to adapt to these new enemies, the Aarakocran warriors learned to adapt their ability of flight to a terrifying effect. Over generations, their feathers grew silent in flight and their eyes grew keener. They also grew to consider their bow and quiver as extensions of their body. Tribes built grand flight ranges to hone their skills, and the truest archers slowly became headmasters. After generations, rumors of the winged archers of the mountains spread in the lowlands, but few have ever been present to witness the prowess of the Aarakocra.

Archer's Training

When you take this subclass at 3rd level, you gain proficiency with long bows, and you may consider long bows as a monk weapon. As well, you gain proficiency in the stealth and survival skill. If you are already proficient in either of these skills your bonus doubles.

Hunting Adept

You may cast Hunter's Mark, ignoring any component requirements. After you do so once you cannot do so again until you finish a short or long rest unless you spend 1 ki point.

Quick Quiver

At 3rd level, you may replace your bonus action unarmed attack with a ranged attack. This includes any unarmed strikes made with Flurry of Blows. The damage for a ranged attack made with your bonus action is equal to one roll of your martial arts die plus your dexterity bonus.

Silent Flight

At 6th level, you may cast Pass Without Trace on yourself. After you cast this once, you cannot do so again until you finish a short or long rest unless you spend 3 ki points.

Stunning Shot

At 6th level, you may use the Stunning Strike feature with any attack you make with the long bow.

Trident Shot

Once per turn, you may spend 3 ki points to empower one of your attacks. You grasp 3 arrows from your quiver and fire them at once. This is considered one attack, and the damage is thee rolls of your martial arts die plus your dexterity bonus.

Falcon Volley

At 11th level , you may cast Conjure Barrage, ignoring verbal and somatic component requirements. You may do so once between short or long rest, and cannot cast it again unless you spend 5 ki points to do so.

Form of the Snow Owl

At 17th level, you have mastered the martial form passed down from the first Headmasters of the Keen Bow. You spend 5 ki points to assume this form as a bonus action. When you do, icy arrows erupt from around you. All creatures within 30 feet of you must make a dexterity saving throw against your ki save. Creatures take 6d8 piercing damage and have their speed reduced 10 feet on a failed save, or half as much damage with no movement penalty on a successful save.

This form lasts one minute and is ended early if you are charmed, frightened, or incapacitated. While you are in this form, you gain the following benefits:

-You use Trident shot once per turn with no cost, and spend 5 ki points to use trident show twice per turn.

-You may spend 2 ki to empower your Stunning Shot. When a creature fails their con save against your Stunning Shot, they are also knocked prone.

-When you Dash as a part of Step of the Wind, you may triple your movement speed (instead of double).

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2021 5:06:18 PM
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5e
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