Base Class: Monk
You have trained your body and techniques to the point where they are reminiscent of the various beasts. The beast stances a beast monk takes grant them superhuman reflexes, strength, and speed.
Beast Fighting
Starting at 3rd level, when you choose this subclass, you can expend the number of ki points required of the stance to assume the stance. So, for example, you can choose two of the following, and you gain the benefits of the stance when you assume it. The stances last one minute or when you choose to exit the stance.
Boar
When you take this stance you can run 15 ft in a straight line. Each person within your melee range during the attack must make a dexterity saving throw against your Ki save DC. On a fail, the target(s) takes 2d10 bludgeoning damage and gets knocked prone. On a success the target(s) take half damage and do not get knocked prone.
Crane
When an enemy enters your melee attack range you can choose to take an attack of opportunity. You also add half your proficiency bonus to your AC if you move half or less of your movement speed each turn. This stance takes 2 Ki points to enter.
Dragon
You gain the ability to strike with the strength of a dragon. You strike one creature within your melee attack range at disadvantage but on a hit you do 5d10 damage.
Elephant
When you take this stance you gain immunity to being knocked prone, and when you use your flurry of blows while in this stance you can choose to make them make a strength saving throw against your Ki save DC or be knocked prone. This stance takes 2 Ki points to enter.
Leopard
When you assume this stance, you gain a +10 to your movement speed and do slashing damage instead of bludgeoning on unarmed strikes. It costs 1 Ki point to assume this stance.
Mantis
When you use your flurry of blows attack you can choose to make another flurry of blows on the same bonus action. This stance takes 3 Ki points to enter.
Monkey
You gain a climbing speed equal to your walking speed, and when leaving an opponent's melee attack range, they do not get an attack of opportunity. This stance takes 1 Ki point to assume
Snake
Instead of a critical being a 20, yours is now a 19 and 20. This stance takes 2 ki points to assume
Tiger
When you take this stance you add another martial arts die to all of your unarmed strikes. This stance takes 2 Ki points to enter.
Wolf
You gain pack tactics. Whenever you are within 5 ft of an ally you gain advantage on all attack rolls. This stance takes 2 Ki points to enter
Sixth Sense
You have honed your senses to their animalistic roots. You gain advantage in both Survival and Perception checks
Wild Attack
When you hit using one of your flurry of blows you can make your target of that hit make a strength saving throw and on a fail be pushed back 10 feet. If one of your stances allows for your target to be knocked prone you can still use that in the same flurry of blows turn. You can also stunning strike during the flurry of blows turn if you so choose.
Harmony of the Beasts
You can now spend 10 Ki points to combine two stances and maintain both benefits of the two stances you choose. When you exit the combined stance you take one point of exhaustion as the strain of maintaining two stances at the same time is very taxing.







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