Monk
Base Class: Monk

From the fluidity of water, to the spatial movement of wind, those of the ancient stances have incredible versatility and plenty of options in combat.

Beginner Stances

Starting when you choose this tradition at 3rd level, you can take up one of the following stances. These can be activated as a bonus action and cost 2 Ki points. The effects of the stance last for 1 minute and you can change your prepared stance after each short or long rest. The stance ends early if you are knocked unconscious. You also gain proficiency with Longswords and Longbow if you aren’t proficient already.

    • Water Stance: Using your reaction you can increase armor equal to your proficiency bonus until the start of your next turn
    • Wind Stance: Gain a flying speed equal to half your walking speed
    • Earth Stance: You are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons but your movement speed is halved while this stance is active.

Intermediate Stances

At 6th level, your stances gain the following effects and can prepare two stances per short or long rest each day. Only one stance can be active at a time.

    • Water Stance: When you use your Water stance reaction feature and it causes an attack to miss you can immediately make an unarmed attack against the creature
    • Wind Stance: Once per turn you can give one of your attacks a range of 20ft, but your Dexterity modifier cannot be added to the damage of these attacks.
    • Earth Stance: While using Earth stance you crit on 19-20 and when you score a critical hit a creature is knocked prone

Advanced Stances

Beginning at 11th level, you can prepare one of the following stances as well as one of the beginner stances per long rest. You can only have one stance active at a time. These cost 3 Ki points and an action. These can be used once per long rest.

  • Life Stance: You can heal one target by 5 times your proficiency bonus plus your Wisdom modifier
  • Nature Stance: You can cast the “speak with animals” spell once using this feature and while the spell is active you have advantage on charisma (Persuasion/Deception) checks on beasts that you speak to. 
  • Death Stance: You gain an extra attack on your next attack action as well as your next attack has advantage

Mastery Stances

At 17th level, you gain the following effects to your advanced stances.

  • Life Stance: Your proficiency bonus is now doubled for the purpose of this stance
  • Nature Stance: You can now cast Transport Via Plants once a day
  • Death Stance: You can make your extra attack deal an additional 1d8 of necrotic damage for each additional ki point expended to a max of 10d8 damage. This ability comes back on a long rest

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