Monk
Base Class: Monk

Monks of the Way of the Primal Beast have learnt the martial styles of the animals in nature, unleashing their fury in different combative stances. From the grace of the Crane, ferocity of the Tiger, elusiveness of the Snake, manoeuvrability of the Monkey, and defensiveness of the Mantis, these monks train to swap their fighting styles throughout combat to keep an edge on their opponents, and after many years of intense training, release the legendary Dragon stance to decimate their foes.

Savage Striker

Starting at 3rd level, when you deal damage with your unarmed strikes, you can choose to deal either bludgeoning, piercing, or slashing damage.

Beast Stance

You have trained to change your fighting style to match that of the beasts of nature. At 3rd level, as a bonus action on your turn you can switch to a new beast stance, ending any previous stance. Each stance provides different benefits outlined below:

  • Crane Stance – While in this stance, when you successfully hit with an unarmed strike you can choose to push the target 5ft away from you. This does not provoke attacks of opportunity.
  • Tiger Stance – While in this stance you deal bonus damage equal to half your monk level (rounded up) on a successful hit with your unarmed strikes.
  • Snake Stance – While in this stance the first attack against you each round has disadvantage. You also have advantage on Stealth checks.
  • Monkey Stance – While in this stance you can deal your martial arts damage on successful grapple and shove attacks and can use your Dexterity instead of your Strength for the Athletics checks.
  • Mantis Stance – While in this stance you have a +1 bonus to your AC, and you can use your reaction to reduce the damage from a melee attack by your martial arts die + your dexterity modifier.

Bestial Instincts

Starting at 6th level, your instincts have heightened to that of the animals whose stances you fight with. You can speak with animals; and gain proficiency in all Wisdom (Perception), Wisdom (Survival) and Wisdom (Animal Handling) checks, or expertise if already have proficiency in any of these skills.

Empowered Beast

At 11th level, you can channel your Ki to empower yourself while in a beast stance, as outlined below:

  • Crane Stance – While in this stance you can make unarmed strikes at an extended range by spending 1 Ki point. Until the end of your turn, your unarmed strikes have a reach of 10ft. You can also use your reaction to counterattack after a target misses you with a melee attack.
  • Tiger Stance – While in this stance you can make a number of extra unarmed strikes when you take the attack action on your turn. By spending 1-3 Ki points, you can make one extra attack per Ki point spent.
  • Snake Stance – While in this stance you can deal crippling strikes to your targets. Whenever you use your Stunning Strike feature, you can spend 1 additional Ki point to impose disadvantage on the targets saving throw to resist being stunned.
  • Monkey Stance – While in this stance you can grapple multiple targets. By spending 1-3 Ki points, you can grapple one additional target per Ki point spent.
  • Mantis Stance – While in this stance you can blind targets you hit with your unarmed strikes. By spending 1 Ki point, you can blind a target for 1 minute. Targets may attempt a Wisdom saving throw at the end of each of their turns to end the blinded condition early.

Dragon Stance

At 17th level, you have honed the techniques of the ancient Dragon Stance. As a bonus action on your turn, you can enter the Dragon Stance for 1 minute, or until you use your bonus action to enter a different stance. While in the Dragon Stance, you gain the following benefits:

  • You constantly hover a few inches off the ground.
  • You emit an aura of fear in a 15ft radius, enemy creatures that enter the aura for the first time must succeed on a Wisdom saving throw of become frightened of you while your Dragon Stance persists.
  • When you hit with an unarmed strike, you can spend 2 Ki points to deal additional damage equal to twice your martial arts die. This damage is your choice of fire, lightning, cold or acid damage.

Once you use this feature, you can’t use it again until you finish a long rest.

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