Monk
Base Class: Monk

These Monks believe that the self is imperfect, flawed with greed, ambition and frailty. These Qualities are not present in animals of nature and they should be emulated in pursuit of perfection. They see Animals as the ultimate beings capable of feats most humanoids are incapable of, achieving these with no pride or ego.

Animal Aspect

At 3rd level when you  choose this subclass at 3rd level you choose an Animal Sensei to guide you in your studies.

As you progress in this subclass you begin to look like your chosen Sensei, under the tutelage of a Jaguar you may grow large fangs or your nails may darken and lengthen, a Tortoise may leave your skin thick and leathery, under the teachings of a Wolf your eyes may become yellow and your teeth longer.

Way of the Clever Monkey

Those who follow the Way of the Clever Monkey outsmart and out maneuver thier foes, striking from odd angles at unusual tempos.

MONKEYING AROUND

You gain a climbing speed equal to your walking speed.

You get expertise and advantage on your Dexterity (Acrobatics) and Dexterity (Sleight of Hand) checks.

Way of the Cunning Wolf

Those who follow the Way of the Cunning Wolf emulate aspects of the canine apex predator, drawing strength out of thier allies and attacking with cunning.

HUNTER'S INSTINCTS

Beginning at 3rd level, You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track an opponent. You gain proficiency in these skills.

 

HARRYING STRIKE

Starting at level 3 when you hit an opponent with an attack from your flurry of blows you may attempt to trip them using DC = 8 + Proficiency + STR/DEX (Whichever is higher) contested by a DEX saving throw, for an additional Ki point.

Way of the Lithe Sepent

Those who follow the Way of the Lithe Serpent emulate aspects of the Serpent, disabling their foes with venom and crushing grapples.

SERPENT'S BLOOD

You have advantage vs poison and resistance to poison damage.

You may choose to deal poison or piercing damage when striking with unarmed strikes and Monk weapons.

When striking foes with a Monk weapon you impose disadvantage on saves VS poisons until the end of your next turn.

Way of the Patient Tortise

Those who follow the Way of the Patient Tortoise emulate the stoic, patient animal, weathering storms and punishing their enemies aggression.

PATIENT STOICISM

You gain proficiency in the Insight Skill, you double your proficiency bonus for this skill.

When you take the dodge action on your turn you may spend a hit die and heal yourself equal to HD + CON modifier, This costs 1 Ki per hit die spent. You may spend a number of Ki points equal to your PB.

Way of the Tenacious Badger

Those who follow the Way of the Tenacious Badger emulate the Apex Rodent, attacking their foes with savagery and tenacity. They do not fight to win, they fight to not lose.

RODENT'S WRATH

At level 3 You gain proficiency and Expertise in the Intimidation and persuasion skills.

You also gain a 10ft aura that imposes disadvantage on attacks that originate within it that do not target you, this costs 2 ki points,lasts 1 minute.

Way of the Vicious Jaguar

Those who follow the Way of the Jaguar emulate aspects of the feline apex predator, vicious, agile and cunning.

EYES OF THE JAGUAR

When you adopt the aspect of the Jaguar you hone your senses to lethality, you are more aware of your environment. At level 3, You have advantage on initiative rolls, and  proficiency in Dexterity (Stealth) checks. You gain advantage on Dexterity (Stealth) checks when concealed by natural objects or weather.

You have darkvision to 60ft, if you already have a source of darkvision increase its range by 30ft.

Beast Tongue

At 3rd level, you learn to speak Sylvan.

Further Animal Emulation

You more deeply connect with your Animal Sensei, emboldening your bond .

You appear more bestial than before, adopting more of your Sensei's physical characteristics.

Constricting Contortion

(Prerequisite: Way of the Lithe Serpent)

You may use a free action and 1 ki point when you use your flurry of blows feature to make a Strength (Athletics) or Dexterity (Athletics) check to grapple your opponent on either of those attacks.

You are considered having your hands free during the grapple and your opponent is considered restrained, you may deal bludgeoning damage equal to 2 martial arts die + STR/DEX (Your choice) to a creature you are grappling at the end of your turn so long as the target starts and ends your turn in a grapple, this does not stack with other sources of damage against a grappled target.

Creatures a size category larger than you do not automatically succeed on Athletics or Acrobatics checks to escape your grapples.

Defensive Retreat

(Prerequisite: Way of the Patient Tortoise)

When an enemy hits you or an ally within 20ft of you with an attack you may spend a Ki point to reduce the damage by 1d10 + CON per ki point spent. You may spend {{proficiency}} Ki points using this ability.

THICK SKIN

You gain resistance vs non magical bludgeoning damage.

Go for the Throat

(Prerequisite: Way of the Cunning Wolf)

You do not hold back when you smell weakness from the enemy. Starting at 6th level, You may deal extra damage against prone foes. When you strike a foe who is prone you may deal an extra 1d4 damage of the weapons type on each attack against itand the creature must use all of its movement if it chooses to stand on its turn following taking damage from this feature, this lasts until the start of your next turn.

THRILL OF THE HUNT

You instill the thrill of the hunt in your Allies. When using your 'Go for the throat' feature, your allies within 5ft of you deal an extra d4 damage on one attack on thier turn vs the target you have attacked so long as they are still prone when your ally attacks them.

Monkey Grip

(Prerequisite: Way of the Clever Monkey)

Starting at 6th Level, Your hands grow larger and stronger. Your martial arts die are considered to be a size larger and your range for unarmed Martial arts attacks is 10ft due to your long limbs.

SOFTLY, SOFTLY, CATCHY MONKEY

You may spend your reaction and 2 Ki points to redirect a missed attack at another creature in your opponents' range. The redirected attack uses the original roll. 

Shadowy Paws

(Prerequisite: Way of the Vicious Jaguar)

Starting at 6th level, You are granted the sneak attack feature of the Rogue, you use a number of sneak attack die equal to the rogue for your level. You may deal this damage once per turn. You must fulfill all criteria for Sneak attack to benefit from this feature.

Sneak Attack

"Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra die increases as you gain levels in this class, being half your level in this class rounded up."

NATURAL HUNTER

Also at 6th level, You are considered invisible when heavily obscured by natural foliage or weather by any creature attempting to see you.

Tenacious Reprisal

(Prerequisite: Way of the Tenacious Badger)

At level 6, When hit by a melee attack you gain a stack of ‘Tenacity’ that lasts a minute and you may have a number of stacks equal to your character level. On the next attack you make you may choose to spend a stack of 'Tenacity' to deal an extra 1d4 damage of the attacks type. You may spend up to {{proficiency}} of these 'Tenacity' stacks that you have on an attack against a foe.

Animal Assimilation

The lines between your bestial nature and your civilised self further blur as you dedicate yourself to the teachings of your Animal Sensei.

Being connected to your Sensei allows you to understand and care for small beasts.

You gain a companion, this companion matches your Sensei but is considered Tiny, the companion may keep you company or perform tricks.

This companion is not a familiar nor is it combat ready. Your companion may carry out simple tasks or commands, much akin to the "Unseen Servant" spell, if the action requires a skill check you may add your Proficiency bonus but no attribute modifiers to the check, for example, tasking your monkey companion to steal keys to a cell from a guard is d20+PB.

Your companion speaks Sylvan and is capable of speech.

The list of companions is as follows:

Badger - Ferret or a Stoat. (Has a 10ft Burrow speed and 'Keen Smell')

Jaguar - Bengal Cat (Has 120ft Darkvision and a 10ft Climb speed)

Monkey - Capuchin Monkey (Has a 20ft Climb Speed)

Serpent - Small Tree Snake (Has a 10ft Climb speed and 'Keen Smell')

Tortoise - Small Tortoise  (May hold its breath up to an hour and has a 20ft Swim speed) 

Wolf - Wolf Pup (Has 'Keen Smell' and 'Keen Hearing')

Cornered Animal

Stqrting at 11th level all of your attacks benefit from Advantage when at 80% or lower HP if you use your STR modifier, you may benefit from your Martial Arts feature while using your STR modifier. You get a bonus to your Strength score and Strength cap equal to your PB when below 50% health.

You grow claws from your hands and may deal Slashing, Magic damage with any of your martial arts attacks that don't use a weapon.

Monkey Staff

Your range with a quarterstaff is 10ft when using the staff in a 2 handed manner and it may benefit from the great weapon master feat. You may use a bonus action with the quarterstaff equipped to take the disengage action.

Prehensile Tail

You grow a prehensile tail, this functions as a third arm and hand for you. As a bonus action you may:

Draw or stow an object weighing up to 1 pound with your tail. If doing this while stealing, you gain advantage on your Sleight of Hand check.

Open and close doors.

Use thieves tools.

Give the Help action to a friendly creature within 5 feet.

Hang from a piece of scenery.

Predator's Ferocity

Bolstered by your allies you strike more fiercely with renewed vigor.

Starting at 11th level, for one minute, you gain a bonus to attack and damage equal to the number of allies within 10ft of the target up to a Maximum of your Wisdom modifier.

This applies on all attacks made during the duration of the ability. You may use this feature twice per long rest.

Scent Marker

Starting at 11th level, Once you strike a creature while using advantage you grant advantage to your allies until the end of your next turn on attack rolls against the target.

Stoicism

You gain 22hp maximum, plus an additional 2hp maximum per level.

You have advantage on any Wisdom, Intelligence or Charisma Saving throws against mind altering effects.

Your speed cannot be reduced.

Venom Spit

You learn the Poison spray cantrip and may cast it as a bonus action, Wisdom is your spellcasting ability for this spell. You may deal your choice of Acid or Necrotic damage by spending 2 Ki points.

You become cold blooded, able to slow your metabolism. You may survive (PB) days without eating or drinking and can hold your breath for a number of minutes equal to (3*PB).

Bestial Balance

You are now completely in tune with your bestial soul, your animal aspects and your humanoid side are balanced, you gain further benefits from your Animal Sensei.

Child of Fenrir

(Prerequisite: Way of the Cunning Wolf)

CALL OF THE HUNT

Inspired by your prowess and ferocity in combat your allies are emboldened by your attacks.

After striking a foe with a Melee attack without advantage (but not disadvantage) you grant advantage within 10ft to your allies' next melee attack VS the target.

Inside the same area you also passively grant your allies advantage on saving throws vs the frightened condition.

Child of Kappa

(Prerequisite: Way of the Patient Tortoise)

Your skin thickens and hardens. Your AC calculation for your Unarmoured Defence is AC = 13 + Dex + Wis.

You may instill this hardiness on an ally, as a reaction and using 2 Ki points when an ally within 30ft you can see takes damage you may grant that Ally resistance to damage they have just taken reducing the amount of damage taken by half.

#For an additional 3 Ki points for a total of 5 you may grant your ally Immunity to that damage type until the end of the triggering damage sources turn, if the source is not a creature this benefit lasts until the end of the Allies next turn.

Child of Sun Wukong

(Prerequisite: Way of the Clever Monkey)

You may not be disarmed against your will.

You may not be moved from your position by non-magical means.

You do not need to use your hands in order to utilise your climb speed and may traverse walls and ceilings without falling.

You may move through the space of an enemy that is larger or smaller than you, but not a creature that is the same size category.

 

Child of Tezcatlipoca

(Prerequisite: Way of the Vicious Jaguar)

SHADOW POUNCE

Starting at 17th level, When hidden in any way from your prey you may strike from the shadows with a pounce. Your long jump distance is 20ft. If you use all 20ft of this jump and are hidden from your target you roll with advantage and may reroll one of the die, and crit on an 18-20. This attack can benefit from sneak attack and deals an additional 10 damage, this cannot stack with features such as great weapon master.

Child of the Gorgons

(Prerequisite: Way of the Lithe Serpent)

While you have a foe restrained as an action you may sink your teeth into the foe and subject them to a nerve venom, leaving them paralysed for 1d4-1 rounds (minimum of 1).

DC calculation is DC = 8 + WIS + Proficiency vs CON, successful save negates the paralysis. The paralysed foe can repeat its Constitution save at the end of each of its turns.

The target takes 1d6 poison, Acid or Necrotic (Your choice) damage on each of its turns so long as it is paralysed.

Child of the Mujina

(Prerequisite: Way of the Tenacious Badger)

Your Cornered Animal feature comes online when you or your foe is below full HP.

 

You heal yourself for 1d4 points of damage at the start of your turn when below full HP.

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