Base Class: Monk
Monks that practice the Way of the Beast style have dedicated their time at study and while traveling to mimic the habits and combat capabilities of the wild beasts that may dot the land. Though many of the Monks focus their practice mastering one before learning another, the process is often long and can take years or even decades. But for those who are willing to push their limits and risk the dangers, they often find that experience is the greatest teacher.
Animal Studies
At 3rd level when choosing this subclass, the monk has begun their first steps to mastering the beastial styles and now fosters a deeper understanding for these beasts in their natural environment. The Monk gains proficiency in either the Animal Handling, Insight, or Survival skill. In addition the Monk may cast the "Animal Friendship" spell a number of times per day equal to their Wisdom modifier.
Beast styles
The monk has begun practicing their mastery of Beast style combat. At this level and every monastic tradition level the monk reaches they must choose a style from the set available choices at that level. At every level of Monk they aquire after they may change one of their existing styles but it must be a style of the same level they acquired it at.
Bear- The Monk gains a permanent +1 bonus to their AC. By spending 1 Ki Point as a reaction, the Monk gains resistance to all Slashing, Piercing, and Bludgeoning damage until their next turn.
Crane- All damage the Monk recieves from Falling, being pushed or pulled into, or struck by moving objects not part of an attack, is reduced by half. In Addition as a reaction from an attack that they can see, the monk may spend 1 Ki Point to impose disadvantage on the attack.
Monkey- The monk gains one proficiency with one Artison tool set of their choice. In addition the Monk chooses one weapon of any type, they gain proficiency with this weapon if they did not have it already and the Monk may use this weapon type to attack with during a flurry of blows as a substitute for unarmed attacks. By spending 1 Ki Point the monk can reroll any dice roll they make, however they must take the next number rolled and can't spend an additional Ki Point to reroll for the same instance.
Wolf- While the Monk is within 5ft of an allied creature the monk can choose to give either themselves or the allied creature advantage on their attacks once per turn. The monk can spend 1 Ki point as a bonus Action action to give the monk and another allied creature within 5ft of the monk advantage to either the first Strength, Dexterity, or Constitution saving throw made until either, the Monk's next turn, the allied creature is more than 5 feet away from the monk, or if the monk or allied creature is incapacitated whichever comes first.
Savage Talent
The Monk has practiced and perfected their techniques to where they can now train in the more Advanced styles of the Animal Disciplines.
Crocodile- The monk gains a swim speed equal to their walking speed and can hold their breath underwater for double the amount of time. By spending 2 Ki Points as a bonus action the Monk gains advantage on all attacks, as well as Strength and Dexterity checks made while underwater for up to 1 minute.
Fox- The Monk gains proficiency in Wisdom saving throws, proficiency in one additional skill, and expertise in a skill they have proficiency with. By spending 2 Ki Points as an action the Monk gains advantage on any saving throw and any skill check for up to 1 minute.
Leapord- The Monk gains an additional 10 feet to their movement speed. By spending 2 Ki Points the Monk gains 1 additional action or bonus action on their turn. They can only do this once per turn.
Ox- The Monk can now counts as one size larger when determining their carrying capacity and the weight they can push, drag or lift. They have advantage against any ability or effect that would push or pull the monk against their will. The monk can use 2 Ki Points on a successful attack to attempt to push the target of the attack up to 10 feet in any direction, the target must pass a Strength DC save equal to 8 + proficiency + Wisdom modifier and must be no bigger than one size larger than the monk.
Animal Enlightening
When the monk acquires this ability at 11th level they learn how to speak with beasts through their most basic instincts. The monk may now cast the "Speak with Animals" spell a number of times per day equal to their wisdom modifier. The monk also selects one new form to master at this level.
Mantis- Each of the Monk's attacks now cause a critical hit on a 19 or 20. By spending 3 Ki Points as a bonus action the Monk selects 1 target they can see within 30 feet, for the duration of 1 minute all the Monk's attacks against that target have advantage. The monk can change the target of this ability by using a bonus action on their turn. The ability lasts for the full 1 minute duration or until the monk becomes unconscious or incapacitated.
Octopus- The monk has advantage against all grapple checks made against an opponent, has advantage on attacks against grappled opponents, and can grapple up to 2 creatures at a time as long as they are within 5 feet of the monk, and are of the same or smaller size. By using 3 Ki points as a reaction, whenever a creature enters or attempts to move out of within 5 feet of the monk, then the monk may attempt a Grapple check on the target creature and any other creatures that enter or leave within 5 feet of the monk until the start of the Monk's next turn.
Tiger- The monk can now make a third attack as part of their attack action. By spending 3 Ki Points as a bonus action the Monk gains an additional bonus on all their attack and damage rolls equal to either the Monk's strength modifier or wisdom modifier (whichever is higher) for up to 1 minute.
Viper- The Monk gains proficiency with 1 Dexterity skill if they don't already have it and the Monk can gain advantage on any Dexterity check made a number of times per long rest equal to their Dexterity modifier. As an action the Monk can spend 3 Ki Points to attempt a "Paralyzing Strike" on a target creature. When making a melee weapon attack on target creature, on a hit the target must make a constitution saving throw. If the target creature fails the saving throw they are now Paralyzed until the end of the Monk's next turn.
Beastly Ascendancy
At level 17 the monk has achieved such mastery over the lesser beast styles that they can now begin to understand the way of the Greater Monstrous beasts that their temples hold in such reverence.
Dragon- The monk can now gain advantage on any Saving throw made a number of times per day equal to their wisdom modifier. By spending 4 Ki Points as a bonus action, the Monk can cause any of their attacks to become a ranged attack with a range of 60 feet for up to 1 minute. Any of the Monk's attacks made with this ability also gain an additional martial arts die of damage and they can change the damage type to either Fire, Ice, Lightning, Force, or Thunder damage.
Great Tortoise- The Monk gains a +2 permanent boost to their AC, and once per long rest the monk can select one damage type to become resistant too until the end of their next long rest. As a Reaction, by spending 4 Ki Points the Monk becomes immune to all damage until their next turn.
Ki-rin- All of the Monk's melee weapon attacks may now deal an additional 1d10 of Radiant damage if the monk chooses to use it. By Spending 4 Ki Points as an Action The Monk unleashes a wave of soothing energy around them. The monk heals any creature they choose that they can see within a 30 foot radius by 4d10 points. In addition the Monk can choose any amount of creatures within the 30 foot radius they can see to make a Wisdom saving throw, on a failure the creature is charmed for the duration of 1 minute and can repeat the save attempt at the end of every turn.
Phoenix- Once per long Rest when the Monk or 1 allied creature within 60 feet of the monk has dropped to 0 Hit Points the Monk can use Restorative Energy as a Reaction to heal the creature by up to half of their maximum number of hit die. By using 4 Ki Points as an action the Monk emits their Ki into waves of flame and energy that grant them wings. The monk gains a fly speed equal to their walking speed and all ranged attacks on the monk have disadvantage for the duration of 1 hour.







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