Monk
Base Class: Monk

Not all monks train and meditate deep within cloistered halls and temples, some choose to eschew the safety of civilization in favor of hard living in the wilds. These rugged fighters steal away into the quiet corners of the world, teaching themselves and their students to draw inspiration and wisdom from the natural world and the beasts that share their home. They copy the movements of animals both mighty and subtle and fold their abilities into their fighting styles until they are second nature.

Secluded Training

You have grown accustomed to a rough, self-sufficient lifestyle on your chosen training grounds. When you choose this tradition at 3rd level, you gain proficiency in the Wisdom (Survival) skill. If you are already proficient, you may choose another Wisdom skill to gain proficiency.

Disciple of the First Masters

When you choose this tradition at 3rd level, you learn to emulate the movements of animals and use their techniques to enhance your fighting style. Choose three of the following stances to learn. At the start of each of your turns, you can enter one of your learned stances and gain it's benefits until you leave combat or choose to enter another stance. Your stance ends early if you are incapacitated, fall unconscious, or are rendered prone. You learn additional stances at higher levels.

Stance of the Dancing Monkey

Stance Bonus: You gain a climbing speed equal to your walking speed, and when you use Step of the Wind, you gain the benefits of both the Dash and Disengage actions.

Technique: When a creature hits you with a melee attack, you can spend a ki point as a reaction to reduce the damage from that attack by half and immediately move up to ten feet away from the attacker in a direction you choose. This additional movement does not provoke opportunity attacks.

Stance of the Diving Owl

Stance Bonus: You gain Blindsight to a range of five feet, and you have advantage on Wisdom (Perception) checks that rely on sight or hearing. If you attempt a Stunning Strike against a target that has not taken a turn that round, it has disadvantage on it's saving throw.

Technique: When you stun a target with Stunning Strike, you can choose to immediately spend three ki points to attempt to paralyze that target. It must make a Wisdom saving throw against your ki save DC. On a failure, the target is paralyzed for up to one minute. The target can make a Wisdom saving throw at the end of each of it's turns to end this effect.

Stance of the Iron Turtle

Stance Bonus: You gain a +1 bonus to your AC, and you can use Patient Defense without spending a ki point. Additionally, you have advantage against attempts or effects that would restrain you, knock you prone, or move you unwillingly.

Technique: When you are hit with a melee attack, you can spend a ki point as a reaction to add your Wisdom modifier to your AC until the start of your next turn, potentially causing the triggering attack to miss. As part of this reaction, you can make one unarmed strike against the attacker.

Stance of the Prowling Wolf

Stance Bonus: You gain advantage on attack rolls against any target that is within five feet of both yourself and an ally.

Technique: When you use Flurry of Blows, you can spend an additional ki point to attempt to knock the target down with each strike. The target must make a Strength saving throw against your ki save DC for each strike. On a failure, the target's movement speed is reduced by half of it's total until the start of it's next turn. If the target's remaining movement is zero after this effect, they fall prone. On a success, they suffer no ill effects.

Stance of the Swaying Mantis

Stance Bonus: When you use Deflect Missiles, roll one additional d10 when reducing the damage taken from a ranged weapon attack. If you make a ranged attack with a caught missile, it's ranges are doubled. Additionally, Deflect Missiles can be triggered by ranged weapon attacks that would pass through a five foot radius around you.

Technique: As part of Deflect Missiles, you can spend an additional ki point to deflect or catch a number of extra missiles equal to your proficiency bonus. Additional missiles caught with this technique cannot be used to retaliate.

Stance of the Twisting Tiger

Stance Bonus: You have advantage on (Strength) Athletics or (Dexterity) Acrobatics checks against being grappled or restrained, and you have advantage on Dexterity saving throws against those effects. While grappling an enemy, your Flurry of Blows hits that target one additional time.

Technique: When an enemy makes a melee attack against you, you can use spend a ki point as a reaction to attempt to grapple that enemy, and you can add your Wisdom modifier to the roll. As part of this reaction, you can make one unarmed strike against that enemy.

Lick Your Wounds

At 6th level, you discover how to focus your ki into your injuries while you meditate. During a short rest, you can choose to roll a number of your martial arts dice equal to half your monk level, rounded down, and regain that number of hit points. This feature can be used once per long rest.

Flowing Stances

At 6th level, you have learned to disorient your opponents with your discordant attack patterns. Choose one additional stance to learn. When you enter or change your stance, your first melee attack on that turn has advantage. Additionally, the first attack made against you before the start of your next turn has disadvantage.

Natural Attunement

At 11th level, you learn to alter the flow of your ki to sharpen your senses and connect your mind to the life around you. You can spend two ki points as a bonus action to cast Speak with Animals, Pass without Trace, or Enhance Ability without verbal, somatic, or material components. You may also spend six ki points to cast Find the Path in the same way.

Instinctual Strikes

At 11th level, you begin to subconsciously seek out and target weak points in your opponents' defenses. Choose one additional stance to learn. Once per turn, you can spend a ki point to add your Wisdom modifier to the attack and damage rolls for your next attack. You can use this feature a number of times equal to your proficiency bonus, resetting on a long rest.

Honed Senses

At 17th level, your intuition becomes uncanny. Choose up to two Wisdom skills that you are proficient with. You gain expertise in those skills, and you may treat a d20 roll of nine or lower as a ten for any check you make with them.

Stance Mastery

At 17th level, your fighting style has become second nature, beaten into your bones by training and battle. Choose your final stance to learn. You no longer lose the benefit of your current stance when you are knocked prone, and you can use your reaction to immediately stand up from prone without spending any movement. Additionally, you can immediately enter a stance after recovering from being incapacitated or unconscious.

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