Base Class: Monk
You have learned from the animals, mimicking their movement, and embodying their spirit. Now you have gained new power.
Beast Channeling
3rd-level Way of Beast feature
You may choose an animal combat style, from the animal combat style list below and choose 2 additional styles at level 6, 11, and 17. You may, as a bonus action, activate one of your beast styles a number of times equal to your proficiency bonus for one minute. Note when you activate a new Beast Style all other active Styles end. When you level up you may change your selected choice.
Beast Style List
|
Beast |
Bonus |
Abillity |
|---|---|---|
|
Monkey |
Climbing speed equal to walking speed |
+2 to attack and damage rolls with ranged weapon or improvised weapon attacks that have the thrown property. Note, for improvised thrown weapons you may add your proficiency bonus. |
|
Cheetah |
+10 to movement Speed |
You may disengage as a free action a number of times equal to your proficiency bonus. |
|
Octopus |
Swimming speed equal to walking speed |
+1 additional attack when using flurry of blows |
|
Alligator |
Advantage on grapple checks using Athletics or Acrobatics |
Creatures grappled while using Alligator Style, have disadvantage on Constitution and Dexterity check. |
|
Elephant |
You are considered one size larger and gain expertise in athletics |
Charge - If you move at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action +2 to damage. |
|
Raptor |
you gain a Hover speed after jumping equal to half your movement speed. |
While Hovering over an opponent you may perform a dive attack. diving attack will use your unarmed to hit bonus and will deal Xd6 +6 damage where x is equal to your fall distance divided by 10, rounded down. Note in completing this attack, all fall damage that would be taken is reduced by the damage dealt. |
|
Frog |
Double jump height and distance |
You may make an unarmed strike attack from an additional 5 feet. |
|
Turtle |
+1 to AC |
Shell Shield - As a reaction, you may spend 2 ki points to, until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. |
|
Mole |
Burrow speed equal to half of your walking speed |
You may spend a ki point to add a shove attack to any attacks made while using this style. |
|
Lion |
+2 piercing damage to unarmed strikes |
Roar - You may spend one ki point to, As a bonus action. Creatures of your choice within 20 feet of you that can hear your roar must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. |
|
Chameleon |
Advantage on Stealth checks |
Camouflage - As long as you did not move during your turn at the end of your turn you become invisible, and remain invisible until you attack or cast a spell. |
|
Spider |
Spell Save DC is increased +2 |
Spider Sense - You may spend 2 ki points to gain another reaction until your next turn once per combat. |
Alligator Style
You gain the following benefits from Alligator Style:
- Advantage on grapple checks using Athletics or Acrobatics
- Creatures grappled by while using Alligator Style, have disadvantage on Constitution and Dexterity check.
Chameleon Style
You gain the following benefits from Chameleon Style:
- Advantage on Stealth checks
- Camouflage - As long as you did not move during your turn at the end of your turn you may spend a ki point and become invisible, and remain invisible until you attack or cast a spell.
Cheetah Style
You gain the following benefits from Cheetah Style:
- +10 to movement Speed
- You may disengage as a free action a number of times equal to your proficiency bonus.
Elephant Style
You gain the following benefits from Elephant Style:
-
You are considered one size larger and gain expertise in athletics
- If you move at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
If the target is prone, you can make one stomp attack against it as a bonus action +2 to damage.
Frog Style
You gain the following benefits from Frog Style:
- Double jump height and distance
- You may make an unarmed strike attack from an additional 5 feet
Lion Style
You gain the following benefits from Lion Style:
- +2 piercing damage to unarmed strikes
- You may spend one ki point to make a Roar, As a bonus action. Creatures of your choice within 20 feet of you that can hear your roar must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.
Mole Style
You gain the following benefits from Mole Style:
- Burrow speed equal to half of your walking speed
- You may spend a ki point to add a shove attack to any attacks made while using this style.
Monkey Style
You gain the following benefits from Monkey Style:
- Climbing speed equal to walking speed
- +2 to attack and damage rolls with ranged weapon or improvised weapon attacks that have the thrown property. Note, for improvised thrown weapons you may add your proficiency bonus.
Octopus Style
You gain the following benefits from Octopus Style:
- Swimming speed of 40 Ft
- +1 additional attack when using flurry of blows
Raptor Style
You gain the following benefits from Raptor Style:
- you gain a Hover speed after jumping equal to half your movement speed.
- While Hovering over an opponent you may perform a dive attack. diving attack will use your unarmed to hit bonus and will deal Xd6 +6 damage where x is equal to your fall distance divided by 10, rounded down. Note in completing this attack, all fall damage that would be taken is reduced by the damage dealt.
Spider Style
You gain the following benefits from Spider Style:
- Spell Save DC is increased +2
- Spider Sense - You may spend 2 ki points to gain another reaction until your next turn once per combat.
Turtle Style
You gain the following benefits from Turtle Style:
- +1 to AC
- Shell Shield - As a reaction, you may spend 2 ki points to, until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
One with Nature
3rd-level Way of the Beast feature
You have studied in the wild the delicate balance of the wilds.
You gain proficiency in the Nature, Animal Handling and Survival.
Fang and Fist
6th-level Way of the Beast feature
You may change one of your animal styles when you complete a long rest.
One with the Kingdom
11th-level Way of the Beast feature
you may activate 2 animal styles at once.
King of the Beasts
17th-level Way of the Beast feature
you may activate 4 animal styles at once.
once per long rest you may, use your action to magically assume the shape of a Animal, associated with a style that you have access to (This ability does not apply to Baku Style and the animal can be a Monstrosity or Beast form of the chosen animal but must be approved by the DM if the CR exceeds 8), for up to 4 hours. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this abilities duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Baku Beast Style - 5 ki points - 1 minute
You gain True sight 120 ft, a flying, a climbing and swim speed of 60 ft, and +3 to all attacks
If you have enough space you can become a huge creature gaining, immunity to Prone, Grappled, Restrained and Stunned. You may choose how this form appears. Example: Chimera, Humanoid, or Dragon.
Once per day you may, perform Beast Kings Roar releasing a sonic wave in a 250 ft cone dealing 85 bludgeoning or force damage to any structure or creature.
Each creature of your choice who can hear the roar and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked Prone, and is buried in the rubble, requiring a DC 20 Strength check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall Prone or become buried.
Use of Beast Kings Roar will prevent the use of Baku Style until you complete a long rest.
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