Monk
Base Class: Monk

You channel the various beast spirits of nature in unique stances, granting yourself powerful, but temporary physical advantages.

Focused Stance

At 6th level, You may now spend 15 minutes in a ritual, focusing and communing with the spirits to enter a stance without spending any Ki points. You can Awaken your stance as a bonus action and when you enter a stance, you may spend any number of additional Ki points to extend the duration of the stance by 10 minutes per Ki point spent.

Armoured Stance

Starting at level 11, when you enter a stance, you may spend 2 extra Ki points to gain +2 AC and gain resistance to Magical and Non-Magical slashing, piercing and bludgeoning damage as your channeled spirit forms a protective mantle.

True Stance

At 17th level, entering a stance now costs 1 Ki point and you may spend an additional Ki point to start with the stance Awakened. You may now Awaken a stance twice every short rest. If you are already in a stance, changing to a different stance does not cost any Ki points.

Awaken Stance

You awaken your current stance, channeling the pure energy of your chosen primal spirit into it's purest form. The duration of your current stance resets to it's original value and gains bonus effects based on your chosen stance, once per long rest.

Stance Swap

Starting when you choose this tradition at 3rd level, you can choose two spirit stances to learn. You can learn another stance at 6th, 11th and 17th level. You can spend 2 Ki points to enter a stance as a bonus action that lasts for ten minutes and once per long rest you can choose to Awaken your current stance as an action, refreshing the duration and adding an additional effect.

Bear Stance

You fortify yourself with the totem Bear spirits, turning your hardened resolve into a spiritual defense. Upon entering the stance, you gain temporary hit points equal to your monk level + your wisdom modifier and creatures within 5 feet of you have disadvantage on weapon attacks against creatures other than you. 

Awaken: You heal 1d8 + your Monk level and then gain AC equal to your wisdom modifier.

Eagle Stance

You focus your senses with the totem Eagle spirits. While in this stance, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. You have advantage on Perception and Investigation checks and you cannot be surprised or blinded.

Awaken: You gain flying speed equal to your movement speed.

Phoenix Stance

You burn your enemies with the ancient Phoenix spirits, unleashing your passion for battle. When you enter this stance and on each of your subsequent turns, you let out waves of fire. Each creature within a 5 foot radius makes a dexterity saving throw against your Ki save DC. They take 1d10 + your Wisdom modifier fire damage or half as much on a successful save.

Awaken: When you successfully make an unarmed strike against a creature, you let out another wave of fire.This can only trigger once per turn.

Ram Stance

You charge forward with the fury of the primal Ram spirits. While in this stance, your movement speed is increased by 10 and if you move at least ten feet in a straight line before making an unarmed strike, you have advantage on that attack.

Awaken: You can dash as a bonus action and you don’t incur any opportunity attacks when dashing.

Serpent Stance

You hide your presence and strike unseen with the primal Serpent spirits. While in this stance, you can add your wisdom to any stealth checks. You have advantage on attack rolls against creatures who are unaware of your presence and when you make a successful unarmed strike, the creature must make a constitution saving throw against your Ki save DC or become Poisoned.

Awaken: You add your Wisdom modifier to any grapple checks and creatures have disadvantage against saves to escape being grappled by you. If a creature ends its turn being grappled by you, you may use your reaction to make an unarmed strike against it.

Tiger Stance

You channel the primal energy of the Tiger spirits, forming spiritual claws. Your unarmed melee attacks deal a bonus 1d4 slashing damage on your first two attacks per turn and you can use your Wisdom for attack rolls.

Awaken: The melee attack bonus deals a 1d6 bonus slashing damage instead at level 3. This bonus is 1d8 at 6th level, 1d10 at 11th level and 2d6 at 17th level.

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