Monk
Base Class: Monk

When training and honing their martial art skills many monks have started to look outside of manmade fighting styles. By observing wild animals they have learned to move like them, think like them and act like them. Those monks are experts in all sorts of styles that resemble how animals fight in the wild.

Animal Styles

Starting at 3rd level, you learn 2 Animal Styles of your choice. During your turn as a bonus action you can adopt one of the Styles you know. This Style last for 1 minutes or until you use this feature to adopt a new style. You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all expended uses of this feature when you finish a short or long rest.

You learn 2 additional Animal Styles at 6th level, 2 more at 11th level and 2 more at 17th level.

When you reach level in this class that grants an Ability Score Improvement you can replace one of Animal Styles that you know with a different one.

List of Animal Styles

Monkey
You can use your Dexterity when making a long or high jump. Both high and long jump are increased by 10 feet. Additionally, you gain climbing speed equal to your walking speed. 

Crane
You ignore difficult terrain and gain a flying speed of 20 feet.

Viper
Your movement doesn’t provoke opportunity attacks. Additionally you can use Dexterity instead of Strength when grappling or escaping a grapple.

Tiger
Your martial arts die increases by one rank (a d4 becomes a d6, a d10 becomes a d12 etc.)

Mantis
Your reach for your unarmed strikes increases by 5 feet. Once per turn when you hit a creature with an opportunity attack the target’s speed is halved.

Leopard
When an enemy makes a melee attack against you, once per turn you can use your reaction to make an opportunity attack against it.

Dog
When you are prone melee attack against have disadvantage and you attack without disadvantage. Standing up costs only 5 feet of movement.

Dragon
Whenever you hit a creature with an unarmed strike you can force it to make a Strength Saving Throw, on a failed save the creature is knocked prone. You can apply this condition once to a single creature on your turn.

Hawk
Your unarmed strikes have a +1 property as if they were a magical weapon (they don’t count as magical attacks until 6th level Monk feature). Additionally you can spend up to 6 ki points to enhance your strikes, for every 3 ki spend property increases to +2 and +3 respectively.

Scorpion
Once on each of your turns when you hit a creature with an unarmed strike you can force that creature to make a Constitution Saving Throw. On a failed save the creature is poisoned until the end of your next turn.

Fauna Study

Starting at 3rd level you have advantage on Wisdom (Animal Handling), Intelligence (Nature) and Wisdom (Survival) on any check that requires you to handle, recall information or track Beasts.

Quick Stance

Starting at 6th level when you roll for initiative you can adopt an Animal Style without expending its use. Later during a combat you can assume Animal Styles as normal.

Hybrid Style

When you reach 11th level, you can adopt two styles at once. To do that you must use your bonus action and it only costs one use of Animal Styles feature. When you do so you can’t use this feature until you finish a short or long rest.

Animal Mastery

When you reach 17th level, you can use your Animal Style feature unlimited amount of times. Additionally you can spend 1 ki point to assume an Animal Style without using your bonus action.

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