Monk
Base Class: Monk

Monks of the Way of the Beast acknowledge the original warriors are those in the animal kingdom. Life is a struggle to survive and animals have been fighting for that much longer than civilization has been around. Predators in particular have to fight for food, have to fight for dominance, have to fight for family, and sanctuary.

Animal Instincts

Your consistent study of the creatures of the land has heightened your baser instincts. At 3rd level when you adopt this tradition, you gain proficiency with the Animal Handling skill. Additionally, if you are surprised in combat, the Surprised condition ends at the beginning of your turn instead of persisting through the first round.

Beastly Technique

At 3rd level, when you adopt this tradition, you must choose an animal predator to incorporate into your fighting techniques from the list below. You must make or acquire a physical object representing your dedication and mutual respect for the best you have chosen to emulate. This can be an amulet or similar adornment that incorporates fur, feathers, claws, teeth, bones, or scales of your chosen creature as a symbol of your connection. You also gain expertise in animal handling when it is used with your chosen creature.

Crane. A crane is known for its elegance and grace. When you roll a Dexterity saving throw or ability check, but before the outcome is determined, you can roll an additional d20 and use either roll for the saving throw or ability check. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.

Dragon. Dragons are fiercely intelligent creatures with a sharp mental focus. When you make a Wisdom or Intelligence saving throw, you can spend up to 3 ki points to add a +1 bonus to that saving throw for each ki spent.

Leopard. Leopards are expert hunters who capitalize on their speed. You can add your Wisdom modifier to your Initiative bonus. If you take the Attack action on your first turn with a Monk weapon or unarmed attack, you can add 1d4 to each attack roll made as part of that action.

Snake. When a snake strikes, it is quick and precise. Once per turn, you can spend one ki point to give yourself advantage on one weapon attack from a Monk weapon or unarmed attack.

Tiger. The Tiger rules the jungle with raw power. When you take the Attack action and hit with an unarmed attack or Monk weapon, you can add both your Strength and Dexterity modifier to the damage you deal to one of those attacks.

Crane

A crane is known for it's elegance and grace. When you roll a Dexterity saving throw or ability check, but before the outcome is determined, you can roll an additional d20 and use either roll for the saving throw or ability check. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.

Dragon

Dragons are fiercely intelligent creatures with a sharp mental focus. When you make a Wisdom or Intelligence saving throw, you can spend up to 3 ki points to add a +1 bonus to that saving throw for each ki spent.

Leopard

Leopards are expert hunters who capitalize on their speed. You can add your Wisdom modifier to your Initiative bonus. If you take the Attack action on your first turn with a Monk weapon or unarmed attack, you can add 1d4 to each attack roll made as part of that action.

Snake

When a snake strikes, it is quick and precise. Once per turn, you can spend one ki point to give yourself advantage on one weapon attack from a Monk weapon or unarmed attack.

Tiger

The Tiger rules the jungle with raw power. When you take the Attack action and hit with an unarmed attack or Monk weapon, you can add both your Strength and Dexterity modifier to the damage you deal to one of those attacks.

Gifts Of The Wild

At level 6, your beastly attunement increases to further augment your abilities based on the beast of your choice. You can choose the same creature you selected at 3, or a different one.

Crane. The elegance of the Crane affords you more social grace as well. You can add your Wisdom modifier to your Charisma (Persuasion) checks.

Dragon. Your connection to dragons has taught you how to use even your breath to attack your enemies. Choose an element from the following list when you take this feature at level 6: Acid, Cold, Fire, Lightning, Thunder. As an action, you can spend 2 ki points and exhale your chosen element in a 15-foot cone. All creatures within that space must make a DEX save against your Spell DC or take 2d8 damage of the chosen type. You can spend up to 3 more ki to increase the damage dealt by 1d8 for each additional ki spent.

Leopard. Leopards are ambush predators, relying on stealth to capitalize on the element of surprise. Hits you land against a surprised enemy with unarmed attacks and monk weapons are critical hits.

Snake. Many snakes use a strike to initiate their grapple. When you hit with an unarmed attack, you can attempt to grapple as a bonus action using a Dexterity (Acrobatics) check instead of the usual Strength (Athletics) check.

Tiger. Tigers have a mighty roar that can scare away other predators to prevent a fight. As an action, you can loose a roar fit for the king of the jungle and force a single creature of your choice within 30 feet to make a Wisdom save against your Spell DC. If they fail, they are Frightened of you for 1 minute and must immediately use it's reaction (if available) to use its movement speed to move away from you, taking the safest route available. The creature will not willingly run into harm while trying to escape from you. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Creatures suffering from the deafened condition and those immune to fear are immune to this effect. Once you use this feature, you cannot use it again until you finish a short or long rest.

Crane

The elegance of the Crane affords you more social grace as well. You can add your Wisdom modifier to your Charisma (Persuasion) checks.

Dragon

Your connection to dragons has taught you how to use even your breath to attack your enemies. Choose an element from the following list when you take this feature at level 6: Acid, Cold, Fire, Lightning, Thunder. As an action, you can spend 2 ki points and exhale your chosen element in a 15-foot cone. All creatures within that space must make a DEX save against your Spell DC or take 2d8 damage of the chosen type. You can spend up to 3 more ki to increase the damage dealt by 1d8 for each additional ki spent.

Leopard

 Leopards are ambush predators, relying on stealth to capitalize on the element of surprise. Hits you land against a surprised enemy with unarmed attacks and monk weapons are critical hits.

Snake

Many snakes use a strike to initiate their grapple. When you hit with an unarmed attack, you can attempt to grapple as a bonus action using a Dexterity (Acrobatics) check instead of the usual Strength (Athletics) check.

Tiger

Tigers have a mighty roar that can scare away other predators to prevent a fight. As an action, you can loose a roar fit for the king of the jungle and force a single creature of your choice within 30 feet to make a Wisdom save against your Spell DC. If they fail, they are Frightened of you for 1 minute and must immediately use it's reaction (if available) to use its movement speed to move away from you, taking the safest route available. The creature will not willingly run into harm while trying to escape from you. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Creatures suffering from the deafened condition and those immune to fear are immune to this effect. Once you use this feature, you cannot use it again until you finish a short or long rest.

Sixth Sense

Each of the predatory animals represented in the Way of the Beast have a remarkable talent for finding their prey, regardless of the conditions.

Beginning at level 11, your continued study in the Way of the Beast tradition has granted you temporary extra-sensory abilities to perceive your surroundings. Once per short or long rest, you can use an action and gain Blindsight with a range of 30 ft. for 1 minute. This is in addition to any sight you already have.

Avatar Of The Wilds

Upon reaching level 17, your mastery of beastial techniques has advanced to the point it has permanently altered your physical appearance. Choose one of the beast paths available. You can choose one of the beasts you chose at 3, 6, or a different one.

Crane. You have sprouted small wings from your back which grant you short bursts of flight as long as you are wearing no armor, or only light armor. On your turn, you gain a fly speed equal to your walking speed. If you end your turn in the air, you fall to the ground unless you have another method of maintaining your flight.

Dragon. Dragon scales have grown to cover a majority of your skin, increasing your natural defense. While you are benefiting from your Unarmored Defense feature, you gain a +3 bonus to your AC.

Leopard. The swiftness of the Leopard suffuses the muscles in your legs. You can activate your Step of the Wind feature without needing to expend ki.

Snake. Your fingernails have become sharp as fangs dripping with venom, and your arms now have the ability to stretch beyond their normal limits. Your melee weapon attacks now have a reach of 10 ft. When you hit a creature with an unarmed attack, you can change the damage type from bludgeoning to piercing. If you do, the attack deals an additional 2d6 poison damage.

Tiger. You gain patches of tiger-striped fur and your muscles become more dense as the king of the jungle strengthens your body. You can use a bonus action to knock a creature no more than one size larger than you prone when you hit it with a melee attack.

Crane

You have sprouted small wings from your back which grant you short bursts of flight as long as you are wearing no armor or only light armor. On your turn, you gain a fly speed equal to your walking speed. If you end your turn in the air, you fall to the ground unless you have another method of maintaining your flight.

Dragon

Dragon scales have grown to cover a majority of your skin, increasing your natural defense. While you are benefiting from your Unarmored Defense feature, you gain a +3 bonus to your AC.

Leopard

The swiftness of the Leopard suffuses the muscles in your legs. You can activate your Step of the Wind feature without needing to expend ki.

Snake

Your fingernails have become sharp as fangs dripping with venom, and your arms now have the ability to stretch beyond their normal limits. Your melee weapon attacks now have a reach of 10 ft. When you hit a creature with an unarmed attack, you can change the damage type from bludgeoning to piercing. If you do, the attack deals an additional 2d6 poison damage.

Tiger

You gain patches of tiger-striped fur and your muscles become more dense as the king of the jungle strengthens your body. You can use a bonus action to knock a creature no more than one size larger than you prone when you hit it with a melee attack.

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