Monk
Base Class: Monk

The Way of Wild Stances teaches monks to learn from the world around them, to draw inspiration from the animals that walk, swim and fly around them. Monks of this order adapt the techniques and nature of these beasts, adopting them into their fighting styles, granting them power, versatility and unpredictability.

One with Beasts

3rd-level Way of Wild Stances feature

You gain proficiency in the Animal Handling and Nature skills, and can cast Speak With Animals once per long rest.

Wild Stances

Starting when you choose this tradition at 3rd level, your study of animals allows you to enter specific stances to enhance your capabilites in combat, mimicing their movements and natural capabilities. As a bonus action on your turn, you spend can 1 ki point to enter a Wild Stance. These stances last for 1 minute, unless you are incapacitated. You can also exit these stances at will as a free action.

Stance Options:

  • Viper Stance: While in this stance, your melee attacks score a critical hit on a roll of 19 or 20, and you can choose to substitute their damage type for poison.
  • Salamander Stance: When you enter this stance on your turn, and as a bonus action while in this form, you gain temporary HP equal to 1 roll of your Martial Arts die + your Wisdom modifier
  • Turtle Stance: While in this stance, you can add your proficiency bonus to your AC
  • Butterfly Stance: While in this stance, your movement speed is not affected by difficult terrain, and you cannot be grappled or restrained
  • Dragon Stance: While in this stance, you double your proficiency bonus for all saving throws that you're proficient in

You can only enter 1 Wild Stance on each turn.

At 11th level, these stances gain additional benefits.

Knowledge of the Wilds

At 6th level, your connection with the natural world deepens your understanding of your own body and mind. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.

Spiritual Stances

Starting at 6th level, all attacks you make while in one of your Wild Stances count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage

Enhanced Wild Stances

At 11th level, your Wild Stances are improved, granting additional benefits:

  • Viper Stance: Poison damage you deal while in Viper Stance ignores all resistances and immunities to poison, and the last creature you damage on your turn while in Viper Stance has disadvantage on their next attack roll.
  • Salamander StanceWhen you gain temporary hit points from Salamander Stance, you can grant an equal number of temporary hit points to another creature within 30ft.
  • Turtle Stance: While you're in Turtle Stance, attack rolls have disadvantage against any friendly creature within 5 feet of you
  • Butterfly Stance: While you're in Butterfly Stance, you can use both Patient Defence and Step of the Wind without expending ki points
  • Dragon Stance: While you're in Dragon Stance, you gain 60ft of Truesight

In addition, it no longer costs you ki points to enter a Wild Stance if you're already in a different Wild Stance, but doing so does not reset the 1 minute duration on your Stance. You can still only enter 1 Wild Stance per turn.

Embodiment of the Wild

Your connection to the natural worlds reaches its zenith. You gain the following benefits:

Complete Transformation. Once per Long Rest, you can cast Polymorph as a bonus action, targeting yourself. While polymorphed in this way, you retain your mental ability scores, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you have advantage on Constitution Checks made to concentrate on this spell.

Symbiotic Stances. Once per Long rest when you enter a Wild Stance, you can expend 1 to 10 ki points. You and any creatures of your choice within 30 feet are healed 1d10 hit points per ki point expended.

One with the World. You can cast Commune with Nature once per Long Rest.

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