Base Class: Monk
Master and student, both standing on thin log above a river. Crouched over, seemingly on all fours, they slowly draw near one another. Student bounces forward, aiming his grip on his masters neck.
And the master raises up on his feet, strikes him on his shoulder, mauling him down into the river. A match between a tigers, over in an instant.
Ways of the beasts
The bestial schools of martial arts, mimicking the beasts for their power and speed, are known as monastic orders of way of wild. This order has been divided to eight separate schools; Tiger school, Bear school, Mantis school, Snake school, Bull school, Wolf school, Monkey school and Crane school
Tiger school value power and control over their foes, opting for strength and striking weak points of their opponents. Mimicking rending claws of the tiger, they force opponents off balance and pounce on them to knock them on ground.
Bear school values toughness and strength, aiming to deny their enemies windows of opportunity and room to move. Mimicking the bear palm, they push their enemies around like toys, and crush them with heavy blows.
Mantis school is a school of tricksters. With elusive moments, sharp strikes and constant movement, they are more annoying than dangerous. That is until you realize that every trick exists to rule you in to their traps.
Snake school practitioners are dexterous and flexible, who overwhelm enemies with speed and accuracy. Beautiful movements with deadly intent, once snakes constriction strangle hold has coiled around your neck, light slowly fades.
Wolf School is militaristic wing of the beastial schools, where practitioners specialice in use of weapons and group tactis over individual skill. While lone wolf is not dangerous, a pack led by such individual can be devastating.
Bull school houses the most hardened practitioners of the bestial schools. Their skin is as tough as hide, and their focus lies on dominating their enemies trough sheer force alone. When a bull stampedes, do not get trampled.
Monkey school practitioners value mobility in all dimensions. Though they are generally calm in their actions, when they get their ball rolling, there is no path for escape. Trees and walls are obstacles to be scaled, and opponents are there to be played with.
Cranes school is the aerial practition. With majority of it's practitioners being winged creatures, they keep their distance until it is time for single lethal strike. Magic is not frowned upon, as long as it is harnessed trough ki. And with magic and might, comes the heroes.
Way of the beast
At level 3, you get to choose your wild way from Tiger, Bear, Mantis, Snake, Wolf or Bull style. Each style grants different choices of fighting style, which you will learn at levels 3,6,11,17. You get to choose the order of which skill you learn at what level.
Tiger
Pounce; If the monk moves at least 15 feet straight toward a creature right before hitting it with a monk weapon attack, they can spend 2 points of Ki in order to pounce the opponent, the target must succeed on a Strength saving throw or be knocked prone.
Throat Grip; When Monk lands a hit with an attack action, they can spend 3 points of Ki to target the throat of their target. target must succeed on a Constitution saving throw or have their throat struck, causing them to be suffocating for 12 seconds (2 turns).
Maul; Upon declaring attack, you can call out your attack to be a mauling strike. At cost of 1 Ki point you can add your monk weapon die on the attack roll. Can be used only once per round.
Bestial Agility; Your character gains 10 feet of movement while moving towards enemies.
Bear
Crushing Strike; Upon attacking, you can declare your attack to be a Crushing Strike. At cost of 3 Ki points, your attack deals additional monk weapon damage die. Your damage is doubled against objects and structures.
Body Slam; As a reaction, you can spend 1 Ki point to slam against the attacking enemy, allowing you to reduce their attack roll by monk weapon die.
Bestial toughness; Your character gains +1 health for each monk level.
Bear Hug; Upon declaring grapple action, you can announce the grapple to be a Bear Hug. At a cost of 2 Ki points a successful grapple deals damage equal to monk weapon damage die + strength modifier.
Mantis
Bestial Edge; Your characters bare handed attacks become slashing damage and have +1 to damage
Two-point Strike; During attack action you can spend 2 Ki points to roll a secondary attack against the same opponent. Both attacks are rolled separately but counted as one. (You gain modifiers for damage only once)
Elusive Form; At cost of 1 Ki point, after opponent fails an attack roll, you can move 5 feet without triggering opportunity attacks.
Veiled Intent; At cost of 3 Ki points, your character can use prepare action as a bonus action during your turn. This applies only on bonus actions you are able to take.
Snake
Bestial Dexterity; Your character gains +1 to dexterity checks.
Whip Jab; At cost of 2 Ki points, Your character can make lighting fast attack with range of 10 feet. This attack does not use any actions and deals halved damage. (Monk weapon die + modifiers halved)
Flexible Grapple; At cost of 1 Ki point, Your character can use dexterity instead of strength for grapple action and contest.
Strangle Hold; At cost of 3 Ki points, your character can pin down your grappled opponent as a bonus action. At successful pin, you will be strangling your opponent. Flexible Grapple can be applied to Strangle Hold.
(Check suffocating rules for guidance.)
Wolf
Bestial arms; Your character gets to choose one type of weapon as a wolf weapon. You gain proficiency with this weapon if you do not have proficiency already. While wielding your chosen weapon type, you and your allies have +1 to attack rolls against target that both of you are adjanced to.
Wide range; At cost of 1 ki point, your character can expand the range of other effects in Way of the beast by 5 feet. (Note; all effects normally have 5 feet range)
Guided strikes; At cost of 2 ki points, when you declare an attack, your character can call upon allied character adjanced to the target to join in attack. Both you and your chosen partner get to make simultaenous attack roll at your chosen target.
Disarming dance; At cost of 3 ki points, when you declare an attack, you can also spend your reaction to disarm an opponent, if they are wielding a weapon. Your target has to roll dexterity or strenght saving throw or they lose their weapon. You can choose different target than your attack target for disarming dance.
Bull
Bull horns; At cost of 3 ki point, after moving atleast 5 feet, your character can push his target with him. Your target rolls strenght saving throw. At a failed saving throw, you can drag them along for 10 feet of movement. Additionally, you impose disadvantage on your targets next saving throw.
Scewering blow; At cost of 1 ki point, after succesful attack roll, you force your target to roll constitution saving throw. If your target fails the saving throw, their movement is reduced to 0 until the end of their next turn.
Bestial Hide; grants your character ability to sustain more blows. All damage that is not magical damage is reduced by 1. Additionally, you can spend ki points to reduce the damage further. (1 damage for each ki point)
Rampage; When ever your enemy takes opportunity attack against you, you can spend 2 ki points and reaction to take opportunity attack at them. At level 11, reaction requirement is removed.
Monkey
Bestial mobility; Grants your character 5/10/15/20 feet of climbing speed, based on your level (Gained at same levels as Way of the wild features are gained). Additionally, when prone, standing up can use half of your climbing speed instead.
Quicken; at cost of 2 ki point, you can forfeit your Bestial mobility climbing speed and gain extra attack.
Flip; At cost of 1 ki point, you can add 10 feet to jump height and distance. Usable once per jump. You can also perform an attack action during flip for extra cost of 1 ki.
Bellowing shriek; At cost of 3 ki points, you can send out animalistic bellowing shriek. Any opponents at 15 feet radius centered at you have to roll dc save (8 + intimitation modifier). Upon failed save, they have disadvantage on their next saving throw as their attention is drawn to you.
Crane
Flying strikes; At cost of 1 ki, your succesful attack actions allow you to move 5 away from your target. You do not provoke opportunity attacks with this movement.
The movement you are allowed to make is doubled if you have flying speed.
Bestial flight; Grants your character the ability to float, halving your fall damage. If your character has flight speed, your flight speed is increased by 10.
Helm splitter; A powerful kick aimed at top of the head. At cost of 2 ki, you can add your monk weapon die into your damage. For addition cost of 2 ki, you can add another. If you land maximum damage with any of the dices, it is a critical hit, knocking your opponent prone upon failed strengh saving throw.
Crane magic; Upon choosing this feature, you get to choose two Druid cantripts. At cost of 3 ki, you can use these cantripts without spending an action. Additionally, at cost of 3 + Druid spell level, you can cast one of the following spells. Wisdom is your spell casting modifier for these spells.
Cure wounds (lvl1)
Gust of wind (lvl2)
Feign death (lvl 3)
Fire shield (lvl 4)
Tree Stride (lvl 5)
Invetiture of Wind (lvl6)
Bestial Fist
Each of the way of the wild monk schools hold their own secrets, with varying special techniques. At 6th level, you learn your schools secret technique. Each of the secret techniques cost 2 Ki to use.
Tiger's Claw
Tiger schools secret technique, Claw, grants your character ability to rend opponents.
When you successfully hit your opponent, you apply rend effect. (Rend effect; target suffering from rend is vulnerable for 1 attack.) usable once per round.
Bear Palm
Bear schools secret technique, Palm, grants your character ability to push opponents.
When you successfully hit your opponent, you shove them back by 10 feet.
Mantis Scythe
Mantis schools secret technique, Scythe, grants your character ability to strike at unpredictable angles, Granting you an advantage against opponents.
When you spend movement without leaving your opponents attack range, You gain advantage against this opponent for your next attack. Usable once per round.
Snake Fang
Snake schools secret technique, Fang, grants your character ability strike while grappling.
Once per turn, you can attack against creature you are grappling with advantage.
Wolf Rush
Wolf scools secret tenchnique, Rush, grants your character ability to forfeit your remaining movement in order to grant that movement to allied character. If you forfeit your movement and don't give it to anyone, your movement is increased by 15 feet for your next turn. Your and your chosen partners first attack roll has an advantage after Wolf Rush is active.
Bull Trample
Bull schools secret technique, Trample, allows you to deal additional +5 damage to enemies who are prone upon succesful attack. Additionally, you can declare your attack to be a trampling attack, knocking enemies prone upon failed constitution save if you have moved your full movement. Can be used once per turn.
Monkey Feint
Monkey schools secret technique, Feint, allows you to reroll your attack roll if the roll is 1 or 2. Can be used once per turn.
Crane Wing
Crane schools secret technique, Wing, allows your character to swap places with your opponent after succesful attack. If you perform this technique while flying, you toss your opponent into air instead up to 15 feet high. If your opponent was flying, they begin to fall. Your target rolls dexterity saving throw, and effects take place upon failed save. Can be used once per turn.
Avarness of beast.
At level 11, your primal senses are honed to the point of mastery.
You can sense incoming attacks, having the option to spend points of Ki to increase your armor class. You gain +1 AC for each Ki point spend, 3 at maximum.
Also, if you would be surprised at the beginning of the combat, you can spend 2 points of Ki to act normally. At level 20, Ki cost is removed.
Mastery of Way of the Beast
At level 17, your mastery of bestial imitation and martial arts reaches new peak. You get to use your Way of Beast feature traits with advantage for additional cost of 1 Ki, and each Bestial skill gains secondary effect.
Tiger
Your Bestial Agility grants you normal movement while prone and your stealth rolls gain + 3 modifier.
Bear
Your Bestial Toughness grants you your constitution modifier to your AC for unarmored defense.
Mantis
Your Bestial Edge Grants you your wisdom modifier to unarmed attacks attack roll.
Snake
Your Bestial Dexterity grants you expertise in Acrobatics and Sleight of hand.
Wolf
Your Bestial arms gives you two choices of fighting style from:
Superior Unarmored Defense; Gain +2 to armor class while not wearing any armor.
Dueling; When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with your chosen Bestial arms weapon.
Superior Weapon handling; Gain +2 to attack rolls with your chosen Bestial arms weapon.
Two-Weapon Fighting; When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Great Weapon Fighting; When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Bull
Your Bestial Hide grants you additional +1 to damage reduction towards all non-magical damage (totalling 2) and reduces all magical damage by 1. Your ki points now reduce damage for both by 2 for each ki point.
Monkey
Your bestial mobility now grants you additional 10 feet of movement speed, additional 5 feet jump distance and additional 10 feet of climbing speed.
If you are to be attacked while you are climbing, you can spend your reaction for dodge action.
Crane
Your bestial flight grants you 10 feet of flight speed, regardless if you have ability to fly or not. If you end your turn in air, you will fall down if you have no other sources of flight speed.
Additionally, your attacks while flying have +2 to attack and +2 to damage.
Previous Versions
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10/29/2023 3:06:22 AM
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11/8/2023 9:23:49 PM
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4185
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1.5
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