Base Class: Monk
Your study of martial arts has taught you how to use your body as a weapon, but your intuition has shown you that animals do it better. Starting when you choose this tradition at the 3rd level, you can enter Beast Style's. Your hand positioning and stances reflect the animal you are imitating, and you mentally emulate how they behave in combat. Beast Style's are not merely a set of techniques, but a mindset and style in themselves. To begin, you learn the Leopard Style, but as you grow as a monk, you will master more Beast Style's.
Beast Battler
Starting at 3rd level you can enter a Beast Style once per turn, and you cannot be in more than one Beast Style at a time unless the Style states otherwise. You exit your chosen Style when you enter another Style, are knocked Unconscious, die, or exit the Style voluntarily.
After Rigorously watching, studying and learning from the beast you become more in-tune with yourself, nature, animals and the world around you as you gained access to energy locked deep inside you. You now have access to extra Ki Points equal to your wisdom modifier + your proficiency bonus on top of your usual Ki Points.
When you deal damage with your unarmed strikes, you can choose to deal either bludgeoning, piercing, or slashing damage.
Leopard Style
At 3rd level, your early learnings of animals and their techniques has allowed you to master the clever movements of the Leopard. The leopard strikes from a low position with great skill. While in Leopard Style, your clenched fingers relax slightly, with fingertips resting against the upper part of your palm, while your thumb is pressed tightly against the bend in your fingers.
While in Leopard Style you gain the following benefits and abilities:
- You can add your Wisdom modifier to your Initiative bonus and unarmed strikes.
- Opponents do not gain advantage on their attacks for flanking you.
- Sweeping Strike: Spending 1 ki point, you use your bonus action to perform a low, sweeping kick. All creatures within 5 feet of you that are Huge or smaller must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is pushed 10 feet away from you; On a successful save, the creature takes only half as much damage and isn't pushed. You can spend additional ki points to increase the damage by 1d6 for each extra ki point spent.
- Wound Lick: You can spend any number of ki points to summon an astral leopard to lick your wounds and you regain a number of hit points equal to 1d8 for each ki point spent + your wisdom modifier.
- Leopard’s Intuition: As a reaction, you may enter a lowered Leopard stance by spending 2 ki point. If you do, until your next turn, your AC increases by 2, and any time you are attacked, you may make one unarmed strike against the opponent that attacked you.
Crane Style
At 6th level, you master the grace of the Crane. The crane is a light, beautiful creature that strikes with extreme precision, and uses its large heavy wings to both bludgeon foes and easily turn away attacks made against it. While in Crane Style, one of your hands becomes the beak of the crane, with the thumb, ring and forefinger pressed together in a point, while the other two fingers press flat against the palm. The other hand becomes the wing, with all four fingers pressed together, thumb pressed to the side, and cupped slightly inward, while the wrist is bent slightly to increase the angle that the fingers are pointed downward at.
While in Crane Style,You also gain the following benefits and abilities:
- When you use your step of the wind ability, creatures have disadvantage on opportunity attacks against you.
- You can use Step of the Wind without expending a ki point.
- Crane's Grace: When you use Step of the Wind, you have a flying speed equal to your total movement. You fall if you end your turn in the air and nothing else is holding you aloft.
- Crane's Half Counter: As a reaction to taking damage, you can spend 2 ki points to partially block the attack, granting you resistance to all the damage dealt by the next attack that hits you.
- Kingfisher: When you hit another creature with a melee attack, you can spend 3 ki points to force it to make a Dexterity saving throw or be blinded.
Snake Style
At the 6th level, you master the unique movements of the snake. The snake is a lithe, agile animal with a dangerous strike and a profile that makes them extremely difficult to hit. When you enter Snake Style, your fingers come together and your thumb sits tightly to the side of them, with fingertips pointed towards your opponent, reflecting the head of the snake.
While in Snake Style you also gain the following benefits and abilities:
- When you grapple a creature, you can use your Acrobatics instead of Athletics.
- If you are grappling a creature or attacking a grappled, restrained, or shackled creature, you may use Flurry of Blows without expending a ki point, provided those are made attacks against a grappled, restrained, or shackled creature.
- Viper Flurry: When performing a Flurry of Blows, if a target is hit by both attacks they must succeed a Constitution saving throw or gain the Poisoned condition until the end of their next turn.
- Snake’s Skin: You can spend 2 ki point as a bonus action to free yourself from being grappled, restrained, or shackled. Additionally when you shed your skin, you gain temporary hit points equal to your Constitution modifier + your monk level.
- Cobra's Bite: Once per turn, when you hit a creature with an Unarmed Strike you can spend 3 ki points to force them to make a Constitution saving throw. On failure, the creature gains the Paralyzed condition until the end of their next turn.
Tiger Style
At 11th level, you master the ferocity of the tiger. Tigers strike with brutality and persistence, utterly destroying their foes with a hail of heavy blows. When you enter Tiger Style, your fingers and thumbs clench inward, reflecting the large clawed hands of a Tiger.
While in Tiger Style you also gain the following benefits and abilities:
- You regain hit points equal to 1d6 when you deal unarmed damage.
- Roar of the Tiger: When you enter Tiger Style, you let out a tremendous roar. All creatures around you must make a Wisdom saving throw or be frightened until the start of your next turn.
- Rushing Tiger: When you use Step of Wind, upon finishing your movement you may spend 2 more ki points and make an unarmed attack against any number of creatures within 5 feet, of your choosing.
- Tiger’s Fury: When you use Flurry of Blows, you can spend an extra Ki point to make 2 extra unarmed strikes with your Flurry of Blows.
- Relentlessness of the Tiger: When making an attack of opportunity against an opponent, you may spend 2 ki points to use Flurry of Blows instead of a normal melee attack. If you use Tiger's Fury with this attack, you gain a point of exhaustion.
Dragon Style
Reflecting the hours and days of physical and mental training you have undertaken, at 17th level you may now enter the Dragon Style. Unlike the other stances, Dragon Style is not a physical set of movements or a style of striking but rather a wholly internal discipline. If you have no ki points remaining upon entering this form, roll 4d8 and regain that many ki points. For 2 minutes, you may enter any one of the other animal forms you already know as well as Dragon Style, which then becomes "Dragon ____ Style".
When in both Dragon Style and another Beast Style, you gain the following benefits:
- Eyes of the Dragon: A roll of 19 or 20 on an attack role is considered a critical hit for the duration of time you are in Dragon Form.
- Dragon’s Resilience: Your AC is increased by 4.
- Dragon’s Tenacity: Any time you are reduced to 0 hit points and rendered unconscious, you instantly spring back to your feet with half your max HP restored. This can only happen once each time you enter Dragon Form.
- Dragon’s Focus: You strike with such speed and precision that it appears to your enemy that you had not acted at all. Your Extra Attack Monk feature grants you a third attack for the duration of time you are in Dragon Form.
- Fangs of the Dragon: Your unarmed strikes deal an additional die of damage.
- Dragon Blast: You can use your action to spend 5 or more ki points and exhale a destructive force onto your foes. Each creature in a 15 by 60 ft. line must make a Dexterity saving throw. On a failed save, a creature takes 10d10 force damage plus an additional 2d10 for each extra ki point expended. On a successful save they take half as much damage.
Previous Versions
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12/11/2023 2:52:19 PM
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