Monk
Base Class: Monk

A man dressed in simple fur pelts and with no shoes stalks through the canopy of trees, hair a wild, tangled mess with sticks and leaves in it. He moves silently as he tracks his quarry, a band of goblin mercenaries. When they set up camp in a small clearing, he takes his chance to strike and lunges down upon them, taking them by surprise and causing havoc and anarchy within their ranks, his bare hands tearing goblins apart left and right. The battle is won within a minute, the few remaining goblins fleeing into the nighttime forest. The wild man lets them go, for he knows they won't escape the forest alive.

Monks of the Way of the Tiger have attuned themselves to nature and learned to harness the primal savagery of the great felines. They strike swiftly and ferociously, mauling their prey to bits in a flurry of quick blows. They will stalk their quarry for long periods of time if necessary, waiting for the right moment to strike when their enemy is most vulnerable. Though they may not be the most social of people, a monk of the Way of the Tiger is still a very valuable asset to have in an adventuring group.

Jungle Tactics

At 3rd level, your honed attunement to the methods of the tiger allow you to move with grace and stealth, along with being able to ferociously pounce on your enemies. You gain a 30 foot climbing speed, and expertise in Stealth & Perception. Additionally, when calculating your jumping distance, you may use dexterity instead of Strength. Then double your maximum jump distances. Also, if you take 1 jump towards an enemy before making an attack against them, that jump only costs half the movement it normally would, and that attack gains extra damage equal to your monk damage die.

Savage Blows

At 6th level, your wild ferocity increases in savagery, letting you maul your opponents to pieces with your blows. Your unarmed strikes may use Slashing damage, instead of bludgeoning. Additionally, whenever you land at least 3 strikes on the same opponent in one turn, you may choose to pay 1 Ki point to apply one of the following effects to that opponent:
- They're knocked prone from the force of your blows
- They have a bleed applied to them, meaning they take Xd6 necrotic damage at the start of their next turn (X is the number of total blows you landed on them this turn)
- They're blinded until the end of their next turn, as you went for their eyes with your razor sharp nails

Feral Pounce

At 11th level, you learn how to put your weight behind your pounces and use it to disadvantage your foes further. Whenever you make a pouncing attack as described in Jungle Tactics, you may use 2 Ki point and a bonus action to try to grapple the target. You may use Acrobatics instead of Athletics to initiate and maintain a grapple done in this manner. While the target is grappled, they take 1d6 slashing damage at the end of your turn.

Eye of the Tiger

At 17th level, your attunement to the ways of the tiger have been honed to perfection. You gain the following benefits:
- You may use your Feral Pounce and Savage Blows features without expending Ki.
- You have advantage on initiative rolls and cannot be surprised.
- You move at lightning speed when fighting begins. On your first turn in combat, you gain an additional action and have advantage on all attack rolls. Additionally, you may activate this feature at will on your turn for 5 ki points. If you do this, you gain a level of exhaustion once combat ends for each time you activated this ability with ki.

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