Monk
Base Class: Monk

The Way of the Roaming Herd teaches that all life is connected. From the smallest ant to the mightiest dragon, we are all subject to the will of Mother Nature. Roaming Herd Monks learn to harness their Ki energy and shape it to influence the very food chain itself.

Perhaps, rather than learning in a single monastery, you traveled the nomadic life with a tribe of hunters and shamans. Perhaps you studied directly from a pack of Predators or Wild Beasts that took you in, and thus you adopted their attack patterns. Whatever the reason, Monks of the Way of the Roaming Herd understand the delicate balance of Predator and Prey, and so you work tirelessly to defend that balance in the world.

Call of the Herd

Starting when you choose this tradition at 3rd level, you study and master the fighting techniques of animals and beast you come may across on your journey. You can assume one of 3 stances as a bonus action. These stances enhance your Ki features, as you study and mimic the fighting techniques of these animals.

- Stance of the Stinging Scorpion: When someone attacks you with a melee attack and misses, you can spend one Ki point and your reaction to use Flurry of Blows against the attacker once.

- Stance of the Bracing Bison: When you spend a Ki point to use Patient Defense, target one creature friendly to you within 30 feet. Until the start of your next turn, all attacks against that creature are made with Disadvantage, and the creature makes all Dexterity saving throws at Advantage.

- Stance of the Swarming Sparrow: When you spend a Ki point to use Step of the Wind, target one creature hostile to you within 30ft. That creature must make a Wisdom Saving throw against your Spell Save DC. If it fails, its movement speed is halved until the start of your next turn. If it succeeds, it has no effect.

Will of the Frontier

At 6th level, you hone your Ki to focus on the speech and mannerisms of the animals you take inspiration from. Once per long rest, you may cast Speak with Animals on yourself. Also, you gain improvements to your Roaming Stances feature.

- Stance of the Stinging Scorpion: When you hit an opponent with your Stunning Strike feature and hey fail their Constitution Saving throw, you may spend 2 Ki points to additionally give that opponent the Poisoned condition. They repeat their saving throws against your Spell Save DC at the beginning of their turns.

- Stance of the Bracing Bison: When you spend a Ki point to use Patient Defense, you may set your speed to 0 and bolster your personal defenses. Your AC increases by your Proficiency Bonus until the start of your next turn. If you have already moved this turn, you cannot benefit from this effect.

- Stance of the Swarming Sparrow: When you spend a Ki point to use Redirect Missile on an opponent, you may move up to half your movement speed as a part of that same reaction, regardless if you hit the opponent or not.

Spirit Walker

Beginning at 11th level, your studies allow you to enter a primal flow state, channeling the spirits of beasts while on the hunt. For every turn in combat you take and don’t spend a Ki point, you regain 1 Ki point. 

Primal Perfection

At 17th level, you master the primal energy of the fiercest beasts known to man. As such, you perfect your Roaming Herd stances and gain the following benefits for your stances.

- Stance of the Stinging Scorpion: Whenever you hit and damage an opponent with your Flurry of Blows strikes, heal HP equal to the damage you deal plus your Constitution modifier.

- Stance of the Bracing Bison: When you spend a Ki point to enter Patient Defense, you become Immovable and Immutable. You are immune to any effect that would move you more than 5 feet, knock you Prone, any magical effect that would change your form against your will.

- Stance of the Swarming Sparrow: When you spend a Ki point to use Step of the Wind and target an enemy creature, and that creature fails it’s Wisdom Saving throw against your Spell Save DC, that creature’s movement becomes 0 until the beginning of your next turn. If it succeeds, its movement is halved. Additionally, target a friendly creature to you. That creature’s movement speed increases by 15 feet until the start of your next turn. The range in which you can target and opponent and an ally with this feature also increases to 60ft.

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