Base Class: Monk
All monks seek spiritual enlightenment, but none grow closer to understanding their own spirits and the spiritual world than the monks of this tradition. This understanding helps them to achieve balance and harmony between their mind and body. Destruction is not the aim of this tradition and its techniques, but knowing how and when to apply your strength is a great asset.
Level 3: Beast Styles
There are a great number of styles monks of this tradition choose to use throughout their lifetimes, spawning from various inspirations. The most common, though, are the imitative styles that draw inspiration from beasts. During a short or long rest, you can spend time meditating upon your spiritual knowledge, allowing the powers of a certain beast to flow through you. Until your next short or long rest, you can call upon the powers of the chosen spirit to aid you at any time. When you spend a ki point to activate this ability, the called spirit remains bonded to you for 1 minute, allowing you to draw from its own abilities during that time period. You can call a number of spirits per day equal to your Wisdom modifier.
Crane. While you are using Patient Defense, if an attack hits you, you may make an opportunity attack using your reaction against the enemy that hit you.
Eagle. When you attack, you can choose to take a 3-pronged approach. One leg, two hands. Roll one attack against a target creature within your reach. When you strike that target, you simultaneously strike at two other targets within 5 feet of the first, if they are within your reach. If your initial attack is successful, regardless of the AC of the secondary targets, they take damage equal to your Wisdom modifier. You can replace one of the attacks you make on your turn with this special attack, but you can do so only once per round.
Fox. Roll a Deception check, adding your Wisdom modifier to the roll. A creature you choose that you can see contests this roll with an Insight check. If successful, you have advantage on the next attack roll you make against that target before the start of your next turn. This does not affect creatures with an Intelligence of 2 or lower.
Mantis. When you hit a foe with an unarmed strike, that target's speed is reduced by 5 feet for 1 minute. This can happen once per round, but subsequent strikes further reduce the target's speed.
Monkey. You gain a climbing speed equal to half your walking speed, and your reach is extended by 5 feet. Additionally, if you attack a target from a height of 15 feet or greater, you may make a Dexterity (Acrobatics) check with a DC equal to the target's AC. If you succeed, roll your first attack with advantage.
Peacock. You are able to use an aspect of your environment or clothing to daze and confuse your enemies. You may use your Action to create a dazzling performance, or replace one of your attacks with said performance. Up to 3 creatures of your choice who can see you must roll a Wisdom saving throw. On a failure, those creatures have disadvantage on any sight-based checks, including attack rolls, as their eyes are overwhelmed by your display. Creatures who cannot see, or do not need to see (such as creatures with tremorsense or blindsight) are immune to this effect. This effect lasts until the start of your next turn.
Python. When you successfully grapple a creature, the target takes an amount of damage equal to your Wisdom modifier when it is grappled, and again every time it starts its turn still being grappled by you.
Rhinoceros. Whenever you successfully knock a creature prone, it takes damage equal to one roll of your martial arts die.
Tiger. When you use Step of the Wind to reach a target, you may make a single unarmed strike against that target as part of that bonus action.
Wolf. You can physically redirect your opponent's attacks from your allies to yourself. After an enemy makes an attack against an ally within 10 feet of you, but before the roll is made, you can use your reaction to make yourself the target of the attack.
Level 6: Seek the Spirit
At 6th level, you can spend ki points to cast spells by tapping into the knowledge of spirits. The spell must be a 1st-level divination spell from the druid's spell list. To cast the spell, you must spend 10 minutes plus the spell's casting time, as if casting a ritual, and spend a number of ki points equal to the spell's level. You may also cast find familiar with this feature. At 11th level, you can cast 2nd-level spells, and *4th-level spells at 17th level.
| Spell Level | Qualifying Spells |
|---|---|
| 1st | Beast Bond, Detect Magic, Detect Poison and Disease, Find Familiar, Speak with Animals |
| 2nd | Augury, Beast Sense, Find Traps, Locate Animals or Plants, Locate Object |
| 4th | Divination, Locate Creature |
(*Note: There are no 3rd-level Divination spells on the Druid spell list, which is why the table jumps from 2nd to 4th level spells)
Level 11: Master of Many
At 11th level, when you spend time during a short or long rest to meditate with the bestial spirits, you can bind multiple to you. The next time you spend a ki point to call a spirit to you, you can benefit from two spirits at once.
Level 17: From Beyond the Veil
At 17th level, when an attack would reduce you to 0 hit points, you can use your reaction and 2 ki points to call forth an animal spirit to aid you. You can summon a spectral beast, per the Summon Beast spell. For each additional ki point you spend, increase the spell's level by 1. The beast takes the attack that would have hit you, if the attack would hit its own AC, and it continues to fight for you until it dies. The beast acts on the following round and takes its turn after yours.
This ability can be used once per long rest.
Comments