Base Class: Monk
Cool Words that say I have a fun pet.
Natural Grace
Starting at 3rd level, you gain proficiency in the Animal Handling and Survival skills and the ability to read, speak, and write in Druidic.
Sanctified Guardian
At 3rd level, you have forged a bond with a sacred mystical beast that shares goals and motivation with the path that destiny has put you on. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beasts Armor Class, Attack Rolls, and Damage Rolls, as well as to any saving throws and skills it is proficient in. The damage die the beast uses for its attacks now uses your Martial Arts die instead of the traditional die for the roll, if it is higher. Its hit point maximum equals the hit point maximum in the stat block or four times your Monk level, whichever is higher. Like any creature, the beast can spend hit dice during a short rest, their hit die is now the same as your Martial Arts die.
The beast takes its tur directly after yours in initiative and obeys your commands as best as it can. On your turn, when you use Flurry of Blows you may choose to have it make an attack roll replacing one of your additional attacks if it is within 30 feet of you.
If you are incapacitated or absent, the beast acts on its own accord and focusing on protecting you and itself. The beast never requires a command to use its reaction, such as when making an attack of opportunity.
If the beast dies, you can return your companion by spending 8 hours meditating to bend the mystical forces to your will to return your beast to the world of the living. Additionally, you may spend 2 Focus points to reduce the required time to an Action.
Mystical Entanglement
You are always considered to be under the effects of the Speak with Animals spell when interacting with beasts that are of a non-hostile nature, they may only communicate with you through emotions and images instead of the traditional speaking granted by the spell. This doesn't count as a spell for the purpose of the removal of magical effects.
Additionally, any beast that is within 30 feet of you has advantage on all saving throws against the Frightened and Poisoned condition.
Bonded Strikes
Starting at 6th level, you gain the ability to empower your Sanctified Guardian's attacks with additional effects.
As a reaction, when your Sanctified Guardian makes an attack roll you can spend 1 Focus point to add your Wisdom modifier to the damage of the attack and apply one of the following effects.
- Animalistic Sentinel. The targets movement is reduced to 0 until the end of the turn.
- Forceful Assault. The target is move 10 feet away from your Sanctified Guardian.
- Vitality Syphon. The target reduces the result of their next Ability Check or Saving throw by one roll of your Martial Arts die.
Wilderness Attunement
At 11th level, you and your Sanctified Guardian ignore non-magical difficult terrain.
As an Action, you may spend 2 Focus points to grant your Sanctified Guardian the benefits granted by your Unarmored Movement and allowing both you and your Sanctified Guardian the ability to ignore all difficult terrain for 1 minute. If you spend 5 Focus points this effect will last for a total of 10 minutes instead.
Instinctive Focus
As an Action, you can expend 4 Focus points to allow the link between you and your Sanctified Guardian to flourish to the fullest potential for 1 minute or until you are unconscious. This causes you to gain the following benefits.
- Bestial Flurry. When you use your Flurry of Blows your Sanctified Guardian can make three attacks instead of the traditional amount on their next turn.
- Bloodied Recovery. At the start of your turn both you and your Sanctified Guardian gain a number of Hit Points equal to one roll of your Martial Arts die if under the Bloodied Condition.
- Resistance Manipulation. You and your Sanctified Guardian gain resistance to Bludgeoning, Piercing, and Slashing damage and ignore all damage resistances.