Monk
Base Class: Monk

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Level 3: Primal Strikes

Primal Fragments. You learn 3 Primal Fragments from the "Fragment Options" section. These Fragments can be used to enhance attacks but only one Fragment can be used per attack. You can apply these fragments when you hit with an Unarmed Strike using the details of the strike to deal damage accordingly. When empowering a strike you may spend focus points to apply additional affects to the target, you may spend these after hitting but can not spend more than one focus point on a turn in this manner. 

You learn an additional Fragment when you reach Monk levels 6, 11, and 17. You may replace these fragments on a long or short rest but you may only use those you have learned. 

Saving Throws. If a Fragment Requires a saving throw, the DC equals 8 plus your Dexterity or Strength modifier (your choice) and your proficiency bonus

Bull Rush

Bull Rush. After moving at least 15ft on your turn you can add bludgeoning damage to an unarmed strike equal to your Martial Arts Die 

Empowered. You can spend 1 focus point to force the target to make a Strength Saving Throw or be knocked Prone.

 

Falcons Rend

Falcon's Rend. You deal 1d4 of slashing damage plus your Dexterity Modifier and don't provoke opportunity attacks until the end of your turn 

Empowered.  You can spend 1 focus point to force the enemy to make a Dexterity Saving Throw, on a failed save the target becomes blinded

Frogs Venom

Frogs Venom. You deal poison damage equal to a roll of your Martial Arts Die plus your Dexterity Modifier.

Empowered. You can spend 2 focus points to force the target to make a CON Saving Throw, on a failed save the target is Stunned for 3 turns. The target can make this saving throw at the end all these 3 turns ending the condition on a DC 16 CON Saving Throw. Every turn the target is stunned in this manner it takes an extra 1d4 poison damage on the start of its turn. 

Grizzlies Maul

Grizzly Maul. Your strike deals slashing damage equal to one roll of your Martial Arts Die plus your Dexterity modifier 

Empowered. You can expend 1 focus point to deal 2d6 slashing damage and inflict a bleeding status affect on a creature (does not affect bloodless creatures and undead). Bleeding: when the target takes an attack with its action, bonus action, or reaction it takes 1d4 damage

Komodo's Ambush

Komodo's Ambush. You deal piercing damage equal to your Martial Arts Die plus your Dexterity Modifier.

Empowered.  You can spend 2 focus points to deal an additional 2d6 poison damage, and force the target to make a DC 14 Constitution save or be Poisoned for 1 minute. Additionally if you had advantage on this attack roll you can add an extra 1d6 piercing damage to the attack roll. 

Leopards Assault

Leopards Assault. You deal slashing damage equal to a roll of your Martial Arts Die plus your Dexterity Modifier. If you are in stealth you can add a bonus to your damage rolls equal to your WIS modifier

Empowered. You can spend 1 focus point to attempt to enter stealth, if you enter stealth you gain the invisible condition for the creature you hit. 

Octopus Grapple

Octopus Grapple. On hit your target is Grappled, this requires a DC 15 (STR) saving throw to break free.

Empowered.  You can spend 1 focus point to extend this skills range to 15ft and add bludgeoning damage equal to a roll of your Martial Arts Die plus your Dexterity Modifier

Packs Puncture

Packs Puncture. You deal piercing damage equal to a roll of your Martial Arts Die plus your Dexterity Modifier 

Empowered. You can spend 1 focus point to give yourself and allies within 15ft advantage on an attack roll

Shark's Maw

Shark's Maw. You deal piercing damage equal to a roll on your Martial Arts Die plus your Dexterity Modifier. Additionally if this skill is used and a critical hit is scored you can add an additional damage die to the damage

Empowered. You can spend 1 focus point to force the target to make a WIS Saving Throw, on a failed save the target becomes Frightened and must spend it's movement on it's turn running away from you. The target ends this condition once you start your next turn. 

 

 

Level 3: Primal Soul

You gain Proficiency in 2 of the following list of skills. Animal Handling, Medicine, Nature, or Survival. 

Level 6: Shredding Strike

Starting at 6th level when you attack using any of your Fragments to deal damage that damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Level 11: Animalistic Defense

When you reach 11th level, as a bonus action you can empower yourself with defensive capabilities from your animal spirits. This form lasts for 1 minute and can be extended by an additional minute by spending 2 focus points using a bonus action. You can use this ability twice and all charges are restored on a long rest. 

Ancient Carapace. When you use your skill you shield yourself with the spirit of the turtle, for the next minute your speed is reduced by 5ft and you gain a +3 bonus to AC 

Thick Skin.  When you use this skill you shield yourself with the power of the Elephant, for the next minute the damage you take is reduced by 3 from all sources

 Spiny Exterior. When you use this skill you shield yourself with the power of the Echidna, for the next minute whenever a melee attack hits you deal the attacker 1d10 piercing damage 

 

Level 17: Bestial Fury

Your mastery of woodland spirits becomes so strong that your manifestations are no longer Fragments. Whenever you hit with a Primal Strike you may expend 5 focus points to summon a spectral beast to aid you in combat. The beast summoned takes form of the animal you used in your Primal Strike. It has hit points equal to 3 times your monk level plus your Wisdom modifier. 

In Combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action . You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the attack action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the dodge action. When the beast attacks it uses the Primal Strike Attack action and uses your modifiers to hit. When the beast takes the Primal Strike Action you can choose to expend Focus Points on it's attack to Empower it. 

If the beast is killed, you can restore it to life using 5 more focus points