Base Class: Monk
The monks of this tradition, better known as the Crane Style, studied the techniques, strategies, forms, and attributes of cranes, applying their fundamentals to martial arts and drawing inspiration for their techniques. Known as the most graceful of the animal-inspired styles, Crane Style focuses on self-defense and counterattacks, relying on agility, footwork, balance, patience, precision, and avoidance. Practitioners of this style tend to be passive, always seeking to avoid conflict, but they will defend themselves very well when force is necessary, using the opponent's energy against them, confusing them, attacking from strange angles and with unusual postures.
Level 3: Crane Implements
Your choice of style reflects not only how you move, but also how you live. You gain proficiency in Persuasion and can use your Wisdom modifier instead of Charisma on checks made for this skill.
Additionally, you have advantage on ability checks and saving throws to maintain your balance or avoid the prone condition.
Level 3: Crane Style Adept
As a practitioner of this style, you are adept at defenses and counterattacks. When you use your Patient Defense, you gain temporary hit points equal to a roll of your Martial Arts die plus your Wisdom modifier for 1 minute.
Furthermore, when a creature you can see misses an attack roll against you, you can spend 1 ki point as a reaction to make an unarmed strike or a monk weapon attack against the attacker. If you hit, in addition to the normal effects of the attack, the target takes extra damage of the same type as the weapon or unarmed strike equal to a roll of your Martial Arts die. If you used your Patient Defense on your last turn, you do not need to spend the ki point to make this attack or to make the attack guaranteed by your Deflect Missiles. Finally, you can spend more ki points to increase the damage of attacks guaranteed by this feature and by your Deflect Missiles, being 1 Martial Arts die of extra damage for each ki point, up to a maximum of 4 extra damage dice in total.
Level 6: Spear and Shield
Your dodging and attacking capabilities have been further enhanced. When you use your Patient Defense, you gain the following additional effects that last until the end of your next turn: you are considered to be benefiting from half cover, and your unarmed and monk weapon attacks have a damage bonus equal to your Wisdom modifier (same damage type of the weapon or unarmed). If you use Patient Defense again on your next turn, the damage bonuses don't stack; you simply reactivate the effects.
Level 11: Full Defense
The crane's techniques allow you to avoid danger and retaliate against more than just direct attacks. Whenever you make a saving throw you're proficient in, you can treat a d20 roll of 9 or lower as a 10.
Additionally, when a creature forces you to make a saving throw and you succeed, you can spend 1 ki point to make an unarmed strike or a monk weapon attack against that creature. If the attack hits, the creature takes bonus damage of the same type as the weapon or unarmed strike equal to one roll of your Martial Arts die. You can spend additional ki points to increase the damage of attacks granted by this trait, with 1 Martial Arts die of bonus damage for each ki point, up to a maximum of 4 bonus damage dice total.
Level 17: Bastion of the Flight
Your avoidance abilities are supernatural, and you have become capable of creating a safe haven within the battlefield. As an action, you can spend 5 ki points to cast the Globe of Invulnerability spell without requiring material components. Your spellcasting ability for this spell is Wisdom. You can cast this spell with its normal effects as described, as well cast it in a special way, with the following modifications:
- The barrier moves with you, but your speed is halved for the duration.
- Creatures and objects within the barrier only benefit from its effects if you allow it (no action required).
- The barrier's radius increases to 15 feet.
- Creatures and objects within the barrier are considered to have three-quarters cover.
Once you cast it in this special way, you cannot do so again until you complete a long rest.
Finally, you can cast the spell at higher levels by spending 1 additional ki point for each level above 6th.







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