Monk
Base Class: Monk

The monks of this tradition, better known as Leopard Style, studied the techniques, strategies, form, and attributes of leopards, applying their fundamentals to martial arts and drawing inspiration for their techniques. This feline is smaller than the tiger and therefore does not share its overwhelming power. Instead, the leopard relies on its speed and aggression as compensation, and these are the foundations of this style. The leopard favors quick, close-range, and looser techniques, with some movements resembling a whip. Practitioners of this style use a relentless series of attacks, with very little concern for blocking the opponent's blows. Forgoing defense allows for even faster attacks and potentially forcing the opponent into a defensive posture, leaving little time for them to strike back. Offensive techniques used in Leopard Style include low kicks, elbow strikes, and forearm strikes, as well as the use of the distinctive leopard fist. Defense generally involves sporadic blocking, as well as efficient hit-and-run tactics using their quick footwork.

Level 3: Leopard Implements

Your training has taught you to be relentless against your opponent. You gain proficiency in Intimidation and can use your Wisdom modifier instead of Charisma on checks with this skill. Additionally, you have advantage on saving throws against effects that slow your speed.

Level 3: Leopard Style Adept

By following the Way of the Leopard, you gain the following abilities.

When you make the first attack of your turn, you can choose to attack recklessly. Doing so gives you advantage on all attack rolls made using unarmed strikes and monk weapons during that turn, but attack rolls against you are made with advantage until the start of your next turn.

You can use your Step of the Wind, selecting Disengage or Dash, without spending ki points. Additionally, you can spend 1 ki point as a bonus action to use the Disengage and Dash actions simultaneously on that same bonus action.

Finally, when you make an opportunity attack, you can make two unarmed attacks against the creature that triggered the opportunity attack instead of just one attack. However, if you do so, any creature adjacent to you (except the target of your attacks) can then use their reaction to make an opportunity attack against you. You can avoid this consequence by spending 1 ki point as part of your opportunity attack reaction.

Level 6: Speed Spurt

This Leopard Style technique allows you to momentarily surpass your normal limits in a display of incredible speed. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Level 11: Fierce Flurry of Blows

The leopard taught you to be ferocious in your attacks and leave your opponents powerless against them. When you use your Flurry of Blows, you gain the following additional effects that last until the end of your next turn:

  • Targets of your Stunning Strike have disadvantage on their saving throw.
  • Your unarmed strikes and attacks with monk weapons have a damage bonus equal to your Wisdom modifier and of the same type as the unarmed attack or weapon (including one of the unarmed attacks from this Flurry of Blows). If you use Flurry of Blows again on your next turn, the damage bonuses do not stack; you simply reactivate the effects.

Level 11: Next Prey

Each victory can boost your fight against multiple opponents. During your turn, when you reduce a creature to 0 hit points with an unarmed strike or monk weapon, you can spend 1 ki point to make an additional unarmed strike against another creature as part of the same action or bonus action. You don't need to spend this ki point if the attack that triggered this feature was a critical hit.

Level 17: Fury of a Hundred Leopards

By mastering the Leopard Style, you've become capable of unleashing a massive flurry of attacks in a short period of time to finish off a target and strike terror into the hearts of onlookers. As an action, you can spend 4 ki points and unleash countless blows against a creature within range of your unarmed strikes. The creature must make a Dexterity saving throw. On a failed save, its hit points are reduced to 0. On a successful one, it takes 10d10 bludgeoning damage. In addition, all creatures that can see you and are not your allies within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature becomes frightened of you until the end of your next turn. Creatures frightened by this effect are unable to attack you. Finally, as part of the same action, you can move up to half your walking speed toward your intended target if you don't have enough speed left to reach it and you aren't restricted from moving.

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