Monk
Base Class: Monk

Monks who follow the Way of Many Stances devote themselves to mastering countless martial postures, each embodying a different principle of combat. Some are fluid and evasive, others crushing and immovable, and still others strike with surgical precision. These monks are constantly shifting from one stance to another, adapting to the rhythm of battle. To fight them is to face a warrior who is never quite the same from one moment to the next.

 

Level 3: Stance Mastery

 

3rd Level: Stance Mastery

You learn to adopt specialized martial stances.

Stances Known. You learn two stances of your choice from the Stance Options section. You learn one additional stance of your choice at 6th level, 11th level, and 17th level.

Entering a Stance. You can enter a stance as a bonus action. You can only maintain one stance at a time until 11th level. A stance lasts until you switch to another stance, become unconscious, or willingly end it (no action required).

Stance Options

3rd Level Stances

Stone Stance. While in this stance, you gain a +1 bonus to AC. In addition, you have advantage on saving throws against being pushed or knocked prone.

Flowing Stance. While in this stance, opportunity attacks against you are made with disadvantage. In addition, when a creature misses you with a melee attack, you can immediately move up to 10 feet without provoking opportunity attacks.

Tiger Stance. While in this stance, when you use your Flurry of Blows, you deal an additional 1d4 damage with one of the attacks. This damage increases to 1d6 at 11th level.

Crane Stance. While in this stance, when you take the Dodge action, you can make one unarmed strike as a bonus action.

Serpent Stance. While in this stance, your reach with unarmed strikes increases by 5 feet. Once per turn when you hit a creature with an unarmed strike, the target must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn.

Monkey Stance. While in this stance, you gain a climbing speed equal to your walking speed. In addition, once on each of your turns, you can take the Dash or Disengage action as a bonus action without spending ki.

 

Level 6: Intermediate Stances

Ox Stance. You can add your Wisdom modifier to Strength checks and Strength saving throws. You can treat any weapon with the two-handed or versatile property as a monk weapon.

 

Phoenix Stance. When you reduce a creature to 0 hit points, you can spend 1 ki point to regain hit points equal to one Martial Arts die + your Wisdom modifier.

 

Shadow Stance. You have advantage on Dexterity (Stealth) checks in dim light or darkness. While in dim light or darkness, your movement does not provoke opportunity attacks.

 

Viper Stance. When you hit with an unarmed strike, you can spend 1 ki point to deal 1d8 poison damage. The target must succeed on a Constitution saving throw or be poisoned until the end of its next turn.

 

Advanced Stances

Dragon Stance. When you take the Attack action and hit with two unarmed strikes, you can make one additional unarmed strike as part of the same action.

 

Tempest Stance. When a creature within 5 feet hits you with a melee attack, you can use your reaction to deal bludgeoning damage equal to one Martial Arts die.

 

Iron Stance. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

 

Lotus Stance. At the start of your turn, you can choose either to increase your movement speed by 10 feet or regain hit points equal to one Martial Arts die.

 

Master Stances

Eternal Stance. You cannot be frightened, charmed, or paralyzed.

 

Heavenly Stance. As a bonus action, you can spend 2 ki points to gain flying speed equal to your walking speed until the end of your turn. While flying, your unarmed strikes deal force damage instead of bludgeoning damage.

 

Mountain Stance. While standing on solid ground, you cannot be forcibly moved. When you use Deflect Missiles, you can automatically send the projectile back at the attacker without spending ki.

 

Perfect Mirror Stance. When a creature targets you with an attack or spell, you can use your reaction and spend 2 ki points to force the creature to target itself instead.

 

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