Base Class: Monk
Monks that study the Way of the Wild mirror the ferocity and cunning of nature, making use of different martial art styles drawn directly from the techniques of animals. These warriors mimic the great creatures of the wild, drawing intense strength and animalistic intuition from their bestial masters by channeling their ki into different parts of their bodies. The Way of the Wild practices its union with nature outside of martial arts as well. Monasteries dedicated to these arts are close-knit communities that watch over each other like animals in a pack. It is customary for masters of this discipline to be knowledgeable in all of the animal stances; they strive to become perfect examples of the versatility of nature and perhaps, from their vast knowledge, develop a new animal style to better perfect the Way of the Wild
Wild Stance
Dragon Stance. This stance emphasizes powerful, quick strikes. Your melee weapon attacks gain a +2 bonus to damage. If you have advantage on an attack roll, you may forego that advantage to make another attack as part of the same action, but only once per turn. +Fire Dmg = Martial Die
Monkey Stance. Warriors of the Monkey use of leaps and contortions to extend your reach and overwhelm your foes. You gain a climbing speed equal to your movement speed, your jump height and length doubles, and attacks with a quarterstaff and spear have an increased reach of 5 feet.
Cobra Stance. The cobra is cunning and aware, able to skulk and focus in on an enemy. You make perception and stealth checks with advantage. Your attacks against a target that you are within 5 feet of cannot have disadvantage. Your unarmed strike damage becomes piercing. +Poison Dmg = Martial Die
Crane Stance. The crane is stable, patient, and evasive. When you take the Patient Defense bonus action and have not moved on a turn, you can choose for it to not cost ki. If you use Patient Defense in this way, your movement becomes 0 for the rest of your turn. You also have advantage on saving throws and ability checks to avoid being grappled or knocked prone.
Tiger Stance. This stance enhances body strength. Difficult terrain does not deter your movement. Once per turn, when you hit with an unarmed strike, you can choose to have that attack deal extra damage equal to your martial arts die. Your unarmed strike damage becomes slashing. +Bleed = Martial Die Crit = Stunned Effect
Nature's Heart
At 6th level, you gain the ability to speak with the beasts you emulate. You can cast the speak with animals spell at will, without using components. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Exotic Emulation
Displacer Stance. Following the strange magic of a displacer beast, you adopt a flickering, dexterous stance. You project a magical illusion that makes you appear to be standing near your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or have a speed of 0.
Ankheg Stance. The Ankheg is a sly, defensive predator that relies on following its enemies’ movements. You gain a burrowing speed equal to half your movement speed, and you gain tremorsense out to 30 feet. You gain +1 AC.
Basilisk Stance. Basilisks pin down their prey with petrifying magic, which you attempt to copy with this stance. When a creature that you can see enters an area within 30 feet of you for the first time on a turn or starts its turn there, they must make a Constitution saving throw or be stunned until the start of your next turn.
Merrow Stance. This stance flows like a wave and focuses your ki into your lungs. You gain the ability to hold your breath for a number of hours equal to your Wisdom modifier, and you gain a swim speed equal to your movement speed. Once per turn when you hit a Large or smaller creature with an attack, it must succeed a Strength saving throw or be pushed up to 10 feet away from you.
Grick Stance. The Grick is strong and resilient. You gain darkvision out to 60 feet, and you gain resistance to bludgeoning, piercing, and slashing damage from Nonmagical attacks.
Chimera Stance
At 17th level, you master your bestial stances and invent your own fluid Chimera stance that incorporates the teachings of your other stances. When you enter a stance, you may choose to spend 5 ki points to enter up to 3 stances simultaneously. Only one of these stances may be an Exotic Stance. If you choose 2 stances that would both change your unarmed strike damage, you may choose which of the two your damage would become. This Chimera Stance lasts for 1 minute or until you become incapacitated. You can end it early as a bonus action, or by switching to another single stance