Monk
Base Class: Monk

Monks in this tradition have exceptional knowledge of beasts. Instead of mimicking beasts, they use their mastery of Ki to embody the qualities of certain beasts which reflects a monk’s knowledge and wisdom. Choosing this tradition at 3rd level gives you proficiency on Animal Handling and Nature checks.

Bestial Trait

Upon choosing this tradition on 3rd level, you can use your bonus action to spend 1 Ki point to activate one trait at a time; allowing you to embody the qualities of a particular beast. Each trait has a duration of two hours. It can end early if you choose a different trait, rest, or if you become unconscious.

Bear You gain resistance to all damage except psychic damage. While in this trait, you can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. The qualities of the bear make you tough enough to stand up to any punishment.

Eagle You have a flying speed of two times your walking speed and can hover in midair. At the start of your turn, you can dash or dive from midair towards a creature and force it to make a Dexterity saving throw. On a fail, the creature is knocked prone. You also gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you; and dim light or obscuring elements doesn't impose disadvantage on your Perception checks.

Jaguar Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. In addition, you gain the hunting capabilities of this predator. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. You have climbing speed equal to your walking speed and your walking speed is doubled; tripled whenever you dash and you become invisible in darkness or obscuring elements.

Salamander The natural regeneration of a salamander helps boost your own natural healing. At the start of each of your turn, and even outside of combat, you regain HP equal to your Wisdom modifier + monk level; and any healing effects from items or spells are doubled. In addition, you gain the amphibious nature of a salamander; you have a swimming speed equal to your walking speed and you can hold your breath until the duration ends.

Primal Ferocity

At 6th level, using bestial trait grants your Flurry of Blows an additional unarmed strike. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose certain effects while using one of the following traits:

Bear The target must succeed on a Strength save or be pushed 15 feet away and become prone.

Eagle Creature must succeed on a Grapple check or be Grappled and flown upwards then released, to suffer falling damage.

Jaguar The creature becomes your prey. You score Critical Hit on roll 17-20 against that creature for 1 minute.

Salamander Gain temporary HP equal to your Wisdom modifier + monk level.

Trait Attunement

At 11th level, each bestial trait is improved adding more magical benefits. However, each trait now requires 2 Ki points to use. You also gain advantage on Animal Handling and Nature checks. The following become additions to the previous benefits of each trait:

Bear The might of a bear gives you advantage on Strength and Constitution saving throws and checks. Also, the ferocious might of a bear makes you immune to Frightened and Charmed conditions.

Eagle With eagle eyes, you have advantage on both melee and ranged attack rolls; attacking beyond the normal range of a ranged weapon doesn’t impose disadvantage on your attack roll while this trait is active. Moreover, the majestic elegance of an eagle allows you to have advantage on your Wisdom and Charisma based checks and saving throws.

Jaguar Having the feline reflex, you have advantage on Dexterity saving throws and immunity to falling damage and Prone condition. Invisible and hidden creatures can’t have advantage on attack rolls against you; you can sense the life force and bloodlust within 60 feet of you. You have advantage on Acrobatics, Athletics, Investigation, Stealth, Sleight of Hand, Survival checks, and Intelligence saving throws.

Salamander While using this trait, you gain advantage on Constitution saving throw. Whenever your HP is reduced to zero, you gain HP equal to your monk level instead. You can’t use this benefit again until you finish a long rest.

Chimera

On 17th level, your mastery of these traits enables you to spend 8 Ki points to activate all of them at the same time. During that time, you not only harness your own Ki energy, but also nature’s Ki energy allowing you temporary access to unlimited source of Ki. All your Ki features no longer require Ki points to use and your Martial Arts die becomes 1d12 for the duration of the effect. When the effect ends, you suffer one level of exhaustion.

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12/5/2019 2:22:04 AM
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