Monk
Base Class: Monk

Monks of the Way of the Wild Fist derive their strength form the survivalist nature seen in the animal kingdom. Adapting movements and philosophies of different creatures in the wild, the Monk focuses their ki to be able to perform feats beyond the abilities of man.

Monks of this monastic tradition are often hermits and outlanders that serve to protect the nature they pull their abilities from.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency on the Animal Handling Skill if you don't already have it. Your martial arts technique comes from your affinity with animal kind.

Feral Stance

When you choose this tradition at 3rd level, you learn stances derived from animalistic fighting forms. When you use your Flurry of Blows, you can spend an additional ki point to enter a Stance.

You know two different stances from the selection bellow upon picking up this feature. You learn additional stances of your choice at 6th, 11th, and 17th Level.

Bear

You unleash a forceful flurry of attacks that overwhelm the enemy. When you hit a creature with one of the attack granted by your Flurry of Blows, if falls prone if it fails it's Strength saving throw. In addition, your next attack does additional damage equal to your Wisdom modifier.

Cobra

When you hit a creature with one of the attacks granted to you by your Flurry of Blows, you may spend 1 ki point to add 1d6 poison damage. In addition, you also gain advantage on your next opportunity attack until the end of your next turn. Your attacks in this stance count as Piercing damage in terms of calculating resistances. 

Eagle

When you hit with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point and that creature is grappled. When the creature attempts to break the grapple you may add your martial arts die to contest the roll. 

Monkey

Your erratic movements often confuse attackers to find purchase with their strikes. When you use Flurry of Blows, you can spend 1 ki point to enter the Monkey fighting stance. When you do so, until the start of your next turn, an attacker must succeed an Insight or they have disadvantage on that attack.

Phoenix

When you hit with one of the attacks granted to you by your Flurry of Blows, you can spend 1 ki point to do an additional 1d6 fire damage. In addition you can heal 1 target creature within 15ft. equal to the damage rolled plus your Wisdom Modifier.

Tiger

When you spend 1 ki point to use your flurry of blows, you gain one additional attack. Until the end of your next turn, when you take the Attack action, you may add your Wisdom modifier to your attack rolls. All attacks in Tiger stance are Slashing damage in regards to calculating resistances.

Turtle

When you use your Flurry of Blows feature, you can spend 1 ki point to gain Temp Hit points equal to your Wisdom modifier plus your Monk level. In addition, you gain +2 to your AC until the start of your next turn.

Voice of the Wild

At 6th level, your connection to the wild allows you to communicate with animals. When you spend 1 ki point, you cast Speak with Animals.

Feral instinct

At 11th level, Your sheer ferocity propels you through battle. You give yourself a bonus to your initiative equal to your Wisdom Modifier.

Bestial Frenzy

At 17th level, you channel the beast within. As an action, you spend 4 ki points to awaken your inner beast. Once awoken, for 1 minute, your attacks do additional damage equal to your Wisdom modifier. During this time, you are also resistant to magical and non magical bludgeoning, piercing, and slashing damage. 

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