Monk
Base Class: Monk

Monks of the Beast have studied animals and other creatures for centuries in a bid to better understand themselves and the world around them. In their study, monks of this tradition have identified and honed particular strategies and skills of the many different creatures and applied their learning to a series of martial forms to be used in combat and philosophies that inform their way of life. These martial forms are called Bestial Stances and are a force to be reckoned with. 

Some practitioners are to be found in the wilds, protecting nature and the creatures that call it home. Others serve in historically significant temples, studying great illustrations of beasts and creatures. Others might have been visited by the spirit of a beast and had this knowledge bestowed upon them.

Bestial Stances

At 3rd level you choose up to three Bestial Stances from the list below.  At the beginning of your turn you may nominate the stance your character enters. On subsequent turns during the same combat you may either expend half your movement, rounded down, changing stances, or you may spend 1 ki points to change stances at the beginning of your turn. At levels 5, 7, and 9 you learn two additional stances. When you learn additional stances you may forgo one of your learnt stances in order to adopt a new stance. You may also forgo a known stance and learn a new stance after spending a week or more of downtime studying your new form.  

Tiger Stance. Your Flurry of Blows monk feature does not require you to take the Attack action on that turn.

Turtle Stance. Your Patient Defense monk feature now grants you resistance to bludgeoning, slashing and piercing damage. 

Phoenix Stance. Your Step of the Wind monk feature now quadruples your jump distance and height. Any terrain or creatures your pass over while jumping is set on fire, dealing 1d10 fire damage. The fire is doused at the start of your next turn and does not effect a creature or object more than once every minute. 

Wolf Stance. If you hit a creature with an attack on your turn while an ally is within 5ft of the target creature, the ally can immediately make an attack with advantage against the creature you targeted. This feature cannot be used more than twice per turn. 

 Bear Stance. When you hit a creature your attack maims the target, reducing the target's movement speed by 10ft until the start of your next turn. This effect may grows stronger with multiple hits, reducing the target's movement speed by 10ft for each subsequent attack. 

Serpent Stance. While in this stance your melee attacks gain reach of 10ft and critically hit on a die roll of 19 or 20. 

Boar Stance. If you use at least 10ft of movement toward a creature and then hit with an attack you can either deal an additional martial arts die of damage to the creature hit, knock huge or smaller creatures prone, or knock huge or smaller creatures back 10ft. This feature cannot be used more than twice per turn. 

Crane Stance. When you hit with an attack you can elect to elect to target the eyes, forcing the target to make a CON Saving throw against your monk ability DC. On a failure the targeted is blinded for 1 minute. At the end of their turn they may reattempt the saving throw. 

Leopard Stance. You may make Opportunity Attacks at a range of 15ft. When you make an opportunity attack at a creature at range you leap in their direction, landing adjacent to them before taking your opportunity attack.   

Dragon Stance. You funnel your ki and heighten your senses and sharpen your mind allowing you to perceive hidden or obscured enemies to a greater degree. While adopting this stance you gain truesight out to 60ft.  

Crocodile Stance. You gain the ability to hold your breath for up to an hour and gain a swim speed equal to your movement speed. 

 

Animal Affinity

Your study and affinity with beasts has meant you have learnt how to best work with animals and communicate with them. You gain expertise in the Animal Handling skill and can cast Speak with Animals a number of times per day equal to your Wisdom modifier. 

Natural Defenses

At 6th level, when you enter a Bestial Stance you gain you gain temporary hit points equal to your martial arts die plus your Constitution modifier.

Chimera Technique

At 11th level, you gain the ability to blend multiple Bestial Stances together creating new forms. When you enter a Bestial Stance, you can declare two Bestial Stances that you merge, gaining the benefits of both stances simultaneously. You can also elect to expend 4 additional ki points to merge three Bestial Stances, requiring concentration to maintain. 

Instinctual Stances

Beginning at 17th level, you can elect to spend a ki point to enter a Bestial Stance at any time during your turn or as part of a reaction. This feature is limited only by spending ki points. 

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