Monk
Base Class: Monk

Many forms of martial arts are based off the movements of animals, the way of the wild beast focuses on these stances and movements to enhance a monks abilities similarly to how a Barbarian may channel animal spirits to enhance their own abilities. Monks that practice these styles may adapt the powerful swipes of a bear, or mimic the stance of a eagle in a flying kick, or Pounce onto an opponent delivering a flurry of slashing strikes like a tiger. It can take years, even decades to master these techniques, but the monk that does so is a sight to behold.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the survival and  nature  skills if you don’t already have them. 

Opening Stance

At 3rd level, you learn an opening stance mimicking a chosen animal allowing you to make better use of your martial arts training.

Bear

You channel the strength of a bear in your strikes, add your strength modifier to your unarmed attack and damage rolls. 

Eagle

You take the swooping stance of an eagle in flight, You may elect to take the flurry of blows action as a full action or a bonus action. You may take the disengage action as a bonus action.

Elk

You mimic the stance of a running elk, your movement speed is increased by 10 feet and attacks of opportunity against you have disadvantage.

Tiger

Your mimic the stance of a prowling tiger, when using Flurry of Blows you may first make a leap up to 10 feet toward a creature you are targeting, the creature must make a dexterity saving throw or be knocked prone.

Wolf

You mimic the stance of a hunting wolf, You gain the pack tactics feature granting you advantage on attacks while there is an ally within 5 feet of of the creature you are targeting. In addition when you use flurry of blows allies within 5 feet of the creature you target gain attacks of opportunity.

Beast Strike

Starting at 6th level, You look to the fierce strikes of a chosen animal, mimicking those motions with your martial arts.

Bear

You gain proficiency in athletics, or expertise if you are already proficient. You may select to start a grapple rather than deal damage when you hit with an unarmed strike. 

Eagle

You use your speed to propel yourself forward in a flying kick, striking like an eagle with outstretched talon. If you move at least 15 feet in a straight line toward your target you may preform flying kick as an unarmed attack, Your target must succeed a Strength Saving throw or be knocked prone. The creature automatically succeeds its saving throw if it is two or more sizes larger than you. (Large or larger against a small creature.)

Elk

You mimic the bucks of an elk when it attempt to escape those hunting it. Attacks of opportunity made against you grant you an attack of opportunity. You may select to make this attack of opportunity a flurry of blows by spending 1 Ki point.

Tiger

When you use Flurry of Blows you further incorporate the rapid strikes of tiger claws making 3 unarmed attacks.

Wolf

Like a wolf, you strike at the heels of your prey. Once on your turn when you deal damage with an unarmed strike you may elect to strike an opponent's legs halving their movement speed until the end of that creature's next turn.

Wild Soul

Starting at 11th level, Animals sense your common soul with them. You gain proficiency in Animal Handling, or expertise if you have proficiency already.

In addition you can spend 1 Ki point to cast Animal Friendship or Speak with Animals

Embody the Beast

At 17th level, You embody elements of and animal's movements more seamlessly with your martial arts.

Bear

You call on the strength of a bear in a massive downward swipe. You may make a stunning strike with a unarmed attack, when you do so you may elect to spend 2 Ki points instead of one to deal 3 martial arts die damage.

Eagle

You quickly strike multiple targets like an Eagle swooping from prey to prey. After successfully landing a flying kick, so long as you have movement remaining, you may make a leap off the creature you just struck and strike another creature within 10 feet with a flying kick. You may continue to do this so long as you have remaining movement.

Elk

You Mimic the flailing hooves of a elk, you may elect to spend a ki point to use flurry of blows against a creature you pass by or move to as part of your move action. You may only do this once for each of your turns.  

Tiger

You unleash the full slashing fury of tiger style your claw like nails ripping with each strike. When you make a flurry of blows you make 4 unarmed attacks if any of these attacks hit the target creature must make a constitution saving throw or begin bleeding, suffering 1d10 damage at the start of each of its turns until it passes it's saving throw or is healed.  

Wolf

You incorporate the pack mentality of a wolf making creatures easier prey for you allies. Allies gain advantage on creatures you strike until the start of your next turn. Hostile creatures within 10 feet of you have disadvantage on attack rolls while targeting friendly creatures other than you.

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