Monk
Base Class: Monk

Monks of the Way of the Wildheart have tapped into a spiritual font that allows them to channel the spirit of a beast and take on its aspects. These attributes manifest themselves in different ways that provide unique characteristics and abilities.

An animal spirit can be chosen, but often it is the spirit who chooses the disciple. This bond allows monks to augment their own abilities with those of the beast. This power was said to be lost to the ages but it is believed that this discipline is one of the oldest monastic traditions.

Animal Kinship

Starting when you choose this tradition at 3rd level, you can spend 1 ki point in order to cast the spells beast sense or speak with animals. You can also cast the spells as rituals, as described in the Spellcasting section. If you cast the spell as a ritual, you do not have to spend the ki point.

Souls Entwined

At 3rd level, when you choose this tradition, you choose an animal spirit, or anima, and gain its feature. As the spirit of the anima flows through your body, you may gain physical characteristics indicative of that animal or even cry out using that animal's call.

Your anima might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a peacock or flamingo in place of a crane.

Crane

Other creatures have disadvantage on opportunity attack rolls against you. In addition, your movement speed is increased by 10 ft. when you are targeted by an opportunity attack, whether it hits or misses. The crane anima makes you lithe and agile, allowing you to gain momentum as you evade strikes.

Crane

Other creatures have disadvantage on opportunity attack rolls against you. In addition, your movement speed is increased by 10 ft. when you are targeted by an opportunity attack, whether it hits or misses. The crane anima makes you lithe and agile, allowing you to gain momentum as you evade strikes.

Embody the Spirit

At 6th level, you gain a magical benefit based on the anima of your choice. You can choose the same animal you selected at 3rd level or a different one.

Crane

Your crane anima wraps its wings around you to provide extra protection. When you use the Patient Defense feature, you gain a bonus to AC equal to half of your proficiency bonus, rounded down, until the beginning of your next turn. This effect ends if you take damage from an attack.  In addition, your increased agility lets you dodge out of the way of certain area effects, such as a winter wolf's cold breath or a conjure barrage spell. If you use your Patient Defense feature, until the beginning of your next turn when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you have advantage on the roll.

Crane

Your crane anima wraps its wings around you to provide extra protection. When you use the Patient Defense feature, you gain a bonus to AC equal to half of your proficiency bonus, rounded down, until the beginning of your next turn. This effect ends if you take damage from an attack.  In addition, your increased agility lets you dodge out of the way of certain area effects, such as a winter wolf's cold breath or a conjure barrage spell. If you use your Patient Defense feature, until the beginning of your next turn when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you have advantage on the roll.

Guiding Spirit

At 11th level, you can spend 2 ki points to cast the commune with nature spell. When you do so, a spiritual version of one of the anima you chose for Bond with Anima or Spirit Manifested appears to you to convey the information you seek. You can also cast the spell as a ritual, as described in the Spellcasting section. If you cast the spell as a ritual, you do not have to spend the ki point.

The Wild Incarnate

At 17th level, you gain a magical benefit based on the anima of your choice. You can choose the same animal you selected previously or a different one.

Crane

The anima extends beyond your body, manipulating the air around you to deal damage. 

Crane Strike. You can make a ranged melee attack with your unarmed strikes. They have a range of 10/15 ft. and the damage dealt using this feature is considered slashing. In addition, when you use your step of the wind feature you gain the benefit of both the dash and disengage actions.

Crane

The anima extends beyond your body, manipulating the air around you to deal damage. 

Crane Strike. You can make a ranged melee attack with your unarmed strikes. They have a range of 10/15 ft. and the damage dealt using this feature is considered slashing. In addition, when you use your step of the wind feature you gain the benefit of both the dash and disengage actions.

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