Monk
Base Class: Monk

In the wilds of Avalestra, there are a very few disciples remaining of this very difficult path of personal discipline and ascetic study. These devotees become wanderers or hermits typically, seeking animals to observe so that they may formulate new martial arts techniques based on the beasts they watch. It is exceedingly rare that any seek to make contact with any other humanoids, although in some rare cases, these reclusive souls become allied with druid groves or even ranger teams, so as not to be deemed a threat to the nature they observe and to make trade, if need be. Practitioners of this way indeed venerate nature and know well how to avoid damaging the wild while out in observation of it, often using feather-light steps and extraordinary bodily discipline to be as unimposing on nature as possible.
     All this study and submersion in the wild grants these monks a mystical understanding of nature, to a point where they obtain some abilities to shapeshift parts of their body, use nature's magic to become far more difficult to detect, and at the pinnacle of their wisdom, they learn to unleash a flurry of teeth, claws, punches, kicks, and other beastly attributes against any who would dare violate the pristine wilds, or those who would stand as an enemy to growth.

Shifting Fist

At 3rd level, when you choose this way, you gain the ability to shapeshift your hands and feet into claws or talons, or to cover your fist in quills or other dangerous animal features. As a bonus action, you may cause your unarmed strikes to deal slashing damage if you choose to transform your appendages into claws, talons, or other cutting features, or you may cause your unarmed strikes to deal piercing damage if you choose to transform your appendages to be covered in quills or spikes, or other piercing features. You may choose to transform any or all of your appendages in this way, and you may spend another bonus action to transform an appendage to possess different features. This transformation lasts until you transform again as another bonus action, and can be cancelled any time later with another bonus action.

Additionally, you may transform parts of yourself to have various animal features that make your passage through wild spaces much more difficult to notice, such as a camouflaged pelt, swift cloven-hooved legs, and a scent of a different beast than a humanoid's. You gain the benefits of Pass Without Trace on yourself twice before you must complete a long rest to use this feature again.

Inner Beast Meditation

You become able to transform yourself into a near-hybrid of an animal using the magic of your ki for a short time. As an action, spend 3 ki points and you transform your body into a hybrid form, which grants the following benefits:
-You may deal bonus damage equal to your proficiency bonus to a creature you successfully hit with an attack once each round.
-You gain temporary hit points equal to your Monk level.
-You gain a +5 bonus to intimidation checks, but suffer disadvantage on all other interaction rolls until the form ends, due to your frightening appearance.
Additionally, when you assume this form, you may choose one of the following benefits:
Deft Climber: You grow claws or hooves that help stabilize your climbing. You gain advantage on Athletics checks to climb and have a climb speed equal to your speed. Furthermore, you may end any movement while on a wall or ceiling you are traversing without falling while in this form.
Aquatic Form: You grow gills, stabilizing fins, and water-repellent skin. You can breathe underwater and you do not suffer disadvantage for attacking underwater.
Gliding Membrane: You grow a thick membrane between your hands' edge and your feet, like a flying squirrel. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Reinforced Carapace: You grow scales or a chitinous shell. You gain a +1 magic bonus to your armor class, and you ignore the first 1 point of all damage dealt to you.
Goring Horns: You grow horns atop your head. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to either 1d6 + your Strength modifier or your martial arts die + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you use the dash action and move at least 20 feet, you may make a goring attack as a bonus action, and you may include this attack as an unarmed attack in your Flurry of Blows.
Elephant Feet: You grow large, broad feet that are highly stable. If you would be knocked prone by a spell or feature which requires a saving throw, you have advantage on all such saves. If a spell or feature would move you any distance against your will, you may reduce that movement by 5 feet. Additionally, If you perform an unarmed attack against a prone target, you may deal bludgeoning damage equal to either 1d6 + your Strength modifier or your martial arts die + your Strength modifier, and you may include this attack as an unarmed attack in your Flurry of Blows.

This form lasts for a number of rounds equal to 1 + your Wisdom modifier. If you have used this feature once already today, you must succeed at a Constitution saving throw DC 12 or you suffer a level of exhaustion when you leave this form after the first time in a day.

Aquatic Form

You grow gills, stabilizing fins, and water-repellent skin. You can breathe underwater and you do not suffer disadvantage for attacking underwater.

Deft Climber

You grow claws or hooves that help stabilize your climbing. You gain advantage on Athletics checks to climb and have a climb speed equal to your speed. Furthermore, you may end any movement while on a wall or ceiling you are traversing without falling while in this form.

Elephant Feet

You grow large, broad feet that are highly stable. If you would be knocked prone by a spell or feature which requires a saving throw, you have advantage on all such saves. If a spell or feature would move you any distance against your will, you may reduce that movement by 5 feet. Additionally, If you perform an unarmed attack against a prone target, you may deal bludgeoning damage equal to either 1d6 + your Strength modifier or your martial arts die + your Strength modifier, and you may include this attack as an unarmed attack in your Flurry of Blows.

Gliding Membrane

You grow a thick membrane between your hands' edge and your feet, like a flying squirrel. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Goring Horns

You grow horns atop your head. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to either 1d6 + your Strength modifier or your martial arts die + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you use the dash action and move at least 20 feet, you may make a goring attack as a bonus action, and you may include this attack as an unarmed attack in your Flurry of Blows. Finally, If you use your Step of the Wind feature, you may make an unarmed attack with your horns as part of that bonus action, but doing so immediately ends your movement in a square adjacent to the target.

Reinforced Carapace

You grow scales or a chitinous shell. You gain a +1 magic bonus to your armor class and you ignore the first 1 point of all damage dealt to you.

Focused Pheromones

At level 11, you gain the ability to channel your feral instincts while still guiding your actions with inner discipline, creating a unique aura of pheromones and ki energy that helps you or your allies in various ways. When you spend 3 ki and a bonus action to use this feature you gain one of the following benefits of your choice:
Keen Sense: When you use this feature, choose hearing, smell, or vision. You or an ally of your choice makes Perception checks regarding the sense you chose with advantage.
Mobility Improvement: You or an ally you choose gain an improvement to mobility, as the target of this feature does not provoke attacks of opportunity from any target they have attacked this turn, even if that attack missed.
Pack Tactics: You or an ally you choose gain advantage on attack rolls against a creature if at least one of the target of this feature's allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless: You or an ally of your choice gains one instance of Relentless. Whenever a creature with Relentless would be dealt damage that would reduce it to 0 hit points by an attack that dealt 7 or less hit points, the instance of Relentless is immediately used and that creature is reduced to 1 hit point instead.

The benefit lasts for one hour or until you cancel it. 

Skinwalk

At level 17, you become a master of this Way, which enables you to assume your hybrid beast forms with combinations of features, and achieve astonishing new feats of capability. You may now select a second option for your Inner Beast Meditation and gain the benefits of both while your form is active. You also no longer need to make a Constitution saving throw when the form granted by that feature ends at any time.

Additionally, when you now enter into the form granted by Inner Beast Meditation, you gain advantage on all Strength, Dexterity and Constitution ability checks and saving throws until the form ends.

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