Monk
Base Class: Monk

While the other monks study and train amongst their kin, the monastery of the Way of the Wilds monks is the nature itself. These monks are solitary, and learn their techniques while studying the movements of animals and emulating them in combat. Ferocious and tenacious, the monks of the wilds are extremely hard to fight, constantly shifting their combat tactics and fighting style. Though, no matter how unrestrained they are in the thick of battle, to their allies and friends these monks are kind and benevolent. They are often sought after as sages and wise teachers, residing far from the civilization, among the animals in the wilderness with whom they share a spiritual connection.

One cannot learn to become a monk of the wild from another, but must learn it themselves. One must prove to be the fittest, and worthy to survive. But without a certain level of wisdom an individual will at best become a wild huntsman cut off from civilization. The knowledge and enlightenment these monks can achieve is legendary, the decades they spend in uninterrupted meditation and close to nature yield magnificent fruits. 

One of the Wild Folk

Beginning at 3rd level, you are permanently under the effects of the Speak with Animals spell. You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
At 11th level, your connection with nature deepens. You can cast the Commune with Nature spell, but only as a ritual.

Additionally, you learn how to attack in style of various animals. As a bonus action, you can change the damage type of your unarmed strikes to bludgeoning, slashing, or piercing. You cannot choose the damage type you currently have.
This benefit lasts until you change the damage type of your unarmed strikes again.

Nature's Touch

At 3rd level, you are able to channel you connection to nature to heal and mend living beings. You have a pool of healing energy, represented by a number of d6s equal to your monk level. You regain all dice from this pool when you finish a long rest.

As an action, you can touch a creature that is not undead or construct, and expend a number of dice equal to or less than your proficiency bonus. Roll the expended dice and add them together, the target regains a number of hit points equal to the total. You can expend 2 ki points to use this feature as a bonus action instead of an action.

Wild Technique

Beginning at 6th level, you have learned how to channel wild animals in your fighting technique. Choose an animal from the following list and gain its feature. You gain an additional choice at 17th level, gaining the benefits of both animals and their features.
When you finish a short or long rest, you can replace one of the animals you are channeling with another, gaining it's features instead.

Bear. The bear style makes your ferocity harder to temper and control. When you use your Flurry of Blows, you have advantage on saving throws against spells and effects that would move you against your will, knock you prone, or incapacitate you until the start of your next turn.

Eagle. The eagle style allows you to move unhindered and unrestrained. When you use your Step of the Wind, you also gain the benefits of the Disengage action. Additionally, when you use your Step of the Wind, you can expend 2 additional ki points to gain a flying speed equal to your movement speed until the start of your next turn.

Stag. The stag allows you to use your movement to your advantage during combat. When you use your Step of the Wind, when you make an attack with an unarmed strike the target takes an additional 1d8 bludgeoning damage and has to make a Strength saving throw, if it fails it is knocked prone or pushed 10 feet(your choice). The target cannot be more than one size larger than you and you must have moved at least 20 feet before the attack to gain the benefits of this feature.

Tiger. The tiger style allows you to exploit each opening like a true predator and weave in and out of combat. When you use your Patient Defense, opportunity attacks with your unarmed strikes do not spend your reaction. However, you can still take only one reaction per turn. Additionally, when you make an opportunity attack with an unarmored strike, you can move up to 10 feet after the attack as a part of it.

Wolf. The wolf style makes you leader of your comrades in battle. When you hit a creature with one of your Flurry of Blows attacks, they have disadvantage on attack rolls against creatures other than you until the start of your next turn. A creature is immune to this effect if it is immune to being frightened.
Additionally, other allied creatures have advantage on the first attack roll against them until the start of your next turn.

In Harmony with Nature

At 11th level, your spiritual connection to the wilderness has deepened, you are able to manifest a level of control over the forces of nature. 
Whenever you finish a long rest, you can choose a number of spells from the druid spell list  equal to your proficiency bonus + Wisdom modifier. All the spells must be of a level lower than your proficiency bonus. You can cast any of the chosen spells using ki by expending a number of ki points equal to the the level at which you cast the spell. You cannot cast a spell at a level equal to or higher than your proficiency bonus.
You have to provide all components for the spells you cast, the spells cannot be cantrips, and not be able to deal any type of damage.
Your spell attack modifier is your proficiency bonus + Wisdom modifier, your spell save DC is equal to your Ki save DC.

At 17th level, you gain a special pool of ki points you can only use for spells, the number of the special ki points equals your proficiency bonus + Wisdom modifier. When casting a spell, you can use both your normal and special ki points at the same time.
You can now also choose cantrips from the druid spell list, however they still cannot be able to deal any type of damage. They don't have a ki cost to cast.

Perfect Flow

At 17th level, the fluidity and speed with which you change between the different styles of fighting gives you an upper hand in combat. You can change the damage type of your unarmed strikes with One of the Wild Folk before an attack with unarmed strikes as a part of it.
Depending on the damage type, you gain one of the following benefits when you change the damage type of your unarmed strikes until the start of your next turn or until you change it again, whichever comes sooner.

Bludgeoning. The force you put behind your attacks mauls your opponents into submission. When you hit a creature with your unarmed strike, you can force it to succeed on a Constitution saving throw or suffer disadvantage on the next saving throw it makes before the start of your next turn.

Piercing. Your attacks have greater potential to penetrate your opponents defenses. Your attacks with unarmed strikes score a critical hit on a roll of 19-20.

Slashing. The fluidity of your attacks allows you to exploit openings to inflict further punishment. Once per round during your turn, If you have advantage on an attack with an unarmed strike, you can forge the advantage to make an additional attack with your unarmed strike.

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