Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the innate animal power with your soul. When you focus your ki, you can align your true inner soul with your raw, physical body. Some monks of this tradition see their power as transmutational, and themselves as part of the weave, while others see themselves limited in their body and use their ability to release their soul and their true power.

Many monks of this tradition tattoo their bodies with images representing their soul, whether that be crab claws, tentacles, fangs or something else.

Body for Adaptation

When you choose this tradition at 3rd level, you gain ki-infused powers that can cause your body to go into rapid and strange adaptation. A discipline requires you to spend ki points each time you use it.

At 3rd level, you know two chimerical adaptations of your choice, which are detailed under the "Chimerical Adaptations" section below. You learn two additional adaptations of your choice at 6th and 11th level, and a final one at 17th level. Whenever you learn a new chimerical adaptation, you can also replace one chimerical adaptation that you already know with a different one.

 

Will. 

Most chimerical adaptations require you to maintain "will" for a time in order to maintain them. For those such adaptations, you must maintain will until the time threshold at which point you can drop it as a free action.

Normal activity, such as moving and attacking, doesn’t interfere with will, but the following factors can break will:

  • Beginning another Chimerical Adaptation that requires Will. You lose will on a spell if you begin another chimerical adaptation that requires will. You can’t hold will on two adaptations at once, but you can have two active as long as they don't both require will.
  • Taking damage. Whenever you take damage while you are holding will on a chimerical adaptation, you must make a Wisdom saving throw to maintain your will. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being Incapacitated or killed. You lose will on a spell if you are Incapacitated or if you die.

Chimerical Adaptations

The chimerical adaptations are presented in alphabetical order. If an adaptation requires a level, you must be that level in this class to learn it.

Additional Appendage

As an action and by expending 4 ki points, you channel the power of an extra-appendaged animal. You gain a tail, tentacle, trunk, or other similar appendage. With this appendage, you can make an unarmed strike as a free action once per turn. Your appendage can't wield shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. You gain this effect for 30 minutes if you can hold will for the first minute. (11th Level Required)

Carapace of the Crustacean

As an action and by expending 4 ki points, you channel the power of the crab. You gain +3 to AC while not wearing heavy armour. You gain this effect for 30 minutes if you can hold will for the first minute. (11th Level Required)

Claws of the Mole

As an action and by expending 2 ki points, you channel the power of the mole. Your hands become larger and more shovel-like and you gain a burrowing speed equal to your walking speed. Additionally, you gain tremorsense while underground. While transformed, you gain disadvantage on all dexterity based rolls. You gain this effect for 1 minute if you can hold will for the first 10 seconds.

Eyes of the Owl

As an action and by expending 3 ki points, you channel the power of the owl. You gain darkvision to 60 feet. If you already have darkvision, it increases by 30 feet. You gain this effect for 10 minutes if you can hold will for the first 30 seconds. (6th Level Required)

Hands and Feet of the Monkey

As an action and by expending 2 ki points, you channel the power of the monkey. Your hands and feet become longer and more dexterous and you gain a climbing speed equal to your walking speed. Additionally, you gain advantage on all acrobatics and athletics checks. While transformed, any flat surface counts as difficult terrain to you. You gain this effect for 1 minute if you can hold will for the first 10 seconds.

Nose and Ears of the Hound

As an action and by expending 3 ki points, you channel the power of the hound. You gain a +10 to all perception and investigation checks made with either hearing or scent. You gain this effect for 10 minutes if you can hold will for the first 30 seconds. (6th Level Required)

Roar of the Lion

As an action and by expending 5 ki points, you channel the power of the lion. You can treat any dice roll on an intimidation or persuasion check as a 20. You gain this effect for 1 hour if you can hold will for the first 10 minutes. (17th Level Required)

Spines of the Hedgehog

As an action and by expending 4 ki points, you channel the power of the hedgehog. Your back erupts in thin spines. Any creature that takes an action while within 5 feet of you must make a DC 10 Dexterity saving throw or take 1d8 piercing damage. Additionally, any creature that involuntarily touches the spines takes the damage automatically. You gain this effect for 30 minutes if you can hold will for the first minute. (11th Level Required)

Sting of the Scorpion

As an action, you can spend 5 ki points to summon a stinger to your forearms. Whenever you take the unarmed strike attack, the creature that you hit must make a DC 15 Constitution saving throw, taking 16 (4d8) poison damage on a failed save, or half as much damage on a successful one. You gain this effect for 1 hour if you can hold will for the first 10 minutes. (17th Level Required)

Strength of the Ram

As an action and by expending 5 ki points, you channel the power of the ram. Your strength score becomes 20 an you count as one size larger for calculating push/drag/lift. You gain this effect for 1 hour if you can hold will for the first 10 minutes. (17th Level Required)

Tactics of the Wolf

While within 5 feet of a conscious ally, you can expend 3 ki points to you channel the power of the wolf. You gain advantage on all attacks. You gain this effect for 10 minutes if you can hold will for the first 30 seconds. (6th Level Required)

Tail of the Shark

As an action and by expending 2 ki points, you channel the power of the shark. Your legs become a shark's tail and you gain a swimming speed equal to your walking speed. Additionally, you can breathe underwater for up to a minute. While transformed, you cannot walk and all land counts as difficult terrain. You gain this effect for 1 minute if you can hold will for the first 10 seconds.

Visage of the Drake

As an action, you can spend 5 ki points to breath flames from your mouth. You exhale fire in a 15-­-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (4d8) fire damage on a failed save, or half as much damage on a successful one. (17th Level Required)

Wings of the Falcon

As an action and by expending 2 ki points, you channel the power of the falcon. Your arms become wings and you gain a flying speed equal to your walking speed. While transformed, you cannot do anything that requires use of your arms such as attacks or the somatic components of spells. You gain this effect for 1 minute if you can hold will for the first 10 seconds.

Adaptive Skill (6th Level)

You gain one skill or tool proficiency of your choice.

Adaptive Skill (11th Level)

You gain two skill or tool proficiencies of your choice.

Chimera's Will

You can maintain up to 3 chimeric adaptations that require will at once.

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