Monk
Base Class: Monk

Monks of the way of the boar gain a few of its traits, including the ability to charge and its relentless endurance, those of the way of the boar have inherited its endurance to pick itself up from the brink of death and keep fighting to save those around them. those who follow the way of the boar generally share its pigheadedness and brute strength, with few being academic and many using their fists to solve problems. many who follow these ways wear the skins of boars to feel closer to their patron animal, and to boast strength (more furs generally mean the person is stronger).

Boar Technique

Starting when you choose this tradition at 3rd level, your connection to the Boars increases as your understanding of them does. you can spend a ki point as a bonus action to perform any of the following:

  • Gore Charge. If you move at least 20 ft. straight toward a target and then hit it on the same turn, the target takes an extra 5 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 10 plus Strength modifier + Proficiency bonus Strength saving throw or be knocked prone.
  • Slam Charge. If you move at least 20 ft. straight toward a target and then hit it on the same turn, the target takes an extra 5 (2d6) slashing damage. if the target is a creature It must make a DC 10 plus Strength modifier + Proficiency bonus Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • Frenzy. When you reduce a creature below 0 hit points you may take a free action to immediately attack an enemy in melee range with a -1 to hit, dealing an extra 5 (2d6) on a hit

additionally, the amount of d6's rolled for additional damage goes up every fourth level, ie. at 7th level 3d6, at 11th level 4d6, etc. 

Relentless endurance

At 6th level, you gain the ability to pull yourself from the brink, to keep fighting to protect, or destroy once per long rest as an action, you can pick yourself up from the jaws of death, when you'd be reduced to below 0 hit points you may immediately make a death saving throw, if it is successful, you regain half the rolled number in hitpoints.

Natural Attunment

Beginning at 11th level, you can enter a special meditation, surrounding yourself with the sounds and feelings of nature and imbue its power in you. At the end of a long rest, you gain the effect of a enhance ability spell that lasts until the start of your next long rest (the spell can end early as normal). this spell can only be used in these three ways:

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Wild Affinity

You can stay in a beast shape for a number of hours equal to half your monk level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.

While you are transformed, the following rules apply:

  • Your game statistics change, add your modifier to your current score, while in Boar shape that is your new score but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
  • When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • When you would attack an opponent before rolling, you may choose to take -1 to your roll (stacks up to as many times as your Proficiency modifier) to deal an additional 10 (3d6) damage 

Additionally, you gain extra hit dice equal to your Constitution modifier plus your Proficiency bonus, and you can still use ki points as usual

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