Zorahai
2022-01-31, 11:39 AM
This is an updated home-brew tradition that I made some time ago which is still a bit of a work in progress, but far enough along to where I feel like it can get some constructive criticism. Please know that this does borrow heavily from Brandes Stoddard’s own created tradition “Way of the Wild”, which I will link in this post for reference.
https://www.brandesstoddard.com/2019/01/dd-5e-way-of-the-wild-monastic-tradition/
Now, with this tradition I wanted to incorporate the 5 iconic Kung-fu animal styles that are usually displayed in various forms of media while also keeping it in theme with the D&D fantasy aspects. Likewise, the styles chosen were ones which I felt fit in most with other class’ sub-classes and the monk traditions as well. Essentially, I wanted to make this a balanced sub-class to play at home alongside the official material.
Way of the Beast
At 3rd level when you choose this tradition, you gain proficiency in animal handling if you don’t already have it. Your martial arts mix typical movements with techniques made to mimic those of various creatures. You also attain the ability to cast speak with animals as a ritual.
At 3rd level learn two of the following animal techniques with more becoming unlocked as you reach higher levels. Each style requires varied situations and Ki points. You gain one additional technique when you reach 6th, 11th, and 17th level.
Way of the Beast Techniques:
Dragon: You may spend 1 Ki point to deal an additional martial arts die of elemental damage for the next minute when you hit a creature with your Flurry of Blows attacks. Choose (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) which may be switched as a Bonus Action.
Eagle: As a reaction, you harness the swiftness of an eagle for the next minute. If you are missed with a melee attack, you can move at 1/2 speed away without triggering an opportunity attack or move the attacker to any unoccupied adjacent space.
Monkey: As a Bonus Action, you may spend 2 Ki points to increase your AC by +2 for 1 minute as long as you are not wearing armor nor wielding a shield and your jump length increases by + Dex modifier in feet.
Snake: You can make one unarmed attack as a reaction when missed by a melee attack.
Tiger: As a Bonus Action you may make an unarmed attack at the end of a Disengage or Dash action.
At 6th level each technique gains an additional ability when known:
Dragon: You gain a permanent resistance to one dragon type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). If one of these resistances is already possessed, it cannot be selected again.
Eagle: You now are able to make Long and High Jumps with your Dexterity modifier instead of Strength and Difficult Terrain no longer hinders your movement.
Monkey: When you hit a creature with an unarmed strike, you can spend 1 ki point to distract and confuse it, giving other attackers an opening. Your attack deals additional damage equal to your Martial Arts die, and the next melee attack roll made against that target by a creature other than you gains advantage if the attack is made before the start of your next turn.
Snake: When a creature adjacent to you casts a spell, you can use your reaction to make an unarmed strike against it. On a hit, you deal additional damage equal to your Wisdom modifier, and the creature must roll a Constitution saving throw as if concentrating on the spell. On a failed saving throw, the spell is lost.
Tiger: When you hit a creature with an unarmed strike and you have already hit that creature with two or more melee weapon attacks this turn, you can spend 1 Ki point to deal additional damage equal to your Martial Arts die. On a successful hit, the creature must make a successful Strength Saving Throw or be knocked prone.
At 17th level, as an action, you are able to summon a spectral avatar of a chosen creature related to your respective style(s) for 10 minutes. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands, it will defend itself from hostile creatures, but otherwise takes no actions. The DM has the creatures' statistics.
You must spend 8 ki points to be able to summon the creature and you can not summon it again until you take a short or long rest.
Dragon: Dragon Wyrmling (modified) Eagle: Giant Eagle (modified) Monkey: Gorilla (modified) Snake: Giant Constrictor Snake Tiger: Saber-Toothed Tiger
The modifications are intended to make each style’s avatar roughly equal in power
Here’s an example also of how a monk would work in the game
The 6th level monk knows Dragon, Monkey, and Eagle techniques.
Their turn begins:
Action: Attack 2 times
Bonus Action Options:
-Dragon: Activate Damage Buff (requires FoB)
-Monkey: Activate Advantage on Attacks
-Monk (Vanilla): Attack again with either Martial Arts or FoB, Patient Defense, or Step of the Wind
Reaction Options:
-Eagle: Movement Ability
-Opportunity Attack
https://www.brandesstoddard.com/2019/01/dd-5e-way-of-the-wild-monastic-tradition/
Now, with this tradition I wanted to incorporate the 5 iconic Kung-fu animal styles that are usually displayed in various forms of media while also keeping it in theme with the D&D fantasy aspects. Likewise, the styles chosen were ones which I felt fit in most with other class’ sub-classes and the monk traditions as well. Essentially, I wanted to make this a balanced sub-class to play at home alongside the official material.
Way of the Beast
At 3rd level when you choose this tradition, you gain proficiency in animal handling if you don’t already have it. Your martial arts mix typical movements with techniques made to mimic those of various creatures. You also attain the ability to cast speak with animals as a ritual.
At 3rd level learn two of the following animal techniques with more becoming unlocked as you reach higher levels. Each style requires varied situations and Ki points. You gain one additional technique when you reach 6th, 11th, and 17th level.
Way of the Beast Techniques:
Dragon: You may spend 1 Ki point to deal an additional martial arts die of elemental damage for the next minute when you hit a creature with your Flurry of Blows attacks. Choose (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) which may be switched as a Bonus Action.
Eagle: As a reaction, you harness the swiftness of an eagle for the next minute. If you are missed with a melee attack, you can move at 1/2 speed away without triggering an opportunity attack or move the attacker to any unoccupied adjacent space.
Monkey: As a Bonus Action, you may spend 2 Ki points to increase your AC by +2 for 1 minute as long as you are not wearing armor nor wielding a shield and your jump length increases by + Dex modifier in feet.
Snake: You can make one unarmed attack as a reaction when missed by a melee attack.
Tiger: As a Bonus Action you may make an unarmed attack at the end of a Disengage or Dash action.
At 6th level each technique gains an additional ability when known:
Dragon: You gain a permanent resistance to one dragon type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). If one of these resistances is already possessed, it cannot be selected again.
Eagle: You now are able to make Long and High Jumps with your Dexterity modifier instead of Strength and Difficult Terrain no longer hinders your movement.
Monkey: When you hit a creature with an unarmed strike, you can spend 1 ki point to distract and confuse it, giving other attackers an opening. Your attack deals additional damage equal to your Martial Arts die, and the next melee attack roll made against that target by a creature other than you gains advantage if the attack is made before the start of your next turn.
Snake: When a creature adjacent to you casts a spell, you can use your reaction to make an unarmed strike against it. On a hit, you deal additional damage equal to your Wisdom modifier, and the creature must roll a Constitution saving throw as if concentrating on the spell. On a failed saving throw, the spell is lost.
Tiger: When you hit a creature with an unarmed strike and you have already hit that creature with two or more melee weapon attacks this turn, you can spend 1 Ki point to deal additional damage equal to your Martial Arts die. On a successful hit, the creature must make a successful Strength Saving Throw or be knocked prone.
At 17th level, as an action, you are able to summon a spectral avatar of a chosen creature related to your respective style(s) for 10 minutes. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands, it will defend itself from hostile creatures, but otherwise takes no actions. The DM has the creatures' statistics.
You must spend 8 ki points to be able to summon the creature and you can not summon it again until you take a short or long rest.
Dragon: Dragon Wyrmling (modified) Eagle: Giant Eagle (modified) Monkey: Gorilla (modified) Snake: Giant Constrictor Snake Tiger: Saber-Toothed Tiger
The modifications are intended to make each style’s avatar roughly equal in power
Here’s an example also of how a monk would work in the game
The 6th level monk knows Dragon, Monkey, and Eagle techniques.
Their turn begins:
Action: Attack 2 times
Bonus Action Options:
-Dragon: Activate Damage Buff (requires FoB)
-Monkey: Activate Advantage on Attacks
-Monk (Vanilla): Attack again with either Martial Arts or FoB, Patient Defense, or Step of the Wind
Reaction Options:
-Eagle: Movement Ability
-Opportunity Attack