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The Ways of Nature
\pagebreakNum # Introduction ### A feathered humanoid perched at a mountaintop carefully scans the surrounding skies for the intruder that dared to invade its territory. As the Wyvern bursts forth from the clouds, the Aarakocra unfurls it's wings and swoops forth with its talons to an even match. The skies is dyed in scarlet as both clash, but with each failed attacks the beast loses its resolve, and with a few precise strikes it is brought down, disappearing through the clouds below. The elf sorcerer laughs as he sends a fireball in the direction of the hideous creature that dared cross the path of its carriage. Its sadistic joy quickly subsides, as the humble Tortle raises its arm and with it a shield of water and energy. Humiliated, the elf conjures spells in a frenzied rage, only to see, much to his incredulous discan, as one after the other they dissipate upon the traveler's mystical shell. A large Lizardman with bulging muscles and scarred scales takes a defensive stance under a waterfall. With its carvernous jaws agape, it remains unmoving even as the ground quakes and sends ripples across waters of the shallow river. The trees part like the curtains at a theater, and with a thunderous roar the mighty challenger announces itself and charges forth without restraint. As the Tyranossaurus closes in to bite the easy pray, the humanoid enlarges itself, and with a swift movement of its mandible ensures the roles are reversed. ### Far from any traditional monastery, and independently from their methods of meditation and study, the traditions described in this compendium were developed by the uncivilized Beastfolk that share a deep connection with nature around them. Some learned how to manipulate their Ki through their tribal beliefs and rituals, while others brought forth these innate abilities through the hunt or the need to defend their group. Whether the case can be, the Ways of Nature evolved to become the driving force for many of these families and tribes, and are now passed on from generation to generation in to ensure their species survival. ### As Nature Intended The vast majority of the monks that follow one of these traditions grew up far away from any form of civilization or technology. They have lived simple lives among their kin, and learned from young to fight, hunt, and survive using only the natural gifts they have been given. Metalworking is exceedingly rare within these communities, especially when it comes to making weapons and armor. The few individuals who venture the world, take pity on the fragile creatures who need such crutches to defend themselves.
I created these monastic traditions putting a lot of emphasis on features — and lore — that promote unarmed, unburdened combat. I would highly recommend to create a character that does not use weapons or armor.
\columnbreak ## Table of Contents
- ### [
2
Introduction & Credits
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3
Ways of The Aarakocra
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3
Way of the Macaw
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4
Way of the Raptor
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5
Way of the Passerine
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6
Way of the Strigidae
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7
Way of the Crane
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8
Ways of the Tabaxi
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8
Way of the Feline
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9
Way of Panthera
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10
Ways of the Tortle
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10
Way of the Turtle
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11
Way of the Tortoise
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12
Ways of the Lizardfolk
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12
Way of the Crocodilian
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13
Way of the Monitor
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14
Way of the Chameleon
](#p14)
>## Credits >* **Version 1.1** >* Content Designer: /u/BeeArr >* Cover Image licensed under Creative Commons CC0 - Credit to [Sasint and Pixabay](https://pixabay.com/en/jungle-pathway-steps-way-sunlight-1807476/ "title") >* Special Thanks to the people at the Discord of Many Things and of /r/UnearthedArcana for their invaluable feeback and input >* Context: Dungeons and Dragons 5th Edition by Wizards of the Coast, LLC >* Created using [GMBinder](https://www.gmbinder.com "title") >* This creative work is free for all to distribute and use >* Thank you for reading! >### Changelog >**v1.1:** >* Reworked Way of the Macaw's Beautiful Creatures feature. >* Reworked Way of the Crocodilian Hardened Body feature. \pagebreakNum # Ways of the Aarakocra ## Way of the Macaw Prerequisites: Character's race must be Aarakocra. ### The desire to enchant and mesmerize is rooted deeply in the traditions, as well as in the very nature of Monks that follow the Way of the Macaw. They believe that in order to purify an individual before nature, one must first captivate them. And oh how they do so; through a ritual that pairs elaborate dances in mid-air and beautiful displays of feathers, with a cacophony of squawks and screams that echoes through the canopy of the deep jungle. ### Beautiful Creatures While beauty is truly in the eye of the beholder, through the exchange of Ki even that can be influenced. Once you decide to dedicate yourself to following this path, you can add your Wisdom Modifier to Charisma (Deception), Charisma (Persuasion), and Charisma (Performance) checks. Additionally, you can spend one Ki point in order to touch a creature and create a connection between your vital energies. It must succeed a Charisma Saving Throw or become charmed for the next hour. The target does not know you attempted — or succeeded — to charm them, unless you allow them to feel that connection. Once charmed, they cannot be subject to these effects again for one week. ### What Lies Within The energy that pools within all beings tends to reflect their very nature. You hold the power to tap into their spirit and see that which is invisible to the eye. Beginning at 6th level, whenever you attempt to charm a creature through touch, you can spend an additional three Ki points to extract some of their energy and know more about their nature. If they fail their Charisma Saving Throw, in addition to being charmed, you can also learn their base alignment (Good, Neutral or Evil). This special link between both energies can only be attempted once and will fail in any subsequent attempts for that creature's lifetime. Additionally, you can discern a creature's emotions through touch without the need to spend a Ki point. ### Captivating Character Your plumage alone invites the curious eyes of even the most traveled of folk, and unsurprisingly, you tend to be the center of attention wherever you go. However, au contraire of what some can assume, you are much more than just your gorgeous feathers. At 11th level, you gain proficiency in the Deception and Persuasion skills. If you are already proficient in those skills, the proficiency bonuses are doubled. \columnbreak ### Carnaval This festival of colors and sounds is hardly secret to those that dwell in the Jungle, but a wondrous sight for those who know it not. As the celebration begins, even those who do not tread the path of the Macaw feel compelled to partake in the merriment, as if their very essence wished to join it as well. As all come together in astonishing harmony, the Monks rejoice for their purpose is fulfilled. At 17th level, you can take to the skies and spend ten Ki points to begin the grand ritual of Carnaval, releasing a wave of mystical energy in a 60ft radius centered around yourself. The sounds of the deep jungle begins to flood the area, and as you deepen your connection with your flock, the volume of their squawks, their instruments, and songs steadily rises to a ringing crescendo as if they were right there with you. You can choose bond with the Ki of a number of allies within that area equal to your Charisma modifier (minimum of 1), and mystically compel them to join the festivity. As your collective movements begin to synchronize with the rythm, all can roll a Charisma (Performance) check of DC14 before each Attack Roll, Saving Throw or Ability Check, gaining advantage on their roll on a successful check. These effects last for ten minutes, but you must spend one action per turn maintain the rhythm and the connection with your flock, as well as maintain concentration, in order for Carnaval to continue. If you land or are otherwise forced unto the ground, the effects are dispelled as well. This ability can only be used once per long rest and inflicts one point of exhaustion to yourself for every 3 minutes it remains in use, to a maximum of 3 points of exhaustion. \pagebreakNum ## Way of the Raptor Prerequisites: Character's race must be Aaracokra. ### Followers of the Way of the Raptor are reclusive and feircily protective towards family. They soar high and carefully observe from afar, perceiving every detail about their surroundings and waiting for the perfect moment to strike against unsuspecting enemies. Once a target is in their sights, nothing can shift their focus; they descend with speed unmatched and power uncontested, with the singular purpose of crushing their prey. Those who are foolish enough to fly through, or worse, contest a Raptor's territory will swiftly be brought down by Talon and Wing, learning rather quickly that only one can rule those skies. ### Raptor's Talons You continuously work on improving your striking techniques, and this effort leads to ever more precise and deadly strikes. As your mind sharpens, so do your long and powerful talons, increasing the damage dealt by your unarmed attacks at the 3rd, 6th, 11th, and 17th levels. Additionally, you can choose to deal either piercing or slashing damage on a successful attack. | Levels | Damage | |:---:|:-----------:| | 3rd | 1d6 | | 6th | 1d8 | | 11th | 1d10 | | 17th | 1d12 | ### Keen Eye Starting at 3rd level, you gain advantage on all Perception checks that rely on your vision. Furthermore, as your levels progress you receive a bonus to your passive perception, and to how far you are able to see clearly; as if you were looking at something within 50ft of you. | Levels | Total Passive Perception Bonus | Vision Range |:---:|:-----------:|:-----------:| | 3rd | +1 | 1 mile | | 6th | +2 | 3 miles | | 11th | +4 | 6 miles | | 17th | +6 | 10 miles | ### Swooping Strike Beginning at 6th level, as an action, you can utilize 40ft of flying movement and spend two Ki points to dive towards your target with furious might, delivering a powerful unarmed strike and causing one of the following effects: * If the target is a creature of large size or smaller, you can land on top of it, it must succeed on a Strength saving throw or fall prone and take an additional 1d10 bludgeoning damage. * If the target is a creature of your size or smaller, it must succeed on a Dexterity Saving throw or you can grapple it, lifting 15ft into the air on a successful Athletics check (DC15 for a medium sized creature, decreasing by 5 with each size reduction). * You can deal an additional unarmed strike and continue flying for an extra 15ft without triggering an attack of opportunity. Lastly, when Swooping Strike is considered a surprise attack, you can spend an extra Ki point to deal a Critical Hit on your first blow. ### Lock-on At 11th level, your eyes become trained to completely shift their focus to a single enemy. While this enemy's attacks become easy to read, you are made you an easy target for other creatures. By spending four Ki points as a bonus action, you can target a creature and subject it and yourself to the following effects, for the next 30 seconds: * You gain advantage in all unarmed strikes made against the target. * The target gains disadvantage in all attacks made against you. * All enemies in combat, other than the target, gain advantage in any attacks made against you. * You can not perform any actions against creatures other than the target. * You can not disengage from the target until the end of the effects. The effects of this ability are lifted if the target is reduced to 0 hit points. This ability can be used twice per long rest. ### Aerial Ace Upon reaching the 17th level you become a true master of flight and aerial combat. Permanently imbuing your wings and eyes with your vital energy leads you to gain the following attributes: * Your Flying speed increases to 120ft. * When Flying at an altitude greater than 300ft, the passive perception bonus granted by the Keen Eye feature is doubled. * When Flying at an altitude greater than 300ft, you become aware of all flying creatures of size medium or larger within a 10 mile radius. * While in the air, you cannot become the target of a surprise attack or an attack of opportunity. Moreover, if you are currently in combat with a flying creature that is targeted by your Lock-On ability, you can spend one Ki point to perform an additional Swooping Strike as a bonus action, which can cripple their ability to fly through precise hits and Ki manipulation. The target must succeed a Dexterity Saving Throw against your strikes, or immediately plummet to the ground, taking 1d6 bludgeoning damage for every 10ft of fall, and losing all of its flying movement for one minute. \pagebreakNum ## Way of the Passerine Prerequisites: Character's race must be Aarakocra or Kenku. ### Followers of this tradition value freedom of movement above all else, but compared to their feathered brethren, they much prefer the challenges that come from what is under them. They have unparalleled equilibrium when in motion and are able to hop with grace through the harshest of terrains; be it craggy rocks, the rooftops at a city, or densely packed tree-tops. Yet, their impressive acrobatic maneuvers when jumping from one precarious perch to another are much more than just a way of movement. They provide Passerine monks with endless ways of striking and incapacitating whoever makes the mistake of standing their way. ### Passerine Movement At 3rd level, you are able to use your land movement to pass through difficult terrain (except water or snow) without penalties. Additionally, you gain proficiency in Acrobatics if you do not have already. ### Perching Strike Beginning 3rd level, once you spend the entirety of your land or flying movement, you can choose to perch on a terrain feature within 5ft. At the beginning your next turn, you can spend one Ki point as an action to leap 20ft, at no movement cost, in the direction of an enemy and carry out an unarmed strike. >Trees, large rocks, stalagmites, fallen trunks and the walls of a cave are all examples that could be considered suitable natural terrain features. While rooftops, walls, carts, furniture, and fences could be considered suitable man-made terrain features ### Shrike's Impact At 6th level, you can, as a bonus action, spend two Ki points to deliver a powerful blow that will send an enemy hurling towards a suitable (determined by the GM) terrain feature or ally. The target must make a Strength saving throw; on a failure, it can be hurled towards a feature or ally within 15ft. On a success, it can be hurled towards a feature or ally within 5ft instead. The effects the impact depend on what kind of feature was chosen. You can only target creatures of Large size or smaller. • If there are no viable terrain features nearby, the target suffers 1d6 bludgeoning damage and is pushed away from you. • If the feature chosen is a smooth solid, the target takes 2d6 bludgeoning damage and must succeed a Constitution saving throw or be stunned for the next round. • If the feature chosen is a spike-like/jagged solid, the target takes 3d6 piercing damage. \columnbreak >Optional Rule: On a critical failure, the target takes 6d6 piercing damage and is considered impaled. It must use an action to dislodge itself or continue suffering 2d6 damage at the end of its following turns. • If you the feature chosen is a nearby ally, the target is pushed within your ally's effective melee range. The ally may immediately perform an attack of opportunity against the target as a reaction. ### Hopping Hits At 11th level, using the terrain around you for your advantage in both movement and combat becomes second nature. Once you have successfully carried out a Perching Strike, you may, as a bonus action, spend three Ki points to attempt to hop off terrain features nearby (10ft) twice. With each hop, you are able to target any creature within 15ft of you with an unarmed strike. If you miss the first hop attack, the second one automatically fails and the Ki is considered spent. Additionally, the ground or low ceilings can, once each, be considered suitable terrain feature to hop from if nothing else is nearby. ### Desire Path At the 17th level, you gain the ability to project Ki to create terrain features made of mystical energy that synergize with your 3 previous abilities. These features can be created as a bonus action on any empty space within a 50ft radius centered on you. For each Ki point spent, you may create one terrain feature of any shape. Only four features may be projected at any given time, they last for ten minutes, are invisible to others and only you or those targeted by Strike's Impact can interact with them. You may use these magically created features to perform Hopping Hits 4 extra times. If any of the hop attacks fail, all subsequent attacks also fail and the Ki is considered spent. The 6th attack in a sequence is always a Critical Hit. In addition, on the 3rd and 5th hops, you are able to activate Shrike's impact at a cost of one Ki point instead. \pagebreakNum ## Way of the Strigidae Prerequisite: Character's race must be Aarakocra. ### Have you ever seen a pair of eyes in the dark, and wonder what they were? Unbeknownst to you, it could be one of the followers of the way of the Strigidae; reclusive Aarakocra who believe to be chosen by nature as guides whose purpose is to escort the infirm, the injured and the elderly to the great beyond, helping to fulfill the cycle of life. Upon their wings rests the responsibility to maintain the balance between those who live and die, and to punish those who seek to break the cycle by pursuing undeath. Hidden by veils of darkness, the beat of their silent wings sends forth ill winds of omen; those who feel this gentle breeze know their time will soon be over. ### Unheard and Unseen. At 3rd level, you are able to direct a fraction of your Ki to each of your feathers, which allows you to make no sounds when flying. You gain advantage on Stealth checks while in flight. Additionally, you gain proficiency in Stealth. If you already possess proficiency in Stealth, the proficiency bonus is doubled. ### Eyes in the Dark At 3rd level, you may spend two Ki points and coalesce those energies within your eyes, gaining 60ft of Darkvision for the next 10 minutes. Doing so makes your eyes faintly glow in the dark. While in environments with little to no light, any creature not within 10ft of yourself that is able to detect you must succeed a Wisdom Saving Throw with disadvantage, in order to identify what you are. On a failure, they perceive you as a harmless night critter until they are 10ft away from you. ### Night's Veil At 6th level, you learn to channel the unspent energy stored within your closed wings, spending three Ki points as a bonus action to project a 20ft sphere of Darkness within 60ft of yourself, without the need for material components. The sphere lasts up to five minutes but dissipates if you lose concentration. This sphere of Darkness is linked to you through your vital energy, and as such, when Eyes in the Dark is active, you are able to see as clearly inside the sphere as you see outside. This does not allow you to see through any other sources or magical darkness. If you finish your turn within the sphere, you may perform an additional attack on your next turn. ### Ominous Winds As your baleful wings beat, the soft sound of cutting winds foretells the passing of those who feel it. At 11th level, you may, as an action, spend four Ki points to charge the winds around you with negative energy and send them towards a Creature within 30ft. The creature must succeed a Wisdom Saving throw or be subject to disadvantage on a Saving throw of your choice for the next minute. If you are under the effects of Eyes in the Dark, you may target any creature within 60ft in your line of sight. ### Harbinger of Death At 17th level, even the slightest breeze caused by the beat of your wings may bring those within your gaze to an untimely demise. This concedes the following properties to your Ominous Winds ability: • While Eyes in the Dark is active, you may target all creatures within the Night's Veil sphere with your Ominous Wind ability, spending four + two Ki points per creature beyond the first target. • You may choose to target a single creature within, spending eight Ki points to grant disadvantage on two saving throws instead. • You may choose to spend one extra Ki point (total of five) to grant the target one damage vulnerability instead of granting them disadvantage on a saving throw. \pagebreakNum ## Way of the Crane Prerequisite: Character's race must be Aarakocra. ### This nomadic group of Aarakocra are firm believers in the great weave, an unseen realm of mystical energy that connects all beings throughout the cosmos. From young, they learn to manipulate their own energy in order to tap into the realm and entwine their energies with that of others. In other to improve these abilities, they take upon the work of creating physical pieces of woven cloth, silk, yarn and thread, each with intricate designs of not only unparalleled beauty but which are also infused with their own Ki; pieces of craftsmanship which are sought for by merchants and royalty alike. It is said that during their yearly gathering, the adepts of the Way of the Crane join together to form the Grand Loom, where they attempt to entwine their collective wills upon the great weave in order to change reality itself. ### Mystical Loom Beginning at 3rd level, you may dedicate one short rest per day, for a consecutive period of one week, in order to weave an article of clothing, mural or artwork. While you still gain the benefits of a short rest, you must also spend a number of Ki points per day in order to complete this process. Once finished, the item exhibits a minor magical property and it's sale value changes depending on the amount of Ki spent during the weaving process. If you fail to spend Ki points during any given day, the weaving process fails and you must start anew. When determining the value of the resulting item, you may multiply the cost of the base material by the amounts indicated on the following table. | Ki Points per day | Value multiplier | |:---:|:-----------:| | 1 Ki | x2 | | 2 Ki | x4 | | 3 Ki | x6 | | 4 Ki | x10 | When determining the resulting magical property, you may roll a d10: | d10 | Resulting Magical Effect | |:---:|:-----------:| | 1 | The item gives off a very faint light. | | 2 |The item feels slightly warm to the touch.| | 3 |The item feels cold to the touch.| | 4 |The item weighs as much as a feather.| | 5 | The item is twice as heavy as it should be. | | 6 | The item dirties easily.| | 7 | The item sparkles under sunlight.| | 8 |The item does not retain any smells.| | 9 |The item repairs minor tears daily at dawn.| | 10 |The item displays a different property to the discretion of the DM.| ### Crane's Reach Adepts of the Crane learn to utilize their bodies to their full extent. Through the manipulation of Ki, they are able to strike from afar, keeping themselves and the ones around them out of harm's way. Beginning at 3rd level, you may spend one Ki point as a bonus action to increase the reach of your unarmed strikes to 10ft for the duration of 1 minute. This also improves your Deflect Missiles ability, allowing you to attempt to deflect any projectile aimed at an ally that passes within your 10ft reach. By spending one Ki extra point you may attempt to do this multiple times as extra reactions. ### Endurance of the Nomad You are no stranger to long, arduous journeys. Tapping directly into the weave, you gather energy to be able to continue moving forward even when faced with adversity. At 6th level, the threshold to gain one point of exhaustion when moving at a fast pace or not finishing a long rest is doubled. Additionally, whenever you are subjected to an effect that would cause your level of exhaustion to increase, you may spend 5 Ki points to not suffer the penalty from the first level of exhaustion for the next hour. ### Woven Bond Upon reaching the 11th level, you gain the ability to weave a mystical bond between yourself and an ally as an action, joining both of your vital energies to grant both parties the following attributes for its duration, provided that you maintain the bond by spending 2 Ki points per turn as a bonus action: - Both parties gain a bonus of +2 to any Attack rolls and Saving Throws. - You impose both your land and flying movement speed upon your ally, replacing their movement speed(s). - Both parties cannot move further than 30ft from each other. - Any magical effect, both positive and negative, that affects one of the parties, also affects the other. - Any magical damage received by one is halved and then dealt to both parties. - One party can use the other as a conduit for their spells. You may decide to unweave the bond as a bonus action and once you do so, both parties gain one point of exhaustion. If the bond is severed by an enemy or a magical effect (e.g: dispelled by Dispel Magic) both of the affected gain two points of exhaustion. Lastly, this ability can only be used once per long rest. ### One Thousand Cranes Once a year, followers of the Way of the Crane gather at their place of birth, where they commune and join their collective life force in order to attempt to weave the very fabric of reality. Once you have reached the 17th level, you gain the ability to cast the spell Wish once per one thousand Ki points spent. This includes all the Ki points spend cumulatively until this point of your journey. \pagebreakNum # Ways of the Tabaxi ## Way of the Feline Prerequisite: Character's race must be Tabaxi. ### Using their abilities to pass undetected wherever they go, Tabaxi that follow the Way of the Feline tend to live a simple, solitary life at the edge of society, much alike the animals they derive their abilities from. They use the power to directly influence their Ki in order to accelerate their momevements and vanish from the sight of prey and foe alike, gaining the upper hand in combat, or quickly escaping a dire situation when needed. While most choose to remain within the woods they are born into, some venture forth unto settlements and cities believing that the gaze of hundreds of eyes are a challenge to be overcome. Under the influence of society, and of other unsavoury individuals that also choose to dwell in the shadows, they learn other ways in which they can apply their abilities, venturing forth in the underworld in their pursuit of becoming perfectly unknowable. ### Blur During the heat of combat, one short glance to another direction is all that is needed for an enemy to completely lose track of your nimble self. Enemies are baffled when on one second you are right in front of them, and on the other, you are completely gone. Beginning at 3rd level, you may spend one Ki point as a bonus action to gain +10 to any hide actions (and outside of combat, Stealth Checks) you choose to take for the duration of one minute. During this period you may attempt hide from creatures that can clearly see you as well, but they gain +5 to their passive perception towards you. If you are able to best their passive perception, you are considered hidden until you interact with the target or put yourself clearly within their line of sight. For the purpose of gaining advantage on attacks, you are considered hidden until immediately after striking or missing, provided that you do not engage the target head-on, put yourself in a position where they would clearly see you. ### Hidden Threat Starting at 6th level, you can use your experience in Stealth and Speed to easily exploit the weaknesses of those who lost track of you. On each turn, you gain advantage on the first two unarmed strikes made against a target that is unaware of your presence, or who cannot see you at the beginning of that turn. Whenever you meet these criteria and choose to use your Flurry of Blows ability, you may spend an additional two Ki points to gain advantage on both unarmed strikes as well. \columnbreak ### Nimble Escape Attempts to herd a feline often prove themselves to be a futile effort. Beginning at 11th level, whenever you find yourself flanked, cornered or otherwise have been driven by an enemy into a position where escape is seemingly possible (To the discretion of the DM), you may spend three Ki points as a reaction to an attack and attempt to slip away You must choose one attacker that is currently adjacent to you and initiate a Dexterity contest. If you roll higher, you may pass through this enemies' position and move 10ft away from them without being hit by the attack. On rolling lower, the enemy is granted +2 to their attack roll and you do not move. ### Feline Finesse The movements of a true master Feline are nothing short of impressive. Through their mastery of Ki, they are able to enhance their senses and accelerate their movements, reaching a pinnacle where each step, shift, and twist taken seems as if they were meticulously calculated. With bodies that contort and compact, they can hide in even the tightest of spaces or behind the narrowest obstacles. At 17th level, you gain a bonus of +2 to your Dexterity. Additionally, you may attempt to hide as a Bonus Action, and may also attempt to do so on a terrain feature that provides 3/4 or 1/2 cover without penalties. \pagebreakNum ## Way of Panthera Prerequisite: Character's race must be Tabaxi. ### Eat, or be eaten. This simple rule of nature is what guides the Pantherae, a small sect of animalistic Tabaxi that live for the hunt. Shunned by the civilized for their ruthlessness and savagery, these individuals embrace their inner beast and take to the wilderness, utilizing their ability to sense and manipulate vital energies in order to easily tear their prey asunder. While not impossible to reason with, Pantherae seldom seek a peaceful solution to problems, tending to be volatile and quick to ー quite literally ー leap into combat. With bloodshot eyes, they claw their way through their enemies, and as each attack deepens wounds and sputters blood, they revel: this is what they are meant to be. ### Aim for the Jugular Your instincts now pair with your innate mystical abilities, allowing you to sense the concentrations vital energy within a creature's body, making it that much easier to bring them down. Starting at 3rd level, you may land a Critical hit on a roll of 19 or 20. Upon reaching 17th level, you may also land a Crítical hit on a roll of 18, 19 or 20. ### Roar At 3rd level, you may spend one Ki point as a bonus action to overcharge your vocal cords and let out a thunderous roar. Any creature within a 15ft cone takes 1d10 thunder damage and must succeed a Wisdom saving throw or become frightened of you for 30 seconds. The creature may repeat the Wisdom saving throw each of its turns, having it's fear subside on a successful roll. Any creature directly adjacent to you, including allies, must also succeed a Constitution saving throw or become deafened for 1 minute. ### Greater Pounce At 6th level, you are able to imbue your muscles with vital energy in order to leap forth and bring down an enemy under your powerful claws. With a running start of 20ft, you may use an action to spend two Ki points and pounce onto a creature within 20ft. It must then make a Strength Saving Throw. On failure, the creature is knocked prone and you may perform 2 unarmed attacks against it. On a success, the creature shoves you away and may immediately perform an attack against you as a reaction. ### Inner Beast As you release your Ki, a primal fire begins to rage within your heart, fed by each swipe of your claws and each splatter of blood. The thrill of the hunt takes hold of your being, and the desire to overpower your pray begins to fuel each of your strikes. Once per long rest, upon reaching the 11th level, you may choose to spend six Ki points to empower consecutive unarmed attacks as follows, for the duration of one minute: • Each successful consecutive unarmed attack made against a creature cumulatively increases the damage of the following attack by 1d4. (e.g: 1st Unarmed attack +1d4, 2nd Unarmed Attack +2d4, 3rd Unarmed attack +3d4.) • If you miss an attack, or if you begin to attack a different target, the additional damage is lost. • Your intelligence score is reduced by 3 until the end of the effect. Additionally, you gain one point of exhaustion once the effect ends. ### Goring Swipes At 17th level, while Inner Beast is active, you may choose to spend one Ki point when you hit an attack and infuse your enemies' wounds with negative energy. If the following attack misses, the additional damage is not lost but does not increase by 1d4. If the following attack connects, you gain 2d4 damage instead. Additionally, whenever you score a Critical Hit, the additional damage increases by 3d4. \pagebreakNum # Ways of the Tortles ## Way of the Turtle Prerequisite: Character's race must be Tortle. ### As they are brought into this world, these exceptional Turtlefolk immediately inherit an ancestral bond that ties them to that birthplace; the same beach where all before him were born. Yet strangely, this bond also instills in them a burning desire to roam the far corners of this world, in a never-ending pursuit to see all there is to be seen. Left to their own devices, they take to the ocean and learn from young how to defend themselves by shaping the water that surrounds them with the aid of their Ki. With each mile traveled their spirit grows, up until a point where it can no longer be contained within their physical shells. That's when these Monks willingly part with their bodies in order to continue their adventure beyond the material realm. ### Uncanny Navigation Always in motion, but never lost. Those who are born into, and follow the Way of the Turtle have an unparalleled sense of direction and navigation. When you begin your journey, you gain the following attributes: • You always know which way is North. • You are able to commit each location you visit, and the way taken to arrive there to memory. These memories never fade, and as long as the path you take remains the same, you cannot get lost. • You instinctively know the shortest way to the place of your birth, as well as the distance, even across different planes of existence. ### Water Affinity You are much more comfortable in water, feeling the motion of the waves and currents that take you to wondrous destinations. At 3rd level, you gain swimming speed equal to your land speed, and you are able to hold your breath underwater for up to 5 hours. ### Aqua Shield Those who follow this tradition believe that their spirit is much more important than their material body and that their shell, although a part of them, is a hindrance to their journey. Instead of withdrawing onto it, they surround themselves with water and mystical energies for protection. Beginning at 3rd level, you lose the ability to enter your Shell Defense stance and your base AC is reduced by 1. Instead, you may choose to spend two Ki points in order to project a sphere of water imbued with vital energy around yourself or an ally for the duration of one minute. Only one Aqua Shield can be projected at a time and it requires half a gallon of water as a material component in order to be cast. This shield grants you with +1 AC. While it is active any enemy making a spell attack against the bearer of the shield must do so with disadvantage. You also gain advantage on Saving throws against spells and other magical effects. \columnbreak ### Longing The farther one is from home, the more resilient one needs to be in order to continue their journey. Beginning at 6th level, you gain 1 temporary hit point for every 200 miles traveled away from your birthplace, to a maximum of 30. This temporary pool of hit points recharges itself daily at dawn, and it is then when you may add or subtract points based on how far you are on that day. When traveling to another plane of existence, you gain the maximum amount of temporary hit points, which also recharge daily at dawn. ### Torrent As the flow of water and energy that make up your Aqua Shield become harsher and more unpredictable, the magical energies that target you seem to become lost within its whirlpools. At 11th level, while Aqua Shield is active, you may spend five Ki points as a reaction when the bearer becomes the target of any magic that requires them to make a saving throw. If they succeed their saving throw, the spell's damage and effects are completely absorbed, leaving the bearer unscathed. The bearer takes half damage on a failure, and lasting effects have their duration shortened to one turn. Additionally, the shield now grants the bearer a bonus of +2 to their AC. ### Journey's End As your travels through the world come to their natural conclusion, you return to your place of birth and ready yourself to venture in what lies in the great beyond. At any point beyond the 17th level, you may willingly end your life by forfeiting your physical body and releasing your spirit, which hereafter has unrestricted movement through all of the planes of existence. Until you are ready to take this step, the Ki cost of the Torrent ability is reduced by one. It is impossible to coerce you to do this through any means, magical or otherwise. You cannot spirit away while in combat. As you do so, you may choose any creatures within 10ft of yourself and grant them the Blessing of the Turtle, which permanently grants them: • A bonus of +2 to one Ability Score of their choice, to a maximum of 24. • A bonus of +1 to their base Armor Class. You also leave behind your Shell, which becomes a magical shield that can be attuned by any creature that possesses the Blessing of the Turtle. Once you pass, you cannot be resurrected by any means, including the Wish spell. \pagebreakNum
### Turtle Shield Armor (Shield), Legendary (Requires Attunement and a STR of 16) The Shell of a comrade, who left this world behind to fulfill his great calling. While atunned to this shield, you gain a bonus of +2 to your AC. Whenever this shield is holstered on your back, you gain swimming speed equal to your land speed and become able to breathe underwater for up to 5 hours. This shield holds two Ki points which recharge daily at dawn. You may utilize these Ki points to perform any Monk abilities of the same or lower cost as an action, regardless of your class. If the ability requires a Save DC, it is calculated the same as a monk's. Lastly, whenever you take a short or long rest, you may choose to meditate for thirty minutes. When you do so, you are able to briefly communicate with the Spirit of the one who left this shell behind. This Shield can only be attuned by a creature that possesses the Blessing of the Turtle.
## Way of the Tortoise Prerequisite: Character's race must be Tortle. ### With heavy steps, these monks unrruiedly roam their spawning grounds, taking their first few years to discover every detail about that which surrounds them, and to deeply know all of those who make that place their home. These gentle souls form bonds that are as strong as the shells on their back, especially with those without means of defending themselves. Few ever leave their place of birth, but those who do are met by the common folk with great admiration; not only for the great wisdom that they have acquired with each footfall, but also for their willingness to put themselves between others and danger, proudly displaying each notch, scratch and scar upon their backs. ### Slow, but steady Tortles that follow this tradition may not be the most agile, but what they lack in speed they make up for in their resilience. At 3rd level, your movement speed is reduced by 5ft. Whenever you gain additional movement speed, the amount gained is also lowered by 5ft. You also lose your 'Step of the Wind' ability. Instead, your Constitution score increases by 1 at the 3rd, 11th and 17th levels to a maximum of 21. \columnbreak ### Back towards Enemy You have learned to let attackers come at you; to let them attempt to strike at your shell countless times. Even if you fall, all you need to do is wait and in time they will exhaust themselves, and then it is your turn to face them and strike. Starting at 3rd level, whenever you spend one Ki point to assume the Patient Defense stance, you also gain +2 to your AC until the end of your next turn. Additionally, if you are forced into a prone position, you may enter your Shell Defense as a reaction. ### Project Shell At 6th level, you may spend two Ki points, as a bonus action, to create a barrier of mystical energy surrounding yourself or an ally, granting a bonus of +5 to AC and advantage on Saving Throws against being knocked prone, moved, grappled or stunned, until the end of the following turn. There may only be one barrier projected at any given time ### Shell Bash At 11th level, you learn how to charge your shell with your vital energies, spending three Ki points to perform a powerful backwards bash as an action. The surge of energy combined with the heavy impact forces the target to make a Constitution saving throw; on a failure, it is stunned for 2 turns. The enemy may attempt another saving throw at the beginning of his second turn, snapping out of the stun on a success. This ability replaces your Stunning Strike. ### Tortoise Dome At 17th level, whenever you enter your Shell Defense stance, you may immediately spend six Ki points to project a dome of mystical energy around yourself. Any ally that remains within this 15ft dome shares your Armor Class. This bonus subsides if they leave the area or when the dome dissipates. You must maintain concentration and spend three Ki points at the end of every turn, as a special bonus action, for this dome to remain active for another turn. The effects end if your concentration is broken, you run out of Ki points to spend or if you willingly break it by leaving your Shell Defense stance. \pagebreakNum # Ways of the Lizardfolk ## Way of the Crocodilian Prerequisites: Character's race must be Lizardfolk. ### Contests of power are nothing out of the ordinary deep within the heart of the Jungle. Mighty beasts go against each other in frightening, yet beautiful displays of raw strength, but few dare ever to go against the maw of those brought into the Way of the Crocodilian. The Lizardfolk who follow this tradition dedicate their lives, and their training, to contest and overpower the greatest in the land. They fearlessly roam through the wilderness seeking the territory of the mightiest creatures. There they remain still — with jaws agape — waiting for their challengers to take the bait. What follows is a dance of death, which only the strongest may survive. ### Hardened Body The Strength you possess invites challenge; as you trade blows, you begin to learn how to use your raw physical power and your Ki to toughen your scales and to exert an unseen pressure upon a challenger. Under continuous stress and empowerment, your scales adapt and become much like a natural set of armor that protects you from harm; while your indomitable might cause foes to easily collapse within your jaws. > This Monastic tradition works best if you focus on Strength from first level. Ask your DM to follow this optional rule: > >Starting at 1st level, you use your Strength modifier instead of your Wisdom modifier when calculating your AC and your Ki save DC. When you begin to follow this monastic tradition, you may add your Wisdom Modifier to any Strength based checks. You may also add half of your Strength modifier to your Unarmored Defense AC calculation. ### Lie in Wait At 3rd level, you may spend one Ki point to take on a defensive stance as a bonus action, opening your maw and remaining still until the end of your next turn. As a reaction, you may attempt to use your Jaws to grapple, with advantage, any creature that comes within 5ft or that attempts a melee attack against you. ### Crushing Maw At 6th level, you have learned to concentrate your vital energy onto your already powerful Jaws. As a result, once you grapple a Large or smaller creature by biting it, they must make their contest to break free at a disadvantage. Moreover, you may spend three Ki points as a bonus action to deal bludgeoning damage to any creature that starts its turn within your jaws. This lasts until the creature breaks free, dies or you decide to end it as a bonus action. You may not perform any movement, actions, bonus actions (other than to end it) or reactions while you exert this pressure. The damage inflicted increases at 11th and 17th levels. | Level | Damage per turn | |:---:|:-----------:| | 6th | 2d6 | | 11th | 3d6 | | 17th | 5d6 | ### Whirling Death At the 11th level, whenever you have a creature of Large size or smaller grappled in your maws for three consecutive turns, you may spend five Ki points to try and dismember the creature by rapidly spinning your body. When attempting this move, both you and the creature fall prone. The creature must make a grapple contest against you. The result of the contest will be determined by the difference between both rolls as follows: * If the target's roll is equal or greater than yours, it instantly breaks the grapple, suffering no damage. * If the target's roll is lower, by a difference of 1 to 9, it suffers 6d6 piercing damage and continues to be grappled. * If the target's roll is lower by a difference greater than 10, it suffers 9d6 slashing damage, but is released from the grapple. >Optional Rule: Target also loses a non-vital limb. >For each of its turns following a dismemberment, the creature must succeed a Constitution saving throw or suffer 2d6 damage due to blood/limb loss. Creatures that do not bleed or whose physiology allows for a loss of a limb/body part without major consequences are not affected by this condition. This condition also subsides if the creature is targeted by healing magic. ### Apex Predator At 17th level, you may use five Ki points and release a large amount of vital energy throughout your entire body, enhancing yourself and all of your abilities. Akin to the spell Enlarge, your body doubles in dimensions, and your weight is multiplied by eight. Your size category is now Large, and you have advantage on both Strength checks and Strength saving throws. Additionally, the damage from your Bite attacks becomes 2d12 + your Strength Modifier. Once you perform a successful bite attack, you may choose to immediately grapple the target in your jaws without the need to spend an action or bonus action. Lastly, while you are enlarged, Crushing Maw and Whirling Death may target creatures of Huge and Gargantuan size. These effects last for one minute, and once they end you gain one point of exhaustion. This can only be used once per long rest. \pagebreakNum ## Way of the Monitor Prerequisites: Character's race must be Lizardfolk. ### Those who are brought into the way of the Monitor are exalted as the greatest trackers among the tribes of Lizardfolk. They use their empowered sense of smell to detect the faintest of odors and locate creatures across vast swaths of dense jungle, no matter how well hidden they think they may be. Through manipulation of Ki, they are able to detect the magical energies that permeate their surroundings; or even transfer negative energy into an enemy to incapacitate them. While locating and debilitating creatures are certainly easy tasks, followers of this tradition display their true prowess under Sunlight. Touched by the Sun, and blessed by its warmth, these Lizardfolk are able to harness the power of their parent Star within themselves, combining with their own energy to boost their senses as well as their physical capabilities in order to prevail in the hunting grounds. ### Monitor's Senses Beginning at 3rd level, your keen sense of smell is enhanced by the energies that flow through you. You gain advantage on any Perception checks that rely on your sense of smell. You are also able to detect and pinpoint the location of any creatures that come within 30ft of you, as long as they exude a smell; this includes creatures who are hidden or invisible. When blinded, you suffer no penalty to attack creatures within this radius as long as they give off a smell. Moreover, when a strong odor (such a troll's odor or some particularly powerful perfume) is detected by your tongue, your senses become overwhelmed, and thus you must make perception checks and attack rolls against creatures or objects other than the source of the stench at a disadvantage. ### Enchanted Tongue At 3rd level, you may spend one Ki point and channel that energy into your tongue, attuning it to magical energies, and allowing you to cast the spell Detect Magic; or spend two Ki points to focus on Natural scents, casting the spell Locate Animals or Plants without the required material component. ### Crippling Bite At 6th level, after carrying a successful bite attack, you may spend three Ki points to inject the target with negative energy. The target must succeed a Wisdom Saving Throw or suffer the debilitating effects of this bite, which are the same as the spell Slow, and last one minute. Should your target flee, you are able to accurately track the residual energy from the bite as long as the target remains within 3500 feet from you. You are able to tell the direction and roughly how far away the target is. This energy dissipates within three hours. ### Solar Powered At 11th level, you learn how to harness and use the empowering energy that radiates from the Sun to heal, harm or aid identifying enemies. While under direct sunlight, you gain an extra pool of three Ki points, which can be used in three ways as a bonus action: * You may spend one of the extra Ki points, washing over your body and wounds with Ki, to gain 1d8 temporary hit points. * You may spend one of the extra Ki points, imbuing your claws with mystical energy, increasing your attack and damage rolls for this turn by 2. * You may spend one of the extra Ki points, to sample the air and discern how fatigued or injured one of the enemies within your Monitor Senses' area of effect is, gaining advantage on your next two attacks against it. The target must be a living creature that exudes a smell for this to work. >Optional Rule: The DM also may choose to disclose its current hit points. These abilities may be used at night or when inside if you are within the area of effect of a Daylight spell. Once used, these extra Ki points cannot be regained until the next dawn. ### Sunbathe At 17th level, you may use an action to Sunbathe, absorbing a large amount of solar energy, improving your monk abilities and gaining an additional three Ki points to your extra Ki pool, to a total of 6, for the next minute. * You may spend three of the extra Ki points, as a bonus action, to cast the Haste spell on yourself. You do not get stunned once the spell effect ends. * You may spend three of the extra Ki points to improve your Crippling Bite by adding 2d6 Poison damage per turn while the Slow effect remains active. Additionally, you gain the following abilities whenever you are under direct Sunlight or within the area of a Daylight spell. * The range of your Monitor's senses increases to cover an area of 90ft around yourself and are no longer distracted by strong odors. * The tracking component of your Crippling bite is greatly amplified. It now lasts 1d10+1 days and you are able to track the target across any lengths as long as it remains within the same plane of existence. \pagebreakNum ## Way of the Chameleon Prerequisites: Character's race must be Lizardfolk. ### Followers of the Way of the Chameleon have learned how to control the flow of Ki through their bodies to change the color of their scales. Within their tribes, these changes in pigment are used to communicate thoughts and emotions, without need for much verbal communication. Yet, the ones who master this flow of Ki are able to use these hypnotizing abilities to both offense and defense. ### Projectile Tongue Through a combination of natural adaptations and Ki projection, Lizardfolk who follow this tradition are able to launch their tongue forward at incredible speeds to catch and drag other creatures towards them. Starting at 3rd level, you may spend one Ki point in order to imbue your tongue, magically lengthening it and creating a viscous tip. You may lunch it towards an enemy within 20ft, forcing them to make a Dexterity Saving throw; on a failure, the tongue hits you may drag them back to a space adjacent to yours (within 5ft of you). You cannot drag creatures of Huge or Gargantuan size. ### Mesmerizing Display As you alter the flow of Ki throughout your body, your skin's pigments begin to shift in color. The flow steadily intensifies, creating a harmful, yet mesmerizing sight for your enemies. Also at 3rd level, you may spend one Ki point as a bonus action to begin rapidly shifting the color patterns on your body. Enemies that are within 30ft of you and can see this display must succeed a Wisdom Saving throw or take 2d6 Psychic damage. Enemies affected by the display feel strangely compelled to move towards you, and must move at least 5ft in your direction on their next turn. ### Chrome Shift As you learn to control the flow of energy through your skin, you gain the ability to mystically enhance your scales and gain temporary resistances based on the color you shift into. At 6th level, as a bonus action, you may spend four Ki points to obtain the desired resistance when changing to a particular color for the duration of one minute. | Color | Resistance Type | |:---:|:-----------:| | Green | Acid damage.| | White | Cold damage.| | Red | Fire damage.| | Orange | Force damage. | | Blue | Lightning damage. | | Black | Necrotic damage. | | Purple | Poison damage. | | Pink | Psychic damage. | | Yellow | Radiant damage. | | Silver | Gain +2 AC. | You may also spend four Ki points to intensify your Mesmerizing Display, dealing 5d6 psychic damage on a failed Wisdom Saving throw instead. This effect lasts until the end of your turn. Chrome Shift may be used only once per short or long rest. ### Dual Focus With time and arduous training, your senses evolve to be able to track two targets at once. More than that, once they are close enough, your body coordinates your movements so that your strikes may connect with both targets. At 11th level, whenever there are two enemies within your melee range, any unarmed attack made against one of them can also be attempted on the other. When there are more than two enemies within range, you must choose two of them to focus on and cannot target other enemies during that turn. ### Red, Green and Blue At 17th level, as you master your color changing abilities, you become able to finely adjust your skin pigments in order to display up to three colors at once for one minute. You may spend eight or twelve Ki points, as an action, in order to gain two or three Chrome Shift resistances respectively. You must activate these at the same time and they cannot be changed while the ability is active. You may also change into an additional color: Gold. | Color | Resistance Type | |:---:|:-----------:| | Gold | Bludgeoning, Piercing or Slashing damage.| This ability can be used only once per long rest. Displaying more than one color is incredibly strenuous, once its effects subside you gain one level of exhaustion if you have displayed 2 colors, and two levels of exhaustion if you have displayed 3.
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