
Monk Tradition
Way of Beasts
Monks of the Way of Beasts revere nature and the beasts that reside in it. These monks dedicate their studies to the movement, habits, and mannerisms of certain beasts, as well as, beasts as a whole. Through observation and training, Way of Beasts monks are able to mimic techniques and tactics associated with the beasts they study. They are also able to focus their Ki energy into animal forms granting them abilities beyond their basic teachings.
Animal Technique
Your intense training has taught you to harness the essential qualities of certain animals. Starting off, when choosing this tradition at 3rd level, choose two from the list.
Tiger Technique
When striking, the tiger uses its sharp, powerful claws to take down its foe. When you hit a creature with an unarmed attack, you can spend 1 ki point to deal an additional 1d4 piercing damage. This damage increases with your unarmed strike die.
Crane Technique
Your study of the crane allows you to use the momentum of an opponents attack against them. While you benefit from the Patient Defense feature, whenever an enemy misses you with an attack, you may make an unarmed strike against them as a reaction.
Mantis Technique
Using ki, you can mimic the chiton shell of the mantis. You can spend 1 ki point as a bonus action, and gain a bonus +2 to your AC until the start of your next turn.
Snake Technique
You have observed snakes that coil around their enemies, constricting them before striking. You have advantage on checks used to grapple.
Animal Nature
Also at 3rd level, your training has granted you key insights into the ways animals interact. Choose one of the following options.
Pack Tactics
Throughout your studies, you have noticed that many animals find strength in numbers. When a friendly creature is attacking a creature within 5 ft of you, as a reaction, you can expend 1 ki point to grant advantage on the attack roll. This must be given before the attack roll is made.
At 11th level it applies to any friendly creature attacking within 10 ft of you.
Toxic Nature
During your studies, you have noticed that the use of venom and poison is common among many different species. Further study into this has given you the ability to utilize this yourself. You may spend 1 ki point to cast the poison spray spell as a bonus action.
This spell's damage increases by 1d12 when you reach 6th level (2d12), 11th level (3d12), and 17th level (4d12).
Animal Focus
Your continued studies of animal nature have helped you learn the behavior of the animals you watch. At 6th level, you focus on an animal you have previously observed gaining one of the following based on your choice in Animal Technique.
Tiger Focus
Prerequisite: Tiger Technique
You are able to channel, through ki, the intimidating power of the fierce cat, causing paralyzing terror to your enemy. You spend 4 ki points to cast the slow spell as a bonus action.
Crane Focus
Prerequisite: Crane Technique
Further training and study of the crane's style has taught you patience, and how to use your opponent's power against them.
While you benefit from the Patient Defense feature, whenever an enemy misses you with an attack, you gain 1 ki point. If you have maximum ki points, you instead heal for 1d8 HP. You may benefit from this feature a number of times equal to your Wisdom modifier before you must finish a long rest.
Mantis Focus
Prerequisite: Mantis Technique
Your continued training in the way of the mantis has allowed your ki to make you even sturdier. You gain proficiency in Constitution saving throws.
Snake Focus
Prerequisite: Snake Technique
Your observation of the snake's ability to hit the vital areas of their prey have made you a more deadly fighter. Your monk weapon attacks score a critical hit on a roll of 19 or 20.
Also, because of your continued studies, you may now take the grapple attack action as an action or a bonus action.
Animal Ways
Beginning at 11th level, your ongoing studies have granted you an instinctual understanding of more animals you have observed. Choose one of the following options.
Spider Way
Study of nature's smaller creatures has led you to the spider. Your studies allow you to mimic the creation of webbing through your ki.
You may spend 1 ki point as a bonus action to create a long, web-like whip that lashes out at your command toward a creature within a 30ft range that you can see. If the attack hits, the creature takes 3d6 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. If the creature is moved within the reach of your unarmed strike, you may make one unarmed strike against the creature.
Watching the spider trap creatures in its webbing, you have learned to create your own traps. You gain proficiency with Trapper's Tools and are able to create traps with the appropriate supplies.
Monkey Way
You have studied monkeys and how they are exceptionally social creatures, gaining insight towards strength in numbers.
If an ally is within 10 feet of you, you may spend 4 ki points to gain advantage on a number of attack rolls up to your Wisdom modifier until the start of your next turn.
Monkeys are a playful and endearing bunch, constantly swinging through trees and clowning around. Your studies have brought you closer to them, allowing you to benefit from their dynamically agile stunts. You gain proficiency in Acrobatics or Athletics.
Bestial Mentality
Also at 11th level, you have become more intuitive in your demeanor, gaining further survival prowess. Choose one of the following options.
Basic Instinct
Through your studies, you have observed a number of predatory creatures, and your constant proximity to them has refined your natural instinct to danger. You have advantage on initiative rolls.
Animal Might
During your studies of larger animals, you have noticed that many are able to fight multiple enemies at once. You may spend 3 ki points once when you damage an enemy with a melee attack. If you do so, every creature within 5 feet of you must make a Dexterity saving throw. On a failure, the creature takes damage equal to 2d6 + your Dexterity modifier, and half as much on a success. The damage type is the same as the triggering attack's damage.
Animal Spirit
At 17th level, all of the time you spent with animals has given you a spiritual understanding. You gain one of the following based on your choice in Animal Ways.
Spider Spirit
Prerequisite: Spider Way
In focusing on the spider's behavior, you tap into the spirit of the spider. The spider's clever web creations and swiftness, prompt improved attacks, while the spider's versatility inspire new ways to get around.
You have advantage on checks made with Trapper's Tools. Additionally, your Spider Technique is improved. You may spend 1 additional ki point to gain the following benefits:
- The range of the attack granted by Spider Way increases by 10 feet.
- The damage increases by 2d6.
- The creature is pulled up to 10 feet closer to you.
- If you gain an unarmed strike the damage before proficiency is doubled
You may spend 3 ki points as an action to cast an improved web spell. Whenever a creature starts its turn while restrained by the spell, it takes 1d10 poison damage.
You may spend 3 ki points on your turn to cast spider climb as an action.
Monkey Spirit
Prerequisite: Monkey Way
All your hard work allows you to harness the spirit of the monkey. You gain its versatility, speed, and adaptability.
Versatility You gain expertise in either Acrobatics or Athletics.
Speed Whenever you use the Flurry of Blows feature, you can make three unarmed attacks, instead of two. You may spend 1 ki point to double the damage, before proficiency, of your third unarmed strike.
Adaptability You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Credits
Thanks so much to Reddit user One1Knight1 for the awesome suggestions and revision help
Trapper’s Tools is Authored by Massimo Tartaro at DMs Guild
Picture by Anastasia Ovchinnikova
Created with GMBinder
Bestial Dominance
Also at 17th level, you have learned to embrace the spirits of the animals you studied, embodying their dominance. You gain one of the following based on your choice in Bestial Mentality.
Primal Instinct
Prerequisite: Basic Instinct
After your exhausting study of nature's predators, the predatorial spirit resides in you, making it very difficult to surprise you. You gain blindsight within 10 feet of you at all times, and any surprise attacks against you are made at disadvantage. You have resistance to damage from surprise attacks.
Animal Superiority
Prerequisite: Animal Might
You emulate the spirits of large beasts through your ki. When facing an enemy your reach extends to nearby foes. You may spend 2 additional ki points whenever you use Animal Might to increase its damage to 5d8 + your Dexterity modifier.
Trapper's Tools
Trapper's Tools contains everything needed for the creation of traps and their cataloguing.
Components A trapper's kit includes 10feet of barbed wire, line roll, springs, bell, a pack of nails , small hammer, set of scrolls and white chalks.
Investigate When you search traps you also obtain informations about the effect of it's trigger (if it's mechanism isn't magic).
History Your mastery of traps includes knowledge history that allow you to know what traps prefer certain races.
Trapper Instinct As long as you stay 1.5 feet near your allies, as reaction an ally of your choice receives 1d4 on saving throw against traps.
All informations concerning traps can be found on page 120 of the DMG, the following table is based on the Trap Effects section. Trap DC determines its danger, bonus proficiency determines the trap damage. A trap might not inflict damage but a condition.
Conditions include: Prone, Poisoned, Restrained, Stunned, Blinded, Deafened, Grappled, Incapacitated, Paralyzed