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## Way Of The Trembling Mountain ### One With The Earth Beginning at 3rd level, you become one with the earth granting you the following benefits. You gain Tremorsense out to a number of feet equal to 5x 1/2 your proficiency bonus. Additionally as a bonus action on your turn you may spend 2 ki points to don a suit of earthen armor that gives you a +1 bonus to your Armor Class and damage rolls from your unarmed strikes. While in the armor you also gain the following abilities: * While you wear the armor you have a number of temporary hit points equal to 2x your monk level. The temporary hit points and armor last for one minute or until you are reduced to zero temporary hit points. * You gain resistance to non magical bludgeoning, piercing, and slashing damage. * You are not affected by difficult terrain * You may cast the earth tremor spell once while in the armor. ### Lightning Rod Beginning at 7th level, You gain may cast counterspell a number of times equal to 1/2 your monk level, when you cast it in this way. ### Stone Shard Strike Beginning at 11th level, your magic missile spell does not reduce your temporary hit points. Additionally when you hit a creature with this magic missile spell that creature's speed is reduced by 10 feet. ### Trembling Mountain Beginning at 17th level, You may cast the earthquake spell once per long rest while in your Earthen Armor. \pagebreak ## Way Of The Wilds ### Spirit Animal When you take this subclass at 3rd level, you may choose one of the following spirit animals choosing another at 7th level and another at 12th level and an exotic animal at 16th level. ### Spirit Armor Beginning at 3rd level, you may use an action to conjure magical armor around you adding ½ your proficiency bonus (rounding down) to your armor class, In addition you gain one of the features at the end of the document. ### Manifest Spirit beginning at 7th level, While wearing your Spirit Armor as an action you may choose to spend up to 5 ki points to force all creatures within a 10 foot wide 30 foot long line to make a dexterity saving throw or take 1 roll of your martial arts dice of force damage per ki point expended. You may do this a number of times equal to your proficiency bonus before taking a long rest. ### Ki Claw Beginning at 11th level, as a bonus action you may choose to summon a Ki Claw for one minute. It may look however you want it to. This light finesse weapon uses your martial arts die for damage rolls. While holding it you have advantage on melee attacks adding double your proficiency bonus to damage rolls made with this weapon. ### Ferocious Spirit Beginning at 17th level while you have your Ki Claw in your hand when you use your manifest spirit feature. Creatures take disadvantage on the saving throw. \pagebreak | Spirit Animal | Spirit Armor Feature | |:---:|:-----------:| | Lion | While in your spirit armor, you may use a bonus action to spend up to your proficiency bonus in ki points to force a creature you can see within 10 feet of you to make a wisdom saving throw or take a roll of your martial arts dice in thunder damage and be frightened until the end of your next turn. You may do this a number of times equal to your wisdom modifier before taking a long rest. | | Gorilla | While in your spirit armor, when you use your Flurry Of Blows feature you may spend 2 additional ki points to force the creature to make a strength saving throw or be knocked prone. | | Wolf | While in your spirit armor, when a non hostile creature you can see within 5 feet of you misses an attack roll you may use a reaction to roll your martial arts dice and add that to the attack roll. | | Spider | While in your spirit armor, when you hit a creature within 5 feet of you they take a roll of your martial arts die in poison damage that bypasses resistance and immunity. | | Rhino | While in your spirit armor, when you move at least 20 feet towards a hostile creature that creature must make a dexterity saving throw or take force damage equal to 1 roll of your martial arts dice for every 10 feet moved after the initial 20 feet (Ex: if you move 50 feet it’s 3 rolls of your martial arts dice). | | Cheetah | While in your spirit armor, as a reaction when you fail a saving throw you may choose to move up to your movement speed towards the creature imposing the saving throw and make an attack roll. | | Hawk | While in your spirit armor, as an action you may choose to gain a fly speed of 15 feet but you must end your turn on the ground. | | Exotic Spirit Animals | Spirit Animal Feature | |:---:|:-----------:| | Dragon | While in your spirit armor, once per long rest as a reaction when you take damage from a spell of first level or higher dealing either fire, cold, acid, lightning, or poison damage you may choose to expend a number of ki points equal to the spell level ki to roll your martial arts die on the highest possible roll you take no damage instead sending the damage back at the creature who cast the spell. | | Bear | While in your spirit armor, you gain resistance to all damage and immunity to one damage type of your choice. You may change the immunity at the end of a long rest. | | Vampire Bat | While in your spirit armor, when you use your Flurry Of Blows feature you gain temporary hit points equal to ½ your level. |