Monday, 9 March 2020

5e Monk sub-classes The Five Animal Martial Arts


Monk Martial Art Styles
Tiger Style   form weapons: tiger claws and small handheld weapons, shuriken
3rd level
Tiger Form Martial Arts
The Tiger is a very dangerous beast. One does not stalk it without care. The tiger is at home in the underbrush as it is on the plains and it will leap to attack the unwary.
  • Prone fighting no disadvantage on melee attacks. Attackers within 5’ still have advantage to attack
  • 1 ki to re-set from prone or pounce half your movement away, to attack a target, one or the other.
6th level
Spine Shattering Bite
The tiger stalks its prey quietly from the dense underbrush when it makes its move it is to kill, there is no other option.
Spine Shattering Bite spend up to 3 ki points, each Ki point spent doubles, Triples or quadruples damage caused by the attack. Can be spent after the hit occurs but before damage is rolled.
(Under Aubrey’s rules if this were a critical hit at 6th level 6+d6 would become up to 24+4d6 dmg)
11th level
Leap from Cloaking Shadows
Surprise is often how the stalking cat wins the day. The martial artist knows that if surprise is gained the fight will soon be over.
Spend 5 ki to activate Leap from Cloaking Shadows and cause everyone to forget you were even present, when you attack, it will be from surprise. You will get one free round of attacks on your target and may not target you until the next round, because until you attack, they forgot you were there…
Effects last only one round, before you must spend another 5 ki or attack. If you leave the area people will remember that you were present but be confused about your description or what you did.
17th level
Angry Predator Frenzy
Often when a tiger is cornered it becomes its most dangerous escape is not an option, so it becomes clear there is only two options it dies, or its attacker dies.
Spending 5 Ki and get an additional attack every round. if you are reduced to 0 hp you may continue to fight until you take -hp total damage. Lastly, Spine Shattering Bite costs 1 ki less to use, minimum 0 ki. If the battle ends and you have less than 1 hp, you die.
Mantis Style  form weapons staff, seven section staff, bo-sticks, nunchakus etc.
3rd Level
Mantis Form
When the Mantis engages its prey a feeling of doom falls upon it, the Mantis is choosing its moment and until then every move the prey makes, the mantis makes.
Make a contested Insight check vs. Deception of opponent if successful the martial artist gains either +2 to their AC or a +2 to their attack bonus for a minute.  Spend a Ki to get both.  Increase the number of opponents effected at 6th, 11th and 17th levels
Opponent’s allies find your movements so indistinguishable that they may believe that your prey is you, if you spent a Ki point above, attacks against you may instead hit your opponent %50 chance.
6th Level
Mantis Defensive Strike
The Mantis’ arms are armoured, when they attack it is a defence, the prey cannot hit when it is engaged.
Any successful attack made by the Mantis Warrior imposes a penalty equal to the excesses of their attack on the next successful attack against the Mantis Warrior.  e.g. Player attacks a creature with an AC of 13 and hits with a 17, the additional 4 are added to her AC for the next successful attack, possibly causing it to miss, a critical would count as an automatic miss.
11th level
Mantis Stalking Stance
The Mantis stance is so still that the prey does not see it until it is too late.
For 1 Ki the Mantis Warrior may become invisible (for up to one minute, concentration)
In addition, the skin of the Mantis Warrior becomes resistant to non magical, piercing, slashing and bludgeoning attacks.
17th level
Mantis Stare of Death
When a Mantis catches its prey in the open, its large eyes entrance its prey until it can do little but give up its life to the Mantis.
By spending 5 Ki points, any opponent that has been affected by the Mantis Form becomes entranced, for one minute, and can do nothing unless attacked.


Snake Style form weapons, Sai, Daggers, Short bows
3rd level
Snake Form
The Snake sways studying its opponent until it is ready to strike.  When it strikes it is because it has found the weakness of its prey.
Make a stealth check DC opponent’s Dexterity to reduce the effectiveness of your opponent’s armour and shield, but not dexterity, by 2
Spend 1 or more Ki to increase dexterity by 2, up to 20*, for one minute.  At 6th, 11th, and 17th level the racial maximum dexterity increases by 2 each.
6th level
Adamantium Fang Strike
The Snake’s fangs are strong and perpetually sharp, when it strikes its attacks are true and penetrate their prey.
For 1 ki the Practitioner’s become fused with adamantium; for one attack the Martial Artist may ignore all armour to hit the target and when attacking, when attacking inanimate objects, the Martial Artist ignores all hardness.
11th level
Venomous Death Strike
When the Snake strikes its victim, it knows that it is dead, its venom coursing through its veins.
For 3 Ki, the Martial Artist’s attack, when it hits, by passes the skin, muscle and bone and causes damage directly to its internal organs, causing a critical hit.  The martial artists hands are covered in their ichor, skin unbroken.
17th level
Snake Soul Strike
Often the mere presence of the snake ready to strike will cause its prey to surrender and be devoured; no resistance offered.
Once per long rest the martial artist can spend 5 Ki while it performs a complicated series Martial Artist Katas (Acrobatics, Performance, Athletics or Intimidation) with a DC of the creature’s CR.  If successful, the display inflicts 10d10 damage to the target. 


Monkey Style  form weapons improvised weapons
3rd level
Monkey Form
The Monkey moves through the forest seemingly at whim, capering up and down trees leaping from bough to bough only to land at random precisely where it was headed.
The martial artist substitutes a move action for acrobatics roll to move through his opponents and land beside his chosen target.  If the roll exceeds the insight check of any creature, he moves by they may not make attacks of opportunities and will be distracted for that round making all attacks at -2. 
As a bonus action, the martial artist may attempt to disarm a distracted opponent with a successful Sleight of Hand check against the opponent’s Insight check. 
6th level
Monkey Leaping Stance
When the Monkey leaps into the trees it disappears and chooses its own time and place to come down.
The martial artist at the end of its movement, will leap into the air and spend 2 Ki and dimension door 60’ away.  The martial artist must have at least 5’ movement available to accomplish this manoeuvre.  If the Martial Artist has any attacks left, they may use them now and if their Acrobatics check beat the target’s insight check, the attacks are at advantage.
11th level
Monkey’s Raging Tantrum
The tenacity of the Monkey and its Strength are a thing to behold but not experience.
When amid battle the Monk may use the ultimate expression of improvised weapons, their opponents.  Any opponent that is their size or smaller may be thrown at another opponent up to 30’ away and cause both to suffer damage.  This attack will cause the monk to move 10’ towards another opponent where they may use that opponent as a similar weapon.  Grasping the target to throw ignores all armour, natural or otherwise except magic and dexterity, but the intended target still must be hit.  Both weapon and target must roll a dexterity saving throw to remain standing DC of the attack roll.  Creatures larger than the monk take the damage as the monk vaults off them and must make the save or fall prone.  The attacks may continue if there is movement left in the monk.  This attack frenzy costs 3 Ki.  The monk may still use their bonus action as normal.
17th level
Mad Monkey Attack Prana
When the Monkey is truly angered, it is best to be nowhere near.
The monk centers themself and spends 3 Ki they may split into three separate individuals with only one pool of Ki and one pool of hit points.  The monk may continue to act until the Ki or HP pool is reduced to 0, then one or more of the selves must rejoin the others.  Rejoining has the full effects of a short rest, but only refreshes 1d6 Ki/self absorbed.


Crane Style  form weapons war fans, whips
3rd Level
Crane Form
The Crane raises its leg and wings spread looking as vulnerable as it is graceful, this their opponents first mistake.
The use of step on the wind is extended by 10’ and is perceived as actual flight.  As soon as the monk can move 60’ in a single move action they are able to take flight, dropping below 60’/round drops them into a shallow glide dropping 20’ per round until they land.
The first attack upon any opponent causes them to make a dexterity save or fall prone DC of 8 + dexterity and wisdom modifier of the monk, minimum of 10
6th level
Crane Wing Sweep                                                                                                                                                        
When the Crane lands among enemies it will whip the wind around them to push them off balance.
The Martial artist draws the air around it and draws it into a small but strong whirlwind that knocks all enemies down within 20’, for 3 Ki.  The opponents must make a dexterity save DC (8 + Dex + Wis mod)
11th level
Bill Spears the Fish
The crane sees the fish and spears it with its bill then swallows it whole.
Any time the character approaches a prone figure they may attack and use a Ki point to cause the target a constitution save DC (8 + Dex + Wis mod) or take an automatic critical attack
17th level
Crane Dodges the Wind
The Crane is an expert flier and handles Changes in the wind in expert style.
Any calculation that does not include your proficiency bonus as a Monk, now does for a minute after you spend 4 Ki.  This includes Initiative, Armour Class, and Deflecting Missiles,
Crane Style should involve movement and possible limited flight looking vulnerable but lightning fast attacks

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