Monk Subclass: Way of the Wild

by Zorlock

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Way of the Wild

Monks that study the Way of the Wild mirror the ferocity and cunning of nature, making use of different martial art styles drawn directly from the techniques of animals. These warriors mimic the great creatures of the wild, drawing intense strength and animalistic intuition from their bestial masters by channeling their ki into different parts of their bodies.

The Way of the Wild practices its union with nature outside of martial arts as well. Monasteries dedicated to these arts are close-knit communities that watch over each other like animals in a pack. It is customary for masters of this discipline to be knowledgeable in all of the animal stances; they strive to become perfect examples of the versatility of nature and perhaps, from their vast knowledge, develop a new animal style to better perfect the Way of the Wild.

Way of the Wild Features
Monk Level Feature
3rd Wild Stance
6th Nature's Heart
11th Exotic Emulation
17th Chimera Stance

Wild Stance

When you choose this tradition at 3rd level, you can harness the power of wild animals by driving your ki to different areas in your body. You can spend 1 ki point as a bonus action to enter a Wild Stance from the list below. You can also switch between stances as a bonus action by spending 1 ki point.

These stances last until your next rest or until you become incapacitated. Only one of these stances may be active at a time. More exotic stances will become available to you at 11th level.

Dragon Stance. This stance emphasizes powerful, forceful strikes. Your melee weapon attacks gain a +2 bonus to damage. Also, when you hit a target with a melee weapon attack, you may choose to push the target up to 5 feet away.

Monkey Stance. Warriors of the Monkey use of leaps and contortions to extend your reach and overwhelm your foes. You gain a climbing speed equal to your movement speed, your jump height and length doubles, and attacks with a quarterstaff and spear have an increased reach of 5 feet.

Cobra Stance. The cobra is cunning and aware, able to skulk and focus in on an enemy. You make perception and stealth checks with advantage. Your attacks against a target that you are within 5 feet of cannot have disadvantage. Your unarmed strike damage becomes piercing.

Crane Stance. The crane is light, stable, and evasive. You gain a flying speed of 30 feet, but must land before the end of your turn. If you are still in the air at the end of your turn, you float directly to the ground and land harmlessly. You also have advantage on ability checks and saving throws to avoid being grappled or knocked prone.

Tiger Stance. This stance enhances the body's core strength, allowing great bursts of speed. Your movement speed increases by 5 feet. In addition, when you take the Flurry of Blows bonus action, you can make one additional unarmed strike as a part of this action.

Nature's Heart

At 6th level, you gain the ability to speak with the beasts you emulate. You can cast the speak with animals spell at will, without using components.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Zorlock's Guide to Courrain and the Cosmos

Exotic Emulation

Starting at 11th level, you learn to apply the techniques of more exotic fauna to your repertoire. You may add the following Wild Stances to your list of available stances, and are able to enter them by spending 2 ki points.

Displacer Stance. Following the strange magic of a displacer beast, you adopt a flickering, dexterous stance. You project a magical illusion that makes you appear to be standing near your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or have a speed of 0.

Ankheg Stance. The Ankheg is a sly, defensive predator that relies on following its enemies’ movements. You gain tremorsense out to 30 feet, and you gain a +2 bonus to your AC.

Basilisk Stance. Basilisks pin down their prey with petrifying magic, which you attempt to copy with this stance. When a creature that you can see enters an area within 30 feet of you for the first time on a turn or starts its turn there, you can use your reaction to force them to make a Constitution saving throw or be stunned until the start of your next turn.

Merrow Stance. This stance flows like a wave and focuses your ki into your lungs and skin. You gain the ability to hold your breath for a number of hours equal to your Wisdom modifier, and you gain a swim speed equal to your movement speed. Once per turn, when you hit a target with a melee weapon attack, you can force it to make a Strength saving throw or be knocked prone.

Grick Stance. The Grick is strong and resilient. You gain darkvision out to 60 feet, and you gain resistance to bludgeoning, piercing, and slashing damage from Nonmagical attacks.

Chimera Stance

At 17th level, you master your bestial stances and invent your own fluid Chimera stance that incorporates the teachings of your other stances. When you enter a stance, you may choose to spend 5 ki points to enter up to 3 stances simultaneously. Only one of these stances may be an Exotic Stance. If you choose 2 stances that would both change your unarmed strike damage, you may choose which of the two your damage would become.

This Chimera Stance lasts for 1 minute or until you become incapacitated. You can end it early as a bonus action, or by switching to another single stance.

 

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