The document provides information on a new monk tradition called the Way of the Changing Fist for the setting of Apinse. It allows monks to alter their bodies to imitate animals through the spell Alter Self. They can take on aspects like the eel to conduct electricity, the serpent to attack multiple creatures at once, or the mantis shrimp to deal additional damage. The tradition requires being a changeling or wood elf. It also provides abilities like storing ki in a bottle for later use and turning the body into diamond for defense at higher levels.
The document provides information on a new monk tradition called the Way of the Changing Fist for the setting of Apinse. It allows monks to alter their bodies to imitate animals through the spell Alter Self. They can take on aspects like the eel to conduct electricity, the serpent to attack multiple creatures at once, or the mantis shrimp to deal additional damage. The tradition requires being a changeling or wood elf. It also provides abilities like storing ki in a bottle for later use and turning the body into diamond for defense at higher levels.
The document provides information on a new monk tradition called the Way of the Changing Fist for the setting of Apinse. It allows monks to alter their bodies to imitate animals through the spell Alter Self. They can take on aspects like the eel to conduct electricity, the serpent to attack multiple creatures at once, or the mantis shrimp to deal additional damage. The tradition requires being a changeling or wood elf. It also provides abilities like storing ki in a bottle for later use and turning the body into diamond for defense at higher levels.
what we creatures of the land do. See yourself as either swimming against the current to grow more strong or swimming with it to grow more humble. -Master Fate, Monk of the Changing Fist The first monks came to Apinse in the form of philosophers, travelers from the Far Lands. They brought with them new trains of thought that the Country of the Sand took a liking to. Of course, it could never be retained in its original form, but over time, it changed. There was constant tension between thought and action, until finally, a new sort of philosophy was brought about. This was what early Apinseans called the way of the Hit. From then on, different schools practiced their own forms of the philosophy and new traditions were born.
Monastic Traditions Monks in Apinse have the following Monastic Tradition options, in addition to those in the Player's Handbook.
Way of the Changing Fist
Legend speaks of a hidden tradition of monks that could alter their bodies to imitate the fury of nature. This strange power was thought to be lost forever when the Temple of Changing Paths disappeared with the city of Perdido. Its said though that in times of great need, the path opens to those who require the power. Monks of the Way of the Changing Fists then are wanderers. They go on a pilgrimage to understand their place in the world, whilst learning how to turn their bodies into deadly weapons. Fists that turn to talons, kicks that electrocute, even bodies that turn to complete diamonds. While some choose to merely adopt stances, others bodys become vessels for aspect animals that they seek to emulate. Monks who follow the Changing Fist are said to be bad omens, but they seem to have a penchant for fixing everything before they leave.
Restriction: Changeling or Wood Elf
The craft of the Changing Fist has always been a strange one. It requires the body of someone attuned with nature, willing to let it into their bodies. Only the changelings and the wood elves are said to have this kind of fortitude. Your DM can lift this restriction to better suit the campaign. The restriction exists for the Apinse. It might not apply to your DM's setting or your DM's version of the Realms.
Natures Canvas
Upon choosing this tradition at 3rd level, your body
no longer becomes limited to its current form. You gain alter self and may cast it a number of times equal to your wisdom modifier. You must also choose an aspect animal, which alters the effects UNIQUE
CLASSES OF APINSE 1
of your alter self. At 11th level, choose another
one. Whenever you level up, you may change your aspect animals. When you attack and before you roll, you may spend a ki point to cast alter self, but you may only use the natural weapon options. You gain the following effects of your aspect animals as long as you are under the effects of alter self. Brand of the Eel (11th level required). Your body now conducts electricity. You may spend 2 ki to add 2d6 lightning damage to your attacks. You may spend an additional ki to make the target take a constitution saving throw. On a failure, they are paralyzed. Coils of the Serpent (11th level required). You assume a new stance, your sense for danger enhanced. When you attack a creature while other creatures are in range, you may spend 2 ki points to attack those creature. You may do this only once per round. Fist of the Mantis Shrimp (11th level required). Its not obvious, but your body has increased in muscle density.When you use stunning strike, you may spend 3 additional ki points to maximize the force of your attack. Your target rolls at disadvantage against being stunned and then makes a constitution saving throw again. He takes an additional 4d10 bludgeoning damage on a failed save or half as much on a successful one. At 13th level, you may spend an additional ki point to add 1d10. At 16th level, you may spend one more additional ki to add another 1d10. Grace of the Crane. Your limbs grow lighter. You gain advantage on Dexterity saving throws. Instead of spending a ki point to disengage, you may do so for free as a bonus action. Maul of the Bear. You have the arms of a bear. Whenever your melee attack hits you may spend a ki point. If you do, the target must make a Dexterity (Acrobatics) or Constitution saving throw. If you succeed, knock the target prone. Pounce of the Lion. You choose to get down on all fours, as your hands have become claws. You gain an additional 10 ft. move speed. If you moved at least 20 ft. past a creature, you may spend a ki point to attack. Scourge of the Squid. Your arms are akin to tentacles. Your attacks gain reach of 5 ft. Upon hit you may spend a ki point to initiate a grapple. Shell of the Tortoise. Your body grows hard as though you had natural armor. You gain +1 AC and you cannot have an AC lower than 16. Whenever you make a constitution saving throw, you may spend a ki point to roll at advantage. Sting of the Hornet (11th level required). Your striking limbs grow stingers. When you attack, you may spend 2 ki points. If it hits, your target must make a strength saving throw or be poisoned. If he is poisoned, at the beginning of his turn, he takes 1d12 acid damage and makes a strength
saving throw for the effect to end. If he fails, the
effect persists. Talon of the Hawk. Your hands grow razor sharp, as if your nails were talons. Your natural weapons deal 1d8 instead of 1d6. Whenever you deal damage, you may spend a ki point to reroll damage dice for your attack, keeping the highest. Web of the Spider. It cannot be seen, but it is as though you have phantom limbs, ready to lash out. When a melee attack misses against you, you may spend a ki point to deal melee weapon damage to the attacker. Vice of the Crab (11th level required). Your hand turns something akin to a large claw. When you grapple a creature, spend 3 ki points to roll at advantage. When a creature begins its turn while grappled with you, you may spend a ki point to deal 2d10 bludgeoning damage plus your strength modifier.
Partition of Soul
At 6th level, you gain the ability to bottle your ki,
storing it for when you desperately need it. At the
beginning of a session, the monk has a bottle with
1d4 charges. This is how much ki the monk has in reserve. As a free action, the monk may drink from the bottle and consuming a number of charges rolled at the start of session. At the end of the session, if there are any leftover charges, the monk may add 1 to his next roll.
Unbreakable Body
At the 17th level, you are able to channel your
body into becoming as hard as diamond. At the start of your turn, you may spend 6 ki points to gain the following effects for the next 1 minute.
You gain a new AC of 21. If your regular AC is
higher, add +1 instead. You have resistance to slashing, piercing and bludgeoning damage types. You have advantage on Strength and Constitution checks. Your damage from martial arts becomes 1d12.