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Monk

Nature chooses to maintain itself, regardless of


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.

UNIQUE CLASSES OF APINESE 2

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