Way OF THE CELESTIAL
BEASTS
Certain philosophies believe that the natural
world is comprised and ruled over by four
celestial beasts. These being the Earthen
Tortoise, the Lunar Tiger, the Sky Serpent,
and the Sunbird; each of them representing
not only aspects of tangible reality, but also
the facets of the soul, its inner turmoil, and
the never ending pursuit of balance.
Through meditation and study, Monks
who follow the Way of the Celestial Beasi
are able to channel aspects of the
through their Ki, their spirits resonating
with the world and the elements, and their
bodies manifesting animaliike features.
beasts
STUDENT OF THE CELESTIAL BEASTS
3rd level Way of the Celestial Beasts feature
As you meditate, you are visited by the
avatars of the celestial beasts, four diminute
representations of each imperious creature
a hatchling, a cub, a snakelet, and a chick
Each of them presents fo you a gift, anda
poem or riddle for you to ponder upon.
Aiter choosing which gift to accept, and
while pondering on the words spoken to
you, the avatar infuses itself in your soul,
temporarily altering your person and
granting you power.
When you finish a long rest, choose one of
the beasts to embody; until your next long
rest, you gain the features of your chosen
celestial beast.
Tue SUNBIRD
The Sunbird flies across the heavens,
bringing warmth, light and life to the people
below. Iis everlasting flight vanishes the
night and its horrors, and renews life upon
the earth.
Channeling this beast alters the colour of
your hair to have shades of yellow, orange
and red, and it raises the temperature of
your body; your skin becoming hot to the
touch.
MANTLE OF Fire
3rd-level Way of the Celestial Beasts feature
‘Asa bonus action, you can spend 2 ki points
to have a wreath of fire surround you for 1
minute. Hostile creatures within 10 feet of
you when you activate this feature must
make a Dexterity saving throw, or take one
roll of your martial arts die plus your
Wisdom modifier as fire damage.
While this wreath is active, you gain
resistance to cold damage, and you can use
your bonus action on subsequent turns to
force hostile creatures in the area to save
against the fire damage again.
You can dismiss the wreath at any time on
your turn (no action required), While this
feature is active, you shed bright light in a
10 foot radius around you, and dim light 10.
feet beyond that.
When you reach 17th level, the area of
your wreath increases by 10 feet.FLAMES OF RENEWAL
6th level Way of the Celestial Beasts feature
Your fire is capable of both consuming and
nourishing life.
When you regain hit points as the effect of
a spell or feature, friendly creatures inside
the arca of your Mantle of Fire regain hit
points equalling one roll of your martial arts
die plus your Wisdom modifier.
Sunsirp's FiucuT
1 Ith-fevel Way of the Cele:
feature
tial Beasts
When you use your Step of the Wind
feature, you can spend an additional Ki
point to gain a flying speed equal to your
movement speed until the start of your next
turn, as spectral avian wings appear on your
back and leave a trail of fire in your wake.
Ifyou move while this feature is active,
hostile creatures within 10 feet of your path
must make a Dexterity saving throw. On a
fail, they take three rolls of your martial arts
die as fire damage, and half as much ona
success,
Alternatively, friendly creatures within 10
feet of your path regain hit points equalling
three rolls of your martial arts die. You
choose whether to affect friendly or hostile
creatures when you activate this feature,
In addition, your Slow Fall feature now
negates fall damage completely, as you are
capable of summoning the wings
momentarily without spending Ki points.
REKINDLE
17th-level Way of the Celestial Beasts
feature
The Sunbirds fire burns intensely inside
you, ready to be unleashed in a cascade of
flame.
When your current number of hit points is
below half your hit point maximum, you can
use your action to spend up to 6 Ki points
and soll that same number of your martial
arts dice. You regain hit points equalling
that rolled total, and hostile creatures within
a 20 foot radius of you must make a
Dexterity saving throw, or take fire damage
equalling to that same amount; a successful
save halves the damage.
Alternatively, friendly creatures within 20
fect of you regain hit points equalling the
same amount. You choose whether to affect
friendly or hostile creatures when you
activate this feature.
You can use this feature once per long
resTue Lunar TIGER
‘The Lunar Tiger chases the Sunbird in an
eternal cycle, always on its tail-feathers,
looking for a meal to sate his unending
bringing with it the night as
the Sunbird and its light into hiding.
it forces
As you channel the tiger's instincts and
ferocity, your nails and your canines grow
and sharpen, and your eyes become like
those of a great cat, with bright golden or
amber irises.
BESTIAL FEROCITY
3rd-level Way of the C
stial Beasis feature
As a bonus action, you can spend 1 Ki point
on your turn to empower your attacks with a
primal fury for 1 minute.
When you make an unarmed strike, you
can forgo adding your proficiency bonus to
the attack roll to instead add double that
value to the damage roll
Hunter's Pounce
6th-level Way of the Celestial Beasts feature
If you move at least 20 feet straight towards
a creature and hit it with an attack, that
creature must make a Strength (Athletics)
check or Dexterity (Acrobatics) check
against your Ki save DC to avoid being
knocked prone, or pushed away from you 10
feet (your choice) The creature's size must
be Large or smaller for this feature to affect
it,
‘You can spend Ki points when you us
this feature to push or knock prone larger
creatures. You can affect Huge creatures
with this feature by spending 1 Ki point, and
Gargantuan creatures by spending 2.
[UGULAR RIP
1 Ith-level Way of the Celestial Beasts
feature
While you have your Bestial Ferocity feature
active, any unarmed strike you make isa
critical hit on a roll of 19 or 20 on the 420.
Additionally, when you land a critical hit
with an unarmed strike, you can spend 1 Ki
point to add two martial arts dice to the
critical hit damage roll
PRIMAL ROAR
17th-level Way of the Celestial Beasts
feature
You can spend 3 ki points to unleash a
violent, deafening roar. Hostile creatures
within 30 feet of you must make a Wisdom
saving throw, or be frightened of you for 1
minute.
A creature frightened by this feature has
its movement speed halved.
A frightened creature can repeat the
saving throw at the end of each of its turns,
ending the condition on a success.Tue Sxy SERPENT
The Sky Serpent rules the skies, fickle and
tempestuous, granting gentle rain and shade
when pleased, and conjuring lightning and
raging typhoons when angered.
‘The serpent manifests itself with patterns of
small shimmering scales on your skin, and
(ifyou so wish) a long, thin and blue or
green mustache on your upper lip.
Senpent’s Cuspip
3rd-level Way of the
‘lestial Beasts feature
You gain access to a ranged spell attack. You
are proficient with this attack, and use your
Wisdom modifier for its attack and damage
rolls. The spell attack has a range of 30 feet,
and deals one roll of your martial arts die
plus your Wisdom modifier as lightning
damage.
‘This attack is considered an unarmed
strike, and can be used with your Exira
Attack and Martial Arts features.
Mornine Mist
6th-level Way of the Cel
ial Beasts feature
You can spend 1 ki point to cast the fog
cloud spell. You can spend 1 additional Ki
point when you cast this spell to grant a
number of creatures of your choice, up to
your proficiency bonus, the ability to see
clearly through the cloud you created.
SERPent’s Cort
11tlevel Way of the Celestial Beasts
feature
When you hit a creature with your ranged
spell attack, you can spend 1 ki poiat to
attempt to stun it, using your Stunning
Strike feature, Creatures wearing metal
armour or holding a metal object roll with
disadvantage on this saving throw.
Acreature immune to lightning damage
can't be stunned by your ranged spell attack.
HEAVENLY WRATH
17th-level Way of the Celestial Beasts
feature
You can spend 3 ki points to cast the call
lightning spell.
You can spend additional Ki points to
increase the level at which you cast the spell
Each additional Ki point increases the
spell's level by 1 to. a maximum of 6.Tue EARTHEN TORTOISE
The Earthen Tortoise commands the earth,
it is its carapace, and all that lives on its
surface its guests. [tis steady and calm,
seemingly slumbering perpetually; when it
rouses however, it shakes and opens the
ground, toppling and swallowing all it
wishes.
Embodying the tortoise, your knuckles
become heavy and callaused, and a tattoo-
like hexagonal pattern decorates your back.
TRON SHELL
3rd-level Way of the C
jal Beasts feature
As a bonus action, you can spend a number
of Ki points up to your proficiency bonus. A
number of layers of iron cover your skin
‘equal to the number of Ki points you spent.
Each layer grants you temporary hit points
equal to your Wisdom or Constitution
modifier (your choice) plus half your monk.
level (rounded up).
Ifyou have multiple layers, once a layer
has been depleted of its hit points, it
disappears, revealing the one beneath.
EARTHEN RETREAT
6th-level Way of the Celestial Beasts feature
When you use your Step of the Wind
feature, you gain a burrowing speed equal to
your movement speed until the end of your
next turn.
In addition, you gain tremorsense in a
range of 30 feet.
EMERGENCY CARAPACE
1 Ith-level Way of the Celestial Beasts
feature
When a creature that you can see (or sense
with your tremorsense) within 30 feet of you
is targeted with an attack or forced to make
a Dexterity saving throw, you can tse your
reaction and spend | Ki point to attempt to
shield it from harm.
You erect a barricade of hardened earth
around that creature, granting it the benefits
of three-quarters caver.
‘The barricade crumbles to dust and dirt
at the start of your next turn,
MOouNTAIN SHAPER
17th-level Way of the Celestial Beasts
feature
You can spend 5 Ki points to cast the wall of
stone spell. You can choose to cast this spell
without requiring concentration, however, if
‘you do so, the walll created by the spell
doesn't become permanent al the end ofits
duration.Way OF THE CELESTIAL
Brasts (ALTERNATE
VERSION)
This subclass is an alternate way to play the
Way of the Celestial Beasts monk. You can
choose whichever way you believe you will
enjoy this subclass most when selecting a
subclass at 3rd level.
BEASTIAL CHANNELING
3rd-level Way of the Celestial Beasts feature
Within you the beasts reside in constant
conflict, as they do within most people.
Through meditation and discipline, you are
able to bring an armistice to this raging
battle, allowing you to draw freely upon each
of the beasts’ power.
As a bonus action, you start channelling
the celestial beasts for 1 minute, choosing
which beastlial stance you wish to adopt.
While in a stance, some of your monk
features, such as flurry of blows, are altered
by the beast you are channeling.
Once per turn, you can swap to another
bestial stance (no action required).
BEASTLy BLOWS
3rd-level Way of the Celestial Beasts feature
Sunbird When you make an unarmed
strike with the Martial Arts feature or the
Flurry of Blows feature, you can choose to
unleash a swath of fire in a 10 foot cone in
front of you instead of making an unarmed
strike. Creatures in the area must make a
Dexterity saving throw. On a fail, these
swaths deal one roll of your martial arts die
as fire damage to the creatures.
Lunar Tiger. When you make an unarmed
strike with the Martial Arts feature or the
Flurry of Blows feature, you can choose to
forgo adding your proficiency bonus to the
attack roll, instead adding double the value
to your damage roll.
Sky Serpent. When you make an unarmed
strike with the Martial Arts feature or the
Flurry of Blows feature, you can choose for
your unarmed strikes to have a range of 30
feet and deal lightning damage.
Earthen Tortoise. When you make an
unarmed strike with the Martial Arts feature
or the Flurry of Blows feature, your
unarmed strikes leave your enemies
unbalanced. You can move a creature of size
large or smaller that you hit with your
unarmed strikes to an unoccupied space
within 5 feet of you.
HEAVENLY STEP
6th-level Way of the Celestial Beasts feature
Sunbird. When you use the dash action or
the Step of the Wind feature, you gain a
flying speed equal to your movement speed
until the start of your next turn.
Lunar Tiger. When you use the dash action
or the Step of the Wind feature, at the end
of your movement you can choose one
creature of size large or smaller within 5
feet of you to attempt to shove.
Sky Serpent. When you use the dash action
or the Step of the Wind feature, you become
a bolt of lightning until the end of your
movement. Your movement doesn't provoke
attacks of opportunity, and you can pass
through creatures. Creatures you pass
through must make a Constitution saving
throw, or suffer one roll of your martial arts
die as lightning damage; half as much ona
successful save.
Earthen Tortoise. When you use the dash
action or the Step of the Wind feature, you
gain a burrow speed equal to your
movement speed until the end of your next
turn. You also gain tremorsense in a range
of 30 feet.EMPYRAL DEFENSE
11th-level Way of the Celestial Beasts
feature
Sunbird. When you use the dodge action or
the Patient Defense feature, you conjure a
wreath of fire around you. This wreath
grants you resistance to cold damage, and
when a creature targets you with a melee
attack, it must make a Dexterity saving
throw. If the creature fails, it takes one roll
of your martial arts die as fire damage; half
as much on a successful save.
Lunar Tiger. When you use the dodge
action or the Patient Defense feature, you
can use your reaction to make an unarmed
strike against a creature that misses you
with a melee attack. If you hit with this
attack, it is a critical hit.
Sky Serpent. When you use the dodge
action or the Patient Defense feature, you
create a cloud of fog 15 feet around you. You
are heavily obscured while in the cloud, but
you can see clearly through it. The cloud
lasts until the start of your next turn.
Earthen Tortoise. When you use the dodge
action or the Patient Defense feature, you
gain temporary hit points equal to your
Constitution or Wisdom modifier (your
choice) plus half your monk level. Unless
depleted, these temporary hit points last
until you leave tortoise stance.
esses
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TT
CELESTIAL STRIKE
17th-level Way of the Celestial Beasts
feature
Sunbird. When you use the Stunning Strike
feature, your strike ignites a creature that
fails its Constitution saving throw for 1
minute. While the creature is set ablaze, it
must make a Dexterity saving throw at the
start of each of its turns. If it fails, it takes
two rolls of your martial arts die as fire
damage. A successful save extinguishes the
fire.
Lunar Tiger. When you use your Stunning
Strike feature, if you successfully stun a
creature whose current number of hit points
is lower than your monk level, that creature
is automatically reduced to 0 hit points.
Sky Serpent. When you use your Stunning
Strike feature, bolts of lightning leap from
the creature you struck to up to two
creatures of your choice within 15 feet of it.
These creatures must make a Dexterity
saving throw, or suffer one roll of your
martial arts die as lightning damage; or half
as much on a success. A creature that fails
its Dexterity save, must make a Constitution
saving throw. If it fails, it is stunned by your
Stunning Strike as well A creature immune
to lightning damage is not stunned by this
feature, and a creature resistant to lightning
damage rolls with advantage on its save.
Earthen Tortoise. When you use your
Stunning Strike feature, you can choose to
have the creature make a Dexterity saving
throw instead of a Constitution one. A large
or smaller creature that fails its save, is
paralyzed rather than stunned, as the earth
opens up beneath it and swallows the
creature, binding it to the ground.