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1/25/2019 Way of the Beast | GM Binder

Way of the Beast


Beast Stance Tough Skin. You gain resistance to nonmagical bludgeoning,
piercing, and slashing damage. In addition, when you reach
Starting when you choose this at 3rd level, you gain access to level 17 in this class, any resistances you may have due to
your choice of two of the following stances: abilities given by this Tradition become Immunities.
Cobra Stance. While this stance is active, attacks of Wings. You gain a flying speed of 30 feet. In order to use
opportunity have disadvantage against you. this ability, you must have clothing or armor that
Crane Stance. While this stance is active, you have accommodates your wings.
advantage on ability checks against being knocked prone and
you are immune to abilities, effects, or spells that would move Beastial Ability
you against your will.
Dragon Stance. Choose one of the following damage types: Beginning at 17th level, you learn various abilities to better
Acid, Cold, Fire, Lightning, or Poison. When you hit a creature enhance your Beast Stance. You may choose two of the
with an unarmed attack while this stance is active, you deal following abilities.
additional damage of the chosen damage type equal to your Frightful Glare. As an action, you place fear into the hearts
martial arts die. of those around you. You may expend 1 ki point to force a
Tiger Stance. While this stance is active, your unarmed number of creatures equal to your Wisdom Modifier
strikes deal additional damage equal to your Wisdom Modifier (minimum of 1) that you can see to make a Wisdom saving
(minimum of 1). throw. On a failed save, the creature is frightened of you for 1
Turtle Stance. While this stance is active, you gain a +2 minute or until they use an action to pass the save on a
bonus to your AC. subsequent turn.
As a bonus action, you may enter one of your chosen Focused Hit. When you hit a creature with an attack, you
stances. This effect lasts until your next short or long rest or may expend 1 ki point. the target must make a Constitution
until you change your stance as a bonus action during a later saving throw. On a failed save, the creature takes additional
turn. You may enter one of your chosen stances a number of Poison damage equal to your Wisdom Modifier and are
times equal to your Wisdom Modifier (minimum of 1) per long considered Poisoned. The poisoned effect lasts for 1 minute
rest. or until they use an action to pass the save on a subsequent
turn.
Beastial Nature Snapping Jaw. When you hit a creature with an attack, you
may use your reaction to immediately Grapple the target.
Starting at 6th level, your body adapts itself to various aspects Tearing Power. When you hit a creature with an attack, you
of your chosen stances. You gain the following abilities based may spend 1 ki point to immediately deal an additional
on the stances you chose at 3rd level. Martial Art die of damage. The creature must also make a
Cobra. You gain advantage on Dexterity ability checks. Constitution saving throw, taking an additional Martial Art die
Crane. When a creature hits you, you may use your reaction of damage at the beginning of their next turn on a failed save.
to immediately make an attack against them. Wing Attack. As an action, you may expend 1 ki point to
Dragon. You gain resistance to the damage type you chose send a gust of powerful wind at your enemies. Every creature
when you picked this stance at 3rd level. within a 30 foot cone of you must make a Dexterity Saving
Tiger. If you move at least 20 feet straight toward a creature Throw. On a failed save, the creature is knocked prone and
and then hit a target with an unarmed strike on the same turn, take 3d10 + your Dexterity Modifier bludgeoning damage. On
the target must make a Strength saving throw or be knocked a successful save, the creature takes half damage.
prone.
Turtle. You gain a swim speed equal to your walking speed.
In addition, you can breathe both air and water.
Animalistic Appendages
Starting at 11th level, your access to Ki and the natural world
around you alters your body physically. You gain one of the
following physical traits of your choice, along with the
connected ability.
Claws. Unarmed attacks deal piercing damage instead of
the normal bludgeoning damage. In addition, you gain a
climbing speed equal to your walking speed.
Tail. You may use a bonus action to make an attack with
your tail. The range of your tail is 5 feet. On a successful hit,
the target takes a Martial Art die of damage and must make a
Strength saving throw or be knocked Prone.

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