Way of the Five Animals (5e Subclass)
Way of the Five Animals[edit]
Monk Subclass
Practitioners of the Way of the Five Animals emulate the movements, instincts, and spirit of five mythic beasts: the Tiger, Crane, Leopard, Snake, and Dragon. Through disciplined training, they learn to shift between forms, drawing on each animal’s strength, grace, speed, cunning, and power.
- Apprentice of the Five Forms
When you chose this subclass at 3rd level, you start to learn the foundations of your style. You gain the following benefits:
- Hand Positions. You learn how to change the position of your fingers for different purposes, adopting different hand shapes. You can cause slashing, piercing or bludgeoning damage with your unarmed strikes.
- Form of the Five Animals. Your movements are fluid and dance like. Whenever you make a Performance check to demonstrate your combat forms, you can use your Dexterity score instead, if that value is higher.
- Tiger's Ferocity
Starting at 3rd level, you learn the first form of your style: the form of the tiger. This teaches you ferocity and aggressiveness. You can use your Dexterity modifier, rather than Strength, for any contested Strength (Athletics) checks you make.
In addition, once per turn when a creature fails a check against your grapple, shove or is hit by your unarmed strike, that creature suffer takes damage equal to your Martial Arts Die (determine the damage type with your Hand Shapes feature).
- Crane's Grace
Also at 3rd level, you learn the second form, the form of the crane, acquiring balance and grace through. When in Patient Defense, you have Advantage on all Dexterity checks and saving throws.
In addition, whenever a creature misses an attack against you while in Patient Defense, you can spend 1 ki point to make an opportunity attack against it, if within range.
- Leopard's Agility
At 6th level, you develop the rapid ferocity of the leopard form. When you use Step of the Wind, you can benefit from Dash and Disengage simultaneously. Alternatively, you can replace either action with an unarmed strike. When you use Step of the Wind, you can use your Deflect Projectiles roll to intercept melee weapon attacks made against you (reducing damage to 0 allow you to spend 1 ki point to make an attack as part of the same Reaction).
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you take the Step of the Wind before doing anything else on that turn.
- Snake's Flow
At 11th level, you learn the flexibility and deadliness of the snake form. Any checks made to grapple you and opportunity attacks made against you have Disadvantage, and you have Advantage on saving throws against being restrained.
In addition, you can target a vital point from an opponent. Once per turn when a creature is targeted by a stunning strike, that target takes necrotic damage equal to two rolls of your martial arts die on a failed save, or one roll on a success.
- Dragon's Wisdom
At 17th level, you reach the peak of your mastery over the five forms, learning the exoteric form of the dragon. You can exhale and inhale ki, producing the following effects:
- Inhaling Ki. Whenever you use ki for a feature that don't cause damage, you inhale ki, lightening your body. This grants you a flying speed equal to your movement speed until the end of your turn.
- Exhaling Ki. Whenever you use ki to make an attack or target an enemy, you can gain Advantage on the attack or impose Disadvantage on a save. In addition, you can cause the exhaling unleash a gust of chi that pushes that target 10 feet in any direction.
In addition, you can spend 1 hit die as an Action to inhale ki, gaining the benefits of the inhalation and recovering 1 ki point.
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