Way of the Wild

Monks that follow the Way of the Wild belong to a monastic tradition that emphasizes their ki as a connection to instinct, ferocity, and the natural order. The ancient sages and martial artists who shaped this tradition described the stances and strikes with various animals and monsters of the world: dragons, monkeys, orcas, stingrays, sharks, and others.

Features
Fighter Level Feature
3rd Disciple of the Wild, Voice of the Wild
6th Strike of the Wild
11th Vibrant Soul
17th Advanced Disciple

Disciple of the Wild

When you choose this tradition at 3rd level, choose two of the following styles: Crane, Dragon, Mantis, Monkey, Crocodile, Orca, Stingray, and Shark. You learn the disciplines associated with them described below, and as you gain monk levels, you learn additional disciplines based on these choices.

At the beginning of your turn, you can spend 1 ki point to enter a stance that you know. You can end your stance at any time; it otherwise lasts 1 minute or until you enter another stance.

  • Crane Stance. While you are in Crane Stance and a creature adjacent to you misses you with a melee attack, you can use your reaction to move that creature to any other unoccupied space adjacent to you, or to move up to half your speed without provoking opportunity attacks.
  • Dragon Stance. While you are in Dragon Stance, you can use a bonus action to gain resistance to one damage type of your choice until the beginning of your next turn. You can’t choose bludgeoning, piercing, or slashing damage for this feature.
  • Mantis Stance. While you are in Mantis Stance and you use your Patient Defense feature or the Dodge action, the next time a creature misses you with a melee weapon attack, you can make an unarmed attack against it as a reaction.
  • Monkey Stance. While you are in Monkey Stance, you can roll a Dexterity (Acrobatics) check instead of any Strength (Athletics) check you would roll. As a reaction when a creature misses you with a melee weapon attack, you can attempt to grapple it.
  • Crocodile Stance. This stance lasts 10 minutes rather than the normal 1 minute. While you are in Crocodile Stance, you gain a swimming speed equal to your walking speed + 10 feet, and you can hold your breath for 5 minutes + your Constitution modifier. When you are swimming and attack a creature in the water that does not have a swimming speed, you gain advantage on melee weapon attacks.
  • Orca Stance. While you are in Orca Stance, you can use your reaction to shove a creature that starts its turn at least 20 feet from you and ends its movement within 5 feet of you. Add your Martial Arts die to your Strength (Athletics) roll for this shove.
  • Stingray Stance. While you are in Stingray Stance, you gain advantage on Dexterity saving throws and Dexterity (Acrobatics) ability checks, and you can use Patient Defense without expending ki points.
  • Shark Stance. While you are in Shark Stance and you use your Step of the Wind feature or the Dash action, you can make an unarmed attack when you end your movement.

Voice of the Wild

Also at 3rd level, you gain proficiency in the Animal Handling skill, and you can cast speak with animals as a ritual.

Strike of the Wild

Beginning at 6th level, you gain the disciplines associated with the stances that you know.

  • Crane Strike. When you hit a creature with an unarmed strike, you can spend 1 ki point to distract and confuse it, giving other attackers an opening. Your attack deals additional damage equal to your Martial Arts die, and the next melee attack roll made against that target by a creature other than you gains advantage.
  • Dragon Strike. When you hit a prone creature with an unarmed strike, you can spend 1 ki point to deal additional damage equal to your Martial Arts die and reduce their speed to 0 until the beginning of your next turn.
  • Mantis Strike. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal additional damage equal to your Wisdom modifier and attempt a blinding strike. The target must succeed a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw, ending the blindness on a success.
  • Monkey Strike. When you are prone and make a melee weapon attack, you can spend 1 ki to ignore disadvantage on that attack. If your attack hits, you can stand without spending movement. You can do this even when your speed is 0.
  • Crocodile Strike. When you are grappled and make a melee weapon attack, you can spend 1 ki to gain advantage on the attack roll. If the attack hits, roll your Martial Arts die and add the result to the damage, and you can attempt to escape the grapple. Add your Martial Arts die to the grapple escape attempt.
  • Orca Strike. When you hit with a melee weapon attack, you can spend 1 ki to deal bludgeoning damage equal to your Martial Arts die + your Strength modifier to a creature adjacent to the target of your attack.
  • Stingray Strike. When a creature adjacent to you casts a spell, you can use your reaction and spend 1 ki point to make an unarmed strike against it. On a hit, you deal additional damage equal to your Wisdom modifier, and the creature must roll a Constitution saving throw as if concentrating on the spell. On a failed saving throw, the spell is lost.
  • Shark Strike. When you hit with a melee weapon attack, you can spend 1 ki to deal additional damage equal to your Martial Arts die. At the start of the creature’s turn, it takes piercing damage equal to your Wisdom modifier. At the end of each of its turns, it can roll a Constitution saving throw to end this damage. The target automatically stops taking this damage if it regains hit points from any effect.

Vibrant Soul

Starting at 11th level, your maximum ki points equal your monk level + your Wisdom modifier.

Advanced Disciple

Beginning at 17th level, you learn a third style of your choice, including the stance and strike associated with that style.

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