Monastic Tradition - Way of the Roaring Lion

Monks who follow the Way of the Roaring Lion dedicate themselves to strict rigorous practice of martial arts, far more so than some other monastic traditions. Instead of manifesting new fantastical ways to manipulate their ki, Roaring Lion monks instead practice a form of martial arts that channels the ferocity and cunning of a lion. This manifests itself in the form of martial maneuvers and advanced stances. Advanced Roaring Lion monks are known to brutally hunt down weakened foes with an almost unnatural blood sense.

Just as a hunt is unpredictable, so too are Roaring Lion monks, whose forms and maneuvers follow no set pattern beyond that which is most necessary in the current moment.

Roaring Kata

At 3rd level you learn a number of deadly maneuvers. You learn four maneuvers that you choose from the list below, however only a maximum of two of these are available at any one time. Roaring Lion monks do not preplan their maneuvers, instead responding to the flow of battle on the fly. The two maneuvers available to you are determined at random, and whenever you use a maneuver, it is expended, and a new maneuver is made available to you - again, determined at random. Once all maneuvers you know are expended they are refreshed, and two new maneuvers are made available to you at random.

You automatically refresh your expended and available maneuvers whenever initiative is rolled. Only one maneuver can be utilised per turn, as part of an attack. You choose which attack it is applied to before making an attack roll, and it is expended even if you miss.

Whenever you gain a level in this class you can exchange one maneuver you know for another that you meet the prerequisites for. At 9th level, you know five maneuvers instead of four. At 15th level, you know six maneuvers, and you can have three available at once.

Maneuvers which prompt a saving throw have a DC of 8 + your proficiency bonus + your wisdom modifier.

Stances of the Lion

Your grasp of the Roaring Lion forms allow you to enter into stances, which grant passive bonuses, from 6th level. You learn two stances, which can be changed once per turn with no action cost, so long as your movement speed is not reduced to 0. You can swap out a stance for a different one whenever you gain a new level in this class.

At 12th level you know three stances instead of two.

Hunter of Blood

Your attunement to the way of the lion allows you to track the injured from 11th level. Whenever any creature is below one quarter hit points within 60', you always know their position, even with a succesful hide check. You also have advantage on any attacks made against them.

Bolstering Roar

At 17th level, you learn how to channel a succesful hunt into a bolstering roar. When you reduce a creature to 0HP you can choose to roar, giving all friendly creatures within 30' temporary hit points equal to your monk level. If the friendly creatures are below half health they also regain hit points equal to half the temporary hit points

Maneuvers

Apex Fang

Requires 15th Level When you hit with this maneuver, you deal an additional 2d6 piercing damage, and your damage ignores and Resistances or Immunities.

Call the Pride

Requires 9th level If you hit with this maneuver, any adjacent friendly creatures can use their Reaction to make a melee attack against your target. They do so with advantage.

Claw that Cuts All

Requires 15th level When you use this maneuver you can make an attack against all enemy creatures within 20' of you.

Clear the Thicket

If you hit with this maneuver the target provokes an Opportunity Attack if they move within your threatened area at all.

Collapsing Tree Strike

If you hit with this attack, you automatically grapple the target creature, assuming they are not two sizes larger than you.

Evergrowing Hunt

When you hit with this maneuver, your initiative for this combat is increased by twice your Wisdom modifier (minimum 1), allowing you to potentially act earlier from the next round. This can stack with itself, further increasing your initiative.

Feral Claw

When you use this maneuver, you add your proficiency bonus a second time to the attack roll, and to the damage roll. Your AC is reduced by half your proficiency bonus until the start of your next turn.

Heartrend

Requires 9th level By striking your opponent's weakness you tear at their defenses. Until the start of the creature's next turn, their armor class is reduced by half of the damage you deal with this attack, to a minimum AC of 10 (unless it was already lower).

Hunger for More

If you hit with this maneuver, and reduce a creature to 0HP this turn, all friendly creatures within 15' deal additional damage on weapon attacks equal to your proficiency bonus until the end of your next turn.

Maw of the Dominant

Requires 15th level If you hit with this maneuver, your damage type is changed to Piercing. The target takes an additional 2d4 piercing damage immediately, and at the end of each of its turns going forwards until it receives healing.

Overwhelm the Prey

Requires 9th level If you hit with this maneuver, the target must make a Constitution save. If they fail, their movement speed is set to 0 and they cannot take reactions until the end of your next turn.

Quickfang Strike

When you use the use this maneuver you attack twice, instead of once, however you do not add your proficiency bonus to the attack rolls for either attack.

Terror of the Wildlands

If you hit with this maneuver, the target must succeed on a Wisdom saving throw or be Frightened of you for one minute. They can make a new save at the end of their turns to end this effect early.

Toss Aside

Requires 9th level When you hit with this maneuver, you take hold of the target and throw them up to 10' away from you. If they strike another creature, both take 1d6 bludgeoning damage and are knocked prone.

Tendon Tear

Requires 9th level When you hit with this maneuver, the target must succed on a Strength saving throw, or have their Strength score reduced by 4. On a successful save, their Strength score is reduced by 2. This is restored either after a Long Rest.

Stances

Blood in the Water

While in this stance, whenever you critically strike you gain a cumulative +1 to attack and damage rolls for 1 minute, so long as you remain in this stance. The 1 minute duration refreshes whenever you critically hit.

Clawed Fist Stance

While in this stance you deal an additional 1d6 slashing damage, once per turn, when you hit with an Unarmed Strike. This increases to 2d6 at 12th level.

Crouching Lion Stance

While in this stance you gain resistance to slashing damage. From 16th level, this improves to Immunity to Slashing damage.

Defensive Swipe Stance

While in this stance whenever a creature hits you with a weapon attack while within 5', you can use your Reaction to make an Unarmed Strike against them. You can then move up to 10' horizontally, without provoking opportunity attacks.





Hunter's Stance

While in this stance, you have advantage on all Perception checks.

Rising Claw Stance

Requires 12th Level While in this stance your movement becomes small leaps and bounds instead of running. You can avoid difficult terrain or hazards as long as they are less than 20' wide. In addition, if you move 30' or more before making an attack, you deal an additional 3d6 slashing damage on your first Unarmed strike hit of this turn.

Stance of Favoured Claw

Requires 12th Level Once per turn while in this stance you can reroll one Unarmed Strike damage dice. In addition, if you roll maximum on an Unarmed Strike damage dice, you can roll a second dice and add it to the total damage dealt.

Stance of the Lion's Pride

Requires 12th level. While in this stance and adjacent to a friendly creature, you and the friendly creature regain hit points equal to your Wisdom Modifier at the start of your turns, so long as you are below half your maximum hit points.

Tree Clinging Stance

While in this stance you can climb vertical walls and cling to ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.