Monastic Tradition - Way of the Wild

Many monks seek to master themselves to become more in tune with the wider world, and some who do so find themselves drawn to become a part of the animal kingdom itself. The origin of the Way of the Wild's creation isn't wholly clear - some believe it came from lycanthropes seeking to control their transformations, some from a druid sect that sought martial mastery alongside nature, while others simply claim that a jungle monastery created it over centuries of dedicated practice.

Regardless of how it came about, monks who follow the Way of the Wild draw their strength from animals, transforming into them into ki-infused beasts.

Wild Shape

Starting at 3rd level you can use your bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your monk level determines the beasts you can transform into. At 3rd level you can transform into any beast that has a challenge rating of 1 or lower that doesn't have a flying or swimming speed. From 5th level, you can transform into beasts that have a swimming speed, and from 8th level you can transform into beasts that have a fly speed, and the CR limit is changed to 1/3 your monk level, rounded down.

You can stay in your beast form number of hours equal to half your monk level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • Your beast form's natural weapons count as monk weapons for the purpose of Martials Arts and Flurry of Blows. Likewise if you take the Multiattack action on your turn you can still take the Flurry of Blows bonus action.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Once your normal uses of Wild Shape have been expended, you can expend 2 ki points to use it again.

Druid Multiclass

If you multiclass with a druid, once you reach 2nd level as a druid your monk and druid levels stack for the purpose of your Wild Shape's duration.

In addition, if you have at least two levels as druid and eight levels as monk, you add half your druid levels to your monk level for determining your CR cap - unless you take the moon druid subclass, in which case you add your full druid levels instead.

Wild Empathy

From 3rd level, you can cast the Speak with Animals spell as a ritual. You also apply your Wisdom modifier to charisma ability checks when dealing with animals.

Ki-Empowered Beast

From 6th level your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also expend 1 ki point when you use wild shape to gain a +1 bonus to your shape's attack and damage rolls. From 11th and 15th level you can expend an additional ki point to increase the bonus to to +2 and +3 respectively; these bonuses can stack with any magical enhancements, such as from an Eldritch Claw Tattoo, but only to a maximum of +3.

In addition, while you are wild shaped as a bonus action on your turn you can expend ki points up to your proficiency bonus, healing +1d8 hit points per ki point expended.

Leader of the Pack

From 11th level your wild forms lead your allies into battle. While you are wild shaped allied creatures within 10ft of you (but not yourself) critically hit on attack rolls of 19 or 20. This area extends to 30ft radius at 18th level in this class.

In addition, when you expend ki on Ki-Empowered Beast, the AC of your wild shape increases by the amount of ki you spend.

Immutable Form

From 11th level you gain immunity to any spell or effect that would alter your form while you are Wild Shaped.

Beast Tongue of the Sun and Moon

Though Wild Shape as standard restricts your ability to speak, once you reach 13th level as monk and gain the Tongue of the Sun and Moon feature you are able to communicate verbally in your wildshape forms freely - though you are still unable to cast spells. Tongue of the Sun and Moon grants understanding to your listeners, rather than a physical ability to speak.

Master of Forms

From 17th level you can cast the Alter Self spell at will while in your base form. The effect is permanent, instantaneous, and does not require concentration. You also cannot die of old age.

Moment of Clarity

From 17th level when you or an ally affected by Leader of the Pack critically strike with an attack, you gain Moment of Clarity for 1 minute. This can be expended at no action cost for one of the following effects when you use the named feature:-

  • When you Flurry of Blows, you can attack a third time.
  • The target creature has disadvantage on their saving throw against your Stunning Strike.
  • Your Deflect Arrows now also reduces the damage against any damage you take, including area of effect abilities, spells, melee attacks, or other sources of damage.
  • When you use Step of the Wind you also gain Patient Defense, and vice versa.
  • Empty Body can be activated as an action or a bonus action.

You choose when to use Moment of Clarity, and cannot gain a further Moment until your current Moment has been used.

Emperor of Beasts

From 20th level your mastery of the Wild allows you to use Wild Shape at will.