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Way Of The Animal Shen

SHEN STYLE At 3rd level, you learn two shen from the list below. When you gain a level in this class, you can choose to replace a shen you know with a different one. As a bonus action, you can assume a martial stance based on a shen you know. While you are in this stance you can use the features it provides. At 6th level, you learn one additional shen. At 11th level, your shen improves. Crane Shen Gather the Blossoms. You can use your Deflect Missiles feature without expending your reaction, up to twice per round. Crane Strike. When you use your Patient Defense feature and a creature misses you with a melee attack, you can use your reaction to make one unarmed strike against them. Slay the Ape. At 11th level, when you hit a creature with your un armed strike, you can expend 2 ki points to attempt to blind them. The target must succeed on a Constitution saving throw or be Blinded until the end of your next turn.
  Monkey Shen Monkey King Staff. You can use your quarterstaff in place of your unarmed strikes. Drunken Monkey. As a bonus action, you make a Dexterity (Acrobatics) check against a creature within your reach, contested by its Passive Perception. If you succeed, your attacks have advantage against that target until the end of your next turn. Mad Monkey. At 1 lth level, as a reaction to making a Strength based ability check or saving throw you can expend 2 ki points and give yourself advantage on these rolls until the end of your next tum.
  Black Leopard Shen Panther Step. Your movements make no sound. You gain a bonus to your Dexterity (Stealth) checks equal to your Wisdom modifier. Cat's Reflexes. You add your Wisdom modifier to Initiative checks. Leopard Paw. At 11th level, when you you make an opportunity attack, you can expend 2 ki points to turn it into a flurry of blows. Snake Shen Fang Hand Method. You score a critical hit with your unarmed strikes on a roll of 19 or 20. Strike and Coil. When you hit a creature with your unarmed strike, you can make a grapple check against them as a reaction. Poison Strike. At 11th level, when you hit a creature with your un armed strike, you can expend 2 ki points to attempt a poison strike. The target must succeed on a Constitution saving throw or be Poisoned until the end of your next turn.
  Tiger Shen Tiger Takedown. When you hit a creature with your unarmed strike, you can expend 1 ki point and the target must succeed on a Strength saving throw or be knocked prone. Tiger Paw. Your unarmed strike deals piercing, slashing or blud geoning damage (your choice), and 1d4 additional damage. Primal Pounce. At 1 lth level, after moving at least 15 feet in a straight line and succeeding on a Tiger Takedown attack, you can expend 2 ki points to make a flurry of blows attack as a reaction. Dragon Shen At 17th level, you learn the Dragon Shen. Dragon Claw. When you hit a creature with your unarmed strike, you can expend 2 ki points to deal an additional 2d8 acid, cold, fire, lightning, or poison damage. Dragon Fist. As an action, you expend 6 ki points and thrust both fists forward in a direction you choose before releasing a beam of draconic ki. Choose one damage type; acid, cold, fire, lightning, or poison. Each creature in a 60 foot line originating from you must make a Dexterity saving throw, taking 10d6 damage on a failure or half as much on a success. Once you use this feature, you must finish a short or long rest before you can use it again.

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