Monk Subclass: Way of Fang and Claw
Hit Points
Hit Dice: d8 per Monk Subclass: Way of Fang and Claw level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills: You gain proficiency in Animal Handling
Overview & Creation
Monks of the Way of Fang and Claw learn that like yourself, all creatures should not be caged. You become quick to understand a creatures wants and needs, and thus you both guard and obey each other. Over time the creature becomes as one with your ki energy in the heat of battle, you both move in sync and flow to the rhythm of each others footwork.
Class Features
Animal Companion
At 3rd level, you learn to use your ki to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears. You can have only one animal companion at a time. If your animal companion is ever slain, the spiritual bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and can use your ki to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion will roll initiative like everyone else and will take their own turn in combat. If you don't order it to do anything, it will act on its own trying it's best to protect you or itself.
Your companion gains an Unarmored Movement equal to yours.
Your companions DC for its abilities is 8+ your proficiency mod + your companion's Strength or Dex mod
Your companion makes death saving throws like everyone else.
Compaion Ki
Your companion's ki will be your max ki halved (rounded down) And they gain the following abilities:
Lunging Leap
Your companion may spend 2 ki point to triple your jump height and lunge at an enemy they can reach. The creature must make a Strength saving throw or be knocked prone, this only works on creatures of Large or smaller size. If the creature is to be knocked prone from the this, the companion may make a free extra attack.
Of the Same Mind
Immediately after you take the Attack action, your companion may spend 1 ki point to make a reactionary strike. This uses up its reaction if it hasn't already used it.
Call of the Wild
Your companion may spend up to 2 ki points to cry out to all his allies. Every friendly creature within 30ft of your companion may take one of two benefits: Temp HP equal to your Martial Arts Die + your companion's Wisdom modifier, or advantage on their next attack roll. This ability, however, leaves your companion open, giving advantage on all rolls to hit it until the start of its next turn.
In Spirit
At 6th level, you and your companion are of not of the same mind, but the soul as well. Your companion's attacks are now magical for the purpose of overcoming resistances and immunities.
Whenever your companion would go down in battle, you may take one of his Companion Ki features and use it once per encounter until they are up or until they are brought back to life.
Camaraderie Grows
At 11th level, you have nourished, battled with, and have grown in spiritship with your companion enough that it has grown, mentally and physically. Your companion grows a size larger than what it is, permanently and it gains a new Companion Ki feature:
Might for Your Mettle
During your companion's Attack action, it may spend 1 ki point to attempt to restrain the creature. The creature must make a Strength saving throw or be restrained.
Additionally the Companion Ki feature, Lunging Leap, now affects creatures of Huge size or smaller.
Pack Leader
You and your companion flow like water and are two peas in a pod. At 17th level, whenever you and your companion would be with 5ft of a creature you both are attacking, you both would gain advantage to hit. If you both would have to make a saving throw against a creatures spell or effect and you're both within 5ft of the creature, you both gain advantage on the saving throw.
Additionally, you and your companion gain a bonus to saving throws equal to your Wisdom modifier.