Way of the Shackled Beast
To unleash the beast within is to lose your soul to fury and make yourself a slave. A creature is only free when it understands itself. The beast must not be unleashed but rather set free. So it shall be with our people. Our salvation lies inward. To break your shackles without, you must shackle the beast within, The shackles of our enemy become our weapons against them. Those who seek to bind us do so not out of mastery but out of fear. These shackles are a symbol of our people’s power feared by the others. When you shackle the beast within, you tie your soul to it. When you and the beast are one the struggle is ended and both you and the beast become free at last.
Shackled Beast Technique
Starting when you choose this tradition at 3rd level,
you can endure as much pain as you deal out, you
are learning to master your inner rage. Whenever you
hit a creature with one of the attacks granted by your
Flurry of Blows, you gain one of the following effects…
• You have advantage on Strength checks and Strength
saving throws until the end of your next turn.
• When you make your first attack on your turn, you
can decide to attack recklessly. Doing so gives you
advantage on melee monk weapon attack rolls
during this turn, but attack rolls against you have
advantage until your next turn.
• You have resistance to bludgeoning, piercing, and
slashing damage until the end of your next turn.
At 6th level, you gain the ability to savagely advance on
their enemies. When you hit a creature with an
opportunity attack, you can move up to half your
speed immediately after the attack and as part of
the same reaction. This movement doesn’t provoke
Beginning at 11th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can see
within 30 feet of you. If the creature can see or hear
you, it must succeed on a Wisdom saving throw (DC
equal to 8 + your proficiency bonus + your Charisma
modifier) or be frightened of you until the end of your
next turn. On subsequent turns, you can use your action
to extend the duration of this effect on the frightened
creature until the end of your next turn. This effect ends
if the creature ends its turn out of line of sight or more
than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t
use this feature on that creature again for 24 hours.
At 17th level, when you take damage from
a creature that is within 5 feet of you. you can use
your reaction to make a melee weapon attack against