Monk
Base Class: Monk

A descendant of the chosen monk of Malar, Ulgeth, the Saernclaw monks use an ability granted to them by their god to guard nature. This blessing allows them to assume parts of their hunts to enhance their bodies and fight as one with them. Through mastery of this power they can change into chimera like fighters who's only limit in combat is their imagination. These guardians are versatile and beyond deadly to those who threaten nature and the purity of the hunt.

Nature's Aspect

As a bonus action the player can change a part of their body to the characteristics of beasts they have hunted for 1 minute. If the player has not battled any beast creatures yet in the game they may choose a starter from wolf, hawk, or ape. The beast must possess a CR equal to or lower than their monk level divided by 2 rounded down with 1 CR being their starting limit. 

This ability has 2 charges at 3rd level and gains 1 charge every 2 levels of monk gained afterwards. As the player levels up their monk class they gain the ability to change 1 extra part of themselves every 4 levels for a total of 5 simultaneously at 19th level. 

Nature's Aspect has 10 slots for beasts to draw from and this number is set for the whole campaign. In order to gain a new one after they must choose one to remove from a slot. This process can only be done over a short or long rest. 

Once per day they can restore 1 point of Natures Aspect during a short rest afterwards dawn must break to recharge their uses.

 

Hunter's Craft

After a long time of being a hunter and working with natural materials you gain an instinctual understanding of them. When working with materials of creatures of a CR of their monk level or lower gain advantage to make any weapons, armor, or items from them. If the CR is higher gain a +2 to your check to make your project. This bonus can only be gained once per day for each attempted process. This bonus can stack with any existing bonus the player possesses towards creating items such as blacksmithing or leatherworking.

Monstrous Form

After extensive training with their abilities the monk has become a chosen of Malar unlocking new levels of potential.

They can now add 2 slots to their list for creatures other than beasts with the same rules applied to their Nature's Aspect ability.

Also the player can now expend 4 ki slots to enlarge themself for 1 minute. This increases their size by one so small becomes medium and etc.  While this in effect increase your ac by 1 and grant yourself temp AC by equal to your monk level doubled.

Due to the strain of these abilities the player must make a CON save of 12 or higher if hit beyond temp hp or lose focus on the abilities.

Both abilities recharge after a long rest.

Avatar of the Predator.

Reaching the pinnacle of Malar's blessing the player becomes able to magically transform into a lycanthrope of their choice and transform 2 parts of themself without expending any charges of Nature's Aspect for 6 turns.

Choices available are werewolf, wereboar, weretiger, werebear,  werebat, wereraven, or werebat. These options can be changed at the DMs discretion for fitting the world you are currently playing in. They may add or subtract options to make the ability seem more suitable to your campaign setting.

While this ability is active you gain a +2 to AC and any stats your chosen lycanthrope has that is higher than yours is replaced while it is active.

This ability is taxing on the player's character, but they are able to push past its limit in exchange for one stack of exhaustion per turn. 

This ability can be used safely every 3 days. If the player wishes to use it again before then they risk being overtaken by the nature of Malar's blessing and going berserk. This makes them hostile to all surrounding creatures and adapting the full nature of their chosen lycanthrope until sunrise. By making a Wisdom save of 18 or higher you can push through your animal instincts and remain in control resetting the 3 day timer. 

Way Of The Saernclaw Image

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