Monk
Base Class: Monk

Those who have mastered the way of the bared claw are one with nature and the beasts that dwell within it. They have meditated long in the jungles and forests of the realms and adopted both the keen instinct and ferocity of a wide variety of their wild inhabitants. Their ability to manipulate their ki allows some to even duplicate the incredible abilities of the beasts they've lived among. Their understanding of the circle of life gives them an edge when in the midst of combat. You never want to be on the sharp end of a master of the bared claw.

Wild Familiar

At 3rd level a Monk of the Bared Claw may meditate during a long rest to cast the spell find familiar to call upon a wild nature spirit to guide them in their journeys. Though this spirit will ultimately be their ally, it will not be utterly obedient. They may communicate telepathically with their wild familiar, but cannot force it to obey their commands. They also cannot force the familiar to change form on command. Depending on the relationship between monk and familiar, the familiar may directly disobey the monks commands, but will never actually try to harm them. The familiar can teleport up to 10 ft in any direction either on command or of its own will at any time while summoned. If the familiar is destroyed the monk can resummon it by once again meditating over a long rest. Depending on the circumstances of the familiars destruction, it may not be happy with the monk on return.

Bared Claw technique

Starting when you choose this tradition at 3rd level, you can pierce your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or fall prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Resilience of the Wild

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Ferocity

Beginning at 11th level, you can enter a feral state that pushes you into a ferocious rage. Once after a short rest, you can spend three ki points to go into a feral state that will last for three turns. You will gain +2 to your AC, +3 to any attempt to hit an enemy, an extra d6 to damage and +5 movement speed.

Shimmering Talon

At 17th level, you gain the ability to set up lethal punctures in the flow of ki in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible wounds, which last for a number of days equal to your monk level. The punctures are harmless unless you use your action to activate them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points and explode for 5d10 bludgeoning damage to anything within 15 ft. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can also choose to release the targets ki harmlessly without using an action.

Previous Versions

Name Date Modified Views Adds Version Actions
8/11/2019 6:37:34 AM
2
0
1
Coming Soon