Base Class: Monk
Monks who follow the Way of the Beast channel the primal fury of wild animals, transforming their bodies to adopt bestial traits. Their discipline grants them heightened instincts, savage attacks, and the ability to strike fear into their foes.
Bestial Tongue
You have learned to communicate with the wild. You can convey simple ideas to beasts through sounds and body language, and you can understand their basic emotions and intent in return. Additionally, you have advantage on Wisdom (Animal Handling) checks.
Beastly Transformation
At the start of combat, or as a bonus action on a subsequent turn, you can spend 1 Focus Point to harness the primal fury of wild animals. When you do, you undergo a transformation, taking on animalistic characteristics such as claws, fangs, fur, or other traits of your choosing. This transformation lasts for 1 minute or until you dismiss it (no action required). While transformed, you gain the following benefits:
Claw and Fang. Your unarmed strikes can deal bludgeoning, piercing, or slashing damage (your choice). Your natural weapons count as unarmed strikes for the purpose of your monk features.
Beast Strike. Your unarmed strikes gain one mastery property of your choice from the following: Cleave, Graze, Sap, Slow, or Topple. You can use this property on any unarmed strikes made as part of your Attack action. You cannot change this mastery until you take a long rest.
Animalistic Instincts
While under the effects of Beastly Transformation, you can use your reaction to make an unarmed strike against a creature that enters your reach. When you hit with this attack, you gain temporary hit points equal to half the damage dealt (minimum 1).
Scent of Blood
When a creature you can see takes damage, you can immediately move up to your speed toward it without provoking opportunity attacks.
Primal Roar
When you take the Attack action, you can spend 5 Focus Points to replace one of your attacks with a powerful roar. Each creature of your choice within 30 feet must make a Wisdom saving throw against your Ki save DC. On a failed save, a creature takes 6d8 thunder damage and is frightened until the end of it's next turn On a success, it takes half as much damage and is not frightened.
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