Base Class: Monk
"What is 'courage'? 'Courage' is knowing fear and making that fear your own! Losing your breath is fear! But when you control your fear, you can breathe regularly! Ki control is the result of courage! Ki praise is the praise of courage! Ki greatness is the greatness of a creatures' courage!"
Not only does this path teach you the ways of peace and tranquility, you also have mastered the predatorial and intensity of a wolf. Your fast strikes bring with confusion & fear to your enemies. You can stalk your prey with intense patience, waiting for the perfect moment to strike before moving in a swift and vigorous style to kill.
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
Wolf Fang Techniques
Starting when you choose this tradition at 3rd level, you learn to harness your predatorial instincts making your reflexes as deadly as a wolf. This must be chosen before any attack rolls.
- Bite Attack - The target takes 1d6+5 piercing damage to reach 5 ft. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone as your teeth sharpen becoming strong enough to pierce heavy armor.
([3rd] 1d6, [6th] 1d8, [11th] 1d10, [17th] 2d10)[any enemy with toxic blood or skin you will also take damage]. - Lacerate Maul - Spend 1 ki point to cast .Primal Savagery (the damage changes to Force damage).
- Predator - Spend 1 ki point to cast Pass without Trace.
Fist of the Northern Wolves
At 6th level, your study of the wolf spirit allows you to unleash the beast within your soul. By spending 2 Ki point your fists are engulfed in the spiritual essence of your soul, manifesting itself into the shapes of wolves heads. You can activate the Fist of the Northern Wolves as a bonus action. When you make an Unarmed strike you deal attack you 1d6 of Force damage. You can release this form earlier by using the action on your turn. You automatically lose this form if you fall unconscious, drop to 0 hit points, or die.
- Wolf Fang Fist - After taking the attack action, spend 1 Ki point and your Flurry of Blows can perform 3 unarmed strikes as a bonus action. Additionally, you can spend 2 ki points to make 6 unarmed strikes as a bonus action. You can only use this action twice per short or long rest but will increase by one on each subclass level.
Dire Wolf Spirit
At 11th level, you have learned how to channel your senses to their highest potential. Your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance.
In addition, when using Fist of the Northern Wolves you gain the Pack Hunter feature.
Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Form of The Spiritual Wolf
By spending 4 ki points you unlock the wolf spirit technic's final power. Your soul encumbers your body covering you from head to toe of a light blue aura taking the shape of a Lycan making you similar to a werewolf. Form of The Spiritual Wolf lasts for only 10 minutes but you can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, or voluntarily during a bonus action and regain 2 ki points.
Awoken Wolf Fists. Your unarmed strikes deal an additional 2d10 Force damage & your flurry of blows attacks increase from 2 attacks to 5 attacks.
Killer Instinct. You gain +10 movement & enemies cannot take reaction attack against you, you also have an advantage on Dexterity checks and Dexterity saving throws.
Armor of the Soul. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and your AC is increased by 2.
Soul-Crushing Weakness. You have a vulnerability to necrotic damage.
BloodRage Mode. Every 3 turns or if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from since your last turn, whichever number is higher. On a failed Wisdom save you enter BloodRage Mode. Your vision turns red your character moves directly towards the nearest creature to you and uses their Attack action against that creature. If there is more than one possible target, the DM chooses the target. You must make another wisdom saving throw to regain control.
When your Spiritual Wolf form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a short rest before you can use it again.
Previous Versions
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Predator should be hunter's mark and 2 ki points.
Wolf Fang Fist is way too over powered. If you are going to make that many attacks in one round you are going to be stunned and have one point of exhaustion. You are trying to make astral self monk without playing astral self.
Lots of typos too ands to be proof read.
But all in all this subclass is way too OP and needs some heavy revision.
With the Wolf Fang Techniques, specifically predator, do they have to be done with an attack or can they be used as part of the action?